#enfusion_generic
1 messages · Page 24 of 1
Check how many gamemode do you have in layer
I will in the morning, its currently 12am
thank you for the response!
maybe he's trying to load multiple scenarios
change your camera start position, next to the play button
Looks like this is still happening seemingly completely at random, maybe it's some race condition?
RPL (E): IReplication::InsertNodeError: Attempting to register one item from multiple RplNodes! This is a critical failure and should be brought to attention and resolved IMMEDIATELY! itemId=0x800003B2 name=ShellMoveComponent node=GenericEntity current_node=GenericEntity, item=script::Game::ShellMoveComponent, current_item=script::Game::ShellMoveComponent
It also still produces an error message that isnt helpful when it comes to actually fixing the issue, since I am not an Enfusion engine developer it doesn't automatically make sense to me
Sometimes it prints two or three of those errors at a time for a single entity being spawned
Hello! Can someone help with camera. I am trying to "Play" my project, but when I hit that green button, engine loads me in blue screen. But If I click play from camera position it gives me a character
It's not a camera issue that means you don't have your game mode and whatever else set up properly.
Shieeeet... I guess here starts all the fun with figuring out how to set it up properly xDD
But thanks for info!! < 3
There is a thing in the tools menu or options, menu, one of them places somewhere that says game mode set up
And it will add all of the correct entities to your hierarchy. But yes, there is a lot to learn.
Plugins menu / Game Mode Setup
Thanks!! It worked! But it loaded me into game master mode xDDD Will try to swap it with my needed camera somehow xD
Time to start tinkering for like a thousand hours
xDDDDDDDDDDDDDDD
how to add Destruction to Forest if i use any vehicles ?
i made a mod for a custom map , how do i export them for when we download the mod and we go to a specific map the .ent of my custom map overlap with the map loaded?
Yeah.. So... The thing with the camera was not in the Gamemode! I am trying to make a cinematic(trying new hobby) but the thing is that my camera is just was without a camera manager module. Thing is that I've added that module into the scene, but now it just locks my camera to the main camera in the sea and don't want to use camera from Cinematic Timeline... Maybe someone knows hot to fix that?
You shouldn't have a camera in the scene just a camera manager. If you have a camera in hierarchy it will do what it's doing now.
this would mean it was attempted 3 or 4 times to add it to replication, only the first time is valid. i am not exactly sure what operation would do this, beyond my knowledge too, but the error itself makes total sense
The operation is placing an entity as game master
A few specific entities, you probably have a few hundred crash reports with this since 1.6 tho
just one
same problem unfortunately
Only other thing might be a duplication of your ai world or scr world
thank you I will look into it
so strange, nothing looks out of place let alone a duplicate, I have search ed the scene and found nothing
Might be something clashing with the other default world above
Just got a new PC and tried transferring my projects to my new PC through one drive. When I open the project it says base game project not found. How do I go about getting the base project onto my new PC? (Still have access to my previous PC)
Do you have Arma reforger installed + ran at least once? 🙂
🤦♂️ That did it, thank you.
Any idea where I would find the controls to bind the attack heli to my joysticks?? I am unable to locate them and i'm not sure what they would need to be named for me to use all the weapons. I can fly the helis just find as of now but don't have any weapons bound 
I know there are tons of mods that included balaclavas, but if I wanted to make my own, where should I look for information on how to do so? I've never attempted anything like this before
so what is the best way to work together on a project? is it to send each other the files for the mod or to list them as a contributor?
How does the loadout saving system work? Because I added the items to the catalog, and when I equipped them and tried to save, it told me that a certain item can’t be saved. Is there a whitelist or blacklist?
Probably to work on separate files, and only call common scripts in a shared header file/assets. I've never dealt with the contributor piece but I think 1 person must upload it and list the other(s) as contributors.
Person who uploads it at this point with the CloudFlare issues is really whoever can get the project to fully upload
If it's the wrong faction that can cause the error, but it'll tell you about the conflicting faction
Blender 3D model tutorials and the Bohemia wiki, really
If that were the problem, how do I make a certain piece of clothing or a certain weapon allow me to save it for another faction?
Thanks, should be a better way, the contributor stuff does not seem to be working for me😕 hope they make a better way to do it.
I'd ask in #enfusion_configuration ,my guess would be the faction setting needs to be empty/neutral for the prefab. I know you can do it on some servers no matter what, they might override the faction "barrier"
yea I think it's more of a "nice to have" thing, you can ask the folks at the ACE Anvil or RHS how they manage their projects with multiple devs
Depends on what kind of project it is. Especially for things with limited file size, something like Git is usually best.
Manually sending files would be a lot of work, avoid that.
Anyone here using workbench on linux?
I have strange problem, for example when i ovveride or duplicate a file I need to restart workbench for new file to show up.
I tried it, but the viewport was glitchy on linux for me, and I couldn't fullscreen the main window for some reason on KDE, so I use it on Windows currently. Didn't notice this issue though
Is there a way to make a particle emitter within a ParticleEffect to "choose" between 2 or multiple textures per particle basis?
I'd have though adding multiple textures to a single material could result in anything, but no
the behaviour of this results in this, which is not what i need
i'd need something that would make the first spawned particle's texture be chosen at random out of the 4!
(and any other particles that spawn after, of course
make it one texture and set it up as an atlas, then select random frame under animation
smoke particles tend to do that
Right, sure, but what if I want 4 different texture sheets to animate through?
Like, what if those 4 were 4 spritesheets?
That is my issue,,,, I'm trying to make a spark effect, but using the same texturesheet will get very overused
Then you need multiple atlases yes
But how would I implement that into the particle emitter without emitting them all at once?
no, my goal is to have esentially 1 particle at the end of the emission, just that this one particle has 25% chance of being A, 25% B, 25& C, 25% D
Then script it, I guess
I am not sure if there is a function to use only one of the textures you assign, in which case you could do multiple atlases
you can script material classes?
What? No you can script an effect and do all your particle spawning from script
Then you can spawn the emitter you want when you want
But that's not a solution and not efficient especially for something as trivial as sparks
oh

I see the problem in cpp side. I will report to the team. Either that or data guys should fix some prefabs
Is this log somewhere around as well (%s will be different on the log)?
Bullets (projectile entity '%s' with %s) are not meant to use RplComponent! This can cause severe replication issues and negatively affect the multiplayer session.
Nuh uh, you should have like 38453 crashes from this issue though since its a mod that used to be popular Game Master FX
Hello! Is there a way to pu character to the turret slot? Can't seem to find one in BaseCompartmentManager vehicle( but it is there) and character is able to seat in other seats
Hey, I'm curious if anybody else is having any issues trying to generate asset images after the latest update? I was able to generate them before without any issue. I hadn't changed my method or anything like that I'm still using the same set up as before. However, when I select my Prefabs I get the following message.
Is anyone able to help me with this? I am stumped. https://i.imgur.com/gdVL6xN.png
Thing is, even if the prefab was misconfigured. It should just make this stop working and throw an error, but not cause a crash nor attempt to register into replication twice.
It's such a finicky thing that is most likely always gonna be missed by modders even if documented.
For example, it should not allow modder even to upload during build process
Isn't this what the Emitter properties allow you to do?
Btw @velvet acorn. As you ask multiple times about this here and there. This is one of such examples that lead to a replication stall
That is why the error message is so aggressive in tone
Oh bet, thank you, will keep a look out for these errors then
Appreciate the work 🫡🫡
It "only" crashes on non-diag exe btw, workbench no crashy, but server crashy, for example
Maybe it's a red herring in a way
Get it because the error is red

It should crash on non diag
Diag exes are more lenient, otherwise how would you solve some issue if the program goes down with it when you open a problematic prefab or so
Ah yes, software with bugs I cant reproduce in dev
Been thinking about switching from arma 3 modding to reforger modding once ive finished my next project, would you guys say that theres a very big learning curve?
Yes
It should throw assert
Just not crash
In the meantime, wtf do I do about it so it doesnt crash?
I can’t get into anything at the moment, it says it can’t find bsound, is it a mod problem? maybe it hasn’t been updated yet
Hey there, I'll ask again - I'm trying to create a car mounted S5 turret and I have a problem with optics - the camera does not follow the movement of the turret. Does anyone have an idea on how to fix it/where to look in order to debug this? I've tried looking into SCR_2DPipSightsComponent and SightsComponent code but no luck there
no, these are just for texture sheet animation, what im looking is to randomly choose out of multiple sets of texture sheets so it's not the same repeating animated texture
Does the engine respect Alpha for parallax cube maps?
halp i need a shader wizard
Hi, Why does the slot component ( vehicle etc) revert any changes to the scale of an added prefab and how can i avoid that?
From my understanding, transformations, (Position, Rotation & Scale) are all 'reset' when adding as a slot component, I assume so it can be positioned correctly.
Best thing to do, is add the entity you want as a child-prefab
The main entity remains at scale 1, which will be reset by the Slot Manager.
The child entity (The object you want) will then remain at its relative scale from the parent
Ahh nice thank you only problem i encountered is when you have the item in your inventory the added prefab is showing( example: i added wires to a drone and the wires stick out while the drone remains invisible while in the inventory.
No worries, it seems this question gets asked a lot, and people get left to their own devices with out an exact understanding.
I hadn't quite tested this, but for anyone if they're looking to understand going forward.
Create the entity.
Edit the Pre-fab (Into the World Editor)
Get the asset XOB (Not the .ET, it'll crash your toolbench)
Drop the XOB into the Entity on the left hierarchy menu, it'll create an indented entity - Alternatively drop it into the world space and drag the new entity into the other creating a Parent-Child
Transform the position from there, making sure to select the nested Entity, not the Parent.
(You cannot transform the mesh in the slot component, as you're specifically using a different transformation, not the Primary Parents Entity)
Thank you for the detailed explanation!🙏🏻
Np, i'll update the above as I'm currently doing it, just so if anyone comes acrossing scaling / slot manager transformation issues
I have seen options like inherit skeleton etc not sure if this has anything to do with it
Does anyone know with Bacon's Zombies mod - Is it possible to attach a marker to a spawned group of zombies, via the scenario framework layer task > attach marker on slot entity (or something like that)
I'm trying to set up a "clear horde" task, however, the marker does not move with the group as it normally would if using a vanilla one, any ideas?
Or where I could ask Bacon directly maybe? Everything else seems to be working the same way a vanilla group would it's just the marker thing!
could anyone help me with this, im trying to take the Takistan map, build some bases on it, save it and publish it, ive managed to load the map into the workbench but im stuck on what to do next as i cant save anything i do? i know some milsim groups have done this with other maps so if anyone could lead me in the right direction i would greatly appreciate it
@empty nexus
No idea I have not touched scenario framework
you mean like this? trying to figure it out myself.
Yup. My solution was to actually just override the UI the dev made and hide that portion of it. It makes no difference to the shop
yeah under iconbarter.layout? were you using the shop with zeliksbanking?
Does anyone know how to add Destruction to Forest if i use any vehicles ?
is there a way to turn off weight? Added a mortar shell to a drone and now its slow af
Does anyone know why you can't save the missions in the previous GM? It came out like saving
Hello all! Here's one of my issues in the world editor, and weirdly did not find anyone answering about it on Google.
So we have :
• 1 : Concrete walls made from a spline component
• 2 : Concrete walls put manually, one by one
• 3 : Crash barriers made from a spline
• 4 : Crash barrier put manually
• 5 : wooden fence
Here's the issue : NONE of these prefabs look destructible, with anything (tried vehicles, 70mm, A tetrash*tstorm of mortar shells... at best, I have zero collision BUT it does make sounds and FXs (for the wooden one) but it's still there, and at worst, it can be a MBT crash test OR if you have enough speed, you can go through, spreading noise and FXs but still no destruction, and if you have the good idea to stop on the crash barriers, these would pop your vehicle on top of them, making it completely stuck.
I already seen this issue on the unofficial Rostov map with the airport and all metalnet fences...
I tried to add a "SCR_DestructibleBuildingComponent" or even a "SCR_DestructionMultiPhaseComponent", but it just makes the wall disappear visually and physically
Anyway, any idea would be much appreciated ❤️
Second issue :
I have a weird lighting issue where I have to choose between far shadows AND good lighting through sun orientation.
On last screen, you can see that if I do not "Disable Far Shadows", The lights are really weird and a lot of prefabs and prefabs components are constantly more or less "in the shadow", like the hospital tumulus, all the pavements and the prefabs are not bright enough or making good shadowing from the sun orientation
This said, I would want to choose the "no far shadows" option, but then the landscape itself won't project a shadow anymore, and my map is based on a big part of relief and valleys.
Screen 1 : Distant shadows is set by default (but shadowing artifacts are ON as said before)
Screen 2 : "Disable Distant Shadows" checked in GenericWorldEntity, making good lightings based on sun position, but no more landscape shadows which are very important.
Hi everyone. Do you know, is there any way to trace errors occurring within the kernel of the game or in some scripts inside mods? I often start server with several mods and after crashing there is no way to identify issue. Like, is there no stack trace at all?
Did you ever figure this out?
A video showing how to add compositions/prefabs to the construction truck build menu.
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Thanks boss
Question on the .st file.
I created a stringtable file with the editor, everything is working but I can't find the file now in my scenario. Everything was in developer pending at this point. The .conf files for the languages are there. Once I published the .st file disappeared.
Anyone know if there’s a mod that lets a person link a belt to another persons lmg or mmg like in arma 3?
Regarding the inventory system. When creating custom characters, I'm struggling to discern how I can tell how much should fit into a given pouch
Is there a trick to easily building out characters inventories that I'm missing?
Because right now I have to constantly load in see if it fit, back out and try again
Does anyone have any experience with the blender enfusion tools?
im trying to export some files but i keep getting an error message and i cant find the folder i need
This keeps appearing and my addon folder is not present when i try to search for it
Is the export path your trying to use inside of an unlocked mod you have currently loaded in workbench?
4.4
That should work. Screenshot your workbench with your mod loaded like this
And whats the path your trying to export to?
my resource browser is the in the bottom middle of my screen
your in the world editor there not the workbench tool
Show me where your trying to export to
im presuming the mod folder should appear there but it doesnt appear in blender for some reason
Path is wrong, go to C:\Users\USERNAME\Documents\My Games\ArmaReforgerWorkbench\addons
okay thanks, ive got a new error message now but i believe its due to how i have set my perms up
whats the error
That may be an issue wiith your blender version. Try the 4.5 LTS thats the current
ive had to do some weird repairs to get my pc working after my brother bricked it so the current ssd is a bit shagged
ill try it
thanks for the help
It usually throws those generic python errors when it doesnt like the version
makes sense
i have an issue where it wont let players exit the map ive published, its saves but you cant exit without needing to close the whole game down, any solutions?
Hey all, trying to upload a mod, and having some serious issues with it timing out, im in aus
I added some dependencies for my project but apparently some dependencies are missing and i cant open the project. how can i unadd those dependencies?
would i just delete it from my workbench since i cant open it to unadd ?
open your addon.gproj file in your project directory and remove those two dependencies from it
would anyone be willing to do some commision work just send me a dm if interested
What determines whether you sling your rifle in front or over the shoulder when switching from rifle to pistol or grenade ?
does anyone know why the Project realism planes wont let my server start say "Cant compile game script module" and something about too many instructions per function
I already tryed to figure this out as well.
Only thing i can tell you: characterControllerComponent.SelectWeapon(null); will make them put it on their back.
No clue how to get them to put it in front...
I think someone said its defined in their animation or something.
Can't remember exactly.
cheers bro, im probably in way over my head just starting out with my first cosmetics mod, ill keep probing around and pray something clicks
Sure np. 😉
Maybe try your luck in https://discord.com/channels/105462288051380224/976155605100294224.
If its true and its set by the animation this is probably the best place to get an answer.
When setting up a scenario framework, how do you specify a modded faction rather than the default US/USSR/FIA?
we should have a modern military vs medieval age mod for reforger, like GATE if anyone watched that
Hey guys, I am having an odd issue with my engine lately, the measurement tools' live distance portion has become massively offset from my mouse, is there anyway to fix this?
For context, left is where my mouse is and right is the live view
Same here, I just don't worry too much about it, it still works 😅
To give you a possible answer its an upscaling thing most likely and probably to do with having an ultrawide monitor or upgrading yours to a bigger size
So no idea for how to make these thin walls destructible, just like in Everon?
Oh so it's maybe not supporting 4K then
Do you have a destruction manager in your world and an MP destruction manager
I do not have a destruction manager, but the building are collapsing correctly, I'll still try anyway, thanks 🙂
Should I be able to see the destruction through the editor? Cause the buildings can only collapse when I publish and try it in GameMaster
yea, the destruction manager helps with things like trees and walls, basically stuff that can be destroyed but doesnt have a "ruined" version of itself
Oooooh okay I see, thanks a lot! so it's just the "destruction manager" or the SCR_DestructionManager" as usual?
Perfect, thanks!
lmk how it works for you
Yup let's try this out
@jovial cosmos Hey odd bquestion but is the weird water generation stuff being addressed in the next update?
These are the same water generators
Well, you're my hero ❤️🔥
(just do not use the "create" button to search, drag and drop the pink DestructionManager, look manually for the prefab, otherwise it just crashes the engine)
Thank you so much ❤️
Of course and make sure you add the MP destruction one so it works in multiplayer as well
Noted! And if you have any other good tip for me for my shadows problem, I'll take it! 😅
Thanks again!
→ #enfusion_generic message
pink prefabs?
This one (yea sorry, "prefab" wasnt the good term I guess)
Do you have these comps?
Not all of these, like "Border Valley" and my "SCR_MapEntity" is a pink one
thats my terrain sorry lol
Oh okay so that's normal 🙂
but do you have the lighting default and generic world light entity?
Hmmm nope, I have "MainLighting" instead of the "Lighting_Default", and I do have the pink "GenericWorldLightEntity"
Should I delete the "MainLighting" one and replace it by "Lighting_Default" ?
yes
Yea it gives me sensibly the same lighting issue than before : weird shadowing but far shadows OR nice shadowing but no far shadows
Added "EnvProbe_Default", still same
It's maybe due to this thing I've done following an old tutorial?
Here are two screens where we can better se the problem:
• screen 1, distant shadows are disabled, lights are good but well.. no distant shadows (problematic for relief as you can see)
• screen 2, distant shadows arent disabled and working well, though lighting is weird and nothing except roads is receiving natural light
@jade current how do i use your whitelist if we can talk in dms
for lakes points must be clockwise iirc
I figured it out but that's good to know. Under the lake generator I had to toggle reverse point order
yes, you can do that or vector tool's reverse iirc
Thanks!
You don't happen to have a quick guide to rivers do you? Lol
not really, but I can assist for a bit
Oh it's all good. I'll look up a guide
Can anyone DM me How to fix spawning with our loadouts... this spawning naked shit is pissing me off. I dont want to keep paying this money to spawn naked on my own server....
Having an issue maybe someone can help me.
Am able to add a weapon to a vehicle/heli. It sticks to the heli.
However, after a certain speed is met - it disappears off the vehicle, and I'm not able to find / figure out how to fix that. Would anyone have a solution for me?
Who is able to do JSoc files
How hard would it be to make a mod that just changes aspects of the conquest gamemode like disabling spawning on caps directly, introducing FOBs as spawn points etc
Could someone help me?
Player with Blue tape is what he should Look. But when I spawn in he Looks Like a Clown
Using RHS. And following this Tutorial https://youtu.be/61Lbn4_s1IQ?si=CDX_VmTOYOWyIfBm
A video showing how to create your own default loadouts.
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Now it says failed to Open : Gear …
does anyone know where I can get he balistics for morter rounds?
Are we able to get an update on the workshop cloudflare timeout issue please.
unrelated to the message you replied to
there my favorite person in the discord (after dwarden :3)
It was more to get your attention, could we please get an update on this? It strongly feels like its being deliberately avoided. Whole communities are stagnating and hemorrhaging player counts because of this issue, which has been persisting for months now.
We are still yet to get an update and when others have also asked they have been ignored.
MANW is over, no need for mods anymore 😭
is this the road to arma 4?
anyone in here know TheLastSage123? trying to get in contact w him about his ah1w
its still a more visible road so i have some hope
Yup, and to no one’s surprise they’re still avoiding the question that’s been asked on here frequently.
Dudes, I trying to find the source of the description, How can I find that to make modifications ?
I htink that is a local string in the Workbench string editor, dunno how to see/set them though. https://community.bistudio.com/wiki/Arma_Reforger:String_Editor
Hey guys, i keep getting this issue whenever i try to publish an update to my mod. Ive tried restarting countless times, but it always fails around the 40% mark. Does anyone have a fix for this issue?
randomly all my shit is gone in my overview .... after a wb crash gotta love it
Does anyone know of a recommended .gitignore for reforger projects?
resourceDatabase.rdb only i guess
Hey guys we are having issues with helmets not working correctly as armor it works when you hit the top but not center mass -from one of our mod team guys
Anyone have any information that can help him out i’m personally not tech savvy when it comes to modding . I just manage everything. Lol
this is a long standing problem with CloudFlare that isnt fixed yet
hey im making a map does anybody know why my character phases through all the props i place down??
Ahh okay that stinks, well thanks for the response anyway🙏
you spawning .xob objects, not prefabs. use variants from prefabs folder, they should have collision and other properties
Legend
This has been going on for months and the devs never respond to questions about it on this discord
Fancy helping this guy out? Or will the devs ignore yet another person having this issue
Saying your still "Still working out a solution" is fine, but hiding and pretending that it dosnt exist by not engaging with us on this problem is pretty poor.
https://reforger.armaplatform.com/workshop/66EA164F6CCFEBF3-FF-USSRModernV2
How can i modify this mod to make the disguise to work?
Hi everyone. I'd like to ask you something: how do you set up a system where you can't respawn after capturing a base? Thanks.
Does anyone know how the Admin FX guys did their placeable airraid siren noise?
Download their mod and take a look.
Running into the same thing
BACKEND (E): [RestApi] ID:[24] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
The bottom of this page. It helped another mod Dev out a few days ago. https://www.tpmtactical.com.au/arma-reforger-troubleshooting/
The above might help you out ^
hey guys this is a big problem id say, my mate is trying to run his work bench, everytime he loads up he gets legit hundreads of MISSING GUID lines, he can manually fix it but everytime something updates his game breaks again. He has done multiple reinstalls of the game etc and tried using experimental etc but seems to be breaking. it also seems to be only the string tables that are breaking etc... this has been a long asf fix for him so really hoping i can get some help
check for script compile errors in your console, that is more likely te source of your issue given that some of the editors are disabled
https://reforger.armaplatform.com/workshop/66EA164F6CCFEBF3-FF-USSRModernV2
How can i make a mod like this for freedom fighters?
Thanks, will try later
Helped get me to 80% from 10% but now won't get past it sadly
lil' UP for my issue 🙏
Using a VPN really helped me upload
My default was always west coast US but switching to a Center US, Server location let me upload very quickly.
Back when i was active arma 3 player, i remember modders complained that arma 3 modding was complex, especially the physx for vehicles, but also modeling itself as there were many limits like models could be only max. 40 meters long or something like this.
Many avoided adding physx for planes and helicopters and the advanced flight model as it was too complex
Would you say with enfusion its all better and easier?
Better Yes, Easier No.
The easy portion being based off of the modders experience. But, if you have to ask it's probably not gonna be easy.
is bacons game master fx deprecated?
any other server owners in here, i need help setting an automatic message in chat, i have seen it in other servers but there isnt much help online or tutorials as to how to do it.
if you can help pls dm me. my chat is open.
Server admin tools by bacon
im going through the base game assets to figure out the quality i can go for and many of the base game assets are approaching 300+k for vehicles, while most of the small arms are between 50-150k from my count for lod 0, so i have a question, why is it that the high poly mods i have used, RoR, Uppercut etc have such aggressive performance issues on console even when they are static props, when compared to vanilla and things like WCS and RHS as, i want to ensure the models i make are comparable in texture and model quality to base game as possible.
Have WCS and RHS found a trick to make the game engine behave or is there some sort of topology/texturing techniques that are needed to allow for high polly assets
the current answers i have gotten boil down to the enfusion engine being ass which doesnt do it for me
that’s not actually true
define high polygon assets in context
so for instance 50k for a rifle or 500k for a static prop
which is rather matching vanilla or is quite a bit lower#
by the way im not insulting any of the mods ive used, the enfusion engine looks like a bit of a monster to work with sometimes
- use the least amount of individual textures / materials
- use proper LODs
makes sense, anything else i should be aware of when it comes to colliders and the like?
there is no black magic, you just need to use a bit of common sense
okay so i was right in thinking the game engine is actually able to handle it
the lower the polycount for these the better. the biki is pretty straightforward about it
obviously yeah but thats just basic optimization stuff
yes, it does without much issues (like with any game engine out there) as long as common sense is used
having (recent thing) a 600k non lodded pair of sneaker using 3 mats with 4 texs per mat (including opacity) is obviously not gonna work great on lower speced console boxes especially if more than a single user is gonna equip that
basically boils down to take your time and ensure the model, textures etc are actually good and not just implement things quickly
making your own models or using proper made ones for games
rather than using random models from the internet
yeah thats a bit mental for a pair of sneakers, the LAV is only like 250k faces and im making my own models
using vanilla as a baseline is enough. You will notice vanilla assets (unlike previous games) are quite a bit more polygon heavy which seems to work great on consoles as well
yeah thats what spurred this questionm
as long as basing game optimization pipelines are used (lods, material, textures etc)
arma 3s m16 was something like 7000 polygons, reforgers is like 90k
of course
modern GPUs (i guess consoles as well) have little issues crunching polygons, less so loading multiple high res textures
The engines are very different
yes
You have to also keep in mind the engine older arma games on was started a long time ago
So it’s natural enfusion can handle a lot more
im not insulting the older engines, they are honestly incredible for what they can do
there are details like engravings directly in the models - reason being consoles use secondary mipmap of textures anyways, so you get to preserve mode detail that way
Not saying you are, that’s just the context on why older arma game stuff is lower poly and lower res. Engines and hardware has come a long way
yeah im doing that as ive seen text get a bit smushed, just requires alot of clean up
for some you can get away with sprites on top
Is there a list a meshes for the body when trying to hide parts
In Reforger Tools when i Override the Vehicles_EntityCatalog_US.conf It succesfully overrides it but there are 4 entities that start withAPC_M113 that always register without a proper Entity Prefab file and path. I have tried adding a random prefab even the M113 Wreck prefab into the Entity Prefab path and it wont let me save the entire Entities section under the Vehicles category. This is preventing me from disabling certain ground vehicles on my server and i was wondering if anyone knew a fix for this.
Maybe just make your own Vehicles entity catalogue and only add what you want.
I can make my own catalogue but how would i override all of the other ones that i have as dependencies?
in order to disable certain vehicles etc
nevermind i seemed to figure it out have to edit the factions US.conf file and edit the list in there ill see if it works
Yep, override the faction conf, link your entity catalogue to it and as long as you use that faction in game it will be there.
ill figure it out i think that this method will work as the conf is now saving. Thanks for the help. The method definitely changed from the last time i edited vehicle stuff
Nevermind its screwed and i cant really just edit it because if i have depencies like JLTV then i have to override the original mod files in order to disable some vanilla vehicles and the APC_M113 is a vanilla vehicle without a prefab so its throwing errors. I even tried finding where the file is referenced to make my own vehicle config but as soon as i override it it wont allow me to edit the vehicles list conf reference.
This video is a little out of date and is about the arsenal, however the same concept applies with creating your own entity catalogue. https://youtu.be/98aa_y7c4Q0
Take your Arma Reforger missions to the next level with this step-by-step tutorial on creating custom arsenals!
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I will update both the item (Arsenal) and vehicle entity catalogue videos soonish.
anyone else’s custom faction mod having issues with bacon?
Yo I found a bit of an issue where CRX Enfusion A.I causes enemies to always move very fast like they're in combat even when they're actually not alerted
Is there any fix for this? I'd love to play Freedom Fighters with better AI but it kinda ruins it when all the civs and guards are always combat jogging 24/7
yes, it's a bug and will be fixed with the next patch
I'm struggling a bit and am looking for some advice, I'm trying to connect my Bohemia account to Reforger and Enfusion Workbench and it isn't working so I tried making a new account but need to disconnect my steam to my old bohemia account and can't figure it out. Every time I try to log in on reforger it says check your wifi connection but connects to the new account perfectly. Mainly trying to disconnect steam from one bohemia account so I can add it to my new one
Top right corner, then click logout.
I got that part but I’m not even logged in with the old account tho. The new account I have does log in and lets me log out just fine. That’s why I’m trying to disconnect my steam account from the Bohemia website so I can put it in my new Bohemia account.
Like for some reason my current account that’s connected to steam wont log in. Don’t know why and at this point I just want to remove access to steam from my old Bohemia account. Do you know if I need to contact Bohemia?
Should be at the bottom. That may or may not help. My guess is that those aren't the same "linking" though.
Worth a shot though.
Yeah on the website it lets me change the email and username and stuff and shows me what accounts are connected but doesn’t give me the option to disconnect accounts. Suppose I could try Bohemia Support?
yes, support.bistudio.com
I know that i've already asked for help about this problem and i have tried the advice. i was able to get from 10% to 80%, but it's a really annoying problem. BACKEND (E): [RestApi] ID:[14] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: "" Do i just have to wait for it to just work again?
Gonna sound dumb, try a VPN ideally from like Norway or similar to that region
anyone know what this means? DEFAULT (E): Unknown keyword/data 'm_bIsSavingEnabled' at offset 494(0x1ee)
RESOURCES (E): Failed to load metafile of image: UI/Textures/MainMenu/scenarios/scenarios-cold-2x_UI.edds Happens every time i try to publish.
Didn't help sadly
It’s a known issue, essentially if you can’t upload you whole mod quick enough it times out. Some people here use fast servers just for their upload speeds 💀
How do i add rank lock to vehicles ive looked in vehicle catalog but no place for it
how do i add an inventory to an object
well prop, it inherits directly from the prop_base.et
Take a look at the vehicle prefab under scr-editor...... Component. Override the Prefab to have access to edit the prefab.
So SCR Entity Overide?
Override vehicle prefab } edit prefab } locate scr_editorvehiclecomponent (named something similar to this) } locate the section related to rank (there are 2 options).
I am at work, so can't send screenshots.
me too and i remember seeing it was similar to the arsenal rank lock SCR script component and didnt know if it acted as the same
is anyone familiar with how to give an item a supply cost in a game master mode?
still will have to be done through the entity catalog
gotcha!
not in GM Mode but in workbench
i was looking in the prefab itself
i think it is inventory that will determine supply cost of a specific item
config/entitycatalog/inventoryiten i believe could be off by a name
yes it was the exact same thing i was doing gonna be vehcile and if you follow the screenshot you will have to add the item TPM was discussing with the little plus sign
here is photo i hadnt yet added the editorvehicle
Campaign budget in scr_editor.... component for vehicles works as well
Anyone tried using the Aiming Deadzone mod? Whenever I go to the settings to turn on the deadzone - it just automatically switches back to "off" as soon as I come out of the settings menu
anyone able to give me a hand with getting my custom UI to pop for a 2nd inventory if I jump in Creativity lounge?
@radiant flame
Try without any other mods loaded
Oh okay yeah, must've been a mod conflict or something. Tried without mods and it works, also works with my new modpack now
Sorry for bothering ya
Good day, perhaps someone has encountered my problem and can help me. When creating a video sequence in Cinematic Timeline, I noticed that at some point the camera makes a sharp drop, which ruins the composition. What could this be related to? I will be grateful for any help!
I’m not sure what you mean by a sharp drop, are you talking about an fps drop? If so, that won’t matter in the final render as the export will render it frame by frame. Also it’s best to use cinematic timeline without game mode entity in your world or else it spawns your character and other annoying things
recreated my alma maters football stadium in arma, map is boone conflict
first pic is a google earth ss, second is from in engine
How long did you need for this?
Looks great.
Thank you! It took between 40-60 hours
Well thats pretty fast. 😉
It was at 13 seconds. And unfortunately, it is displayed in the final form. But I understood what the problem was. I additionally have a script with an animation on a shaking camera. The animation is played for a certain time and then returns to its original state, causing a sharp jump in the camera. Thank you for your feedback)
RESOURCES : GetResourceObject '$New Everon:Missions/New Everon.conf'
DEFAULT : Config load '$New Everon:Missions/New Everon.conf'
DEFAULT (E): Unknown keyword/data 'm_bIsSavingEnabled' at offset 494(0x1ee)
RESOURCES (E): Failed to load metafile of image: UI/Textures/MainMenu/scenarios/scenarios-cold-2x_UI.edds Does anyone know what this means and how to fix it?
So im trying to make vehicles have a supply cost. i edit the cost in the prefab, however it still lets me spawn it with no supplys from the vehicle spawner
any suggestions or advice?
nevermind im braindead. i didnt enable supplys in GM
Hi so, I’m trying to override ranks for weapons in enfuzion, I’m doing it by ‘spawnerdataoveride’ but it’s not actually working.
The ranks are staying the same, anyone any ideas am I doing something wrong or? I set stuff to PVT or renegade it’s showing as unlocked but when going to save its still saying the rank it was originally is needed.
Thanks in advance!
Hello guys,i am working on a crazy ai project, are you gonna enable audio streaming any time soon ?
win+alt is supposed to open that menu in world editor during play mode correct?
I think also ctrl+win+alt, if thinking correctly
ive tried multiple times to get it open today and its just not opening i even tried looking in shortcuts
Look on the biki for the debug menu page, if you haven’t already. Could potentially have windows key disabled in some program that might affect it, maybe?
shouldnt be disabled but it may be possible
-_- apparently my new kb has a gaming mode that disables win
Anyone know how to find out the source of a script mismatch? I'm given the 2 checksums but I cant seem to find what to do with this information in order to pinpoint the problem. I've checked server and client logs to no avail
Does it happen in a live environment, or when testing in WB?
live environment
Does it happen for all players or just one / a couple?
Its on our testing server, myself and another get the same error
Try deleting the servers mods, then restart to redownload them
will do
Or if you have a lot and don't want to delete all, only remove the ones that were added or updated when it broke
That part I did do any it just gave me a different local checksum but still the same script_mismatch
Redownloading them all, isnt too too much
Deleted all mods from client and server, redownloaded and still getting the same mismatched checksums
Does it happen even without mods in the config?
Retried on a seperate DS that was running without mods, added it in, same thing. Tried on a 3rd DS running our full mod list, same thing, then removed my mod from that and reran it. I did unload all my mods before loading in without my mod and seems to have worked, maybe thats the issue is some mods aren't loading/unloading properly, gonna mess with it more
So pretty much works without my mod, doesn't work with it. Going to give deleting the addons another try 
Put it at the end of the mod list in my config before doing that, load order was the issue
That makes no sense at all. Wouldn't a script mismatch, be because the server and clients have different versions of the mod? How else can the mismatch even be happening?
Thats what I'm confused about, i deleted my entire addons folder for both the DS and my own, let them all redownload. Only thing that fixed it was putting my mod to the bottom of the addon list
There is a function in my mod that is dependent on another, i figured it just wouldnt compile/crash while trying to compile if that was the case
Yeah, that's weird and must be some kind of bug.
Unless, the mismatch is because, the way they're loaded for client vs server.
But, if the mod is dependent on the other, that order should be the same regardless, neither client nor server should be allowed to load the mods out of order regardless.
The bottom of the list is the first to load, last I heard anyway. Yours loading first would still force it's dependencies to load before it.
Thats why i initially had it at the top of the list, since in the logs it showed to load in reverse, i figured let everything do its thing and then have mine load since. Right now its just a few modded classes to the ScriptedInventoryManagerComponent and SCR_ArsenalInventoryStorageManagerComponent in order to create item restrictions. And then the one function that my mod depends on is in a framework mod, which just makes printing stuff a bit more streamlined(thank you Sen)
Also the mod isn't explicitly listed as a dependency
If you're altering their shit it should be, then load order is forced.
If it's not a dependency and you're altering "their version" of a vanilla function and your load order is wrong then things can break.
Not exactly altering, just using, but will add it as a dependency. First mod I actually uploaded so testing the waters trying to learn this. Have only helped on a mod until now
Using = dependent
The only mods you should actually ever have as a dependency are ones that you are directly using.
I.E. If I create a character mod and you wanna use those custom slot that I add, you use the mod i made as a dependency.
If you just want to use a gun on your server and their mod adds them to the arsenal, there is no need to use x mod as a dependency.
A lot of people don't comprehend this and think that if I want x mods on my server I need to create a mod that uses all of them as a dependency.
How does one add the ability for a admin to access GM on a Campaign scenario?
Admin tools
Add scriptedchat.et to your world, this will enable the gamechat were you can #login (password)
As easymoney says you can use admin tools too
Will having the bipod leg mirrored instead of its own object pose a problem when animating
I have strange issue, maybe someone will explain this to me, as Im new here.
Creating fresh new project on workbench, using only ArmaReforger.
Then:
ResourceManager/~ArmaReforger:Prefabs/Characters/Core/Character_Base.et
I see only resource variants 1. ArmaReforger. Pressing create new variant.
Edit prefab
Then changing on dropdown in new editor variant to orginal Reforger.
And looking for example on component: ActionsManagerComponent
Then I see: Additional Actions -> SCR_LootDeadBodyAction
Inside I see some values are modified, non standard.
WHY?
Why engine itself when creating overwrite modifies some values? For example sort from 0 do 999 ?
so i have built a custom map and a conflict scenario but when the player attempts to place an arsenal composite or vehcile depot etc they are floating in the air any idea why this is or a fix for such
@empty vessel you might know 
No idea to be honset. Do GM placed compositions also float?
im wondering if a hidden layer is there im not sure what is going on with it 🙁
I would only be guessing, but it sounds like a terrain issue in relation to a layer. Maybe ask in #enfusion_terrain channel
You're switching to the Original one, which had those values added to it when it was created, Those values aren't "modified", they are the "standard" ones added when the prefabs was created.
When you override you're basically creating a copy of said prefab and telling the engine to use your copy as the original. When the original is created, any values that are changed are saved with it. The sort priority in the action is set that way for a reason. The engine isn't adding those changes, the person that created it did. I think what you're misunderstanding is what happens when you click "create variant", it isn't creating you a blank unaltered version of said prefab, it's creating you a copy of the original as I stated above.
Hey, how do I hide these red boxes for taking images using cinematic timeline?
G
Yes you are thanks! 🙂
Just a note for others: "Overide prefab" has a problem with prefabs that require their Editable prefab counterparts -- they won't generate correctly and can cause WB to crash. https://feedback.bistudio.com/T195843
When attempting to make a sub-layer to my world and saving it I get a crash report with this message: Exception: Access violation. Illegal read by 0x7ff7a28686e5 at 0xe
Has anyone dealt with this before?
@empty vessel
anyone know of any videos showing wheelbase up from the ground im trying to build a tank mod and having problems as this is my first real mod from the ground up
Sub scene?
Yup. I ended up getting it to work. But now the radios won't show the range with a blue sphere like it used to and nothing will go beyond one point. I'll figure it out.
The radio sphere was removed/disabled in 1.6 for whatever reason 🤔
Dang, I was trying to get a cap to cap linear setup for radios. But it seems that cant be done without towers.
I don’t know what category this would fall under but I’m making a loading screen mod for my server and Iv got the UI layout stuff done what’s my next step to implement that? I’m very new to modding and this mod I’m currently working on is my first one.
Unsure if this video will be of any help to you https://youtu.be/CvtVA1KWgPo
A video showing how to modify the loading, welcome and deployment screens.
Music from #Uppbeat
https://uppbeat.io/t/volo/bloomphase
License code: BFBSB6ASGCCTTQSL
Music from #Uppbeat
https://uppbeat.io/t/icosphere/glaze
License code: N08O6U7VEMRJCXSW
Music from #Uppbeat
https://uppbeat.io/t/hartzmann/joyful-lights
License code: 3TVSAB47Z6TRIR...
Thank you I’ll try it!
Tried to publish gave me a save error or something now I’m completely lost lol imma just call it for the night and retry in the morning
Does anyone know how to import a .fnt file? When I import one, the game gives me a basic font. Also, what is a good program to use to convert a ttf file to fnt?
Save error??? Maybe you didnt override a config or something along those lines and opened it as read-only.
I dont have an answer for you, but out of curiosity, what is the .fnt file?
font file use by enfusion... i see RHS able to import it, but I can't manage to do so.
I can’t find the Workbench tab in Enfusion. What did I do wrong?
It is just file menu now
This changed with 1.6 I believe. It now says File instead of Workbench
How do I make a edds pic for a loading screen?
Hi thanks for response!
I think that, but when I investigating core value it states 0, but when override is.crested it have 999 on core Variant on my override. Why?
Could.you make.similar.test?
Or I still misunderstandings?
The original values of said thing are changed to make the created prefab work the way it's intended to.
You're overriding that prefab, meaning your prefab will have those values.
Import image and the scripts will change the format to an edds file.
Thanks, clear. But I still not.catch why when you inspecting prefab in orginal core.folder. in base game. You see 0. But when.cresting.override, without.modifieng anything it shows 999 in overide version.
I don't know what you're looking at but, in my files that value is 999 on the base game prefab.
Hmm, okay. Now.I think.you cleared.my mind!
So 0 is default, but game.itself.have modified 999.
Maaany thanks, simple.things but big confusion on my mind''' xD
How/ where?
I dont have a video on just importing images, however this video (at the time stamp linked) shows me importing images https://youtu.be/CvtVA1KWgPo?si=yLAgPwksi1DTLzO5&t=259
A video showing how to modify the loading, welcome and deployment screens.
Music from #Uppbeat
https://uppbeat.io/t/volo/bloomphase
License code: BFBSB6ASGCCTTQSL
Music from #Uppbeat
https://uppbeat.io/t/icosphere/glaze
License code: N08O6U7VEMRJCXSW
Music from #Uppbeat
https://uppbeat.io/t/hartzmann/joyful-lights
License code: 3TVSAB47Z6TRIR...
Ah brilliant. This will help me 👍 I've saved it so I can have a go tomorrow 🫡
Hello all 🙂
What are the prefabs and system components that I actually need to be able to locally host my map so we can test it in gamemaster mode with my friends?
I already can test it in game master, friends can DL it and test it for themselves, but we cannot host the gamemaster scenario as a local server to meet ourselves.
I guess I miss a few prefabs and components to activate it, just don't know which ones 😅
Did you create a mission header?
I have to? I guessed that we would maybe be able to be a few gamemasters, just putting stuff around to test it on the map, but now that I write this, I realize that we maybe can have only 1 gamemaster at a time?
To answer your question, I just created a GameMode for now.
To host a mission, a mission header for it has to be created. That's covered on the wiki.
Thanks and sorry for the stupid question then 😅 I'll read this and learn how to do it 🙂
A lil' up for my lighting issue still not resolved, tho 🙂
i have no clue what i did wrong on that one i was following your video lol
but i definitly didnt follow it right since i messed it up lol
Hey, can someone help me with this?
i've tried everything and i cant fix this
What tells you there's a Workbench tab?
give more info on what you're doing
I was updating my map that uses everon as the base of it, and everything was going fine until I got the errors. They even pop up when I just load up everon in it's own project with nothing done to it
can probably ignore them, I get errors every now and then that have nothing to do with what I am doing
Hey does anyone know how to work the "RPphone
by NewbKodii" with the Shop System by Euka
When i go to load into the scenario in arma itself it shows enfusion on the screen then crashes
fixed my problem
@slim spearwrong channel. use #creators_recruiting only
Sorry !
In the world editor is there not a simple topo map like view that you can use to reference where you are at similar to A3's Eden Editor?
Yes, there is
It's down below on the properties of the Terrain Tool panel
You can teleport and all that
👍
anyplace to read a bit more about keybinds modding?
What I need/want. I was able to create new page on cotnrol, my action have a keybind and working. but on settings page there is shown unasigned keybind. But action works. How to debug this...
That's cool. But is this only accessible for those who have access to the Terrain Tool?
Hey not sure if this is the right channel, but can someone explain what this error means:
Kick cause code: Group = 1 'REPLICATION', reason=5 'FLOODED'
Ive usually only ever seen that when your streams delta is set too low or your budget is being cut up too much. But im not educated enough on it to give an exact technical explanation behind it
anyone got a Guide on setting up the Dedicated server tool?
hi. are there any mapmakers here that know some tricks how to make big bunkers in tools ? im very happy for DMs with tips 🙂
bunkers require digging a hole in the ground and suitable set of objects to put into that hole
so i cant just digg tunnels `?
no, the terrain does not support holes in the surface
the object can have mesh with a material that takes the underlying ground textures on it though
so it is basically seamless transition
okej thx
Okay someone tell me HOW is there no Toyota Hilux (or generic 80's pickup truck) mods for Reforger??.
maps are too small for them
anyone know why my component script is not updating? i removed a Print but it still prints in the console in preview game world
nvm, just did Shift+F7
How can i make changes to the Intro/Main Menu screen?
I want to do two things:
-
Get rid of the annoying "Press Enter" after starting the game.
I want the game to load into the main menu screen right away, without any user input. -
Disable Main Menu music.
I do like the AR music in general, i really do.
It fits the game very well, and that is why i actually like to play with the server-wide music ON (though, i wouldn't mind a bit more variety), but i am sick of the constant Main Menu music.
Sometimes i spend a few minutes in the menu - like when tweaking settings/controls, or when browsing the Workshop.
I am sorry, i can't stand it, it HAS TO GO so i can keep the in-game music ON.
Is it possible to do these two things?
Any pointers as to what should i look for and where?
I think u can't better ask a dev.
Anyone know if there is a way for me to modify which weapons show up on the weapon racks? I'd like it to shows Caps weapons instead of vanilla weapons.
The FIA variant is broken and its not been updated in 3 months :c
You can try contacting the author on here, they might not know about that
@vestal bridge are you the mod creator?
Weapon racks? Caps? Gonna have to give more info on what those are.
Mods aren't loaded at the main menu.
i know, hence the question
Well if mods aren't loaded at the main menu, how are you expecting to have a mod loaded at the main menu?
I can imagine several ways - maybe some command line argument to force loading some mod at the start, or a simple file replacement (place certain files in certain paths for the game to load - like filepatching in Arma 3), etc.
There is no file patching here. You wanna patch a file, you gotta make a mod. You can open the game with mods loaded via start up params on pc. That's covered on the wiki.
aah, i see... -addons is a thing. Thanks, i missed that.
Now the only question that remains is whether the Workbench/game actually allows me to modify what's necessary.
Yes
Well wait lol
For 1, i would say that's as simple as removing a dialog. 2, Not too sure about that without some jank.
I was expecting it to be the other way around - 1 more difficult than 2.
I will have a look and see what i can dig up in the Workbench.
Actually, for 2 you can probably just disable the menu music entity or whatever it is called that exists in the main menu world prefab.
The thing is that i am half expecting the game/WB to throw a wrench into my plans by not allowing me to override the Main Menu stuff (or the intro) for some reason... i don't know why exactly, i am just paranoid like that 😄
Anyway, first i need to reinstall the WB. Thanks for the help.
Actually the main menu is a world, meaning you can't override it
The main menu world can be defined from your project settings though. I don't remember what all I had to do to get a custom one working tbh.
I knew it won't be easy 😅
Create a new world in the same hierarchy as the original, with the same name. Then just paste the entities from the vanilla world into your new world.
Actually, give it a new name, don't rename it until you're done making changes to it.
Otherwise it's treated as the OG and will be locked.
So either use the hard override method or change the main menu in your project settings.
Id like to edit these weapon racks so they show Caps Weapon Pack(linked below) instead of the vanilla rifles. Currently all I can find is the option to choose just a category of weapon(Rifles, MGs, Lauchers, etc) when editing the prefab. I was wondering if anyone knows where these racks pull the rifles from and if there’s a way to make this possible?
https://reforger.armaplatform.com/workshop/6319242B050D1483-CapsWeaponPack
Guys, how do I customize the RTG Armbands? It says "press X in bacon arsenal" but nothing happens?
where I can acess on my computer directly files from core or vanilla arma reforger?
On locked files u can't u need duplicate it.
why?
just from curiosity wher they are lockaed on my desktop. 😉
I think all vanilla files embedded binary
which config file hold this objecst?
Is there a way I can reload while having my weapon deployed?
SCR_GameModeCampaign > SCR_CampaignBuldingManagerComponent
anyone knows which layout is responsible for showing these keybinds?
Is there a guide on how to make a muzzle attachment not seperate from the rifle at first? Where it comes with it attached but you are able to de-attach it
Pretty sure that there are vanilla prefabs that work that way. Look at one of them.
In fact, the vanilla m16 does that with the flash hider.
Thank you!
Greetings to all! I am here to ask for some feedack. I have created a game mode for our community but I was told, that other people might be interested too.
I have created an Insurgency gamemode similar to the one people know from Arma 2.
For those who do not know:
This is a PvE gamemode where you have to clear cells of enemies until you cleared the map. It runs completely without GM and on its own.
Main Features:
- Dynamically spawn / despawn enemies
- Fast mission setup (basic setup within 5 min)
- Compatible with any map
- Compatible with any faction
- QRF mode
- Vehicle Spawn
- Difficulty adjustment
- Performance adjustments (not every server is the same)
- Supply Sytem where capturing a cell gives you supplies
- Almost everything is modular/configurable. If you dont want it, turn it off
You can even turn off map overlay for players and use this for a GM assisted PvE mission.
Of course fully compatible with consoles!
I am not posting this in showcases bc I have not made any proper pictures yet and just want to check out general sentiment. Would you guys be interested?
Sounds awesome :D
thank you 🙏 keywords for others: Vehicle Light Depot, Vehicle Depot, Arsenal,Helipad, Ammunation supply, heavy vehicle depot, Living Quarters
any layout spec here? 😛
Does anyone know what class governs map labels? There's nothing to click on for me to trace it via the world editor
how can i do a book like the mortar guidebook ?
SCR_GameModeCampaign > SCR_CampaignBuildingManagerComponent 🙂
anyone knows if there is a guideline to use wcs or rhs as dependency? idk if i need them but looking at other mods, they require those to work. i could not find anything online
To make them a mod dependency? I think just download it and set it as a dependency in your mod config. If you don't need them, don't use them unless you're only testing compatibility
i was planning to use them in order to make a (test) custom vehicle mounted gun. but i really dont know if i need them. just saw some mods requiring them. in fact i know zero if i need it or how to use it
Maybe someone can answer regardin characters so i edit baseloadout on chars. Some updates some not is there way to check who is inherited by who or something. How characters select what items they want etc?
i joke :< sorry pufu 😄
If you make a complete mod for AR how portable will it be for to A4?
is that a different discord?
Nah you're in the right place
someone linked a different discord i think and deleted the msg
its prolly a skem considering your question was about ArmA4 and not complaints
probably yeah
but to answer you question until A4, reforger is a full game that is working on improving enfusion so take what you will from this information
yeah i guess my question is a bit vague in this regard
Nobody knows. But it being the same engine it should be familiar ground to speed up progress.
A4 ss still expected 2027 right?
expected.....
Can’t for the life of me find in enfusion where to go to adjust ranks and exp required for said ranks for the server. Anyone know which thing I have to open find and adjust?
I would be interested. Also interested in helping with anything i could. Still learning myself
think its in the faction manager. Open your game mode world and select faction manager. If its not in faction its in one of the game mode managers
Question gents,
Where does the non-Bacon saved loadouts profiles for players save on the server backend? I deleted profile > saves > playersaves and all of the bacon loadout saves yet folks are still able to spawn in on saved arsenal loadouts
i made a game mode script but it don't show in my world editor
do anyone know how to fix it
In vanilla they are stored in script memory. They are gone after a restart. Anything else is done by mods
do you happen to know what folder they would be located within the backend?
Hey hi! Anyone know what this prefab does?
It's within the living area prefab
They are not stored on the backend.
what do I do to wipe kits between server restarts?
any way to have a variant of a gm placeable prefab that spawns with a height offset, without changing origin in blender and having to import two separate mesh? Made a GM placeable and I want one that has normal 0, 0, 0 origin and another that spawns above the clouds without me having to manually elevate it every time but trying not to have two of the same mesh in project
Hey did you ever get any further with this?
Does anyone else have any useful imformation or know of a resource where i might be able to find some.
Google is not finding much.
No not yet. But since then I've noticed my windows hide when I move mouse off the window. So I'm guessing it's to do with mouse focused windows
Hmm that means not much to me tbh.
Hello, I have questions about some projectile components as I am trying to make an airburst projectile.
I have two options I am going down either that of using the automatic fuse with timed fuse or proximitytrigger.
If someone could please point me to the correct channel, or provide insights, I would greatly appreciate it. I won't get into detail to make sure I am in the right place.
I've got a curious question, I've looked through videos and the tutorials on the page, but couldn't find it, how does one make a custom spawn point on a map, can't seem to figure it out and feel like I'm missing something at this point
I'm looking for someone to help me create a filter so my mods appear in a section of GM, making it easier to find my creations when using GM.
Something like what's marked in the green area of the image
Them staying is not a vanilla functionality. You need to check which of your mods does that and how they do it
Maybe you have GM Persistent Loadouts mod? It has its own folder and persists the arsenal box loadouts
I already wiped the GM kits, I am talking about the saved arsenal loadouts that players can respawn into
Yeah, that mod persists those in its own folder
for regular players, not just GMs?
Yeah, GM in that mod means game master as in the game master game mode
ahhhh ok thank you. If I wiped the loadouts in that folder but players could still spawn in on kits after respawn, am I missing something?
Some of those mods are so frequently used people assume what they do is built into the game
So the folder is GMPersistentLoadouts, and make sure to restart the server after clearing those
One very obscure issue is some server providers dont show you the actual files of your server until you restart the server (for example one very popular provider)
So you might think you made changes to the files but actually you are hallucinating
If this is the case for you then it would still have the files despite you seeing you deleted them
You can also not use the GM Persistent Loadouts mod in your server, to see if they stop persisting
yeah unfortunately I did that and those saved loadouts were still in there, let me check quickly.
So, unless I am mistaken, I went into Profiles > profile > GMPersistentLoadouts and I deleted the v2 folder in its entirety prior to a large update. Afterward, people were still able to spawn in on their kits even after I restarted the server after deletion.
I think the v2 folder is enough but you could just delete GMPersistentLoadouts folder. There are other mods that persist loadouts I think but I dont know which folder etc.
I will do some testing tomorrow. The only other file I see in profile is BaconLoadoutEditor (shoutout to you) which I deleted all of the profiles and that worked, I see GMPersistentLoadouts folder which I remember deleing V2, and .save. I only deleted the entire playersave folder in .save. Everything else in profile is flabby, vrt (our whitelist mod), ZoneMarkers, and various jsons
I mean you can take the example of heine's one, but its very simple, with creating a editableentitycore and a Script that add it.
what determines which pre-construction object is used for free roam building objects? i'm not seeing anything in the prefabs themselves, maybe there's some config somewhere i'm missing?
trying to add a buildable wall, but it's defaulted to a large circle of stakes when you place them, which produces a lot of confusing clutter when you try placing a few in a row
actually i think i found it. if anybody else is looking: scripts/Game/Building/CampaignBuildingCompositionOutline.conf
anyone knows how to remove a flag off of an uniform in enfusion
Hey, any updates on this?
I’m running into the same hard ~1km streaming/render cap for AI and vehicles on dedicated servers. Even with higher networkViewDistance and nwkResolution, entities visually cull around 1km.
For DMR and long-range surveillance MILSIM gameplay this is pretty limiting. Did you manage to bypass it for GM characters?
RESOLVED
Repost - New here didn't use right channels
Hey all, hoping someone can help me with an error in the log console of my reforger workbench.
This error seems to have begun after a failed attempt at making a new faction. Not sure what I did to cause this or if it's causing other issues.
Here is the text from the console:
DEFAULT : Loading WB plugins
RESOURCES (E): Wrong GUID/name for resource @"{D1F034B5A299DDEF}PrefabsEditable/System/USSOCOM_Groups.conf" in property "m_sConfig"
Is there anyone with a lot of experience with BSPs and BOXVOLs? I am having some crashing issues I believe are related to BSP/BOXVOL. Two examples, flare fired over my shopping mall crashed everyone inside, assuming due to the lighting of flare. Another was a helicopter fired a rocket inside of BSP and crashed anyone inside it. Workbench just crashes so im not able to see any logs. I'm not sure if its the larger size of BSP/BOXVOL as they are larger than anything else in vanilla as far as im aware. In most circumstance everything runs fine but I'd like to know more about the issue so I can mitigate
I have a question which I hope someone might be able to help me with. Last night I ran our first OP on a new campaign and the long range radio backpacks that I use were not functioning correctly. I have 6 squads, 2 Squad Leaders (SLs) were able to transmit and receive over the command network (including myself). however 4 of the SLs were only able to receive and not transmit (red lock appeared when trying to transmit). Any ideas why this would occur?
Details:
- Faction: RHS ION
- Rebranded to look like custom faction
- Backpack radios were using vanilla US faction encryption key
- This was tested before the OP with no issues (both within the same faction and different allied factions to transmit)
- Server config:
"VONCanTransmitCrossFaction": false,everyone was on the same faction, so I cant see why this would be an issue.
- Radio backpacks are vanilla radio reskinned with RHS backpack (used my mod for every OP with no issues)
- All SLs were using the same radio backpack prefab
- Predefined squads are used with default short range (handheld) freqs assighned (never had an issue with this)
Work around was to us the handheld AN/PRC-152A running RHS ION encryption key on channel 2 for command net. Not ideal.
I wonder if it is something to do with the faction key on the radio backpack being US (vanilla), however I don't understand why some people can transmit and receive and others only receive and not transmit.
Issue resolved. Kinda a Swiss cheese alignment occurred to cause the above problem.
- When we tested the radios, I didn't account that all players testing were admins (with GM access and all faction radios).
- The one SL that I could transmit and receive with is not an admin, however he runs training on our test server where he has GM access (I changed the server admin tool profile on the test server to give him GM access and copied that file to my ops server and forgot to remove his name). This explains why I could communicate with this SL and not others.
- As mentioned above, the radio backpacks are setup with the US vanilla encryption key and as we were all on the same faction I didn't think it would be an issue (like I mentioned earlier, tested and it worked). However, the
"VONCanTransmitCrossFaction": false,parameter does not prevent you from transmitting across factions, but rather across another factions encryption key. So changing this to true worked. This will now allow me to use the radio backpacks with US faction encryption key, between allied factions across the same command comms network.
Is it possible to test with multiple clients in workbench? If so, how?
search for "peer tool" on discord or online, it is a plugin in the world editor to do just what you need
Hey all, just a question that I'm sure has a simple answer: I'm making a composition and everything is working, except for disassembling it, the option never shows up for the player. What do I need to add to this to fix this?
Has anyone made a ticket system for reforger yet? Like Squad has it ?
Folks, how does idle item deletion work? If I drop a mag on the ground, what systems govern if/when it's deleted? What classes?
Hi, currently trying to override the prefab for rockets i.e. ammo_rocket_RPG75 - Why is this not saving my changes when I'm messing with the components? Tick a box, save, take a look and it's reverted back to unticked?
Maybe this?
Oh ho! A Garbage system, cheers RC! (also, nice to see you!)
So we meet again!
ok I don't think much of the object lifetime system is exposed in Enfusion Script, sadly. All I can find is that vehicles with resources loaded have an extended lifetime. It also covers decals and destruction chunk geometry, but that's it. Not much about dropped items. GarbageSystem is just a bunch of external statements
If you're specifically looking for the functionality for empty mags being deleted, you're not gonna find it.
Hello everyone, I am trying to get into moding/creation and figured this would be a good place to get direction or recommendations.
Trying to start with easy goals and work my way up.
- Adjust the protractor size in game to match grid squares and change the wording from radians to mils. ( I assume this would be texture work?)
- Add another postion to the Mortor being Gunner(aims) and Assistant gunner(Fires) the round. That way I can add two A.I to the M252 and have them fire it. (I take it this would be scripting?)
Figured Id Ask here and get some help or guidance on where to begin etc. Appreciate any feedback. If DM would be better feel free to.
If you have little to no experience, then the first thing you need to do is get on the wiki and read as much as you can.
Watch the modding bootcamp vids on YT, read Biki, then make the required 1,001 mistakes in WB as you learn your way around
The modding videos are useless if he doesn't understand the basics. Little to no experience = Read things, know basic underlying structure of video games AND Enfusion specific things = Watch things.
I was looking for some broad understanding about item garbage collection. I don’t specifically care about mags, I want to know min/max lifespan for any dropped object. What defaults, what types, what exceptions.
All this is opaque, as I said it’s not part of the managed layer
That's all you get.
Where is that within the editor? Is there a base prefab that all carryables inherit from? I don't quite know the terminology. There's carriables, gadgets etc
In the systems config, specifically the garbage system.
If you read the name of the rule that will give some indication of things.
Oh I see! So it looks like this might be per-item, but this is infact creating a set of rules with the garbage system will apply at runtime. Gotcha. It's centralised, and not what I thought first, which was every object has to have a garbage rule
Seems you may need to broaden your understanding of how the game/engine work.
Yeah no kidding, it's why I'm in here asking questions. You're witnessing learning in real-time haha
Your first source of learning should be reading the wiki.
In an ideal world, I'm sure everyone would do that
If you use ChatGPT it will tell you where everything is. For example I found the protractor (mapruler.layout) and then found the Script that I need to change to resize it etc. It can help you if you get stuck. But I agree with you completely, the wiki is a lot of infomation overload, espically when you are trying to do something specific.
In a not ideal world, you're still required to know certain things before you can do other things.
You can't be a racecar driver without knowing how to drive.
You wanna keep talking? I can do that. I came in here to ask, and you answered. If you stick to your own rules you should have asked me to look at the wiki. So please be consistent. Don't give me an answer THEN complain about reading the wiki
You don't tell someone to read a book on how to drive, you teach them form someone experienced. Also anyone can read the wiki, the purpose of the form is to be pointed in the right direction like for example..... "hey, that thing you wanna do is a script process, so you will need to review scripts and general layout information, not animation" this reduces time increases ones ability to carry out the mod(goal) they wanted to accomplish without getting bogged down.
I never said these were my own rules, I made it clear that your first source of information should be the wiki. That's why it exists. If you think that's me complaining, then you're highly mistaken. If you don't read the wiki to learn the underlying structure of things, no one can be much help to you without doing it for you. If I tell you to modify a component on a prefab and you don't know what any of that is, I'm then "required" to teach you those things as well. So, yes. Your first source of information should be the wiki, you need to learn what things are before you can actually make changes to them and understand what you're actually doing.
is there a way to configure the eye relief in ADSsway mod? (like the scope being black when it's misaligned from your eye)
because I wanna keep the sway but also want scopes to be actually usable
Some people have different tolerance levels for questions.
I personally don't see anything wrong with the questions you asked, but if people have been constantly asked the same questions, or very simple questions that could easily be answered by the Wiki then I can see why they would be annoyed.
I do agree with what @jade current says though, you should definitely try the wiki, and try and find as much info as possible, that way when you ask questions about something you aren't 100% on you can say something like:
"I was trying to do X and I found Y and Z on the wiki, could someone maybe explain it better?"
Ps
The wiki sometimes makes zero sense to no one other than the dude who wrote it. (In my opinion).
Edit - Spelling
There is no good information on the wiki about garbage collection in Arma Reforger, sadly
Are you trying to set up a global garbage collection? Could you also send me the wiki page you are looking at?
anyone knows how I can have my character move the lips and shit when im talking in workbench?
Hm I'm not sure there is an animation for a number two
I probably just have to use peer tool or dedicated server tool
Hello all! 🙂
I was wondering if it was possible to scale up/down, resize a prefab through a "BaseSlotComponent" as explained by Bohemia? I'd like to add a lightbar to my police car but without "scale" variable, I'm a bit stuck :/
Thanks!
I think i've read somewhere, that scaling of objects does not work ( is not supported ) in Enfusion rn.
But not sure if it was characters only or any object...
Only for the BaseSoltComponent then I guess? Cause I've already up/down scaled a lot of things 😅
Oh okay. 🙂
Yeah i will leave this to someone, who rly knows. 😉
Import the asset that you want to attach, scale it's prefab, then attach it via BaseSlotComponent
I think I already tried this, and just to be sure, it could also work with Vanilla assets that I duplicate in my custom folder?
If I scale down the asset then "apply to prefab", it will be "scaled down by default" and it should work?
I believe so yes, I'm not at my PC rn but I believe that should work.
What are you trying to attach?
It's late now but I'll definitely try this tomorrow, could be the lil trick I havnt tried yet 😄 Thanks a lot!
No worries, if it doesn't work, feel free to DM me. I am conveniently also working with scaling and attaching objects to cars rn 😄
Hahaha sounds perfect! Need that bullbar and a nice lightbar on that police car cause for now it doesnt look very good 😅
Ah yea that's a easy fix, if what I suggested doesn't work, you can download the Reforger GitHub files and use the models in there to scale your model (the lightbar and bullbar)?
As I said it's all vanilla assets for now (except for textures and materials obviously) , I'm making my soup with what the engine can give me 😄
We'll see this tomorrow, can't wait to try this out 🙂
how could this even possibly happen, all I did was override the PKM base prefab to change to a custom item size 
this game amazes me sometimes
This looks like its something to do with the Magazine slot?
Maybe. I’ll look at it more whenever I work on this project again, was just a side project that may or may not go somewhere. Who knows, the issue may disappear on its own after some time because they do that sometimes lol
Sounds about right XD
So THIS was the magical checkbox, still weirdly assembling stuff together and thx again 🫡
My guy, i'm not gonna lie... I have no idea what that button does XD But I am glad you figured it out!
Hahaha 😄 Well now it doesnt want to rotate or offset but I'll find out 😤
Okay looks like it's "merge physics" (and then have the correct scale) OR "rotate/offset" 😅
Try scaling the prefab.
Yea I did it, but it turns back to its original scale if I do not check "merge physics"
Hmm ok it definetly shouldnt do that?
Nah, I'm using a fatty concrete slab to make a small plane for the lightbar, it has to be at 0.155 scale 😅
I need to find a way to make a "composition", this may resolve the issue
I scaled and applied my Prefab and then assigned it with SlotManagerComponent , is that what you are trying to do?
Because SlotManagerComponent is just like a location, it has nothing to scale per say. So you would need to scale the Lightbar and Bullbar, then assign their location with SMC?
I was using "BaseSlotComponent" as advised by Bohemia but your way looks better, but are you able to rotate your figurine inside the truck?
Yes
How? 😮
Click "Angles" then Press the "E" Key
I want to see if I can do it with BaseSlotComponent so bear with me a sec
BaseSlotComponent works this way too
Can I DM you, slow mode in pissing me off XD
@radiant flame yo man I've got a question about ADSsway, is there a way to configure it so the eye relief on the scopes is a bit more forgiving, without reducing the weapon sway itself?
And if so, where can I find the settings to tweak them
Is anyone able to point me in the right direction when it comes to programmatically modifying the BaseLoadoutManager's slots? is that possible?
is there a tutorial on using the peer tool plugin / dedicated server plugin in the enfusion workbench to test multiplayer?
Because the server and peer client cant find the addons. I have some downloaded mods in one directory and self made mods in another
Im not sure how to add multiple dirs
Thanks

New skill unlocked!
Is there a codebase tree available for Reforger? I thought I was trying to do something simple, but I am just chasing my tail looking for the right code to edit. I'm an old sysadmin/dba, not a dev. Something like a db schema would really help. Thank you.
Is there option to remove obstruction somehow of item. Like have mask and covers face. Or weapon that if on back and prone stciks in face
If you change the scale of an animated object, the animations set its scale back to one regardless.
I meant the inventory UI item size, not the actual model size. I should’ve specified!
So changing the UI size of a gun is causing random boots to be attached to it?
Apparently so lol, but only sometimes, and not always boots. And it disappears after a while, so idk. Very odd bug
You must be doing more than just that.
Something else that you're doing is causing that bug.
I've went as far as overriding things and adding my own custom sizes and never had the issue.
If it was specifically because of changing the sizes, I would have gotten it myself.
Redacted.
I just tested, it's specifically a bug with that weapon. Which would be why i've never seen it before lol
In both cases, I did an override of the LMGs base prefab, changed the UI item size, and that was it. But like I said, doesn’t always happen. And in the case of the PKM, I went to bed for the night last night and reopened it this morning and it wasn’t happening anymore
Yup, that’s what the PKM showed for me
Have you tested in a non diag environment?
Have not, only in workbench
Workbench used to have bugs in regards to showing the item icons to random different "models"
Which could be the same for this, could just be a workbench bug.
It definitely still has that bug as I run into it constantly lol
Weird that this is only for this particular prefab though, as all the other ones i've messed with have never had it happen.
I’ll write up a feedback ticket for it soon. I just thought it was funny because I don’t even know remotely how it could happen on a technical level
why do i get this message when i try and start this up????
Because you are Missing Addon Dependencies.
Hey everyone, In Freedom Fighters mod, Do you guys know how can you tweak the frequency of stuff? like roadblocks, QRF size etc, when playing solo scenario ? is it available in game or has to be in workbench ?
You might be able to do something in-game with game master mode
only factor thats available to change that i can see affects these is Enemey factor as percentages from 0% to 200% i think and thats about it, i was thinking more in depth settings, i guess i have to check the workbench stuff from someone's mod to find out, thanks for helping tho sweet potatoh
You could ask for more indepth settings on their showcase page, if it exists.
ill see about it
its hard coded into the scenario from the workbench lol
what would cause my charater to get teleported to the middle of the ocean when i try and climb on my tank does not do it in workbench only when i test the mod in g ame
Do you have other mods active
only the dependices that are needed for my mod which is space core and wcs armaments
i did somemore looking and it says the tank has no edible things like fuel or stuff like a ural or jeep would have
in gamemaster mode
Hmmm ok
Did you create an entirely new prefab from scratch or did you duplicate a previous one? Like a pre existing car?
does anyone know why enfusion has decided to automatically make overide option on objects missing now i only recieve a duplicate item
Each time I delete my car, one of the two BaseSlotComponents don't want to go : in fact, the only component that is correctly deleted with the car is the small "LightSwitch" and all the sub-components just stay there floating in the air until I hit "play" or re-load the scene, due to this "TFL_PROXY flag", do you know where I can uncheck it to solve this small issue? 🙂 Thx!
Anything that is added as a child, is expected to have a Hierarchy component. That proxy flag isn't something you can set, it's set by the engine when certain expectations have been/not been met.
If your child prefabs and slots are set up correctly then you won't have this issue.
Okay thanks, that's weird cause I checked a billion times for "hierarchy" component, but I'll check it again then 😉
Actually I was getting ready to edit one of my messages.
It actually seems to indicated that the vehicle itself isn't replicated.
How are you trying to delete this vehicle?
Can anyone explain the relationship between regular (blue) prefabs and their Editable (orange) variants? I know Editable is for the inworld, but then what's the point of the regular one? Do their component settings have to match 1:1? Every update messes up my prefabs, I have to start them from scratch for them to work. The regular ones work in my testing so I know my logic is sound, but getting the Editable version to work is always a toss up even if they have the same settings, aside from the Editable's additional properties.
Is there a mod or any solution to periodically save scenario state to restore it after a crash? E.g. spawned bases, ranks, supplies. I heard about something like that but couldn't find it
I just click "del", it's only happening since I added my second object to the car, lightbar is not causing this issue. The car disappears as expected and is available on demand but this second object (made of a few different vanilla assets) stays in the air until the scene is reloaded in any way
What would be the reason i cant save a .conf file??
I get an error every time trying to save this file but it doesnt give any specifics about it
all i did was change some numbers around in it and suddenly it wouldnt save
nvm fixed it by restarting reforger tools and editing the file in notepad
@hardy bane are you the creator behind the dynamic ai checkpoints mod ?
Anyone have experience with map work? Creating a map. DM
Has anybody found navmeshes refusing to generate on parts of the world above a certain height?
I'm trying to make bigger wheels but cannot find the parameter; I already duplicated the wheel prefab, resized it to 1.125 and saved the new "bigger-wheel.et" prefab then applied it to the 4 wheel components inside of "SlotManagerComponent" but they still stay the same size. I finally tried to modify the wheel radius inside VehicleWheeledSimulation > Axles > Axle > Wheel > Radius but it's still only virtual/physics and not visually correct
I hope I'm clear enough 😅
You're not expected to be modifying the scale of things in game.
Oh? How so? I've did it multiple times, not without any trouble but it works?
Because, the developers said so.
There are certain use cases where it is okay, with animated objects, the animation itself scales the item back to 1.0.
Hej TPM, did u found some solution for this?
Oh, okay then, I guess I'll keep this wheel size, or chose different wheels, modded or vanilla
No sorry
I’m not sure if I’m in the correct chat for this question, but what would the cost be to pay someone to build a custom map ?
You can't pay someone to make a project within the workbench. Against EULA/TOS
anyone else having Error Code:502 - Bad Gateway when trying to upload a mod to the workshop?
<@&105621371547045888> ^
Same posted in multiple channels.
I don't know if this is the right place to post but I'm wondering if anyone can help. I'm trying to create a simple mh6 transport helicopter for a server I play on, I thought I have everything rigged up right but when exporting to reforger workbench, this is currently showing as having 0 bones, have I done something wrong? Happy to provide more information if needed
edit: tried to attach screenshot but I couldn't
Open .xob -> import settings -> tick export skinning -> reimport resources
Is there any way to give a lil boost to display of decals generated by a WEGenerator? Can't see the lines like 10 meters away
Well, some will work when their curve is towards the camera but for the middle dashed line it's almost invisible most of the time
As what I understand, these procedural decals don't like to be seen from a human-sized perspective, while "standards" ones are okay with that
One more visual for (eventual) better understanding:
And from a higher POV:
Best street layout system I've yet seen so far in Reforger... or any Arma title...
Awwww thank youuu, it's just a beginning 😊 🥹
But the question remains so it'll look good even from a car:
Is there any way to give a lil boost to display of decals generated by a WEGenerator?
Cause even from the higher POV, here are all the spots where we should be able to see the decals but actually not:
(I looked for any "LOD" menu but can't find one)
Hi everyone, can anyone tell me why as a GM, when I add units, they still don't appear and often crash after a while? Thanks.
Anyone know why the roads on my worlds map are not showing?
I have a navmesh generated etc, Just dont understand where ive gone wrong or why its all blue
Any idea how I'd fix this from happening?
Project is getting this error code when trying to upload it to workshop. Only thing I've added to it for this update is a new navmesh. Any ideas why its failing to upload?
#enfusion_workshop Search 524 here.
Have you done the Rasterization / 2D map creation with Map Geometry Data?
Looks like you miss an important basic component, but can't tell you which one it is
Look at the YT tutorials for map creations and see if you didnt forget one of the basic components
My turn now 😛
Do you know if there is a variable in materials edition where I can check "double sided" for a .xob that I want to see the textures from the interior?
Like for this Street Lamp Glass DST, I'd like to make the red part visible from this POV
cull
Oh thanks, I'll look after that
Incredible, thanks a lot, I was used to UE and its "double sided" materials 🙂
does anyone have any experience with zeliks persistence storage?
i can not figure out how to get it to work in my world
Any help would be appreciated
holy shit you are here, how do i get your persistence storage to work on a map?
i’ve added the claims entity and i’m not sure what else to add
Does anyone know how to create a new window that renders the game from the perspective of a given camera from a script? Something like how the world editor embeds a view of the world, but in a dedicated window if possible (although I would also be curious to find out how the world editor embeds a camera's perspective within its UI).
If it's not possible to render in dedicated windows, is it possible to have multiple views on the same window?
Is this in blender?
Hey, im trying to implement custom waypoint logic, and I've extended the SCR_WaypointDisplay class, as well as added it to the SCR_HUDManagerComponent in my character controller, but I cant get the extended logic to run, is anyone able to give me a hand?
It was in Enfusion, but the "double sided" variable I was looking for is from Unreal Engine 😉 anyway, problem solved now, it was named "cull" in Enf' 🙂
Since I got you, my lights weirdly don't want to stop even if I break the lightbar.. I checked "parent surface" for all 4 of them and nope, they won't die until the vehicle itself dies 🤨
Halo guys. On a scale from 1-10 how difficult is it to make my own factions with custom logos for each like dea ,narco, Mexico military
And have my own patches ?
1/10 as I understand, but I still need to implement it, but there is tutorials for this 🙂
Let's say 2/10 tbh
Wow so easy then.
Yip!
Okay. But I’m brand new. How long will take for me to learn?
Like half of an hour to two hours, depends if you're focused at 102 percent 😄
You will be able to update their logo, their flags (floating-in-the-air in-game and UI ones), the patches will come after (or before, as you want) and could be a whole other sub-project since they will be part of the outfits
Wow okey thank you. You give me more confident to try
YW! Oh yep you can sure try! I do have a tutorial for this but it's in french, still want it?
Yes please
Bonjour à tous,
cette vidéo est un tutoriel qui va vous expliquer comment vous pouvez personnaliser le nom de la faction, la description, et les drapeaux, en modifiant la faction américaine (US) dans Arma Reforger.
And a lil' up to this issue we flooded 😅
Did you copy a light prefab?
https://github.com/BohemiaInteractive/Arma-Reforger-Samples
Download this and take a look at the "SampleMod_NewFaction" it shows you everything you need to know
Setting Up New Faction Arma Reforger Tools Enfusion
➡️ Donate here: https://ko-fi.com/andeerock
Discord: andeerocks
Does anyone have any experience with 3d markers?
Anybody have experience on how to make modded bodies and mess with their values? Im completely new to modding and have been trying to teach myself but I've only gotten so far on my own
Could you eleborate on what you mean by "Bodies"?
Character models
Like the bacon zombie heavy, tho im not looking to make a custom model for the base game body im trying to make one that is faster and taller, more or less like a spartan body on one of the halo servers on reforger, but my dumb ass can't even figure out how to spawn in a character to start messing with it
The vanilla ones don't have blend shapes i don't think so you can't do that. You would have to either purchase or make your own model that has blend shapes,, and then rig it And import it with the reforgerr skeleton, and set up the blend shapes
It does support them
I think the face might have a couple.
What is "blend shapes" im still new to modding
It is something that modelers can make when they make 3D model. It allows you to deform the character mesh
Like ears, eyes, mouth, nose, arms, anything thinner or wider or longer etc...
But the character has to have them made specifically. It's a specific technology whatever.
Are you referring to what the character looks like or the skeleton its based off of
Daz3D newest generation of human characters su supports them, and they are free to use. It will be a good amount of work though.
Blend shapes are for the skin mesh on the character.Not the bones.
It is how making taller and shorter , thinner and fatter characters is done in real time.
Without making the mesh look stupid
I've actually got a guy who made the coding for that for me already, I've just got no clue how to get to the point of messing with it in infusion
It's not the code i'm talking about. You can't do it unless a model has blend shapes.
Plain and simple
And the reforger ones don't. Like I said, I think a couple on the face, maybe the mouth only something like that.
Yeah, I think it's only the mouth.They use it for the audio dialogue, character stuff
For making the mouth move with the words.
@zealous scroll I am using a model that has blend shapes, its what the guy i know made for me as the base for what im doing
Okay, well, you the only thing you can look at is the voice dialogue matching the mouth stuff. Go look at the head model.Import settings or whatever and see if they are listed in there, blend shape for the mouth.
I haven't used it yet.I just know that it exists and plan to use them in the future. I've used them in unity, but not on this.
I am getting these errors and prefabs on a purely vanilla mod in Tools. How can I get rid of them, is there a way to do a fresh install of AR: Tools?
Those are normal. You can set the filter at the top right of the window to see info/caution/error reports
Yeah, I always "duplicate to MyProject" before doing any modification to a prefab or a material 🙂
does anyone know if Oxide Three still around the modding community i have a question about a few of his things?
Anyone know if it's possible to remove the rank requirements for building helipad, medical etc?
does anyone know how to configure a construction truck to work in gm?
How would I go about setting up presistance on my survival server??
👋 Hello @wispy swift, I have a question, if you don't mind... Are you the creator of FM FastTravel ?
anyone know how to fix this
👋 Hello Saders, First of all, it's a warning, not an error, so it shouldn't block you too much, but to fix it, because yes, you're right, it's better, it seems to me that it comes from a 30mm grenade that you didn't save in the arsenal configuration file, but I could be wrong. Take a look at that first, good luck ! 💪
@acoustic rover Yes, but I don't think it's working yet.
@acoustic rover its the 2 ammoution types that are in the magazine and the magazine is added to the inventory config
Yes, that's right. That's precisely why I contacted you. Locally, there's no problem, but in multiplayer mode, it doesn't work for some unknown reason. I tried writing a script myself, but nothing works. There must be something I'm missing. I hope you succeed before I do, because I have some interesting ideas for Fast Travel. Good luck, and thank you for your creations. They are really interesting and practical 💪
Is it correctly referenced in your global arsenal? Because that's what it seems to be trying to spawn, but it can't find it (if I'm not mistaken).
global arsenal were is that to
Normally, you should have something like this. And it must be inside to be generated. Once again, if I understand your problem correctly...
Here is the code I wrote, inspired somewhat by yours. But like you, I was unsuccessful, so I am posting it here and perhaps you will find something useful insade 😉
(This script works normally locally )
i have that there for the 30mm ammo
google says its were its trying to spawn it so fast were the gun is shooting so fast but idk
Okay, first check done. Now can you confirm that it's here too?
Is it for a vehicle or for weapons, or both?
its the ammo for the autocannons on a anti air tank
its the 2 types that are part of the main mag
Oh ok, it's a box of ammo, but here you only need to put unique ammunition, if I'm not mistaken, such as rockets, etc. Wait, I'll find you the place where I would put that instead. Do you use WCS mods or not?
armaments is one of the dependices
Nice
spacecore is the other\
its the same place as the lav25 in the us inventoryitem config so i just matched there locations
anti air tank ? You shure
thats were the lav ammo box is in BI base config
Yes, except that you're in the helicopter section, so if I'm not mistaken, it's only for them. For land vehicles, it's not here.
so is the ammo for the lav25
hench my i matchs there k17 from RHS is in the same place i beleave
I would put it here, but anyway, give it a try and let me know 😉
There are two types of ammunition: the kind you can load into the vehicle's boot, and the kind you can only reload using the WCS maintenance system.
In the first case, it's where I suggest (since it's a box that can be dragged and dropped) and in the other case (WCS maintenance, I'm looking for...)
it cant be draged much like the lav ammo cant only load
and the wcs config is just a override of the one in the base game so its the same as mine
Okay, I understand. So forget my solution. We need to find or determine where the ammunition managed by the WCS maintenance system should be placed 💪
i looked through most the configs trying to find what BI did with the ammo types that make up the lav25 ammo boxs but could not find them in the lists
If you are using the WCS maintenance system, you should search their files rather than Bohemia's (Reforger).
The configuration that will provide you with your solution must be in WCS Armaments
Is it for this LAV that you are trying to configure your settings?
no but that is mine i am working on a Russian anti air atm
Ok cool, Is he in the workshop or not yet?
not yet still has alot of work to be done its my first mod from the ground up
So that I can look at the files, because at the moment, I don't think I can help you much more, unfortunately 😬
is the model that took me way to love after i messed the first verson up
i know its something stuipd smiple ill figure it out
whats funny is i have the anti air rockets on setup same as my lav ad and the damn things done want to work let alone show up
2K22 “Tunguska”
2s6
Don't give up, you'll find it, I'm sure. If I find a better lead than the little I've given you, I'll come back and tell you. In the meantime, stay strong. Make Arma Not War is always better.
That's an interesting idea. You can also check WCS_Arsenal; your configuration may be there 🤙
Hi guys, anybody know a mod who can add "Xp Cost" in arsenal items?
WCS does this for vehicles, so it should be possible for items. If you know how to code, take inspiration from this because I don't know of any mods that do this, but I admit it could be very interesting 👍
Good morning, does anyone know how I can add a map marker for a trader for example? I used slot marker on scenario framework but we use gamemaster now
Hey, does anyone know where to find those kind of barriers please ? I know they are in the game but i cant find them
airports, entrances to military installations...
Im sorry i didnt clearly express my mind, i meant in that i couldnt find them in the workbench because i need to add them in my map
Well, you can select them in an existing map and that gives you the location but it's a bar gate so -> {07F043DD6AACCD0B}Prefabs/Structures/Infrastructure/Barriers/BarGate_01/BarGate_01.et
Thank you !
It's Good Diego. I had a bit of trouble, but I finally got it to work. I'm sending you the three files you need to make Fast Travel work in multiplayer mode. You can use my code for your Fast Travel without any problems, so go ahead and enjoy... Next, I'll try to make a hint appear that indicates the destination and, in case of excessive use, a recharge time. After that, I'll try to make a sound play when it's used. But it already works in multiplayer mode. If you have any specific questions, PM me 😉
I'll update the mod with your scripts. My mods are for anyone who wants to use them without restrictions, but I'm not a programmer and I have difficulty making them work in multiplayer. Thank you.
so when i download weapon mods from the workshop why dont they appear in the vanilla arsenal that i place down from an HQ in bacon loadout editor?
Alone we go faster, together we go further... And always beyond what's possible 😁🤙
It's not easy to answer your question; I would need to know quite a few things to give you a precise answer. But first of all, which mod are you using exactly ? Some are much better designed than others, which would save you from problems like the one you're experiencing. Good luck with your search ! 💪
Hey, so I'm having a dependencies problem on my project. It appears Arma Reforger has banned Cypher Trenches mod, and it was used in my level. Now when I try to launch my program it gives me this error. I can't launch into my project to remove the dependency, does anybody know how to fix this?
If you’re normally removing a dependency. Open your project settings within the project, remove the GUID/Dependency. Then save and re open the workbench.
If you’re removing a mod thats preventing opening of your project you’ll need to manually remove that GUID string from the file itself [.gproj] in a text editor (make sure you save it).
if you have assets that have an inheritance from that mod they will also break so you may need to do some checking or errors will likely direct you.
The mod also may have been taken down by the author so it would be worth checking if it has and reaching out to them first.
How come we don’t have reload animations for vehicle mounted guns?
same reason we dont have more base game things . if all they did was just make a base version of the needed things the modders do the rest
base game is so bare bones its even a joke that they ever pushed it out of 1.0..
Anyone know why a AI character would spaz out and look at the sky or ground when aiming?
Not sure if this is the right channel to ask in. Anyone know why I can’t get my patch to show up on the sleeve? The patch is made and in the file, it just won’t show up when I put it in the slot
is there any way i could preview where patches are gonna be placed on jackets through bacon editor? im trying to add patches to a shirt but i dont wanna load in load out 90 times
if ur on pc just use the AR Tools
BaseLoadoutClothComponent on the Prefab you wanna attach the patch to, open the slot attached and put the patch in, adjust position and assign eg spline5 as well as the slot if not already done by the crerator of the vest. Done
i meant in the context of making the shirt on pc, seeing where the patches are gonna end up on the shirt, im still learning BI's engine and allat, figured it out, thank you for the quick response tho
oh and use the worn model mesh for the item model mesh to see it
did exactly that, lmao
yeah i had to flip it from a genericinventorycomponent to a clothnode one, which let me do the patches, just gotta figure out how to make bacon pull my overwritten versions rather then the SOCOMD - Outfits base version
Hey Guys i need help without a Heightmap, which Webseite is working for this.
Cloudfare fix wen
(E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (con=
need help with this, only happens when you override on faction manager US
does anyone have any good recommendations for smaller maps like arland on the workshop?
The workbench has locked up my computer three times today and I needed to do a manual restart each time. Is this a known thing and is there a fix for it?
Very often it unlocks itself if you wait a little.
After 15 sec. Ctrl+Alt+Del spam.
Work's for me 90% of the time.
Hello
Anyone else getting this error when trying to open any enfusion workbench project ?
Iv got what should be a super simple problem that im stumped on. My magazine is displaying a different .Xob then what it should be. on the ground its what it should be but in the inventory menu its displaying a diffrent model. this randomly happened.
Guys, I need help with something because I've seen it before and didnt take note of where it was.
Working in vehicle turrets, I've seen check boxes for showing elevation and azimuth, now I cant find them when I'm wanting to test with them.
wouldnt have been in anything labelled directly as "mortar"
Has anybody here had issue with spawning AI for custo mfactions? When I'm testing my 9 factions in Enfusion I can spawn a character from them just fine, but in a server they are completely scrambled and none of the AI match (for example if I try to spawn an AI from the gm library for Faction A it spawns faction B and if I try to spawn an AI from faction B it might just spawn default USSR AI)
It's starting to drive me crazy because everything worked just fine in my previous core mod before 1.6 dropped, but after making this new one I feel like I must be forgetting to change a setting somewhere or move a config to the correct place... Other faction mods like bacon zombies work in my server and it would appear my configs match that one exactly 🙁
Yeah, I can help you with that
Debug menu access depends on server permissions and config setup, and removing water is map/world config related most people get stuck there
If you want, I can jump in, set it up properly for you, and make sure everything runs clean without breaking the server
DM me and we’ll sort it out
okay bet
Any idea how to generate this stuff?
Couple questions, one, how would one make a shotgun and two, how do you make tracers with different colors?
Id like to keep the normal tracer colors intact
theres a WB screenshot plugin that more-or-less works that makes those for ingame menu icons
Hello all! 🙂
Is it possible to deal damage to a whole prefabs composition at once instead of one part?
I'm trying to make custom building but only with vanilla assets, so I used the concrete square wall and set these settings, parent being at the bottom of the "construction", but even if the parent have 5x less HP than children, I only can destroy all at once by hitting parent, children being destructed 1 by 1
Sorry if I'm not really clear 😅
As you can see (to be more clear, or try at least), I can destroy the parts one by one when I want that the damage taken by a part would be transmitted to the parent (white tiles).
This said parent have less HPs, so it's the "weak point" and hitting any part should then destroy the whole thing by destroying the parent in first place.
If you look at vanilla buidlings you can see that they are not made like this and the overall system is not designed for this. I believe you would have to script the damage handling between the parts.
I was sadly expecting this answer, but what the "Damage Pass Rules" + "Pass to parent" are made for then? 🧐
Anyway, thanks for the quick answer 🫶
could try pass to root instead
Yeah I tried the three of those 😅
I'm current trying to have a character fire a mortar for a cinematic if anyone has any knowledge on either how to do it or even where to look for answers would be greatly appreciated
Edit: Good lord don't it's not worth the hassle
at least how I remember it working is that the parent is supposed to destroy the children, like you might have furniture etc as part of a house prefab
Yea this is what I just showed in the https://discord.com/channels/105462288051380224/976591280786276362, now I want the reverse way 😄
Is this something you’re trying to do for one structure specifically or a universal case for like building blocks @eternal loom
For now it's for one big and custom structure specifically, but yes I'd love to make a part that would make me able to build my own buildings with the same destruction rules 🙂
MODULAR is the word I was looking for 😅
Does anyone have any idea what would cause my prefab browser items to be clippable? For example, I have a bridge as part of my map, and sometimes when I drive over it, I clip right through it. Other times, the collision works fine.
The only thing I could think of is creating hierarchy chains that lead from the base upward so each prefab kinda has another’s set as a child, which is not optimal at all. You could likely ask @unreal trench (sorry for the ping) how they may have achieved the result I remember to the best of my knowledge that he had something close to similar for handling child destruction on base building.
With vanilla vehicle? Did you changed the scale of the prefab?
No, prefab is normal bridge. Vanilla vehicle. I also have the same issue when walking over it.
50/50 chance I walk right through it
Is this a GM asset or a map placed entity?
Map. Vanilla object
Could you dm me we’ll save clutter in here.
😬 indeed it's kinda problematic :/
@sinful oxide thanks a lot! I'll see if Modest is available to help me with that, it could let me build really cool stuff, while still being destructible without parts floating in thin air 😄
Oh and btw from the beginning I never found how to fix this one, giving me 3 errors by frame 😅
With a bit of chance it would also fix my shadows and light issues 🥲
Do you have multiple in the world?
If you have one in the world, and subscene layer both it can cause conflictions. If that’s not the issue, I’d try removing and re-adding it using the prefab one from the browser.
I am hoping that someone can help, or even just point me to the correct chat or give me a direction. I have a Machine gun that has been setup using the M16 prefab (as it needed a suppressor and I couldn't get it working with the M60 prefab), I can confirm everything works fine with the M60 prefab but when I have copied everything over to a M16 prefab the mounted position of the weapon seems off, see image, how do I change the offset on where the model gets mounted. The pivot point seems to be under the center of the gun causing it to sit next to the players head
pretty sure it was those 🙂
Hi can anyone help, I’m looking to set tanks and armour so they set you back two ranks, as in when you spawn a tank, it deducts your rank to stop people spamming them.
Ie if your LT I want it to set you back to CPL when spawning said vehicle, in the editable prefab is this the one under campaign or which.
Should I use this instead of the "GenericWorldEntity" maybe?
Having issues with my AI, they are aiming at the ground or sky when they try and shoot an enemy. Any ideas?
Modded?
Hey that won’t be handled purely in the editable prefab under Campaign
Its the Soviet AI all i have is custom clothing on them.
Looking at your mod i like what I see!
we love the broken workshop
Thnak's, glad to hear. 😉
Map is vanilla as well?
Maybe you made a sub-scene ( world ) and forgot something or messed something up in the world?
They do this all the time?
is there a way to convert emat files to a more common file type?