#enfusion_generic

1 messages · Page 24 of 1

blazing atlas
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anyone know what might cause this loading screen when I press play? I havent touched anything regarding ui

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btw it never ends

hexed thunder
blazing atlas
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thank you for the response!

hexed thunder
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maybe he's trying to load multiple scenarios

worn plank
empty nexus
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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
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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

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Sometimes it prints two or three of those errors at a time for a single entity being spawned

peak badge
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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

zealous scroll
peak badge
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Shieeeet... I guess here starts all the fun with figuring out how to set it up properly xDD

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But thanks for info!! < 3

zealous scroll
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And it will add all of the correct entities to your hierarchy. But yes, there is a lot to learn.

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Plugins menu / Game Mode Setup

peak badge
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Thanks!! It worked! But it loaded me into game master mode xDDD Will try to swap it with my needed camera somehow xD

zealous scroll
peak badge
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xDDDDDDDDDDDDDDD

fiery shadow
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how to add Destruction to Forest if i use any vehicles ?

subtle yacht
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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?

peak badge
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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?

zealous scroll
remote bronze
empty nexus
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The operation is placing an entity as game master

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A few specific entities, you probably have a few hundred crash reports with this since 1.6 tho

blazing atlas
blazing atlas
worn plank
# blazing atlas

Only other thing might be a duplication of your ai world or scr world

blazing atlas
blazing atlas
worn plank
# blazing atlas

Might be something clashing with the other default world above

fervent crystal
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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)

hollow abyss
fervent crystal
dusk dust
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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 y2_pickthink

teal pike
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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

left mountain
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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?

neon gyro
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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?

vernal pollen
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Person who uploads it at this point with the CloudFlare issues is really whoever can get the project to fully upload

vernal pollen
vernal pollen
neon gyro
left mountain
vernal pollen
vernal pollen
bright sable
lament sleet
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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.

somber shell
severe kite
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Is there a way to make a particle emitter within a ParticleEffect to "choose" between 2 or multiple textures per particle basis?

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I'd have though adding multiple textures to a single material could result in anything, but no

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the behaviour of this results in this, which is not what i need

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i'd need something that would make the first spawned particle's texture be chosen at random out of the 4!

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(and any other particles that spawn after, of course

empty nexus
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make it one texture and set it up as an atlas, then select random frame under animation

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smoke particles tend to do that

severe kite
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That is my issue,,,, I'm trying to make a spark effect, but using the same texturesheet will get very overused

empty nexus
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Then you need multiple atlases yes

severe kite
empty nexus
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multiple emitters

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they have their own curves

severe kite
empty nexus
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Then script it, I guess

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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

severe kite
empty nexus
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What? No you can script an effect and do all your particle spawning from script

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Then you can spawn the emitter you want when you want

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But that's not a solution and not efficient especially for something as trivial as sparks

severe kite
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oh

nova delta
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I see the problem in cpp side. I will report to the team. Either that or data guys should fix some prefabs

nova delta
empty nexus
peak badge
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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

wild orchid
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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.

abstract mortar
nova delta
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It's such a finicky thing that is most likely always gonna be missed by modders even if documented.

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For example, it should not allow modder even to upload during build process

nova delta
nova delta
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That is why the error message is so aggressive in tone

velvet acorn
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Appreciate the work 🫡🫡

empty nexus
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Maybe it's a red herring in a way

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Get it because the error is red

nova delta
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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

empty nexus
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Ah yes, software with bugs I cant reproduce in dev

still kraken
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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?

nova delta
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Just not crash

empty nexus
solar mason
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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

umbral sluice
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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

severe kite
languid lichen
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Does the engine respect Alpha for parallax cube maps?

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halp i need a shader wizard

lime swift
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Hi, Why does the slot component ( vehicle etc) revert any changes to the scale of an added prefab and how can i avoid that?

gray moon
# lime swift Hi, Why does the slot component ( vehicle etc) revert any changes to the scale ...

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

lime swift
gray moon
# lime swift Ahh nice thank you only problem i encountered is when you have the item in your ...

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)

lime swift
gray moon
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Np, i'll update the above as I'm currently doing it, just so if anyone comes acrossing scaling / slot manager transformation issues

lime swift
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I have seen options like inherit skeleton etc not sure if this has anything to do with it

modern oak
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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?

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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!

tribal coral
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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
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No idea I have not touched scenario framework

slate scarab
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you mean like this? trying to figure it out myself.

fierce flint
slate scarab
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yeah under iconbarter.layout? were you using the shop with zeliksbanking?

fiery shadow
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Does anyone know how to add Destruction to Forest if i use any vehicles ?

tough nebula
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is there a way to turn off weight? Added a mortar shell to a drone and now its slow af

trail bloom
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Does anyone know why you can't save the missions in the previous GM? It came out like saving

eternal loom
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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 ❤️

eternal loom
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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

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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.

hexed spade
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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?

sudden yoke
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Did you ever figure this out?

empty vessel
# sudden yoke Did you ever figure this out?

A video showing how to add compositions/prefabs to the construction truck build menu.

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sudden yoke
tepid tinsel
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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.

vast matrix
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Anyone know if there’s a mod that lets a person link a belt to another persons lmg or mmg like in arma 3?

balmy echo
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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

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Is there a trick to easily building out characters inventories that I'm missing?

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Because right now I have to constantly load in see if it fit, back out and try again

tawdry flame
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Does anyone have any experience with the blender enfusion tools?

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im trying to export some files but i keep getting an error message and i cant find the folder i need

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This keeps appearing and my addon folder is not present when i try to search for it

pastel island
tawdry flame
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yes

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ive ensured that the link between blender and reforger tools is active

pastel island
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Hard to say without seeing your full setup

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What blender version are you on?

tawdry flame
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4.4

pastel island
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That should work. Screenshot your workbench with your mod loaded like this

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And whats the path your trying to export to?

tawdry flame
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my resource browser is the in the bottom middle of my screen

pastel island
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your in the world editor there not the workbench tool

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Show me where your trying to export to

tawdry flame
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im presuming the mod folder should appear there but it doesnt appear in blender for some reason

pastel island
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Path is wrong, go to C:\Users\USERNAME\Documents\My Games\ArmaReforgerWorkbench\addons

tawdry flame
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okay thanks, ive got a new error message now but i believe its due to how i have set my perms up

pastel island
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whats the error

tawdry flame
pastel island
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That may be an issue wiith your blender version. Try the 4.5 LTS thats the current

tawdry flame
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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

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ill try it

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thanks for the help

pastel island
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It usually throws those generic python errors when it doesnt like the version

tawdry flame
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makes sense

tribal coral
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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?

smoky schooner
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Hey all, trying to upload a mod, and having some serious issues with it timing out, im in aus

real lotus
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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?

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would i just delete it from my workbench since i cant open it to unadd ?

digital sluice
# real lotus

open your addon.gproj file in your project directory and remove those two dependencies from it

vast matrix
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would anyone be willing to do some commision work just send me a dm if interested

clear mural
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What determines whether you sling your rifle in front or over the shoulder when switching from rifle to pistol or grenade ?

vast matrix
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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

gloomy vapor
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I think someone said its defined in their animation or something.
Can't remember exactly.

clear mural
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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

gloomy vapor
desert spear
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When setting up a scenario framework, how do you specify a modded faction rather than the default US/USSR/FIA?

sage mist
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we should have a modern military vs medieval age mod for reforger, like GATE if anyone watched that

storm gull
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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

eternal loom
storm gull
eternal loom
eternal loom
storm gull
eternal loom
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I do not have a destruction manager, but the building are collapsing correctly, I'll still try anyway, thanks 🙂

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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

storm gull
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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

eternal loom
eternal loom
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Perfect, thanks!

storm gull
eternal loom
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Yup let's try this out

storm gull
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@jovial cosmos Hey odd bquestion but is the weird water generation stuff being addressed in the next update?

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These are the same water generators

eternal loom
# storm gull lmk how it works for you

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 ❤️

storm gull
eternal loom
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Noted! And if you have any other good tip for me for my shadows problem, I'll take it! 😅
Thanks again!
#enfusion_generic message

empty nexus
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pink prefabs?

eternal loom
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This one (yea sorry, "prefab" wasnt the good term I guess)

eternal loom
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Not all of these, like "Border Valley" and my "SCR_MapEntity" is a pink one

storm gull
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thats my terrain sorry lol

eternal loom
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Oh okay so that's normal 🙂

storm gull
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but do you have the lighting default and generic world light entity?

eternal loom
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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" ?

storm gull
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yes

eternal loom
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Yea it gives me sensibly the same lighting issue than before : weird shadowing but far shadows OR nice shadowing but no far shadows

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Added "EnvProbe_Default", still same

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It's maybe due to this thing I've done following an old tutorial?

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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

inner vale
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@jade current how do i use your whitelist if we can talk in dms

jovial cosmos
storm gull
jovial cosmos
storm gull
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You don't happen to have a quick guide to rivers do you? Lol

jovial cosmos
storm gull
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Oh it's all good. I'll look up a guide

jolly willow
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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....

distant delta
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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?

austere edge
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Who is able to do JSoc files

leaden rivet
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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

tough nebula
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Could someone help me?

Player with Blue tape is what he should Look. But when I spawn in he Looks Like a Clown

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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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▶ Play video
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Now it says failed to Open : Gear …

mystic girder
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does anyone know where I can get he balistics for morter rounds?

worn plank
jovial cosmos
#

unrelated to the message you replied to

mystic girder
worn plank
# jovial cosmos unrelated to the message you replied to

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.

empty nexus
limpid cloak
#

is this the road to arma 4?

open sluice
#

anyone in here know TheLastSage123? trying to get in contact w him about his ah1w

mystic girder
worn plank
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Yup, and to no one’s surprise they’re still avoiding the question that’s been asked on here frequently.

hoary light
#

Dudes, I trying to find the source of the description, How can I find that to make modifications ?

vernal pollen
fiery quiver
#

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?

warm mirage
#

randomly all my shit is gone in my overview .... after a wb crash gotta love it

hallow dust
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Does anyone know of a recommended .gitignore for reforger projects?

thick trout
mellow swallow
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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

vernal pollen
formal sequoia
#

hey im making a map does anybody know why my character phases through all the props i place down??

fiery quiver
celest marten
worn plank
#

Fancy helping this guy out? Or will the devs ignore yet another person having this issue

worn plank
#

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.

old seal
somber lake
#

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.

worn plank
#

Does anyone know how the Admin FX guys did their placeable airraid siren noise?

jade current
lusty creek
#

BACKEND (E): [RestApi] ID:[24] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""

empty vessel
woven yoke
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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

remote bronze
old seal
lusty creek
lusty creek
kindred lotus
#

My default was always west coast US but switching to a Center US, Server location let me upload very quickly.

digital forge
#

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?

jade current
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The easy portion being based off of the modders experience. But, if you have to ask it's probably not gonna be easy.

cinder trail
#

is bacons game master fx deprecated?

livid grotto
#

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.

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if you can help pls dm me. my chat is open.

tawdry flame
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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

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the current answers i have gotten boil down to the enfusion engine being ass which doesnt do it for me

unborn inlet
tawdry flame
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so for instance 50k for a rifle or 500k for a static prop

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which is rather matching vanilla or is quite a bit lower#

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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

unborn inlet
tawdry flame
#

makes sense, anything else i should be aware of when it comes to colliders and the like?

unborn inlet
tawdry flame
#

okay so i was right in thinking the game engine is actually able to handle it

unborn inlet
tawdry flame
#

obviously yeah but thats just basic optimization stuff

unborn inlet
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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

tawdry flame
#

basically boils down to take your time and ensure the model, textures etc are actually good and not just implement things quickly

unborn inlet
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making your own models or using proper made ones for games

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rather than using random models from the internet

tawdry flame
unborn inlet
tawdry flame
#

yeah thats what spurred this questionm

unborn inlet
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as long as basing game optimization pipelines are used (lods, material, textures etc)

tawdry flame
#

arma 3s m16 was something like 7000 polygons, reforgers is like 90k

unborn inlet
pastel island
tawdry flame
#

yes

pastel island
#

You have to also keep in mind the engine older arma games on was started a long time ago

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So it’s natural enfusion can handle a lot more

tawdry flame
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im not insulting the older engines, they are honestly incredible for what they can do

unborn inlet
pastel island
tawdry flame
unborn inlet
tawdry flame
#

yeah

#

thanks for your guys help its much appricated

livid ravine
#

Is there a list a meshes for the body when trying to hide parts

wild crystal
#

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.

empty vessel
wild crystal
#

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

empty vessel
wild crystal
#

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

wild crystal
# empty vessel Yep, override the faction conf, link your entity catalogue to it and as long as ...

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.

empty vessel
# wild crystal Nevermind its screwed and i cant really just edit it because if i have depencies...

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!

Subscribe for more Arma tutorials, tips, and gameplay!

Music:

Interested in joining our Aussie Arma Community? Jump into our discord server and say hi. http...

▶ Play video
#

I will update both the item (Arsenal) and vehicle entity catalogue videos soonish.

potent wharf
#

anyone else’s custom faction mod having issues with bacon?

unkempt wind
#

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

desert spear
#

yes, it's a bug and will be fixed with the next patch

civic nexus
#

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

jade current
civic nexus
# jade current 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?

jade current
#

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.

civic nexus
#

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?

jade current
lusty creek
#

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?

daring wyvern
lusty creek
#

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.

pastel island
# lusty creek 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 💀

fickle shore
#

How do i add rank lock to vehicles ive looked in vehicle catalog but no place for it

heavy wigeon
#

how do i add an inventory to an object

#

well prop, it inherits directly from the prop_base.et

empty vessel
empty vessel
# fickle shore 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.

fickle shore
wide lava
#

is anyone familiar with how to give an item a supply cost in a game master mode?

fickle shore
wide lava
#

gotcha!

fickle shore
#

not in GM Mode but in workbench

wide lava
#

i was looking in the prefab itself

fickle shore
#

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

wide lava
#

I assume somewhere in entity data list?

#

its for a vehicle

fickle shore
fickle shore
empty vessel
unkempt wind
#

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

woven yoke
#

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
unkempt wind
night osprey
#

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!

steel plume
exotic furnace
#

recreated my alma maters football stadium in arma, map is boone conflict

#

first pic is a google earth ss, second is from in engine

gloomy vapor
#

Looks great.

exotic furnace
gloomy vapor
#

Well thats pretty fast. 😉

night osprey
lusty creek
#

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?

wide lava
#

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?

wide lava
#

nevermind im braindead. i didnt enable supplys in GM

maiden ruin
#

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!

crisp pumice
#

Hello guys,i am working on a crazy ai project, are you gonna enable audio streaming any time soon ?

dense pine
#

win+alt is supposed to open that menu in world editor during play mode correct?

digital sluice
dense pine
#

ive tried multiple times to get it open today and its just not opening i even tried looking in shortcuts

digital sluice
#

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?

dense pine
#

shouldnt be disabled but it may be possible

dense pine
#

-_- apparently my new kb has a gaming mode that disables win

worthy wharf
#

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

bright sable
worthy wharf
bright sable
#

Does it happen for all players or just one / a couple?

worthy wharf
bright sable
#

Try deleting the servers mods, then restart to redownload them

bright sable
#

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

worthy wharf
worthy wharf
#

Deleted all mods from client and server, redownloaded and still getting the same mismatched checksums

bright sable
worthy wharf
# bright sable 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 blobcloseenjoy

#

Put it at the end of the mod list in my config before doing that, load order was the issue

jade current
worthy wharf
#

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

jade current
#

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.

worthy wharf
# jade current The bottom of the list is the first to load, last I heard anyway. Yours loading ...

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

jade current
#

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.

worthy wharf
#

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

jade current
#

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.

desert warren
#

How does one add the ability for a admin to access GM on a Campaign scenario?

crisp pumice
#

Admin tools

wintry root
#

As easymoney says you can use admin tools too

cinder arrow
#

Will having the bipod leg mirrored instead of its own object pose a problem when animating

void patrol
#

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 ?

fickle shore
#

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 blobcloseenjoy

empty vessel
fickle shore
# fickle shore yes

im wondering if a hidden layer is there im not sure what is going on with it 🙁

empty vessel
jade current
#

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.

modern oak
#

Hey, how do I hide these red boxes for taking images using cinematic timeline?

modern oak
#

Yes you are thanks! 🙂

vernal pollen
marble sage
#

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?

marble sage
#

@empty vessel

pallid condor
#

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

marble sage
#

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.

empty vessel
marble sage
vast matrix
#

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.

empty vessel
# vast matrix I don’t know what category this would fall under but I’m making a loading screen...

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...

▶ Play video
vast matrix
#

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

obsidian blade
#

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?

empty vessel
empty vessel
obsidian blade
#

font file use by enfusion... i see RHS able to import it, but I can't manage to do so.

wicked mural
#

I can’t find the Workbench tab in Enfusion. What did I do wrong?

zealous scroll
empty vessel
wary halo
#

How do I make a edds pic for a loading screen?

void patrol
#

Or I still misunderstandings?

jade current
#

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.

empty vessel
void patrol
jade current
void patrol
#

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

empty vessel
# wary halo 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...

▶ Play video
wary halo
eternal loom
#

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 😅

jade current
eternal loom
#

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.

jade current
eternal loom
eternal loom
vast matrix
vast matrix
lusty creek
#

Hey, can someone help me with this?

lusty creek
#

i've tried everything and i cant fix this

vernal pollen
vernal pollen
lusty creek
vernal pollen
#

can probably ignore them, I get errors every now and then that have nothing to do with what I am doing

atomic nest
#

Hey does anyone know how to work the "RPphone
by NewbKodii" with the Shop System by Euka

lusty creek
lusty creek
unborn inlet
slim spear
#

Sorry !

wheat osprey
#

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?

nova delta
#

You can teleport and all that

#

👍

void patrol
#

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...

empty vessel
mild kestrel
#

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'

stiff pumice
shy ocean
#

anyone got a Guide on setting up the Dedicated server tool?

subtle viper
#

hi. are there any mapmakers here that know some tricks how to make big bunkers in tools ? im very happy for DMs with tips 🙂

hollow rampart
hollow rampart
#

the object can have mesh with a material that takes the underlying ground textures on it though

#

so it is basically seamless transition

unkempt wind
#

Okay someone tell me HOW is there no Toyota Hilux (or generic 80's pickup truck) mods for Reforger??.

subtle viper
#

XD

#

someone tell me how we dont get any vanilla planes

desert spear
#

maps are too small for them

void patrol
#

Anyone knows how on GUI change size of chechbox?

I want to make them all bigger.

wide minnow
#

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

rotund swan
#

How can i make changes to the Intro/Main Menu screen?
I want to do two things:

  1. 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.

  2. 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?

empty dome
#

I think u can't better ask a dev.

fervent crystal
#

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.

unkempt wind
vernal pollen
unkempt wind
vernal pollen
jade current
rotund swan
jade current
rotund swan
jade current
#

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.

rotund swan
jade current
#

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.

rotund swan
#

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.

jade current
rotund swan
#

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.

jade current
#

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.

rotund swan
#

I knew it won't be easy 😅

jade current
#

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.

fervent crystal
# vernal pollen Weapon racks? Caps? Gonna have to give more info on what those are.

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

unkempt wind
#

Guys, how do I customize the RTG Armbands? It says "press X in bacon arsenal" but nothing happens?

void patrol
#

where I can acess on my computer directly files from core or vanilla arma reforger?

empty dome
#

On locked files u can't u need duplicate it.

void patrol
#

just from curiosity wher they are lockaed on my desktop. 😉

sterile plank
sterile plank
#

which config file hold this objecst?

cinder arrow
#

Is there a way I can reload while having my weapon deployed?

remote seal
void patrol
#

anyone knows which layout is responsible for showing these keybinds?

cinder arrow
#

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

jade current
#

In fact, the vanilla m16 does that with the flash hider.

cinder arrow
#

Thank you!

tacit lichen
#

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?

sterile plank
void patrol
formal falcon
#

Does anyone know what class governs map labels? There's nothing to click on for me to trace it via the world editor

wheat saffron
#

how can i do a book like the mortar guidebook ?

vernal pollen
wide minnow
#

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

vernal pollen
wide minnow
violet pelican
#

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?

unborn inlet
#

@mystic girder reading #rules when

mystic girder
#

i joke :< sorry pufu 😄

fleet lotus
#

If you make a complete mod for AR how portable will it be for to A4?

#

is that a different discord?

mystic girder
#

Nah you're in the right place

fleet lotus
mystic girder
#

its prolly a skem considering your question was about ArmA4 and not complaints

fleet lotus
#

probably yeah

mystic girder
#

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

fleet lotus
empty nexus
fleet lotus
empty dome
drifting bridge
#

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?

burnt wigeon
steel plume
spiral osprey
#

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

dark tusk
#

i made a game mode script but it don't show in my world editor

#

do anyone know how to fix it

remote bronze
spiral osprey
modern oak
#

Hey hi! Anyone know what this prefab does?

It's within the living area prefab

remote bronze
spiral osprey
steel plume
#

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

thick horizon
#

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.

wary halo
thick horizon
woeful mortar
#

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.

sturdy hill
#

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

tired apex
#

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

remote bronze
empty nexus
spiral osprey
empty nexus
#

Yeah, that mod persists those in its own folder

spiral osprey
empty nexus
#

Yeah, GM in that mod means game master as in the game master game mode

spiral osprey
empty nexus
#

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

spiral osprey
empty nexus
#

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.

spiral osprey
empty dome
high dragon
#

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

sage mist
#

anyone knows how to remove a flag off of an uniform in enfusion

twilit pebble
#

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?

rapid skiff
#

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"

steel plume
#

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

empty vessel
#

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.

empty vessel
# empty vessel I have a question which I hope someone might be able to help me with. Last nigh...

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.
fleet lotus
#

Is it possible to test with multiple clients in workbench? If so, how?

remote bronze
lethal cosmos
#

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?

muted rampart
#

Has anyone made a ticket system for reforger yet? Like Squad has it ?

formal falcon
#

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?

modern oak
#

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?

formal falcon
#

Oh ho! A Garbage system, cheers RC! (also, nice to see you!)

modern oak
#

So we meet again!

formal falcon
#

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

jade current
#

If you're specifically looking for the functionality for empty mags being deleted, you're not gonna find it.

strange steeple
#

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.

  1. 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?)
  2. 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.

jade current
vernal pollen
jade current
formal falcon
formal falcon
# jade current

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

jade current
#

In the systems config, specifically the garbage system.

#

If you read the name of the rule that will give some indication of things.

formal falcon
#

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

jade current
#

Seems you may need to broaden your understanding of how the game/engine work.

formal falcon
#

Yeah no kidding, it's why I'm in here asking questions. You're witnessing learning in real-time haha

jade current
formal falcon
#

In an ideal world, I'm sure everyone would do that

strange steeple
# formal falcon 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.

jade current
#

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.

formal falcon
#

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

strange steeple
# jade current You can't be a racecar driver without knowing how to drive.

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.

jade current
# formal falcon You wanna keep talking? I can do that. I came in here to ask, and you answered....

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.

unkempt wind
#

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

formal tartan
# formal falcon You wanna keep talking? I can do that. I came in here to ask, and you answered....

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

formal falcon
formal tartan
round gorge
#

anyone knows how I can have my character move the lips and shit when im talking in workbench?

empty nexus
#

Hm I'm not sure there is an animation for a number two

round gorge
#

I probably just have to use peer tool or dedicated server tool

eternal loom
#

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!

gloomy vapor
#

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...

eternal loom
#

Only for the BaseSoltComponent then I guess? Cause I've already up/down scaled a lot of things 😅

gloomy vapor
#

Oh okay. 🙂
Yeah i will leave this to someone, who rly knows. 😉

formal tartan
eternal loom
#

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?

formal tartan
#

What are you trying to attach?

eternal loom
#

It's late now but I'll definitely try this tomorrow, could be the lil trick I havnt tried yet 😄 Thanks a lot!

formal tartan
eternal loom
formal tartan
eternal loom
#

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 🙂

digital sluice
#

how could this even possibly happen, all I did was override the PKM base prefab to change to a custom item size thonk

#

this game amazes me sometimes

formal tartan
digital sluice
#

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

eternal loom
formal tartan
eternal loom
#

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" 😅

eternal loom
formal tartan
eternal loom
#

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

formal tartan
#

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?

eternal loom
#

I was using "BaseSlotComponent" as advised by Bohemia but your way looks better, but are you able to rotate your figurine inside the truck?

eternal loom
#

How? 😮

formal tartan
#

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

formal tartan
unkempt wind
#

@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

hallow dust
#

Is anyone able to point me in the right direction when it comes to programmatically modifying the BaseLoadoutManager's slots? is that possible?

dusty badge
#

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

jade current
dusty badge
#

Thanks

gloomy vapor
open timber
#

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.

violet pelican
#

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

jade current
digital sluice
jade current
digital sluice
jade current
#

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

digital sluice
#

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

jade current
digital sluice
#

Yup, that’s what the PKM showed for me

jade current
#

Have you tested in a non diag environment?

digital sluice
#

Have not, only in workbench

jade current
#

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.

digital sluice
#

It definitely still has that bug as I run into it constantly lol

jade current
#

Weird that this is only for this particular prefab though, as all the other ones i've messed with have never had it happen.

digital sluice
#

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

surreal lava
#

why do i get this message when i try and start this up????

jade current
hardy bane
#

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 ?

vernal pollen
hardy bane
vernal pollen
#

You could ask for more indepth settings on their showcase page, if it exists.

hardy bane
pallid condor
#

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

formal tartan
pallid condor
#

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

formal tartan
#

Hmmm ok

#

Did you create an entirely new prefab from scratch or did you duplicate a previous one? Like a pre existing car?

pallid condor
#

i had to use the tank one from spacecore

#

should be the same as there abrams

fickle shore
#

does anyone know why enfusion has decided to automatically make overide option on objects missing now i only recieve a duplicate item

eternal loom
#

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!

jade current
#

If your child prefabs and slots are set up correctly then you won't have this issue.

eternal loom
jade current
#

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?

vernal pollen
#

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.

fluid briar
#

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

eternal loom
# jade current How are you trying to delete this vehicle?

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

fleet lotus
#

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

ember junco
#

@hardy bane are you the creator behind the dynamic ai checkpoints mod ?

edgy path
#

Anyone have experience with map work? Creating a map. DM

worn plank
#

Has anybody found navmeshes refusing to generate on parts of the world above a certain height?

eternal loom
#

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 😅

jade current
eternal loom
jade current
#

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.

quiet horizon
#

Hej TPM, did u found some solution for this?

eternal loom
#

Oh, okay then, I guess I'll keep this wheel size, or chose different wheels, modded or vanilla

empty vessel
bronze aspen
#

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 ?

empty vessel
bronze aspen
#

Ohhh okay

#

That kind of sucks

torn holly
#

anyone else having Error Code:502 - Bad Gateway when trying to upload a mod to the workshop?

empty vessel
#

<@&105621371547045888> ^

Same posted in multiple channels.

humble fulcrum
#

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

shy fable
eternal loom
#

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:

crystal rampart
#

Best street layout system I've yet seen so far in Reforger... or any Arma title...

eternal loom
eternal loom
#

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)

somber lake
#

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.

worn plank
#

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

proven siren
#

Any idea how I'd fix this from happening?

fervent crystal
#

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?

eternal loom
eternal loom
#

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

eternal loom
eternal loom
# round gorge cull

Incredible, thanks a lot, I was used to UE and its "double sided" materials 🙂

potent wharf
#

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

potent wharf
#

i’ve added the claims entity and i’m not sure what else to add

night stag
#

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?

hallow dust
#

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?

eternal loom
# formal tartan Is this in blender?

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 🤨

lethal swallow
#

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 ?

eternal loom
#

Let's say 2/10 tbh

lethal swallow
#

Wow so easy then.

eternal loom
#

Yip!

lethal swallow
#

Okay. But I’m brand new. How long will take for me to learn?

eternal loom
#

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

lethal swallow
#

Wow okey thank you. You give me more confident to try

eternal loom
#

YW! Oh yep you can sure try! I do have a tutorial for this but it's in french, still want it?

lethal swallow
#

Yes please

eternal loom
eternal loom
formal tartan
formal tartan
hallow dust
#

Does anyone have any experience with 3d markers?

wraith grail
#

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

formal tartan
wraith grail
wraith grail
# formal tartan Could you eleborate on what you mean by "Bodies"?

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

zealous scroll
#

It does support them

#

I think the face might have a couple.

wraith grail
zealous scroll
#

But the character has to have them made specifically. It's a specific technology whatever.

wraith grail
zealous scroll
#

Daz3D newest generation of human characters su supports them, and they are free to use. It will be a good amount of work though.

zealous scroll
#

It is how making taller and shorter , thinner and fatter characters is done in real time.

#

Without making the mesh look stupid

wraith grail
zealous scroll
#

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.

wraith grail
#

@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

zealous scroll
#

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.

proven siren
#

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?

vernal pollen
eternal loom
fickle shore
#

does anyone know if Oxide Three still around the modding community i have a question about a few of his things?

fallen pewter
#

Anyone know if it's possible to remove the rank requirements for building helipad, medical etc?

wide lava
#

does anyone know how to configure a construction truck to work in gm?

late knoll
#

How would I go about setting up presistance on my survival server??

acoustic rover
#

👋 Hello @wispy swift, I have a question, if you don't mind... Are you the creator of FM FastTravel ?

pallid condor
#

anyone know how to fix this

acoustic rover
# pallid condor 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 ! 💪

wispy swift
#

@acoustic rover Yes, but I don't think it's working yet.

pallid condor
#

@acoustic rover its the 2 ammoution types that are in the magazine and the magazine is added to the inventory config

acoustic rover
# wispy swift <@386580668794011650> Yes, but I don't think it's working yet.

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 💪

acoustic rover
pallid condor
#

global arsenal were is that to

acoustic rover
acoustic rover
#

(This script works normally locally )

pallid condor
#

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

acoustic rover
acoustic rover
pallid condor
#

its the ammo for the autocannons on a anti air tank

#

its the 2 types that are part of the main mag

acoustic rover
# pallid condor

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?

pallid condor
#

armaments is one of the dependices

acoustic rover
#

Nice

pallid condor
#

spacecore is the other\

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its the same place as the lav25 in the us inventoryitem config so i just matched there locations

acoustic rover
#

anti air tank ? You shure

pallid condor
#

thats were the lav ammo box is in BI base config

acoustic rover
pallid condor
#

so is the ammo for the lav25

#

hench my i matchs there k17 from RHS is in the same place i beleave

acoustic rover
acoustic rover
#

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...)

pallid condor
#

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

acoustic rover
pallid condor
#

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

acoustic rover
acoustic rover
acoustic rover
pallid condor
#

no but that is mine i am working on a Russian anti air atm

acoustic rover
pallid condor
#

not yet still has alot of work to be done its my first mod from the ground up

acoustic rover
pallid condor
#

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

pallid condor
#

2s6

acoustic rover
# pallid condor 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.

acoustic rover
bold jasper
#

Hi guys, anybody know a mod who can add "Xp Cost" in arsenal items?

acoustic rover
wintry root
#

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

young hornet
#

Hey, does anyone know where to find those kind of barriers please ? I know they are in the game but i cant find them

north oyster
young hornet
north oyster
young hornet
#

Thank you !

acoustic rover
# wispy swift <@386580668794011650> Yes, but I don't think it's working yet.

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 😉

wispy swift
quiet warren
#

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?

acoustic rover
acoustic rover
vapid sparrow
#

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?

sinful oxide
# vapid sparrow Hey, so I'm having a dependencies problem on my project. It appears Arma Reforge...

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.

pulsar nymph
#

How come we don’t have reload animations for vehicle mounted guns?

warm mirage
#

base game is so bare bones its even a joke that they ever pushed it out of 1.0..

vapid glade
#

Anyone know why a AI character would spaz out and look at the sky or ground when aiming?

sleek hinge
#

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

blissful crypt
#

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

round gorge
#

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

blissful crypt
# round gorge if ur on pc just use the AR Tools

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

round gorge
#

oh and use the worn model mesh for the item model mesh to see it

blissful crypt
round gorge
#

oh if not assigned or created, put a custom slot

blissful crypt
#

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

vale bough
#

Hey Guys i need help without a Heightmap, which Webseite is working for this.

wide lava
#

Cloudfare fix wen

smoky schooner
#

(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

cinder trail
#

does anyone have any good recommendations for smaller maps like arland on the workshop?

wise trench
#

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?

gloomy vapor
#

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.

grim crypt
#

Hello

#

Anyone else getting this error when trying to open any enfusion workbench project ?

untold sonnet
#

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.

dusk solar
#

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"

fierce flint
#

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 🙁

surreal lava
#

does anyone know how to get the debug menu\

#

also were do i remove the water

zinc urchin
#

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

surreal lava
#

okay bet

smoky schooner
#

Any idea how to generate this stuff?

tawdry pebble
#

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

vernal pollen
eternal loom
#

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.

hollow rampart
eternal loom
hollow rampart
eternal loom
#

Yeah I tried the three of those 😅

ashen pelican
#

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

hollow rampart
sinful oxide
#

Is this something you’re trying to do for one structure specifically or a universal case for like building blocks @eternal loom

eternal loom
vapid sparrow
#

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.

sinful oxide
#

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.

eternal loom
vapid sparrow
#

50/50 chance I walk right through it

sinful oxide
vapid sparrow
#

Map. Vanilla object

sinful oxide
#

Could you dm me we’ll save clutter in here.

eternal loom
# vapid sparrow 50/50 chance I walk right through it

😬 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 🥲

sinful oxide
#

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.

hearty pier
#

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

maiden ruin
#

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.

eternal loom
vapid glade
#

Having issues with my AI, they are aiming at the ground or sky when they try and shoot an enemy. Any ideas?

zinc urchin
vapid glade
vapid glade
wide lava
#

we love the broken workshop

gloomy vapor
cursive marsh
#

is there a way to convert emat files to a more common file type?