#enfusion_generic
1 messages · Page 26 of 1
Hey dumb question, where do i change the "restarting..." time on match end screen?
navigate it to your project folder / you can make a folder specificly for you Topography or whatever you throw in there just choose the following folder as a destination
just click on the 2 dots then navigate to your project folder and then either use the folder that has your project name or make a new one and then choose it
How can I make sure my vehicle doesn't sink in water?
Persistence system also works on main game not just experimental, you just need to have it set up properly
Adjust buoyancy? Id check the apc and see what its is set to
I hate asking this, but is there someone who can point me somewhere that gives ma solid explenation how to get a prop ingame? I mannage to get a model with colision etc ingame. but the next step seems to be skipped in every tutorial.
does anyone know any gambling servers that are active in vc
LINK expired
How can i disable de rank in GM?
Via game mode - arsenal manager component (something like this anyway) you can switch off rank locked items.
I made a new vehicle from scratch but it crashes my game when i enter it
i think it has to do with the animations (for now i don't have any i just used the UAZ anims)
Is it preferred that i take my questions regarding modding in here @hollow rampart?
depends on the topic of your questions as we have various different channels here for different aspects of modding
So as i mentioned in my previous message in the general chat.
I've got a model, paid for with licenses in order.
The game i'm going to make a weapon for, is Reforger.
I'm currently looking to get the bones, armatures and animations in order.
Have already familiarized myself with colliders and meshes.
As i'm quite new, and there is a lot of information to digest in a rather short amount of time. I'm looking as to where i should start. As in would it be Armatures and Bones alongside the animations for that.
Would another place be smarter to start with?
My plans are to use the mag fed function for the M21, as a function on my rifle.
have you checked the Reforger sample models?
For animations? Right now i'm looking to get the bones animated, such as the bolt and the rest.
bolt action is also not a default vanilla feature I recall
I'm simply not finding any good sources on how to do it.
It all seems to be made for those already familiar with these things.
so that will need extra steps to get done
weapon is not a startup thing yeah
Oh, i got told it's one of the easier things. Hehe well you live and learn i guess.
have you checked the tutorials in the wiki? They go over some of the basics
basic gun maybe
but bolt action, no
Yeah, i'll go over them again though to make sure i've not missed anything. And put on some more coffee.
I got told that bolt action with single fed ammunition would be hard, very hard. But that a bolt action which is fed through a magazine, would be easy. This was due to the mechanisn/function, was already in place by the M21. Which i could inherit over to this one.
We are currently facing several technical challenges with our private server that are impacting its stability and the overall user experience. We aim to address these issues in a professional and systematic manner, as outlined below:
First: Distributed Denial of Service (DDoS) Attacks
The server is experiencing repeated DDoS attacks, resulting in service interruptions and noticeable performance degradation.
Question: What are the most effective solutions or advanced systems available to provide strong protection against DDoS attacks and ensure uninterrupted service availability?
Second: Vulnerabilities and Exploits within the Server
There have been observed attempts to exploit vulnerabilities and perform unauthorized access within the server, which may compromise data security and operational stability.
Question: What are the recommended measures and technologies to enhance server security, prevent breaches, and effectively mitigate the risks of vulnerability exploitation?
Third: High Ping Display in Server List
Although the actual ping is low (approximately 20ms), it appears significantly higher in the server list (reaching up to 100ms), negatively affecting the server’s attractiveness to players.
Question: What are the possible causes of inaccurate ping display in the server list, and what solutions can be implemented to ensure the correct value is shown?
- get better dedicated server
- get better dedicated server
- get better dedicated server
I didn't understand what you meant.
get better dedicated server
We have protection, but I want to know if there's anything else I can do.
Step 1 consider not using AI garbage. Once you're past that, you can "solve" high ping by moving closer to a Bohemia ping site. You can solve exploits by getting hired at Bohemia and fixing the game. You can't stop DDOS but you can try different protection services to see which works best for you.
I tried to make it more formal by turning to artificial intelligence.
Dont worry about formal on a video game discord
I know where to get the best protection
wrap that willie
But seriously, proper DDoS protection will cost you a fortune. You’re better off looking for a hosting provider that includes it in the price. As for the exploits, I’m not quite sure what you’re talking about. As for the high ping being displayed, that’s probably linked to the DDoS attacks you’re talking about, because the in-game list doesn’t refresh very often – more like every 2–3 minutes.
If you say you have protection but are having problems with DDoS attacks, then either you’re lying or your provider is scamming you.
We have protection that isn't provided by a service provider because we work on it ourselves. However, we face a large number of packet loss attacks; I'm experiencing over 50,000,000 DDoS attacks. Regarding the Bing issue, it's on server list 100, but inside server 20...
؟
wdym 50,000,000 ddos attack its messured in bps
This is the only reason I'm so upset today. I work so hard, and then someone comes along and ruins everything I've built.
Has anyone done custom map markers?
Tell me how to fix this so that the water on the map looks like it does on the map and not like a square
My server logs are getting spammed with multiple errors related to personal belongings. Can anyone help me decipher where and what I need to do to resolve this error.
17:57:02.275 INVENTORY (W): VALIDATION FAILED: Item @"ENTITY:4611686018428011991" ('GenericEntity','Assets/Items/Identity/Belongings_Personal/Pictures_Personal_Single_02.xob') at <4195.409668 47.192577 3094.635986> does not have InventoryItemComponent attached
17:57:14.607 INVENTORY (W): VALIDATION FAILED: Item @"ENTITY:4611686018428013390" ('GenericEntity','Assets/Items/Identity/Belongings_Personal/Papers_Personal.xob') at <4033.834229 43.619961 3840.664062> does not have InventoryItemComponent attached
You have placed some raw entity / mesh directly into the world somewhere, which is usually not intended. Then the inventory system tries to interact with them, but because it is not a prefab, it has no inv item component. remove them from the map and replace with proper prefabs. the message says where they are in your world. enter the coordinates in the camera tab on world editor to get there
Is there any tool or plugin that will tell you how optimized the map is as far as performance?
Sorry should have added some more info, these ents are not actually in the world, at least not at the coordinates it provides. I'm thinking its spawning in player inventories but the only thing I can see is the normal personal belongings prefabs. Got any other ideas if they arent actually in the world where errors say they are?
There is an Fps Diagnostic plugin built into world editor. It will move a camera around the world and record FPS data. However, depending on the map size and heatmap resolution you set it can take days to complete. I found that running the default res makes it pretty much impossible to tell whats going on. Upping the res would help a lot but it will take days to complete for a normal size map. Not sure if there are any other tools for performance checks like that
Hello lads & guys & enbies, anyone knows why I cannot rename a map marker, the "LocationUrbanBase.et", "LocationUrbanVillage.et" etc? I'm changing the Display name, I tried to duplicate the prefab and editing it, I tried to close and reopen the world, nothing. Any idea?
Looks like "Display Name" is NOT the good way to edit it, so where it is?
Okay nvm!
Thanks to this tutorial (where you can see how the marker will show) → https://forums.bohemia.net/forums/topic/239248-info-creating-map-markers/
and further research cause I'm a freakin' damn detective, it was just there 😅
Map markers are created by adding the component MapDescriptorComponent or SCR_MapDescriptorComponent to any entity. If added to a moveable entity then marker will move with entities movement. If there is no entity at the position where you want to have a map marker at then you can just create a G...
Omfg
Are there any ways to get a sat map of someone's map? Would be very useful for planning
If you ask them for it
Kk
HELP ME PLSSSSSSSS
So we cant get paid to use workbench but now some modders get paid via the Modder Supporter Pack (Which indirectly pays you for your workbench usage)?
Why not just allow paid workbench usage? 
Because this way they kinda get to choose who gets paid.
They could just use the same sytem they use for the community donations then no? Apply for the ability to monetize, it gets looked over, if you fit the criteria then you are approved, if not try again in the future
Seems weird that communities can monetize someone's mods with consent, but there is still no ability for the person making the content to monetize it unless they get chosen for some random community poll
The donation system, is people give you money out of kindness and get nothing in return. Monetization is basically the opposite of that. How could it work off of the "donation system"?
What would be the determining factor for weather or not you could monetize?
What are they getting in return on these servers? Access to more content?
The only thing that can be monetized are cosmetics. You can't give anything that gives an advantage.
So why can't the person making said cosmetics just monetize the cosmetic themselves instead of a server/community doing it?
They could sell the model and it's textures.
Yeah on a separate marketplace sure, but that's not the point of the conversation
Idk why you're coming at me like this. I been modding the game since it released. I have like 6k hours in the tools. I have more dogs in this fight than you.
I'm not coming at you, I'm just explaining my stance on it
My stance is the same as yours
Then why are we going back and forth 😅
It's weird that I can't sell mods. But a guy that spends 40$ to host a server can make money
Because you started asking questions
I have 3000 hours in tools and have made many mods, I still have some right to give my opinion on it lol
No one said you couldn't?
It's just the way you worded that made it seem like I had no right to speak as a modder, at least that's how it came off to me
I think there is a lot of misreading tones here
I was simply stating facts. I've been here since day one, if anyone has a dog in the fight I definitely do but, so do a lot of other people.
But yes, tone is hard to tell over text. That's why most people think I'm an a**hole.
Because as it is right now the tools are noncommercial use only. That has not changed.
just curious, is there a reasoning behind it?
why specifically for reforger its non commercial
Leading opinion is Sony/Xbox won't allow it without getting a cut.
what do you mean? All arma tools have been non commercial use only always
gotta admit though, you have gotten a bit more tolerable Zelik. why do you think i left new worlds.
let people invoice others for their time, you will find how quickly no one cares others are getting paid.
Because I didn't pretend to be a customer service rep to some guy that was being rude. I know exactly why you left. If you have further comments send them to my DMs instead of trying to make a public spectacle.
im not the one making public spectacles mate.
please, both of you.
Really? Then how come Arma 3 people could sell scripts and such?
Legally they couldn't
How come they advertise themselves in #creators_offers
Well, I guess they could have if they weren't written in the tools? But the tools didn't have a "script" editor. So idk.
Ohhh I forgot about Poseidon Tools.
So as long as those scripts weren't written in those tools then it should have been fine.
there is no scrip editor. scripts are written in notepad
nobody used those
So for arma reforger someone could write a script in notepad, send it to me? And then I could put it into tools?
There are probably like 3 people that could do that.
can you verify they didnt actually write it in the tools?
I've thought about that aspect. And the only way I'd know of would be to live stream. But that's kinda, eh. Because it could be pretyped on another screen.
I often write code snippets from a text editor on my phone lol
But could you prove it?
I don't think they're the ones that have to prove it
If they have no way to prove that it was typed in tools and they ban the mod doesn’t that seem a bit wrong?
I’m just asking these questions because it seems like everyday the gray zone of commercialization of tools gets bigger and bigger
That's not really a gray zone. If a random guy comes along and is selling scripts and no one even knows who he is, it would be perfectly clear that he's doing it in workbench.
If someone with years of experience with the scripting language did it, it would still be kinda hard to believe.
I don't know anybody who is using the Enfusion tools to write a script, it's usually outside in some form of editor and then imported, which is what I also do on the rare occasion that I do.
I didn't think anybody trusted the tools not to crash halfway through enough to do it all in there 🤣
Hi! Is it possible to connect directly to a server via command-line arguments?
I do and have since the beginning. I don't have a problem with the tools and have very few crashes. Generally only have them when compiling with world editor opened.
Script editor itself is the least crash intensive tool out of the stack
Crashing on recompile doesnt make you lose saved scripts so it's not as tough as crashing after applying something to a prefab then see your changes reverted when loading up again
Didn't you get bopped this morning?
Hi,
Is it possible to update regex in bohemia login form (In Enfusion) because this example do not pass : my_super_email@domain.group
I got a question about factions if anyone can help me out
Yeah I’ve dealt with faction setups in Reforger before depends what you’re trying to achieve exactly,
but I can fix or build it clean for you if you want
Forgive me just seeing this now. Alright so my question is this: is there anyway to override the US faction in GM mode to make the UI say a custom faction name?
I have created a whole faction with AI and all. I’ve overridden all the faction configurations, as well as the AI themselves, but the UI in game master still says US where all my overrides are…. How do I change this?
Faction name is set in the faction config, which is referenced in the faction manager
Either overriding in via the config or the manager prefab should do the trick
I’ve tried that as well honestly, and it still don’t change it, even if the Faction manager is changed to a different faction name and flag. When in the menu for selecting the playable factions it say my faction which is OVERLORD’s Combat Group. It has the flag and everything on the UI menu for Conflict as well as the player faction logos in game master. But the fuckin UI portion in GM where it says US/USSR/FIA, etc. still says US with the US flag. If I go into the menu to select AI characters the logo on each character is mine, but not on the GM menu. Is there like a different Faction Key I have to make?
If your approach is overriding, you shouldn't have to make a new faction key
I don't have it memorized where these are referenced from, presumably you need to override something else too
But I couldn't tell you what it is, not without looking at it in the WB
I believe it’s like called an Enum file/Script or something? I’ve never messed with Scripting. I can’t write code to save my life. I can only modify other people’s work with their permission to do so hahaha
I found this really helpful. Just cut through the parts you’ve already done. The very first section talks about the enum
A quick tutorial video on the creation of custom factions for your Arma Reforger mod.
Chapters:
0:00 Introduction
0:05 Setting up enum file
1:00 Explanation to add semicolon (;) for enum file and faction ID setup
2:17 Setting up config files
17:12 Integration with Game Master and Conflict
19:29 Setting up character prefab
25:03 Setting up spawn...
true or false question real quick since i'm a newbie with enfusion. If there are any errors in my log console, i cannot publish my map into the workshop?
You can, but I would rather you didnt as errors can mean it does not actually work
so it is preferable to fix things before uploading
I see. Because i see creators have like hundreds of them in a project so i'm not sure how to fix each individual one - at least not aware of how to fixem all at once
yeah it is unfortunate that people dont always care about those
probably no magic fix for all things at once either
if youa re using mods with errors then those can also accumulate
is there reliable sources to tell me how to fix those? Cause it's all gibberish to me XD
not really, but you can ask in relevant channels here. like if you have terrain related errors you can take one type and ask about it at #enfusion_terrain
gonna be here for a while then XD. Alright, well i appreciate the help. It's good knowing i finally found a place where i can always ask questions. 🙂
if you have accumulated a lot of errors over long time, sometimes it can be more helful to start new project and inject your work into it in small pieces
so when an error comes up, you might have more idea what its related with
as in the last thing you added
Understood. I'm only using one dependency for mods but that's pretty much it. I'll figure it out eventually, hoping to grow fast into understanding the basics.
One more question btw, is there quick need-to-know advice you could give me before i spend about a year working on a map?
It is a bit like saying if there are any yellow or red lights on my car dash I cannot drive - issues are context dependent, so while this may not be the most helpful you cannot publish your map when you have errors that prevent you from publishing your map, they will typically appear when you try to publish and have context clues it might have something to do with the world or scenario
❓ fishing for interest here - would anyone be interested in a team up to develop a small collection of vehicles free to use for everyone?
I’ve spent countless hours trying to balance the different vehicles on our server to provide something for each vehicle role for both sides and it’s a nightmare.
I’m thinking making something for reforger then continuing it into ARMA 4. A strictly small selection with one type of vehicle for each role for both factions and each vehicle will be well developed and maintained. It would literally be the only mod I’d work on.
Note: free for everyone and unbranded so any server could use without advertising another server
start from a small map
Sup guys!
How to change rank requirement and supply cost off vehicles and helicopters??
You need to override or duplicate the vehicle prefabs and change the settings within their components I think (and update entity catalogue if using duplicates)
@formal yew I’d recommend going with the duplicate method; my experience is that it causes less problems in the long term
On Prefab, right?
I've try this
But no success
I found!
Findig rank requirement now
I think is this.. Going test
Match the rank value aswell
Renegade - 0
Private - 1
Corporal - 2
Sergeant - 3
And so on
How do I go about adjustiong the damage radius of a HE m406 40mm grenade? I've edited the warhead to increase the dameage but I still cant seem to find what effects the blast radius damage.
Hello there; any idea how to have the correct SlopeLandContact for any prefab?
I tried to copy everything from the USSR_pavement WE generator, but the closer I can get is this :/
And I don't really get why the pavement prefabs are pink-labelled, I guess it has to do somethin with the result I'm looking for and the slope following thing, but idk honestly... So if you have any idea 🙂
unsure if this has been discussed but i did find a solution (for my instance at least) for constant time outs while publishing.
i just opened task manager and right before clicking publish, i ended the steamwebhelper task, and it published first try
what config or script holds the vanilla bios for characters and how would I go about editing those?
Separately, I made a custom faction, but I am not hearing them using their voices when in contact and things of that nature. Is there somewhere I have to assign the voice IDs or something?
@unborn inlet @sterile shoal - sorry for the tags but I couldn't find the information on the BI Forum or your own website. Do you guys have a discord/twitter/RSS feed/News Paper column where your updates go?
twitter is shere but its quite sporradic: https://x.com/rhsmods
Thanks mate appreciated - might wanna stick that discord on the website somewhere, guys get excited by RHS updates but I can never tell them whats in it 😄
link channel has changelogs for each pushed updated
ahhhhhh thank you @unborn inlet thats getting bookmarked.
Also I can't post in the RHS showcase page because the member list is full, so big thanks to you guys for making RHS - mod scene would be naked without it
i plan making some room in there
any reason why my memory points are not under w_root? 🤔 tried exporting with the sample weapon and it also places mem points there
i have set the relation correctly in blender, they appear under the armature there
aha! ok i had to change parent type, mystery solved
the tutorial on the wiki also has the same problem btw
if everything is supposed to be under w_root then the tutorial and sample file are not set up correctly either
not everything needs to be under w_root, the root is just the root bone of the armature, everything below it are bones, but you can also define them as Empty object which are just memory points
i see, i checked some weapons from base game and they're all organized that way so i figured it was a requirement
Regarding this bug where names aren't rendering correctly in the interface, any idea where to investigate?
Those are probably in the their respective WB components, the pound (#) is used to reference the string table usually under something like "Display name"
I've never figured out how to enumerate that string table from the component
assumed the same, ive seen it alot as well. new thing learned.
i had a fever dream of an idea that boiled down to this, do you guys know if it's possible to make this without it having an aneurism and exploding?
Gotta love blender
Recursive tree walks in Enfusion/Arma reforger are dumb, replace them with dynamic programming.
using ECS and not dynamic programming is odd.
how do i ping the Enfusion engine devs?
They should replace the recursion with dynamic programming and profile it.
Well, you don't.
You can make a feedback tracker ticket though.
Ayo.... anyone know if the Gaz Tigr mod is coming back?
How do I open a second instance of Reforger tools?
🤔 Is that even possible? And why would you 😅 ?
The wiki says I should reference another anim graph when making my own
Screenshot and have that open while working on your animation?
Hello, I duplicated a scenario from the workshop so I could edit the faction manager and game mode for my own server, but I'm having problems when trying to play the scenario locally. The base doesn't appear for spawning, and there are no capture points. So I changed some things again to see if it would fix it, but now I'm getting this error when I try to republish it:
:BACKEND (E): [RestApi] ID:[113] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotOwned", uid="1776352143448-107400", message="You're not an owner of this asset"
Didn't know where to ask this so I apologize in advance if this is the wrong place. Is it possible to hook into external audio programs from reforger/enfusion, theoretically, to pipe audio, for example Spotify, into the radios already ingame?
hi. I have found that:
{
/*!
This is an optional state of the game.
It can be used to allow more players connect before game mode itself engages.
*/
PREGAME = 0,
/*!
This is the main state of the game.
It is where the main loop of the game happens.
*/
GAME,
/*!
This is the state to which game transfers when it ends.
It can be used to show scoreboards, additional messages or allow
user-based voting, etc.
*/
POSTGAME
};```
what exactly is that PREGAME? what can and what can't happen in that state?
Exactly as it sounds and pretty much whatever you want can happen there but, you have to script it yourself. Attach a PregameGameModeStateComponent to your game mode and look at it's attributes. Iirc, the only thing it has is duration and should disable controls.
The component name may not be accurate but, it's something like that.
I am having the same issue, did you ever figure it out?
you both set bases to USSR and you're both asking why they do not spawn FIA?
I must have misread that part, and no I did not. I found my issue and it definitely wasn't that. Thanks anyways for the help.
this happens whenever i try to enable the enfusion blender plugin, im on 5.1, do i need an older version?
the answer is yes, apparently 🙃 works with Blender 4.5LTE but not 5.1
works with 5.0 stable as well
guess ill stick to that
Works is a strong word, there will be bugs in most blender versions higher than the current LTS for the plugin
lets say at the very least i can enable it without blender screaming in agony, i tried clicking a few bits at random and saw some functions not working already
5.1 had a major python change (3.13)try to avoid it if possible. i do like the look of it tho.
So, I have made preset loadouts, but I want to set up group specific loadouts (Assault group gets: Infantry loadouts, Recon group gets: Sniper stuff etc)
Can someone please help me split these presets exclusively to specific groups? thanks
well thats dumb. Id just find their work e-mails if i really wanted to tell them.
but its not that important. They can keep using recursive tree walks like cavemen 
gentlemen
I need to find out how to occlude the eyeballs, tongue, teeth, and mouth of the player body. If i occlude the head, it leaves all of those behind (rather humorously)
if you want to leave feedback you can use the feedback tracker like normal people.
no
yeah I did not really expect you would
im not "normal people", im an individual.
normal people wouldnt even know what im talking about, and many college graduates still think its acceptable to use a recursive treewalk instead of dynamic programming.
Android even uses recursive tree walking for their UI tree
people dont like you being smarter than them. They treat you really poorly for it.
why are you being mean to goat :(
yep that often happens
reminds me of a video where a guy left a note on a guys car, warning him his tire had a bubble.
thats not safe, like the wall is failing. But the guy found the note, and got mad thinking he was trying to flex on him, calling him too poor for tires or something.
its like that. youre just trying to say a stuff, and theyre all like getting mad about it.
I wonder how recursive tree walk / dynamic programming tree walk fairs register wise.
asked ChatGPT to back me up here.
yeah, but i am.
well
that is yet to be proven either
since you know
no actual proper feedback ticket
but you dont do those
so anyway
well idc, its apparent to my peers.
okiedokie
some one for the love of god help me
im a noob and im stuck rn tryna figure out why my server wont launch
just open 2 animation workspaces in the same project pretty simple.
Idk where to post this but i get this error when i try to run gamemaster with mods
you could at one point idk about anymore. @sharp ridge the anim editor can be opened twice for exactly the reason you mentioned. just open it from workbench again
You can launch it through steam, and then launch again through the exe
i ma trying to create a everon map using the empty everon preset and copying/pasting world objects so i can edit towns and the like. i placed basic Hq's for conflict to stasrt test playing i get this memory error. loading stops at 93% creating entities when i hit play to test. i have WCS cor add on. i get this wrong GUID name error and unsure how to correct this.
I'm kind of out of idea's how to fix this, I am making a map layer for conflict and I've got everything working except line connections on the map for the bottom right of the map. Everything caps and plays out like it should it just doesn't show the connections for those points. I copied a working point and changed everything and deleted the old non-working and it worked for one point then stoped when I remade the others. It's using the WCS_Core whitelisting but I'm lost on my next step forward
Does anyone know if there is a non-scripting method to force players to snap to prefabs instead of terrain when they spawn in via radio backpack? If a player has a radio backpack equipped but they are standing on something like one of the GraniteCliff prefab that is frequently used, the spawning player will spawn inside of the rock 9/10. It seems to behave the same way conflict military bases do, if they arent placed directly on terrain, they snap to terrain below the ent they are placed on.
For what its worth, I havent even been able to figure out what forces this behavior⬆️ I've tried every setting/ tick box i can in the base prefabs and they just snap to terrain no matter what. I'm assuming its part of a script that runs when world is started but i cant find it in any scripts
Does anyone have any Idea on why something that works locally woudln't on a server? I have an extended artillery piece of the 777 mod working just fine on my local machine, but on the server, it appears to elevate properly but only ever fires straight ahead. The only things i've changed are the mesh. I'm currently overwriting the animation instance to put my custom elevation animation in as well. From what I can tell, the m777 mod is basically doing fancy stuff to mortars, and I've set the projectile spawn to a bone that is parented to the elevation animation. Any thoughts as to why this would be working locally but not on the server? I've been hitting a wall for the last 8 hours.
Hi mates, I'm having an issue when converting an FBX (exported from Blender) into XOB in Enfusion Workbench. After import, the mesh appears completely black in the viewport,
Check your materials and normals to be sure they're correct. Then make sure after importing the fbx the first time to use the full export option from blender's enfusion tools.
still didn't get it with enfusion tool. I already open workbench but i cant export from there. Unless if i drop this fbx manualy in enfusion and setting path in blender for xob file. But in this case my model getting in black color
You have to assign the xob up above where it says open xob in workshop
and make sure the materials are converted properly
Check vertex paint
@hollow rampart can I dm you?
sure
Хаха
One message removed from a suspended account.
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did you apply scale
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Hi, do u know a propper way to fix vertex paint of all mesh? currenlty i can only repaint vertex one by one )
Click the - in color atributes
Could someone help me with an error I'm having with a Scenario Mod?
I installed the Operation Savannah scenario on my server, but any player who tries to join gets a "JIP Error".
This only happens with the scenario I described. Is there any way to resolve it?
I'm using his version of GameMaster for the server.
I've looked everywhere but I can't find a place that has a solution to this problem.
does anyone know what config a pop up that would come up every 30 mins should be
hello everyone! can someone help, where i should find mistakes, i tried rework AA system on MI-28, adapted it for WCS, but i have problem with creating vehicle on spawn, it is all time roll on side.
And after spawn vehicle do this
MI-28 Is (Ours) @paper sandal The heli is currently outdated and broken.
Hi! On server where i play use Mi-28 mod by you, and some fix of it, but it no have available AA missiles cause some broken in configs. I tried fix it...
Some fixed but other broken be me... 
please keep it like this😆
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i was joking
it's quite funny looking
btw everyone in here: chatgpt can help with a lot of stuff
One message removed from a suspended account.
I've added a SpawnPoint_US.et to my game mode but the mapmarker doesn't show, does anyone know how i get the mapmarkers to show?
if you dont have the answer for this, its very likely that this is a blender export issue (default unit value is cm while in other engines its usually m hence resulting in the 100x size) you should be able to solve this in the export settings (maybe in enfusion import too im not sure)
I think there might be something missing in my layer or game mode, anyone have an idea?
I need some help with vehicle.conf overrides. I get the Units to show up in the factionmanager, although they show up as new "vehicles" and "helicopters" multlists?!? But i don't get them to show up in the VehicleService_US_Large (Helis) or VehicleService_US. Any ideas?
while being dead or alive?
Both cases sadly
Fully vanilla yeah but with a custom game mode component
you removed the checkmark from "Show in deploy map only"?
nope, all default i think?
the check is not there ok
interesting, checking that did let the text appear i think
i dont know about all that spawn map stuff, i don't use that and i can see my spawnpoint marked when dead, gonna try it while alive whith check removed
np, thanks for helping me as much as you can
checking that should hide it
while alive
even if unchecked i don't see it on the map
when i am dead i get a military style marker, but i didntr change anything in the mapdescriptorComp
i was wrong here, the name shows regardless
is that in the editor game mode or conflict?
ah, i think the main type in the descriptort is responisble for that icon
conflict is more forgiving when using markers in my experience
i am using a gamemode_plain with added Building functionality right now
you dont have any experience with adding vehicles to a catalog`?
interesting, when i add a key "MainType" with a random value i see the text, when i remove that the spawn text dissapears
i do, what is working against u?
I get the Units to show up in the factionmanager, although they show up as new "vehicles" and "helicopters" multlists?!? But i don't get them to show up in the VehicleService_US_Large (Helis) or VehicleService_US. Any ideas?
Labels, the sizes define where they will be shown
i am trying to override the list defined by RHS with a config in my missions folders
but apparently i am doing something wrong in that file
yeah make a list containing multi lists, each multilist
add the vehics there and overide the faction manager to put those lists in there, place the overide in the map
within the vehicle, change the faction affilication component to US for example, and then in the editable entity config change the faction and labels, size labels define in which tab they end up
ihow do i "place an overide in the map??"
drag it in from the resource browser but I think also adding the original when you have an overide works fine
i mean they show up in the faction manager
but they create new "vehicles" and "helicopters" lists next to the original ones with the same names ...
ahh like that, yeah you have to make multilists
let's see if i can open mine, one moment
can't open mine as i don't have some mods locally but WCS is a good example on how you can organise it
they dont get added to existing helis but create a new heli entry
maybe i should just use a copy of the faction and edit that one instead of trying to get overrides to work
that way i can just add the vehicles to the "original" list
ahh yeah, was the list an overide? you should make a whole new list
Welp, my fix was setting Main Type to Icon (generic)... I don't get Enfusion sometimes...
so uh is there a way to search by resource name in the tools?
Hey, I’ve been stuck on this for a long time and I’m hoping somebody here knows what I’m missing.
My M1A1 Abrams will not show up in the US heavy vehicle depot on my Reforger server.
I’ve already tried pretty much everything I can think of:
- tested it on a stripped down setup
- removed other mods to isolate it
- tested it with just the Abrams and required dependencies
- previously tested the depot add-on too, and it still did not show
- moved the setup into my own core mod
- checked entity catalog multiple times
- checked
US_Vehicles.conf - checked the prefab and its main components in Workbench
From everything I can see, the obvious stuff looks right:
- the M1A1 entry exists in
US_Vehicles.conf - the vehicle entry is enabled
- prefab looks normal
- editable vehicle component looks normal
- resource component looks normal
- faction/UI labels look normal
So at this point I do not think it is just a missing catalog entry or a broken prefab.
What I’m trying to figure out now is what actually controls whether a vehicle shows up in the heavy depot. If anybody knows the exact Conflict depot chain in Workbench, like the actual config/resource/service/queue/support-station side that decides what appears there, that’s what I need help with.
Basically, the tank itself seems set up correctly, but it still refuses to appear in the heavy depot, and I’ve been stuck on this forever.
If anyone knows exactly what files/resources I should be checking next in Resource Browser, I’d seriously appreciate it.
Yes, the one by TheSpaceStrider
!verify
Check your messages!
I cant remember why it does that but a quick solution is to tag it as vehicle_apc in the editablevehiclecomponent and or mark it as helicopter and put it in config as heli so it spawns via helipad
use auto labels for the vehicle_APC tag
The third option under auto labels says none should I change it to APC tag
yeah or just add another line with + button and put it there. either should work
Interesting I'm trying it rn
Is it something the mod author forgot?
Haha it worked and there's a label literally called Vehicle_Tank @steel plume should I use that?
dont think the tank one worked for me
show us some screenshots of the components, the entity itself, factionaffiliation and editableentity component
check to make sure it's in EditorModeEdit.et under the Editable entity component, it also needs to be in the big array of spawnable prefabs because ... Bohemia.
Who knows anything about Shop System and Zelik's Persistent Banking? Curious to know if I can get Shop System to use Zeliks money instead of the built in one
Hey guys, I'm trying to make a new sandbag wall that has vehicle barriers and barbed wire already in front of it, when I edit the prefab and change the items in the composition it doesn't update the viewer. In the screenshot I've changed the small sandbags to sandbag walls, but it still shows the original sandbags. It appears properly in game though. Do I need to press something to update the model in the viewer?
The editor viewer doesn’t always refresh those prefab changes properly the in game result is what matters
hello
is there a possibility to edit how thing are placed when using the sample car for example ?.i have no issue with the model using wheeled_car_base.et but i don't really get how to place everything to make the car usable and the sample has everything already.
so my question is can i edit steering wheel position when using the sample car when in the xob it is perfectly placed ?
You would need to Get into the 3D model, and manually adjust the mesh.
If you're not working with two seperate mesh BODIES, you won't be able to adjust this inside of Reforger. Otherwise you'd be adjusting the prefab in reforger
yeah i see. thx
Hi, I made a bipod for the svd and attached it via slot manager, I’d like to animate it opening and closing. Is this possible even if it’s attached via slot manager and not part of the mesh like other bipods?
Hello there!
Is there a way to randomize the texture choice when the material is asked? I know we can add multiple textures and animate them but it doesnt look like we can't do anything else than alternate/animate them instead of choosing one in an array of textures
Hello.
Where can I learn about prefab components?
you might want to look at image sets and use a layout on the plate to display them. then you could randomize or even allow custom plates
Ooooh, interesting! Then I would create a -let's say- 4096x4096 texture with all the possible plates and give the new plate a randomized but precise set of coordinates to this BCR map? Do you have a link for me?
And thanks a lot!
Best way is to open prefabs and retro-engineer them imo, but the Bohemia wiki does have a lot of informations 😉
go look at .imagesets
Okay thanks again!
Weird that we can add a lot of textures in BCR, NMO, but cannot randomize the choice between them
i dont think you could fit 10 million combinations in a 4096x4096 and have it be remotely legible
way easier to create an alpha numeric imageset and have a script handle the 10million possible combinations
Okayyyy okay okay I'll look into it, that could unlock a lot of cool possibilities! Thanks again again ! 😄
What would you want to learn more precisely?
Hey guys. I'm clipping through all of my hand placed objects. Looked through the assumptive solutions and can't seem to fix. Not script related
Ah
I think I know why
Your terrain needs to be in a layer called default
So where ever your terrain is in
you need to replace that with the layer named Default
This might help, also the channel might have more insight
@cedar echo d'ya reckon i should try to color match it with the equipment or keep it the jet black like it appears in the images
Can anyone help me with this I’ve done just about everything I’m gonna reinstall the game
My point is that you can't put the Soviet Marine Infantry without their black berets. Guba in the OFP had a black beret. The BTR and BDRM should also have the Soviet Navy flag. It's not a huge job; modders shouldn't do it.
Do u have workshop and mods and game installed on the same disk?
I did but i disabled them and deleted them out of my addons folder
Does your mod have dependencies on other mods?
Deleting your addon folder deleted all addons
I would guess they are of different materials/fabric and different ages so in my opinion difference in color is more realistic
probably not a bad thought, though i find in gameplay conditions that deeper colors often make people/items stand out like sore thumbs in the environment or it blows out the HDR system and makes it attempt to adjust to that color. so its a balancing act that i have to tinker around with
yeah black is especially difficult in games
Maybe try something halfway between those 2 forr the jacket?
was my thought ye. also trying to preserve that delectable dirt and grime in the original texture since its just so common to see it washed out when other camos get tossed onto it, even vanilla ttsko kind of mucks it up in that regard
Seeking insight on adding rayzi’s optics to vanilla weapons with limits. Anything helps, thanks. He sent me here after verifying it was allowed just for clarity.
My grass texture has changed to this bright white and I cannot figure out what caused this can anyone help?
What kind of things should I look for in mods to find out which ones are causing higher network out bandwith? Are there any vanilla systems I can disable to reduce network out? We hit over 400mbps last night and it seemed to cause some issues
hey all, having an issue with prontos mod where it pushes any interactable menu in the inventory too far to the left to interact with any icons. If anyone knows how to resize or move the windows help would be very appreciated
you may need to report that to the mod author for fixing
@brittle osprey sorry for the ping
!purgeban 1077289034398838814 0 crypto spam bot
*fires them railguns at @echo cove* Ò_Ó
Does anyone know where I can turn off the ability for players to dig down structures without being in the build radius of a construction truck or base?
Id like barbed wire, road blocks and other obstacles be something that demolition teams need to move up and take out but now after 1.7 anything of the sort I place can just be dug down by a shovel.
SCRIPT (W): Trying to allocate same component twice!
Is there something obvious I’m missing that is causing this? I am pretty sure it is coming from one of my mods (not certain), but if it is how do I go about finding a fix?
The server is running fairly high and fluctuating CPU use so I’m assuming it’s to do with this
who was that fella making the horse
how do we get the option for buildable depot at mob/base or control point ?
@uneven lark
What in the world did I just press?
PS2 button
@olive tundra could I please use your 6B5 vest mod as a dependency for a mod (I just want to reskin it to be black for a fictional USSR team please)
Sure
Thank you so much, I love the 6B5 vest, very unique armor
Im in rainbow texture purgatory
anyone know how to set up persistent characters? i did it before but i cant remember how i did it now.
Make it drive like a JLTV too
Did you get that working? I had problems w inheriting the abrams because it has 2-3 other markers saying FACTION_US and im am on a custom faction. i had to duplicate the M1 into my mod and then edited the .ent file with a texteditor because those markers didn't show up anywhere in the editor. after i did that everythin worked fine.
other markers = not the one you normally override
Sorry, what do you mean?
I did fix it
under auto labels i just have to re pht back "vehicle_tank"
ive been lead here from showroom! wonderful. i havent been able to find a way to mitigate the whole instant void drop off the map while making a landlocked area, other than making the map massive and i suppose making some sort of border?
When you are in terrain painting mode press ctrl+x
Yes! There are several mods that add large meshes that fill the void. Here's a good one: https://reforger.armaplatform.com/workshop/61F2B96F0D3F27D4-OutsideTerrainTool
And yes you can walk and drive on it like those early 2000s games with looping maps
that is absolutely sick, ive been trying to do a recreation of a part of bosnia in enfusion for like 2 weeks now for a milsim group and i had to give up and do an island off the coast of croatia. im new to the whole map/mod making thing, as in this is the first thing ive done/attempted to do.
Very cool, if you have any other questions about enfusion feel free to dm me
so would that make just basic terrain, youd be able to walk over it and stuff but it would just be, "empty", as in is it a generative tool?
Yeah
thanks man, ill hit you up if i need anything that isnt incredibly stupid and easy to find online, good to know theres dedicated mods on the workshop for creation
Thanks mate, it reset for me after a while but ill take note
what's the difference between both ?
@fringe solar Reaching out about some assistance with the UV Map template for some RHS patches for my milsim unit.
Send me a DM with your questions
Would there be any issues with running two separate and different mods of the same script class on a server? Two different scripts overriding the melee component. Sorry if this is dumb Q
Depends on what each of them are doing.
how does one stop this i believe its todo with admins logging in causing it to loop then crash the server via GTX host
Hi everyone! I'm working on making my first custom trucks. I've already made many in Blender, but I don't know how to import them into Enfusion. If anyone can help me with that, I'd appreciate it. Have a good day for everyone
with A4 coming out in the next year, if say i was working on a map or weapon/vehicle mod project for reforger but also wanted to port it into A4 would it be super simple or are we gonna need to basically restart the entire project from scratch?
how do I add a user action to an entity such that I can go up to it and interact? I have a script class derived from SCR_ScriptedUserAction. I added an ActionsManagerComponent but I'm not sure what to do from here.
Getting this error when trying to upload a mod?
BACKEND (E): [RestApi] ID:[71] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
BACKEND (E): [RestApi] ID:[73] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:500 - Internal Server Error, apiCode="remoteRequestFailed", uid="1777168636772-608728", message="Internal Server Error"
I need to know how to reduce light amplification when I put this plate with holes cut in it on a truck
An error that has been around 9 months. 1.7 it's supposedly fixed
Check out what the vanilla US/RU fuel truck has for the ActionsManagerComponent. Might be easier to just copy the component to your working folder, make changes, then copy it to your mod. Doing it from scratch is difficult and takes too much time
is there a way to apply Shift+G (children) and then alt+P (clear and keep transformation) to all selected parents in order to seperate childrens from there? When i using this combination its apply only on first selected parent, ignoring the rest parents.
❓ Does anyone know how to set the entity budget for bases? I have a scenario, but the players can barely build anything on the bases before hitting the limit
i can show u DM me
u just need to drage it from the entity browser of the left side to your file manager
how do i start moding
In the Probe, change the LV from -4.8 to -2
Got ya, I'll try that now :)
Which LV?
Okay, any ideas on why this now happens when I put a material to the color black?
Odd thing is it hasn't done this before
What result were you expecting that you didn't get? You set the probe color to black and it looks black
I set the material color of the armor to black, not the probe
Oh, can't really tell what you've done from that picture
What I'm getting at is that it now shines like the sun for some reason
Like this is how it is supposed to be for the environmental lighting
As soon as I zoom in on the black, it turns everything else white
Who knows. The lighting system in this engine does some wonky things.
It has not done this before, either
Then restart the tools.
I have, multiple times
If it still does it then clearly it has something to do with the door being black or some probe settings or something
Now you have to debug the issue and find out what causes it
Unless someone else has had this specific problem then there's not much help you can get from anyone else
In this case you may be the first person to have this issue, you can debug it, find the cause and then help anyone else that ever has the same issue.
Does it do this in the 3d viewport when playing a simulation? Try using a lighter texture/color on the door to see if the result is the same. I've seen this being in a really dark environment and looking towards a bright area.
Does anyone have suggestions or solutions for making FOB tents less of a death trap from... literally everything? Semi transparent camo netting that catches HE rockets, tank shells, HEAT RPGs. Its like they were designed to kill everyone inside and around it.
I know West Zagoria servers had a prefab for wooden bunker FOB. Idk if thats vanilla or their own custom thing, but we need something like that. Something that offers more protection than a gas station condom. Looking for any suggestions or solutions.
Does it in the 3d viewport in both the edit and game modes, yea
A grey color does work, but I'm wondering why black does that
Hey folks, im trying to create a custom preset on a helmet with different items, but when i add a slot prefab if im zoomed out its on my helmet but if i zoom in its above, its like the auto transform is messing up.
im not sure whats wrong or how to fix it
i am using the normal engine and not experimental
Please tell me how to write my script correctly so that it works, and how to check if it works?
I suggest you to get on the wiki and read everything in the scripting portion.
just type no mistakes
Hey folks how do i get my vest to appear in the armoured vest section instead of the normal vest section
Having it be pure black might be messing with the 'brightness glare effect'. You might need to go a few shades lighter or try a texture.
Might be of some relevance to your issue: #enfusion_configuration message
Does anyone have any experience with Persistence that saves gear, bases, vehicles and other items, that doesn't conflict with every mod?
why is it when i try to spawn a jeep it spawn a totally diffrent vehicle?
How can I increase the duration of action and after what?
action manager i guess
where&
of the vehicle not the tool
Is this written somewhere in the code?
What's the point of changing it on my car if the repair time is the same on any vehicle? Maybe I should make a long animation?
?
no, each vehicles has their own repair time you need to change it individually
how?
action manager
Can I apply a morph to an .xob? If so, how? I can't find any references in the tutorials
For a shirt patch
scale you mean ?
yeah probably, ive sort of worked it out now anyway so its the way i need it, thanks
in import settings there is a scaling thing adjust and reimport
i ended up just forcing it in blender lol
but i'll look at that again to try and make it a bit better. thank you
Hello, anyone able to tell my why GRS in reforger won’t work on enfusion, I believe it’s because I don’t have the addon file in the folder for it but I don’t understand why I don’t have it
rephrase
On the tools startup where you create a project, I’ve tried to make one that included GRS Patches and GRS apparel, however when I create it and enfusion opens the addons for those dont appear. I believe this is because in the actual folder for those mods the addon file isn’t in there
And I’m unsure as to why the addon file isn’t in the mods folders
I’m not sure if I’m explaining this very well Im a rookie hahaha
workshop looks for .gproj files
you sure there isn't one?
Ah yes that’s the file I’m referring to, those files aren’t present in the mod folder so I’m unable to add it to my enfusion project
but where are these files?
They’re where you go into documents>Mygames>reforger>addons
does someone know how i can fix this ?. i dont even know what it trys to tell me as i set it up the same way as base game has
@lusty bane Yo how are you man?
Well and you?
I miss my brother everything else comes and goes, we are blood I n ever forgot what you did for me when my Mom died- I love you kid, I miss you and I'm sorry buddy I trylu hope myour well old dear friend, best times in ARma with you kid, youre the best modder 🙂 so good to hear from you after so long buddy.
Is whoever made the Shilka mod in here?
can someone help me get started with enfusion
Gotta be more specific on what you’re trying to achieve, it’s like asking for help with homework, what subject, section etc
like the basics i just installed enfusion i want to make mods how
i installed enfusion i want to create mods and stuff so hwo do i achive that
Depends on the type of mod, models vs script, cars or guns etc it’s all a bit different. There’s basic tutorials online
ok
anyone else having trouble uploading mods atm
here are some tutorial links I've collected so far in my learning: https://github.com/firefly2442/arma-reforger-modding-notes
Helpful links, resources, and notes around the mil-sim Arma Reforger. - firefly2442/arma-reforger-modding-notes
YUP
there are tutorials on the Bohemia Wiki as well as a modding bootcamp series on Youtube
Is it possible to create a prefab and once created change the parent?
Open it in text editor, the first line will have the parent after a colon :
Then save and reimport - note though if the parent doesnt have the same component IDs that are being modified you will end up with duplicates
Okey, so I'll have to change also the ID if it does change?
Of the components sure
ok, and also @empty nexus will you explain me or give me the docs route
to how to create this types?
Create what?
this type of prefab, inside prefabs library, like I dont get the difference betweem prefabs editable (I guess are for eden), prefabs, and prefab library
idk if there's a wiki for it
: (
Any dev, that knows the difference, or at least how to create the ones on the prefab Library?
oh, just by moving them to the folder...seams to put the purple thing
What makes you think a message sent by an admin bot in this server is a scam? Did you read the message?
its asking for a code i cant find
To my understanding (however I could be wrong because there are some anomalies that don’t fit this case) that the purple prefabs are mainly used with procedural generators like splines/clutter configs, and the blue one are static, again though this could be wrong but it’s what seems to be the case for me
Yep, as far as I'm aware of, that's the case, thanks @shy fable
Hi, can anyone provide help with vehicleservice_xxx.et and custom factions?
or is there a better place to ask for help on that topic?
are you trying to change the vehicle service point so that it is associated with a custom faction?
yeah
ii started by making a mission and the realized i need a custom faction. so i build that faction inside that mission and got i working with the service points. i had them show my edited vehicle list. but then i realized i would need that faction for later missions, so i decided to make the faction a standalone mod. now that i rebuild that mission i seem to miss something. I can user my factions spawners, faction and associated vehicles show up in zeus. But when i interact with the service point nothing happens at the end
no interface showing up after interaction ends
within the E_VehicleMaintenance.(...).et did you go into the SCR_EditorLinkComponent, find the E_VehicleService(faction).et and override/duplicate that and change that prefabs faction as well?
i am not using E_VehicleMaintenance nor E_VehicleService. I am using VehicleService_US and set factionaffiliation to LC_US(my factions key). This worked before i maade the faction it'sown mod
If you have changed the faction key then i assume you need to change the associated faction in the prefabs for it to understand it is looking for LC_US not US
so there are more faction markers in them, not just the SCR_FactionAffiliationComponent?
yes, they are in SCR_EditableEntityComponent
But why did it work before?
You need to do the same with each vehicle as well if I'm not mistaken
and add them to your vehicle config
Did you change the faction key the first time or leave it as US
i changed it, same as now. that is why i am confused
i build a copy of my first mission, just without defining the faction in it. everything else seems to be the same.
i am going to try with just one vehicle now. trying to eliminate sources of errors
my next assumption is that you would need to add your faction to the mission
otherwise it will go with whatever factions are set by default
read the end of my first comment
i can pick my faction as filter in zeus, it filters my factions vehicles correctly
i can interact with vehicleservices set to my faction, not those set to others
so it recognizes my faction and lists
it just does not open the menu after interaction. i had it show up with empty menus before when there was a problem with factionaffiliation in vehicles properties. but now there is no menu
Is it possible to override the collider type of a read-only ent. Like change a windshield collider from glass to armored glass on a mod that isnt mine? Thanks
No, collider comes from the fbx/xob setup. Most you could do is repalce with your own prefab & model
typo: Simple move wyapoint for https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Prefabs/AI/Waypoints/AIWaypoint_Move.et
You ever get the question answered? also got a question about the map
any idea? why it wont allow them to be accessed.
It looks like the squad size limit is 0 people
You will need to use wcs core as a dependency and if you're new watch this https://youtu.be/Zji4Jlfg7lQ?is=K1Q3Y5hIJWMe2i8M
An updated video of how to create a PvP Conflict mission within 1.3. Also covers off on how to use the WCS White List feature.
00:00 Introduction
00:45 Creating New Project
01:16 Adding Dependencies
02:29 Creating Folders
03:19 Opening World Editor
04:00 Creating Sub-Scene
04:54 Game Mode Setup
06:55 Mission Header Configuration
12:25 Conflict...
ivbeen looking around arma tools, its harder than making a game in unrealengine
It's because you are not making a game, you are modding an already existing project
rules/limits of game engine vs. rules/limits of game engine + game framework
Oh no don’t worry I was asking because I wanted to answer the question myself lol, was seeing if you figured it out
Has anyone with experience making vehicles run into a problem where the seat for a passenger or driver is always obstructed, or if it's not obstructed interacting with the point does nothing?
how often do developers come on here to answer questions?
I am lost on how AI's search and destroy waypoint works after going through the behaviour editor + script editor
went through SCR_AISendGoalMessage_SeekAndDestroy and WP_SearchAndDestroy.bt
Also we should be able to duplicate or copy paste from locked vanilla beahviour editor files like WP_SearchAndDestroy.bt etc
Yo people, hope yall doing fine, do you know if there is somewhere in Enfusion where I can find dimensions of a mesh? So I can use correct dimensions booleans in Blender for a door that is already imported/vanilla and the measuring tool sadly don't work on other surfaces than terrain, and typically not vertically
How can we edit a same mod more than one, person, with contributors?
@sinful oxide yo dude congrats on the new job! that shade of green looks good on you!
Glad to see that my TarTiTutos I havnt even saved on my side are traveling through the Discord and are helping users 😊
hey gamers
How do I get my forest generators to actually respect the "avoid roads" tag? They seem to generate over my roads anyways >:(
figured it out 👍
Hi everyone,
Our community is running into an issue with our dedicated server, and I’m hoping to get some advice.
The Setup:
The server is running on high-end hardware. However, we are limited by our ISP bandwidth. Although it's advertised at 500 Mbps, it actually fluctuates between 250–300 Mbps.
The Problem:
During 128-player PvP matches, the in-game voice chat starts glitching out. The audio becomes completely garbled and unintelligible. We’ve monitored client traffic and noticed huge disparities: while some clients consume around 200–400 KB/s, others spike as high as 3–4 Mb/s.
My Questions:
Is there a way to cap or limit the bandwidth consumption per client?
Is it possible to increase the voice chat compression or lower the bitrate to save bandwidth?
Or am I looking in the entirely wrong direction for a solution?
Any help or insight would be greatly appreciated!
hi all, I am starting to build my own server on the cain/ kolguyev and I am starting with an ai group defending an objective, I would like a squad to roam outside a compound and change alert state when enemy is spotted or shot at/noise detection but at the moment i am stuggling to even get the squad to roam, i have the scr ai navmesh in place and tried aiwaypoint searcha dn destroy but they still stand in one place... can any one give me some pointers please?
Try looking at cycle waypoints / patrols, maybe this is what you are looking for? 🙂
I've placed the patrol waypoints down, selected auto complete in the object properties and its not done anything, do I need to sync the squad to the waypoint somehow or is it drag and drop? any wiki or video tutorials on this would be grateful 🙂
@modern oak thanks ^^ but its not working for me i must be doing something wrong/missing a step
What gamemode are you working in?
I don't think I am in any game mode I loaded up the Enfusion engine and just started from there imported the cain map, added a scr_navmesh and then a fire team
so I've managed to make the oppfor squad move linking the waypoint, now I need to restrict there parameters of exploration and get them to change their alert state and actually fire back
Does Cain just not have navmeshes? Having similar issue to pickle. Leader won’t move but squad will turn around an run. If I place two opposing squads they will shoot at each other. For some reason blufor would move and shoot opfor would still just stand. Neither moves towards a waypoint. Linked properly. Factions set correctly. Was using rhs units but tested with stock troops and got same result. Tried scr ai world plain and scr ai world Cain. No change. Tried looking at the mesh but nothing happens when clicking view. Didnt want to generate just in case I’m missing something obvious
Are there any docs or tutorials for vehicle suspension like bone setup, proc animation etc
Also is the procedural animation editor supposed to reflect value changes in the model viewer? I dont see anything happenening when i adjust values
#enf_mods_feedback. also state the reason why you want a person's contact btw
in the channel specified please
Been broken since 1.4
Can't find the thing that forces the ladder user to left or right at the end, any idea?
-# (and yes, I'll add a grill to don't fall inside the chimney anyway :p )
Hey peeps what part of the mortar setup decides whats the tube so it can be elevated? Bones/Armature I'd guess?
Its a bone
And then an anim of the bone going up to its maximum and of it going down to its minimum
i want to add jiggle physics to my character, where should i start
i have experience in unreal engine and maya and rigging too, i have no idea about enfusion part
hi, have u managed to fix that?
thanku
Hi, i am trying to create a ScenarioFramework mission, i want to have a helipad, but when i go to the helipad and try to open the spawner menu, nothing happens?
Hey Guys, simple question. What is used to create an PvE Map, Conflict or Scenario? I mean, is there a updated tutorial on this? I want to have multiple Tasks in each town to clear the area, thats it mostly. People need to assign the task and after that the enemies spawn. There is one mainbase, playing on anizay, base should be on the airfield.
Could you give me an Idea? I spent 3 Days with Scenario Framework but unfortnally I didn't got it to work till now.
I have the same with my main mob stuff i added. Fairly sure its due to no actual supplies being there. Test by restocking it i guess. But all those almost seem unusable within scenario framework. Ive even tried to set the prefabs so they dont require aupplies and all sorts. But they still dont do anything. Im fairly new to scenario framework myself. And tbh its a bitch to learn due to the shear lack of information regarding setting up scenario framework scenarios. BH6 done alot of clips on it but its all outdated now. Half the stuff he uses dont exist or work
It has supplies, i placed a Container Next to it.
And the docs really could use some work and explain things better 😅
Oh okay, really unsure then.. im still debating how this scenario framework is supposed to even be like played. Lol i get we have to build it all from scratch rather than having them all like in conflict. But damn every small little detail matters it appears
@deep quarry Didnt see the mod in enfusion showcase so im pinging about it. For "EE_Simple Vehicle Spawner" Is there a way to spawn in a truck with supply already in it? Or would i have to look into another way of doing that.
Is there a good mod for vehicles including modded ones, to have wear and tear while just normally operating it. So people that wants to just maintain vehicles won't be bored
And also a vehicles recovery similar to like the m88 and towing vehicles back to base
Hey, that’s actually a solid idea adds a whole new gameplay loop if done right.
I’ve worked on similar systems vehicle degradation and recovery mechanics, including modded vehicle support and tow setups like M88
yeah and a wrecker for light vehicles
I am planning on wiping my computer here in the next couple day but I have a mod I am working on. After the wipe how do I get access back to my mod to work on it? Downloading it from the mod manager keeps it locked in reforger tools. Would dropping it onto a flash drive and then redownloading off of that work?
yes it would. generally speaking use a subversion method for storage (git / svn) or a cloud of sorts or external drive
Sounds good, can I upload the entire mod file to git hub?
if you mean the folder, then yes
Yep, that is what I meant. I am pretty new to doing this so I apologize for any wrong terminology
is there any solid map making documentation?>
I want to make a start on a map, but I have absolutely not clue where to start or what I need to make one correctly without accidentally missing things I didn't know about and have to backtrack to fix.
Follow this
#enfusion_terrain message
And SwampFox channel on youtube. Also ask questions about terrain making on #enfusion_terrain
Hello everyone I am fairly new to PC and wanting to try my luck playing around with the Arma tools and see what I can make. Can anyone be of any help with telling me where I can get started? I am on windows if that matters at all. Thanks in advance.
Is there no way to select multiple entities?
How is this the first time I've seen this 😭
-# some people may or may not have forgotten to flush in kolguyev
it would appear the overwhelming majority don't, considering only 9.5% of players have that one achievement
Is there a way to make it so you can’t select empty on a clothes slot like you can with weapons?
Like some guns don’t have an empty button, how do with a helmet
so uh, how do I fix this?
remake the prefab
I have tried, it just keeps doing that
delete the meta file and reimport
I inherit from the base huey and it comes up empty, I went to another mod and it followed
did my workbench just nuke itself?
if you experience wierd stuff that doesnt make any sense, yes restart the workbench
before trying to debug what ever you think you did, always restart the workbench first
i've spent hours thinking i broke something when all i had to do was restart workbench......
I've restarted and verified the files of the workbench and it's still nothing
anyone got a thermal framework that is updated out rn?
that doesn’t need rhs
You can only get the achievement in vanilla
SHS?
from what i saw when i played around with it it didn’t work great and doesn’t have the more “true” thermals that are possible as of the recent ish(not rlly) updates
i will probably split my thermal postprocess mod soon so the framework/thermal systems can be used by others without RHS dependency
i only use RHS for their sight layouts which has nothing to do with the thermals
dude i will fuckin beg- you have no idea how long i have waited for that
i have a dream to make a thermal clip on just like how the attachment framework mod has an nv clip on that you can do
that would be cool, current RHS "clip-on" just work as any other thermal, any specific model clip on u wanted to make?
was kinda just thinking generic, yknow how the one attachment mod has an nvg clip on that can be attached onto a scope that like no one ever uses? like that
it’s like a pvs 14 i think
also just thermal nvgs lol
i see
i know most servers just straight up hate thermals but i think more would use them if it didn’t need rhs tied to it yk?
yea, most people think u can see anyone with thermals which was true with the rhs system cus it only highlighted people and nothing else, but with the engine framework there is a lot more nuanced heat signatures of terrain
- all the negative aspects of resolution, framerate, blur and what not
just going to take centuries to convince anyone to actually allow them into servers because people think that;-;
also totally down to model the clip ons and all that shit (if you make an rhs free version i am 1000% doing this if you let me fuck with it)
I made a modular traffic light mod for rp servers and it works well except the mesh for the actual light part doesnt render in until the player is quite close. how can i force extend that range?
@olive hound you gotta try and do rob's realism in future with ww2 mods 😀
Get that feeling from the old days from mowas2
Does anyone know what the company(?) overflow index in the callsigns config file does? I was messing around with callsigns earlier/yesterday and I found that it seemed to do nothing (at least in my cases) and couldn’t find any information on it either. All of the groups I had made just had the same company name instead of changing unless there is another setting I could change that would influence it/company naming. Also sorry I am on mobile currently so I cannot provide more context
A mod content reminder that you have to have the rights to use the IP you upload and that covers trademarked logos and such markings. Like from clothing or gun manufacturer. People will be notified of issues but I would appreciate proactive cleaning of your content.
Questions can be asked at #workshop_admin
No crossposting 
Is there a reason game side why my scenario would have a jip error when trying to join the server? This is my first scenario built using Scenario Framework so kinda at a loss if its something ive not added or done in the editor side of things or its game side?
@amber wind
Did you make the sabotage mod?
If so, I had a feature request from a player. Do you think you could make to where we can connect a C4 to the engine to rig it for detonation?
Yep, it's mine. Yeah, I've got a list of future sabotages to add. Explosives are definitely in there, but I haven't started working on them yet.
Are there any vanilla methods or has anyone found an efficient way to disable execution of explosives after a certain amount are detonated at same time in same area? I want to add more accessible explosives like C4 to my server but ive always had the issue where players setup dozens or more on a vehicle and when they go off at the same time it destroys server fps or crashes server/clients
Hey, I can help figure that out
Thank you, I can’t get on tools right now but any info you can find would be appreciated
cloudflare is having issues and its harshing my vibe man 😭
Who has experience with Outside Terrain Tool? I always get these nasty gaps in the outer terrain
You can increase the resolution of the terrain chunks and/or adjust vertices individually. It takes forever. On Chernarus I manually sculpted the edges to match in most cases. Unless it’s been updated recently last time I used it, it had a bug where only north and West sides would generate correctly.
Keep in mind there is a memory allocation limit where the map will crash when you test play if you use a lot of those entities. I think I had to set all the settings in the tool to medium to not crash.
The bug still occurs 😭
Sort of. For me, the east/west (?) sides are fine, but the north side needs to be flipped and put* on the south, and the south side is just totally screwed
is it possible to make a grenade do damage to a player like a bullet would? the kinetic projectile damage in the GrenadeMoveComponent doesn't seem to do anything to characters, though it does break windows on vehicles
addition to this question, the CollisionTriggerComponent doesn't seem to do anything when attached to a grenade, e.g. putting an m67 effect prefab into the projectile effects of said component doesn't seem to do anything
Look at shrapnel mod
I think the fragmentation part of explosive warheads does a decent job at this already and actual physical shrapnel is unnecessary, more likely to hit a bird flying by than a player and probably really bad for performance.
i basically want to make a throwable rock, but out of a smoke grenade lol, everything i had tried seems to do literally nothing
imo, the grenades in reforger just suck or my expectations were set too high from Call of Duty. Especially the Russian frag and the 40mm, trash.

like the rock is throwable weapon... or
pretty much
i didn't want it to do crazy big explosions or anything but like, low caliber damage basically, something annoying and maybe a threat but also funny
the grenades like default 1 kinetic damage did nothing, making it 350+ also did nothing, i tried submunitions that would do the effects of an m67/basically copying what the m67 grenade does; no effect :(
i had thought about warheads and haven't actually tried to use one yet to see if it worked like i'd want or not
and if i need to clarify my intentions, i would like the physical grenade thrown do damage to the player, not have it explode or anything, ideally i'd like to keep the original function of the grenade intact
so a beanbag?
yes
im trying now too and nothing is working
melee damage, collision trigger with collision damage, projectile damage.
i got tired of it lol, too much 
i even tried a collision trigger with submunitions and as far as i remember it didn't do anything
now I understand what you meant by all you can do is break windows 
even throwing it at 700 m/s and weighing 30kg with 200 melee damage and projectile damage
i think the kinetic damage is what breaks windows, but seeing the grenade go bye bye when you have the ballistics at 800m/s with 0.0001 air resistance is chef's kiss, too bad it's like being spit on for damage :( 
Brick mod
i don't think that brick does any damage either, at least nothing noticable to vehicles, never tried it against a person
Going off the theme, but is this a at4 from workshop?
yeah I forgot what mod, tested it months ago
Can we edit the factions properties in the factionmanager.et and they will keep? Without using a us.conf in my mod? As soon as i override and use a us.conf i get jip errors so thats not an option atm
Does anyone know why images sometimes fail to import into enfusion, even though its in pmg format
2^n file format and proper suffix?
Yeah fixed it, it was me being an idiot and didn't check the dimensions. Thanks though
Is dismemberment allowed if there is no gore at all? Like player gets shot in head and head just disappears?
Also, what about deformation wounds. Player gets shot in head then a massive dent appears in mesh lol
no
not sure if this is the right channel for it but is there any helicopters with a working camera apart from WCS Apache and little bird? Would be used for recon (milsim unit)
Probably has the best implementation of what you want
https://reforger.armaplatform.com/workshop/62C6DD26097FC89B-RiverXOH-58DKiowaWarrior
Cheers, will test it out
When will ReforgedArmyStudios release their mods again. I kinda need the US Armed Forces mod from them
I saw something somewhere that said maybe by the end of May.
If thats the case then great, hopefully they fixed some minor details for their uniforms
And maybe fixed their weapons and loadouts to be more realistic to today's US Army
I am in EXP branch. Why would my server crash without the crash reporter running randomly? I'm not changing mods, same setup every time, yet I randomly will get a log like this: ```
14:42:28.029 RESOURCES : GetResourceObject @"{5F7EC52FC40A03E2}Configs/EntityCatalog/US/US_InventoryItems.conf"
14:42:28.029 DEFAULT : Config load @"{5F7EC52FC40A03E2}Configs/EntityCatalog/US/US_InventoryItems.conf"
14:42:28.029 : ¿X,
That’s a great chopper. It has IR, and great zoom. It also comes with a soflam for the guided munitions.
little more info for my post above. When it does NOT fail to load I see this line in logs: 15:07:09.852 WORLD : Entity layer load @"" When it DOES fail, that same line reads like so: ```
15:06:51.730 WORLD : Entity layer load @"Worlds/Conflict_Cain_US/Conflict_Cain_US_Layers/default.layer"
Hello, is it possible to put a tomato into a Slot Manager like in this example, so that it can be collected, and have it move in the wind the same way as the plant that is set as MATPBRTreeCrown?
use UniversalInventoryManager instead and set the prefab to display in "Slots to Show" tab
sry i dont find the option
you need to set attributes first
slot size and type etc
and use SCR_UniversalInventoryStorageComponent instead
the sway is material based so no. dont think so
you would need a special version with same material attributes as teh plant
aand even then it might not work the same as the sway also reads the height of the model if I remember right
so for fully swaying setup the tomatos would need to be actual part of the plant model
collection states could probably work by replacing the model
3 states, no tomatos, half tomatoes, full tomatoes maybe
Any tips on how to fix this ?
I have found a fun way to test my map. Toss a bunch of vehicles down and put Civs in them to drive around. Fun stuff. I turned arma into a driving sim lol
Can someone help me shield a vehicle, the thing is that when I shield it it is either one extreme or the other or absolutely nothing happens to it or everything happens to it, I don't know what I am doing wrong or if I am moving it to something, it would be very helpful if someone explains to me how to do it correctly
Guys, how would you handle the hatch animation when the character moves onto the gunner's turret?
The hatch animation is done, what's the next step?
What do peeps do when it comes to refueling/restocking of vehilces on scenario framework? Realised the conflict stuff dont work for that
I've never had any issues with fueling...
What do you mean by restocking?
Is there a "more correct" way of zeroing grenade launcher sights or are you really doomed to just eyeballing it, shooting at a target -> ending the simulation -> making a minor change hoping it's right -> starting the simulation again -> etc.
anyway to copy and paste the ranges from the vanila gl's?
Is that using standard fuel stations on the map? (Not tested that yet) i was thinking we would need the usual vehicle repair/refuel compositions.
Restocking.. things like helicopters, once ammo depleated no way to restock it. Or do we just carry more on our character or something?
I've used the actual stations and the fuel compositions, no issues that I've run into. So if you place a fuel storage composition down in world editor, then test the game, it doesn't let you refuel?
For restocking - I believe some ammo is from the arsenal's and carried/loaded into vehicles I.e. ammo for humve gun.
Other ones like rockets for helis or cannon ammo for lav25 should be a user action on the vehicle when at a repair depot
Yes, but if the shape of the launcher's leaf is different, it won't line up.
when I did the scar's GL's I had to eyeball it and brute force the values over many hours (and also figure out how the leaf sights work as the original red dot sight I wanted to use was hard to zero as well).
When I started on the g3's GL yesterday, I ran in to a wall. Surely there's a correct/better way to do this.
pretty sure chungus said he also brute forced his way through zeroing something similar, maybe it was his thumpers.
Yeah those are the ones from conflict mode? Like the ones players place down? I tried to use them but when press F on table to interact nothing happens.. atleast for spawning vehicles, so thought those were not usable but in conflict?
DM'd you a BH6 video idk what the rules on links are 🙂
@empty nexus please can I use your GMFX mod to add a battle sound placeable as a mod?
Can someone help me shield a vehicle, the thing is that when I shield it it is either one extreme or the other or absolutely nothing happens to it or everything happens to it, I don't know what I am doing wrong or if I am moving it to something, it would be very helpful if someone explains to me how to do it correctly
I have made a map but whenever I load it as game master it's just a black void, does anyone know why this is happening?
If someone could please help I'd be very grateful
Go to #enfusion_terrain
They deleted my messages form there, I don't think I'm supposed to use that channel
Do they drive around without being told to move?
have you made an actual terrain/map
or a mission/scenario on a terrain/map
Yes it is a terrain with buildings and roads, all the usual and it has a game master scenario
I'm new to maps, sorry
then best place would be asking at #enfusion_scenario
as youve transitioned from making the map, to making the mission on it
Ok, thank you
Does anyone know this problem in Enfusion?
I don't remember such a screen in our game. This looks like it may come from a mod?
I just gave them cyclical force move objectives
Do you have the preload manager?
Also you should probably have the default layer named default, if you did rename them
Turn off "Play from camera position"
When duplicating an object (helicopter), some actions are blocked like the deletion of slots. I know I could just disable them but im wondering if theres a way to delete something like a pre-existing slot on a duplicated prefab without making the prefab manually from scratch. Is there some method to get 100% of the raw data to show in an external app like VS code? Most of the time external text editors will only show partial data. Would be nice to just copy paste the raw text instead of adding and setting up components one by one
Usually vehicles that have _BASE prefix if you duplicate it you can see the full data, what you could do is make a empty helicopter prefab, then just copy everything through notepad from the duplicated UH1H_Base, into your new empty prefab
Anybody currently struggling with publishing mod ?
God I hope so. I need it for my server. My server hasn't been up since he took his mods off of the workshop
Yikes! That's exactly why I don't like dependencies for scenarios. I do use dependencies for other mods, but that's much easier to ditch the mod if the dependency goes down when your scenario is dependent on it.
The scenario isn't dependent on it. We use it mixed with some mods that replaces the US Army with Marines. I think the mods are GRS or something like that. We need the US Armed Forces Mod as it's a dependency for one of the mods.
Hello people, hope you're fine, I more and more often have this error ; anyone knows why?
It happens only when I try to save after terrain modifications, especially when I've done many of them at once. It happens almost each time now, even after just some light terrain smooth.
Terrain is actually well saved but many artifacts of old terrain will appear everywhere, like desynched terrain normal map
Like so ; terrain is actually almost flat, but looks like there is abrupt relief.
Looks like it's just one case in the whole map that dont want to be touched, or at least smoothed, anymore? 🤔
I smoothed everything else, even the example I have given just above is now cleared, and it just crashed 2 times at the same place in a row
Okay I've finally succeed but the error is still there, hidden somewhere, waiting for its come back for sure 😅
I've very-gently-brute-forced the shaders update by using the smoothing tool with 1 strength, beginning with all the other parts of the map, saving each 10 seconds (save, force save all, file > save, file > save all), leaving only the buggy part by quitting the map, not the whole engine, then relaunching the map, finishing with very little parts of the buggy portion, voodoo saving all the time, last save before quitting the map editor to refresh the shaders, reload : it worked.
Pfew ! 😅
Someone can tell me why the hell i cant join groups in my pve conflict scenario? I dont find an answer since days.
I have many issues with this pve map because there is no good documentation ):
Has anyone encountered an issue with a congif reverting itself after every restart of enfusion? I'm attempting to blacklist a gun, have done this 1,000 times, but out of no where recently none of my configs will save anymore. Enfusion says they saved, but when relaunched, its reverted back to the original.
Are they overwrites or inheritance?
overwrites
Sometimes it happens to me. Idk if you tried it but usually the force save all option works for me to fix it.
Hello ! Did you found a way to fix it ?
From what I understand, it seems to be some sort of mod conflict with RIS attachments
I need someone who makes mods.
How hard would it be to make like prop ships that have interiors too them? has anyone tried making one?
Is there any approved & legal ways of exporting the vanilla weapon armatures into blender? I want to base my weapons around the ones in game and use the same animations without having to guess and check constantly. The only thing I need is just the armature of various weapons
it is as hard as modeling anything with interior. more similar to buildings than interior for vehicles
there isn’t any
I see
Alright :(
how do i add one of my team members so they can edit my mods
Took a couple hour break on working on this image and now I get this error when loading the .ent and I can not for the life of figure out what it is. The only mod thats embedded into the file itself is the new Screenshot toolbox mod but I cant determine if that is causing the error or not. If this is fixable please let me know because I do not want to lose this photo.
anyone know how to config the shop systems mod? i can build the shops but wont spawn my purchase or take currency from me
OneDrive is known to causes issues and should be avoided at all costs. That may not be your issue but you shouldn't be using it regardless.
My documents and what not is defaulted to onedrive for whatever reason, yeah your right that needs to change
Is there a way to scale the spawn radius of an Ambient Patrol?
Addons are not Documents, so not sure why they are put in Documents
by default, WB saves profile settings in the Documents/My Games/ folder that OneDrive syncs. I override this with the -profile flag in the Steam launcher, it should really be under the Arma game directory where WB is
Yeah it's a silly default
Anyone know how to fix this shit
I have tried:
Updating all the mods in the addons folder in workbench
Restarting
Changing upload version
Making a new project, with all the same mods and moving the config over
Removing any duplicates in the text file
Here is the error code:
BACKEND (E): [RestApi] ID:[120] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:400 - Bad Request, apiCode="ValidationError", uid="1778680490026-299127", message="Referenced dependency doesn't exist or isn't accessible"
DEFAULT (E): Uploading failed! Reason: "Referenced dependency doesn't exist or isn't accessible"
BACKEND (E): [RestApi] ID:[121] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", uid="1778680663786-645899", message="assetVersionUpload 695A5954DFD545CB 1.0.0 not found"
You can ignore the last line as it's just referencing the config itself as a mod not being on workshop yet. This is obvious as It wont upload
Have you checked that the referenced dependency exists or is available?
they really need to make it say which dependency in the error msg 
can you try again?
it should now throw more informative error what is wrong
Haven't looked that much into enfusion yet but how is the workflow for adding custom assets, to be more specific, custom buildings, custom fences for map creators to be used etc. any where I can maybe even read up on it?
Is it pretty understandable and not a pain in the ass? I'm only really used to modding GTA 5 and the workflow is a bit painful since it obviously doesn't officially support modding.
#enfusion_model would be good place to start to look around
check pinned messages there
and the wiki pages about reforger modding
and the samples
hey does anyone know what mod that like spearhead and all those servers use for the okp7
Help, what is the key to come back to normal terrain colors? I'm stuck in debug colors and can't remember how I've done it :/
It was such a helpful mod
i have a problem with enfusion:
18:27:52.141 RENDER (E): Couldn't find any compatible adapter.
18:27:52.142 ENGINE (E): Failed to initialize Enfusion engine
18:27:52.142 ENGINE (E): Unable to initialize Enfusion
Any update for ReforgedArmyStudios mods coming back, also any way I can be able to get news from them
Thanks
No GPU detected.
EH?
It’s not detecting a valid GPU to use to render stuff
I formatted my PC and it's fixed.
So, my red dot optic finally works. The only issue now is that it sways really badly. The guide says "check UV coordinates" but I know my UVs are correctly oriented. I'm not sure what it wants
Anyone know a fix for this? The M320 on the one bag without the antenna seems to sit fine, but the bag with the antenna it is really hanging off the side in the air.
Yea one sec
Under Base Loadout Cloth Component, there is some Depth settings you can mess with. Those tell you what weapons go where, as well as the Offset Shoulder numbers
Would I fix that component under the individual bag?
If it's ONLY that bag giving you grief, then yes
bc if you mess with the base, it'll mess with all of them, and potentially cause issues elsewhere
That worked! Thank you!
🫡
yoo
How do I delete my mods from the workshop? I have a mod that I released, but I lost access to it, so it's still there.
create a new mod, change its guid to match the old one, restart workbench, remove mod.
thankssss
#ar-workshop_tickets ideally
Is mentioning the term SS in game against TOS for WW2 German elite infantry?
asa far as i know everything related to nazi is forbidden
I'm just trying to figure out a shorten phrase to name ai, I'll just call them XX then
you can use more modern or unit names what type of units are they ?
like for expample , a machine gunner is called maschinengewehrschütze 1 or 2 beeing the assistence gunner
a few more
Scharfschütze - sniper
Sanitäter - medic
Pionier - engineer
or if yo ureally want to use the short style
MG1 - machine gunner
MG2 - machine gunner assistence
GrW - mortar
Jg - light infantry
Sturmtr. - assault troops
Gren - Grenade unit aka underbarrel and such
Pz.Gren - anti tank
I have standard army units (wehr) then I have sturm troopen
I just have to go and change all the ss unit stuff to EL or something
if you just talking about the SS devision . yea i would indeed recommand just using something like EU , elite unit or SU special unit
as ss tbh is a bit of a special unit on its own 
Yeah, everything else I played safe, I just assumed an abbreviation was fine
nah its a thin line sadly
maybe something like this
SK - Schutzkorps
WK- Wachkorps
RK- Reichskorps
Do you know why my clothing isnt staying attched to my character after i import from blender? It just stays floating in the air next to my character?
ask @hollow rampart directly maybe
He's asleep till like 3am my time usually
Looking for support with this,
Enter Game Master and it does this, only to the client using GM?
Look at your server logs
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
SCRIPT : [GM Tools][GMSession] Player 'AustralianOperator' (ID: 1) ENTERED Game Master (Unlimited Editor) mode.
RPL : ServerImpl event: disconnected (identity=0x00000000), group=1, reason=1
BACKEND : Reserving slot for player "AustralianOperator" [13e5df26-2d90-4610-9970-2ebfdaf4ed60] for 60 sec
NETWORK : Player disconnected: connectionID=0
PLATFORM : Save data transaction to 'playersave' started.
NETWORK : Total number of players: 0
WORLD : UpdateEntities
SCRIPT : [GM Tools][GMSession] Player 'Player (Invalid ID?)' EXITED Game Master (Disconnect/Destroy).
SCRIPT : [GM Tools][GMSession] GM session duration for 'Player (Invalid ID?)': 0.140 seconds.
SCRIPT : DPL: data sent for channel Operations-Server 1504652622315917342
SCRIPT (W): RestCallback: Function was not set for event: 'OnSuccess'
SCRIPT : DPL: callback OK received Operations-Server for 1504652622315917342 at 05/16/2026 02:42:28
WORLD : UpdateEntities
Says nothing about the issue other than the issue.
For my server it was a shitty .et placed in map
You would need to check if its a entity or an .et that only gm can see or smthing.
not sure where to ask this but I'm having a weird issue where when I add a rifle to my preview world I hold ALT drag the prefab to the world prefab and its like invisible and if I don't add as a child to the world prefab it doesn't look invisible but then it disappears from the preview world... any help would be appreciated, thanks.
Dose anyone know anything abt the modding team called redline and or the users named boz17 and Punkster
i think thats not solely related to GM, i had that after placing some mortar teams at Mob, and thats scenario framework
I am getting really tied up into testing to make my own scripted mission and scenarios.
Like not being able to test in enfusion for server and client code and not having a clue how to make certain files for scenario configs. It’s all so confusing. Any tips or places to go?
I’ve been watching all kinds of tutorials and reading the docs and it just seems stuff gets left out or not talked about
Learning with Editor for the first time. What are those red boxes and how do I get rid of them? There's also moving gizmo in a screenshot I've made. Is there a way to simply turn these HUD elements?
usually its g but not sure if it works for ur usecase
for testing you could use peer tool or dedicated server to have clients and not just the workbench which is always server
Go to the view setting at the top of the screen and I think its one of those...
does anyone know how to hide terrain obects in the world editor
Select it and hide it using the eye symbol? To confirm this only hides them in Workbench view they'll still show in-game
is their anyway to hid it in game
All I know of are the prefabdeleters that you can place via the "create" tab. These have their own issues iirc I.e. they can be weird when deleting buildings.
if you need that big map edits it is better to make a new map
the missions subscene is not really meant for that big edits
no i just want one building here and there
and ther is no vanilla way to remove the entities
is there a modded way
this works for what im trying to do thank you
to remove entitys from the base game map? yes
There were discussions abt it if its ok to do back in the days so cant elaborate on how you can do it
As per what Arkensor said, the prefab deleter is what is expected to be used for that.
Last I remember deleting buildings with it didn't delete the furniture though and that would have to be manually done through script, which to me kind of defeats the purpose of the prefab deleter lol
is there anyway to sync the prefab deleter with a specfic object rather than an area
this is smth you have been able to do in arma 3 for a while
The prefab deleter is very finnicky. I found that you needed some part of the sphere itself touching the entity for it to be deleted. Will likely need to use multiple of them to delete a building and its furniture
Trying to add a mortar but every time I check merge physics it goes to 0 0 0 offset... How to fix that?
It's on a slotmanagercomponent
I need a quick refresher.
What determines if the bipod action is visible on an weapon? I've copied over these two defs from the m249. As far as I know, now the Bipod option should be available both at the specific inspection point and via the shortcut, yet it isn't there.
Is there a third element I'm forgetting?
Anyone knows why my workbench won't start half of my mods when i launch a mod by TheSpaceStrider with it ? Per example the M113 ? Tried removing some mods but still, can't load the map I want to put it in for a pic
Is there a sample for "nested" attachments? For example, a flash hider that you can put a suppressor onto
Hey I got it working. You just need to add another slot on the weapon for the suppressor, and make sure to mark the suppressor as requiring the flash hider to be attached
can you elaborate?
In muzzle attachments, there is a section for "required attachments"
You just put the attachment type of the muzzle device you want. Eg: Suppressor goes "onto" the Flash Hider? Set the flash hider type as the required attachment.
Then, on your weapon, create two muzzle attachment slots, one for your suppressor, one for your flash hider. Then it should "just work" lol
It doesnt actually nest the attachment like I thought, but it acts like what I wanted it to do, which is perfect
If your bipod is an attachment, make sure it is marked as "visible during inspection" in the attachment slot for it
I'm on EXP branch and having trouble figuring out why my scenario is giving everyone errors after a successful reconnection after a client crash. Every time they try to access any kind of building menu, it gives them an error message, "You do not have the rights to open the interface." Does anyone know what is missing after a reconnection that would cause this? Only fixes that I know of are to respawn, or leave and reconnect. So at this point, what's the point of the reconnection feature if it fails to let you continue where you left off? I have this crazy feeling it's not going to get fixed before 1.7 comes to stable, so I'd like to start working on a mod to fix this issue.
Tried searching the error message in scripts, but it does not exist there.
Turns out logging in as GM also gets it working again. However I'm not seeing any errors related to this at all in the logs, and normal players can't do this to fix it. Looks like players can not access ArmaVision either, so I'm thinking it must be related to editor mode somehow...
Oh, I assume it's something to do with what you were writing about up above a bit.
Nah it's for a scope
I figured it out
Some weird bug with my fbx exports
now I just have the issue of my PIP scope just not wanting to work 🥀
I figured my issue out too. I had to script a quick little mod to allow the player to enter edit modes after a client crash and successful reconnection. Just a couple lines: ```cs
modded class SCR_ReconnectComponent : SCR_BaseGameModeComponent
{
override protected void ApplyData(int playerId, notnull SCR_ReconnectData data)
{
super.ApplyData(playerId, data);
SCR_EditorManagerCore manager = SCR_EditorManagerCore.Cast(SCR_EditorManagerCore.GetInstance(SCR_EditorManagerCore));
if (!manager) return;
SCR_EditorManagerEntity editorManagerEntity = manager.GetEditorManager(playerId);
if (!editorManagerEntity) return;
editorManagerEntity.SetCanOpen(true, EEditorCanOpen.ALIVE);
}
}
sorry for the late reply if you already fixed it, it should be in the AttachmentSlotComponent
Also love your IED vest mod brotha! Hope you get your weapon figured out!
I got it sorted out. I hate scopes! :D
There's a missing dependency, when you launch your mods with TheSpaceStriders mods see the console at the bottom, there will be a red error that says "failed to start 0000000000" with a bunch of numbers that is the GUID, copy that into Arma Workshop and download that mod and add it into your addon list. Hope this helps my friend
guys i just spotted this
what is this
Open it and see lol
yeah, but if it worked i didnt ask here
Did you move the crane? Maybe the action for the cab door got stuck/left behind 🤔
this action is in every cranes, you can check it in game
under it
i spotted that by randomly playing in a conflict server
Is Enfusion the main tool used for creating custom servers in Reforger?
if you mean mods, used on „custom“ servers then yes
What about for the programming elements?
enfusion itself is just the engine, I believe your talking abt enfusion tools
people use all kinds of third party programs to write code or do model work
What do they use for programming specifically?
Got a few programmers that want to get involved on the platform.
you can use whatever you want to write the code, but in the end all code will be inside enfusion tools / or on the server side.
What specifically someone wants to use is up to them
Pen/paper then scan it in personally
Is it possible to export custom made prefabs, with custom assets, to blender?
no
Blender is the 3d modeling tool you export stuff into reforger
not the other way around
so if you made a composition with prefabs, and want to add camo net on top, the only way it's to made the net outside with no reference
correct
okey thanks
would be cool to have an option to at least export the colliders
I have not and its wierd. It was already working on this weapon from months ago. I decided to isolate this weapon in to it's own pack and it's having these issues. Its like it doesn't recognize the bipod action at all whether its an attachment or if its built in.
Hi everyone! I'm trying to implement a wind deflection correction script/calculator for mortar shells.
Does anyone know the formula, script, or the name of the script/component that handles how wind forces act on projectile objects like artillery shells in the Enfusion engine?
Any references or insights would be greatly appreciated. Thanks!
Weird, I'd double check your scripts if you have a custom class for the bipod so that only your bipod is allowed maybe rebuild the script and relaunch
The default position for inspection slots is the scene root so if theres anything in the root overlapping say like a magazine the bipod will not show. And the inspection needs to be moved in the EntitySlotComponent. Loading up my project right now to see if I can't find anything else that may help, had this issue with my suppressor yesterday 🙂
it could also be the deployment points too
doublecheck on if you want to be making mods on a game that will ban you for association with a community
good luck 🎂
hey guys that any way to change the rank for the arsenal? i try to change from rank 3 to rank 1
There's mod for that, I would put link here but idk if thats allowed. Search arsenal items to private and theres a fairly popular mod to use. Alternatively if its your own mod that you're trying to change the rank on it will be the Entity Catalog. Hope this helps my friend
HOW CAN I REMOVE THE BUILDING RANGE FROM AN ARSENAL?
Yeah not being able to export vanilla assets from editor is absolutely diabolical.
Every other engine supports that, you'd think Bohemia with big focus on modding and mod support would allow that.
And I mean github already has soviet uniform with PASGT 3D model as samples that I used and changed such as removing cat eye band, so clearly not an issue.
it isn’t diabolical, it’s protection. And you don’t really need to export that anyways
Protection from who or what though? People always found a way to rip models if that is whats concerning.
And ideally I would like to have things exported, even for changing basic BDU tunic for example, further customization for mods. And in case with PASGT that wouldn't even be possible have Bohemia not had that model provided in char animation sample, meaning adding additional assets to it that require sculpting would be impossible.
Ripping assets is a ton harder than exporting assets directly. Not all other games that allow modding allow that either btw.
A lot of the assets are protected. If anything BI could push out more samples, but generally speaking you have all the tools at your disposal to make your own stuff without having to edit directly BI’s
and ripping leads to being banned
and theres no need for 100x I tweaked this one wrinkle on this coat variants
we can look into providing more samples
but the export will not ever happen
