#enfusion_generic

1 messages · Page 27 of 1

hollow rampart
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Mind you such a feature would render basically all bought assets useless by their licensing too

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as nearly all bought assets licensing requires that you dont share the asset openly. it can only be packaged into a project/product

stiff bluff
#

Where I come from a lot of community work comes from kitbashing. People still model from scratch, but nowadays try to find a person willing to model up to vanilla game's standard. I'm sure you like your RHS team monopoly, but this simply isnt modder friendly approach at all.

#

I'm not talking about wrinkles, there is no need to erect my argument into absolute to prove a point. I was looking for more BDU variations for example such as adding kneepads and elbowpads individually, but since no BDU variation exists I had to resculpt everything and make generic version wired to boots which is far from ideal. Same goes for untucked BDU pants, adding flags and so on

glossy nymph
#

Is there a way to export stills or image sequence/video in 8k?

hollow rampart
hollow rampart
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and I guess why?

stiff bluff
hollow rampart
#

There is really no discussion about it. It wont happen

#

the later points I wrote are the more prominent ones

stiff bluff
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People asked for exporting assets plenty of times over the years, not the first time I see this, you would think Bohemia would be more supportive of the initiative given the seemingly positive stance towards modding the game, yet its always somehow conditional. Let alone the fact that its BI's game we are modding and they still remain rights to it, that wouldnt be different from any other company allowing modders to use assets from all their games as long as they arent used elsewhere

hollow rampart
unborn inlet
glossy nymph
# hollow rampart from where?

I meant how to export in 8k from Workshop, World editor. From the videos I watched so far, 4k seems to be the limit. I have a monitor with 7680x2160 resolution and wallpapers from most games rarely ever go beyond 4k, so I just decided to make some wallpapers of my own.

unborn inlet
# stiff bluff I made my point clear above

No you didn't.
You fail to take into consideration licenses for instance (not just for the assets but also for the texture packs).
Bohemia has made all their assets from earlier games available up to A3, A3 data packs are also in the works.

stiff bluff
white tiger
#

I dont understand what game allows you to export its own content freely? Out of curiosity

#

ie. Allow everyones work to be ripped

stiff bluff
unborn inlet
stiff bluff
white tiger
stiff bluff
hollow rampart
stiff bluff
hollow rampart
#

showing that up my face does not change the answer

#

but also it is rather rude to paint us as some sort of bad guy for saying no to it

sharp geode
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Ok so, Bohemia doesn’t allow asset exporting because you didn’t make them in house then or what? You have stipulated licenses that are preventing even you from allowing the playerbase to modify the files. Is that correct?

#

cuz that’s what it sounds like

stiff bluff
hollow rampart
#

I guess you are free to move to mod the more supportive games then.

unborn inlet
stiff bluff
unborn inlet
glossy nymph
#

Want to make some pics. But these red highlights stay even for the image render. How can I hide them?

modern oak
glossy nymph
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Thank you, that did it. Under shortcut in option, it's called "Show visualizers". So, what does it visualize? I though maybe dynamic props, but in that case, it should highlight many more imo. Not important for me right now, but I'd like to know more, if anyone is willing to explain!

glossy nymph
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I added a pose for this soldier (named US_S1). But for reasons I don't understand yet, all characters that come with weapons have them misaligned. How can I correct this? I tried to add extra bone animation, but that conflicts with said pose.

Do I just have to disable the weapon and add an extra one as a separate object?

exotic stirrup
#

For these poses yes, you will have to if it's a still image

glossy nymph
slender kestrel
# hollow rampart I guess you are free to move to mod the more supportive games then.

I gotta say the responses from some of the moderators here are peak 'discord moderator' energy tonight. There may be some people losing their minds but lawdy, if I acted this way representing my employer (seems like a few of you are employed by BI) I would be up for serious misconduct.

Rather than baiting people just leave it alone and move on, if they keep carrying on time them out. But between my communities issues over someone else's ToS breach (not even our own when you break it down) and the shit I see here tonight, it is disappointing for a game I have put a lot of effort into to make sure there is a place for Vanilla Plus gameplay in the Oceanic region.

Ask, Tell, Make is something that could be employed here.

Education for accidental regulatory breaches before prosecution is another thing.

But treating your community like shit when you have an unstable game with a mountain of issues... nah that is the way to go.

#

Like this seems like a bait fest for the fun of it that went on tbh.

glossy nymph
#

Wow, it seems Editor even corrupts file saves.

Edit.: Wait, it didn't load in RHS addon. That might be the problem.

slender kestrel
glossy nymph
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Ok, not sure why RHS wasn't loaded in, but it works now. Only the guy on the left has animation pose so far. So besides the unexpected crash earlier, it seems to be working fine.

urban barn
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Hey guys, hope you're doing well. I have a big problem... when trying to load saved loadouts in the Bacon Loadout Editor, I get this message: 'Arsenal loadout template is invalid-misconfigured loadout manager?'. I'm creating a game mode scenario framework and I haven't been able to load the loadouts in Bacon. Does anyone know how to fix it?

hollow rampart
glossy nymph
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Can anyone explain to me how to create dynamic shadows for entities such as vehicles? Just for screenshots or animations.

lucid echo
glossy nymph
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I'm looking at it right now, but in that video, shadows from BTR work out of the box. I keep checking and unchecking "Cast shadow" and other, similar attributes, but that doesn't do anything with shadows. No change.

#

Ah, looks like it's just RHS vehicles that don't work with dynamic shadows. I wonder if that can be fixed.

glossy nymph
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I've seen this debug menu several times, but never heard nor found it under shortcuts (at least not for World editor). Anyone?

Edit.: Ctrl+Alt+Win

Arrows for navigation, right arrow for enter, backspace for exit from submenu

viscid roost
prime cradle
#

@vapid glade may I have permission to reskin the Afrika Korps uniforms? I just wanted some green and grey variants for personal use

viscid roost
drowsy bloom
glossy nymph
# drowsy bloom Total noob here, how did you setup poses and animations? Is it all just in the w...

Join our Arma Content Manager =OV=, as he teaches you the basics and many different tips & tricks of Enfusion Photography in Arma Reforger Tools. Create stunning visuals with the same set of tools as the game devs have available in their arsenal for creating promotional material.

Check out the entire Arma Reforger Tutorials playlist at https://...

▶ Play video
drowsy bloom
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Ah, wonderful. Thank you

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an hour long jesus christ 😭

exotic stirrup
drowsy bloom
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I did not expect to see you so soon lol

#

I'll make something cool (or attempt to) promise 🫡

drowsy bloom
viscid roost
# drowsy bloom Do you just have an absolutely giant monitor, or did you somehow shrink the UI o...

All the tabs in the work bench are resizable or can be completely removed from the workspace if desired.

I’ve recently started getting into more of the cine plugin in workbench and it is honestly a bit of a pain but the results can be quite good if you’re willing to dedicate the time to the project and learn how to use it.

This is something I just completed for our community.

https://youtu.be/0MeVAqcTojc

We are Old Guard Revival, a community built by the former staff of Old Guys! We offer modern combat console friendly ARMA Reforger servers, focused on bridging the gap between arcade chaos and strict milsim.

▶ Play video
drowsy bloom
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Like the padding on the top bar. It's narrower in OV's workbench

viscid roost
drowsy bloom
#

OV's is narrower, I swear! Look at the top bar, with File, Edit, View, etc. The padding between the top of the window, and the bottom of the window is narrower on OV's side

#

hey, sick, it worked

drowsy bloom
#

I wonder how hard it would be to make a terrain that's similar to like, the moon, or something

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It would need to have no atmosphere, just have stars...

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I wonder if you can add custom skyboxes?

exotic stirrup
drowsy bloom
#

Ah, yeah

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I have a 1080p monitor... I want a 1440p monitor though

drowsy bloom
#

well this is new. and annoying.

drowsy bloom
#

I really do not want to delve into custom weapon anims....

glossy nymph
#

While in editor, I'm trying to find an option in debug menu on how to make shadows render to larger distance. Is there such possibility? The orange line roughly highlights where shadow render ends.

glossy nymph
#

How would one go about creating a really, really huge light? Fireball? Nuke even? I tried to crank up all the settings for LightEntity, but this was the result.

tropic sedge
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Does anyone know in what component the settings for the MCU is, that controls the distance of which allows you to place it this and this close to a base?

glossy nymph
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What do I have to do if I want to create an animation/trailer within Enfusion editor? There's only a shortcut for screenshots, but wasn't able to find any record about rendering image sequence or video anywhere on Youtube or BI's wiki.

timid osprey
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INIT : Workbench Create Game
SCRIPT : Compiling Game scripts
SCRIPT (E): @"scripts/Game/Components/Gadgets/RHS_RadioComponent.c,1825": Overriding function 'GetRadioType' but not marked as 'override'
SCRIPT (E): @"scripts/Game/Vehicle/RHS_DestructionTireComponent.c,140": Overloading event 'OnDamageStateChanged' is not allowed
SCRIPT (W): @"scripts/Game/Components/Vehicles/RHS_WeaponRecoilComponent.c,17": Pointer type 'Physics' can only be used with local variables
SCRIPT (W): @"scripts/Game/Network/ServerCommands/UploadSaveCommand.c,15": 'OnError' is obsolete: Use BackendCallback.SetOnError() instead.
SCRIPT (W): @"scripts/Game/Network/ServerCommands/UploadSaveCommand.c,22": 'OnSuccess' is obsolete: Use BackendCallback.SetOnSuccess() instead.
SCRIPT (W): @"scripts/Game/Network/ServerCommands/UploadSaveCommand.c,28": 'OnTimeout' is obsolete: Use BackendCallback.SetOnError() instead.
SCRIPT (E): @"scripts/Game/GameMode/Loadout/RHS_M_ArsenalManagerComponent.c,27": Function 'GetArsenalLoadoutComponentsToCheck' is marked as override, but there is no function with this name in the base class
SCRIPT (W): @"scripts/Game/Compositions/RHS_ReplaceDeployableEntityComponent.c,15": Pointer type 'Physics' can only be used with local variables
SCRIPT (W): @"scripts/Game/5ABD0CB57F7E9EB1/Bacon_5ABD0CB57F7E9EB1_FlipUp2DPIPSightsComponent.c,63": Pointer type 'Animation' can only be used with local variables
SCRIPT (W): @"scripts/Game/ScubaFlippersSwimComponent.c,16": Pointer type 'Physics' can only be used with local variables
SCRIPT (W): @"scripts/Game/Parachutes/ParachuteDeployed.c,7": Pointer type 'Physics' can only be used with local variables
SCRIPT (E): Can't compile "Game" script module!

scripts/Game/Components/Gadgets/RHS_RadioComponent.c(1825): Overriding function 'GetRadioType' but not marked as 'override'
SCRIPT (W): Failed to load
PROFILING : Compiling Game scripts took: 726.845600 ms
ENGINE (E): Unable to initialize a game/gamelib. Some workbench features will not work.
SCRIPT (W): Initializing default GameLib's game class.
INIT : Creating game instance(Game), version 1.6.0.119 built 2026-01-23 18:14:39 UTC.

i think this is it but something isnt allowing me to do anything when i open up enfusion

wispy yacht
timid osprey
wispy yacht
#

and are all of your mods up to date ?

timid osprey
wispy yacht
timid osprey
wispy yacht
#

And check if you don't have duplicated (shouldn't be but maybe)

timid osprey
timid osprey
#

thanks man

little dawn
#

So in workbench the player doesn’t get a faction selection or a spawn location UI even after dying and respawning? Not really sure what I am missing here.

#

Also had a question about the conflict modes build and supply system. Is that something I can port into another game mode or is that something that has to be remade from scratch for a different mode

dense spoke
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Hey everyone,
Is anyone here making maps or have some good ones for a Life/RP server?
I’ve been looking for a while but haven’t found one that fits perfectly. If you know of any solid Life/RP maps, feel free to drop a link or DM me.
Also, if you’re good at map making and interested in creating a custom one for a Life server, hit me up. I’m currently building a custom Life framework and really need a strong map for it. I used to make maps myself in Arma 3, but I don’t have time for mapping anymore since I’m focusing on the scripting side.
Thanks in advance!

autumn walrus
uneven glacier
autumn walrus
#

I’d say having a city in the center would help and little villages stuff to designate locations for specific tasks

jade current
jade current
vernal pollen
lament sleet
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Where can I ask some questions about RHS?
Because I cant post in their enf_showcase post and enf_mod_feedback is not for questions about mods(thats what PuFu pinned message says)

maiden salmon
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Hi everyone! I have an idea for a custom mod project for Arma Reforger (specifically, an EOD Anti-IED robot) and I am looking for an experienced modder to help bring it to life.

hollow rampart
digital wing
#

is there a way to edit base game meshes? i assumed you could just duplicate/inherit the .xob objects but doesn't look like that's possible

nova delta
neon ether
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so i got a new pc how do i get access to my mod again ?

hollow rampart
neon ether
dense spoke
# jade current Use a vanilla map, if you're building a life famework the map is the least of yo...

Hey Zelik, thanks for the reply and the feedback.

You’re right that the systems should be dynamic and work on any map, and I’m definitely aiming for that. It would just be really nice to have a solid map from the start, both for development and to help generate ideas around player functionality and gameplay flow.

In Arma 3 we relied a lot on factions (Blufor/Opfor/Independent) to handle roles like Police, Medic, Civilian etc. From what I’ve seen so far in Reforger it feels like we have more freedom with that. Would you say factions are still necessary or useful in your experience, or is it better to handle everything differently in Reforger?

Thanks again!

dense spoke
# uneven glacier What exactly is a RP map?

An RP map for a Life server is basically a map built for roleplay rather than war. Dunno how to descbibe it other than: a detailed city with lots of buildings/interiors, varied landscape good for high-speed driving, different terrain like mountains, water and swamps. So overall a living environment that supports civilian life, police, emergency services, crime, etc. Not just another war map.

jade current
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Completely breaks immersion, lock functionality behind items instead. Anyone that has handcuffs should be able to handcuff people, not just guys that are in the "police" faction for example.

dense spoke
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Fair point. I agree that locking everything behind factions can hurt immersion. I’m leaning towards making most actions item-based (handcuffs, medkit, etc.) so anyone can use them if they have the item

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I’ll probably still use factions lightly for initial role assignment and some backend checks, but the actual functionality will be more open

knotty kayak
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guys good day, is there a mod that spawns driving enemy FIA vehicles for PvE?

sour storm
#

Hey Arma team! I run a fairly popular dedicated server, but we've been getting hit with sudden application crashes that leave no warnings or helpful logs. I've spent the better part of a month deep-diving into my own code, adding defense checks, analyzing logs, and placing print statements at every possible break point but I'm officially stumped on what the cause is.

Since it's a hard application crash, if I wanted to provide my crash dumps for a dev to take a quick peek at, where would be the best place or channel to submit those?

Any guidance would be hugely appreciated! ❤️

twilit barn
knotty kayak
#

Anyone have a clue about CE Errors of PS5? My guys are disconnecting like every 15 Minutes because of that.

crystal echo
#

Anyone really knowledgeable on with setting up modded conflict missions? I Could use some help with setting up/changing default groups and various other aspects. 😆 my brain is cooked. Anyway please DM if able to help out. Got some other questions and such and
Might be over thinking some stuff. Thanks!

hollow escarp
#

hey how would i mod glasses into thge game? I've weighted it and assigned the xob to the in game goggles but i can't equip them, i think i need a dependency to put it in the eyewear slot?

twin stirrup
#

How did you fix this?

lucid echo
# hollow escarp hey how would i mod glasses into thge game? I've weighted it and assigned the xo...

Sorry for the late ping but you're probably missing a parameter in your glasses entity.
Duplicate a helmet to your project and duplicate a core helmet ( found in the core folder) go to world editor and spawn both the vanilla entity and your modded glasses core prefab into the world edit and copy everything from the helmet. Once you have all of the correct parameters from the helmet you can adjust how much it weights etc.

#

This is especially helpful for weapon creation but you can also just replace the vanilla mesh with your glasses and see if it lines up correctly with your bone(s) that you have and when everything is lined up correct and looks okay on the helmet prefab you can copy everything over to a Core helmet

sour storm
# sour storm Hey Arma team! I run a fairly popular dedicated server, but we've been getting h...

22-05 @11:55
Crash GUID: 9610fce0-b2f9-432c-aff9-84ef6e92385a
(ran for 1 hour before crashing)

22-05 @10:23
Crash GUID: 21c8852b-bbbc-4b42-9bcf-c2a080791a6c
(ran for almost 2 hours before crashing)

22-05 @08:34
Crash GUID: a7c860c2-7977-4233-ac78-4c978a08e588
(ran for almost 2 hours before crashing)

Crashes seem to happen more frequently if more than 20 players are active in the server

Server is currently active for around 22 hours, but this is a rare occurrence. average player count for this session is below 20.

An update is pending server restart that disables some systems in an attempt to find the cause.

if you need more context please let me know.

Heres a live stream of an event we had running inside the server.
https://www.youtube.com/watch?v=po2rSEOLwqk

(apologies if a YT link is not allowed here)

this caught 2 server crashes during one session.

@1:02:32 and @1:57:41 timestamp

I think the Guids for these are

Crash GUID: d92133b8-c95d-44f8-aa7b-c5d1e90b6b79
and
Crash GUID: 2a0546bb-a0ed-4569-ae9e-fe1b007209b2

Tho, many scripts have been updated since then in an attempt to figure out the cause.

Im not expecting you to analyze every log, i just wanted to give you guys full context. Some feedback would be amazing.

remote bronze
lusty leaf
#

Just a quick question as someone completely new to modding and wanting to start with enfusion what are some beginner resources I should get started with?

lucid echo
sour storm
glossy nymph
#

I'm trying to rotate turret's gun upwards, but the bone in LAV's prefab doesn't correspond with Bone animation track.

When I open LAV prefab, turret bones are not listed.
When I open LAV turret prefab, bones are listed, but I'm not longer looking at LAV prefab as whole which I originally wanted to edit inside the scene.

Do I just have to delete turret from LAV and put an imposter turret instead? So I can edit it's gun upwards with Bone animation track?

glossy nymph
#

Let's say I want to select an object from Kolguyev and move it into editable subscene. Do I really have to keep scrolling selected object for 5 minutes or can I somewhere just change parental scene instead?

sour storm
glossy nymph
sour storm
# glossy nymph Why it creates duplicates? How can you then create edited Kolguyev for example? ...

Because you did not create Kolguyev. Your world is a subscene of Kolguyev, the layers which contain the information of every object and its position in the wrold are readme only. so when you move an object over your just creating a copy from the original layer. When the map is reloaded all objects get loaded back in. What you asking to do is not impossible, but im honestly not sure what bohemia's policy is on editing their worlds.

glossy nymph
twin stirrup
#

Anyone know how I can change the radio spawns to use spawn tickets and use the correct amount that I configure to, I've tried looking through all the respawn components and can't seem to find my way to configure it correctly.

cedar skiff
#

so its been a very long time since i used the enfusion engine. has there been improvments within the last year that make it easier for map building ?

formal tartan
glossy nymph
formal tartan
formal tartan
#

You can find the slot name by selecting the prefab, search for "SlotManagerComponent" and then under the "Slots" subheader, it'll be in there.

glossy nymph
lucid echo
#

Hey guys! Does anyone know what the difference between the 9x19_AP_7N21 and the 7N31? Was going to add a AP variant to some of my pistol mods today but unsure which one to use and I don't want to make them super OP choosing the wrong one. Thanks for your time everyone!

#

I assume the 7N31 has more pen since it has more table data entries but want to be sure on what exactly I'm looking at

rugged escarp
#

Converted the CUBE lut into a dds so it would be recognized by the game, but the LUT still doesnt seem to apply, anyone knows why ?

hardy sapphire
#

Hello how can I set the points to cap in a certain Path and maintain the radio connection

dense spoke
#

Hey

I am currently trying to bind "I" for inventory, it's an virtual inventory, so not Reforgers inventory. I have been at it for two hours now, and i still can't figure out if Reforger is letting me make custom bindings for UI? Anyone have any experience here. Would appreciate it!

glossy nymph
#

I might be blind, but I can't seem to find any pose or animation for simply shooting a rifle or machine gun. It's all crouching poses or animations, melee etc.

Can anyone help me out to know where to look?

Would it be maybe easier to assign some action to a character, like "go there and start shooting" and then just pause it for a picture?

glossy nymph
#

Yesterday, I made screenshots fine and now all I'm getting is this error. Even on basic terrain, with no extra assets in the subscene. Restart didn't help. Everything works well, editor, the game even other games. Anyone?

Edit.: And now, after 5th restart, just after I decided to make screenshot with PrintScreen instead, "for the fun of it", I tried one last time. And it works again...

Edit. #2: And now it's broken again!

formal tartan
glossy nymph
formal tartan
glossy nymph
formal tartan
# glossy nymph I didn't. Normally, as usual.

Try running as Admin, if that doesn't work, have you tried turning your PC on and off again, as absurd as that sounds?

Cancel that last part, I just saw you said you restarted? I'm assuming you mean your PC and not just Arma Tools?

twin stirrup
vernal pollen
hardy sapphire
twin stirrup
#

I’m in Australia so that’ll be about 6PM my time.

hardy sapphire
twin stirrup
#

I'll be here just doing configs

hollow rampart
#

Anybody know user named "Hexora" author of the "Reforger Watch" app?

formal tartan
# twin stirrup Still need help mate?

Hey man, did they ever join? I was wondering if you could tell/show me? I used to be able to do it, I was sure you did it via the RelayTransmition Freq, but apparently not?

twin stirrup
formal tartan
formal tartan
twin stirrup
formal tartan
#

I just checked the Reforger script API and its not listed or documented in there?

twin stirrup
#

When you select the conflict military base you want to edit this is in SCR_CampaignMilitaryBaseComponent

formal tartan
twin stirrup
#

ah yes sorry im so tired, im used to always having WCScore so that would make sense

#

just double checked to make sure

formal tartan
#

No worries, all good. Just wanted to make sure I wasn't losing my mind.

twin stirrup
#

yeah nah sorry im gonna get some slepe before i keep editing

hardy sapphire
fathom hill
#

I Have a general question when I am creating assests, modifying valeus etc. where does it save the full file? what I mean is for ex. where does it say "Is control Point = True" when I check the box? I am trying to do something and I Need the raw data

gentle dust
#

IS there a way to take all of the items i placed into a world and turn them into a prefab

remote seal
glossy nymph
exotic stirrup
#

Also you might need to disable CarProcAnimComponent

fervent cypress
#

Where does experimental download mods to?

glossy nymph
formal tartan
glossy nymph
formal tartan
#

ah ok

formal tartan
uneven glacier
hollow rampart
#

😅

uneven glacier
hollow rampart
#

would be fine

#

but yes you can write such clause in your mods custom license

untold umbra
#

Anyone know of someone working on a better weather mod? I love atmospheric weather, but there is more to be done.

We need a weather that can be scheduled, so GM’s can plan weather changes. Weather also needs to change slowly from one type of weather to another, and do so in accordance with the prevailing wind direction.

These details matter.

untold umbra
woven sun
#

I'm really desperate for some help here, I'm getting stuck with a group=1 'Replication', reason=8 'JIP_ERROR' every time I try to connect to my dedicated server, I've tried reverting my changes, reading the error logs and removing the mods in question but I still cannot get into my own server now. It's very frustrating as I've put over 200 hours of development into the project so far only to be blindsided by this problem.

I fresh reinstalled the server and wiped everything, redownloaded the project and still nothing.

It all began when I tried adding EE_SimpleCharacterSpawner in and tweaking around with it, as soon as I uploaded the changes to my project I've never been able to connect back into my own server even after removing it.

I'm also not getting any Hierarchy component errors that would otherwise cause this. I'm genuinely stumped.

Here's the console error: RPL : rpl::Pip::ProcessNetToGame
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (con=0x0)
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
RPL (E): IReplication::JIPError: Terminating connection. (identity=0x00000000)

I’ve managed to deduce it down to something on the map causing the issue but I can't seem to find it.

Here's my project:
https://reforger.armaplatform.com/workshop/6954405915B6A0B7-Project_ARMAgeddon

Arma Reforger

(US) [FDG] Wasteland ARMAgeddon Playtest

IP: 216.245.177.17
Port: 7940

[Future Release Notes]

formal tartan
# lucid tapir

I'm curious too see what you would need to do to cause that many critical errors 😭

lucid tapir
vernal pollen
exotic stirrup
formal tartan
hollow rampart
somber lily
#

Hi, I'm trying to place the Basemant prefabs from ARMST Platform Structura on the Eden map but I'm having an issue with the terrain not being modified correctly.

I've overridden the prefab and have the following settings enabled:

  • Is Building
  • Adjust Height Map
  • Underground Structure
  • Falloff Start Width: 8.000
  • Falloff Width: 20.000

However the terrain is still visible inside the basement and blocks the entrance completely, making it impossible to enter. I've saved the world and applied changes to the prefab but nothing seems to work. The Terrain Tool is also greyed out on Eden.

Is there something I'm missing to make the terrain adjust properly around the basement entrance? Any help would be appreciated!

#

Or maybe i just can't use it on vanilla Map ?

glossy nymph
# exotic stirrup If it's for an image than you just disable the roof slot from the vehicle and pl...

I'd rather learn how to do it the right way, which works for both stills and cinematics alike.

I also believe it would be a huge help, if there would be another video explaining how we can leverage AI moving freely and interacting with other units or objects inside the editor, so we don't have to micro manage every single character/vehicle animation or bones.

Just to let them to react and then to freeze the timeline.

knotty kayak
#

@dreamy adder mein jung, danke fürs bauen der Panzerfaust 3, aber ich finde die Custom Munition nirgendwo ingame. Ist das noch verbuggt? Also die: Custom PF3 HEAT ammunition

Danke für die Antwort im voraus. 🙂

dreamy adder
knotty kayak
#

Danke für die schnelle Antwort 🙂

dreamy adder
knotty kayak
#

Wär cool wenn du die als abhängigkeit einfügen würdest. Leider kann man ja nie sehen wenn ne Mod sowas hinzugefügt bekommt.

knotty kayak
#

Was a chat about panzerfaust 3, sorry.

nova delta
#

Defined language for the discord is English

knotty kayak
#

u absolutly right, sorry my guy 🙂

real compass
#

why is it that radio bags work in workbench but not inside my server and you cant spawn on them

fervent cypress
#

I was having a addon load order error so I deleted all of my mods to re-install them.

I found where these mods are downloading: Why is Arma downloading specific mods from the experimental branch and putting them in the default documents folder?

misty thorn
hollow rampart
#

default downlaod location for both is the same place in user files I believe

#

to change that you would need to use startup parameters

soft panther
#

Do we know if the inertia changes to vehicles means any mods that edit vehicle prefabs are gonna break in 1,7? Or am i dooming

stuck needle
#

hey guys iv dont some weapon creation and looking to get into doing some helis, can someone please point me in the direction of some good tuts for this, it will be greatly appreciated.

fervent cypress
real compass
#

how to fix radio back pack spawns disabling when getting close to captured base, it works fine at MOB and everywhere that isn't close to a capturable base

muted kindle
#

does anybody know or have a reference if the pasgt vest actually looks like this next to helmets and uniforms in real life

crystal night
muted kindle
#

that'd be nice

muted kindle
#

will likely just keep this private since i had to rip the vest's texture to do this - unless bohemia is fine in their policy with extracting assets to just edit them for a mod in the very game they're ripped from, i'm not sure

#

would appreciate if someone could tell me if posting this to the workshop is a bad idea or not

#

just for reference this is what it normally looks like in blender

unborn inlet
#

@hollow rampart ^^

muted kindle
#

is this not allowed or something i'd appreciate if someone would tell me cause i don't wanna get banned or anything for this
i read through apl and from what i can see it should be allowed as long as it's in an arma game which it will be; arma reforger

muted kindle
#

aight i won't then

hollow rampart
#

Also don't rip stuff from anywhere. It's never allowed.

crystal night
hollow rampart
crystal night
#

I’m sure there’s way to recreate it just probably not 1 to 1 I have no knowledge about textures and making models

formal tartan
# glossy nymph I'd rather learn how to do it the right way, which works for both stills and cin...

https://youtu.be/1XAyPcLcFC4?si=VmBscmj8u35VGkPj

This might be of use, I still can't figure out how to animate a bone that is a nested slot.

This video demonstrates the Bone Manipulator tool from the Screenshot Toolbox for the Arma Reforger Workbench.

The tool enables direct skeleton posing inside the viewport using custom gizmos and overlay interaction, replacing the default per-bone workflow with a simpler single-track-per-entity approach.

It is primarily intended for faster pose...

▶ Play video
glossy nymph
amber bridge
#

Does anyone know if Takistan is still going to be developed in any capacity? God rest LightFuns soul. We love the map and want to continue to use it but there seem to be some core issues with baked in map assets that make it nearly impossible to be a stable map to use 😩

fervent cypress
fervent cypress
# hollow rampart ripping is not ok.

Correct, I'm not talking about ripping (nor am I advocating for it). I'm saying that you can't edit the direct texture but if they were able to make their own retexture that is very accurate, things would be okay (because it doesn't contain BI's proprietary data).

gentle dust
#

how many of my mods should i expect to break tomorrow

empty nexus
#

It would be healthy to expect all of them

zinc coral
#

With 1.6 the guns worked kinda the day of but it took a week or two before shit was working again

#

I was looking to get started in modding but im going to start after 1.7

glossy nymph
formal tartan
#

Is it not a workbench plugin, you would install it like that I presume?

glossy nymph
rotund sentinel
# glossy nymph I have no idea. I downloaded it via workshop in the actual game and there's no d...

I really need to add a description for this. If you have downloaded it from the workshop:

  • Start the workbench tools.
  • In the project seletion screen -> + Add Project Button -> Add existing Project
  • Select the ScreenshotToolbox mod from your mods folder.
  • Then right click the project you want to use the tool in -> Open with addons
  • Select the ScreenshotToolbox -> ok
    Now you should have the bone icon at the top.
    The github has some more infos on hotkeys: https://github.com/Hexomanya/screenshot-toolbox?tab=readme-ov-file
glossy nymph
glossy nymph
#

Under what component menu I could find binoculars?

silk bear
#

Quick question.. I'm currently in the world editor and for some reason, my first resource browser is utilizing my project folder instead of ArmaReforger. It hasn't done this before so I'm unsure why it's suddenly doing it now. Can't seem to figure out how to revert it

knotty kayak
#

anyone can tell my how can I disable friendly AI spawn at PvE Bases?

twilit barn
#

You can still build them, but the action to spawn the AI is removed.

knotty kayak
vapid sparrow
#

Hey guys, woke up today to see there was an update for the Arma Reforger Tools. Tried to launch my project, and I kept getting a "Cannot create game!" error, and another bubble in the corner of my screen that says "Cant compile gamelib script module!"

Anyone know what this means? The tools were working fine for me before the update.

remote bronze
warm oasis
jade current
warm oasis
jade current
#

Don't tell him

warm oasis
jade current
remote seal
#

It's possible to run WB in a way that compatible with CLI? For example, to run ScriptEditor module with validate from CLI and see right here errors and warnings?

jade current
# warm oasis

Fixed. Next update give me time to wake up and have a cup of coffee. I don't know how long you've been around but, people that have been around for awhile know that my mods are generally fixed the day of the update. I don't like to cause server downtime so I always update/fix asap.

remote seal
eternal loom
jade current
warm oasis
eternal loom
warm oasis
jade current
eternal loom
#

Well noted 😅

warm mirage
#

anyone got an idea why i cant place it anymore after the update . my fennek works fine but the heli i cant place . i checked the editablecomp and it all is correct just what the uh uses aswel

glossy nymph
#

I probably sound like a broken record, but I can't find in which component menu flashlight is hidden in. I thought it would be next to binoculars, but I was wrong. Anyone?

round jay
#

Ive gathered a lot basic questions in my first 100 hours of workbenching
Is anyone interested to anwser them in a quick talk?
In general they are about creating objects, generators, animations and textures.
My base setup is Blender -> substancePainter -> enfusion

I would really enjoy talking to someone "experienced"
DMs are open etc.

real compass
#

How do I change what rank you have to be to build a armory where you can change your load out

fathom pagoda
#

DeleteEditorManager(int playerID) │ Null-derefs. Throws VM exception. - I think this needs a Null-safety check

#

Guess I need to start building/testing on the dev branch heeheh

#

@glossy nymph data/Prefabs/Items/Equipment/Flashlights/
├─ Flashlight_base.et
├─ Flashlight_MX991/ (US chest light)
└─ Flashlight_Soviet_01/ (USSR chest light)

Binoculars live under Prefabs/Items/Equipment/Optics/ (or similar Optics branch). Flashlights are in their own
Equipment/Flashlights/ folder — same Equipment/ parent as binos but a different subfolder, which is why he didn't find
them next to the binos. The two chest-mounted ones are MX991 (US/NATO) and Soviet_01 (USSR).

#

@glossy nymph CommonItemType "FLASHLIGHT"
m_SlotType SLOT_GADGETS_STORAGE

So in the inventory UI, the chest flashlight is a GADGET, not an optic. It goes into the small gadget slots on a chest
rig / vest — the same slot family as compass, watch, map, radio. Binoculars use a different slot type
(binocular/holster slot), which is why it wasn't sitting next to them.

#

look at the small gadget pockets on the vest, not the optics/holster row.

fathom hill
#

I cant use linux to run enfusion engine can I*

worn plank
#

AI not placeable when in gm mode in tools

Whole GM UI is not functional

remote bronze
# worn plank

This means they fail to navigate. It's a VM error window you can ignore to otherwise use WB. The AI units won't move. Maybe you are in MP test that is not setup for AI. Or your custom terrain is missing navmesh etc

worn plank
twilit gust
#

Placeable AI in GM stopped working for me and others reported similar issues on their subscenes for my map. Removing and recreating scr_ai_world (and the components) fixed it

reef dove
#

Hi, does anyone know why I can't change the clothing area type?

white pebble
#

any idea why this error popped up?

stark moth
#

my Ai ambient patrols aren't spawning except the couple A.i that spawn at the tent, any suggestions on how i fix this?? using gramps pve remix 2.0, and is it just a in tools bug with Ai budgeting?

zinc quest
#

Your SCR_AmbientPatrolSpawnPoint FIA_5 setup itself looks mostly fine, so I’d check these first

zinc quest
silk bear
somber lily
hardy bane
#

I need to know, why do we have no actual ATGM love on the workshop? like at all? most TOW or Kornet mods are broken or only in vics

unborn inlet
hardy bane
#

If someone volunteers to help with importing 3d models to make ATGMs a thing dm me

hollow rampart
hardy bane
stark moth
#

they messed up the budgeting in tools. AGAIN

snow field
rich wadi
#

I can't see any more debug shapes within Enfusion after the update. When I would turn on Dynamic Despawn and enable Show Debug Shapes in Workbench, it would show a yellow sphere, now it shows nothing. Any idea how to fix this?

fair valve
#

Has anyone come across a 3d model of either a INSTANT-ACCESS or New Mystery Ranch Radio Pouch for a PRC-117G?

Working on something and trying to find a molle style pouch for it.

Photos for reference

naive root
#

i cant get my world editor to start up. anyone know why its doing that

white pebble
#

holy shit???

tall niche
#

Is there a channel to request for someone to create a mod?

wanton abyss
#

I belive in this Engine like I believe Joey Valence & Brae throw it down like no other. Look them up if you're curious.

In the same vein;

The current first step to figuring the engine are the Bootcamps?

Asking for a friend.

(Friend is me, I'm trynna be a best buddy to myself, ya know whats up <3)

Bong Hits for Ukraine

Bong Hits for The Czech Republic which Legalized Cannabis earlier this year

And the German Court for upholding their own legalization.

Cheers from Deeeetroit

barren root
#

are you okay

vernal pollen
#

sir this is a Wendys

hexed nest
#

I'm WCS Armaments and WCS MANPADS Fix for Enfusion. How do I turn this yellow cone off?

rancid berry
#

Hey guys... All my prefabs are crashing the mod tools when I try to edit them after 1.6, is there something I need to do to them?

silk bear
rancid berry
chrome gust
#

First

supple sky
#

Second

frank harness
#

Third

deep hinge
#

Hello

frank harness
shell canopy
#

Sixth!

trail ridge
#

o7 (th)

meager rivet
#

69 😉

languid eagle
#

hello

ornate hull
#

10fth

smoky sinew
#

Here we go again bohemia_interactive

sonic tiger
#

So is there any information somewhere on how to use the Editor and create map or wtv?

stable stratus
#

nth

smoky sinew
#

Top 15 baby

hybrid pollen
#

What happened

abstract obsidian
#

This is super different than dayz modifications

short roost
#

Is there any way to test equipment? like virtual arsenal in a3 but for the enfusion stuff

#

or a way to place it into crates

abstract obsidian
short roost
#

sadly not, got some models but not sure how to rig yet

#

im just asking in advance

abstract obsidian
#

oh gosh.

#

Well

#

there's like 6 guns in the game

#

including launchers

short roost
#

oh im a character artist more

#

i suck at guns

abstract obsidian
#

me too

#

I was gonna do some basic starter retextures but I can't even figure out where to put stuff right now

short roost
#

yeah im just used to arma 3 arcane arts tools

#

so im not used to a UE4 style approach

steep ivy
#

tldr: nobody knows what they're really doing at the moment :C

short roost
#

fair enough, im just itching to get modding is all

#

i got addicted to a3 modding, now im about to fall into a pbr trap

bleak vale
#

Is it now possible to mod in destructible environments? eg blowing up buildings etc

abstract obsidian
#

bro

#

no one even knows how to make a retexture rn

bleak vale
#

😄 I mean those that know the engine more might know was just looking at the tools tbh

abstract obsidian
#

tbh

#

With how enfusion works

#

anything should be possible

#

in DayZ anything is possible already and that's even more limited than what we currently have so

pallid mural
abstract obsidian
#

I miss my config.cpps

#

so bad

#

rn

#

they are the purest form of modding ;w;

#

i could do so much with a simple config

#

i could make dozens of new items

#

;w;

gloomy acorn
#

assuming I managed to get an xob in my project folder
how can I actually make it a placeable item ingame?

#

I don't see any kind of config file

upper spruce
#

@gloomy acorn The weapon config is called an .ee file if I recall correctly

#

Try loading in the sample weapon, you’ll see how the mods are meant to be structured

gloomy acorn
#

not sure if its the same thing as a prop

#

mine is just a chair

upper spruce
#

Oops, didn’t notice you meant an object

#

Let me take a look

gloomy acorn
#

there is a prop in the samples but idk where to look

upper spruce
#

Should be in prefabs

#

.et, that’s the file extension iirc

tardy parcel
#

How can I access Enfusion?

flat jungle
spice wind
#

What Cammando said.

tardy parcel
pulsar field
solar imp
#

Enfusion engine Does gi support?

raw falcon
#

What does the SCR prefix stand for?

blissful horizon
smoky sinew
#

has anyone figured out making new uniforms yet lol

vestal isle
#

hey, is there a specific memory point weapons need to be for animations? or....
Also, is there a sample pistol and sample launcher out yet? 😂

pallid knot
ancient nexus
#

'llo there,
Seems like if I cannot open any project using the tool launcher. It displays the "Enfusion Engine" logo then just stop and do nothing.
Did I miss something?

vestal isle
twin sonnet
#

hello i would like to ask about how to create a faction in arma reforger with enfusion

gloomy acorn
weary tendon
#

My newest project. This mod aims to add more character apeareance options, not limited to but most importantly female body and face types as well as facepaint, tattoos and more! More will come as time permits and the previusly mentioned features has been implemented.

#

https://imgur.com/a/5zM89nM : My progress so far. I'm currently rigging up the body, face and eliminating any clipping issues with the uniforms and equipment in the game. I'm doing my best to have a representative female body that at the same time works with the current in-game content.

red crow
gloomy acorn
weary tendon
#

The thing is that I'm not really used to blender so this really slows down my progress alot.

stark acorn
#

I can perhaps share later some simple animation done in blend file

vestal isle
fierce flint
#

Hello i want to port my weapon to reforger i've make some changes in blender to match with enfusion like this :

https://imgur.com/a/04KWJtf

In enfusion i have multiple problem first this :

GetResourceObject @"{536BF67B2052B869}material/metal.gamemat"```

and next i dont have my memory points and my bones
faint heath
fierce flint
#

Prefab = config i think

red crow
# gloomy acorn not yet still haven't grasped yet what a prefab is

Prefabs are just entities with components. Those components define what the entity is.

The model component defines the model and such.

Using components you can link prefabs together like the flag pole for example. It's just a prefab with a stick as model components and the flag is a different prefab that gets added justing a slots components.

It's like unity. Basic Entity Components Systems game design.

I just can't get the sample mods to build else I could slowly swap out components till It worked :)

#

One of the main components is RSC_PlacebleEntity it is the key to getting it to work I think.

red crow
bold nova
#

Has anyone managed to get a new model to show up in the in-game crate as an item? I've imported and configured the model under my assets folder, then created the prefab, even added a modified blufor arsenal config with my prefab added, still no joy, can't figure out how to actually select the item (it's a helmet and is configured as such).

torpid meteor
#

Hi, tell me how to create a localization?

ebon tinsel
#

i need help

#

when i start game its says Failed to initialize Enfusion engine

ebon tinsel
#

can you help me somehow?

pallid knot
#

I don't know how to solve your issue sorry

#

Maybe go to #reforger_troubleshooting
Maybe send your whole log file (but look through it first, there may be personal info in there), its in my documents/my games/reforger/profiles somewhere there

warped tartan
#

Hey, so anybody tried the clone wars mod yet? I wanna see if it an actual star wars mod or if its a fake.

finite cloak
#

Hey

#

Is there a parade/march mod?

#

As making an own parade is quite hard

clever ermine
#

can we rig walking mechs now with Enfusion?

vestal isle
stark acorn
#

premade

vestal isle
# stark acorn premade

ok, that sounds great, what sort of time are you available then please? im around until around 2130

stark acorn
#

till 19:00 today

vestal isle
stark acorn
#

not exactly

vestal isle
#

so youre available 1) up until 1900, or 2) after 1900?

stark acorn
#

up until 19:00

#

it all depends what you have in mind 😄

fossil pawn
vestal isle
# stark acorn it all depends what you have in mind 😄

well in regards to animation, just need the animations (for rifle, pistol, launcher) - stances, movement cycle animations
But, some advise/heads up on how the enfusion animation editor works would be great

Also, question; do animations need a specific naming rule?

vestal isle
stark acorn
#

I'm afraid it's close to 19:00

vestal isle
#

its 1757 here, thought we had another hour still, but dang

#

best to try tomorrow sometime or?

stark acorn
#

I guess 😉

vestal isle
stark acorn
#

I would prefer to discuss it here though so others can learn too

olive spoke
#

So going by the logs here full documentation for the modding tools hasn't been released yet?

shadow urchin
#

maybe i have asked in wrong section

#

can anyone tell me if enfusion supports NV?

final lagoon
final lagoon
vestal isle
devout birch
#

i need some youtube videos stat on the whole process of this lol

#

im a half step away from doing paid tutoring on this

shadow urchin
#

it's shouldn't be like this

signal ember
#

It's day 2, its going to take a little time for people to become familiar. hopefully there is more content from bohemia on the way but right now just try to be patient. :)

fierce flint
#

hi here, someone know how to make an handanim ?

red crow
gloomy acorn
red crow
#

Yeah, I enable it, load into GM. But my asset isn't there

#

As if it isn't being loaded for GM. Like arma 3 zeus where you have to enable external addons. Mod is loaded, But not for GM

gloomy acorn
#

when you say you've been able to see it in the workbench you mean simply by dragging it into the scene?

#

I've reached that part too but I think some additional config will be necessary to make it GM compatible

red crow
#

No in the asset browser

#

I'll show you

gloomy acorn
red crow
gloomy acorn
#

interesting

red crow
#

Thats Why I am suspecting GM in reforger doesn't just "load" your active mods somehow.

hollow rampart
clever ermine
hollow rampart
#

correct.

clever ermine
#

so in Enfusion they would still have to be human entities?

hollow rampart
#

it has been like 2 days..

#

give it some time if you dont want to go look on your own

red crow
# gloomy acorn interesting

I assume you already know about overriding the EditorModeEdit prefab from the Editor/Mode to add your prefab to the Asset list?
Your prefab also needs SCR_EditableEntityComponent but iirc that should be it, else also run the create/update editable entities plugin once after setting everything up.

fickle stag
#

Is there a way to bind hit particles not to a specific weapon, but to all at once?

gloomy acorn
red crow
#

ah no problem

final kayak
#

Any idea why I am getting an Unauthorized error any time I try to publish to the workshop?

DEFAULT   (E): Addon processing failed
RESOURCES (E): Publishing failed
BACKEND   (E): [RestApi] ID:[44] Error Code:401 - Unauthorized, ApiCode:
BACKEND   (E): Identity authentication failed - Error Code=401
BACKEND   (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: 448ffe24-7d2e-41e4-bf47-072e55737a14: Authorization failed, check your token."}
BACKEND   (E): [RestApi] ID:[46] Error Code:400 - Bad Request, ApiCode:
red crow
#

delete the .bin file in /profile and login again?

fickle stag
#

Is there a way to bind hit particles not to a specific weapon, but to all at once?

final kayak
#

A lot of people are having this problem

red crow
#

you are using -backendEnv Production right?

#

else workbench get a little mad

final kayak
#

Thats probably where I am going wrong

#

where do you set that?

red crow
#

-backendEnv Production

final kayak
#

I set those, restarted and same problem again

#

Very strange

red crow
#

log out, login again

#

and maybe reboot your pc aswell, just to be sure

#

(Worked when I was fucking with it last night)

final kayak
#

Its failing here:

DEFAULT      : Checking addon processing status...
DEFAULT   (E): Addon processing failed
RESOURCES (E): Publishing failed
#

And I tried logging in and out again. I will restart pc as last resort

red crow
#

Huh

#

So my addon that already exists on the workshop i can publish

#

But any new addons don't work

#

same issues as you have

final kayak
#

Maybe BI is rate limiting or something?

#

Or blocking new entries for some reason?

red crow
#

thats a question for BI staff

#

I suggest you report it via the feedback thingy

#

I am going to check if my addon has actually been publishing or workbench is lying to me >:(

final kayak
#

I think the BI servers are just chugging a bit

#

maybe not scaled to the amount of people that are doing stuff

wary umbra
#

Anytime I try to open a sample folder my workbench crashes, anyone experience this?

hidden oracle
wary umbra
#

In workbench I set the source directory to a folder where I have the sample folders and then opened workbench and clicked "Add existing" and then I found the folder

wanton dagger
#

Im getting
BACKEND (E): [RestApi] ID:[7] Error Code:409 - Conflict state, ApiCode:
When i try to log in, anyone got an idea what to do? I already did
-backendEnv Production

crisp oxide
agile comet
#

@wanton dagger on their wiki it is classed as a "known issue" but no solution yet

wanton dagger
#

Oh, and I'm out here trying for hours and hours, must have missed that

agile comet
#

I know a few people have found their own solutions, None of which have worked for me, So unfortunately were just gonna have to wait till they find a solution

wanton dagger
#

I think I'll just leave it be for now and come back in like a month

#

Would have liked to get my mods working but whatever

agile comet
#

chances are we wont see an arma 4 release in a long time

#

They are planning 12 months of support for Reforger, Chances are they will stop support once arma 4 releases

#

@wanton dagger I was just able to log in, I haad to log into my BI account on the actual game first and then the login on the workbench

wanton dagger
#

Huh, I still was not able to log into BI in the game, not once, not gonna try now, it's way to late, but I will try tomorrow

agile comet
#

Very weird, I had issues with it yesterday but today I was able too, Then the workbench followed after

misty quest
#

Aölright guys cya in 8 months.

jolly night
simple roost
#

Kind of a general question - do you think with enfusion we could get a nice, detailed terrains focused on larger cities?

red crow
# gloomy acorn interesting

I was correct, Because my original addon was made very early I think it got stuck between BI backend and Production backend. I simple made a new fresh project and now it works ingame too.
If and when you want the detail feel free to ask. Good luck with the exams man.

gloomy acorn
pine ermine
grand hemlock
#

Nothing, press "ok" and look for Arma Reforger.gproj in the pop up

pine ermine
#

lemme try

#

@grand hemlock where is it support to be Arma Reforger.gproj ?
Documents folder...reforger tools instal location?

grand hemlock
#

Reforger game installation folder

#

within the addons folder of the game

pine ermine
#

Thanks got it... 🍻

#

Now just to learn everything from scratch and start modding

twin sonnet
#

is their a faction modding tutorial

jade nymph
#

What im gathering from my limited experience, It's that these tools are very very powerful, but also not streamlined at all

An easy example, creating a prefab is a multistep process when in reality it should just be a right-click and create prefab, then select from a list of master prefabs.

but right now I have to navigate through a multitude of folders, drag one into the world, and then back into my plugin folder,

my feedback is we still need some streamlining, doesn't mean you have to sacrifice power either.

twin sonnet
#

man it's so sad modding become more complicated

jade nymph
#

Very much not accessible to most people atm

#

Until we get video guides and etc

twin sonnet
#

i hope they give us a step by step to create a faction

fervent cypress
subtle widget
# twin sonnet man it's so sad modding become more complicated

Bruh modding got so much easier just give it more than 48 hours for people to figure stuff out… people dont just get the knowledge teleported into their brains it takes time to learn it themselfs and then more time to teach others just have patience

steep ivy
#

well a lot are used to having mountain of data piled up over several decades at their fingertips

#

everyone has come to expect it lmao

subtle widget
#

Yeah lmao now we get to figure out stuff on our own

#

Well docs soontm

#

More docs*

steep ivy
#

bis can't type any faster

#

but ppl want them to go at light speed

subtle widget
#

Yeah same as people getting. Refunds because multiplayer is broken like come on give it some time😩

#

No launch ever is flawless

jade nymph
#

End of the day, people buying the game are consumers, and Bohemia are providing a service, if it doesn't work, then I thinks it's perfectly acceptable to want a refund

wind swan
#

What’s arma reforger

twin sonnet
#

it feels bit complicated compared to modding in arma 3

steep ivy
#

its complicated now because nobody understands how it works

jade nymph
subtle widget
#

Well yeah ofcourse get a refund for any reason but i just find it weird how people are judging something thats been released for less than 48 hours give them time to fix their stuff

flat jungle
subtle widget
steep ivy
#

depends on what it is

#

mission making is more convoluted

subtle widget
#

Ofcourse there is still stuff unknown like how to make vehicles work but im sure itll be easy to follow

steep ivy
#

a lot more convoluted

jade nymph
subtle widget
#

Vehicles

steep ivy
#

but if you are doing config stuff that would normally require a game restart every time you make a change, then this is better.

twin sonnet
#

maybe because my modding skills are limited to creating a faction ( retexture and config ) and i have 0 skills in any other coding stuff or engine

#

i found it harder

subtle widget
#

It is harder because its unfamiliar

twin sonnet
#

so i will be waiting for upcoming days

subtle widget
#

Give it some time and it will all be easier in the long run

twin sonnet
#

when more experienced modders starts dropping tutorials

jade nymph
#

It's mainly the switch to an ECS style system that makes it difficult, but it's gonna be more flexible

flat jungle
subtle widget
#

Yeah so far for models and such its been amazing

#

Not 2 sure on how like physics and such will work since there is no docs on new vehicles yet

twin sonnet
keen rune
#

Trying to setup a wheeled vehicle prefab from scratch and whenever I add components to my prefab the model disappears in the prefab editor, any ideas?

#

It will momentarily reappear if I make a component change but when I save it to the prefab the model disappears again from view

wild oxide
#

can someone make a giant inflatable duck

signal ember
#

@wild oxide great idea!

sudden nymph
pearl vine
#

tactical rubber duck distraction

#

it's like a grenade except it squeaks when it hits

honest yew
#

Huh

#
DEFAULT   (E): Uploading failed! Reason: "Unauthorized"
RESOURCES (E): Publishing failed```
#

I went to publish a map and got this error

#

Has the workshop been closed off temporarily

snow coral
#

Is there any more ETA on Enfusion documentation?

versed topaz
#

Is it currently possible to locally pack and test mods without having to upload to the workshop?

snow coral
#

it basically is the game when you load in and your mods will live update

#

Open world editor

#

File -> Load new world

#

select eden

#

Near the 'play' button there's a dropdown, select play from camera position

#

in the resource browser down the bottom find your models and drag them in (if it's scripts it'll just run as if you loaded the game) then press play

#

if you update your scripts / models in the editor they'll instantly update in game no need to reload or anything

#

(sometimes scripts need you to refresh scripts with shift+r but that's it I think)

stark acorn
#

you can also extract addon files from bundle (bundle is created in publish project menu)

strange tapir
#

where would I find crash logs?

stark acorn
strange tapir
strange tapir
stark acorn
#

both

strange tapir
#

yeah I realized that

#

Reason: Access violation. Illegal read by 0x7ff7b9726bec at 0x0
Very cool

stark acorn
#

console.log file is shared between game and workbench though

north crown
#

how i add a faction to the resource searcher?

#

i have been trying for 2 hours add a faction to the resource searcher but i cant

#

the faction is added to the game, even is detected when i place a vehicle from that faction on the editor

strange tapir
#

Where would be the appropriate place to post crash logs and find help?

pine glen
#

Hi,
In the world Editor there is a play button, and it has some options.
two of them are server localhost and server localhost + peertopeer

Does this mean it is possible to start a mod on a local server from the WorldEditor and have other people join?

north crown
#

but ingame with zeus that faction doesnt appears

simple crater
#

Hi everyone. Is there a way to live-reload mods directly in-game ? (or at least code resources). For example Minecraft plugins or GTA5 Redm ressources can be reloaded without shutting down the server/current game. It would be so much easier to be able to test things live !

pallid knot
simple crater
#

@pallid knot Workbench is a little slow to restart (20 to 40 seconds). The advantage of live reload is that you can see your changes in less than 2/3 seconds. I understand you can't reload models, terrain or sounds. But for script and UI it would be really useful. Well thanks anyway for the response, I hope they will integrate this feature some day ^^

pallid knot
#

I foudn SSD helps alot.
I think currently it force exits the game. Because it always recompiles ALL scripts, so it has to unload and reload the whole scenario

#

I understand you can't reload models, terrain or sounds
actually models and sounds might even be easier than scripts.

simple crater
pallid knot
#

yeah definitely, I had it on HDD too and it was quite a terrible experience

vestal isle
brazen marlin
#

someone knows when we can expect the documentations for the tools to be out?

pallid knot
#

Already is

shy ember
#

Hi, I was wondering how to I create a GenericEntity?

brazen marlin
pine glen
#

Not sure if this belongs here, but how exactly do you collaborate with others?
Do you split your world into many layers to not get, so many merge conflicts?

autumn cove
#

Anyone come out with a good liberation scenario yet? Realize we just released a bit ago and it takes time to make a complex scenario just wondering in general if anyones done it yet 🙂

keen rune
#

I read somewhere that BI uses SVN, not sure if there are any further collaboration tools

candid spire
#

I do not have time to help out in any other channel than #enfusion_terrain . Sorry. Every other channel is muted.

lunar lark
#

Has anyone come across a way to set the AI skill/accuracy for a dedicated server?

#

I am far to old, and not used to the incredible accuracy 😅

torpid meteor
#

Hi, tell me how to add a language to the string table which is not there. for example ua_ua

young ivy
#

Is it possible to change keys mappings in world editor ?

#

controls are in qwerty, I'm on an azerty keyboard

solid hazel
#

@young ivy the Workbench stores the shortcuts/mappings for all tools (for some reason)
Workbench->Options->Shortcuts

smoky sinew
#

Anyone here know how to take a prefab from the game, and save it as a new prefab after editing it?

tranquil gorge
#

Anyone know how to publish a mod to Xbox? I was only able to publish to PC

mortal birch
#

how to load multiple project

red crow
#

You can now edit and save this duplicate.

smoky sinew
red crow
#

? Delete assets in the prefab?

smoky sinew
#

Like a tent with a door. I wanna remove the door and extend the tent. Wont let me delete door

red crow
#

Prefabs are not models. Prefabs are entities with a modelObject component. In that component it references the model. I however don't believe you can edit xob models.

smoky sinew
#

I can move around parts of the prefab like this

#

Cant delete tho

young ivy
#

is there a way to be faster with camera movement in world editor ?

#

I tried Ctrl and shift/alt, no effect it seems

red crow
# smoky sinew

Ah, isn't there a slot manager component? It should contain references to xob files. One of those is probably what you want to remove.

red crow
young ivy
fossil pawn
#

How do I add an object in the hierarchy to be part of a prefab?

misty smelt
#

guys, I know this is probably too early, but does anyone think it's possible to make mag loading like in dayz? As in you have to load the magazines with ammo one by one, if you have empty ones

#

that's one of the great things I love about dayz, adds realism

red crow
fossil pawn
red crow
#

On the right hand side you see Components right?

fossil pawn
#

yes

red crow
#

Add a SlotsManagerComponet

fossil pawn
#

to the root or the child?

red crow
#

to your prefab

#

Object properties

#

Right hand side

fossil pawn
#

okay I added it

red crow
#

Now add a slot and link it to an xob or prefab, and set the position

#

you should have a secondary mesh now

fossil pawn
#

No like I don't want to add a 2nd mesh

#

I want to add an object to the prefab

red crow
#

it doesn't have a MeshObject component yet?

#

The base mesh aka

fossil pawn
#

I'm trying to add 2 more racks to the "Campaing_ArmoryDeport_US.et"

#

the existing racks seem to be separate objects inside the Campaing_ArmoryDeport_US.et prefab

#

so I was thinking I could just duplicate 2 of the existing racks and save the prefab

red crow
#

ow

#

Ah yeah

fossil pawn
#

But the racks I duplicated (the red SCR_CampaignWeaponRackEntity_3) is not part of the prefab

red crow
#

Just drag in an prefab from the bottom resource viewer

#

then drag them so they are children of the base ArmoryDepot

fossil pawn
#

hmm

#

I think I just have 2 different prefabs in the world editor now

#

I feel like I'm missing a "Add to Prefab" button or something

red crow
#

Sace the prefab and reload?

#

Save*

fossil pawn
#

yeah tried that

#

the stuff I added disappears

red crow
#

I haven't tinkered with nesting prefabs (thats what enfusion calls them)

fossil pawn
#

I doubt many people have, haha

#

thanks for the help either way!

#

I'll tinker more

smoky sinew
#

hi, how can I hide this in game?

#

sorry I am complete noob

fossil pawn
#

@stone shale Sorry, I hope you don't mind the ping :/
Do you know how I can add an object in the hierarchy to an existing prefab override?

smoky sinew
#

how do I hide the red box from in the playmode?

fossil pawn
smoky sinew
#

oh I had to uncheck draw shape

fickle stag
#

I have done 3 mods today
BetterHitsEffects, BetterRecoil, BetterTracers - check it out

#

i have euphoria when I understand how easy it is to make mods in this part of arma and how many possibilities the engine presents

restive vortex
#

How will the move from reforger to arma 4 be?

#

workbench wise, will it be just a different documents folder specifically for arma 4?

pallid knot
#

Its years out, can't really tell what will happen exactly

lime magnet
#

So when I go to my workshop thingy, my project is 0kb and my scenario doesn't show up?

#

anyone know? PES_Cry

smoky sinew
#

can someone help me with why my mod isnt showing in the scenarios?

#

I have it enabled too

fickle stag
smoky sinew
lime magnet
#

ah, in that case the publisher won't let me login lol

lime magnet
#

nvm

smoky sinew
fickle stag
lime magnet
#

get dis error when trying to bundle PES_Cry
Creating bundle failed!
See console for details.

placid patio
#

Anyway to set the default camera speed when opening world editor?

lime magnet
fickle stag
fickle stag
lime magnet
#

does it need to be in the weird format?

fickle stag
#

.png works 100%

lime magnet
#

does it matter where the PNG is?

#

still gettin error PES_Cry

fickle stag
lime magnet
#

okey

smoky sinew
#

I keep getting this when trying to bundle can someone help please

#

I dont even have a preview image any more ive tried readding one removing it restarting I get the same error

lime magnet
#

@smoky sinew is it a scenario? you got a missionheader file somewhere?

smoky sinew
lime magnet
#

yeah, so for some reason that's causing the error

#

I had to move it to the project folder

#

but now im having an issue where it doesn't show up in game at all

smoky sinew
#

hmm interesting ill keep an eye out and let you know if I find anything

#

are you making a CAH scenario as well?

lime magnet
#

nah im attempting to make a small co-op mission for me and some buddies

smoky sinew
#

are you using the mission loading screens under ui/textures/missionloadingscreens?

#

because all of them are failing to load for me? might be the issue

lime magnet
#

I mean the mission wont even show up in the scenario list

#

are you talking about that other error you were having?

smoky sinew
#

yeah

#

the image one

#

im still getting that error

lime magnet
#

did you move it from missions to the base project folder?

#

the mission header

#

It being in the missions folder causes a bundle area, but I think not being in a missions folder causes it to not show up in game?

smoky sinew
#

yeah same error 😦

lime magnet
#

man im spooked

smoky sinew
#

I gotta get some sleep

#

dm me if u figure it out please ❤️

#

gn

gloomy acorn
#

any idea why dragging an xob in a world scene crashes the program?

stone shale
indigo stag
# fossil pawn <@261877528057085952> Sorry, I hope you don't mind the ping :/ Do you know how I...

Hey! Have you figured this out? I've been confused by something similar if I'm understanding your issue correctly. Once I create a prefab and then make some changes to the hierarchy, I don't see any way to save it. Adding or removing objects doesn't save, changing transforms of the objects in the hierarchy doesn't save either, everything just reverts back to the original... For example a prefab of a building with props inside it, surely there must be a way to modify the props and their placement after creating the prefab. Feels like a bug

smoky sinew
#

@stone shale Is it right? to move camera in World editor, i have to hold right mouse button and then use WASD? Is there any other way to do it?

indigo stag
green lintel
#

If anyone wants to see how custom keybinds are done, I've mine done. Can take some inspiration for the keys you want to change. Can edit it with the Workbench. File is located in \Documents\My Games\ArmaReforger\profile

Some keybinds need limitations like only pressed once, like fire selector because it changes stage constantly otherwise. Also using only X for crouch (click) and prone (hold).

If anyone knows id for item drop/pick in the inventory screen I'd be happy. Annoying that it's G by default so I can't bind G to gear/inventory like I'm used to...

old bloom
#

when I open my mod in-game it shows it as being 0kb and it will crash my game when I load a mission with that mod loaded, I cant seem to get it fixed

snow coral
#

Anyone able to help with why this publish is failing?

#

This mod was previously publishing

signal ember
#

Maybe something you changed broke it? If you could easily undo your changes I would try that and see if it publishes again

snow coral
#

Yeah tried that 😂

signal ember
#

You also tried restarting the workbench? That seems to be magic! Other than that I am not really sure :(

snow coral
#

Yep 😭

#

Now it has changed to ```
BACKEND (E): [RestApi] ID:[15] Error Code:500 - Internal Server Error, ApiCode:
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed

#

Reason ""

old walrus
#

should i ignore the resourcedatabase file in the svn?

gritty trail
#

anyone worked with the localization files yet?

tawny bone
#

or new character?

snow coral
#

the weird thing is though right if I try to upload that version again it says it's already uploaded

#

but it's clearly not

snow coral
#

Man this is so frustrating

#

i wish it just told me what the error was

#

that's better than Reason :"" after changing literally nothing

terse stag
#

Is there supposed to be documentation for enfusion?

#

And where do I find it?

signal ember
#

You can get to the docs from there and also peruse sample mods

fossil pawn
# indigo stag Hey! Have you figured this out? I've been confused by something similar if I'm u...

That is exactly the issue. If you drag and drop the root object into the file browser window at the bottom, you create a new prefab with the hierarchy as we expect it to work, but this doesn't help with overriding a reforger prefab...

In unity's prefab system adding hierarchy objects to existing prefabs works exactly how we expect it to. You add the new object as a child in the hierarchy, then you press save and now your prefab has a new child object. There has to be a way to do this in reforger.

magic cipher
#

yo ok im being dumb im sure, but what are the controls for the editor camera? i can only seem to scroll to move forward and back

#

and holding right click lets me turn the camera

fossil pawn
indigo stag
fossil pawn
#

same, haha

#

I just tried to manually edit the .ed file in a text editor but it didn't work out

indigo stag
#

The only workaround I can think of right now is dragging it into the world, breaking and tweaking it and then making a new prefab out of it, deleting the old one and fixing broken references in the world, but that's stupid and we shouldn't do that 😂

fossil pawn
#

yeah and it doesn't work for my use case where I wanna add my weapon to the campaign gun racks

#

since they are spawned via a script, so I can't place them in the world

rapid halo
#

Wonder if it is easier in workbench tools to make something like anomalies than in a3? Basically invisible placeable object with particles coming from it and a script when player has certain distance from that object like a trigger would execute another code killing him or launching him in the air

#

So much to learn again

indigo stag
#

Does anyone know if it's possible to extend the editors at all, for example the world editor, if you wanted to add a custom item to the context menu when you right click an entity or anything in those lines

blissful horizon
#

yeah check out the workbench plugins section of the wiki

smoky sinew
#

so when I try and install my published mod in my addons folder I just have a file called meta and it wont install? any ideas

raven maple
#

I am hoping that the modding tools will get github integration

pallid knot
smoky sinew
#

alright i have to be a fool, trying to test my mod ingame and every time i go into the GM to spawn it, it disables it. so i go turn it back on and boom same thing.

what am i missing

red crow
#

Does your mod work in the workbench test? If it does, try your same code in a new project. I had my project refuse to load until I created a new project, changed the GUID for the old one and pushed to the workshop again.

red crow
#

Open the world editor, load the GM_Eden world and play it

#

Basically the game but inside the workbench, it's how you should test things before trying them in reforger

smoky sinew
#

yeah i been in it, its not in the arsenal i put it in

red crow
#

Then how do you expect the mod to work ingame?

smoky sinew
#

now your seeing my issue

red crow
#

What are you doing

smoky sinew
#

im trying to mod a helmet just for testing

#

do i need to add any components?

red crow
#

Mod in a new helmet or overwrite a basegame helmet?

red crow
#

Should just be a case of duplicating a base helmet and changing the meshObject and inventory information. then add that new prefab to the arsenal config. I haven't touched weapons personally so I can't help you furture then that

smoky sinew
red crow
#

Did you apply the prefab? Break the prefab instance and see if you get your model.

smoky sinew
smoky sinew
#

well got it to be equipable

old walrus
#

how do u make a prefab with ur own script attached to it?

honest verge
red crow
honest verge
sharp trail
#

hola amigos

old walrus
red crow
#

Any chance someone could give some info about CollisionTriggerComponent? It doesn't seem to want to fire on a collision. Does it need the model to have a certain collider/layer?

oblique surge
#

first time launching Reforger... is it just me or is the Menu Font really blurry on 1080p ?

tulip oyster
#

which workbench do I use to mod in character assets?

unborn heron
#

Really dum question from noob modder, how do I test my mods?

#

Is there some way to hot load my mods?

prime tree
#

yes theres a play button in the tools workbench

slim sluice
#

Hi all, I'm sure this is a question that has been asked plenty of times, but I was unable to find any public resources online. I'd like to get started with Enfusion with something very simple. Does anyone have resources for packaging a script I wrote into an addon that I can load into my dedicated server?

#

The wiki has very little information 😦

unborn heron
#

I can only see a preview button, but that doesn't let me test stuff ingame cuz it's just a preview

misty smelt
#

has anyone started making arma 3 exile-like mod?

#

basebuilding and stuff

slim sluice
#

Do you need to publish your addon to the workshop to even use it on a local server?

#

My dedicated server won't start up with my custom addon.

arctic marten
#

Nnngggh. I tried to publish a project and the "Publish project" window decided to delete the metadata

sweet junco
#

Is there any chance I can play my published map without creating a game mode for it?

zealous stratus
#

Is it normal for vehicles to be indestructible?

gloomy acorn
#

I'm trying to publish a mission but it won't let me login to BIstudio

#

gives me an error 400

gloomy acorn
#

solved that now I'm getting error 401 when trying to publish

#
BACKEND   (E): [RestApi] ID:[10] Error Code:401 - Unauthorized, ApiCode:
DEFAULT   (E): Uploading failed! Reason: "Unauthorized"
RESOURCES (E): Publishing failed
red crow
#

wrong password or email

#

Try ogin in on the website first then enfusion

#

*login

gloomy acorn
fleet solar
#

How do you play on the terrain you;ve downloaded?

#

do you have to host your own server?

wild pebble
past venture
#

it just closes after

#

Program: C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbench.exe
Reason: Access violation. Illegal read by 0x7ff61cc6ba0a at 0x18

rough sonnet
#

Any advice or resources or I should look to when starting with Modding?
I'm a Computer Scientist fluent in C/++, Java...

gloomy acorn
#

😐

slim robin
#

trying to add the PASGT vest that's in the files, no idea what i am doing B)

scenic quail
#

i imagine theres already a handful of people building a dayz mod. does anyone know anyone in particular so we can follow or help?

unborn magnet
pallid mural
unborn magnet
pallid mural
#

Which is hilarious because we already have mod support with the best toolset ever, light years away from anything we had in Dayz. There's so many problems in Dayz that can't and won't ever be fixed that made people beyond frustrated, just Reforger's toolset alone has made them switch

unborn magnet
#

Such as?

pallid mural
#

Animations, server performance, vehicles, etc, etc.

#

Hell, go take a look at the latest update for Dayz, it borderline looks like they went to the workshop and chose some random mods to put in the base game lol

unborn magnet
#

Game uses same animations as DZ in many places, server performance is horrendous. And the updated vehicles have been confirmed to be backported to standalone later this year

unborn magnet
pallid mural
#

Again, it has less than a week.

unborn magnet
#

Opinion: Ignored

pallid mural
#

You clearly haven't modded Dayz i imagine

#

Go find some official documentation for Dayz to do that, we're all still waiting for it. lol

austere ether
#

how to fix wall clipping

somber thorn
#

0

smoky sinew
#

Wtf 😂

nimble jewel
#

The Workbench crashes when I wanna save my map?

nimble jewel
final kayak
pallid dawn
#

I appreciate the work of the modding community, but unless your mod actually has relevant content, i dont feel it should be published ingame

#

Or you should be very clear that your mod is not real yet in the title

obtuse cliff
#

anyone knows how to import height map to build new world ?

stark acorn
#

if yes, then you first have to make a sub world of read only world

untold moon
#

Are 3rd parties allowed to make their own game in Enfusion or BI will claim the ownership?

nimble jewel
smoky sinew
#

Did somebody already create a explosive that explodes when a car drives over it?

red crow
smoky sinew
#

Is it also possible to make it explode when you shoot on it?

red crow
#

Probably just slap a destruction component on it. I'll see when I start working on it again.

plush mauve
#

I'm currently creating a new prop but I'm having trouble getting collision to work

#

Like I just run right through it

#

I've configured the rigidbody just like the props in the base game, but to no avail

#

Could anyone help?

red crow
plush mauve
#

I'll Google around and see how I do that in blender

red crow
#

You can use the sample prop's FBX, import it into blender to see how it is done there.

plush mauve
#

Okay, I'll try it out

#

Thanks!

red crow
#

If you get a rigidbody to properly collide with the terrain, please tell me how. Inter rigidbody collision I have worked out but terrain <-> rigidbody just doesn't work for me without an itemBaseComponent

plush mauve
#

I got the collision to work with characters so far

#

I'll look into terrain

plush mauve
#

(I started from a prop rigidbody)

red crow
#

So it falls down and lands on the ground?

plush mauve
#

exaclty

red crow
#

What colliders are in the FBX?

#

Showen in Enfusion. If you open the XOB. Under colliders

#

I think it might be up to them, not the rb

plush mauve
#

There is a warning but It still works

#

I'm gonna look into the warning

red crow
#

Open up on of them and show the drop down. I Wanne see the interaction laters

#

*layers

plush mauve
#

oh wait layer

red crow
#

Yes please. :)

plush mauve
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trying to get them into one screenshot

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oh it sais 'All interaction layers used'

red crow
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Alright that bad

plush mauve
red crow
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That model will be very demanding on the editor

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Um engine

plush mauve
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yeah

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I don't know how I got all of those in

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let's see if I can remove some of those layers

red crow
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Did you set the layer in blender?

plush mauve
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I may not have done that

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let's take a look at how i do that

red crow
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It's also in the FBX import list.
But It looks like you are porting over a P3D right?

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You don't need seperate fire and Geo colliders

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Just set the colliders to use the layers you need em to use.

red crow
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A new FBX?

plush mauve
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I re-export everytime I make a change yes

red crow
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What is the base model from?

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What did you base the blender file on. A new model or an P3D imported one?

plush mauve
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I made it all myself this morning

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so a new model

red crow
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Why do you have a Fire and Geo LOD then, I assume you do based on the collider names.

Colliders replace those lods afaik.

plush mauve
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I opened up a blender file I downloaded from bohemia's samples, and it had Geo LOD and fire colliders

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So I did that to my model aswell