#enfusion_generic
1 messages · Page 27 of 1
as nearly all bought assets licensing requires that you dont share the asset openly. it can only be packaged into a project/product
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
Is there a way to export stills or image sequence/video in 8k?
It does not matter what the intention is the example is just simplified.
from where?
and I guess why?
I mean you just completely ignored the topic and discussion and started talking about 100 wrinkle coat variants. Like, where is this coming from?
There is really no discussion about it. It wont happen
the later points I wrote are the more prominent ones
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
Yes yes we very evil for not allowing it. Sorry.
- so just because wherever you came from is doing kitbashing, so should happen with BI's assets?
- if RHS would be a monopoly, we would be the only mod on the workshop, but it isn't the case.
I made my point clear above
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.
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.
#enfusion_generic message
If this isnt good enough, I struggle to see what is
I dont understand what game allows you to export its own content freely? Out of curiosity
ie. Allow everyones work to be ripped
It was done for Red Orchestra/Rising Storm, Insurgency, Valve titles etc
first off, you own the mods you make, not BI.
Second, you are free to modify in the workshop each single piece you want to modify. You just cannot directly edit the existing 3d models and textures. You can create new textures and materials and change the original ones.
There was just one license and thats all content from their games can be used in their games only, thats it. No wild bureaucracy ruleset like with BI
Sure i think there is an argument about how strict they are on things being reused from their own titles, knowingly they have released some free use assets from ARMA 2.
But to freely export from the editor sounds a bit to much considering modders own their work and maybe some of the models BI is using may have some licensing considerations
I mean I could understand that if it was limtied to in-house assets only, but like even soviet uniform with alice webbing were outsourced to Ophion Studios and thats available in the github for anyone, dont even need to own the game to download that
We are not those developers though. I dont quite understand why the simple no can not be accepted in this case.
"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"
it feels like there is some disconnection here.
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
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
I mean yeah you are not those developers, but you as a company are seemingly supporting modding all things considered, I just dont see why the answer has to specifically stay as a hard no
only seemingly supportive you say?
I guess you are free to move to mod the more supportive games then.
- having the option of exporting assets from workbench means one could access any and all assets, including mods. - providing datapacks is another thing
- some assets are outsourced and some texture are from datasets (quixel for instance). These cannot be shared further
Ok that’s what I thought
I say seemingly because its not as much freedoms provided to modders. And brushing off a discussion suggesting to move to mod other games is extremely rude for you as a company representative. #rules
oh yeah, Bohemia modding environments is under the mentioned studios/games.... /s
Want to make some pics. But these red highlights stay even for the image render. How can I hide them?
I was told the G key but I'm sure there are other methods too
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!
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?
For these poses yes, you will have to if it's a still image
I forgot about using underscores. That was my problem and bone wasn't reacting. Changing the name of the soldier entity from "US_S1" to "USS1" fixed it and weapon can be manipulated now.
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.
Wow, it seems Editor even corrupts file saves.
Edit.: Wait, it didn't load in RHS addon. That might be the problem.
That is tools for ya, love to hate it sometimes ahaha
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.
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?
It does not look like you actually read what was said in that line of discussion. But also if you have feedback on how moderation is done here you can use #discord_server or make a #discord_tickets
Can anyone explain to me how to create dynamic shadows for entities such as vehicles? Just for screenshots or animations.
it might be outdated in some things but search Arma Reforger: Cinematic & VFX Tutorial, its short and pretty informative
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.
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
Ctrl+Win or Alt+Win depending on how you’re interacting with the menu as sometimes windows short cuts will try to resize and snap windows unless you disable windows hot keys
@vapid glade may I have permission to reskin the Afrika Korps uniforms? I just wanted some green and grey variants for personal use
Is anyone able to get me in contact with RiverX - I see one in this discord but has never been active in here or has any tags.
https://reforger.armaplatform.com/workshop/62C6DD26097FC89B-RiverXOH-58DKiowaWarrior
Total noob here, how did you setup poses and animations? Is it all just in the world editor, or is there a specific tool / thing I need to be doing
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://...
Well, what can I tell ya 😄
I did not expect to see you so soon lol
I'll make something cool (or attempt to) promise 🫡
Do you just have an absolutely giant monitor, or did you somehow shrink the UI of workbench?
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.
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.
It's not just the "size" of things, it's the scaling. Everything seems a lot more compact in OV's version of tools compared to mine
Like the padding on the top bar. It's narrower in OV's workbench
Maybe I’m tripping but looks pretty much same to me, mine on the left OVs on the right
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
I wonder how hard it would be to make a terrain that's similar to like, the moon, or something
It would need to have no atmosphere, just have stars...
I wonder if you can add custom skyboxes?
My screen is 1440p, maybe yours is 1080p? Or scaled?
well this is new. and annoying.
I really do not want to delve into custom weapon anims....
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.
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.
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?
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.
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
what mods do you have loaded ?
quite a few lol. trying to create a custom arsenal
try removing the latest mod you've added
and are all of your mods up to date ?
how would i update them in the workshop?
go in your game and update them from there
oh then yes but some of these mod folders ive had in my workbench for months and im noticing now that they're older versions
Yeah I've got the same issue, I've been away for 4months so all of my mods were pretty much outdated. Removed the ones that I don't really need and looked for replacements
And check if you don't have duplicated (shouldn't be but maybe)
fuck lol looks like ill have to do some more tedious tasks before i can get this show started then. all good. and no i dont have any dupes
Yup, good luck 
thanks man
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
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!
What exactly is a RP map?
“Role playing” 😐
I got that but what makes a map role playable
Fair question just the mod is setup to have currency and roles like cops and shit. Jobs to make money etc
I’d say having a city in the center would help and little villages stuff to designate locations for specific tasks
If it is made right there should be numerous interactable things that help the player advance in their "role".
Use a vanilla map, if you're building a life famework the map is the least of your concerns at the moment. You should be designing your systems to be dynamic and scalable so they can be use on any map regardless.
+1 with Zelik. Just test your logic on Arland with different game modes
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)
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.
and next thing is to check out the #rules and specifically the part about crossposting
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
No. And publishing somehow edited .XOBs will cause a mod ban
so i got a new pc how do i get access to my mod again ?
you would copy the files from your backup
Thank you
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!
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.
I always thought it was dumb to hide functionality behind a faction.
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.
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
I’ll probably still use factions lightly for initial role assignment and some backend checks, but the actual functionality will be more open
guys good day, is there a mod that spawns driving enemy FIA vehicles for PvE?
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! ❤️
Go to your console.log file and if it was a server crash, at the end of the file you will see a GUID for the crash reporter. You can post that GUID here and one of the devs might look into it for you. That's about your only option unfortunately.
Anyone have a clue about CE Errors of PS5? My guys are disconnecting like every 15 Minutes because of that.
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!
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?
How did you fix this?
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
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.
9610fce0-b2f9-432c-aff9-84ef6e92385a: Known but supposedly fixed issue in 1.7
21c8852b-bbbc-4b42-9bcf-c2a080791a6c: Known but should have long been fixed, apparently not, I will forward internally
a7c860c2-7977-4233-ac78-4c978a08e588: Same as 1.
All vanilla issues, all related to destruction of buildings and such.
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?
Depends what you're trying to create but a great place to start is the modding boot camps
- Search "Arma Reforger modding boot camp"
There's also a wiki (Biki)
Just search "arma reforger wiki followed by whatever youre working on ex. Arma refoger weapon creation wiki
Thankyou for looking into this for me! much appreciated ❤️
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?
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?
if you do this, the object you moved over from the Kolguyev layer will return as soon as you reload the map, causing duplicate prefabs in the exact same position. Personally i just search the map for any prefabs i need and then i click locate prefab to find it in the resource browser.
Why it creates duplicates? How can you then create edited Kolguyev for example? Let's say I want to place some original props out of the way? Or delete them? Permanently?
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.
Ok, thanks. Last time I moved all entities from main scene to my subscene (so I could edit when on a fly), I was surprised by everything was duplicated next time I opened it. I though it was a glitch. If BI doesn't want us to modify their maps, this happening would make more sense to me.
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.
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 ?
Your using the wrong bone, easiest way I've found was to load the prefab in world editor, Press E to enable rotation, then grab some bones and try and rotate. (I had this issue yesterday).
The problem is that LAV prefab doesn't show any bones inside the turret.
Hmmm, I know for the BTR the bone is at the base of the turret, near the wheels.
I figured it out, you haven't defined a "Slot Name"
You can find the slot name by selecting the prefab, search for "SlotManagerComponent" and then under the "Slots" subheader, it'll be in there.
Thank you, I didn't think of this!
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
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 ?
Hello how can I set the points to cap in a certain Path and maintain the radio connection
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!
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?
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!
Are you pressing Ctl Shift F7?
Yes. But just today, it crashes in 90% of times I use that shortcut.
Have you tried running as admin?
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?
Through the bases radio signal whitelisting
I get these for no reason and don't know what the root cause is, it's not consistent to troubleshoot on our end
sorry for lat eping but would it be possible for a discord call sometime and you could explain it me and a buddy of mine arent understanding
Yeah I finish work in 3 hours so I can join a VC later if that’s fine, you just gotta @ me and remind me.
I’m in Australia so that’ll be about 6PM my time.
u r a legend thank you
Still need help mate?
I'll be here just doing configs
Anybody know user named "Hexora" author of the "Reforger Watch" app?
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?
Nah they didn't join but I can still just show you
I would appreciate it very much!
Hey, just wanted to check. I'm 99% sure this is a WCS feature right? Its not avalible in vanilla right?
What I showed you is available in both
Are you sure, there is no Whitelist component in Vanilla from what I can see?
I just checked the Reforger script API and its not listed or documented in there?
When you select the conflict military base you want to edit this is in SCR_CampaignMilitaryBaseComponent
ah yes sorry im so tired, im used to always having WCScore so that would make sense
just double checked to make sure
No worries, all good. Just wanted to make sure I wasn't losing my mind.
yeah nah sorry im gonna get some slepe before i keep editing
sorry brotha I passed out im on EST so i know our timezones are far off
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
IS there a way to take all of the items i placed into a world and turn them into a prefab
Yes, just select them all and drag and drop to resource browser in some prefab folder (PS mb also needs to add them as child of some single main entity)
What do you think went wrong here? I was able to replicate your LAV approach just fine. On LAV. But I can't figure out why turret on Humvee doesn't turn. I tried several related bones already, slot seems to be also correct. I'm out of ideas.
The turret is in a slot of the roof which itself is in a slot of the vehicle. Is it for video or a still?
Also you might need to disable CarProcAnimComponent
Where does experimental download mods to?
So, how am I suppose to link all that together, so I can rotate turret for an image?
Also, seems that video export is locked only to 4k. What if I wanted to render image sequence in my native 6k resolution (7680x2160) instead? Can I manually override it somewhere? It's a bit ironic that snapshot by Ctrl+Shift+F7 will respect my native resolution, but video export won't, lol.
Your track is called HM2_turret but the prefab is called HM2
When moving bones around, anything beyond underscore on bone animation track is irrelevant for animation functionality. I name those tracks like "HW2_wheel" etc.
ah ok
How do you refrence the "Turret" slot? Do you need to first call the "Roof" slot, then the "Turret" Slot? I tried and couldn't get it to work?
are we allowed to prohibit groups from using our mods?
is the question related to the reply?
😅
no I just was scared to @ you 🤣
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.
This was the exact response i was expecting lol
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
I'm curious too see what you would need to do to cause that many critical errors 😭
I honestly forgot what I had opened to create that mess but I just kept watching the number go up and I was pretty confident it was not gonna crash and believe it or not, it crashed
Only if we can have weather causing a waves like in that BF4 map that could flip an inflatable 🛥️
If it's for an image than you just disable the roof slot from the vehicle and place the roof prefab separate entity in the same location. Then you can do the same with the turret.
What about for cinematics? The video you guys made about cinematics doesn't explain it, I dont think it does at least.
I've opened up a license feedback thread here:
https://discord.com/channels/105462288051380224/1508775029897297930
No jokes, no arguing. Aim is to see what we can do to improve the modding experience.
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 ?
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.
@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. 🙂
Hallo KenKo Danke dir, ich habe sie temporär entfernt. Die Nachladeanimation stimmt noch nicht ganz, bzw ist von der RPG7
Also ist aktuell keine Munition verfügbar?
Danke für die schnelle Antwort 🙂
ja doch eigentlich schon. ich habe sie einfach nicht mehr ins Arsenal gepackt damit sie sozusagen Single use ist.
werde aber sicher noch ein zusatzmod machen der die Munition ins arsenal bringt
Danke dir, bisher hat kein Munitionstyp angezeigt, dass die dann einen Schuss mehr hat. ): Aber danke dir aufjedenfall für die gute Arbeit!
Wär cool wenn du die als abhängigkeit einfügen würdest. Leider kann man ja nie sehen wenn ne Mod sowas hinzugefügt bekommt.
English only
@dreamy adder
Was a chat about panzerfaust 3, sorry.
No problem. We just state english only so that it is kept like this and it does not evolve into a mess on languages 😅
Defined language for the discord is English
as in #rules #1 rule
u absolutly right, sorry my guy 🙂
why is it that radio bags work in workbench but not inside my server and you cant spawn on them
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?
I don't know all the technical wording but from what I understand is that if you don't add -profile ArmaReforgerExp to your steam launch options on experimental branch then all the mods you downloaded are just bunched in with the stable branch mods
default downlaod location for both is the same place in user files I believe
to change that you would need to use startup parameters
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
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.
And I did. But now, specific mods are going to the experiemtnal place after I downloaded experimental.
However, I'm downloading the mods in the regular branch.
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
does anybody know or have a reference if the pasgt vest actually looks like this next to helmets and uniforms in real life
Yes I do matter of fact do you want me to send it to you?
that'd be nice
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
@hollow rampart ^^
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
Is not allowed.
So bad idea yes.
aight i won't then
Also don't rip stuff from anywhere. It's never allowed.
The textures are public are they not? I know when you’re in the workbench you can look at textures or something like that. I haven’t used the bench that much
no the files are all packed in and not directly accessbile.
For retexture purposes you can screenshot the texture from workbench as a reference
Alr then I see
I’m sure there’s way to recreate it just probably not 1 to 1 I have no knowledge about textures and making models
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...
This is fantastic! I was about to give up on posing the default way, due to how time consuming that is. In Blender or with this addon, this is just a matter of minutes, not hours.
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 😩
My understanding, from discussions I saw a year ago: as long as the outcome is 100% original to the content creator, BI looks the other way.
But if the outcome contains BI's original work, like an edited texture would: then there's gonna be problems.
Is that still the case or has this changed?
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).
sure its as I said there #enfusion_generic message
how many of my mods should i expect to break tomorrow
It would be healthy to expect all of them
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
Call me basic, but I don't seem to understand how to use this mod specifically. I succesfully added mods like RHS or addon map, but this just doesn't show, neither I can't find it inside World editor options already.
Can you help me out with this?
I would be lying if I said I had installed it, but I'll take a gander and see.
Is it not a workbench plugin, you would install it like that I presume?
I have no idea. I downloaded it via workshop in the actual game and there's no description on how to work with it. Only what it does.
@rotund sentinel, can you enlighten us on how to instal/start using your Bone manipulator, please?
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
Nice!
Under what component menu I could find binoculars?
This one
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
anyone can tell my how can I disable friendly AI spawn at PvE Bases?
If this is what you're looking for, just use this mod: https://reforger.armaplatform.com/workshop/613629A17AFFEBFE
You can still build them, but the action to spawn the AI is removed.
Ah nice. Some People are missusing this ai stuff. Thank you my guy
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.
Start the game once, make sure you do not have mixed experimental with stable workbench and vanilla gproj in your launch screen list
Hey, sorry to bother you. I wanted to ask if we'll be developing our own mods for 1.7 soon?
What? Why are you asking me? Who is we? lol I'm so confused.
Shit, sorry))
The translator screwed up, as usual)
Don't tell him
Will there be an update of your mods for 1.7 soon?Now I see these errors and it's all because of the square bracket, apparently.
The original question was incredibly confusing, What mod? What errors?
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?
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.
biki tells to use wbModule + run + validate and it should at least return error code, but in reality it immediately detach from terminal
Scroll up like 10 messages
Thanks for the speed, I'm sorry I bothered you, I didn't know about your fast updates.
Oh okay thanks, I was just using this chan to post my screen cause its not possible in https://discord.com/channels/105462288051380224/976019137606352966, thanks again, I'll scroll up next time 🫡
I really apologize very much and I didn't mean to be rude or incorrect.
Thank you so much for your work.
You should always check prior messaged on update day lol
Well noted 😅
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
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?
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.
How do I change what rank you have to be to build a armory where you can change your load out
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.
Check the uniform top.
I cant use linux to run enfusion engine can I*
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
Thank you, will see if a regenerate navmesh does the trick💪
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
Hi, does anyone know why I can't change the clothing area type?
any idea why this error popped up?
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?
Your SCR_AmbientPatrolSpawnPoint FIA_5 setup itself looks mostly fine, so I’d check these first
That’s usually not just an in tools visual bug especially if only the static tent AI are spawning while ambient patrols refuse to populate
Still unsure how to fix this if anyone has any idea. I'm relatively new to the editor so not sure if it's something obvious but I can't seem to revert this
Mods need update
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
why don't you make some enfusion love towards ATGMs yourself, rather than expect someone else to do that for you?
Cuz i cant use blender and do the weighting things. I already tried many times lol. I can script and do enfustion things but not blender
If someone volunteers to help with importing 3d models to make ATGMs a thing dm me
this is basically the reason why.
Fair enough😂
it's a visual bug.
they messed up the budgeting in tools. AGAIN
Look at the console log. I had a script causing this that I copied (for backup) and removed. Then save and quite and re-launch. 🙂
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?
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
i cant get my world editor to start up. anyone know why its doing that
holy shit???
Is there a channel to request for someone to create a mod?
no
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
are you okay
sir this is a Wendys
I'm WCS Armaments and WCS MANPADS Fix for Enfusion. How do I turn this yellow cone off?
I have the same problem.
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?
Finally fixed this. I accidentally clicked this button on my map
same for me
Oh man.... you had way more than I did
First
Second
Third
Hello
o7
Sixth!
o7 (th)
69 😉
hello
10fth
Here we go again 
So is there any information somewhere on how to use the Editor and create map or wtv?
nth
Top 15 baby
What happened
This is super different than dayz modifications
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
Have you managed to make anything yet?
me too
I was gonna do some basic starter retextures but I can't even figure out where to put stuff right now
yeah im just used to arma 3 arcane arts tools
so im not used to a UE4 style approach
tldr: nobody knows what they're really doing at the moment :C
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
Is it now possible to mod in destructible environments? eg blowing up buildings etc
😄 I mean those that know the engine more might know was just looking at the tools tbh
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
with the amount of destruction already in it will certainly be possible
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;
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
@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
there is a prop in the samples but idk where to look
How can I access Enfusion?
Steam library>tools>Arma reforger tools
What Cammando said.
Thanks!
yeah take me back please
Enfusion engine Does gi support?
What does the SCR prefix stand for?
bohemia internal name prefix, check out https://community.bistudio.com/wiki/Arma_Reforger:Scripting:_Conventions
has anyone figured out making new uniforms yet lol
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? 😂
Pretty sure last time I tried, I could just drag&drop xob files into world editor to place them
'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?
what is this 'animation reference thing all about?
https://imgur.com/e9J1ESK
hello i would like to ask about how to create a faction in arma reforger with enfusion
yeah but I want them appear in the gamemaster asset list
check the dev hub page at https://reforger.armaplatform.com/ for templates and guides
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.
Did you figure this out? This seems to be a little wack with the Double prefabs
not yet
still haven't grasped yet what a prefab is
The thing is that I'm not really used to blender so this really slows down my progress alot.
it is reference for a pose
I can perhaps share later some simple animation done in blend file
yeah, but why is it above and forwards of actual rig? very confusing to look at
if you could bro yeah that would be great, would be amazing 👍 😄
Hello i want to port my weapon to reforger i've make some changes in blender to match with enfusion like this :
In enfusion i have multiple problem first this :
GetResourceObject @"{536BF67B2052B869}material/metal.gamemat"```
and next i dont have my memory points and my bones
screen of workbench : https://imgur.com/a/sSWMWnW
Yeah me neither, and when I've looked trough the base game assets the same data is packaged in several different areas for the exact same thing. Like you have the 3d model for Binocular in Assets-Items-Equipment-Binoculars. But also in Prefab-blabla
Prefab = config i think
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.
The Assets folder holds models. Unlike Arma 3 where Model = Object. In enfusion a model is simple information. The object needs to be defined separately, this is the prefab.
The prefab binds together the model and extra data using components. Those components are then what enfusion uses to create instances of the prefab inside of the gameworld.
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).
Hi, tell me how to create a localization?
https://community.bistudio.com/wiki/Arma_Reforger:String_Editor This should have most of what you need
deadman
can you help me somehow?
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
Hey, so anybody tried the clone wars mod yet? I wanna see if it an actual star wars mod or if its a fake.
can we rig walking mechs now with Enfusion?
are these pre made animations? stances? cycles?
premade
ok, that sounds great, what sort of time are you available then please? im around until around 2130
till 19:00 today
ok, cool, you free now then by chance?
not exactly
so youre available 1) up until 1900, or 2) after 1900?
Same problem here. The m4 mod that you can download in game has managed to do this, so there is a way
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?
can we talk in DM please sir?
I'm afraid it's close to 19:00
its 1757 here, thought we had another hour still, but dang
best to try tomorrow sometime or?
I guess 😉
tomorrow it is, will dm you tomorrow, thanks bro 👍
I would prefer to discuss it here though so others can learn too
So going by the logs here full documentation for the modding tools hasn't been released yet?
My enfusion for some reason is not able to log me in, any clue on how should i fix this?
https://cdn.discordapp.com/attachments/976190496143708191/976402525097951252/unknown.png?size=4096
I have the same issue

ok bro, gotcha 👍
i need some youtube videos stat on the whole process of this lol
im a half step away from doing paid tutoring on this
it's shouldn't be like this
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. :)
hi here, someone know how to make an handanim ?
I am able to get my prefabs visiable for GM now in side of the workbench. Sadly I seems incable of properly loading my mod in reforger itself?
it should appear as an installed mod even if you don't publish it
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
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
so you can launch gamemaster from the workbench?
and its placeable in there?
Yes
I launch GM_Eden in the world editor
Basicly GM but with my mod loaded.
interesting
Thats Why I am suspecting GM in reforger doesn't just "load" your active mods somehow.
this has not been impossible before either
but it required to have it as a "human" entity not a vehicle, right? I'm basing my assumptions on how the walking wh40k mechs walk in A3
correct.
so in Enfusion they would still have to be human entities?
it has been like 2 days..
give it some time if you dont want to go look on your own
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.
Is there a way to bind hit particles not to a specific weapon, but to all at once?
assume nothing
my brain is as smooth as a bowling ball
not sure what this overriding means
I'll dip into the tools properly after I'm done with exams
ah no problem
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:
delete the .bin file in /profile and login again?
Is there a way to bind hit particles not to a specific weapon, but to all at once?
Tried that same issue
A lot of people are having this problem
log out, login again
and maybe reboot your pc aswell, just to be sure
(Worked when I was fucking with it last night)
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
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
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 >:(
I think the BI servers are just chugging a bit
maybe not scaled to the amount of people that are doing stuff
Anytime I try to open a sample folder my workbench crashes, anyone experience this?
How do you open the sample folder in workbench?
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
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
I have the same issue unfortunately
@wanton dagger on their wiki it is classed as a "known issue" but no solution yet
Oh, and I'm out here trying for hours and hours, must have missed that
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
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
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
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
Very weird, I had issues with it yesterday but today I was able too, Then the workbench followed after
Aölright guys cya in 8 months.
I opened the game logined there, quit, launched workbench, logged out and in again and ti worked
Kind of a general question - do you think with enfusion we could get a nice, detailed terrains focused on larger cities?
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.
congrats
whenever you have time send me a dm with the details. no rush of course
https://cdn.discordapp.com/attachments/958764489946325002/976623050609016842/111.PNG Anyone know why i get this message...i tested the tool yesterday, needed to format pc and reinstalled fresh copy now i get this.
What am i doing wrong
Nothing, press "ok" and look for Arma Reforger.gproj in the pop up
lemme try
@grand hemlock where is it support to be Arma Reforger.gproj ?
Documents folder...reforger tools instal location?
is their a faction modding tutorial
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.
man it's so sad modding become more complicated
i hope they give us a step by step to create a faction
It is a one step process. Right click on the thing you want to make as a prefab.
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
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
Yeah same as people getting. Refunds because multiplayer is broken like come on give it some time😩
No launch ever is flawless
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
What’s arma reforger
it feels bit complicated compared to modding in arma 3
its complicated now because nobody understands how it works
I'd say it got more powerful, and flexible (which is brilliant and I'm excited to dive in deep) but definitely not easier afaik lol
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
It's different, only time will tell if it's truly easier or harder.
Well from my pov where ive made arma mods so far ive found it WAY easier to make mods for enforger
Ofcourse there is still stuff unknown like how to make vehicles work but im sure itll be easy to follow
a lot more convoluted
What types of mods you been making?
Vehicles
but if you are doing config stuff that would normally require a game restart every time you make a change, then this is better.
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
It is harder because its unfamiliar
so i will be waiting for upcoming days
Give it some time and it will all be easier in the long run
when more experienced modders starts dropping tutorials
It's mainly the switch to an ECS style system that makes it difficult, but it's gonna be more flexible
100% it will depend on your use case because the tools are different for each thing
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
mostly will continue on retexturing already existing assets and make then into a new faction
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
can someone make a giant inflatable duck
@wild oxide great idea!
why isn’t it in the game already
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
Is there any more ETA on Enfusion documentation?
Is it currently possible to locally pack and test mods without having to upload to the workshop?
Use world editor to test
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)
if your addon is in Documents\My Games\ArmaReforger\addons then you will see your addon available in "Downloaded" section of in-game workshop
you can also extract addon files from bundle (bundle is created in publish project menu)
where would I find crash logs?
%userprofile%\Documents\My Games\ArmaReforger\profile
appreciate it. Importing sat map made me crash
wait, is this the game or the editor, sorry for not clarifying earlier
both
yeah I realized that
Reason: Access violation. Illegal read by 0x7ff7b9726bec at 0x0
Very cool
console.log file is shared between game and workbench though
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
Where would be the appropriate place to post crash logs and find help?
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?
but ingame with zeus that faction doesnt appears
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 !
Well you can test most things inside workbench?
Also I think, ingame, mods are actually only initialized once you load a scenario, so maybe you can go back to main menu, and restart the scenario, and it may reload your mod (you may need to re-bundle it though) best way is to test inside workbench, you can just run the scenario there
@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 ^^
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.
Ho right, I should move the engine and the game to my SSD 🙂
yeah definitely, I had it on HDD too and it was quite a terrible experience
hey bro, so whats the situation on this please? with the simple animations done in blend file? 👍 🙏
someone knows when we can expect the documentations for the tools to be out?
Hi, I was wondering how to I create a GenericEntity?
thanks
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?
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 🙂
@candid spire ?
I read somewhere that BI uses SVN, not sure if there are any further collaboration tools
I do not have time to help out in any other channel than #enfusion_terrain . Sorry. Every other channel is muted.
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 😅
Hi, tell me how to add a language to the string table which is not there. for example ua_ua
Is it possible to change keys mappings in world editor ?
controls are in qwerty, I'm on an azerty keyboard
@young ivy the Workbench stores the shortcuts/mappings for all tools (for some reason)
Workbench->Options->Shortcuts
Anyone here know how to take a prefab from the game, and save it as a new prefab after editing it?
Anyone know how to publish a mod to Xbox? I was only able to publish to PC
how to load multiple project
Find the prefab in Resource Manager then duplicate it to your project in right click menu
You can now edit and save this duplicate.
it wont let me delete asets within the duped prefab
? Delete assets in the prefab?
Like a tent with a door. I wanna remove the door and extend the tent. Wont let me delete door
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.
is there a way to be faster with camera movement in world editor ?
I tried Ctrl and shift/alt, no effect it seems
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.
Scroll wheel whilst pressing WASD iirc
Thanks !
How do I add an object in the hierarchy to be part of a prefab?
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
Slots manager components iirc
hmm I'm sorry I don't understand what you mean
On the right hand side you see Components right?
yes
Add a SlotsManagerComponet
to the root or the child?
okay I added it
Now add a slot and link it to an xob or prefab, and set the position
you should have a secondary mesh now
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
But the racks I duplicated (the red SCR_CampaignWeaponRackEntity_3) is not part of the prefab
Just drag in an prefab from the bottom resource viewer
then drag them so they are children of the base ArmoryDepot
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
I haven't tinkered with nesting prefabs (thats what enfusion calls them)
@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?
how do I hide the red box from in the playmode?
I don't have that in my world editor. Might be a bug?
okay thank you bear
oh I had to uncheck draw shape
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
How will the move from reforger to arma 4 be?
workbench wise, will it be just a different documents folder specifically for arma 4?
Its years out, can't really tell what will happen exactly
So when I go to my workshop thingy, my project is 0kb and my scenario doesn't show up?
anyone know? 
can someone help me with why my mod isnt showing in the scenarios?
I have it enabled too
u should publish it in test or private mode
same issue
what do you mean?
ah, in that case the publisher won't let me login lol
nvm
thank you 🙂
I had the same problem, just try to go on the official website, and then in the engine
get dis error when trying to bundle 
Creating bundle failed!
See console for details.
Anyway to set the default camera speed when opening world editor?
what in conso;e
try to lmb+shift or "option" button in right corner
try to change previewe img
does it need to be in the weird format?
.png works 100%
can we have talk and u show demo?
okey
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
@smoky sinew is it a scenario? you got a missionheader file somewhere?
yeah its a scenario and missionheader file is in missions
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
hmm interesting ill keep an eye out and let you know if I find anything
are you making a CAH scenario as well?
nah im attempting to make a small co-op mission for me and some buddies
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
I mean the mission wont even show up in the scenario list
are you talking about that other error you were having?
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?

yeah same error 😦
any idea why dragging an xob in a world scene crashes the program?
For this type of error check the pinned message in #enfusion_scenario 🙂
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
@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?
Yes, and scroll wheel to change the speed
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...
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
Anyone able to help with why this publish is failing?
This mod was previously publishing
Maybe something you changed broke it? If you could easily undo your changes I would try that and see if it publishes again
Yeah tried that 😂
You also tried restarting the workbench? That seems to be magic! Other than that I am not really sure :(
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 ""
should i ignore the resourcedatabase file in the svn?
anyone worked with the localization files yet?
or new character?
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
Man this is so frustrating
i wish it just told me what the error was
that's better than Reason :"" after changing literally nothing
You can get to the docs from there and also peruse sample mods
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.
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
hold rightclick and then WASD
Yeah exactly! Must be broken, but let me know please if you figure something out
same, haha
I just tried to manually edit the .ed file in a text editor but it didn't work out
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 😂
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
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
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
yeah check out the workbench plugins section of the wiki
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
I am hoping that the modding tools will get github integration
pinned messages in #arma3_scenario
Its usually best if you find the most specific channel to your problem than the generic ones.
People who already figured that stuff out will probably be around there
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
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.
workbench test?
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
yeah i been in it, its not in the arsenal i put it in
Then how do you expect the mod to work ingame?
now your seeing my issue
How did you put what into a arsenal?
What are you doing
i edited the arsenal config, some people told me in another channel it was one of the ways to get it to spawn
im trying to mod a helmet just for testing
do i need to add any components?
Mod in a new helmet or overwrite a basegame helmet?
new
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
i did that and its just not using the model i swapped it to, its just using the default. and yes i made sure to save
Did you apply the prefab? Break the prefab instance and see if you get your model.
if you are talking about this button then yeah, click it every time it appears
well got it to be equipable
how do u make a prefab with ur own script attached to it?
I am not really sure what is the use-case you are discussing. Just want to point out that there is a big performance difference between loading and instantiating Prefabs over individual entity instances (you get then when you press Break the prefab). Keep it in mind 😉
I wanted him to check if his model loaded properly with just entity instance. Then I knew if he was editing the the correct prefab in Object Properties. Wasn't suggesting to use it instead of prefab :)
Prefabs are made of Entities. Entities can be scripted. Entities may contain Components, which you can also script. So to create Prefab with you own script, you need to script Entity or Component.
hola amigos
yep worked it out after i asked that 🙂 ta
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?
first time launching Reforger... is it just me or is the Menu Font really blurry on 1080p ?
which workbench do I use to mod in character assets?
Really dum question from noob modder, how do I test my mods?
Is there some way to hot load my mods?
yes theres a play button in the tools workbench
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 😦
I'm a bit blind ;-;
I can only see a preview button, but that doesn't let me test stuff ingame cuz it's just a preview
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.
Nnngggh. I tried to publish a project and the "Publish project" window decided to delete the metadata
Is there any chance I can play my published map without creating a game mode for it?
Is it normal for vehicles to be indestructible?
I'm trying to publish a mission but it won't let me login to BIstudio
gives me an error 400
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
oh it did log me in
solved error 400 by logging in from reforger
so now in the workbench it shows I'm logged in
but when I try to publish it it gives me this error 401
How do you play on the terrain you;ve downloaded?
do you have to host your own server?
if this is your first upload then you can try deleting C:\Users\user\Documents\My Games\ArmaReforger\profile\ArmaReforgerOnline.bin and logging in from workbench again
Is this a problem for anyone else, how to fix it, it worked earlyer today
https://gyazo.com/e0a64b2b7144871f7a2916e08c40665d
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
Any advice or resources or I should look to when starting with Modding?
I'm a Computer Scientist fluent in C/++, Java...
😐
did you ever get this fixed
trying to add the PASGT vest that's in the files, no idea what i am doing B)
i imagine theres already a handful of people building a dayz mod. does anyone know anyone in particular so we can follow or help?
Doubt it considering DZSA is in a similar engine while performing atleast 2x better. There's little reason to build it into reforger
It's the opossite, DZSA hit its limits years ago, any dayz like mod in reforger will be so much better when people get around using the tools
"so much better" in what way exactly? The game can barely handle a server above 10 players. Character models jump/frameskip all over the place.
In DZSA I get solid 144 and Reforger barely hits 60 while looking arguably worse.
DayZ has such an established playerbase and modding community I highly doubt they'll be many people jumping ship.
And how much do you think it took for Dayz to be like that? Reforger hasn't been out for a week lol.
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
Such as?
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
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
And you're assuming this won't be how BI "supports" reforger 
Again, it has less than a week.
Opinion: Ignored
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
0
Wtf 😂
The Workbench crashes when I wanna save my map?
This is realistic, have you never seen a human stick out of a wall?
One day it just worked for me
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
anyone knows how to import height map to build new world ?
are you trying to save read only map?
if yes, then you first have to make a sub world of read only world
Are 3rd parties allowed to make their own game in Enfusion or BI will claim the ownership?
Well in the Hierarchy I only got unnamed, default and world.
Did somebody already create a explosive that explodes when a car drives over it?
I am working on landmines at the moment actually. Fucking around with the collision trigger component and the fact my model collides with rigidbodies but not the terrain.
Success, let me know when the mod is ready!
Is it also possible to make it explode when you shoot on it?
Probably just slap a destruction component on it. I'll see when I start working on it again.
👍
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?
Collision is a little fucky. Do you have colliders in the model in source FBX? With the proper layers?
I don't think so
I'll Google around and see how I do that in blender
It's on the BIKI page under modeling FBX import
You can use the sample prop's FBX, import it into blender to see how it is done there.
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
I don't have an itemBaseComponent on my model here; but I did get terrain collision to work. All I did was in the rigidbody:
- Change Active to active
- turn off Static
(I started from a prop rigidbody)
So it falls down and lands on the ground?
exaclty
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
There is a warning but It still works
I'm gonna look into the warning
Yes please. :)
Alright that bad
yeah
I don't know how I got all of those in
let's see if I can remove some of those layers
Did you set the layer in blender?
It's also in the FBX import list.
But It looks like you are porting over a P3D right?
You don't need seperate fire and Geo colliders
Just set the colliders to use the layers you need em to use.
No I'm doing an fbx
A new FBX?
I re-export everytime I make a change yes
What is the base model from?
What did you base the blender file on. A new model or an P3D imported one?
Why do you have a Fire and Geo LOD then, I assume you do based on the collider names.
Colliders replace those lods afaik.
