#enfusion_generic
1 messages ยท Page 28 of 1
Huh, which of the samples what that? The desk drawer prop?
ye
I didn't see that, maybe that's why mine falls straight through the terrain and yours doesn't :)
just opened a random one
Where is the fbx import list? I haven't found how I change the layers yet
Use the enfusion tools for blender. The plugin
ah
I'll look where I can find it
still have to install that
that will simplify a lot I believe
Yes, yes it will
On the BIKI under tools there is a tutorial about installing them iirc
sorry I'm quite new to modding, just thought I jump on the wagon early with enfusion
Biki is bohemia wiki correct?
So tried to create a World with a SCR_MissionHeaderCampaign config and as soon as I want to bundle stuff up I get this error.
RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed
Only images I use are the defaults in the config
I am wondering How easy will it be to create custom skeletons and models with the Enfusion tools?
how do I make the map night?
We need a mod so we can properly Arma Vehicles again by making them fly ;p
See pinned mesages in #enfusion_scenario
Anybody got DB integration working yet?
Hello, I have a dedicated server running on my PC where I run my game from, but want the logs to be seperated (it currently writes to the same logfile from the server and the client). Is there option for this? Thanks.
Any guides on using SVN with reforger tools
I'm just wondering why SVN instead of Git ๐
How can I open 2 mods (terrain, car) at the same time in workbench? when i use Open With Addons option it puts out some error and says not found
NGL, the way that this engine presents itself, I found myself totally comfortable with the layout. Immediately began to explore and find things out. There's a LOT of potential here... Like... Millions of times more modular than 3. (2 has the best story tho.)
How do alpha maps work in this?
just like you use SVN on any normal folder, theres nothing special about the tools
Just trying to figure out what channel the alpha test is currently set on. As I've tried taking the opacity map and inverting the selection
Never used SVN so idk
Why do you want to use SVN now?
There are probably lots of easy SVN tutorials out on the internet, just don't search for it in combination with reforger/enfusion
collaboration but it's w/e
I wasn't searching for enfusion specific, I was just looking into SVN generally
Guys if you are a youtuber please consider uploading basic tutorials on how to navigate the engine + modding workflow,
it would be awesome for people like my audience (intermediate developers who have not worked in modding before) to have educational resources, whenever possible
i know this is really stupid but can you access the workbench from arma reforger and if so how do you
No, tools are separate
where do i download the tools?
xd?ยฟ
GPU issue
do i understand right that the Mission Editor is now part of the workbench?
I am putting together a dev team for a zombie mod that I have made decent headway in,am looking for help with AI behavior trees a melee script for the AI to be able to use (would prefer to not give the AI an invisible gun), and animations! Again I have a basic working implementation of all of these but since I don't have a lot of experience in these categories, the quality is poor and its not a mod that I am currently proud of releasing.
PM me if interested
Are we going to get a linux dedicated server?
Everyone is like that
@wheat pagoda you could attempt to use DayZ as a baseisi for your mod, Reason i say this is its a Bi Engine, Its part of Enfusion and Part of the Older VBS engine arma 3 runs off of
i appreciate the input but the AI component is completely different and isnt coded in the same way as Arma Reforger as far as I know
might be wrong tho idk
I would check it, Becuase they are both close to haveing the same engine
Mainly becuase the AI for DayZ standalone was made after the engines were merged as tehy are now
if you're willing to look into that, i'd appreciate the help!
I dont know how!
I just know about the engine conversions that took place and how the updates went on DayZ standalon
ight thanks for the input, sounds like a good lead
I figured it out. I used the prop preset in the blender tool (which is very handy). The top one is a normal collider, the bottom one fire LOD
It's way out there but I wonder if anyones gonna attempt a Space Battle Terrain, with Zero G fighting
did you end up getting this to work somehow?
Collision trigger works for terrain, rigidbody collisions. Besides that I did get it to work yes.
Any chance you could share your setup for it? I've tried getting the ProximityTriggerComponent to work like I want it to, but figured it would be easier to test stuff with the collision trigger component first, just can't seem to get it to trigger when I drive into the object that has it attached with a car
You making a mine my any chance?
c4 and claymores, though it's more or less just playing around in the workbench for now, the collisiontriggercomponent stuff is more so to get the hang of it and actually understand how it works
Can anyone point me to a "How to Reskin Core assests" Document or video?
I am working on a framework for explosives. When I flesh it out a little more and have a release I'll ping you.
sounds good, thank you
On another note, does anyone know if there is an easy way to find prefabs/entities that have a specific component attached to them? In some cases you can find them by searching for the name of the component, as they somewhat match up, but is there any better way to do this?
i was able to search by references for a similar issue, try that
although it is generally discouraged to implement overrides for files that will not directly influence your mod (updates would be more likely to break your mod)
I think he just want to find an implementation of the collisionTriggercomponent I would have do that too, had I thought of it.
try right clicking a given script if you can find it
doesnt always work, it worked for me earlier but then it didnt a different time
maybe i just dont understand the tool fully
I don't think that works for specific components, does it? e.g., if I want to find already existing prefabs that have the CollisionTriggerComponent on them, how would I be going about that?
ah you're right, i was doing it with game scripts not with C component-classes
a mod is too big the download freezes at some point 
a primitive way to handle a claymore would be to set it to be an AI that "attacks" when an enemy comes within a specified distance
but i agree that it should be possible to have that kind of collision physics
something to look at would be what physics cause grass to move when you walk on it
Yo that advanced stances extended mod is rad, you could use it for blind firing around cover, but the system in place that makes you hold your weapon back when facing walls gets in the way abit xD
Anyone knows how to disable automatic engine stop upon exiting vehicle? I can't find where that callback is set. Debugging engine stop script just shows empty callstack.
@hexed crow @red crow you should be looking at CheckCollisionsSimple() which an example of can be found in line 213 of enfusion://ResourceManager/~ArmaReforger:scripts/Game/Character/Melee/SCR_MeleeComponent.c
1989 Claymores don't auto attack. They are command fired.
fair point
but what was your issue with collision then?
anyone know why i cant join this server
Do you have the mods downloaded
yes
Hmmmm
got it working now
Nice
Has anyone figured out how to pull the rank system from conflict and use it in other things?
As it is part of the GameModeCampaignMP you could just look it up in there
in the code its called Skill_Level
Looking now, I looked a little bit, but had no clue where to start. Took me about 2 hours to get my bearings and get a feel for the workbench
Appreciate ya pointing me in the right direction
still getting my bearing in all of it too ๐
The ShowXP Function handles like some of the logic
Now I gotta figure out how to get just the level system
Looks like the original code implementation is in SCR_CampaignFactionManager
or rather some of it
its a bit divided up
๐
well as soon as you find the code you can put it into one thing together
like as a Component, which you can add to any prefab
So how does initializing scripts and whatnot work? Like in A3 it's at simple as executing the sqf in the init
depends on the functionality
I've moved the Game Master Playmode to a Component and basically the game mode and constructor of the GameMaster Component handles the init and has several event handlers which get triggered
So basically look into components it sounds like
seems like that is a recurring thing you're telling me that I have no clue about yet
its something I tried out
it was the easiest way to add functionality to a game mode
you could also create your own game mode
or just attach some scripts to the game mode
hmm, I'm taking notes and hopefully this info helps me
I appreciate you sharing your wisdom
the possibilities seem endless
I think I might have found something, so SCR_GameModeCampaignMP uses the CampaignFactionManager for the faction manager prefab (possibly) meaning just those 2 together might make the ranks happen, but if that is the case I'll have to figure out how to make other actions gain xp
you gotta make models in blender right to then import into the tool thing
Hi! Is it possible to create a mission and export it locally to test on a dedicated server or does it have to be published through the workshop?
maybe with -addonsDir path-to-addons -addons name-of-addon
added to the server start param
with this set in the Launch Options of Reforger, I could directly test my mod
I'll give it a go as well, thanks for the suggestion
-addonsDir F:\dev\arma-4 -addons ConflictAdvanced
or you put it directly into the addons folder where your server files are located.
Hey all, what did i forgot to add to make my level more bright?
In editor level looks fine and bright, but at play mode its become really dark
(1 photo - in paly, 2 photo - in editor )
Is there a weather editor?
Follow the guide in the pins of #enfusion_terrain
anyone know how to save a entity I placed down with custom properties as a prefab? So all I have to do is drag and drop if i want to reuse it
where do project files you created are stored?
want to zip it and do backups files in case if i ruin something on my work
also is there a vertex snap feature?
Like i can select a corner of that roof and snap it to another corner of room to stick two buildings together
What i need to do so my placed probs. in the World Editor are not floating in game. In the Editor all looks fine but as soon as i test in game all is floating.
are props not working right now or am I messing something up with my config?
Look at the polyline tool :
https://gyazo.com/c96195c05c6553c10fc22a49151ef952
Not exactly what you looking for but it gives you the tools needed in a different way
thanks, yea my things is different, about snap objects perfectly to each others ๐
You can do it with that tool and the poly line component. You can define spacing between the different objects this way and so on.
Like on my screen
they are perfectly aligned
How do I make an object follow its parent?
I want to attach my custom models onto a car but it won't follow its movement although the new model is the child of the car...
Anyone any idea what is platformId for Xbox? For PC it is ReforgerSteam. ReforgerXbox doesn't work.
I think towing is nothing that is in by default
@pale sable
You will need to create that logic yourself
I do not mean towing but just like a flag that is attached to a car
Does anyone know how to get your item to show up in an arsenal?
@brittle lynx refer to the resources channel, theres info in there on it
alt+windows opens up a debug menu idk how to activate the stuff in the menu tho
With Enfusion, are modders going to be able to easily reference other mods? Do retextures and such like how it was in A3?
If you create a project with a dependency on a mod, you can make changes to that mod just like you would to ArmaReforger. So, yes, it will be easier.
Awesome ๐
Do you need the source mod for that? Most modders in a3 just crack open the pbo and go from there to get texture templates and such.
if you get the mod GUID, workbench should handle getting the source for you. One of the reasons steam workshop is a very dumb idea with the new engine
Understood, thank you!
Anyone know how to fix this error so I can save my work?! lol
you can't modify a base game file
you need to make either a duplicate or an overwrite of it
overwrite will also change the base game file while duplicate will create new game content from your mod
im not trying to modify it is the thing. I just finished my own model and tried to save and I got that error.
did I do something while browsing and looking at the vanilla assets? im confused.
long story short how do I get rid of it lmao
restart workbench?
Yeah that worked
General question: Is enfusion engine similar to working with Unreal or is it so badly in its infancy that I should wait a few months? I'm an asset artist if that helps. I've worked with Unreal and Unity before for several years.
Tried making a VZ-52 Rifle as a mod, im just bad lol is there a tutorial or any information on adding weapons?
Did the workshop get purged?
restart your game, should repop
i did still has 3 pages
Hey, I have a question when it comes to ground deformation, I saw it was possible in arma 3 engine, But will it be possible in this one?
So if I just want to put up a hat as a mod for a friend to download, after I've put it in the engine, textures, everything, rigged, replaced prefab. How do I send it?
guys . need i create fps animation in blender or i have to create it in animation editor?
I can't find my published simple map with a couple hats placed on it
the project doesn't even show up as test in the workshop downloads section
I think there is some lag or something on BIs end.
When trying to join a server with my mod it says I need v0.0.2 which is the version I just uploaded but when I launch the game it doesnt actually prompt me to update my mod. Its so buggy rn.
Hey everyone! I'm working on adding little people to the game for inclusivity, let me know what you guys think! โค๏ธ
@pallid knot thoughts?
ive googled around a bit but cant figure out how to get the engine. is there a download link anywhere?
I love it and will definitely use it religiously
@cunning gazelle Steam>Library>Tools
is it reforger tools?
Yeah
Is there anything planned to improve the Zeus Mode?
guys . need i create fps animation in blender or i have to create it in animation editor?
itโs still very early. there is a mod on workshop that suggests it improves things, havenโt looked at it
When do you recon something would come out?
when it's done. my guess is BI is not focusing on game master improvements at the moment, so you'll have to wait for modders to come up with something
Could you rephrase your question? All animations have to be created in 3D software (be it Blender or Maya). Animation Editor is just used for configuration of animations itself
How do I actually get my mission to appear in the scenario tab? I just have a downloaded mod of the same name with a file size of 0 and no changes being reflected or allowing me to play it.
Hello guys, is there a way to turn the wheels from the car?
Hey, anyone here hosting their own server with a third party provide? Trying to figure out how to set up a server and run my workshop mod on it. Would appreciate advice if someone knows how to do that.
Any1 know how to hide the name tag over friendly Ai
anyone knows where to find Sample Mod - Adding addons to in-game editor page referred from https://community.bistudio.com/wiki/Arma_Reforger:Vehicle_Modding or how to make a prefab available for Zeus?
I did a write up of how to do it a while ago #enfusion_resources message
Didn't know there was a sample mod about it ๐ค
Thanks a ton!
If you run into any issues. It seems to not work for some people. Feel free to DM me. If I can figure out the issue then I can fix the guide
i may be completely dumb, but how do i load custom map and some custom mod at the same time?
vehicles are fixed?
Ok so I am about to make the Jump from A3 to enfusion, and I know I have a LOT of reading to do. Where should I start? Basically what I am working on the most is AI in SQF. Where should I start reading up on things in order to get up to speed?
Any and all links are welcome!
depends on if you're doing this for modding or playing the game
You guys think a WOTW mod would be cool?
Would love to see that
Wonder how hard it would be to get inverse kinematics working for tripod legs.
Not sure where to post about this, but here it goes.
I have a server setup with 5 rather simple mods, mostly low sized ones maxing at about 560kb.
Most people have no problem connecting, but one of my friends are getting this error: "arma reforger failed to start with selected mods"
He has tried removing all mods, installing manually, and also installing all via joining the server when starting with none. Unfortunately it all ends with either a crash, or the error above. Anyone know what is going on, or how to go about trying to troubleshoot it? He has reinstalled, ran as admin and tried most of the common things to no avail.
Beyond me abilities but I'd love to see someone do it
Unless someone replies here, you can try:#reforger_troubleshooting might be a handy place, or #enfusion_workshop.
Cold War unlocks so much potential in regards to modding, this is just my personal opinion though
Feel free to PM me, I have a 3rd party hosted Arma reforger server with mods added.
im getting a crash when looking at water in PIP
so scopes, binoculars
this is specifically in the reforger tools i think
Ohhh. I want to be able to equip a fire-wire for the 777. Then I could hook it to the gun and spin while holding fire to shoot the cannon.
Is the LOD system based on screen %, distance, performance, or a combo? Noticing there are substantially less LOD's in the meshes than there were in previous samples and released vanilla content.
Hey folks, I'm trying to follow the weapon creation tutorial in the wiki but it appears to want you to read a page I can't find - is there a specific Weapon Pipeline page I'm missing?
Similarly there's another linkless link further down the page:
https://www.twitch.tv/redhammerstudios RHS is streaming their mod development at the moment.
@glacial frigate thanks bud! (no discussion in the #enfusion_resources channel :P)
Oop haha, Iโll keep talk in here!
No worries, im sure they just dont want the resources to get buried with chat messages, makes it easier for people to find the resource posts.
hey guys this new graphics engine for mods is all that they're talking about?
is it really much better?
it's more than that
I do think it'd be funny if someone added a "Secretary " unit, like Angelina from CWA, so you just have this random assistant running around with an AK.
Modding
definitely get it so you can have mods ready for arma 4
hello is anyone figure out how to make a faction and made a tutorial of it
In a world, there should be a SCR_FactionManager entity and it stores information about what factions exist. It has an array of factions that you can add factions to. You can then edit the parameters of the factions to your liking. Things like loadouts and AI groups have parameters that say what faction they should belong to, so you could just make a USSR squad and then set it to be in the US faction, for example.
@ripe crow did you had any experience before your first mod ?
I reaaaally wish the Reforger main theme was part of the base game files, so sad that's its just in the soundtrack DLC and that probably means no way of using it in mods
If I wanted to work off a different drive how would I do that? Cause I set up a project, and Reforger workshop mods that I made didn't show up
I reinstalled everything, and did a test off the c drive and everything shows up automagically
also how do I load my items in?
Manual copy em over to the My Games/Reforger or just make a symbolic link between your drives project folder and the addons folder in my games/reforger?
Something like that should work, but don't quote me on it!
Yeah I have no idea, I'll just keep working on it in the c drive for now, but to anybody who makes a project outside of the documents/my games/ folder it won't show up. At least for me it didn't.
Also, how do I get my stuff to show up in-game? Like lets say I add some hats made, able to pick up the prefabs when testing, save to the sub-level. Then what?
@prime tree hey. Taking today off from the editor so part 2 will be between tomorrow and thursday at the latest.
nice what kind of stuff are you planning to show? and when do we get to learn to write code in Enfusion ๐
@north crane I have a tutorial in the #enfusion_resources channel. The beginning i have custom folders setup and towards the end I go over getting the mod to show up in reforger. Check the timestamps to help narrow down the end part
@prime tree part 2 is some housekeeping stuff and adding the co-op/mp managers & dependencies. Then the next videos after that will be implementing features to the scenario. I have plans to do a series on "EnScript for beginners" and then after those videos ill start getting more into writing scripts during scenario tutorials to tie things together.
sweet cant wait. everybody understand theres an infinite potential in reforger but its too hard getting into this without background knowledge
Its going to be a journey, keep in mind I just got access last week with everyone else so I'm learning on the fly while trying to piece together content to make it easier for the person behind me.
How does one make a custom item appear in-game? I thought of looking for it in the game master, there is a modded filter but nothing shows up in there.
Custom item is made, rigged, and "instantiated??" into a prefab.
So weird it's not letting me drag in the WP_Attack.bt waypoint
Ahhh because I was dragging it from the AI/BehaviorTrees/Waypoint, not Prefabs/AI/Waypoints ๐
๐
@signal ember after closing the editor at 17:10, the editor does not load the map again...
no errors or anything it just crashes trying to load the world
cool so the worlds corrupted?
Do I need to start from scratch or is this something I can fix ?
Anybody want the console log or anything?
Anybody? Hellooooo?
RESOURCES : GetResourceObject @"{1D6A0D44F647D7AC}UI/layouts/Menus/Dialogs/ConfirmationDialog.layout"
GUI : Layout load @"{1D6A0D44F647D7AC}UI/layouts/Menus/Dialogs/ConfirmationDialog.layout"
RESOURCES : GetResourceObject @"{1123A3569ACDCDEC}UI/layouts/Menus/Dialogs/DialogBase.layout"
GUI : Layout load @"{1123A3569ACDCDEC}UI/layouts/Menus/Dialogs/DialogBase.layout"
RESOURCES : GetResourceObject @"{08CF3B69CB1ACBC4}UI/layouts/WidgetLibrary/Buttons/WLib_NavigationButton.layout"
GUI : Layout load @"{08CF3B69CB1ACBC4}UI/layouts/WidgetLibrary/Buttons/WLib_NavigationButton.layout"
RESOURCES : GetResourceObject @"{AF1955F09606B450}UI/layouts/WidgetLibrary/RichTextWidgets/RichTextInteractive.layout"
RESOURCES (E): Failed to open
RESOURCES : GetResourceObject @"{AF1955F09606B450}UI/layouts/WidgetLibrary/RichTextWidgets/RichTextInteractive.layout"
RESOURCES (E): Failed to open```
and one warning RENDER (W): Adapter 1 (AMD Radeon RX 5700 Series) failed to provide some output
That I can see if a restart fixes cause this video card does make me reinstall the driversall the time so
Anyone else realize that for the workbench, there's no way to see all downloaded mods? There's the downloaded tab, but if you look it actually only shows Enabled mods
@north crane Judging by that warning you could try reinstalling the drivers for your gpu. Hopefully the project is salvageable D:
Creating a custom animated character, in my case a wolf. What Component should i use?
If i add a characterEntity to my world and use my wolf animation graph and such. then add a mesh component, as soon as i choose the mesh it crashes
If i use scr_chimeracharacter add a mesh component it displays correctly
but as soon as i add a characterAnimationComponent the mesh disappears
Im just not sure how to get a custom animated "character" to work and impliment its ai behavior and such
anoyne know how to get ride of the inherited zeroing? itll change the cam too much for my guns iron sights
wanna cap it at 400M zeroing
Is there way to migrate my map from one project to another?
Reason: After i did some settings in Workbench settings my custom made content gone from Resource Browser.
(What i did in Workbench options? i was tried to add a Capture and Hold addon to my project via "Workbench>Options>Dependencies> add + and insert ID
591AF5BDA9F7C38B ) After restart my dependencies settings and my custom made content gone from from Resource Browser.
im really hope that im havent losed my 14 hours of work ๐
@signal ember yea reinstalled drivers and still crashing when I open the map :/ I'll just redo everything
It's good practice lol
@radiant belfry
Tiny bit from Farming Simulator.
But that was only editing configs.
@north crane That's so strange, hopefully the new project doesn't have issues for ya. the repetition is good in the beginning though, helps you get familiar even though it can be a slight pain
Actually now the armareforger project folder isn't showing up
https://i.imgur.com/w5HWnJY.png even when I open the arma reforger project
these are the errors I get https://i.imgur.com/1sen7kZ.png
Keeps saying upload failed when ever I go to type here. Anyways I'm just going to reinstall and hopefully I'll have better luck
i'm trynna to host my server but i can't find my json file for my scenario can someone please help
@bold briar
Try Verifying your files through steam
doing it
hey guys im streaming minecraft on arma in general_voice channel
It would be cool of they could use that camera tentacle thing to search for humans hiding like this https://youtu.be/5SPBvwyl0yk
Wishlist War of the Worlds on Steam: https://store.steampowered.com/app/1898920/War_of_the_Worlds/?beta=1
Game Trailer: https://youtu.be/OTv38ivTmx0 In this clip captured while I was play testing, I narrowly avoid being spotted by the probe to try and make a run for it out the door until I realize there are 2 machines right outside the front do...
Man...we're trying to assemble a crew to make this happen haha
Nice. Youre doing a good job bro lol
Hi there, can someone explain to me the basic steps to start a new gamemode and a world? I watched a tutorial and they seemed to have duplicate worlds (Eden + tutorial game mode), why is that?
watch a tutorial again, most of them explain it... you load in a world (map) and then create a sub-scene of that world where you can change and add things without affecting the base map underneath it
I am confused about the scene system, why is it not recommended to edit things in the base map?

Like, what exactly is a scene in enfusion
when you open the workbench what is your goal? do you want to modify Everon? move buildings around, add a new mountain?
if thats your goal just load the Eden.ent (the Everon map) and edit it
but if you want to edit something else, like c reate a COOP mission, or work on a new mod, you dont want to edit the map... thats why you dont edit the map, instead you create a sub-scene
https://youtu.be/WNL_oFhlmLU?t=258 timestamp relevant
Oh okay, so you start workbench in sort of a terrain editor mode, and subscenes are how scenarios are organized?
Forgive my lack of understanding this is my first experience with an engine like this
Would you still place prefab constructions like sandbags etc in the subscene?
yeah i think the intention is to do everything in the subscene. you only touch the base scene if your goal is to edit the map
youre not alone i think almost everyone is clueless
I got you
@stark acorn When you are making a mod utilizing a dependency of another mod that is from workshop, do you get to see its folder contents? I'm wanting to make an ammo mod for mod makers to use so we don't run into large amounts new ammo types replicated differently throughout various mods.
yes, you will see the content of the mod - it will be in read only format just like ArmaReforger or core addon
Is it actually possible to view the entire Conflict mission in Enfusion? I've been trying to open CTI_Campaign_Eden.ent and it crashes the editor pretty consistently once it loads to around 80%.
Is there a prefab or something to set word boundaries ?
I need to restrict players to a smaller area but I don't want to just put giant walls around
that was expected, wasnโt it?
data mining? You mean search in the component window? XD
โData miningโ not really data mining if its just coming from@the engine they GAVE lol
hey guys I have a question
DX12 Failed to create a pipeline state object
getting this whenever I try to import a model
guys, the spawn point is taking me to the ocean all the time
i have modified the name of the spawn point and still
"Confirmed that helicopters and planes eventually come"
And thats news to who? Eventually could mean Arma 4, and helicopters have already been talked about
๐ญ
What is the maximum (supported) poly count in the new engine?
How can I make new inventory items?
easiest thing would be to check the existing vanilla content for reference
Just found out that this in a string returns the player account name:
"<username/>"
Is there more of these?
Are the client-side mods available on reforger? Or all mods must be on the server
I mean it depends on the content. Most likely all mods will work in single player
Mods of server and client need to match, no clientside only or serverside only mods
Okey thanks
How would you implement mods that only ever make sense as server-side?
There is some networking/replication function to check if code is currently running on server. use that to prevent code from running on clients
Are server-side only mods planned?
Having a client download a mod that isn't relevant to them is wasteful
^
I have no information about that (doesn't mean its not planned, doesn't mean it is planned)
hmm. game gives me "cant find addon" error, but it still shows the addon in scenarios and I can play it.. Gives me the error when i try to launch scenario and when i quit it, but otherwise it works fine
fixed it! I was using launch parameter -addons "mod name". I changed it to -addons modname to fix it
it s possible create a gui in arma reforged?
if yes, can someone give me advice?
oh god
Someone know what can cause to lost your folder in resource browser?
I had my custom folder in project before, but now its gone and not visible in resource browser
Hey lads, didn't know what channel to ask in, but I want to make a map screen mod for Reforger.
Specifically, I want to add a protractor and a ruler to the map screen (functioning the same way as the on screen compass and watch you can select while on the map screen) so you can practice realistic navigation, making it easier to calculate bearings and distance.
If someone could point me to which channel to post in, that would be greatly appreciated :)
Look into the MapFullscreen.conf
There you will find a list of all the map ui components
Look into them
Its sick
np
Hello everyone! I'm a C# Game developer who always has played arma mods for years. After looking through the soure code I realize that coding arma mods is easier then coding C# Unity. I'd love to help out with cool mod projects if anyone is willing to show me the ropes with getting setup..I'm new to the tools
If there is any videos that someone would recommend for getting familiar with the modding pipeline that would help me alot! back to the bohemia github
Ideally I';d like to remake he dayz mod for arma reforger. I'm sure many have that goal but with my extensive programming experience I can make it happen with some help!
Your best bet at the moment is to read through the documentation and check #enfusion_resources for any tutorials.
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Scripting
I suspect the issue might be that you need to give the spawn point a faction if it does not have one by default
so you mean that SpawnPoint_US does not have faction? xD
oh I'm blind
sorry lol
If you don't have one for USSR, the automaticrespawnhandlercomponent might be sometimes assigning you to USSR and there is no spawnpoint for them
nope, i have only 1 spawnpoint_us
You can set the forced faction on the AutomaticRespawnHandlerComponent to make it always set the player to US or make a USSR spawnpoint and see if it works
works
๐ฅณ
you can make it not force faction and instead make spawnpoints for each of those factions
so, this adjustment is only required when you have a single spawn point faction?
Yeah. The automatic respawn handler randomly assigns your faction, so if you get a faction and that faction has no spawn points, you can't spawn.
What I'm saying is the respawn handler is assigning you to USSR sometimes and when that happens you cannot spawn because there is no USSR spawn point
i got it, but this is a bug?
No, I don't think so
how i can create a gui?
thanks
Would anyone like help coding? I'm really good with C# and want to get involved. I could easily help design entire game logic life mods or custom gamemodes. If you're experienced with the modding workflow but coding is your weak point lets learn together!
anyone know if their is something like Game Logic in Arma 3?
Found the TreeV2
Anyone tried modding gloves in?
Glove inventory slot and hand texture?
Did somebody already create tanks?
the real question is can you run around in the house while it's moving?! 
I literally asked this myself too as I watched it
I saw a video that seemed to suggest players can move independently while a vehicle below them is driving, so I believe it is possible
I have just opened up Enfusion engine for the first time, wish me luck guys
We need to find out
Think of all the new ways trolls can completely ruin my milsim mission
is there anyway to delete a mod off the workshop?
think you make it private?
Nah i wanna delete it completely
not sure about that but I think making it private will at least stop people from downloading it
Is this the correct directory structure for a scenario?
AI - Holds the AI characters
AO - Holds any assets on top of the base map
Managers - self explanatory
GameMode - holds the gamemode
Spawn - holds the spawnpoints
are arma 3 assets being added to this
Unplayable, 0/10 instantly refunding ๐ก
hey can someone tell me where to set faction allegiance in the sample factions? or any for that matter?
the AI dont attack and arent attack when placed
How do I create a prefab? I am trying to figure out how I would approach creating a prefab AI group
look at the sample faction included in the sample mods github page, plenty of examples
Oh thanks, I didn't know that was a thing
Im pretty new myself but do you have the PerceptionManager prefab added?
Well, problem is i'm not really wanting to mod a new faction in, I'm trying to get around the fact I cant adjust individual AI and have to work in groups
not sure what to do with it, there's nothing attached to PerceptionManager.et
You can add groups to existing factions - basing your implementation on the info provided in the samplefaction mod
Am I forced to make one man groups in order to get around the problem?
i dont know what problem you are having, it is easy to add characters to factions
I can't adjust the exact position of AI spawning in groups
look into formations
Okay, I feel like that's more complex than needed, I just want to be able to have a single AI face a certain direction
if you are trying to place things in game master, hold shift when clicking
that will rotate them
No, this is in workbench
then dont use a group
yeah, the issue is I can't have an MG face a specific direction and sit there, and also retain that sort of group functions of orders and communication, because it seems like objective logic is only accessible in a group
im confident that you can group existing AI together, check at the associated "Group" components per AI entity
I don't exactly want to group them together, sort of like how 1 man units are their own squad leaders, that doesn't seem possible
it will be complicated to do what you are trying to do, workbench isnt exactly Eden Editor level of decent
Sure, but thats a big oversight, I mean... being able to spawn in one unit vs a static composition of 4
and beingf able to rotate a units spawn position lol
I just tried spawning in an individual character, it has a waypoint option but doesnt want to move when I enable AI and assign it
you can in game master if you are willing to set it up every time you want to run through the event
you are likely missing a component
I'm interested in modding not zues
I just looked, it all seems there
For some reason I can walk through the AI that are walking 
its a feature ๐
Its just logic that allows the ai to "see". Just drag it anywhere into the viewport
I guess there isn't any ability to deal with individual soldiers yet?
Cause, everything in the Character prefab is there, even a input for waypoints, but they do nothing
Group just magically works
oh well yeah im running my stuff in game master because i like the testing environment better for my purposes
Click through the ai components on your soldier, one of the ai components attached to a soldier needs a box checked to "enable ai" or something along those lines. Not at pc so can't be more specific
enable AI doesn't do anything or atleast it didn't when I tried

just made a group and deleted all but one
I just spawn a group and in the object properties you can adjust the group size and soldiers in it etc
You can probably turn that custom group into a prefab just by dragging it into your resource browser at the bottom
Then delete the group from hierarchy and add the new prefab group

This already done
I can do this yes, thats what I plan on doing.
I think it's odd that only group level prefabs can do.. anything
Like, I just want to rotate a soldier lol
how to enable local mod? (want to test before i Publish)
would a mod containing the vanilla arma 3 buildings be possible inside of the Reforger workshop or game for terrain makers?
Kinda like the thing they did with Arma 2 buildings in Arma 3?
I think where you go to publish the mod in the tools, just set it to private and when you load in game only you should have the mod
okay so i know this is an easy one guys
but how to you override a file for your mod and not the base game?
actually i dont think this will work for me as the file im thinking of isnt directly connected to my prefabs
so nvm
Yeh, They are both still game engines.
Worst case, you have to extract textures and model manually and then import them to new engine. Also dont forgot to add collisions to the model.
you'll probably be able to import them into blender and get them working in enfusion
but if you're gonna go through the effort, retexture them for PBR
lol
correct, atm adding individual AI in world editor without group does not work, you won't be able to 'enable' him
Will there be ability to use external IDE such as visual studio? The current autocomplete sucks
They are still text files. So yes.
Problem is, I dont think any IDE understands their syntax yet.
I only saw qt being mentioned in setting.
This either means they used QT to make these tools, or that script editor is QT based.
If its QT based script editor, there's possibility install existing QT plugins and make it work like proper IDE intellisense/autocomplete.
Quick quick question to confirm: If I understood it correctly there is a 2GB RAM limit on consoles for mods to load assets and scripts and runtime variables? Are the limits documented somewhere?
AFAIK it's xbox limit
Hello! I have a question that hopefully someone can point me in the right direction. I'm trying to create a custom script, that I could then attach to my custom game item. However when trying to "Add Component" It only lets me select Game Components from the official arma reforger repository. What's the diffrence with scripts / components ?
You can probably get a better answer in #enfusion_scripting
Hello, I seem to be having a issue with my Enfusion tool, just started learning it.. but when I try to open anything 3d... the world or a vehicle it just locks up and the program closes out with no message. I've uninstalled it a few times installed it on different drives all the same issues.
is there any plan to import Arma 3 creator DLCs into reforger?
like assets and maps from Global Mobilization, prarie fire, or iron curtain?
How long does it usually take from publishing a mod until it shows in the workbench?
you mean until it shows in workshop?
it's instant. Just use search and I am sure you will find it.
i guess im doing something wrong then xD
well you just publish it, it says publishing done, and after that it should appear there
try to publish it again? maybe it's stuck iin processing state ๐ค
Nah it says its done... But i did set it to private
๐ค private visibility might be broken.
You can try set it to 'test', then enable 'test mods' filter in workshop ui.
I will try, but i dont wanna publish it under public, cause mission name has ...some profanities in its name
Also followup question. is there a way to delete said workshop content, from workshop i mean
I think it's not possible ATM, for now please send a report with a request to delete it (open mod details page -> report, explain that plz delete it because you were just testing it)
Okay, thanks for help
Is it legal tho? Like are those assets restricted from being put into reforger?
Anyone know where to find this in the documentation? "Vehicles - Wheeled Simulation"
Sorry for the days-late ping, but did you ever figure out what was going on here? I get a very similar error message when attempting to generate a navmesh
Is there a way to start my game with a certain mod?
check start parameters. -addons and -addonsDir parameters are responsible for that.
having a similar access violation when a charachter holding my new rifle dies
idek
anyone know how to add new font to the game ?!!
Hey, anyone have suggestions for a battle zero on the M16?
300 is standard, but I'm thinking of making a setting before the 200 meter setting kinda like the AK
my folder with my content is gone, anyone have idea how to recover that folder with custom map i made?
my folder with my custom content exist in files of windows
It'll still be in your folder where you put .. yes so all your files are still there
maybe make backup
look at the console log at the bottom of the workbench, what it prints when you open the project, probably some errors in there
oh
ENGINE : Initializing engine.
ENGINE (E): Addon 'Carpat' dependency '591AF5BDA9F7C38B' can't be added ```
Yeah that mod is gone, maybe you unsubscribed or it was taken off of the workshop
To fix it, you could open your addon.gproj, and remove the dependency manually, but some of your stuff may still break
when i made a project - im only included the arma reforge itself without any modes
all what i did and cause that issues, its i tried to add Capture and Hold dependency to my map
oh Carpat is your own thing
but once i tried to do it - my content gone
yea, a custom map i working on
can you send me your addon.gproj file?
uploaded to your DM 
ID "Carpat"
GUID "596AE055680681E8"
TITLE "Carpat"
Dependencies {
"58D0FB3206B6F859" "591AF5BDA9F7C38B"
}
Configurations {
GameProjectConfig PC {
}
GameProjectConfig XBOX_ONE {
}
GameProjectConfig XBOX_SERIES {
}
GameProjectConfig PS4 {
}
GameProjectConfig HEADLESS {
}
}
}
where do add it?
inside your My Games/ArmaReforger/Addons you should have a 591AF5BDA9F7C38B folder, if you have capture&hold addon downloaded (from ingame workshop)
yea, it do exist
You can remove
Dependencies {
"58D0FB3206B6F859" "591AF5BDA9F7C38B"
}
to
Dependencies {
"58D0FB3206B6F859"
}
to remove the capture&hold dependency again and make your project load again.
Does it have a addon.gproj inside it?
yea, its does exist
holy crap even basegame isn't found
wtf is going on there ๐
Try closing tools, starting game via steam till main menu, exit games again and start tools again and try again
now my main game not wowrking, that weird
maybe i broke a Arma Reforge config in Workbench settings?#
#EarlyAccess ๐คฃ
Maybe its trying to load your mod but it fails at that
or it cannot find its own files inside the game directory
Log C:\Users\battl\Documents\My Games\ArmaReforger\profile\console.log started at 2022-05-25 22:38:57 (2022-05-25 21:38:57 UTC)
22:38:57:644 ENGINE : FileSystem: Adding relative directory 'C:\Users\battl\Documents\My Games\ArmaReforger\profile' to filesystem under name profile
22:38:57:645 ENGINE : Initializing engine.
22:38:57:645 ENGINE : CLI Params: -beservice
22:38:57:656 ENGINE (E): Addon 'ArmaReforger' dependency '591AF5BDA9F7C38B' can't be added
22:38:57:656 ENGINE (E): Cannot initialize game project settings!
22:38:57:656 ENGINE (E): Unable to initialize Enfusion
Arma reforger only has one dependency, and that is 5614BBCCBB55ED1C
Maximum confusion right now.
"591AF5BDA9F7C38B" is Capture&Hold :U
Verify game files via steam I'd say
here what a did for contest
(What i did in Workbench options? i was tried to add a Capture and Hold addon to my project via "Workbench>Options>Dependencies> add + and insert ID
591AF5BDA9F7C38B ) After restart my dependencies settings and my custom made content gone from from Resource Browser. ```
oh.....
Maybe it was stoopid and added the dependency to base game itself ๐คฃ
The ArmaReforger.gproj file in steamapps\common\Arma Reforger\addons\data
It should only have one dependency
ID "ArmaReforger"
GUID "58D0FB3206B6F859"
TITLE "Arma Reforger"
Dependencies {
"591AF5BDA9F7C38B" ```
holy crap how the hell
You my lord found a interesting bug
Replace that dependency by 5614BBCCBB55ED1C that should fix it
great, now i can launch the game. will test workbench soon
like this you did it right? just added one more there?
@pallid knot i can confirm that you fixed my issue. thank you very much.
Will gift a arma to another one my friend 
Mh I followed your steps and I cannot brick my game ๐ No idea what happened there
yea, i was click + and tried to add Capture and Hold due Game Master and Conflict setup gamemode to my map was very confusing
i was tried add, remove hahahaha, because i was so confused
I added the dependency once and restarted workbench.
Now the dependency fails to load, the project fails to load and it loads the ArmaReforger project instead!!
And if you go to dependencies again inside workbench, it now shows you dependencies for ArmaReforger project, and not your own, so if you then change there, you brick your whole game
If anyone can help:
If I remove assets from the Eden map for my scenario, what happens?
Do other scenarios get affected by this if players enable my mod? Like I just want to remove some furniture from a house
You cannot remove assets in packed maps. You are able to delete them in editor but it is not saved. When you close and open editor then you will notice that those things you removed are back.
Okay, so theres no way to adjust the map
Can I spawn in a prefab building and remove the furniture that way?
I guess having the gproj of the game itself as readonly could help ;D
You can override prefab but this will apply to all these prefabs in world.
When you right click on prefab then you can select Override in 'yourAddonName' and then you can Edit this prefab in your addon. If you want to hide some furniture then you can disable MeshObject on it.
Thats probably the most easiest approach you can take.
In this case it will affect other scenarios if players enable your mod.
Has BI considered hosting a panel or booth at Pax West for this year?
When publishing a project to the worshop, the test category is essentially the same as private correct?
Any good videos on how to make a weapon as I cant understand the shite documentation
it means that mod is hidden unless you select 'test mods' filter in workshop UI
Okay, I understand thank you
how well do you think the engine would handle modular assets for building.... building?
Hey, can anyone help me.. when I load something 3d in Enfusion it just locks up and closes down the program?
how do i make a faction mod
I cant move my Cam in the World Editor it keeps snaping back
Is there a key that i need to press
restarting my pc helped
Why is the Sample_NewWeapon not being held the right way? All the bones were exported and showing inside the model viewer..strange
Any good videos on asset creation out yet? Its been a few days and I'm not exactly in the loop. Cheers.
Because its broken atm
Its a known issue
So I noticed something interesting when messing around with game master in conflict. It appears that groups are dynamically created and removed depending on player proximity. I was wondering if this is being done by scripts running in the conflict scenario, or is this rather an example of how streaming works? If this is streaming, then that explains why groups I created as game master did not disappear at long distances (since I was probably the owner of those groups) but other groups did (since those were probably owned by the authority).
Everything I write ends up in it being "Blocked" for this community...
Is anyone else excited by Arma fou4r's ocean Logo background!?
Do you guys think that such decision could mean that we will finally be getting a proper Naval depiction in an Arma game? I am talking about fully walkable and fully functional Ships, Submarines, Boats and other sea assets! If that is the case then such feature will be a first for an Arma game because previously the Naval assets always felt like an afterthought, just a check box to fill and then be done with it.
T
i
tt
l
e
โ๏ธ Why is that word forbidden? What the h...
how to report a bug?
ocean logo?
Seriously? https://arma4.com/
Future of Arma
you might be reading too much into that
wher can i download the official tools for enfusion and reforger?
steam under tools assuming you own reforger
Probably. But since BI seems to be polishing all their previously rough edges, focusing on the previously underwhelming features seems like a good idea.
yeah i worked it out. thank you.
When i load the Eden.ent it does not seem to load properly even if i tp to some object on the map it still wont load. It looks like this. Anyone with the same problem or a solution?
For conflict layer if I wanted to move the capture radio from the mesh tent to a building would I have to tie SCR_CampaignTriggerEntity to the prop?
Can someone use the PIP module for scopes to output video, using an offset, attached to the head, like a helmet cam?
hmm I duplicated rpg launcher and its ammo, changed a lot of the missile movement component values and they have no effect ingame
modifying things works fine for a rifle but not for a launcher
It works the same, my friend
You should not duplicate, if you are creating your own launcher then inherit.
If you want to change default weapon then override
Is SnowRunner Arma Reforger ???? ๐๐คฃ
I was able to get a working silencer attachment that can be taken off/on from the weapon. Does anyone know if there is a way my attachment can change the weapon fire sound?
Since it's removable, I need the weapon to be able to fire either the original sound or suppressed shot
supposed to be a placeholder only I belive
no unique animations set cuz it's just for testing
are you using correct animations? Sample NewWeapon has its unique animations
the changes are visible in properties when it is spawned in the world, but when the launcher is fired it behaves as if it was using the original projectile
You can send me your setup/mod on priv and I'll look what is wrong there
The word is Title, not Tit tle.
Tit is banned because discord says its sexual/commonly blocked.
Unhide the layer in the list ๐คฃ
Any good tutorials anyone recommend to learn the scripting language? I understand JavaScript, PHP and used C# in the past so I understand syntax structure and OOP principles fairly well, it's just learning what all the class names mean
For example this is an EnemySpawner from another mod
[ComponentEditorProps(category: "OnlineDeatmatch", description: "Enemy Spawner")]
class OD_EnemySpawnerClass : ScriptComponentClass {};
class OD_EnemySpawner : ScriptComponent
{
[Attribute("0", uiwidget: UIWidgets.EditBox, "What faction does the enemies belong to", category: "OnlineDeatmatch")]
private string enemyFactionKey;
[Attribute("1", uiwidget: UIWidgets.EditBox, "Timer for the enemy respawn checker", category: "OnlineDeatmatch")]
private int enemyRespawnMilliseconds;
[Attribute("2", uiwidget: UIWidgets.EditBox, "Amount of enemies this spawner will spawn", category: "OnlineDeatmatch")]
private int enemyCount;
ref map<string, SCR_ChimeraCharacter> SpawnedEnemies = new map<string, SCR_ChimeraCharacter>;
override void OnPostInit(IEntity owner)
{
SetEventMask(owner, EntityEvent.INIT);
super.OnPostInit(owner);
}
override void EOnInit(IEntity owner)
{
RplComponent replication = RplComponent.Cast(owner.FindComponent(RplComponent));
if (!replication || replication.IsProxy())
return;
GetGame().GetCallqueue().CallLater(SpawnEnemiesOnStart, enemyRespawnMilliseconds, false);
super.EOnInit(owner);
}
I understand what it's doing, but I don't know what RplComponent is, what replication means and so on
hi you have new's?
for 401 no
says I'unauthorized
BACKEND (E): [RestApi] ID:[13] Error Code:401 - Unauthorized, ApiCode:
DEFAULT (E): Uploading failed! Reason: "Unauthorized"
RESOURCES (E): Publishing failed
i have the same
Is this game held back by its engine an any obvious ways?
Sorry, no idea which channel this belongs in
im trying to work out how to add a melee weapon in, like a shovel or axe etc
is there anything in the base game i can inherit from or copy a prefab?
the amount of things i all ready see modders made is insane
HAHA omg! Well ive never claimed to be the smartest man alive but this is next level of dumb dumb
Don't worry you are not the only one and also not the first i saw who clicked that eye by accident
anyone know how to hide the helmet in first person veiw
I have a silencer weapon attachment that the player can put/remove from their weapon. Is it possible to have two gun sounds on the weapon sound component and choose which sound to play?
I've been able to learn about what a lot of the default classes do by right-clicking on them and clicking "view declaration" which opens up a window where I can read through their code.
RplComponent specifically is a component attached to entities that handles network replication for that entity. Replication means that it communicates data between the server and the client in order for the clients to replicate the state of the game on the server, which is necessary for multiplayer games because the clients and server are literally different instances of the application running on different machines. There is a page on the wiki that explains how this works in Reforger: https://community.bistudio.com/wiki/Arma_Reforger:Multiplayer_Scripting
I'll try that. Think It's just going to take a lot of reading for now
Indeed 
im getting some major mixups when trying to load the dedicated server
as of right now i cant use config.json bc im having issues forwarding 17777, which means i cant test stuff on dedi
so im limited to using commandline stuff on launch
when i launch with -listscenarios then i get my valid scenario list
however this guid
{AC5C08F4520F3420}
does not match the GUID of my mod
5968FE6DF3F3853B
every time i try to load with the -missionHeader parameter, it just goes back to the default world
as if running -addons and -missionHeader at the same time breaks
i was able to get the mission to load by using the -server param and forcing my world to load
NOW my issue, as it was before, is a script checksum error
im loading the EXACT same folder
between client and server
Is there a way to Enable 2D Scoped in Editor so I can test that?
can't you set it in the options with the escape menu?
Well, in World Editor, escape takes you out of the game
So you can't really open the settings
Try SHIFT+F10
also SHIFT+F11 maximizes the ingame window
Just F11 works for the fullscreen
cool
Soviets would be proud.
I lost the ability to create dependencies in my mods. I reinstalled arma, tools and mods many times, but it didn't help. A folder with the same name as in the error exists in the folder with addons. Does anyone know what's going on?
Problem solved
hello how do i mod the game
go to youtube, it would be really hard to explain by texting
so like could reforger be considered somewhat open source at this point? we have access to the engine, and almost everything that went into making the game isself
no, open source is acces to the source, not sdk
aw makes sense
doesn't change anything but just wondering. still cool that we can see so much of its internals
although I'm not totally sure if I get what you mean
like from what I can tell (and maybe I'm wrong) all of the scripts in the game are accessable through the editor
Open source means looking at the actual code 9source). Software development kit (skd) is what we have access to. the tools the devs make. We cant make changes in the core code
ok we can't edit it and commit it, but we can see it
hmm, i think you have a point, yes. Is modding open source? A game that has mods which are open source at the game core is open source? idk maybe
well we can legit see the actual scripts made for the game
it is kind of the same principle as open source, having the community contribute to the game
idk if you've checked it out but I'm looking at the 'melee' script and checking out how melee works in the game
like, we can see a lot of shit
that is kinda open source, yes
let me look up the definition
'denoting software for which the original source code is made freely available and may be redistributed and modified.'
so no, not open source at all. but it's still cool that we can see and learn so much of it
i havent really checked out what we have access to, i just assumed we just had access to an sdk for modding
no, it's like... you can legit go into the game files and check everything out
Maybe technically open source is related to licensing, but the fact you can see the source code makes it kinda open source
it's not technically open because you can't distribute your modifications, but you can sort of do so through mods so maybe this is a grey area
if you're into modding other games, this will probably blow you away though. there's a shit ton of shit that is exposed to us
Id have to study phylosophy to come up wwith an answer, mayber after a couple more pints
im thinking of making a SP mission for myself, but im not sure how much work it will be
couldn't say myself, I'm still trying to get used to the engine. can't do anything in it really atm
something on the lines of "you have crucial information and your unit was attacked along with a full on assault on the island, you have to take the info somewhere by any means necessary"
that sounds cool
yeah, its really cool in my mind, but making it cool in game is a big leap haha
also hard given how few resources there are for making them atm
I really like how they are approaching the game, focusing their effort into things that actaully make a difference and leaving the rest to modders.
for example how they said there would be a couple of new vehicles. They focus on quality, new systems and leave the quantity of (quality) content to modders
ie instead of realeasing 100 new cars sligtly different from each other, i guess they will release something on the lines of a few cars, 1 chopper, 1 tank, 1 boat and so on for each faction, each new vehicle related to entirely different physics models and game mechanics
and leave the variety for the modders
yeah, and giving us such good tools to make the mods as well
seems like they've got their priorities down really well
i agree
bohemia has a history of wacky game releases so I was really worried for this, but looks like they're on the road to pulling it off
Anyone able to help my issue. when I load up Enfusion and if I load anything 3d it just freezes and the program closes down.. I'm reinstalled it a few times now..
sad, can't view over 4k
Is there a way to extract vanilla XOB?
no
did anyone know this
Been like that since it got released in 1978
I thought it might not work in the Alpha version which is what surprised me since there's no boats or anything yet
Hopefully they can fix the flooding inside ๐
Gotta clean out the blood somehow from all those rpgs decapitating the gunner
Actually there's components for boats, helicopters and I think for planes too, but I don't know if they work
And even if they don't work, you could programme your own physics for boats, helicopters and planes, as theres nothing that prohibits you from doing it
what about #kick #login #logout #restart #roles #roll #shutdown ?
Is it against TOS to add vehicles/assets based on Arma 3 3D models?
what does "based on" mean
Making something that looks similar to Arma 3 stuff? no.
Stealing Arma 3 stuff, very much yes.
Fair enough, wasn't sure if it would be considered as such since it's basically porting assets from one Bohemia game to another, not a third party game for profit.
Profit doesn't matter for copyright violation, stealing stuff is stealing stuff, whether you sell it or give it away for free.
You cannot get Arma 3 models in a format that lets you port them, without violating the EULA and ripping models. Which is very much not allowed.
So you can't even do it in the first place.
There used to be a collection of Arma Aircraft models on DevianArt ages ago, hence why I'm asking whether they could theoretically used, assuming those were ripped.
is it possible to adjust the steering speed / ratio
i know maxsteeringangle changes steering angle (duh)
but how can i change the speed for turning lock to lock
so i can have quicker ratio steering
also how do i adjust bones and, therefore, camber
Arma 4 / Arma Reforger / Mod RP life
Looks like a boat to me
Hey guys, someone know how to remove some HUD things such as name of people talking in radio, name of player on their heads, indicator of position in the map bottom right corner etc ?
Cant find docs on that type of modification
Hi guys, is it possible to add mods to an existing progect?
what do you mean by that?
If I download some guns/vehicles and similar as a mod, how do I add them to my custom mission?
Before I could've add stuff through the A3 launcher and it was available in the editor. Now?
You must set those mods as dependencies of your projects
In workbench there is 'options' section, you can access it through top bar of the workbench, there you can add more dependencies
when I saw the default names for characters in the identitycomponent I almost died laughing
Cool, that was what I was looking for ๐ ta
I found the option section, linked the mods via ID, but I still don't find them on my project when loading the map
I think you should download them via workshop, add them through the Workbench start window which lists all mods, and then open your mod.
Ok, missed the part where I had to actually load the gproj files, heers
Where can I find the "Standard" conflict mission to edit some files?
World's/MP
Campaign_Eden
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewFaction/Worlds/MP and here is editable version
Any Bohemia devs wanna suggest a vehicle (or static) that they themselves certainly aren't making that is also 1989-ish ๐๐ฅบ
Heh, so many
We are going to do mostly US, Soviet and civilian vehicles.
Maybe I should focus on Eastern Germany or Cuba or something then.
British vehicles !
That's certainly a good option MasterBaiter. Do you have any suggestions?
I'd say a Centurion tank but not sure if we get tracked vehicles ๐ฌ
I know how to rig them, I just don't know if it's how Bohemia is going to implement them
Worst case scenario I have to redo the tracks later on.
Maybe a Ferret MK2 scout car
They would have been on the way to phasing this out in 89
Maybe something from the 70's and not the 50's?
FV721
Awesome to hear that you take that on ๐ช
Maybe I should start a British faction ๐ค
I'd need to familiarize myself with the process first but this looks really cool. If I can find good interior photos we're in the money
I tried my luck with some DPM retextures but struggeling to make them a seperate item
may be looking into it more when tutorials are floating around
Anything that has to do with making the vehicle I can do that part, it's getting it into the engine
yeah ๐
any timeline or eta on getting custom extension support for servers?
I published a model but when I go in a game it doesnt show that its there can anyone help me?
can someone help me with a mod? Its just a simple texture mod
how can i add my own markers on the map? i havent had any luck with tasks with map descriptor components
I'm unsure where to put this
I am having issues with the interaction prompts appearing to get into my vehicle
I can drag myself in with GM and I can interact with prompts from the drivers seat, I just cannot interact with the doors I have placed using the actionsmanagercomponent and linked to the SCR_BaseCompartmentManager
For reference I am working on a rather large ship
I also cannot get the SCR_EngineAction to actually start the engine
try checking compartments debug - to do so, use win+alt(or lctrl) and then navigate to vehicles->Compartments debugs
I'll give it a try
enfusion is crashing when I try to open items/equipment 
It was because of either rivatuner or afterburner
anyone know what's causing this when I load one of the custom clothing prefabs I made?
hmm, well if I check the "Inherit Parent Skeleton" checkbox it works

figured it out, I was directing the loadout to the prefab model and not the prefab item lol
General question regarding console modding:
- Does the FileIO access work on consoles clients? I mean you will probably need to store settings etc, but I am not sure if there is a
$profilesfolder on them as well. - And more importantly, are dedicated servers for consoles in any way special? Can FileIO be used on them to store small pieces of persistent data there?
I am not sure if "console servers" are seperate thing or if they are just normal server executable but console players connect there?
I probably missed a memo on how to host console servers. If anyone has a link for me that would be great. https://community.bistudio.com/wiki/Arma_Reforger:Server_Hosting does not mention consoles at all hence my perhaps dumb question.
- Does the FileIO access work on consoles clients? I mean you will probably need to store settings etc, but I am not sure if there is a $profiles folder on them as well. ``` nope
as for second thing, I think you should be able to write something in profile
does anybody have a guide where i can read or watch on how to setup my own serer mission file kind of like how you do in arma 3 where you can script a mission for the mpmissions i should be able to figure out how to script and create my own mission files on my own and using the stuff already posted in the discord im just unsure on how to set everything up
Thank you for the info, As expect, alright. Any info on how to self host console server so we can test and develop for them too?
where can I ask a question about the assets and licenses?
Just ask the question ๐
I need to know if I can legally make an asset that contains a version of the spruce tree with a modified material/texture
same mesh, modified texture
but I need to know like, 100% yes or no, because I think putting 500 hours into this to get banned isn't efficient use of time
Nothing speaks against you combining the existing vanilla mesh file with new textures. New stuff you add go into your own mod, existing BI assets you only "link" in the settings. The only thing you need to stay away from is re-uploading anything from Arma Reforgers assets. That is the big nono. So no extract, edit and reupload the mesh files for example.
ok, same mesh, but I wanted to modify the texture, so it would have been an altered version of existing texture
this means I can only use an entirely NEW texture
correct?
the mesh wouldn't be included, it would be overridden/referenced
Re-textures based on the original ones have often been tolerated because of the significance of the transformation applied. So a heavily edited texture can become your own work. But if you want to be very picky about it, as long as you did not make it from scratch on your own you don't hold all the rights so. So you would need to make it from scratch in theory.
I feel like the texture edit would be classified as derivative work
in any case I would like to know for sure, instead of guessing
am hoping for an answer from someone that deals with this for the team
as an alternative to having to ask a lawyer to read the agreements
is there a contact e-mail I can use for this or something?
infringements@bistudio.com would be a place to ask the question and get a response (maybe).
@empty nexus
- all modding is derivative works
- re-texturing etc is derivative of the existing artwork
- considering that in the samples provided by BI, there is derivative work as example based on the vanilla AK-74, and considering the fact that modding (and that is derrivative in itself - see p1) is not only allowed but encouraged, i would say that using any of the existing datatset and modifing it by using the existing workbench and without reverse engineering any parts is not only allowed but encouraged.
you can check the licenses for Reforger here
a. the game - https://reforger.armaplatform.com/eula
b. the workshop - https://reforger.armaplatform.com/workshop-terms
gotcha, the problem with textures is that I would need to get it out of workbench to other software, that would be a no bueno?
afaik the only current way to do that is to screenshot it (which is not the best way, but well, it sort of works)
:))) - there are no 8K textures
or I can use virtual resolution for the screenshot
nvidia can do it, put like 8k on your screen and scale it down for display
but the screenshot you get is 8k

any clue if there's going to be a button to uncompress the textures?
if screen shotting is allowed, I could take the screenshot, upscale it to the right size again
in general, i would say that you shouldn't worry about it, the entire thing (workbench) is designed to be able to have derivative work done - prefabs for instance and content / addon inheritance
also, is there any guidelines on importing audio? I got a wav file to work but it's 37mb and playing it makes my computer go REEEEEH
I used a wav for my fake waterfalls and it was fine
can you compress wavs?
maybe something to do with sample rates and such
if you really wanna confirm that directly with BI, you either wait for some BI greeny to confirm the above, or you send an email to legal at bistudio dot com
sure, yeah with things like this I would think it's useful to be extra sure
my wav file was stereo, 44100hz, PCM signed 16bit
a little below 10 seconds in length, 1 MB in size
there's an audio makers channel tho
comfy
too calm, someone make piano subwoofer mod please thanks
you say that but I did once hook up a microphone to a subwoofer
is there a way to hide waypoint visualization?
For some reason I can not drag the pilot compartment base config into the compartment slot
there is no PilotCompartmentSlot present already
you appear to have two faction managers? and no camera manager?
One is a faction manager and the other is a loadout, I can move about in gamemaster now but the screen is super white
Tweaking the light settings, can see a little better. not sure why it's so bright to begin with
I've been trying to add a PilotCompartmentSlot to my BaseCompartmentManagerComponent and the Pilot config will not drag to it.
I cannot change the class of the BaseCompartmentSlot and a PilotSlot is not added when I press +
I am unsure what to do because this means I cannot get into my vehicle and drive it.
@dense vapor looks like you are missing GenericWorldPPEffect, see Post-Process Effects https://community.bistudio.com/wiki/Arma_Reforger:World_Editor:_Terrain_Preparation_Tutorial
Can I add a mod dependency after I created a mod and worked on it?
Yes you can when you right click on your project in the project overview you can add new dependencies if this is what you are looking for.
Did anyone was able to setup a dedicated server environment yet that works with workbench debugging tools and the peer-tool with there custom project loaded?
I mean also so the backed works and i can work with player UIDs and identities
Where did the showroom go?
I don't understand why firing a custom rocket from rocket launcher has a 50% chance of crashing with an "illegal read" error
how do I get more helpful error logging in the editor?
how does one login to reforger tools? my dropdown menu for member area just continuously says logging in?
Hmm I can use the interaction prompts with my vehicle now but every time I get into the seat it pushes the vehicle into the ground
What is the best way to create an array filled with prefabs that I'll need to store? For example in Unity I could create a list and update that list in the editor. I noticed some components have the UI widget which allows selection from a list
Do I need to create a protected ref to every prefab asset I plan to spawn in my mod or is there a more professional approach
you need to have an account at https://accounts.bistudio.com/profile
Does anyone know why the engine start action may not work?
It completes the audio and animation but the vehicle does not move and the revs don't increase
How do you remove the default textures for road generators?
I made an account but the drop down still just says logging in?
little idea, is terrain deformation possible within enfusion?
Hey, just made my first gun in Blender and am looking to have it imported into Arma
Right now I am about to begin doing some animations, but I was wondering if there is a specific workflow I need to follow to make the import process as easy as possible? Or can I just look up any guide on how to set up bones 'n all that jazz and be good to go?
Where are the log files located? My world is crashing on open
Not really a little idea๐
OK well yeah, large.
I'm sure though, if any engine can, enfusion maybe could lol
no.
in future
but at least right now, no
perhaps unlikely. terrain deformation while cool, can cause all kinds of glitches
Arma is glitchy enough in its DNA let's not give it more reasons to freak out
Hi there, not quite sure where to ask that so I'm just going to drop it in generic.
I'm kinda stuck when it comes to setup the zeroing for a scope I'm working on. the Weapon creation documentation is quite straightforward if the asset has a 'muzzle' component (so like setting up the zeroing of an iron sight which would be part of a gun) but I'm not quite sure how to do it on a separated prefab which doesn't have one
Looking for a small team to be a part of for modding, I know nothing but how to create a model from nothing to finished product ๐ shoot me a dm!
how would I go about adding one of my prefabs to the Game Master Gamemode?

just a note though, one sub page is still not present on wiki so in case of props, you might have to use "Create/Update Selected Editable Prefabs" plugin while having your prefab selected in Resource Browser. This will create new variant of the prefab in PrefabsEditable structure
any plans for more exception handling? crashing to desktop with no relevant console logs is frustrating
+1 ^^
specific ones or just all of it? ๐
I suppose you are using verbose loglevel CLI and also check other .log files.
We actually improved logging for backend/networking in .61 version.
If you need more specific logging because of modding, then please request it through feedback tracker with explanation of your usecase or problem.
This way it lands directly on person which is responsible for the system, that person knows usually the best how to solve the issue, or how to push out more diagnostic info, be it logs or something else.
i think that is a more general request, there are time when it just crashes for no particular given reason
true, those we get through crash database and wherever applicable, we add asserts or logging to find out the reasons.
If you have crash reporting - filling up description of what you been doing is the best you can do for us ๐
will surely do it
can I enable verbose logging via start parameters? I really need MORE logs of any kind when working with things
anything to help me figure out what I did wrong myself - I don't want to bother you guys with every problem I face
btw I have commercial experience with unity and unreal engine, so I am pretty sure I can correlate a crash to something I've done or didn't do based on a verbose stack trace and event logs
on the topic of exceptions I would really like as much handling as possible because a crash to desktop is not good workflow, maybe crash out of the play mode instead
true
but not always callstack or memdumps give enough info. We still have bunch of crashes which are missing proper reprosteps
point being 99% of the time my crashes are my fault ๐
well most of them are because we didn't expect you to do things you did
So, blame is on us, still
last time I believe I crashed when I duplicated a rocket entity and changed its prefab to one with no rigidbody, and it crashed when firing the rocket
or at least adding the rigidbody stopped the crash
definitely my fault as the original prefab has a rigidbody
-logLevel startup parameter allows for different log levels. Possible values range from spam (where everything is logged) to fatal (where only extreme issues are logged):
spam
verbose
debug
normal
warning
error
fatal
https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#Debug as a side note, it is listed over here ๐
Currently automatic crash reporting inside workbench is not working correctly.
Once its fixed, a crash reporting dialog will pop up, giving you the ability to send crash reports and get them fixed by devs
gimme
your api will block me for ddos
also u fooled me into thinking the scripting is c#
whats enfusion
the engine for reforger
But it's missing values below normal. :p
ah
did the new update break some stuff? all the reforger worlds are locked
It has broken terrain-generation for me in new projects. When i first try to generate (create) the terrain, nothing shows up, and when I save it crashes
whats new
Same issue here
you can create a subscene to get around it
But can't interact with object from Eden
i dont think you can do anything about that, im pretty sure thats how its meant to be but im not sure
That is done purpose - you couldn't save such worlds
And attempts to save read only worlds resulted in crash
Ok thank you ๐
So my reforger tools had a small update today and now whenever I try to drag a prefab into the window I get this. Anyone know a fix?
ty
Hi everyone, Is there a manual or video on how to make a simple character/unifom re-texture and apply it ingame? For Reforger.
Thank you !
hi everyone managed to open mainlighting.et in the world editior and now my GPU and editor crashes whenever i open a project any ideas for how to fix it?
Hm make a backup of the rescourceDatabase.rdb and then delete it. Start WB then and see if the file gets recreated
I think this should close all current opened tabs and prefabs and not reopen them when you restart Wb
And you should be good then
still goes crazy and tries to load the file
ser: DESKTOP-2U8AILQ\Spra
Computer: DESKTOP-2U8AILQ
Mode: Workbench
Command line: "E:\SteamLibrary\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbench.exe"
Exception: Access violation. Illegal read by 0x7ff630a71977 at 0x0
from the crash reporter
hm so something else must control that
maybe profile dir?
worst case remove the prefab you added and thats causing the crash
Oh you just opened it
F
aye
I am out of ideas then sorry bud ๐ฆ
C:\Users\Spra\Documents\My Games\ArmaReforger\profile deleted everything in that folder and issue persists,
maybe removing the lighting file from reforger it self might work
im just kinda happy that this is the first case of arma jank i have seen with reforger ๐
anyhow thanks for the help
I think I'm being blind and dumb but how do I find SCR_WeatherForecastUIComponent? I can't see it in components list or create menu
for fixing this error below
SCRIPT (E): Calling nonexistent function on class 'BaseTimeAndWeatherManagerEntity'
Class: 'SCR_WeatherForecastUIComponent'
Function: 'CheckWeatherUpdate'
Stack trace:
scripts/Game/UI/Components/SCR_WeatherForecastUIComponent.c:51 Function CheckWeatherUpdate
scripts/Game/game.c:466 Function OnUpdate
My reforger tools crashed yesterday when I moved the world entity outside of the default layer. I had to go in my documents and copy the contents of the bad layer back to the default.ent file
not sure i follow can you give a ELI5?
try running WB with -clearsettings launch param
I copied my 'world' entity outside of my default layer and that caused my reforger to crash everytime i tried to open up the project
To fix it I went into My Games\ArmaReforger\addons\MyProject\worlds and moved the contents of the layer that had the world in back into the default.ent file
You'll see loads of config stuff when you open one of the .ent files. This might not be relevant to your porblem
tried just deleting everything so no .ent files even exist
have even tried reinstalling the editor and game just to see if that could work
Anyone having issues where the Workbench crashes with the following message? Any idea how to fix it?
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
honestly disappointed with enfusion
pain in the fuckin ass to use
i thought they'd make it even easier to use than eden
doesn't seem so
Youโre comparing an engine to an in game mission editorโฆ?
@late forum 3d Eden as you know it was a late feature to arma 3 actually! On top of this the editore was a 2D editor for the longest time aswell! Same for Zues!
Is it possible to add the same component to multiple entities? I'd prefer to not have to go through 200+ rock assets adding rigid bodies because I accidentally didn't use the prefabs.
@dim grove RE step by step weapon tut, ill have one out within the next week or two
legend, ill keep an eye out, thanks chief
I think that there should be an action Replace instance with Prefab when you right click on the entity in the Hierarchy window.
btw. use prefabs anywhere you can. it has performance, load time and memory benefit. it is not visible in tens or hundreds of entities, but it is noticeable with larger numbers. For placing rocks, you can also utilize Prefab library as it may give you some randomisation.
wheres the known issues page?
did you ever try arma 3 tools?
it is a process that needs user input to get the system work better. make good feedback tickets so the devs know what needs work.





