#enfusion_generic

1 messages ยท Page 28 of 1

plush mauve
#

it has a lot of holes, and I'd prefer it if you could shoot through it

red crow
#

Huh, which of the samples what that? The desk drawer prop?

plush mauve
#

ye

red crow
#

I didn't see that, maybe that's why mine falls straight through the terrain and yours doesn't :)

plush mauve
#

just opened a random one

#

Where is the fbx import list? I haven't found how I change the layers yet

red crow
#

Use the enfusion tools for blender. The plugin

plush mauve
#

ah

#

I'll look where I can find it

#

still have to install that

#

that will simplify a lot I believe

red crow
#

Yes, yes it will

#

On the BIKI under tools there is a tutorial about installing them iirc

plush mauve
#

sorry I'm quite new to modding, just thought I jump on the wagon early with enfusion

#

Biki is bohemia wiki correct?

woeful quarry
#

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

plush mauve
#

Thanks for all the help!

raven maple
#

I am wondering How easy will it be to create custom skeletons and models with the Enfusion tools?

smoky sinew
#

how do I make the map night?

raven maple
#

We need a mod so we can properly Arma Vehicles again by making them fly ;p

final kayak
#

Anybody got DB integration working yet?

eager hornet
#

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.

strange tapir
#

Any guides on using SVN with reforger tools

arctic marten
#

I'm just wondering why SVN instead of Git ๐Ÿ˜›

pale bronze
#

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

vagrant sonnet
#

duude

#

I just downloaded the mod tools

#

It's so f*cking awesome, it's godly

twilit inlet
#

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.)

north crane
#

How do alpha maps work in this?

pallid knot
north crane
#

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

pallid knot
#

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

strange tapir
#

I wasn't searching for enfusion specific, I was just looking into SVN generally

smoky sinew
#

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

tidal haven
#

i know this is really stupid but can you access the workbench from arma reforger and if so how do you

fleet solar
#

No, tools are separate

tidal haven
#

where do i download the tools?

pallid knot
#

steam

#

"Arma Reforger Tools"

cedar goblet
#

xd?ยฟ

smoky sinew
#

GPU issue

sage wharf
#

do i understand right that the Mission Editor is now part of the workbench?

wheat pagoda
#

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

near oracle
#

roflmao

bronze condor
#

Are we going to get a linux dedicated server?

daring grotto
#

Anybody simply not see any servers at all

#

or?

#

just me

slim swallow
#

Everyone is like that

broken bronze
#

@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

wheat pagoda
#

might be wrong tho idk

broken bronze
#

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

wheat pagoda
#

if you're willing to look into that, i'd appreciate the help!

broken bronze
#

I dont know how!

wheat pagoda
#

haha me neither

#

thats why im outsourcing for what i dont know how to do

broken bronze
#

I just know about the engine conversions that took place and how the updates went on DayZ standalon

wheat pagoda
#

ight thanks for the input, sounds like a good lead

plush mauve
#

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

lime magnet
#

It's way out there but I wonder if anyones gonna attempt a Space Battle Terrain, with Zero G fighting

hexed crow
#

did you end up getting this to work somehow?

red crow
hexed crow
red crow
#

You making a mine my any chance?

hexed crow
#

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

balmy thicket
#

Can anyone point me to a "How to Reskin Core assests" Document or video?

red crow
hexed crow
#

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?

wheat pagoda
#

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)

red crow
#

I think he just want to find an implementation of the collisionTriggercomponent I would have do that too, had I thought of it.

wheat pagoda
#

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

hexed crow
wheat pagoda
lime magnet
#

a mod is too big the download freezes at some point PES_Cry

wheat pagoda
#

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

lime magnet
#

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

raw falcon
#

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.

tawny bone
wheat pagoda
#

@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

red crow
wheat pagoda
#

but what was your issue with collision then?

red crow
#

Landmines?

#

AT and APERS Mines.

finite peak
#

anyone know why i cant join this server

rare holly
finite peak
#

yes

rare holly
#

Hmmmm

finite peak
#

got it working now

rare holly
#

Nice

sly oak
#

Has anyone figured out how to pull the rank system from conflict and use it in other things?

woeful quarry
#

As it is part of the GameModeCampaignMP you could just look it up in there

#

in the code its called Skill_Level

sly oak
#

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

woeful quarry
#

still getting my bearing in all of it too ๐Ÿ˜„

#

The ShowXP Function handles like some of the logic

sly oak
#

Now I gotta figure out how to get just the level system

woeful quarry
#

Looks like the original code implementation is in SCR_CampaignFactionManager

#

or rather some of it

#

its a bit divided up

sly oak
#

If only it were as easy as dropping a prefab

#

One could only hope

woeful quarry
#

๐Ÿ˜„

#

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

sly oak
#

So how does initializing scripts and whatnot work? Like in A3 it's at simple as executing the sqf in the init

woeful quarry
#

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

sly oak
#

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

woeful quarry
#

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

sly oak
#

hmm, I'm taking notes and hopefully this info helps me

#

I appreciate you sharing your wisdom

woeful quarry
#

I hope I will build up more wisdom ๐Ÿ˜„

#

with more time and ideas to do

sly oak
#

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

ember echo
#

you gotta make models in blender right to then import into the tool thing

zealous zenith
#

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?

woeful quarry
#

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

zealous zenith
#

I'll give it a go as well, thanks for the suggestion

woeful quarry
#

-addonsDir F:\dev\arma-4 -addons ConflictAdvanced

#

or you put it directly into the addons folder where your server files are located.

jovial carbon
#

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 )

median remnant
#

Is there a weather editor?

plush plume
#

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

jovial carbon
#

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

jovial carbon
#

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

swift bough
#

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.

obsidian pivot
#

are props not working right now or am I messing something up with my config?

swift bough
#

Not exactly what you looking for but it gives you the tools needed in a different way

jovial carbon
swift bough
#

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

pale sable
#

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...

winter sphinx
#

Anyone any idea what is platformId for Xbox? For PC it is ReforgerSteam. ReforgerXbox doesn't work.

swift bough
#

I think towing is nothing that is in by default

#

@pale sable

#

You will need to create that logic yourself

pale sable
brittle lynx
#

Does anyone know how to get your item to show up in an arsenal?

obsidian pivot
#

@brittle lynx refer to the resources channel, theres info in there on it

copper mountain
#

alt+windows opens up a debug menu idk how to activate the stuff in the menu tho

meager osprey
#

planned

#

cant comment no more, but yeah, that's one of the reasons, isn't it?

willow parcel
#

With Enfusion, are modders going to be able to easily reference other mods? Do retextures and such like how it was in A3?

red crow
willow parcel
#

Awesome ๐Ÿ™‚

willow parcel
red crow
willow parcel
#

Understood, thank you!

tawdry owl
#

Anyone know how to fix this error so I can save my work?! lol

fossil pebble
#

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

tawdry owl
#

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

red crow
#

restart workbench?

tawdry owl
#

Yeah that worked

desert hawk
#

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.

clever fable
#

Tried making a VZ-52 Rifle as a mod, im just bad lol is there a tutorial or any information on adding weapons?

tawny bone
#

Did the workshop get purged?

next cairn
tawny bone
#

i did still has 3 pages

timber tiger
#

any idea what could be causing this?

#

trying to spawn in my level

broken bronze
#

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?

north crane
#

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?

obtuse cliff
#

guys . need i create fps animation in blender or i have to create it in animation editor?

north crane
#

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

tawdry owl
#

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.

wheat pagoda
#

Hey everyone! I'm working on adding little people to the game for inclusivity, let me know what you guys think! โค๏ธ

#

@pallid knot thoughts?

cunning gazelle
#

ive googled around a bit but cant figure out how to get the engine. is there a download link anywhere?

tired basin
jade current
#

@cunning gazelle Steam>Library>Tools

cunning gazelle
jade current
#

Yeah

nimble jewel
#

Is there anything planned to improve the Zeus Mode?

obtuse cliff
#

guys . need i create fps animation in blender or i have to create it in animation editor?

dense geyser
nimble jewel
dense geyser
#

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

stark acorn
hallow dust
#

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.

shy ember
#

Hello guys, is there a way to turn the wheels from the car?

timber tiger
#

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.

tiny trail
#

Any1 know how to hide the name tag over friendly Ai

nova steppe
red crow
#

Didn't know there was a sample mod about it ๐Ÿค”

red crow
#

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

pale bronze
#

i may be completely dumb, but how do i load custom map and some custom mod at the same time?

zealous stratus
#

vehicles are fixed?

tiny pollen
#

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!

strange tapir
copper canopy
#

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.

hardy dove
#

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.

copper canopy
restive vortex
full viper
#

Cold War unlocks so much potential in regards to modding, this is just my personal opinion though

keen dust
vast ingot
#

im getting a crash when looking at water in PIP

#

so scopes, binoculars

#

this is specifically in the reforger tools i think

twilit inlet
#

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.

hearty pagoda
#

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.

earnest sundial
#

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:

ripe lodge
signal ember
glacial frigate
signal ember
#

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.

hoary light
#

hey guys this new graphics engine for mods is all that they're talking about?
is it really much better?

hearty pagoda
#

it's more than that

fervent radish
#

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.

strange tapir
twin sonnet
#

hello is anyone figure out how to make a faction and made a tutorial of it

oblique nacelle
# twin sonnet 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.

radiant belfry
#

@ripe crow did you had any experience before your first mod ?

half palm
#

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

north crane
#

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?

red crow
#

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!

north crane
#

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?

signal ember
#

@prime tree hey. Taking today off from the editor so part 2 will be between tomorrow and thursday at the latest.

prime tree
#

nice what kind of stuff are you planning to show? and when do we get to learn to write code in Enfusion ๐Ÿ˜…

signal ember
#

@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.

prime tree
#

sweet cant wait. everybody understand theres an infinite potential in reforger but its too hard getting into this without background knowledge

signal ember
#

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.

north crane
#

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.

north crane
#

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 ๐Ÿ˜„

signal ember
#

๐Ÿ™ƒ

north crane
#

@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

loud ether
#

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

signal ember
#

@north crane Judging by that warning you could try reinstalling the drivers for your gpu. Hopefully the project is salvageable D:

jade current
#

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

fleet wren
#

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

jovial carbon
#

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 ๐Ÿ˜„

north crane
#

@signal ember yea reinstalled drivers and still crashing when I open the map :/ I'll just redo everything

#

It's good practice lol

ripe crow
#

@radiant belfry
Tiny bit from Farming Simulator.
But that was only editing configs.

signal ember
#

@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

north crane
#

Actually now the armareforger project folder isn't showing up

austere ether
#

i'm trynna to host my server but i can't find my json file for my scenario can someone please help

austere ether
#

@bold briar

bold briar
austere ether
cerulean thistle
#

You boys ready for this haha

wheat storm
#

hey guys im streaming minecraft on arma in general_voice channel

crystal pollen
# cerulean thistle

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...

โ–ถ Play video
cerulean thistle
crystal pollen
#

Nice. Youre doing a good job bro lol

smoky sinew
#

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?

prime tree
#

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

smoky sinew
prime tree
smoky sinew
prime tree
#

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

smoky sinew
#

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?

prime tree
#

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

smoky sinew
#

I got you

wind tinsel
#

@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.

stark acorn
#

yes, you will see the content of the mod - it will be in read only format just like ArmaReforger or core addon

wind tinsel
#

Awesome, that works perfectly

#

Thanks

winter igloo
#

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%.

jolly sedge
#

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

grand iron
#

โ€ผ๏ธ

unborn inlet
#

that was expected, wasnโ€™t it?

red crow
#

data mining? You mean search in the component window? XD

smoky sinew
# grand iron

โ€œData 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

lavish kite
#

guys, the spawn point is taking me to the ocean all the time

#

i have modified the name of the spawn point and still

pallid knot
# grand iron

"Confirmed that helicopters and planes eventually come"
And thats news to who? Eventually could mean Arma 4, and helicopters have already been talked about

drowsy grail
#

What is the maximum (supported) poly count in the new engine?

unborn heron
#

How can I make new inventory items?

unborn inlet
swift bough
#

Just found out that this in a string returns the player account name:

"<username/>"

Is there more of these?

cursive ocean
#

Are the client-side mods available on reforger? Or all mods must be on the server

swift bough
#

I mean it depends on the content. Most likely all mods will work in single player

pallid knot
#

Mods of server and client need to match, no clientside only or serverside only mods

cursive ocean
#

Okey thanks

swift bough
#

Oh i read that wrong

#

my bad

lilac valley
pallid knot
#

There is some networking/replication function to check if code is currently running on server. use that to prevent code from running on clients

lilac valley
#

Are server-side only mods planned?

#

Having a client download a mod that isn't relevant to them is wasteful

unborn heron
#

^

pallid knot
#

I have no information about that (doesn't mean its not planned, doesn't mean it is planned)

spring oar
#

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

spring oar
zealous stratus
#

it s possible create a gui in arma reforged?

#

if yes, can someone give me advice?

pliant anvil
jovial carbon
#

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

dim grove
#

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 :)

swift bough
#

There you will find a list of all the map ui components

#

Look into them

#

Its sick

dim grove
#

absolute legend

#

thanks heaps mate

swift bough
#

np

tribal arrow
#

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!

oblique nacelle
lavish kite
oblique nacelle
#

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

lavish kite
#

nope, i have only 1 spawnpoint_us

oblique nacelle
#

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

lavish kite
#

i'm following a guide and it works w/o that adjustment

#

going to check

oblique nacelle
#

๐Ÿฅณ

lavish kite
#

but what if i want 2 factions?

#

or 3 :p

oblique nacelle
#

you can make it not force faction and instead make spawnpoints for each of those factions

lavish kite
#

so, this adjustment is only required when you have a single spawn point faction?

oblique nacelle
#

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.

lavish kite
#

i guess this is a bug

#

because i chose US spawn point

oblique nacelle
#

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

lavish kite
#

i got it, but this is a bug?

oblique nacelle
#

No, I don't think so

zealous stratus
#

how i can create a gui?

lavish kite
tribal arrow
#

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!

sweet solar
#

anyone know if their is something like Game Logic in Arma 3?

round verge
#

Found the TreeV2

smoky sinew
#

Anyone tried modding gloves in?

#

Glove inventory slot and hand texture?

#

Did somebody already create tanks?

stable stratus
old viper
#

I literally asked this myself too as I watched it

smoky sinew
#

I have just opened up Enfusion engine for the first time, wish me luck guys

smoky sinew
smoky sinew
#

?

warped crescent
#

is there anyway to delete a mod off the workshop?

deep dragon
#

think you make it private?

warped crescent
#

Nah i wanna delete it completely

deep dragon
#

not sure about that but I think making it private will at least stop people from downloading it

smoky sinew
#

https://imgur.com/a/kPKLhQd

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

wild oxide
#

are arma 3 assets being added to this

vocal jacinth
wheat storm
#

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

smoky sinew
#

How do I create a prefab? I am trying to figure out how I would approach creating a prefab AI group

wheat storm
smoky sinew
keen dust
smoky sinew
wheat storm
wheat storm
smoky sinew
wheat storm
smoky sinew
wheat storm
smoky sinew
#

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

wheat storm
#

that will rotate them

smoky sinew
wheat storm
#

rotate on y axis then

#

ez

smoky sinew
#

I can't rotate individuals in a prefab

#

I can only rotate the entire prefab group

wheat storm
#

then dont use a group

smoky sinew
#

If I don't have a group, I can't give waypoints ๐Ÿค”

#

Am I wrong?

wheat storm
#

not sure, i havent worked with AI in that capacity

#

currently working on a zombie

smoky sinew
#

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

wheat storm
#

im confident that you can group existing AI together, check at the associated "Group" components per AI entity

smoky sinew
wheat storm
#

it will be complicated to do what you are trying to do, workbench isnt exactly Eden Editor level of decent

smoky sinew
#

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

wheat storm
#

you can in game master if you are willing to set it up every time you want to run through the event

wheat storm
smoky sinew
smoky sinew
#

For some reason I can walk through the AI that are walking think_turtle

signal ember
smoky sinew
#

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

wheat storm
signal ember
lime magnet
#

enable AI doesn't do anything or atleast it didn't when I tried

#

just made a group and deleted all but one

signal ember
#

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

lime magnet
smoky sinew
#

Like, I just want to rotate a soldier lol

balmy thicket
#

how to enable local mod? (want to test before i Publish)

chrome gust
#

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?

languid lance
wheat storm
#

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

cosmic verge
lime magnet
#

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 uwu lol

oblique violet
twin topaz
#

Will there be ability to use external IDE such as visual studio? The current autocomplete sucks

cosmic verge
cosmic verge
remote bronze
#

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?

oblique violet
#

AFAIK it's xbox limit

tribal arrow
#

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 ?

sinful grove
#

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.

mortal ermine
#

is there any plan to import Arma 3 creator DLCs into reforger?

#

like assets and maps from Global Mobilization, prarie fire, or iron curtain?

compact oak
#

How long does it usually take from publishing a mod until it shows in the workbench?

oblique violet
#

it's instant. Just use search and I am sure you will find it.

compact oak
#

i guess im doing something wrong then xD

oblique violet
#

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 ๐Ÿค”

compact oak
#

Nah it says its done... But i did set it to private

oblique violet
#

๐Ÿค” private visibility might be broken.

#

You can try set it to 'test', then enable 'test mods' filter in workshop ui.

compact oak
#

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

oblique violet
#

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)

compact oak
#

Okay, thanks for help

chrome gust
echo latch
#

Anyone know where to find this in the documentation? "Vehicles - Wheeled Simulation"

bold rain
#

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

faint oyster
#

Is there a way to start my game with a certain mod?

oblique violet
clever fable
#

idek

spiral lake
#

anyone know how to add new font to the game ?!!

wise dawn
#

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

jovial carbon
#

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

pallid knot
#

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

jovial carbon
#
 ENGINE       : Initializing engine.
 ENGINE    (E): Addon 'Carpat' dependency '591AF5BDA9F7C38B' can't be added ```
pallid knot
#

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

jovial carbon
#

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

pallid knot
#

oh Carpat is your own thing

jovial carbon
#

but once i tried to do it - my content gone

jovial carbon
pallid knot
#

can you send me your addon.gproj file?

jovial carbon
pallid knot
#

Ah ok, 591AF5BDA9F7C38B is missing.. now what mod is that ๐Ÿ˜„

#

must be capture&hold

jovial carbon
#
 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?

pallid knot
#

inside your My Games/ArmaReforger/Addons you should have a 591AF5BDA9F7C38B folder, if you have capture&hold addon downloaded (from ingame workshop)

jovial carbon
#

yea, it do exist

pallid knot
#

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?

pallid knot
#

:/

#

why workbench be stoopin around then ๐Ÿ˜ 

jovial carbon
#

after edits i have now that ThinkV

#

at start of tools

pallid knot
#

Should be like that, maybe you changed some line ending or smth

jovial carbon
pallid knot
#

holy crap even basegame isn't found

#

wtf is going on there ๐Ÿ˜„
Try closing tools, starting game via steam till main menu, exit games again and start tools again and try again

jovial carbon
#

now my main game not wowrking, that weird

#

maybe i broke a Arma Reforge config in Workbench settings?#

pallid knot
#

#EarlyAccess ๐Ÿคฃ
Maybe its trying to load your mod but it fails at that

#

or it cannot find its own files inside the game directory

jovial carbon
#
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
pallid knot
#

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

jovial carbon
#

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. ```
pallid knot
#

oh.....

#

Maybe it was stoopid and added the dependency to base game itself ๐Ÿคฃ

#

The ArmaReforger.gproj file in steamapps\common\Arma Reforger\addons\data

#

It should only have one dependency

jovial carbon
pallid knot
#

holy crap how the hell

#

You my lord found a interesting bug

#

Replace that dependency by 5614BBCCBB55ED1C that should fix it

jovial carbon
pallid knot
#

like this you did it right? just added one more there?

jovial carbon
#

@pallid knot i can confirm that you fixed my issue. thank you very much.
Will gift a arma to another one my friend TI_MinmiBongo

pallid knot
#

Mh I followed your steps and I cannot brick my game ๐Ÿ˜„ No idea what happened there

jovial carbon
pallid knot
#

Ah!

#

Did you try to add the dependency twice?

jovial carbon
pallid knot
#

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

smoky sinew
#

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

next trail
#

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.

smoky sinew
#

Can I spawn in a prefab building and remove the furniture that way?

silk orbit
#

you can disable the prefab components/elements.

#

But not delete.

silk orbit
next trail
# smoky sinew Okay, so theres no way to adjust the map

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.

calm wyvern
#

Has BI considered hosting a panel or booth at Pax West for this year?

young portal
#

When publishing a project to the worshop, the test category is essentially the same as private correct?

burnt bobcat
#

Any good videos on how to make a weapon as I cant understand the shite documentation

oblique violet
smoky sinew
lime magnet
#

how well do you think the engine would handle modular assets for building.... building?

sinful grove
#

Hey, can anyone help me.. when I load something 3d in Enfusion it just locks up and closes down the program?

full lichen
#

how do i make a faction mod

plucky kettle
#

I cant move my Cam in the World Editor it keeps snaping back

#

Is there a key that i need to press

plucky kettle
#

restarting my pc helped

tribal arrow
#

Why is the Sample_NewWeapon not being held the right way? All the bones were exported and showing inside the model viewer..strange

desert hawk
#

Any good videos on asset creation out yet? Its been a few days and I'm not exactly in the loop. Cheers.

wind tinsel
#

Its a known issue

winter igloo
#

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).

supple sky
#

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...

zealous stratus
#

how to report a bug?

supple sky
final oak
#

you might be reading too much into that

cedar ibex
#

wher can i download the official tools for enfusion and reforger?

plush bane
supple sky
cedar ibex
sharp mango
#

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?

frozen quarry
#

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?

twilit inlet
#

Can someone use the PIP module for scopes to output video, using an offset, attached to the head, like a helmet cam?

empty nexus
#

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

meager osprey
#

You should not duplicate, if you are creating your own launcher then inherit.
If you want to change default weapon then override

olive shadow
#

Is SnowRunner Arma Reforger ???? ๐Ÿ˜‚๐Ÿคฃ

tribal arrow
#

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

steep trail
#

no unique animations set cuz it's just for testing

stark acorn
empty nexus
meager osprey
pallid knot
swift bough
silk orbit
dense vapor
#

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

normal basin
#

hi you have new's?

gloomy acorn
#

for 401 no
says I'unauthorized

normal basin
#

BACKEND (E): [RestApi] ID:[13] Error Code:401 - Unauthorized, ApiCode:
DEFAULT (E): Uploading failed! Reason: "Unauthorized"
RESOURCES (E): Publishing failed

#

i have the same

tawny patio
#

Is this game held back by its engine an any obvious ways?

short roost
#

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?

modest scarab
#

the amount of things i all ready see modders made is insane

sharp mango
swift bough
mental nova
#

anyone know how to hide the helmet in first person veiw

tribal arrow
#

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?

oblique nacelle
# dense vapor Any good tutorials anyone recommend to learn the scripting language? I understan...

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

dense vapor
oblique nacelle
#

Indeed pensivecowboy

mellow surge
#

Did they delete the showroom chat?

#

oh no they just moved it, ignore me

true loom
#

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

true loom
#

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

wind tinsel
#

Is there a way to Enable 2D Scoped in Editor so I can test that?

smoky sinew
wind tinsel
#

Well, in World Editor, escape takes you out of the game

#

So you can't really open the settings

smoky sinew
#

Try SHIFT+F10

wind tinsel
#

Yeah, that works

#

Thanks

smoky sinew
#

also SHIFT+F11 maximizes the ingame window

wind tinsel
#

Just F11 works for the fullscreen

smoky sinew
#

cool

fickle stag
#

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?

faint oyster
#

Any way to get the XOB for vanilla things?

#

And edit them?

vernal otter
#

hello how do i mod the game

slender bluff
#

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

vernal otter
#

no, open source is acces to the source, not sdk

slender bluff
#

aw makes sense

#

doesn't change anything but just wondering. still cool that we can see so much of its internals

slender bluff
#

like from what I can tell (and maybe I'm wrong) all of the scripts in the game are accessable through the editor

vernal otter
#

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

slender bluff
#

ok we can't edit it and commit it, but we can see it

vernal otter
#

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

slender bluff
#

well we can legit see the actual scripts made for the game

vernal otter
#

it is kind of the same principle as open source, having the community contribute to the game

slender bluff
#

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

vernal otter
#

that is kinda open source, yes

slender bluff
#

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

vernal otter
#

i havent really checked out what we have access to, i just assumed we just had access to an sdk for modding

slender bluff
#

no, it's like... you can legit go into the game files and check everything out

vernal otter
#

Maybe technically open source is related to licensing, but the fact you can see the source code makes it kinda open source

slender bluff
#

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

vernal otter
#

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

slender bluff
#

couldn't say myself, I'm still trying to get used to the engine. can't do anything in it really atm

vernal otter
#

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"

slender bluff
#

that sounds cool

vernal otter
#

yeah, its really cool in my mind, but making it cool in game is a big leap haha

slender bluff
#

also hard given how few resources there are for making them atm

vernal otter
#

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

slender bluff
#

yeah, and giving us such good tools to make the mods as well

#

seems like they've got their priorities down really well

vernal otter
#

i agree

slender bluff
#

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

sinful grove
#

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..

rare ibex
#

sad, can't view over 4k

faint oyster
#

Is there a way to extract vanilla XOB?

unborn inlet
full viper
wide veldt
full viper
sinful grove
#

Hopefully they can fix the flooding inside ๐Ÿ˜„

obsidian helm
north crown
#

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

silk orbit
#

Is there any documentation on chat commands?

#

so far I only found #restart and #login thomp

smoky sinew
timber tiger
#

Is it against TOS to add vehicles/assets based on Arma 3 3D models?

pallid knot
#

Making something that looks similar to Arma 3 stuff? no.
Stealing Arma 3 stuff, very much yes.

timber tiger
pallid knot
#

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.

timber tiger
#

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.

dry citrus
#

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

deep finch
#

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

desert sparrow
#

Hi guys, is it possible to add mods to an existing progect?

unborn inlet
desert sparrow
#

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?

oblique violet
#

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

empty nexus
#

when I saw the default names for characters in the identitycomponent I almost died laughing

desert sparrow
desert sparrow
oblique violet
#

I think you should download them via workshop, add them through the Workbench start window which lists all mods, and then open your mod.

desert sparrow
#

Ok, missed the part where I had to actually load the gproj files, heers

sage ore
#

Where can I find the "Standard" conflict mission to edit some files?

meager osprey
stark acorn
desert hawk
#

Any Bohemia devs wanna suggest a vehicle (or static) that they themselves certainly aren't making that is also 1989-ish ๐Ÿ™๐Ÿฅบ

meager osprey
desert hawk
#

Maybe I should focus on Eastern Germany or Cuba or something then.

ripe crow
#

British vehicles !

desert hawk
#

That's certainly a good option MasterBaiter. Do you have any suggestions?

ripe crow
#

I'd say a Centurion tank but not sure if we get tracked vehicles ๐Ÿ˜ฌ

desert hawk
#

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.

ripe crow
#

Maybe a Ferret MK2 scout car

desert hawk
#

They would have been on the way to phasing this out in 89

#

Maybe something from the 70's and not the 50's?

ripe crow
#

FV721

desert hawk
#

Damn that thing is cool as hell

#

Yeah lets make that

ripe crow
#

Awesome to hear that you take that on ๐Ÿ’ช

desert hawk
#

Maybe I should start a British faction ๐Ÿค”

#

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

ripe crow
#

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

desert hawk
#

Anything that has to do with making the vehicle I can do that part, it's getting it into the engine

ripe crow
#

yeah ๐Ÿ˜…

blazing yew
#

any timeline or eta on getting custom extension support for servers?

opaque light
#

I published a model but when I go in a game it doesnt show that its there can anyone help me?

pastel badge
#

can someone help me with a mod? Its just a simple texture mod

spare musk
#

how can i add my own markers on the map? i havent had any luck with tasks with map descriptor components

paper sandal
#

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

stark acorn
paper sandal
#

I'll give it a try

lime magnet
#

enfusion is crashing when I try to open items/equipment CryingBoy

#

It was because of either rivatuner or afterburner

lime magnet
#

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

lime magnet
#

figured it out, I was directing the loadout to the prefab model and not the prefab item lol

remote bronze
#

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 $profiles folder 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.

stark acorn
smoky sinew
#

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

remote bronze
empty nexus
#

where can I ask a question about the assets and licenses?

remote bronze
empty nexus
#

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

remote bronze
#

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.

empty nexus
#

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

remote bronze
#

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.

empty nexus
#

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?

remote bronze
unborn inlet
#

@empty nexus

  1. all modding is derivative works
  2. re-texturing etc is derivative of the existing artwork
  3. 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

empty nexus
unborn inlet
empty nexus
#

right, no export button

#

time to upgrade to an 8k screen

unborn inlet
#

:))) - there are no 8K textures

empty nexus
#

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?

lime magnet
#

if screen shotting is allowed, I could take the screenshot, upscale it to the right size again

unborn inlet
#

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

lime magnet
#

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

empty nexus
#

I used a wav for my fake waterfalls and it was fine

lime magnet
#

can you compress wavs?

empty nexus
#

maybe something to do with sample rates and such

unborn inlet
#

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

empty nexus
#

sure, yeah with things like this I would think it's useful to be extra sure

empty nexus
#

a little below 10 seconds in length, 1 MB in size

#

there's an audio makers channel tho

lime magnet
#

ees alright, I just deleted most of the track and it's 3mb now

#

IT WORKS

empty nexus
#

comfy

pallid knot
#

too calm, someone make piano subwoofer mod please thanks

empty nexus
#

you say that but I did once hook up a microphone to a subwoofer

lime magnet
#

is there a way to hide waypoint visualization?

paper sandal
#

For some reason I can not drag the pilot compartment base config into the compartment slot

#

there is no PilotCompartmentSlot present already

dense vapor
#

I'm spawning in the middle of the ocean, what have i forgotten to add?

lime magnet
#

just click on one of the items and press F

#

dat just happens sometimes I think

remote bronze
#

you appear to have two faction managers? and no camera manager?

dense vapor
#

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

paper sandal
#

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.

toxic geyser
covert hare
#

Can I add a mod dependency after I created a mod and worked on it?

swift bough
#

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

nimble jewel
#

Where did the showroom go?

empty nexus
#

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?

cerulean bolt
#

how does one login to reforger tools? my dropdown menu for member area just continuously says logging in?

paper sandal
#

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

tribal arrow
#

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

paper sandal
#

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

dense vapor
#

How do you remove the default textures for road generators?

cerulean bolt
coral night
#

little idea, is terrain deformation possible within enfusion?

crisp yoke
#

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?

dense vapor
#

Where are the log files located? My world is crashing on open

fervent kraken
hard trout
#

which is the "proper" channel about making gamemodes?

#

not mission making?

sage ore
#

Oh lol

#

Didnt see that one

#

Yeah mission making

coral night
hollow rampart
#

in future blobdoggoshruggoogly but at least right now, no

#

perhaps unlikely. terrain deformation while cool, can cause all kinds of glitches

smoky sinew
#

Arma is glitchy enough in its DNA let's not give it more reasons to freak out

tropic wadi
#

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

supple turret
#

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 ๐Ÿ˜„ shoot me a dm!

lime magnet
#

how would I go about adding one of my prefabs to the Game Master Gamemode?

lime magnet
stark acorn
#

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

empty nexus
#

any plans for more exception handling? crashing to desktop with no relevant console logs is frustrating

unborn inlet
#

+1 ^^

meager osprey
#

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.

unborn inlet
#

i think that is a more general request, there are time when it just crashes for no particular given reason

meager osprey
unborn inlet
#

will surely do it

empty nexus
#

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

meager osprey
empty nexus
#

point being 99% of the time my crashes are my fault ๐Ÿ˜„

meager osprey
#

So, blame is on us, still

empty nexus
#

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

meager osprey
#

-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

empty nexus
#

spam by default for me

stark acorn
pallid knot
empty nexus
#

duckbongo gimme

#

your api will block me for ddos

#

also u fooled me into thinking the scripting is c#

calm tulip
#

whats enfusion

unborn inlet
#

the engine for reforger

silk orbit
calm tulip
torpid relic
#

did the new update break some stuff? all the reforger worlds are locked

rapid shore
#

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

empty nexus
#

whats new

torpid relic
#

you can create a subscene to get around it

main mortar
torpid relic
#

i dont think you can do anything about that, im pretty sure thats how its meant to be but im not sure

stark acorn
#

That is done purpose - you couldn't save such worlds

#

And attempts to save read only worlds resulted in crash

main mortar
tawdry owl
#

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?

tawdry owl
#

ty

smoky sinew
#

Hi everyone, Is there a manual or video on how to make a simple character/unifom re-texture and apply it ingame? For Reforger.

main latch
#

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?

swift bough
#

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

main latch
#

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

swift bough
#

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

main latch
#

aye

swift bough
#

I am out of ideas then sorry bud ๐Ÿ˜ฆ

main latch
#

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 ๐Ÿ˜„

main latch
dense vapor
#

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
dense vapor
main latch
#

not sure i follow can you give a ELI5?

marble wedge
#

try running WB with -clearsettings launch param

dense vapor
# main latch not sure i follow can you give a ELI5?

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

main latch
urban gale
#

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.

late forum
#

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

final oak
#

Youโ€™re comparing an engine to an in game mission editorโ€ฆ?

broken bronze
#

@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!

signal shore
#

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.

signal ember
#

@dim grove RE step by step weapon tut, ill have one out within the next week or two

dim grove
honest verge
# signal shore Is it possible to add the same component to multiple entities? I'd prefer to not...

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.

empty nexus
#

wheres the known issues page?

jovial cargo
hollow rampart
empty nexus
#

how do I delete a component from a prefab

#

it's grayed out

#

I added it, now I can't remove it thonk