#enfusion_generic

1 messages ยท Page 29 of 1

smoky sinew
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Thank you very much!

dense vapor
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what do you need in your mission to get chat to work?

grave palm
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i have a problem, for some reason why entities in the hierarchy list are locked so i cant delete them or move them, how do i unlock them?

meager osprey
meager osprey
paper sandal
solemn valve
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What is the difference between a pink prefab and a blue prefab?
Example

PrefabLibrary>Vegetation>Trees>t_betula_pendula_2s.et 

What is the difference between these two? Other that one is pink and one is green haha

stark acorn
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in principle, PrefabLibrary is used for terrain making since it contains some data randomization options (random scale for example)

solemn valve
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Ah I see! Thank you

unique crest
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hey i moved my reforger tools from one to another partition and now i cant find the project its asking me to manualy find it , anyone knows where the projects are saved?

stark acorn
unique crest
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i have some maps

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that i started working on

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when i launch enfusion workbench and then the (Enfusion Workbench Launcher) and that "new enfusion project" when i click on that is asking me to find the project

stark acorn
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asking me to find the project which project? New Enfusion Project or Arma Reforger?

unique crest
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this

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and theni go okay

stark acorn
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find arma reforger project

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it should be in Arma Reforger installation folder

unique crest
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nope nothing there

stark acorn
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so did you installed Arma Reforger?

unique crest
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if i delete and reinstall tools

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yes

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both

stark acorn
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You need Arma Reforger to use Arma Reforger Tools

unique crest
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i have them both

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installed

stark acorn
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so locate Arma Reforger project inside Arma Reforger instalation dir

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you can use search for "gproj"

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by default it will be in addons/data folder

unique crest
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broooo

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thank you

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atleast i got it

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we will se if thats it

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thank you very much it worked ! โค๏ธ

dense vapor
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It would be really cool if we could use regex searches in resource browser, i.e Arsenal.*_USSR

stark acorn
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Arsenal _USSR seems to yield pretty much similar result now

full viper
terse geyser
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Hey do you know why in workshop my mod have 2 dependencies ?

empty nexus
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should SCR_PrefabSpawnable work? my object just disappears when destroyed and doesn't spawn anything

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nvm it does work

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it seems its not possible to spawn a warhead though it also works but it does not detonate

muted rain
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Is anyone thinking about doing something like the BI arsenal in Reforger?

dusty cosmos
meager osprey
meager osprey
muted rain
grave palm
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how do i delete entities from the map, like a house or rock?

arctic wigeon
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how do i remove the active layer is read only issue?

dense vapor
arctic wigeon
dense vapor
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double click on it

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or right click and set to active

arctic wigeon
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On the default? It says Active

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It has never done this before

empty nexus
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So I published an addon and the downloaded addon behaves differently than when testing it in the editor

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When viewing the addon project in Workbench I can see it's setup correctly

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In the logs I see a lot of "Wrong&patched resource GUID" and "invalid filesystem index"

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I don't see these messages in Workbench when playtesting

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I edited a config, published and now it works thonk

grave palm
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is there a way to run my scenario i made in gamemaster?

vernal otter
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Is there a way to bundle my mod for console with a smaller size to meet the restrictions in console but not punish PC players?

wanton leaf
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I guess it would be splitting the mod into modules if it's wide encompassing and then have each module as a dependency for your main mod.

copper canopy
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me on my way to upload 35 builds with crashes (I am too lazy to press play and test my mods)

meager osprey
copper canopy
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got it working about half an hour ago

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but uh dont go through it

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you will see 500 lines of the worst shitcode in the world and 0 comments

meager osprey
copper canopy
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lol

meager osprey
copper canopy
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its like 60mb and most of that is just code lol

meager osprey
copper canopy
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๐Ÿ’€ I forgor

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the map is most

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its only a couple hundred lines soooo\

copper canopy
empty nexus
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are there currently any props that explode when damaged?

copper canopy
empty nexus
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Maybe I need to spawn a projectile instead and point it downwards, but that seems super hacky

meager osprey
empty nexus
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in this instance it "breaks" fine but kinda feels like the warhead doesnt actually do warhead things, perhaps I need to trigger it or something

meager osprey
empty nexus
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I created a duplicate of that warhead and gave it a mesh component and an SCR_InstantTriggerComponent, and I can see the warhead flash the mesh before disappearing quickly

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using the MaterialSphere mesh I am pretty sure it's flashing because it seems like it has an emissive material on it

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but when I stand next to the prop when it is destroyed, I don't take any damage (and currently don't see the particle FX as well)

meager osprey
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@empty nexus
I had something similar prototyped long time ago

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@empty nexus
Also you may need to run some more code on your prop entity
TimerTriggerComponent triggerComp = TimerTriggerComponent.Cast(FindComponent(TimerTriggerComponent)); if (triggerComp) { triggerComp.SetEventMask(this, EntityEvent.FRAME); triggerComp.SetLive(this); }

empty nexus
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ok interesting, should there be a functional difference like this between timed and base trigger component?

meager osprey
empty nexus
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you are correct

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it seems I misunderstood what SCR_InstantTriggerComponent is

meager osprey
empty nexus
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thanks, particle FX and sound is working but not dealing damage again damage works now as well, great

native ibex
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Has anyone asked, or have any information about if Enfusion supports UDIMS or if it potentially will in the future?

charred sail
grave palm
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is there a way to add mods into your scenario in the workbench that you have already created?

empty nexus
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any info how the budget values work?

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for game master

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like is 100 100%?

copper canopy
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cant choose a category and therefore upload

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any ideas?

grave palm
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is there a way you can permanently hide vanilla entities?

meager osprey
stark acorn
hallow dust
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Is there any plans to be able to package a mod with a binary? Instead of just packaging project file?

white oxide
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Is there anyone looking for mod ideas?

copper canopy
fleet lotus
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Any ETA on a fix update for the tools?

copper canopy
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@stark acorn Fixed itself

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Also

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Is there a way to check how many downloads our mod has?

copper canopy
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ty

fleet lotus
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has there been an update yet?

wind tinsel
fleet lotus
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the editor, it still crashes after new terrain creation when saving

wind tinsel
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I had this issue too. I couldn't load back into it. I think it had something to do with moving terrain from 0,0,0

fleet lotus
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its been reported wildly already, so just wondered if thers been a fix update yet... i guess not ๐Ÿ˜„

wind tinsel
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I wouldn't know. Haven't used the tools for a few days

fleet lotus
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Yup, it still crashes on saving after putting in new terrain. Damn it

faint oyster
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Any acctime type things or ways to make game slow motion in single player?

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Nvm, found it

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It's in the debug menu as DTime

hollow onyx
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Ok so, I've made a map, setup the FFA deathmatch gamemode, tested and works in the editor. Can't find a way to load it up in reforger.

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Can see it as a mod, and enabled it. Can only see Everon

meager osprey
meager osprey
hollow onyx
meager osprey
hollow onyx
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Awesome, Thank you

calm wyvern
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Question, I noticed a lot of people publishing placeholder mods in the workshop. Is this really worth doing? Particuarlly for mods your working on that might not see results for the rest the year?

grave palm
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is there a way you can permanently hide vanilla entities?

hearty idol
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Hello, i dont yet own arma reforger due to money restraints but does anyone know a way to be able to use the tools without owning the game?

hearty idol
fiery coyote
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How do I change the default position of a popup window in the workbench?

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For some reason the default position is the popup window halfway of the screen

obsidian cave
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Any way to change player scale on spawn?

gritty jacinth
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I don't see an Enfusion troubleshooting channel, but my tools seems to crash all the time now, is there a known fix?

bold nova
gritty jacinth
obsidian cave
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god i feel stupid asking how do you put stuff in boxes? I put down medical crate prefab and theres nothing in it

meager osprey
smoky sinew
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@obsidian cave alternatively you can place entity in world, add UniversalInventoryStorageComponent, setup it's Attributes and in "Initial slots" properties you can setup what it will contain, also you might want to add ActionManagerComponent with "LootAction" to this entity.

obsidian cave
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using editableprefabs "It just works" thanks

bright sable
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When I duplicate a forest generator prefab, I can usually edit it freely (e. g. worked for Pine1), but for a couple, it doesn't, like Pine2 and Pine3.
Does anyone know a possible reason?

mellow mantle
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How do i test out my bundle in game without publishing it?

agile cobalt
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Hi, I have ran into an issue with the workbench

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No matter what I select this message box keeps popping up

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So if I select either project or try to create a new one

jade current
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@agile cobalt run the game first

agile cobalt
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was there an update today? workbench was working fine yesterday

jade current
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I'd assume so if you're getting the error that's from not running the game first lol

agile cobalt
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well that's weird

jade current
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You'll have to run the game first after every update.

agile cobalt
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Second question

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This had happened yesterday, I created a new project, called it map, went through the initial setup with the camera manager and the generic terrian, created terrian and went to import a heightmap, this crash came up

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For some reason when I hit create terrain it didn't create the blank dirt square it did the first time I went through the map creation steps

gritty jacinth
agile cobalt
gritty jacinth
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Not for me, I've created new projects, reinstalled, deleted everything and reinstalled. Crashes all the time. Some things I can reproduce, like the height map thing. Other times it just crashes for no reason.

north crane
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Can I make an entire layer a prefab and move it to another world?

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Or can I import a layer into another world?

copper canopy
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no fucking clue why BI made a whole god damn actual accurate calender system

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but holy shit im not dissapointed

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stars are great

meager osprey
late rain
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Is there a revive player mod?

loud portal
unborn inlet
torpid jasper
loud portal
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my tools were up to date but not my game.. my bad

north crane
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Anyone else experience major fps issues?

unborn inlet
fleet lotus
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anyone know what to do with this error? "Exception: Access violation. Illegal read by 0x7ff6b30da916 at 0xe0"

smoky sinew
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hope bohemia dont remove this

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with the future patches

full viper
north crane
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I've removed all mods and experience massive fps drops

unborn inlet
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i only experienced the 1fps drop issue, which can only be solved by restarting the game. Otherwise for me is pretty butter smooth, but i would say my rigs is a bit above average.

unborn inlet
north crane
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It was running fine the other day

unborn inlet
regal hatch
sour anvil
full viper
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black ops 1 weapons

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i forgot to say that those type of weapons would look great in Reforger

unborn inlet
faint oyster
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Ehh, having tons of guns is not that exciting.

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End of the day, it's just a different aesthetic and basically a reskin(and remodel)

full viper
unborn inlet
# full viper didn't request anything lol, i was just talking about it
  1. this channel has nothing to do with reforger, it is in relation to the engine that reforger is using
  2. what is there to talk about? Feel free to do your own, considering you feel these would look nice and all
  3. under 30% of that list have been actively used in the 80s, with most being already in reforger
full viper
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it's got nothing to do with how actively used it was in the 1980's or whether it was in the game already or not, and i wasn't going to request anything but rather leave it as inspiration for anyone and since this channel's topic say its "General discussion about game modifications" i thought it would be okay.

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that's all

empty nexus
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is there an active bug report somewhere for destructible props not syncing their fx in multiplayer?

rich shell
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interesting question about reforger tools, in UE4 you can make materials with widgets and basically add (for example), screen/texts/buttons to in world actors, can we do it in enfusion?

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example of what I mean (result)

empty nexus
rich shell
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Hmm interesting, gonna see if that gonna work for me, thx

north crane
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How do I add things to a prefab?

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I drag everything into the prefab, then I rightclick it and apply changes to prefab but it doesn't save

fleet lotus
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what programming language should i learn for modding in Enfusion?

rich shell
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@fleet lotus c#

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@north crane

median remnant
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Someone mentioned red dot sights and the like can't be made in Reforger yet?

unborn inlet
median remnant
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Oh, sweet!

unborn inlet
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it basically an iron sights with a dot

median remnant
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How is the dot offset?

unborn inlet
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afaik there is one in the a3 looky reforger sample

median remnant
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Hmmm ok!

unborn inlet
median remnant
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Yeah.

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Kinda like CShader in Arma 3.

unborn inlet
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hmm, that i didnโ€™t test that

north crane
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@rich shell

rich shell
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change something option gonna activate

north crane
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I did I added the rigid body and enabled those two options

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In no way does it let me overwrite my existing (I made it) prefab

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I have to just keep making prefabs from scratch if I need to change anything

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which to me defeats the purpose of a prefab

grave palm
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can you use the workbench with a gtx 960?

north crane
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So if I drag it from the hierarchy into the resource browser, it creates a prefab in which I can then edit values and apply to prefab and have it applied to every object on the map.

What I still don't understand is, deleting an object, and putting something new, or replacing that object back. How do you save it??

gloomy vapor
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@fleet lotus OOP ( Object Orientet Programming )

jagged panther
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trying to figure out how to cause this statue to be just the base when destroyed instead of completely deleting the object. anyone have any idea how to do this?

rich shell
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interesting question, does anyone know how can I attach IEntity to player's socket, like I have manager component and entity itself setup, I also noticed this in info variable

meager osprey
rich shell
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hmm, what should I do in code? cuz I prob. need to somehow attach it to pivot

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@meager osprey or ya can point me to file that uses something similar/there is solution. that way easier to learn in n outs of editor

meager osprey
rich shell
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Thx a lot ๐Ÿ˜› finally gonna make it work ๐Ÿ˜„

rich shell
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inside entity slot there is a selection for prefab,but I cant find variable name for it to actually spawn it.

rich shell
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like, I want to attach my watch to player's hand

rich shell
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ye I can prob. make an item like watch, but want to learn engine possibilities first/how to do basic stuff

rich shell
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right now my code is this and it only spawns, I don't know how to attach to bone/socket and don't know how to use resource defined in EntitySlotInfo cuz prefab doesn't exist as variable there, it is named something else.

meager osprey
rich shell
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okay will try first 2nd thing and then first thing, gonna see if it works

rich shell
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Class:      'KC_GPSManagerComponent'
Function: 'EOnInit'
Stack trace:
Scripts/Game/GPS/KC_GPS_Component.c:46 Function EOnInit

adding pivot isn't enough, thing still floats.
parent and entity have hierarchy component

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this line made it follow me like I wanted, finally.. thx A LOT

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I really like idea of pivotID containing name, is there anyway for me to read it in code? auto complete thinks its not there

rich shell
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this is pretty ez to use, but idk how to find what pivot_id was selected

ripe eagle
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Does any lovely person know how to limit the amount of loadouts that can be selected at any one time?

i.e I only want 1 grenadier per ingame squad and want to lock the ability to pick the grenadier class once someone has already selected it.

ripe eagle
jagged panther
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wonder if anyone is working on animal mods for reforger yet

ancient nexus
distant meteor
split spruce
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Is anyone working on a tank mod? IV been debating with a friend saying it's possible to add them since we have tools but he claims since it is not implemented in the game for track vehicles that modders couldn't make them

unborn inlet
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@split sprucehad a brief look, it doesn't seem like tracked vehicles are implemented just yet

split spruce
unborn inlet
tawny cliff
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hey there guys I'm trying to get the hang of the tools... When I start making a world I don't see the dark lines that should be on my screen, it is just plain grey.. Any ideas?

faint oyster
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Anyone know if it's possible to reverse scopes, so that the center of the scope is the main render
And the outside is the picture in picture render?

mighty viper
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I am getting a invalid token when trying to publish in enfusion using a valid bistudio account (also linked to steam account which owns the reforger key). BACKEND (E): Http Error apiCode="", message="ErrID: 40b58391-d177-46d5-96cb-c7c2594b4ba0: Authorization failed, check your token."

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Resolved this by logging into the game itself first then workbench. Perhaps it licenses the account that way

pastel mulch
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did anyone find a fix for crashing on creating new Terrain?

calm granite
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https://www.youtube.com/watch?v=iN5SSa4r-bg I'd love to see animations like this in Arma 4

Collection of all clips shown at Tarkov Talk
https://www.youtube.com/watch?v=I5M3eHIGMqI

๐Ÿ‘Š Subscribe and like if you are vibing with the content!

๐Ÿ‘‰ Follow me on Twitter for more action, https://twitter.com/xpray4deathx

๐ŸŽฎ Gaming live on Twitch most days, https://www.twitch.tv/xpray4deathx_

๐Ÿป Come hang out in the discord, https://discord.gg/Q...

โ–ถ Play video
faint oyster
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this is very bad and looks so weird

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Reminds me of those goofy stalker animations

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Reloading when sprinting triggers me.
If such mechanics exist in games, they are from a gameplay standpoint bad,
Allowing players to move at the fastest possible speed, while reloading???
Such a bad thing from a gameplay perspective.

From a realism perspective, reloading while moving takes practice.
Reloading when running is possible, but anyone who's done that, can probably relate that it's easy to drop the mag without a good drop pouch

jagged panther
jagged panther
grave palm
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how much does props affect game performance?

hollow rampart
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A lot

proven haven
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hey guys anyone found a way to store the addons somewhere else then in the documents?

marsh drum
rich shell
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@marsh drum you don;t see your custom component?

marsh drum
rich shell
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okay I had similar issue, 2 things, 1. drop your custom component in --> yourMod/Scripts/Game other folder.. ya can create for ease. then inside it do this:

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so game will see component if it is located in scripts/game

marsh drum
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omg! that worked. even if I dont script do I need to do that? O_o

rich shell
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place file yes, compile.. only if script not working

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this graph shows pretty good structure I would use if I was doing it right

marsh drum
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I didnt change the folders. Just compiled the script (even if I dont have any) and it worked ^^'

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Thank you

weary trout
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is there documentation yet about creating static weapons?

pale sable
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heya! how do i change the displayed name of my modded vehicle? thnx ๐Ÿ™‚

remote bronze
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When adding new items to the game that you can take to your hands I have noticed that InventoryItemComponent > Item Animation Attributes > Hand Additive XYZ gives alignment to my object when looking at in first or thrid person, however when looking at it in the inventory the item is duplicated (https://user-images.githubusercontent.com/8494013/172063220-cfe371bc-b967-4c05-bbd5-96f755097bf6.png VS https://user-images.githubusercontent.com/8494013/172063120-fbe2cbe4-cae5-4eb8-a6a3-94b86606cefe.png). You can see it once in the "original" pose and once with the Hand Additive "correctly configured". I think this is a bug that nobody noticed because in vanilla the item is created at the same position, hence they just overlap? My questions would be:

  1. How do vanilla items like FieldDressing or Binoculars set their "in hand" position? They do not seem to set any Hand Addditive values. I see them set an Animation Instance and Animation IK Pose though? Is that how they are controlled? When I open those files I nothing happens, I am not sure how that system is designed? Is there any guide on this yet? Cause I only see weapons documented and I think that is maybe not the same system? I want to be able to move the item up and down in the hand or maybe rotate around its own axis a bit. Does this require animation files or where i this configured?
  2. Are items duplicating for inventory preview a known issue, did I do something wrong or shall I report it? I tried to exclude my wrongdoings by overriding the FieldDressing_US and just adding Hand Additive values, and the issue occurred as well there. Maybe the whole Hand Additive is not functional? I do not see it used in assets I inspected so far.
whole cliff
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does anyone know why when I create a new terrain and save, it gives me this error and closes the editor?
Exception: Access violation. Illegal read by 0x7ff7af22a916 at 0xe0

silk swan
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Access violation usually means you don't have permission to read or write a file

silk swan
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if you don't have permission to write in a directory (eg. is protected or belongs to a different user) you still can't create files in there.
Usually happens when you sometimes 'run as administrator' and sometimes don't

whole cliff
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ok, but i created a new enfusion project, created a word named test.ent , and when i try to create new terrain in GenericTerrainEntity it works. but when i save it gave me Access violation and the whole bug report

desert hawk
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Anyone think Enfusion might not handle 700 projectiles happening all at once (like a shotgun blast)? I see no reason why it wouldn't work but also spawning them all in at once could be bad.

sour anvil
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Am I missing something here with peer tool? It says it cannot find my addon but its right there in that folder specified in params

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makes no sense

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never mind its meant to be double quotes

indigo stag
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Is there any way at all to have lods on a prefab level? Hierarchical lods or whatever you want to call them. So the entire hierarchy inside a prefab would switch to a combined proxy lod at a distance. If not, are there any plans to implement something like that in the future? I would like to work on structure assets in a more modular way inside the editor, but I imagine drawcalls will become an issue if there is no way to swap i.e. a building prefab made out of modular pieces to a combined mesh at a distance

marble wedge
smoky sinew
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@remote bronze as you guessed - you discovered a bug that nobody noticed before, we will deal with that.
As for additive transformations for items in hands... I added those exactly with that purpose, so In case of slight differences in models one can reuse animations from different item, and a fact is that doesn't work in preview is also a bug, which we will certainly address.

#

In general left hand items are controlled by graph attachment, eg... compass Adrianov has it's own animation graph, so no IK pose is being applied for left hand items (we treat them all as gadgets) and hand itself including fingers is fully driven by gadget graph.

remote bronze
# smoky sinew <@181864632216977408> as you guessed - you discovered a bug that nobody noticed ...

Thank you for the info. Glad it is a bug, then I do not need to worry about this right now. I am a bit overwhelmed by having to touch animations to define how my hand holds an item, so I hope there will be some elaborate step by step guide or video some time on it. I know there is the weapons creation page, but it looks to me like it describes everything except how to hold something in hands. A 101 from a hello world cube FBX to having it in hands in some custom way with an absolutely minimal setup for animations would be great. If anyone has seen something in this regard yet ping me please. For the mean time I will browse existing animations and see how far I can get with them.

Just to be sure @smoky sinew - In theory, if everything works correctly, the only place an item defines how it is being held is through the inventoryitemcomponent and the Item Animation Attributes? Or are there multiple place I should look at to maybe figure out all the different possibilities?

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Oh and when you say "left hand items" I assume right hand is special for weapons only? Or can there be "heavy" item that you need to carry in both hands?

smoky sinew
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@remote bronze setting up properties on Item Animation Attributes is all you need, and it will be injected into character flow based on context.
Eg, when equipping gadget to left hand or taking weapon into right hand. But to be honest if you have animations in place, attaching generic items to right hand is also possible (even though wasn't tested very well as none of the heavy items made it to game).

regal canyon
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hey guys, simple question. How do we delete items we've published to the workshop?

#

new to modding arma

regal canyon
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okay

#

thanks

remote bronze
#

Question for the "modding lead" if there is someone like that. What is the intended way for mods to avoid collisions of asset paths? In RV we had our neat little prefixes to keep assets unique. In AR they are all merged and the root addon (ArmaReforger: vs LouDadJokes:) info is "lost". If two mods decide to create obvious names such as Prefabs/Items/Equipment/EpiPen.et that will cause a problem wouldn't it? For scripts we have the very useful convention of prefixes e.g. SCR_. Should modders start prefixing other file types like .et, .xob, .conf etc with the same prefix they use for scripts? If so, should this convention be on the wiki so people start doing that? Or do you consider this a non problem and if two mods happen to collide its just bad luck?

stark acorn
#

there is one problem though right now, since GUID is initially generated based on path & file name - I think feature to take into account filesystem name is not there yet

remote bronze
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I was about to say that yeah. GUID's are all just tied to the path right now so they are essentially redundant in the fully qualified resource path. Is this something that we might still see in AR to be "fixed" so guids are truly unique? Something like addonGUID+pathGUID so the chance to a collision is minimal?

stark acorn
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although I need to check it in game actually, I remember raising that issue year ago and I'm not sure if addonGUID+pathGUID was actually added there yet

remote bronze
#

If there is commitment to address this I think we should be fine to not prefix anything but scripts (btw, namespaces for scripts would have been a good idea wink wink). But if after a discussion you guys decide that "good idea, but unlikely to happen before EOL and might not even make it to A4" then I think we should introduce the habit as soon as possible. I really hope it can be fixed though. It would be much more typing and look "stupid" if every file is prefixed.

stark acorn
#

as temporary measure, you could only add prefixes to like root folders, like Prefabs/Assets etc

remote bronze
stark acorn
#

this should already change the GUID seed. In any case case, I hope that filesystem inclusion in seed generation will happen sooner than later

stark acorn
remote bronze
#

Ok but in the reference (e.g. map.et) it would still say {GUID}/prefix/old_path. I wondered why the path is written out anyway. Is it for when GUID's have an accidental collision so you can see what the original path was? How The .meta file dictates the path does it? Or is it generated at runtime?

stark acorn
#

only guid is relevant

#

rest is to have some user readable path

#

in case you want to verify things

remote bronze
stark acorn
#

all files are stored in resource database files upon loading of the workbench - workbench is reading meta files and from them, GUID is taken. Resource DB contains also current position of the file.

remote bronze
#

Ok, so it will trigger my OCD to have outdated path names but I guess i just use notepad++ or a workbench plugin to mass rename. Only the GUID is important. Gotcha. So if i wanted to make my mods GUID's unique right now could i manually set something else in the .meta file (via workbench plugin for example)?

stark acorn
#

you can reimport all things to update paths stored in metafiles - reimport doesn't change GUIDs

#

there is also some workbench tool to verify and update metafiles

#

GUID's unique right now could i manually set something else in the .meta file (via workbench plugin for example)? indeed

remote bronze
stark acorn
#

I think so, you can give it a try

remote bronze
stark acorn
#

ah, noted. I will add option to specify addon over there

remote bronze
stark acorn
#

you can make a ticket on feedback tracker. So far I only made sticky note but ticket will increase chances that I will not forget about it ๐Ÿ˜‰

remote bronze
#

The Plugins > Re-Save Meta Tool did not seemed to have touched any of my mods meta files. I added a wrong path in a meta file, and deleted one, but they were not saved. Not sure what it is about. I will do some more testing and see what I can find out about mass update meta file paths.

stark acorn
#

did you seen any messages in the console though?

remote bronze
#

One could say so ... Nothing for when i search for the prefab i intentionally miss-matched the meta file path.

#

This was my manual change. I relaunched WB and hoped that it would correct it back to the path the file is located at atm.

#

I am unsure if it even touched any of the mod addon files.

stark acorn
#

and can you try just reimporting that resource (RMB on file -> Reimport File)?

remote bronze
#

In regards to the mass tool: The game did some file IO on them, git tells me, an the creation timestamp was updated, but no file change.

remote bronze
stark acorn
#

well, it is quite easy

#

just search for .et and then select everything (ctrl+a is working) and then use reimport on it

remote bronze
#

Oh damn, yeah ok, I was not aware search can return all results on toplevel. That works out fine then

#

Good, I guess that is that sorted. Now all we need to do is avoid collisions on generation and the system should be all fine. Here is the ticket: https://feedback.bistudio.com/T165870 Thank you for your time explaining everything!

bright sable
#

What exactly does the Hierarchy component do?

slow shard
#

Hello, I'm here to try and work my way up to some big things in Reforger - but there's one thing I struggle with... is there someone who could help me with 3D models along the way?

slow shard
#

In the long term, probably teaching me stuff and showing the processes of getting the result

unborn inlet
slow shard
#

Wellโ€ฆ I have kind of a specific, which I didnโ€™t really find a tutorial on - high quality fighter jets

unborn inlet
hearty idol
#

Me and a few friends want to develop for Arma Reforger and Arma 4. We used to for arma 3 but we found arma 3 was not very well setup to have more than 1 person working on something at the same time. Does Reforger andd the Enfusion engine have anything in place for multi developing or a way to have more than one person working on a Map or Mods ect at once?

marsh drum
#

Hello there, I am trying to create an entity that jumps as it is created by the Game Master. But EOnInit is not doing anything. What am I doing wrong? ๐Ÿค”

meager turret
#

I think Arkensor is also aware of it. The issue he submitted is different but definitely related to the one I submitted.

meager turret
stark acorn
#

if there are files with duplicated GUID, then you have warning in console log and you can act accordingly. Workbench is checking for duplicated GUID every time it is being launched. If you end up with duplicated GUID, you can always change it manually in text editor

meager turret
#

Hm, ok. I have seen it happen before when multiple people rename a sample file that they use in their project, but end up with the same GUID. But, I can also see that possibly being intended behavior. Feel free to close it, just making sure y'all were aware.

rich shell
#

does anyone knows how I can import custom font?

silk swan
#

as far as I know is the font editor not released yet in the workbench, and manually importing mdsf files didn't work yet (although I believe .ttf files should be supported in the future)

marsh drum
#

Even if I make a prefab as a child of another prefab, why I can not reach that object? It constantly returns null. Is there an easier method to create and play a premade Particle Effect?

rich shell
#

interesting question, which vector's index should I use to get player location?

vector outmat[4];
this.GetWorldTransform(outmat);
vector location = outmat[3];
      ```
sour anvil
marsh drum
sour anvil
#

It's to cut down on too much hierarchy management by the engine where it's not required

#

Like a crack decal on a pavement noone will ever need to access

glacial perch
#

I have not worked much with Enfusion until now except figuring out the World Creator, but is the angle of impact relevant in the penetration simulation in Enfusion? And if so, are there changes in comparison with Real Virtuality 4/ArmA 3?

vernal otter
#

how can i equip an item on both hands?

#

That is not a weapon

smoky sinew
#

If i used cube over cube(in blender) will it function as stairs? If no, how to make stairs for arma in blender?

vernal otter
# vernal otter how can i equip an item on both hands?

Im still trying to do this. I am trying to implement crates that you can carry with both hands. Press F to pick up, you carry it with both hands, then press F again to drop it, or something on those lines.
I have tried making them as gadgets, weapons, even vehicles.
Can someone head me in the right direction?

rich shell
#

I have a problem, I want to spawn entity and attach it to character using sockets. my closest socket to what I need is leftHand,
when I use model without socket, it looks like this:
when I add offset it looks like this:
so my origin is fucked, I use to attach to socket this: how can I fix my issue cuz in game offset to character is different (so I want this watch to follow hand as if it was an actual watch on the hand and not in the air ๐Ÿ˜„ )

#

(one thing I noticed) when I don't attach to socket, leading arrows (red green blue) work great, but when I attach to socket, red controls Z green controls X, its like... it is re-versed somehow.
Edit, I think they are just reversed, so Z when I increase value, moves entity down etc.

vernal otter
#

how do you attach a sound to an animation? im having a hard time. I created an event in the anm file, made an audio acp file, put it in the sound component but im not sure how to connect those, how to send the signal from the animation graph to the acp file?

meager osprey
meager osprey
rich shell
#

how do I go about.. fixing this ๐Ÿ˜„ I need to somehow attach to socket and offset model normally

vernal otter
charred sail
#

are the generated GUID's for addons and missions always 16 digit uppercase alpha-numeric?

meager osprey
#

AFAIR CharacterSoundComponent plays the sound when receiving animation event which you configure in animation editor on timeline of given anim

rich shell
#

so how do I make it so that my offset doesn't fuck up when I attach to socket?

fierce flint
mystic crater
#

Can mods be encrypted/prevented from being unpacked by 3rd parties? And if not right now, is that something that will be added?

unborn inlet
silent dagger
#

is there a way to search with the enfusion engine items like this?
RPL (E): ReplicationError: Give could not find the related item. item=0x40043319 con=0xFFFFFFFE

forest robin
#

is there a way to change mods folder from documents to other place?

forest robin
#

thanks

arctic radish
#

I cant seem to find the link to the blender tools and my version is out of date

#

Where can I find them?

#

NVM figured it out

unborn inlet
#

@arctic warren not really the place for these questions

arctic warren
fossil ermine
#

I wonder if Enfusion could handle a remake of Carrier Command: Gaea Mission?

unborn inlet
#

can you pm me?

royal niche
#

Can it unpack the base game files? I want the code open in VSCode because workbench locks up and crashes all the time

hallow dust
#

Does anyone know if there are any plans to allow content creators to โ€˜hideโ€™ the contents of a mod so that people who download a mod canโ€™t just open it and see all the files?

unborn inlet
#

the entire idea is that the workshop allows the everyone else have a look over mod files without being able to edit / affect these

hallow dust
unborn inlet
hallow dust
stark acorn
#

hiding certain features out of curiosity, what do you mean here?

hallow dust
#

I suppose the double xp system could still be hidden by just communicating with the server, but the other points still stand

calm prism
#

you can leverage the restclient to decide such logic outside of the game engine

hallow dust
calm prism
#

send metrics needed to API, make decision in the API, return flag whether to allow/kick/ban/give extra XP without exposing why

#

send more metrics than actually investigated to fool anyone trying to figure out what you use to decide

#

API should only allow connections from local machine (server)

charred sail
#

they would also need your api code to know what its doing with the data, and as mentioned if the api is only accepting connections from local machine they wouldn't be able to do so.

#

fwiw you can spin up an http/api fairly quickly in rust, there's a ton of guides for doing it out there.

pallid knot
#

I would have an option for you to do that. Soonโ„ข๏ธ
But Rest api would work kinda the same just more effort IMO

calm prism
#

rust, python, C#, golang, whatever floats your boat ๐Ÿ™‚

pallid knot
#

double xp codes you could just store in a text document on server, and let script read them from there.
Doesn't have to be inside script/mod

charred sail
#

yep and you can easily link your api to a database.

calm prism
#

you would more or less do the same you would do today if you wanted it secure. write it in external service, not in sqf/enfusion

charred sail
#

the existing conflict missions have an xp multiplier built into them, that stuff can be done already with servers config.json.

hallow dust
rotund bobcat
trail abyss
#

There may be better ways to do it but for now adding and editing light sources to in house light fittings is the only way I know how to get light in houses. Will they be adding household lighting in the future?

frail scaffold
silk swan
#

or instead of spending time discussing what to put on a roadmap, and how to keep the mob happy when something isn't done... perhaps just let the devs do their job and work on Enfusion/Reforger/Arma4

frail scaffold
#

or they could tell us what they are working on which takes exactly 5 minutes stop being a devsimp its disgusting

#

its also early access so the least they can do really is tell us whats coming

charred sail
#

they are posting news on the reforger news page every 3-4 days on average, I dunno how much more you want but I don't think it would be realistic to expect a daily blog, I'd rather have them post news when they have something worthwhile to post.

silk swan
#

DevReports contains exactly what they have done and what they focus on next. Which is spammed on #socials, #announcements, the official website and I believe even in-game blobdoggoshruggoogly

mystic crater
#

the devs should show a roadmap of incoming features. The current dev updates only state they work on network issues.

frail scaffold
mystic crater
#

I do not know now whether specific arma3 features will ever be in reforger or skipped until arma4 or when they will be added. Because BI might as well skip most work on reforger if it does not sell well and just leave it as it is. A roadmap would clear up these concerns.

#

For example are tracked vehicles coming yes or no? That question should not be a myster.

frail scaffold
#

both t62 and m113 wrecks are in the game

hollow rampart
#

Like it has been said many times, BI does not do public roadmaps. (many other game developers have same procedure) This is just something you have to come to terms with,

frail scaffold
hollow rampart
#

if that happens, great, if it does not then it does not

frail scaffold
hollow rampart
#

nothing there say they are going to publish more than that Im afraid

faint oyster
#

blobcloseenjoy I just want destruction

calm prism
#

Having a roadmap does not mean itโ€™s public ๐Ÿ™‚

unborn inlet
grave palm
#

how can i fix this?

calm prism
#

Run arma 3 tools in steam once

grave palm
hollow rampart
grave palm
unborn inlet
hollow rampart
#

this, its not correct tool to use

grave palm
#

it was to turn a png file into a edds

hollow rampart
#

texview does not make edds as far as I know

grave palm
#

it makes tga

hollow rampart
#

edds has not existed in texviews development lifetime

grave palm
#

you just rename tga files to edds and it works

hollow rampart
#

omg

unborn inlet
grave palm
unborn inlet
#

you use 32bit (4x channels 8bit/channel) either tiff / tga / png and convert these using the workbench

#

it autoconverts correctly if the suffix used is correct

trail abyss
#

Couple more snapshots of the lighting I've been messing with.

ashen crane
#

Has anyone experimented with "arma 3 slot system" yet?

grave palm
#

what happend to the mustang mod on the workshop?

hollow rampart
hollow rampart
#

very possible. Lot of people are looking for quick internet points in that way

grave palm
#

it was like a 2006 mustang gt

hollow rampart
#

I dont remember specifically what all went poof. but there were few.

normal basin
#

I showed the base model to the moderator when he asked me, he said no worries

minor flame
#

The 911 porch of Cxmo was also removed although it was a model used with the agreement of its author

hollow rampart
#

multiple violations may result in permanent workshop ban

#

modding == good
ripping == bad

normal basin
# hollow rampart multiple violations may result in permanent workshop ban
hollow rampart
#

I believe your other work was proven to be ripped and thus your work was removed.

normal basin
#

author : LOWPOLYPRO

grave palm
#

BI be clowning tbh, removing mods that should be good

sour willow
agile cobalt
#

there is some api to see the mods outside the game? i saw a while ago someone posted some endpoints on other discord , but i dont know if can be used

pallid knot
#

Not currently

hollow rampart
# grave palm BI be clowning tbh, removing mods that should be good

The problematic ones were the ones skyrix also has used in his ripped GTA 5 mods which ended causing his workshop rights being revoked. What he is showing here might even be legit but he is in no way of no fault here. No clowning, just keeping it clear that ripping and IP theft has consequences

#

The simples thing to do is to not use ripped models and everything is good.

crude wasp
jade current
#

@crude wasp I assume he means skyrix used ripped models in reforger and GTA 5 also.

hollow rampart
#

indeed

#

These actions are not taken lightly mind you. And it is waste of everyones time. There would be 0 problems if people did not rip models

#

it is very simple

jade current
#

The whole reason they went to a proprietary workshop was to have full control over who can and can't upload and also being able to remove whichever mods they wish. They were tired of fighting Steam to get things removed.

#

Completely understandable.

crude wasp
#

can you point out which of his models was stolen ?

hollow rampart
#

no

#

you are not involved in this

jade current
#

hahahaha

crude wasp
#

well can you prove they are actually stolen or what. idk with some things it jsut feels like people are getting banned for no reason.

jade current
#

In the run of it all, it probably just depends on who you know and what color your name is in the discord.

hollow rampart
#

reason people get banned is ripping/using ripped models.

jade current
#

Theres a problem with that in some cases.

#

What if someone unknowingly buys a ripped model?

hollow rampart
#

the people doing so know exactly what they do and when they get caught they tell they didnt

jade current
#

What if they have proof that the bought the model?

hollow rampart
#

they might get bans lifted

crude wasp
hollow rampart
#

he did noto

#

come on he has gta5 mods with 10 or so ripped forza models

#

same models ended up on the workshop

crude wasp
hollow rampart
#

no he did

crude wasp
hollow rampart
#

those were on workshop

jade current
#

Unrelated to the situation. The problem with buying models online is, you don't know where they really come from.

crude wasp
#

atleast at the start

jade current
#

People rip models, upload to a pay site. Then after they've made a few bucks they take the upload down.

hollow rampart
#

this is it

jade current
#

@crude wasp They don't care if you upload 1000 hand made models

#

Upload one ripped and you're done.

crude wasp
jade current
#

Its simple really. lol

crude wasp
hollow rampart
#

well one ripped usually gets you warning

#

many repeats and blatant use of ripped stuff gets you boot

jade current
#

@crude wasp He uploaded a ripped model to the workshop

crude wasp
jade current
#

Why would he?

#

the rule he broke was using ripped models

crude wasp
#

well it seemed like he had gotten banned because of the GTA mods

hollow rampart
#

he would not got banned if he did not upload the models correct

#

no he got banned because he uploaded ripped models to the workshop

crude wasp
hollow rampart
#

the investigation into the matter uncovered that they were same models he has used in his gta5 mods where he clearly states they are from froza

#

he broke the rules and did the wrong thing.

jade current
#

Did you look into weather or not porting from forza is legal?

hollow rampart
#

it is not

crude wasp
hollow rampart
#

there is no confusion about that.

#

@crude wasp I've given you all the information I can and since you are not directly involved in this matter this should conclude this conversation.

crude wasp
hollow rampart
#

then what is this about?

crude wasp
#

i stated that above.

hollow rampart
#

where?

crude wasp
#

so thats what i wanted to know

hollow rampart
#

๐Ÿ‘ then have a nice evening!

crude wasp
jade current
#

Just for future reference for anyone wanting to know.

#

@crude wasp Microsoft and Turn 10 (The Forza people) do not allow porting whatsoever.

crude wasp
jade current
#

It doesn't matter. the Game Content Usage Rules specifically say you cant reverse engineer(i.e. rip models) it doesn't matter if you're the one physically doing it or not.

silk swan
#

It says 'not allow porting of assets', so you're not allowed to use it anywhere outside of the game/application where it originates from.
It does not matter where you got it from and if you paid for it or not. It's still illegal, and you're still breaking laws (copyright and stuff).

The reason why BI doesn't ban people outright but first give a warning is for cases where people don't know (and were too lazy to do a bit of research). A warned person counts for two, so the moment they know what is and isn't allowed, and still upload ripped content, it's game over.

unborn inlet
# crude wasp well that got taken out of the GCUR. Iam not using or lookig to use Forza Asset...

models that can be used as mods for Arma franchise

  1. models you made yourself and you fully own as an original author
  2. models you have legally bought (some proof of concept could be required) and where license allows redistribution for commercial or non-commercial use. Editorial license is not allowed
  3. models you downloaded from reputable locations that use licenses that allows you to use these as mods.
#

it is your own responsibility to make sure the model you are using can be legally used for a mod, making sure it is not ripped from other places, it is not distributed for free when the original is paid etc. There will be zero tolerance for people using ripped content, or content with the wrong license.

#

When in doubt just not use such models, you can always make your very own, which is what modding should be about

pallid knot
# crude wasp well can you prove they are actually stolen or what. idk with some things it jsu...

Ask yourself, why would anyone ban people for literally "no reason".
That just doesn't happen.
I just don't understand why people think thats some valid statement. Every week I see a "I was banned for no reason"
Turns out, it was racism or cheating or abusive behaviour or griefing.. But for whatever reason some people think that it makes sense that some admin would just go ahead and randomly ban people of their own server for no reason whatsoever. Doesn't make sense to me.

normal basin
#

Mercedes class A from HKV studio

#

bought in 2018

#

So I didn't use any ripped models for arma reforger workshop, banishment is not valid
@pallid knot

#

Just because I made the mistake of posting ripped content on the Arma 3 workshop doesn't mean I should be banned from making content on Arma Reforger...

silk swan
#

It's not where you got it from, but where the original came from...
A lot of stores don't care about selling ripped content, don't have the resources to check every single item or can't handle the amount of DMCA's they receive.

So to you it may look all fine, but in the end it's still ripped content.

crude wasp
silk swan
#

If you would buy a car, you would also make it you get it from a trustworthy seller, or check for details yourself. If you don't and it was stolen (which you didn't) you're still driving a stolen car and will get into problems for it (you'll lose the car at least, and if known or suspected it may have been stolen, well, the punishment gets worse).

#

Ignorance is not an excuse to just do whatever without consequences...

normal basin
#

okay but but here where are the ripped models?

remote bronze
#

Quick reminder that this channel is about the enfusion engine. If you want to discuss legal issues please refer to #other_ip_topics

crude wasp
unborn inlet
crude wasp
unborn inlet
#

also, move to #other_ip_topics if you want to continue, it has nothing to do with this particular topic

past elbow
jade current
#

@past elbow And?

past elbow
#

Nobody cares, yeah, they are not going to be able to release their stuff on workshop yet theres a ton of workarounds.

#

If anyone needs models from FH3 FM4 they surely need them for life server and for life servers it's not that important to keep everything in workshop.

jade current
#

"Nobody cares" is very opinionated and circumstantial.

#

B.I. cares so much they made their own workshop.

#

Microsoft and the vehicle company don't care because they can't get anything from you but, if you started making millions off shit you stole from them then " they'd care".

unborn inlet
hollow rampart
pulsar nimbus
#

I don't know which channel this belongs to, but I duplicated a prefab with InventoryItemComponent, but in my prefab the pick up action says "Pick up (Heavy)" and I can't pick it up. The only thing changed in the prefab is its meshobject

#

Got it working by changing the size setup strategy from scaler to volume

thorny isle
#

Is there somewhere that's best to request a mod being made, specifically if I'm paying and looking for a quote?

gloomy crypt
#

hi,is it posibble to add capture and hold to your project after you create your project?

royal niche
#

This engine is really solid. It's something I've dreamed of for years; a modern game engine that is easy to work with that includes a bunch of assets to play with.

jade current
#

@thorny isle What are you wanting made?

thorny isle
hallow dust
#

is there a way i can get my bohemia uid?

rotund sentinel
#

Are there any known problems with large(500m) interior volumes?
I'm working on a tunnel and thinking about using one big volume instead of many smaller (one for each model) ones.

Not sure where to put this, so I'm trying it here.

smoky sinew
#

Hi guys I have a light entity, how do I get it to move on its own??

jade current
#

@smoky sinew Write a component, or custom entity.

smoky sinew
jade current
#

not sure

smoky sinew
#

there is an insect fly component that I attached to the light entity but doesn't seem to do anything

slow shard
#

Hey guys, if I was to go crazy and want to make a flight sim outta Reforger, would it even be possible performance-wise?

#

(And don't say it wouldn't be cool being on a battlefield and having a dogfight happen above you)

unborn inlet
slow shard
#

Well, I'm not worried about implementing it

#

I'm worried about FPS

unborn inlet
unborn inlet
slow shard
#

Because normal Reforger play is indeed using my PC very much, and I would say it's somewhat powerful

unborn inlet
#

and what would change?

empty nexus
#

usually it isn't the engine itself that's giving you bad frames

#

most of the time it'll be something you're making

modest tinsel
#

Hello everyone. Does anybody know how to get the InsectFlyMovementComponent to work?

modest tinsel
#

Is anybody able to help me?

silk swan
#

Ok, not sure where to post this exactly so I guess generic fits ๐Ÿ˜‰
I'm working on a radio backpack mod for Reforger (based on my A3 mod "ILBE Assault Pack - Rewrite"), and everything seems to be finein the editor (models, textures, configs, etc.).

However in-game I do not see the item in the arsenal, even though I extended the arsenal config.

I have a model (.xob) with materials and textures attached.
I have a prefab (copy of {9B6B61BB3FE3DFB0}Prefabs/Items/Equipment/Radios/Radio_ANPRC77.et) with only the name and models changed.
I have an arsenal config (which inherits ArsenalConfig_BLUEFOR.conf) with the item included.
And I started with localization, but no idea if that works (since I can't see it in-game).

Is there something I've forgot to make it work in-game (obviously it's enabled in the Workshop), other than publishing it (which I didn't, I only bundled it)?

stark acorn
silk swan
stark acorn
#

that is not overriden config

silk swan
#

... wait... it did had a parent before ๐Ÿค”

stark acorn
#

notice that you have only 1 entry - overriden/modded files have puzzle icon next to it

#

overriden != inherited

silk swan
#

hmm... I used "Inherit in 'my mod'", can see all items, add my own and save it.
Restarting the Workshop and opening the file again only returns my item (and not the rest, nor setting a parent).

Can't see how to do it otherwise

#

found the menu item (didn't get it before?)

That said; doesn't override cause issues with other mods which do the same?

#

at least that worked... up to the next bugfix

#

thank reyhard!

stark acorn
#

No, multiple mods can override same file mostly without problems. Problems might start when they try to modify existing value but adding new elements to the array is quite safe

mossy basalt
modest tinsel
#

Hello everyone, I'm working on a UFO/AFO (moving lights) mod since 3 days but without much results. Sound, Texture, Object all done, but no movement. So I was wondering if anyone could give me advice.

frank vigil
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Does Enfusion support asymmetric triggers and markers? I.e. can we draw ngon triggers, and non circle/square fill markers on the map? Thinking BF2042(and whatever other BF games have it) sectors, so we can segment up towns by whatever we want, blocks, districts, buildings etc for objectives.

pallid knot
# frank vigil Does Enfusion support asymmetric triggers and markers? I.e. can we draw ngon tri...

That polyline option is there, but I don't know how to actually fill in a polyline.

uh, you can add a SCR_TriggerAreaMeshComponent to a BaseGameTriggerEntity.
Which.. I guess does something... its not really well documented what it does...

There is a polyline tool to create polylines, but I cannot see how to assign them to the trigger, there is no option to choose it, and adding it as a child also doesn't seem to do anything, maybe it does something but just doesn't render

I haven't seen any fill map markers yet ๐Ÿค”

TLDR: Perhaps maybe probably.

frank vigil
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Hopefully if it does exist, if not I hope the devs add it because that would enable a lot of more refined feeling gameplay loops, and if not then hopefully we can easily mod it into the game

pallid knot
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You can probably render markers yourself on the map UI somehow

sour anvil
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@pallid knot save games are limited to 65535 bytes?

pallid knot
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Don't know

sour anvil
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thats not very useful at all

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21:08:03:815 BACKEND (E): ProcessPack() :: Attempt to store 136377 bytes on buffer, limit=65535

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im having to store full resource names for a lot of stuff, which I can reduce, but the hope was to make save games backwards-compatible when things like the order of configuration items change/things are removed etc

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i can use an int and just use the order, but that could break saves easily later on

sour anvil
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you can find that out by searching this discord or looking at the code, dunno how else anyone can help you

modest tinsel
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First of all, thank you for answering. But could you maybe clarify it a bit more for a someone not very experienced?

sour anvil
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um not really

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I suggest you look into some basic stuff first

empty nexus
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there's no built-in UFO movement in the game so you'll have to write it yourself for now

sour anvil
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you write a script component and attach it to the entity

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and on frame you move it

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as to how you do all that, look at the wiki and how its been done in other parts of the codebase/other peoples mods etc

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search code for ": ScriptComponent" for example

modest tinsel
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Alright. Already a lot of help. Thank you very much. But did anyone of you see the InsectFlyMovementComponent? Could that help maybe?

sour anvil
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I dont think so

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thats an AI component

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from the looks of it, that wont work just attaching it to any entity

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its also compiled and native so you cant change how it works to be more like a UFO

modest tinsel
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I see. Alright so it is self made component then. Good to rule some things out.

sour anvil
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good luck ๐Ÿ™‚

modest tinsel
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Thank you. Helped me a lot.

empty nexus
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Lerping to random points within a radius or a set of coordinates every frame should be relatively easy to implement as a first time project

sour anvil
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^^

modest tinsel
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Doesn't feel easy. But I'll get it some how.

empty nexus
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sure all you really need to succeed is to figure out how this part of the game works, then it's literally just slapping words together

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welcome to programming

sour anvil
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Math.Lerp will be the key when you get to that point

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or Math3D.Lerp

empty nexus
modest tinsel
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Alright. Thanks again.

finite cloak
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Is there a good Starwars Navy mod?

unborn inlet
gloomy vapor
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๐Ÿ‘

pale dawn
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how to use enfusion?

sour anvil
pale dawn
sour anvil
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all of them

silk swan
# pale dawn how to use enfusion?

Enfusion is only the game engine, not a game itself.
If you want to start programming in the engine you can download the Arma Reforger Tools from Steam which includes a Workshop (editor).

pale dawn
silk swan
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no, you will need to buy Arma Reforger on Steam

fossil ermine
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Anyone create a waterfall yet? Love to see it.

grave palm
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why arent colours accurate when i apply the texture on a vehicle in the workbench?

jade current
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They have some sort of overlay in the material iirc

grave palm
hollow rampart
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How did you create the texture? How much are the colors off?

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Different lighting conditions make colors look different too.
Also in the future texturing stuff #enfusion_texture

near blaze
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Hey there, anyone got any idea why adding modded weapon to the arsenalconfig in workbech does not work for me? already tried to switch between default/weapon/ammunition

stark acorn
near blaze
near blaze
stark acorn
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Sometimes configs are not properly reloaded but either reload of world or restart of workbench is sufficient

near blaze
stark acorn
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I guess you did something else wrong then

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Just tried it with current stable tools and having entries marked in bold is sufficient

near blaze
cosmic kayak
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Hello, I can't delete a building. When I save and restart the mission, the building reappears. Does anyone have a solution?

frank tundra
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this game fucking sucks

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shit ass game

silk swan
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Have fun playing something else I guess ๐Ÿคทโ€โ™‚๏ธ

unborn inlet
bold nova
cosmic kayak
tawdry tree
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Someone please make a MOD for these

silk swan
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Why not make one yourself?

subtle widget
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why not just ask 3cb if their gonna port to enfusion

smoky sinew
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I hate British gear

silk swan
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I wouldn't be surprised if large mods like 3CB will get be ported to Enfusion, just like RHS and ACE

opaque wing
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does anyone know how to get the input in an overlay(from a editbox) to a string?

knotty eagle
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I have an idea for a mod, where do I even start trying to do something like described below?
(Apologies if this is the wrong channel, I have never made a mod before and have limited programming experience)

Goal: Make traversing through water courses a costly strategic decision for players.
**Mod outline: **

  1. Decrease stamina if the character gets wet (simulating weight increase of wet gear), and the effect persists for some time after they exit a body of water or rain ceases. Maybe the effect has a decay rate.
  2. Bonus: Character uniform stay wet for the same the stamina effect is in place.
  3. Stretch: Have the AI equally effected.

In the script editor I've been searching a bunch of keywords I can think of to find existing classes around stamina, and wet state due to rain/water but nothing I can find seems relevant. I feel like I am starting at the wrong place!

unborn inlet
# tawdry tree

this isnโ€™t a request channel. want a mod done, make it yourself

tawdry tree
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๐Ÿ˜…

silk swan
# knotty eagle I have an idea for a mod, where do I even start trying to do something like desc...

SCR_CharacterStaminaComponent is handling Stanima for the character, so you should be able to hook into that to increase/decrease it.
BaseTimeAndWeatherManagerEntity and LocalWeatherSituation seems to handle terrain weather conditions

As for uniform modifications (to indicate wetness), you could probably add custom layers to the materials.

And when done correctly it should apply to all character in-game, players and AI.

knotty eagle
hallow dust
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Does anyone know the difference between Item_Base.et and ItemGameEntity_base.et? Is there a difference?

forest robin
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do enfusion support vertex colors?

remote vault
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Is there an easy video tutorial about adding weapons?

fierce flint
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@meager turret Nice job ๐Ÿ˜‰

thorny isle
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Does anyone know who the modder jai_peur on the reforger workshop is? They're working on a revive mod and I wanted to speak with them about it, but there's no way to contact someone via the reforger workshop.

thorny isle
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Thanks a ton. Now I have to remember my BI login information :p

vernal otter
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Im not sure where to ask this, but do radios set to "Relay" work? If so, how could I set up a relay tower?

magic palm
tawdry tree
hallow dust
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What happened to the docs being updated? It was going fast a few weeks ago and now barely anything is being updated.

pallid knot
hallow dust
pulsar spindle
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Not sure if here is the right place, but, its there any vehicle mod tutorial?

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I tried to follow the wiki, but only get the engine run and them stops and dont move

royal niche
jade current
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BaseLoadoutClothComponent does NOT update its Area choice to include ELoadoutArea additions.

sweet trench
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Does anyone know if you can install reforger mods manually?
Like if I wanted to make a private mod but I don't want to upload it to anyone but my friends.

unborn inlet
sweet trench
stark acorn
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you can share zip file with your friends and then unpack it to addons folder in user game profile

unborn inlet
sweet trench
silk swan
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They can't, because private mods are currently only available to the same account which uploaded the mod.

Perhaps the future will allow a "friends-only" setting, which of course requires a friend's system inside Reforger/Arma 4

empty nexus
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what about unlisted

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though I have no clue how to download an unlisted mod as a client, perhaps a rain dance is required like jumping to unlock saved loadout weapon after spawning

stark acorn
empty nexus
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ow

sweet trench
stark acorn
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Right now it is only possible to do through separate dedicated server exe

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There is no self hosting through the game yet

hollow rampart
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modding community does benefit from public mods

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unless the mods cant stand daylight

jade current
leaden shadow
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I made a prefab variant of one of the vehicle pieces, then edited it, and every time I save it & re-open it, the saves haven't registered. Tried googling the problem and some people on forums were confused with the same problem but no solution.

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All I'm doing is dragging a cube I made on to the gun turret and it just doesn't seem to want to save the change. Every time I re-open the prefab variant I made, it doesn't have it anymore.

jade current
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@leaden shadow how are you creating the prefab?

leaden shadow
jade current
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Then you have to make sure you're opening your copy.

leaden shadow
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I am

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I right click my copy and press "edit prefab"

jade current
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Make changes.

leaden shadow
jade current
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Click apply to prefab

leaden shadow
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That seems to only work when I'm editing a component. When I add a new object to be child of the prefab it doesn't seem to ever acknowledge it when saving the prefab.

jade current
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Odd

leaden shadow
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Perhaps the manner in which I add the object is incorrect.

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It's a custom model I made, (yes its imported) I just drag it in to the scene, then drag it on to the prefab object to child it.

jade current
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That should be fine.

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Have you tried duplicating to your mod instead of overriding. Just to see if that'll work?

leaden shadow
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No I haven't I'll do that real quick

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Just checked - same result

jade current
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There are some weird cases where overriding acts weird.

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That's really odd.

jade current
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No worries

jade current
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Trying to get custom clothing types added. Armbands for instance.

leaden shadow
jade current
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Got custom slot added to the player. But can't add it to the players "visual" because the component doesn't include my "area"

stark acorn
sleek meadow
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is there a place for suggestions? Feedback tracker is more for bugs right?

jade current
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I'd assume it's not intended.

leaden shadow
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I'm trying to get collision working for my new object, I tried throwing on a rigidbody and collision history component. Even copied the rigidbody settings from a vehicle (except mass). Still bullets pass through it.

leaden shadow
# stark acorn You need to set correct layer preset

Thanks although after setting those up it hasn't managed to solve the problem. Now looking at the xob itself I notice the colliders field is empty saying "no geometry". Perhaps that's the problem?

The object itself is already a primitive (just a scaled cube) so I'm not worried about using the object itself as its collision mesh.

sterile rover
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Did you create in blender?

leaden shadow
sterile rover
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Do you have the enfusion tools installed?

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In blender?

leaden shadow
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No I don't. Sorry if there's a lot of obvious stuff I'm missing here - I haven't modded anything in years, let alone w/ BI tech, and I'm just getting back into it.

sterile rover
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Once you do that, create a new collection called Collisions. Then select the mesh you want to use for collision and open the enfusion tool tab. You will see the options for setting the collision info. Then follow the FBX export setup and you should see it in workbench

leaden shadow
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I ask because the EnfusionTools menu doesn't seem to have an export option for fbx so I assumed you'd meant to export FBX as I normally would

leaden shadow
sterile rover
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Good idea to just use the link to main page on left. The check out all the mod support info for reforger

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Not all will be relevant for assets,just stick to asset category

leaden shadow
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Thanks. Although after having the Enfusion Tools, setup the colliders collection, made it part of the vehicle layer with metal material and all that. When I import it into Enfusion it doesn't have that Enfusion-specific info.

sterile rover
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Read the fbx wiki link again. The part on naming

leaden shadow
sterile rover
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Workbench relies on naming to identify asset types