https://www.youtube.com/watch?v=8o3WnGLIQ_4 this tutorial is pretty helpful too
#enfusion_generic
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Thank you very much!
what do you need in your mission to get chat to work?
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?
Chat manager prefab, look in resources browser
Also add radio manager, tag manager, preload manager
Possibly some more, good example is GM Eden
In your mod?
Locked ones could be read only from other mods
There is also locking of layers so you don't accidentally modify them. Right click on layer and then in pop-up menu
You must make a copy of the map to edit it now, you are unable to edit any of the missions/maps from the game now
Just click the new file button while you are in the world you want to edit, select sub-scene and you will be able to edit the map and place things down
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
in principle, PrefabLibrary is used for terrain making since it contains some data randomization options (random scale for example)
Ah I see! Thank you
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?
Default location of user made projects is%userprofile%\Documents\My Games\ArmaReforger\addons
what project is it asking you to locate?
i have some maps
that i started working on
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
asking me to find the project which project? New Enfusion Project or Arma Reforger?
nope nothing there
so did you installed Arma Reforger?
You need Arma Reforger to use Arma Reforger Tools
so locate Arma Reforger project inside Arma Reforger instalation dir
you can use search for "gproj"
by default it will be in addons/data folder
broooo
thank you
atleast i got it
we will se if thats it
thank you very much it worked ! โค๏ธ
It would be really cool if we could use regex searches in resource browser, i.e Arsenal.*_USSR
Arsenal _USSR seems to yield pretty much similar result now
Hey do you know why in workshop my mod have 2 dependencies ?
should SCR_PrefabSpawnable work? my object just disappears when destroyed and doesn't spawn anything
nvm it does work
it seems its not possible to spawn a warhead though it also works but it does not detonate
Is anyone thinking about doing something like the BI arsenal in Reforger?
Hi, I'm new to the modding stuff and tried to add a new weapon by following the wiki tutorial (https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation). But the weapon is not positioned correctly in the human's hand. Can someone help me? What do I need to do to make it work?
There is Arsenal in reforger
Check in GM, spawning entities, filter systems
There is better channel to ask such questions, model makers.
Your origin of model needs to be in the center of right hand grip
yes but you can't see modded assets there
you can, once you add it to those arsenal crates
how do i delete entities from the map, like a house or rock?
Right click the layer and unlock it, if the option is greyed out, you'll need to make another layer active first
This is what it does
How do you make another layer active?
So I published an addon and the downloaded addon behaves differently than when testing it in the editor
When viewing the addon project in Workbench I can see it's setup correctly
In the logs I see a lot of "Wrong&patched resource GUID" and "invalid filesystem index"
I don't see these messages in Workbench when playtesting

I edited a config, published and now it works 
is there a way to run my scenario i made in gamemaster?
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?
What are the current restrictions?
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.
me on my way to upload 35 builds with crashes (I am too lazy to press play and test my mods)
And then I have to go around and explain that it's not our fault ๐
I'll get your mod when it's up and will go through it technically.
I like the features
well its actually working now lol
got it working about half an hour ago
but uh dont go through it
you will see 500 lines of the worst shitcode in the world and 0 comments
You can't possibly shock me, I'm from Bohemia
lmao
have people actually complained about my mod specifically?
lol
Not yet ;) you said you didn't test it
Also the more complicated the mod, you know, bigger risk of something going wrong
true
its like 60mb and most of that is just code lol
Impossibru
Now I really want to check it out
nvm scrap that
๐ I forgor
the map is most
its only a couple hundred lines soooo\
buuut I did spend a bit of time on it
are there currently any props that explode when damaged?
idk but you could prob make one
I tried, but the spawned warhead does not cause damage to player 
Maybe I need to spawn a projectile instead and point it downwards, but that seems super hacky
do that'
How do you spawn it? What's your prop prefab setup?
here's the latest test
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
Yes, probably. Warheads needs to be triggered.
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
using the MaterialSphere mesh I am pretty sure it's flashing because it seems like it has an emissive material on it
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)
@empty nexus
I had something similar prototyped long time ago
@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); }
ok interesting, should there be a functional difference like this between timed and base trigger component?
not really, just setLive on timed trigger will start counting time, when on base trigger will probably explode immediately
I just published quick addon called Satchel Charge
its basically what I sent above but now you can open it in Workbench and check solutions. Its not exactly what you want, but pretty close I believe
thanks, particle FX and sound is working but not dealing damage again damage works now as well, great
Has anyone asked, or have any information about if Enfusion supports UDIMS or if it potentially will in the future?
you could try setting a UV Offset in the Global parameter of the material to shift the UV to e.g. 0,1 - ymmv.
is there a way to add mods into your scenario in the workbench that you have already created?
yes, in the dependencies area of your project's options
any info how the budget values work?
for game master
like is 100 100%?
is there a way you can permanently hide vanilla entities?
It's Workbench publish tool?
Did you login successfully? Did you try restarting WB?
Yes to both
Are your scripts compilable?
Is there any plans to be able to package a mod with a binary? Instead of just packaging project file?
Is there anyone looking for mod ideas?
Yes all I changed was the map
Any ETA on a fix update for the tools?
@stark acorn Fixed itself
Also
Is there a way to check how many downloads our mod has?
ty
has there been an update yet?
What are you looking to be updated? Just cuirous.
the editor, it still crashes after new terrain creation when saving
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
its been reported wildly already, so just wondered if thers been a fix update yet... i guess not ๐
I wouldn't know. Haven't used the tools for a few days
Yup, it still crashes on saving after putting in new terrain. Damn it
Any acctime type things or ways to make game slow motion in single player?
Nvm, found it
It's in the debug menu as DTime
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.
Can see it as a mod, and enabled it. Can only see Everon
Follow official channels to see information about updates.
Next one coming mid week
You need mission header config probably
Tut or anything to point me in the right direction available?
Check vanilla data / Missions
There should be configs for typical maps inside.
Create one like that, put in your mod. Include all the images, you should not reference images from data (technical problems)
Awesome, Thank you
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?
Thanks for the info!
is there a way you can permanently hide vanilla entities?
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?
not possible
Ahh damn that is a shame. ill have to wait until i can afford to buy it. Thank you anyways ๐
How do I change the default position of a popup window in the workbench?
For some reason the default position is the popup window halfway of the screen
Any way to change player scale on spawn?
I don't see an Enfusion troubleshooting channel, but my tools seems to crash all the time now, is there a known fix?
Did it start crashing after you changed something in a configuration or prefab or something?
No, I don't think so. Still a noob. I haven't edited any of the core files or any files manually. If that's what you mean.
god i feel stupid asking how do you put stuff in boxes? I put down medical crate prefab and theres nothing in it
- use editableprefabs version
- medical boxes are bugged atm, should be fixed in next version
@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.
using editableprefabs "It just works" thanks
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?
How do i test out my bundle in game without publishing it?
Hi, I have ran into an issue with the workbench
No matter what I select this message box keeps popping up
So if I select either project or try to create a new one
@agile cobalt run the game first
was there an update today? workbench was working fine yesterday
I'd assume so if you're getting the error that's from not running the game first lol
well that's weird
You'll have to run the game first after every update.
Second question
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
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
Good luck, crashes for me every time as well. I'm done, waiting for updates before I waste any more of my time.
Might have found a possible workaround, delete the entity and place another one, seems to work then
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.
Can I make an entire layer a prefab and move it to another world?
Or can I import a layer into another world?
no fucking clue why BI made a whole god damn actual accurate calender system
but holy shit im not dissapointed
stars are great
You can have maps in different geo location
You need accurate sunrise, sunset, moon pos and stars for navigation
thats awesome
Is there a revive player mod?
https://prnt.sc/2TkOSnZJqIr_ cant' launch reforger anymore
verify game files
its possible to re-generate my prefab? custom prefabs are so buggy.... https://prnt.sc/DyvG2W3B6k1T renamed and get broken.
my tools were up to date but not my game.. my bad
Anyone else experience major fps issues?
with the tools?
anyone know what to do with this error? "Exception: Access violation. Illegal read by 0x7ff6b30da916 at 0xe0"
with the game
I've removed all mods and experience massive fps drops
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.
whatโs the hardware
It was running fine the other day
for me there is no difference in terms of performance in relation to the latest patch
The idea of making a game inside a game, gives me Garry's mod vibes. Eager to see what the community cooks up as it gain experience with the tool set.
shouldnt there be a sextant in game then
black ops 1 weapons
i forgot to say that those type of weapons would look great in Reforger
still not a request / wishlist channel
Ehh, having tons of guns is not that exciting.
End of the day, it's just a different aesthetic and basically a reskin(and remodel)
didn't request anything lol, i was just talking about it
- this channel has nothing to do with reforger, it is in relation to the engine that reforger is using
- what is there to talk about? Feel free to do your own, considering you feel these would look nice and all
- under 30% of that list have been actively used in the 80s, with most being already in reforger
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.
that's all
is there an active bug report somewhere for destructible props not syncing their fx in multiplayer?
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?
example of what I mean (result)
there was a conversation about it recently in the #enfusion_texture channel, the POC was license plate generation
Hmm interesting, gonna see if that gonna work for me, thx
How do I add things to a prefab?
I drag everything into the prefab, then I rightclick it and apply changes to prefab but it doesn't save
what programming language should i learn for modding in Enfusion?
Someone mentioned red dot sights and the like can't be made in Reforger yet?
pretty sure it is very much possible
Oh, sweet!
it basically an iron sights with a dot
How is the dot offset?
afaik there is one in the a3 looky reforger sample
Hmmm ok!
offset in the sense of the parallax effect?
hmm, that i didnโt test that
change something option gonna activate
I did I added the rigid body and enabled those two options
In no way does it let me overwrite my existing (I made it) prefab
I have to just keep making prefabs from scratch if I need to change anything
which to me defeats the purpose of a prefab
can you use the workbench with a gtx 960?
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??
@fleet lotus OOP ( Object Orientet Programming )
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?
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
KC_GPSPointInfo needs to inherit EntitySlotInfo
hmm, what should I do in code? cuz I prob. need to somehow attach it to pivot
@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
class KC_GPSPointInfo : EntitySlotInfo
that's all - then the slot which you have on screenshot will be expanded by prefab to spawn and some other properties. In script, if you check API of EntitySlotInfo, there are methods AttachEntity, DetachEntity and so on
Thx a lot ๐ finally gonna make it work ๐
inside entity slot there is a selection for prefab,but I cant find variable name for it to actually spawn it.
like, I want to attach my watch to player's hand
ye I can prob. make an item like watch, but want to learn engine possibilities first/how to do basic stuff
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.
AddChild is the method to attachรฉ objects in hierarchy. You'd have to provide pivot id inside.
But if you have already configured entity slot info, then on it there is AttachEntity, pass your spawned ent.
Both item and parent needs to have hierarchy component
okay will try first 2nd thing and then first thing, gonna see if it works
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
this line made it follow me like I wanted, finally.. thx A LOT
I really like idea of pivotID containing name, is there anyway for me to read it in code? auto complete thinks its not there
this is pretty ez to use, but idk how to find what pivot_id was selected
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.
No one know if this is possible?
wonder if anyone is working on animal mods for reforger yet
K9 (playable :D) units? o.o
that would be awesome
I wanted to port my Arma 3 animals to Reforger but have given up for now. Maybe one day. I don't know. I have a dog and all its animations. If anyone is able to integrate it and get it to work properly, I will share the files.
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
@split sprucehad a brief look, it doesn't seem like tracked vehicles are implemented just yet
Yeah but if not implemented isn't it still possible to make a mod? Or am I wrong?
properly, doubt it. hacking it, probably
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?
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?
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."
Resolved this by logging into the game itself first then workbench. Perhaps it licenses the account that way
did anyone find a fix for crashing on creating new Terrain?
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
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this is very bad and looks so weird
Reminds me of those goofy stalker animations
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
this sounds cool
all i know is make terrain. everything else is above my skill level
how much does props affect game performance?
A lot
hey guys anyone found a way to store the addons somewhere else then in the documents?
Hello ppl! I am new in the community and trying to generate a group of components in the GameMaster Mode. Do you have any updated tutorial on making a mod for Reforger? Since I follow this guide, I couldn't manage to see my mod entities in GameMaster https://community.bistudio.com/wiki/Arma_Reforger:Asset_Browser_Mod_Integration So any good tutorial would be appreciated!
@marsh drum you don;t see your custom component?
sadly no :\ I dont know what I am doing wrong
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:
so game will see component if it is located in scripts/game
omg! that worked. even if I dont script do I need to do that? O_o
place file yes, compile.. only if script not working
this graph shows pretty good structure I would use if I was doing it right
I didnt change the folders. Just compiled the script (even if I dont have any) and it worked ^^'
Thank you
is there documentation yet about creating static weapons?
heya! how do i change the displayed name of my modded vehicle? thnx ๐
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:
- How do vanilla items like FieldDressing or Binoculars set their "in hand" position? They do not seem to set any
Hand Addditivevalues. I see them set anAnimation InstanceandAnimation IK Posethough? 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? - 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 Additivevalues, and the issue occurred as well there. Maybe the wholeHand Additiveis not functional? I do not see it used in assets I inspected so far.
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
Access violation usually means you don't have permission to read or write a file
but I created the file
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
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
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.
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
makes no sense
never mind its meant to be double quotes
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
yeah afaik those are done through anims and then assigned somehow in code, maaaybee if @smoky sinew is around he could give some real answers ๐
@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.
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?
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?
@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).
hey guys, simple question. How do we delete items we've published to the workshop?
new to modding arma
canโt atm
Best option is to update it and set its visibility to private and wait for an update that includes more author admin tools
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?
all files are using GUID - file names are not important
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
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?
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
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.
as temporary measure, you could only add prefixes to like root folders, like Prefabs/Assets etc
Had that idea yes, but then I realized that on rename there is no way right now to update all the meta files / references. So removing the top level prefix folder later would become a massive deal breaker.
this should already change the GUID seed. In any case case, I hope that filesystem inclusion in seed generation will happen sooner than later
So removing the top level prefix folder later would become a massive deal breaker GUID would stay same so it would be fine after removing prefix/suffix
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?
only guid is relevant
rest is to have some user readable path
in case you want to verify things

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.
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)?
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
Is this the "resave meta tool" under plugins in the main wb window?
I think so, you can give it a try
It does it for all the game assets and not only my mod project. 
ah, noted. I will add option to specify addon over there
Do you need me to make a ticket about it or did you already note it down?
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 ๐
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.
did you seen any messages in the console though?
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.
and can you try just reimporting that resource (RMB on file -> Reimport File)?
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.
Manually reimporting via context menu updates the path, leaves the original GUID in tact yes. So mass re-import would be something useful if the re-save meta is not designed to do that.
well, it is quite easy
just search for .et and then select everything (ctrl+a is working) and then use reimport on it
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!
What exactly does the Hierarchy component do?
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?
help how?
In the long term, probably teaching me stuff and showing the processes of getting the result
there are numerous modelling tutorials aimed for game asset creation for all 3d software packages out there, there's no need for a personal tutor
Wellโฆ I have kind of a specific, which I didnโt really find a tutorial on - high quality fighter jets
you need to learn to walk before you learn to run. Being able to model a hardsurface object is the same, be it a tank or a fighter jet or an ammo box, the workflow is pretty similar, you might actually be able to find tutorials for aircraft specific, but unlikely for these to be free if you aim for that specificity
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?
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? ๐ค
Adding on to the discussion earlier today, with regards to reimporting, you should see this issue that I already submitted about GUIDs https://feedback.bistudio.com/T165625
I think Arkensor is also aware of it. The issue he submitted is different but definitely related to the one I submitted.
The best way is to use some source control management like git or SVN. I recommend git highly but I think workbench has some builtin SVN integration. Also, if you are willing to use external editors for writing scripts, many have "collaborative editing" if that's your bag.
Not really sure what other features you would want.
that is totally on purpose. Issue that you described is sort of edge case which in reality never happens
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
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.
does anyone knows how I can import custom font?
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)
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?
interesting question, which vector's index should I use to get player location?
vector outmat[4];
this.GetWorldTransform(outmat);
vector location = outmat[3];
```
In order for getchildren to work both parent and child needs to have a hierarchy component
omg is there a component for that too ^^' ok! Thank you
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
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?
If i used cube over cube(in blender) will it function as stairs? If no, how to make stairs for arma in blender?
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?
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 ๐ )
(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.
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?
Its because its local space of a bone, not whole model.
sound events in animation editor
how do I go about.. fixing this ๐ I need to somehow attach to socket and offset model normally
Yeah, but how do i specify which sound it plays? How do i make the link?
are the generated GUID's for addons and missions always 16 digit uppercase alpha-numeric?
there is #enfusion_audio channel for audio questions
AFAIR CharacterSoundComponent plays the sound when receiving animation event which you configure in animation editor on timeline of given anim
so how do I make it so that my offset doesn't fuck up when I attach to socket?
Some WIP ๐
Can mods be encrypted/prevented from being unpacked by 3rd parties? And if not right now, is that something that will be added?
afaik there is no direct way to be unpacked atm
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
is there a way to change mods folder from documents to other place?
thanks
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
@arctic warren not really the place for these questions
Oh shit my b where should I ask I just joined the server earlier today
I wonder if Enfusion could handle a remake of Carrier Command: Gaea Mission?
can you pm me?
Can it unpack the base game files? I want the code open in VSCode because workbench locks up and crashes all the time
Does anyone know if there are any plans to allow content creators to โhideโ the contents of a mod so that people who download a mod canโt just open it and see all the files?
why?
the entire idea is that the workshop allows the everyone else have a look over mod files without being able to edit / affect these
And the entire idea about hosting a server with personally developed code is so itโs not stolen? Do you think KOTH and life servers were open source?
thatโs why you can (if not now now in the future) a license attached to your mod
Okay, but that doesnโt stop someone from stealing the code and starting another server, or hiding certain features.
hiding certain features out of curiosity, what do you mean here?
Easter eggs, double xp codes like KOTH had, anticcheat system
I suppose the double xp system could still be hidden by just communicating with the server, but the other points still stand
you can leverage the restclient to decide such logic outside of the game engine
Not trying to be snarky, but how would u implement an anti cheat, or an Easter egg through a rest client? Rest client sends data back and forth using the returned data would all be completely displayed in the exposed code
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)
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.
I would have an option for you to do that. Soonโข๏ธ
But Rest api would work kinda the same just more effort IMO
rust, python, C#, golang, whatever floats your boat ๐
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
yep and you can easily link your api to a database.
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
the existing conflict missions have an xp multiplier built into them, that stuff can be done already with servers config.json.
Thank you, I appreciate it. I'm still pretty new to API's and stuff so I hope I did not come across argumentative, that was not my intention.
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?
no official confirmation , but they added the light models in specific areas of almost every building. Would be nice if we could get a ROAAAAAAAAAAADDDDDDDDDDDDMAAAAAAAAAAPP
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
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
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.
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 
the devs should show a roadmap of incoming features. The current dev updates only state they work on network issues.
why dont people know what a roadmap is
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.
both t62 and m113 wrecks are in the game
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,
pretty sure they said recently they are doing a roadmap
if that happens, great, if it does not then it does not
tired of seeing your shitty takes catch this block
nothing there say they are going to publish more than that Im afraid
I just want destruction
Having a roadmap does not mean itโs public ๐
i am tired of your attitude
how can i fix this?
Run arma 3 tools in steam once
ty
also next time #arma3_questions @grave palm
Ye but i used it for reforger
why? it is still irrelevant for enfusion since these are a3 tools.
this, its not correct tool to use
it was to turn a png file into a edds
texview does not make edds as far as I know
it makes tga
edds has not existed in texviews development lifetime
you just rename tga files to edds and it works
you are doing it completely wrong
ye i mean its kinda hard to know what exactly to do since there are no tutorials
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
ty
Couple more snapshots of the lighting I've been messing with.
Has anyone experimented with "arma 3 slot system" yet?
what happend to the mustang mod on the workshop?
Not knowing specifically what mod you mean, there was a bunch of car mods removed for using ripped models.
it was prob one of them then
very possible. Lot of people are looking for quick internet points in that way
it was like a 2006 mustang gt
I dont remember specifically what all went poof. but there were few.
no
I showed the base model to the moderator when he asked me, he said no worries
#SaveSkyrixMods
The 911 porch of Cxmo was also removed although it was a model used with the agreement of its author
multiple violations may result in permanent workshop ban
modding == good
ripping == bad
Low poly model of the return of the retro styled Ford Mustang from 2005.
Photoshop PSD files included as well as the 2005 color run options. There are 5 interior trim colors as well, blue (as shown), brown, red, grey, and black.
A Maya 2020 file is also included with the FBX format.
Thanks for checking out my model. Cheers! - 2005 Ford Mu...
I believe your other work was proven to be ripped and thus your work was removed.
other one from https://www.templatemonster.com/fr/3d-models-178147.html
author : LOWPOLYPRO
BI be clowning tbh, removing mods that should be good
right now any mod from the workshop can just be opened in the workbench and viewed almost in it's entirety, some files are hidden but all the scripts for example are fully visible
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
Not currently
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.
well he was not doing that in Reforger tho. How then do you get the right to outright ban him on the workshop when he did nothing wrong.
@crude wasp I assume he means skyrix used ripped models in reforger and GTA 5 also.
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
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.
can you point out which of his models was stolen ?
hahahaha
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.
In the run of it all, it probably just depends on who you know and what color your name is in the discord.
there was proof presented yes. Its not for public consumption though. I was not personally involved in the process and I have given you the facts that can be given.
reason people get banned is ripping/using ripped models.
Theres a problem with that in some cases.
What if someone unknowingly buys a ripped model?
the people doing so know exactly what they do and when they get caught they tell they didnt
What if they have proof that the bought the model?
they might get bans lifted
might ? whats that banning because the unknowingly used ripped models ?
he did noto
come on he has gta5 mods with 10 or so ripped forza models
same models ended up on the workshop
ok. so you guys didnt know if he uses ripped models. you cant just start banning people that used ripped models in the past.
no he did
thats soemthing different
those were on workshop
Unrelated to the situation. The problem with buying models online is, you don't know where they really come from.
the Mercedes might be stolen but the rest i know were not I was talking to him
atleast at the start
People rip models, upload to a pay site. Then after they've made a few bucks they take the upload down.
@crude wasp They don't care if you upload 1000 hand made models
Upload one ripped and you're done.
iam not denying that atall.
Its simple really. lol
well if its in reforger yes other than that i dont see how that is fair atall
well one ripped usually gets you warning
many repeats and blatant use of ripped stuff gets you boot
@crude wasp He uploaded a ripped model to the workshop
as said thats something different iam not trying to make that go away iam just trying to figure out if he would have not gotten banned if he didnt upload those models
well it seemed like he had gotten banned because of the GTA mods
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
ok thats all I wanted to clarify
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.
Did you look into weather or not porting from forza is legal?
it is not
there is some confusion with the Eula its "in Theory" legal if you did not rip the models yourself the "Game Content Usage Rule" from Microsoft is quite vague
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.
what matter this is not about the modder but okay
then what is this about?
i stated that above.
where?
this was not meant to be specific to him just his situation.
so thats what i wanted to know
๐ then have a nice evening!
you too
Just for future reference for anyone wanting to know.
@crude wasp Microsoft and Turn 10 (The Forza people) do not allow porting whatsoever.
well that got taken out of the GCUR. Iam not using or lookig to use Forza Assets iam just statiing that this "You can't reverse engineer our games to access the assets or otherwise do things that the games don't normally permit in order to create your Items." does not forbid allready ripped models if you would take it super serious since there is also no other mention in the GCUR.
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.
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.
models that can be used as mods for Arma franchise
- models you made yourself and you fully own as an original author
- 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
- 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
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.
Mercedes from sketchfab too
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...
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.
well how should he know that. He cant know that its stolen content hence you should remove his mod. but not revoke his rights to upload any.
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...
okay but but here where are the ripped models?
Quick reminder that this channel is about the enfusion engine. If you want to discuss legal issues please refer to #other_ip_topics
you dont seem to get the points its a bout a Workshop ban. that happend for now reason. he was accused for stealing models and uploading them to the Reforger. He has tho proven that those claims are wrong by sending all the links to all of the models where they were bought.
what are you, his lawyer or something? why does it concern you to begin with. Link towards files is not proof btw
well no but i would like to know why this is happening like why is he getting banned for no reason. So why would I make mods for Reforger and run into problems like that. getting banned for no reason.
also, move to #other_ip_topics if you want to continue, it has nothing to do with this particular topic
And yet every modder uses Forza Motorsport 4 and Horizon 3 models. (GTA V, Arma 3)
@past elbow And?
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.
"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".
lol. might wanna read the #rules condoning ripping is a big no no
I dont use those models. So no every modder does not. Every ripper might though. dont mix up modding and ripping, they are 2 very different things
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
Is there somewhere that's best to request a mod being made, specifically if I'm paying and looking for a quote?
hi,is it posibble to add capture and hold to your project after you create your project?
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.
@thorny isle What are you wanting made?
#creators_recruiting <- the place.
Simple revive mod
is there a way i can get my bohemia uid?
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.
Hi guys I have a light entity, how do I get it to move on its own??
@smoky sinew Write a component, or custom entity.
is there an existing component we can use? or do we have to write it from scratch?
not sure
there is an insect fly component that I attached to the light entity but doesn't seem to do anything
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)
no idea, in theory as long as there is a backbone for flight model it should be possible (not sure there is one)
that happens is all previous arma games, nothing new
why?
Because normal Reforger play is indeed using my PC very much, and I would say it's somewhat powerful
and what would change?
usually it isn't the engine itself that's giving you bad frames
most of the time it'll be something you're making
Hello everyone. Does anybody know how to get the InsectFlyMovementComponent to work?
Is anybody able to help me?
Ok, not sure where to post this exactly so I guess generic fits ๐
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)?
can you show screen of arsenal cfg with your item?
that is not overriden config
... wait... it did had a parent before ๐ค
notice that you have only 1 entry - overriden/modded files have puzzle icon next to it
overriden != inherited
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!
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
If you mod a class overriding should happen in mod load order. If two mods override same values the one which gets loaded the last should be the one that takes effect. As long as two mods don't override same values it's safe.
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.
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.
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 ๐ค
TLDR: Perhaps maybe probably.
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
You can probably render markers yourself on the map UI somehow
@pallid knot save games are limited to 65535 bytes?
Don't know
thats not very useful at all
21:08:03:815 BACKEND (E): ProcessPack() :: Attempt to store 136377 bytes on buffer, limit=65535
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
i can use an int and just use the order, but that could break saves easily later on
I feel slightly ignored.
You just move things with:
entity.SetOrigin(vector);
entity.Update();
you can find that out by searching this discord or looking at the code, dunno how else anyone can help you
First of all, thank you for answering. But could you maybe clarify it a bit more for a someone not very experienced?
there's no built-in UFO movement in the game so you'll have to write it yourself for now
you write a script component and attach it to the entity
and on frame you move it
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
search code for ": ScriptComponent" for example
Alright. Already a lot of help. Thank you very much. But did anyone of you see the InsectFlyMovementComponent? Could that help maybe?
I dont think so
thats an AI component
from the looks of it, that wont work just attaching it to any entity
its also compiled and native so you cant change how it works to be more like a UFO
I see. Alright so it is self made component then. Good to rule some things out.
good luck ๐
Thank you. Helped me a lot.
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
^^
Doesn't feel easy. But I'll get it some how.
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
welcome to programming
hop in to #enfusion_scripting for scripting-specific questions
Alright. Thanks again.
Is there a good Starwars Navy mod?
wrong channel
๐
how to use enfusion?
press button
what button
all of them
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).
it possible without a copy of game?
no, you will need to buy Arma Reforger on Steam
Anyone create a waterfall yet? Love to see it.
why arent colours accurate when i apply the texture on a vehicle in the workbench?
They have some sort of overlay in the material iirc
do you know how to remove it?
How did you create the texture? How much are the colors off?
Different lighting conditions make colors look different too.
Also in the future texturing stuff #enfusion_texture
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
can you describe what you have done so far perhaps? Are both Item Type & Item Mode fields changed so they are marked with bold text in Workbench?
Thank you for your answer. i managed it by following steps: override the arsenalconfig to mod -> add weapon and ammo -> set them to default -> hit save and close the file -> load world -> spawn arsenal -> close world -> open up arsenalconfig again -> set ammo and weapon to rifle -> click both (set to rifle) again, so the texts are getting bold -> save it -> done
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation#Arsenal_crates it's a bug mentioned here. Hopefully in 0.9.6 it should be fixed
yes i read this, but this did not work for me, it just worked for me in the exact order i mentioned, so i wanted to give feedback on that in case someone stumbles across the same issue
it might be still necessary to select it again till the text in this field is bold. so this didn't work? That order is for sure not necessary.
Sometimes configs are not properly reloaded but either reload of world or restart of workbench is sufficient
nah did not work for me, just worked with "safety steps" saving project, opening world, spawning arsenal, close world, open up config, make the changes till bold, save it up again
I guess you did something else wrong then
Just tried it with current stable tools and having entries marked in bold is sufficient
yes, might be the case. not sure. even if I am pretty sure i followed the workaround exactly. but yes maybe a whole workbench restart would have fixed the issue, might got around that by loading a world and closing it
Hello, I can't delete a building. When I save and restart the mission, the building reappears. Does anyone have a solution?
Have fun playing something else I guess ๐คทโโ๏ธ
wrong channel either way, enfusion is the engine
Can't delete buildings on base maps as the world is read only. So they will be back when you close and re-open
thank you very much for the information
Why not make one yourself?
why not just ask 3cb if their gonna port to enfusion
I hate British gear
I wouldn't be surprised if large mods like 3CB will get be ported to Enfusion, just like RHS and ACE
does anyone know how to get the input in an overlay(from a editbox) to a string?
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: **
- 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.
- Bonus: Character uniform stay wet for the same the stamina effect is in place.
- 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!
this isnโt a request channel. want a mod done, make it yourself
Not that tech savvy
๐
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.
Thanks so much for pointing me in the right direction!
Does anyone know the difference between Item_Base.et and ItemGameEntity_base.et? Is there a difference?
do enfusion support vertex colors?
Is there an easy video tutorial about adding weapons?
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation contains all the info you need for Enfusion
And perhaps #enfusion_resources has something useful as well
@meager turret Nice job ๐
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.
most likely https://forums.bohemia.net/profile/1003311-jai_peur/, since workshop account is tied to BI account
Thanks a ton. Now I have to remember my BI login information :p
Im not sure where to ask this, but do radios set to "Relay" work? If so, how could I set up a relay tower?
Then just cope, go learn some skills
Yer work takes up to much of my time ๐๐ป๐๐ป
What happened to the docs being updated? It was going fast a few weeks ago and now barely anything is being updated.
Going steady #biki_changelog message
Last week was a holiday, which is why there was no reforger update last week, and also why there was little wiki activity
Ah ok, I thought there must have been something like that. Thanks
Not sure if here is the right place, but, its there any vehicle mod tutorial?
I tried to follow the wiki, but only get the engine run and them stops and dont move
I had same issues following the wiki. In the end I copy/pasted UAZ489 and started from that, knowing it already works.
BaseLoadoutClothComponent does NOT update its Area choice to include ELoadoutArea additions.
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.
- you can do that on the existing workbench by setting it to โprivateโ
- not possible atm to upload someplace else and manually enable it
How do I get my friends to download it if I make it private
you can share zip file with your friends and then unpack it to addons folder in user game profile
for now private = test.
Sorry, I mean if it's private on the workshop, how can they download it?
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
what about unlisted
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
right now it can be only done by joining server which requires such mod
ow
I guess thatโs not so bad. Can you easily host matches like Arma 3?
Right now it is only possible to do through separate dedicated server exe
There is no self hosting through the game yet
modding community does benefit from public mods
unless the mods cant stand daylight
@pallid knot sorry not sure who to inform about this.
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.
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.
@leaden shadow how are you creating the prefab?
Right clicking on the original prefab in the ArmaReforger folder and creating an override prefab in my mod folder
Then you have to make sure you're opening your copy.
Make changes.
Click apply to prefab
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.
Odd
Perhaps the manner in which I add the object is incorrect.
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.
That should be fine.
Have you tried duplicating to your mod instead of overriding. Just to see if that'll work?
Pay attention to alt key
Ah, sorry, did wrong reply - @leaden shadow
No worries
Is this intended? @stark acorn
Trying to get custom clothing types added. Armbands for instance.
Thanks that did the trick
Got custom slot added to the player. But can't add it to the players "visual" because the component doesn't include my "area"
Not sure but I could confirm it
is there a place for suggestions? Feedback tracker is more for bugs right?
I'd assume it's not intended.
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.
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.
Did you create in blender?
Yeah, although I exported it as an fbx instead of saving it as a blend file
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.
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
Thanks. You said to follow the FBX export setup - what did you mean by this? Does this mean now that I have the collider setup on it I should go as I normally would to export as FBX or is there a custom way to export FBX for Enfusion?
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
Ah thanks ~ I hate to bother everyone here all the time, do you know a good way to navigate the wiki for this information? I try to look it up myself but I can never seem to find the area I'm looking for & get lost then someone here manages to find & link me to it.
Good idea to just use the link to main page on left. The check out all the mod support info for reforger
Not all will be relevant for assets,just stick to asset category
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.
Read the fbx wiki link again. The part on naming
Thanks, I had read it but I didn't realize it was mandatory. I thought it was just naming convention.
Workbench relies on naming to identify asset types
