#enfusion_workshop
1 messages · Page 18 of 1
thanks, reported further
nope
how many scenarios multiplayer can you see right now
the only filter I have is that, as that is what im looking for
its like this for me and others
Hi, can anyone experienced help with how to do a Conflict-based scenario? For example, I want more AI, more buildings.
I tried everything in the editor, but when I test it in Reforger it doesn't have any AI at all.
Maybe I’m building the sub-scene on the wrong world, or am I using the wrong system layer?
Yes I tried what I dump AI and the Conflict base AI doesn't show up either.
Its Enfeusin tools broken now. Cuz im trying to creat a new terrain it crash
Good day gentlemen, just a quick question... I am looking for the equivalent of Arma 3 "Grass Cutter". I've tried some dirt patch .et's Any ideas would be most appreciated. Best Regards.
I've seen this in quite a few areas. It's because Everon is a magical place. Have you seen the unicorn yet? 😁
@halcyon frost Not yet. Good to see you here.
Please try to use the correct channels to put your questions into the eyes of the relevant people.
@halcyon frost @halcyon frost - > #enfusion_terrain
@simple ferry - > #enfusion_scenario
Thanks @ebon river
is there a fix for trying to download mods but nothing downloading, showing a red X immediately?
When i drop an item prefab in the worl i cant pick it up in game, even if there are instances that someone else dropped and i can pick them up
U create a colider?
Make a box and name it (i think) ubx_urmodelname
Bring that in. Should help it
Game is probably sending a trace but isnt hitting any coliders so it doesnt know theres an object. Rough guess on my end.
Ensure you have the inventory item etc setup with your item etc, plus the custom action section setup for a "pickupitem" component etc. Few things can cause this that I know of so far. Only about 130 hours or something on the tools though so early days
anybody know how publishing a map works in regards to game modes? IE i want my map to support conflict but do i publish the map blank first and then publish edited ones? or do i publish it with everything included just once? I dont actually know how to set up the game mode stuff
I’ve noticed mods lose their categories over time, not sure what cause it. I’ve had to republish mine several times because of it every few days
They moderate the categories, so if it's changing on you there's a very good chance that you're tagging something incorrectly.
I think its something else becuase my mod loses ALL tags
The one I have published is a terrain with GM and TDM gamemodes, only tagged with "terrain" and "MP_scenario"
Huh, yeah that does sound wrong. Maybe start an issue on the tracker if it persists?
Hello, how can I remove my mod from the workshop if I no longer have the project?
You can't
why we cant ouer mods deleted from workshop?...
ok, I hope they can be removed at some point because otherwise there will be a few useless mods left in the workshop taking up space
GIGO.
Does anyone have a list of what to add to get my team death match game mode working in the workshop?
Did you follow this?
https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup
@raven stone would it be the same to setup team death match on a custom terrain?
yes, with some diferences in the game mode and some other stuff but the basics are there
If your map is correctry configured then the only that remains is the Scenario Header
@raven stone cheers, will give it a look in the morning when I'm back on the pc, weirdly the game mode works fine when testing in enfusion but never shows as playable in the workshop
I feel like someone is moderating my addons and removing my name from the tags
unless
tags are limited to being only the buttons
Is there a way to unreport or reset your account on xbox, accidentally reported a mod I was going to download and now it wont show in workshop.
Nvm i figured it out
Delta patcher seems to be pretty wonky rn.
Have had several instances where changes weren't in after updating to a newly released version and then showed up after deleting and re-downloading.
ya i cant find your explosion mod
The only one I know @dense scaffold is @vernal wing
Idk what his role exactly is but I know he requests proof that mods aren’t ripped
When he thinks they could be ripped
unlikely for that to happen
i do yes, but in this case it has nothing to do with me. And if something was ripped, bacon wouldn’t be around
I know @vernal wing it was more about that u are in closer touch with these stuff and maybe know why
I know u just do your job
And ripped stuff must be dropped out ASAP cause of legal actions
@dense scaffold - might be some workshop bug, contact dwarden directly
Probably been asked before, but could I just throw in a bunch of weapon-mods into my custom-map server, or should I ask permission from the mod-creators?
If it’s published it’s okay
Yeah once published they would need to be used as dependency mods on your map, you couldn't just rip them and put them in, if that was what you are talking about. Dependency is perfectly fine.
It seems -EnableWARP has landed. 🙏
hmm, still getting
ENGINE : CLI Params: -EnableWARP
...
RENDER : (NOT OK) Adapter 'Intel(R) HD Graphics 4000' does not support feature level 12_0
@gilded heart am I doing anything wrong? ^
I can confirm WARP works on my VMs with an hypervisor on AMD server without APU
But I’ve heard of others running into the dx12 issue
Which os?
I am not aware of how it works and how it would not work for you. If you are encountering issues with it, please send feedback tracker report.
WINEPREFIX=~/.wine64 wine64 ArmaReforgerWorkbench.exe -EnableWARP
I don’t think Wine has WARP support?
It was mentioned in Dev report, but there is no info how to use it and no wiki entry. Briliant communication with community. 😢
😥
Yea, you need Windows 10 1709 version at least for DX12 WARP support
In any case, warp is completely unrelated to #enfusion_workshop
looks like the connection to CDN isn't being reused causing slow downloads when a manifest has many small fragments?
adding HTTP caching on client for images etc would also benefit the browsing experience and the bandwidth bill for cdn usage 🙂
adding gzip encoding support on the backend (and frontend) would help a lot with larger files such as manifests with many fragments, I got 50% reduction on a 510 KB manifest
the browsing endpoints benefit even more, 75% on a random query
Workbench somehow laggy today?
BACKEND (E): Http Error apiCode="ResourceNotFoundError", message="Resource asset not found"
BACKEND (E): [RestApi] ID:[13] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource asset not found"
BACKEND (E): Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource asset not found"
DEFAULT (E): Bundle does not meet format requirements
DEFAULT (E): Validating bundle failed. Aborting publish.
RESOURCES (E): Publishing failed
What am I supposed to do with this error? no indication as to where the problem is
I want to begin testing my mod but I cannot publish it, and distributing the bundle.zip doesnt work either as the scenarios do not appear
What am I supposed to do with this error? no indication as to where the problem is
Reading it helps:
400 - Bad Request: This is a general error message saying you're doing something and the receiving server can't accept it.
apiCode = ResourceNotFoundError: This is the error code that the server returns, and it says it can't find something in what you try to send.
message = "Resource asset not found": And there it, a human readable version of the error. Something you included in your project doesn't exist (anymore) or can't be included in bundle.zip
As for where, or what is causing this error... that is something the receiving server can't do for you.
thanks for your extremely condescending answer. I can read as well. The issue is nowhere does it say WHAT resource is missing exactly
nothing ive included in my project "doesnt exist anymore", but even if it did, it would be nice if it said what
the bundle.zip is created fine, if there was something missing then you would think that would error
The same error shows when simply opening the "Publish Project" window
before even trying to publish
in fact the error doesnt even happen on publish
This part happens when I open "Publish Project"
BACKEND (E): Http Error apiCode="ResourceNotFoundError", message="Resource asset not found"
BACKEND (E): [RestApi] ID:[13] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource asset not found"
BACKEND (E): Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource asset not found"
This error happens when I click on "Publish" (after successfully bundling)
DEFAULT (E): Bundle does not meet format requirements
DEFAULT (E): Validating bundle failed. Aborting publish.
RESOURCES (E): Publishing failed
I just tried to generate a new GUID for my mod but that didnt help
Same errors occuring on a brand new project with literally nothing in it
can you provide full log when doing bundle and publish?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
thanks, I will pass it over
created this as well if you want to include it https://feedback.bistudio.com/T166265
adding log to that
thank you
and could you share perhaps that brand new project which is also failing to be published?
(can be via DM or attached to the ticket)
the brand new project seems to be different now, it actually attempts to publish with a progress bar then shows this error:
DEFAULT (E): Addon processing failed
RESOURCES (E): Publishing failed
ill add that to the ticket
can you provide full log to this one too?
ok
with console.log & error.log files preferable
honestly I think its only failing because its an empty project, but ill add it
and error.log just says the same thing
you can try adding one .conf file for instance and see if there is some difference
ok
thats successfull
so its only failing on my actual mod
linked to my github where you can clone and try it yourself
have you tried to use .jpg instead of .tiff for one of the pictures?
they are all jpgs
preview image + all screenshots
17:51:53:547 DEFAULT : Computing MD5 @"C:/Users/Aaron Static/OneDrive/Documents/My Games/ArmaReforger/publish/Overthrow/scenario_image_0.tif"
could you try changing it to png/jpg?
it creates a tiff itself
its actually an edds
it wont allow me to put a png/jpg in there
so the bundle process is making the edds into a tiff
alright, it will be investigated. I guess I will ping you if I have more questions
ok np
no you were right... I created a new scenario image from scratch and now it publishes
you can close that ticket, or ill try to
something to do with the tiff format coming out of Affinity Photo I think
did you created another tif or did you changed it to some other file format?
I made a jpg and registered/imported that
then changed SCR_MissionHeader to point to that one
just shows up as a white image in-game hehe but at least it works
Hello, do you know the steps to insert my new vehicle in the game master's item list ? My mod is activated but the vehicle doesn't appear when I press tab as a game master
thx
When will there be a helicopter
anybody know if change logs are invisible? can somebody check my map on the workshop real quick? just search "winchester"
would be nice to be able to add videos to workshop items, like a preview vid
dont see any mention of changelogs on the workshop item page
ya thats what i thought. Was wasting my time
Any helicopter yet:(((
not released
evac with trucks for now 
ye helis are fun
please refrain from spamming this channel with the helicopter requests. Want something, feel free to make your own.
I can’t u have an Xbox
I
And I guess I will stop but people need to post one I just want to fly but I get it takes time
people don’t need to do anything, modding is a hobby. This is the last warning on the subject.
it isn’t for asking stuff, no
I just trying ti get someone who is building one to talk to me and maybe see when it will come out
when it is ready
I remember a month ago I saw a message with a link to a website that shows the number of subscribers to mods in Arma Reforger, who has a link left? I can't find that message, thanks!
the source of your data you are using to build the json, does it not provide the type of item ie weapon/props/scenarios etc?
the filters from the in game workshop browser basically
if you're able to get that data would be neat for your frontend, would basically let you add filters
alternatively you can also setup a separate endpoint that just contains items that dont have an empty scenariosIds array, and that way you could have a page dedicated to just scenarios and sort them by rank etc
@somber fog good idea, those categories are based on "tags"
yeah if you pull those into your api, would make it even more powerful and then maybe have a dynamic endpoint for each tag that way you dont have to load the entire workshop json file if you just want a smaller sub category
@everyone anyone already imported a 3d model of a car into reforger ?
where do I see the mod ID
No need to spam the same message all over this discord in different channels, or used @ everyone (which is disabled anyway).
Check the #rules and read the channel descriptions, because it's off-topic to this channel.
Not visible in UI for now. But ping me if you have idea where to show it. Maybe show on name hover in title and copy on click?
would be helpful for server owners at least, copy/paste would help, imo it can be written down as a tiny font under title or something
im sorry @shrewd hull
maybe something like
or under the image
or under the description
as a footer kind of thing
👀
like it'd be so much easier extracting IDs for dependencies and mod server configs this way than through browsing local addon folders
There has been some cars in workshop yes. You just need to look there to see. In case you have some follow up questions about some aspect of modding please put those into appropriate channels.
does anyone know if you have to re-download the whole mod if an asset has changed or just the asset?
you mean when you upload or download in game ?
if you change a script personally i recommend to delete the mod and download it again if its an asset i think its ok
The whole mod afaik as it's all bundled into one package.
hm alright thanks
Delta patching works
what about alpha patching
Has anyone else noticed the amount of broken works on the workshop? I went to play some of those sniper stories and none seem to work any more, always get spawned in the sea and have to force close Reforger.
Peeps are just learning and it is not easy to test the stuff in MP (or share with friends) without releasing to Workshop if I remember well.
@fast marsh I'm sure alot of it is from updates breaking it also, as I had a fully made terrain with mission which worked fine, after an update I went back on enfusion and all my layers had been deleted, I have seen a way where you can make a test server via steam and test that way but stuff that was working is no longer working so hopefully updates they bring out won't periodically break stuff.
i can download m4 mk18 how to fix slow loading?
https://steamcommunity.com/sharedfiles/filedetails/?id=2828693543
I posted to the workshop.
Thanx you @dense scaffold
so theoretically you can still have a mod in which all assets are inside, where you only have to download the changed assets and not the whole mod again when an update comes?
ye
I’ve noticed a lot of mods are just test mods except the creators set it to public when publishing or at least I hope that was their mistake. If not, sheesh.
My biggest wish is one day to get a comment section under each mod in the workshop.
@timber atlas it would be very useful having the option to leave feedback. Today I've seen like 5 Terrains that aren't actually playable which sucks as some look very interesting from the thumbnails
I put my custom terrain/mission on the workshop, any feed back is welcomed.
Survive and make it to 1 of 3 extraction points. But for now you have to kill an AI character in the extraction zone to trigger the win.
All ground loot won't respawn so if you die it won't come back but the bases do have weapons boxes to loot. It's called Escape from St.Agnes.
@dense scaffold I would love to know how you can play them.
open in workbench and click play
@dense scaffold most of the maps I've seen don't have the option to play.
that doesn't sound right
there's a green play button in workbench's world editor
it should be available on any terrain
also when you browse workshop content you can see if there's a scenario in the mod or not
Oh cmon dude you know what he means.
@timber atlas bacon thought he meant playing in editor what he really meant was playing a scenario.
hes downloading maps with no scenario
No I think bacon knew what Lord was trying to say but he was just trying to be smart.
no scenario doesn't make a terrain unplayable, unless you're on xbox
@dense scaffold are they actually playable from inside the workshop/game or do you have to play them through the workbench?
scenarios are played in game
there's a list on bottom of screen if the mod includes a scenario, on the mod page
if there's no scenario, that leaves workbench
(for terrains, may not be applicable to other types of mods)
also, the scenario can be in a separate/different mod
doesn't have to be in the same one as the terrain, as anyone is allowed to make scenarios
You have a connection issue with workshop too ? "Error The response from the server took too long. Check network connection and try again."
workshop API is currently offline intermittently
my status checker showed offline for 2 minutes but now its back up again
11 failed status checks today
And all bohemian dev are in vacation. We have to wait next week 🙃
If the workshop doesn't work for you, you can install my mods (Ashyl) yourself. Here are all my mods, I will update them sometimes.
https://drive.google.com/file/d/18LQBMvAnjgWPNHWrGd3GgTXRLQvwNtbf/view?usp=sharing
You can use any assets from my mods, just indicate in your mod that you took something from me and do not create full copies of my mods.
Is workshop down? I cant download anything
Ok this is just annoying. I cant download on any computer
i have an issue here and there with not being able to download when joining a server, but still being able to do so if i go to the workshop and dl it.
shotguns? 
hows the mp5 doing
its on workshop, its works, but not good with textures
the animation works too?
oh, no, im still learning
I remember the magazine reload animation, but it also is broken on the sample weapon addon devs made 
just tested the mp5 and I love it a lot
Thank you! i will fix mag position while reload soon
nice
I just need SMGs in this game
do you know if the SD sound alerts enemies from the same distance as non suppressed?
I wonder if you can do ammo pools for shotguns
I don't want to kill anyones free time with this question so does anyone know where i can read up on how to upload to the workshop?
shotguns? 
Thank you very much
if anyone's willing to bring shotguns into the game I'm willing to help with the visuals, code and effects (not gonna be able to do modeling and animation)

also a mosin nagant obrez
obrez 🤮
how is stuff like this still happening?
how do I fix this?
I can't download the mod no matter what
@topaz forge are you trying to manually download?
Joining a server and downloading
that's counter-intuitive isn't it? I want the mods I want, not the ones that're on servers
You're obviously never joined a modded server and see the list that allows you to download the installed mods.
I have, and it downloaded a list of mods and then let me in 😵💫 I just want the workshop to work.
what kind of logic is it to have to join a random server to get the mods you want, instead of searching the workshop?
fixing it somehow?
Tell bi to fix it then lol it's not anything you can fix
😬
Are we going to get file patching for workshop mods?
I published a private mod, but I don't see it in the available mods in the game. How do I find and download my mod?
According to @maiden pendant it already is using file-patching. I am not sure how well it works if the .PAK file changes order and thus the diff is like 99% after a tiny file change - maybe its sorted alphabetically so it becomes like git with a insert or remove of bytes at offset only.
The only way for me so far was to add it to my server i want to test on and then download it from there. A bit whack, but works. Hopefully an update to the ingame workshop will make it able to list private mods, and maybe even have a filter for "My published mods", that would be cool.
How to do that? 🙂
When you have your mod open, go to workbench main window -> topleft -> Workbench -> Options. There the first thing that will greet you is info about your mod. You want to copy the GUID there, e.g. 59636E668EA37AD7. Then inside your server config json you add it under mods:
"mods": [
{
"modId": "GUID HERE",
"name": "YOUR MOD NAME",
"version": "0.0.1"
}
]
You can find the version number during publishing, you can reopen publish window to see the current id as well.
For details on how to setup the server you can go here: https://community.bistudio.com/wiki/Arma_Reforger:Server_Hosting
I already did that, but nothing happens when I start a server
What do you mean with nothing happens? It should boot up, load your mod and then you can connect to it via direct connect (localhost or using external ip)
I'm not sure, but seems the server does not boot up. I can't connect to it regardless the mods configured.
Oh I always used UNLISTED btw, not private. Maybe that is a problem? Try to publish again as unlisted, increase version number in json and then give it a try
you can see if the server downloaded or not by going into its profile dir. it has addons there that it downloaded
By the way, what is the console output of a successful server start?
Oh, it finally worked with unlisted! Thanks a lot!
You must be mistaken, I cannot have told you that while I don't even know that myself 😄
Ah you are talking about delta patching
I'm thinking about Arma 3 filePatching 🤔
Ohhh, i understood it as delta patching since he was asking in workshop, but true, could have been that
@lethal night are you aware, if there is a way to launch the server with my mod without publishing? As publish every single time I want to check something on a dedicated server is weird.
I have tried around but there seems no good way of doing it, since -addonsDir + -addons vs -config are exclusive options, so you can only set one of those cli params. Not sure how a server with "local loaded" mods is then supposed to to know which mission/world to load etc as you say that in the config. Hopefully there is a yet undocumented way for this. @pliant marten might be able to add something to the biki on the next round of docs?
Yeah, it would be extremely useful to know that. I can't imagine developing MP scenarios without testing and debugging on a dedicated server.
use peertool
Is peertool debuggable? If yes, what are debugger settings to debug the particular peertool?
Nah. He admitted to me today that it doesn't work that way. It only streams the console log
Help. I was trying to update one of my mods that had a compile error after AR update but I am getting this error:
BACKEND (E): Http Error apiCode="workshopApi.assetNotOwned", message="You're not an owner of this asset"
BACKEND (E): [RestApi] ID:[10] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotOwned", message="You're not an owner of this asset"
BACKEND (E): Error Code:400 - Bad Request, apiCode="workshopApi.assetNotOwned", message="You're not an owner of this asset"
DEFAULT (E): Uploading failed! Reason: "You're not an owner of this asset"
RESOURCES (E): Publishing failed
I have tried wiping profile data, logged out and in again in wb, logged out in game and in again. Nothing helps. I am 100% sure I am singed in with the correct account that owns the item.
When opening publisher dialog it says DEFAULT : Checking addon processing status... BACKEND (E): Http Error apiCode="workshopApi.assetNotContributed", message="You're not a contributor of this asset" BACKEND (E): [RestApi] ID:[16] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotContributed", message="You're not a contributor of this asset" BACKEND (E): Error Code:400 - Bad Request, apiCode="workshopApi.assetNotContributed", message="You're not a contributor of this asset"
Send me that items ID thing, and your account E-Mail address via DM
Btw issue was related to switching steam and BI accounts around, it's being fixed so it doesn't happen in the future
