#bacon (mod status in pins)
1 messages · Page 2 of 1
love this thing lol
now sitting in the forgotten projects folder next to 500 other things
🥺
getting a few reports of loadouts not saving (using GM persistent loadouts), and seeing your "Big loadout!" error message in logs. Does this mean there is still a limitation on saving loadouts that are too big?
I don't think so. It logs that it occurred but should still have saved it. I'll double check when home. Assuming you on latest version?
can confirm 1.0.11
should work, return is commented out
it might be invalid for other reasons though, you'd have to test to figure out why/which items
@severe radish
@spice elk Issue with Server Admin Tools and the "Back" button being grayed out and unusable. v1.0.34. Can't close the panel, have to dump out of game.
really? you can enter the menu but can't leave?
yep
how do I reproduce? what do I do to get this to behave this way?
so I added the mod to a server, logged in as admin via the login box, then opened the menu and the button seems ok
I believe it is happening only on the first instance after restart.
And I don't have to login (#login) as admin via chat, to have full access to this panel. I just opened it, and everything works. GM rights, ban, and kick.
not possible, the login panel does the same thing as #login in chat
wait you mean you don't have to login at all?
Thats right... I added my creds to the config.
ahh interesting
I'm not sure this is fixable because the admin login given by auto admin features is not the same as the one you get with #login, but I wil investigate
ok. I'll remove my creds from profile and test that way.
I would keep them but remove all other mods from the server, it clearly recognizes you as an admin since you can access the panel, but something else might be blocking your input
I'll setup a test server to check it out.
in the meantime I can test if the auto admin produces it
Thanks! Appreciate it.
Let me do some more characterization on my test server. Not the first time it has happened, but haven't tested repeatibility either.
some mods that introduce custom keybinds or something may indirectly do it, I don't think anyone intentionally would turn off only your back button
Issue with not active Back button (ESC by default) is probably linked with search boxes.
How to reproduce:
- Join server
- Open admin menu
- Go to Player List tab (or Ban Tab, whatever)
- Click in searchbox (mouse click)
- Select Main Page with mouse
Voila, Back button is not active until reenter into searchbox and disable (esc button) search text that you used before switching tab in Admin Menu.
tested that twice, always 'bug' exist
Interesting, will look into this over the weekend. I guess focus remains on the search box.
Sorry if this has been asked before but is there any way that the radial menu will return?
we love bacon
hey Bacon!
I was wondering what settings you used for your GM Fire FX? They seem pretty efficient for particle systems 🙂
like they don't have an impact really on server performance, and I was trying to get away without opening the mod myself 😂 will just look
particles arent simulated on servers except for smoke grenades for AI visibility
so server probably doesnt care about the fire fx
oh interesting, so it's all client based?
yeah, all particles are clientside and some are optionally simulated on server as well
hmm okay, must be some other optimisation I need to look at then as something kills server fps but not local fps when any AI are spawned. My first thought was the area with several engine fire particles but sounds like I can rule that out potentially
whats the processor the server runs on? how many ai and how many players?
1 player and even as little as 30 AI drops the server fps down 40 frames
processor I'm not sure but we have another server on a different map that sticks at 120fps even with 25/30 players and 75 AI
well then compare processors of both first, in terms of single-thread performance
will do!
there's a chance it's going to be an easy answer once you pull up single thread performance numbers for both, alternatively share the models and I'll get the stats
it's very important you check hardware off the list before doing anything else, because if the issue is hardware then no amount of fiddling with mods and settings gets you out of it
think you saved me some time there, switched from our 10 slot test to the 35 slot one we have and it didn't struggle at all
yay
Fireworks have a slight bug, you spawn them and they work fine….until you go a KM and a half away with your character and come back, then they explode in the air again. (Happens whenever you go some distance away and come back)
wat version of mod?
I have it up to date, I’ll get you the version number in one second
1.0.62 for Game Master FX
ok bet, will add it to the list
can you give me a description of what do I do to reproduce this?
Yes, lemme type it up
nevermind, got it, sorry!
Bacon W
updating now with something that might help, though not sure to what extent
looking forward to the moment i am confronted with all that proxy/replication stuff 
i'm not sure if this is related. But on our server since last update we have random fireworks (couple of shots). Also when players enter server and spawn ?
yes related, see if fixed now
not sure why but some players are still having issues with saved loadouts not saving using GM Persistent Loadouts mod. I know I've reported the issue before, but I have no additional logs for this very rare error. I do run a pve server where players have the ability to carry more than they can in vanilla if that helps at all.
I think for something like this I will need repro steps 😦
is it a save during the same session or do they leave server and join to get empty loadout?
same session. I will try some troubleshooting on my next days off work in an attempt to replicate it.
we saw a thing quite often yesterday actually where dying and respawning didn't give you your saved loadout, you spawned naked instead and had to leave faction and join again for it to spawn you in with the gear
the loadout is indeed transmitted to you from the server when you select a faction/group on the deploy menu (when you first connect)
ahh okay, so it's not expected to be able to select it on respawn?
when you save it at a box then you have the loadout
Yeah I know, normally it would also give you the loadout on a respawn as well but it doesn't seem to all the time
sometimes loadouts are invalid but I will need repro steps to figure out why
Other than having a saved load out and dying I don't have much for you I'm afraid 😅 I'd probably guess it's certain modded items / weapons being used though
But the exact same loadout works fine when it re-initializes via leaving faction and joining again
Update for GM fx?
Hey bacon in the mod modern Russian the character's are the detected by the system like unarmed the ammunition it's not a problem because it can be replenish infinite time by the game but anyway I hope this will be fixed soon if you can say it to the author of the mod....
@boreal trench what exactly are you fixing for the ris laser and suppressors mod? If there is a bug please report it so that I can fix it
Hey
We have a slight problem : on our server, vehicles randomly catch fire (and I say randomly because we are not able to figure out what cause it)
and yes base game vehicles
one of our admins claims it comes from Master FX
Is that something somebody else experiments on his server ? Is that a known bug ? (tried to look it up on the discord but didn't find anything)
all functionality of game master fx requires someone to press a button so I doubt it's this mod
I doubt too but i wanted to make sure
still investigating
thanks for your quick reply
in vanilla game, vehicles catch fire either because someone shoots them or because GM presses the Set on fire button, outside of that I guess you could start removing mods until the issue disappears
yeah but finding out that way will take ages as we need at least a full 2-3 hours of playtesting for each mod so we try to find the culprit faster
I don't have any better ideas, but you could do it by half (remove 50% at a time - if issue disappears problem is within 50% of the mods you removed, then test removing 50% of those etc)
it could get you there faster
Yeah I guess we'll end up doing that, good idea
alternatively you could load up your entire mod list in workbench and try searching for anything related to fire or damage
Well in the modern Russia mod the guns are like not detected when you put them in a fight they only keep looking at the enemy like if they want to rizz them but seriously they are guns but in the game the characters or units are detected like in a unarmed status so they can't fight or defend....
It's weird but we'll maybe it's something missing because how it's possible to be unarmed when you having a gun? Well that's is possible in this mod... I hope it's will fixed soon....
If they want a screenshot let me know...
I have not made any mods that have russia in their name
I know but just let @boreal trench know this bug of his mod to fix it.
please open the mod you are talking about in workshop and look at who made it, then speak to that person with your bug reports
Ok
@spice elk Is it really Mr Reforger? :0
Hello, could you make in the arma reforger implement this?:
http://killzonekid.com/arma-scripting-tutorials-mbt-recoil/
I guess so but I'm not going to be making new stuff for a while
ok, thanks
maybe later
Hey bacon, Server Admin tools says I need an update to Version 1.0.35 from 1.0.29. Is this one of those “Arma False Updates” or is this an actual update
Possible the server that you are trying to join has an outdated/non-up to date version?
Well I’m a server owner and I was just wondering if it actually needs to be updated. Cause I’ve updated things before and it just ruined my game so I went back to previous versions
It shouldn't have you downgrade the mod by itself....maybe try uninstalling and then reinstall it?
Newest Server Admin Tools Version is 1 .0.35 its not a Arma Bug
you are welcome to use an older version if you don't want features that were added in newer versions
I was just curious if it was just a visual bug or an actual update. What did it change?
I’ll update tonight thanks
previous and new features are documented here #1094217375978618920 message
Would you be willing to add an ACOG sight?
No plans for new content for now
@spice elk Could you check your dms (From my side).
Hey @spice elk is there functionality to increase the amount of saved loadouts on GM? Unsure if its in your persistent mod that I'd need to add to or if it's a gamemode config thing
there are no limits on the number of saved loadouts
As in someone can save 2 different load outs?
one per faction, but no limit on the total number of saved loadouts on the server
Is it possible to change that limit of one per faction at all?
I'm sure it is but haven't looked into it
if you have file-system access you could write yourself something to store and replace the loadouts using a discord bot or something, but probably too much work for something like this
Hmm potentially, I'll see if something can be adjusted. I guess theoretically could dupe the loadout 1 and change its names to loadout 2? Or change loadout1 to an array but not sure how you'd then have that in game
Thinking it'd be good for our server as we change scenarios up quite a lot so having multiple saves would be a benefit. Though we could switch up factions I guess too
Wasn't sure if it was an easy modification or not, I'll look at it later
having a button for it is the toughest part, storage-wise you'd just add -1 -2 -3 to the file names
@spice elk can you make the lasers more powerful and lasery
Not really, no
What if I give you a tater tot
There's a maximum distance a light can travel in the game and making them brighter would be unrealistic
But my la5 uhp goes 2 miles ::(
It’s ok bacon I understand
What about brighter at night vs day time
No plans sorry
i would recommend using the PEQ-16 from RHS. it is more lasery.
What does that even mean
I guess they want to recreate the "laser combat" like in one of SovietWomble videos x)
The what
@spice elk sorry for the ping brother I had a question regarding the recent m110 update it was brought to my attention that Optics aren't saving on loadouts
wat
does it save but not load or what
The gun saves however when you respawn the optic disappears off the gun
Do you know if it's the same thing with the m4 block 2 of mine? Anyway I'll have a look tomorrow
Truth be told I don't have the m4 block 2 installed
That's fine. What about a different gun that accepts the optic? Would tell me if it's the optic or the gun
it doesn’t happen with the block 2, just the m110, and whenever i’ve tried putting optics on from another pack it goes on the handguard on the side instead of where it should be
it does
Ok I updated it, see if it works now. Not sure about the arsenal stuff, but I hope optics slot is proper now at least
is this still an issue?
Everything is back in pristine condition, thank you for fixing it bacon
yay!!
idk if this is useful to anyone but here you go https://reforger.armaplatform.com/workshop/5C8AD2767D87626B-DisableFriendlyFire
call of duty mod 
would this be something you could work into the admin panel? Like have this mod integrated into admin tools and have it as a toggleable setting for admins to use
there's a toggle in gm under the killfeed (or, well, should be)
dope 
this mod is basically part of this experiment, originally the plan was to bounce damage back to sender but there were too many exploits to bypass it
one potential addition I am considering is instead of on/off, switch friendly fire between full damage, reduced (20%) damage and no damage
hah that would be nice, if the team killer has to shoot someone 100 times to kill
There is a lot of cheeky things you could implement to stop team killers. Whatever is a burden to them and whatever wastes there time is the best way to combat it
Perfect mod, saves a lot of arguments in some servers
bacon, how did you test your safezones in editor? They don't work for me in editor but obviously they do on server
its because workbench has cheats enabled by default
this probably doesn't mean a whole lot to you but basically workbench overrides some things, damage being one of them
ahh okay, so only way to test is on a server or peer tool?
try starting workbench with -cheats 0 I don't remember the parameter
@spice elk Because you were able to add the CCO compatibility, is there any way you could add the grips that both are also in Aussies mod?
no plans
@woeful torrent I think you were interested in the reflecting damage a while back, this isn't it, but just 0 friendly fire damage with a GM toggle
Very nice! This only does player damage right, or does it also prevent friendly vehicle fire too? I've had idiots trying to shoot down friendly helis in exp.
I vaguely remember it checking vehicle damage as well but I haven't extensively tested it, for example even if chassis damage is ignored wheels could be damage-able
Ok Cool, I'll probably throw it on my stable server today and check it out, thanks!
hope it doesnt explode!
After the last M249 Scope Rails update I am no longer able to find it in the Vanilla Arsenal, anything changed there? (on non-experimental). Tested with only the mentioned mods and dependencies loaded.
it was never updated to work with the current arsenal I think, was it?
Hmm, well it worked last week, and as far as I recall there has been no updates to the main Reforger branch in a long time? Or do you mean that he M249 Scope Rail mod was now updated to only Experimental version?
Thank you!
Went to check and it works now, thanks again for the quick reply and fix! 
@spice elk Just a headsup, your server admin tools will not work on the upcoming update.
ok and? I'm sure a lot of stuff will break
Anyone have a picture of bacon tan m4 with GL
Does this help? Dont have high res
Thank you
I’m trying to make it in breakpoint 😭
That’s all I could do in break point unfortunately
Not bad
Should have a picture of bacon on it instead of the birds
I agree but I think the birds was already textured onto it
yes not my model, I only textured the ugl (except the red dot sight) and urgi handguard
ill add anime skins for xmas tho
@sonic schooner to my knowledge Ravage characters have never followed GM orders and it seems intentional, I don't know what people are saying but we've had great fun yesterday with the zombies 
You have to spawn them on top of people to get them to see them
Since telling the zombies to start running in a direction doesn't really work correctly
their visibility is a little short but it has not been an issue for us, you are welcome to create a patch to extend it if it is useful to you, I have no problem spawning them effectively at the range they see at currently without it being jarring to players
Set them to aggressive, 90-100% combat movement chance, investigate and hunting (last 2 don't save) but I did this with one squad set to that and one not, the first squad started running at me from around 100m other lot stayed
What do you mean? The Ravage characters do not use the same AI system vanilla does.
With CRX I set those to one team of Ravage characters...and another without with myself around 100m away. The ones I set to those settings started running at me straight away the other team stayed there so must have made a difference
I don't know how CRX works but I don't think the mod accounts for Ravage AI. In any case I did not make CRX and I did not make Ravage so I don't really know.
But!!!! If it works then great. I've never even considered it.
Yeah sorry I was just replying to the above conversation you where having with Trace Snow Owl
what lmao
Anime skins
I mean yes that would be funny af it's just, came out of left field lmao. also wouldnt it be a problem with the TOS?
Dang I guess no anime skins
😢
So no anime skin but you can have a pair of balls as a weapon grip in A3 ? The world is a strange place
well idk, apparently there's a starwars mod out there so if you're willing to dance on that line
Oh I'm sure there's some free for use anime themed art online
offbrand anime skins would be hilarious ngl
no
Is this a mod that still needs to be used or did that get fixed on BI’s end? I assume no is the answer already
I need to get rid of this and a bunch of other temp stuff, in general you should use the mods you want to use, there are no "needed" mods
What about like data collector and fast garbage manager? Do those help or should I remove them from my mod server listing?
they do what they say they do, use them if you want
Thing is idk what they do, I assume garbage manager removes stuff faster? Prob wrong.
And data collector I have no clue just heard it helps servers
they have descriptions but if you are not sure that you want the mod dont use it
Oh true lol
@spice elk is there any way that the ELCAN Spector optic can be pushed back on the gun? It looks to be way far up
up as in forward? got a screenshot?
Yea I’ll send
This is somewhat of an older picture on the older block 2 mod, but it is the same for the new one
@spice elk
How they’re usually sat
Gotcha. Unfortunately moving it back will clip into the irons.
Got it
Script then to automatically flip down with magnified optics if possible, otherwise just deal with the clipping until you manually flip them, it’s fine that the Elcan blocks iron because it’s a quick detachable scope
feel free to make a mod with a script to do this
or paste it here and I'll add it
any interest in making this compatible with https://reforger.armaplatform.com/workshop/5D915A9DC6EB0856-BenelliM4 ? He must use a custom round Im guessing.
No idea what other mods do. The friendly fire mod evaluates damage by faction and returns 0, basically. So weapons should be irrelevant.
Interesting, that's the only weapon that's killing people with friendly fire.
have you considered asking the person that made the weapon?
From modding experience, other mods should make their mods compatible with mods like these. Not the other way around.
Otherwise it becomes a nightmare
If that mod you mentioned breaks, or gets deleted then Bacon's one would be broken, in a sense adding so many dependencies.
Thanks guys I'll reach out to the other author
I figured it might be fixable without a dependency being added, but I haven't looked into it at all. Not until both authors express disinterest will I look into adding an add on patch mod.
what dependency?
The Benelli m4 mod. I figured out how to add custom vehicles etc without dependencies in scenarios. I guess the need for a dependency depends on what needs to be changed in the mod to make it compatible. I've just reached out to srg so we'll see what he says. If scripting is required for the fix I imagine a dependency would be required.
you misunderstand what the friendly fire mod does
it sits in the place that calculates damage and returns 0 if the faction of shooter equals to the faction of victim
it does not interact with weapons or ammo or anything like that
I understand that, I don't understand why his mod seems to bypass that, not looked into it yet.
Perhaps it bypasses vanilla damage calculation with it's own
it's possible that there is a bug that happens in some specific circumstances, I've tested it with vanilla weapons and it seemed to work with all of them
Probably, it has custom rounds
It works fine for custom weapons, all except the shotgun
I have seen some mods do custom round with a raycast impl, and then just setting health changes on the shot entity
if all guns except 1 work I'm not sure what to tell you man
I would prefer not adding an if statement for that specific weapon to the mod 
From the sounds of it, do not bother yourself. You modified the right place and that other mod is probably doing something very wrong
I should probably test with my shotgun as well
Didn't know you had one, was it the Remington?
No, it's a komrad 12
I pushed out an update to Bacon Ravage to enable usage of navmesh for the zombies, which hopefully helps making them get stuck less often.
Also, in case anyone is interested, I ran a little stress test with maxed out AI budgets for zombies against a few squads of AI infantry and measured server performance - running on a Ryzen 7700X the server didn't seem to care: https://snapshots.raintank.io/dashboard/snapshot/wIMhmeW20l4UqHFPibX1KEox59wAj5UP?orgId=2
Image from above stress test
It worked like a champ for us w/ a fully maxed out AI pool. Thanks for the updates.
I wish mods could be renamed on the server, i wanna slip this onto my server without anyone knowing until 70 zombies rush them
lol load it in July.
In july?
A Joke, like months before you use it.
If I ever make a zombie mod I'll call it something completely unrelated
Ohhhh lmao, thats not a bad idea. Get everyone used to it without actually spawning them
also on april fools ill give all zombies the ability to open doors without saying anything
We engage in a little tomfoolery
Make a model with everything transparent besides the hands.
and change run speed
Ill make them walk at a very slow pace but have 99999 health
Oh Lord. Not like the terminator mod.
1% chance a zombie spawns with a m249
Was pathfinding any better than before?
They jumped over buses and tracked really well. I have videos of my guys running for their lives.
Previously they would get stuck sometimes because they just wanted to go forward instead of using navmesh
I think tomorrow I'll change them to run instead of walk when hearing gunshots
Hi bacon, I've been a big fan of your mods for a long time, thanks for always making such great, interesting and much-needed stuff! I use your BACON RAVAGE mod for my Survive Arland scenario and everything was fine until yesterday. Unfortunately, infected and exploder zombies do not spawn after yesterday's update was released. Is there a fix for this?
Thanks for your help in advance!
Post console log from the server, or at least relevant errors
Thanks for the quick response. It seems I could fix it by deleting the mod and then reinstalling it. I dont know how to get the consol log from the server.
Easy fix
exploder zombies in bacon ravage now blow up when they try to attack you, and like I mentioned yesterday zombies now run instead of walk when investigating gunshots
Would it be possible to make like 1 in every 10 invisible or something of the like? I think that would be pretty funny
One that’s super fast and screams when in proximity to enemies would be terrifying at night.
Is this in your ravage fix mod?
it's in bacon ravage, I don't know of a ravage fix mod
My bad that’s what I meant bacon ravage
radial menu for lasers will be back after 1.0 update
so far have you been able to contact the guy behind ravage ?
or your depencies in general ?
ravage is the only one, and no it is discontinued
thank you for uploading server admin tools to exp branch! 😎
wondering if I should implement suppressors heating up and blowing up/falling off after a lot of shots in rapid succession
I all for it but I'm kind of the hardcore side of the community, more "casual" players might see it as a problem
if you can make it an option, I think it might be convenient for everyone
server option maybe yeah, also it'd be hundreds of shots not like 20, and you'd see it glow way before it breaks so you can calm down
hundreds of shots ? we have time to see it coming then ^^
yeah I want it to be more of a detail than something you have to worry about
I'd say, go for it then, but tbh in the current situation AIs seem to be buggy when it comes to reacting to suppressed shots, so I always recommend my friends not to use them
buggy how? don't think I've seen reports about it
in my games AIs do not react to fallen allied soldier, even when that happens in front of them, but I think it's a problem coming from the game, not the mod
(plus the fact suppressed weapons make litteraly no noise for the AIs, same as A3, but with A3 the Zeus can manually alert them if needed)
(plus they seem not to react properly to being directly hit by a suppressed shot, this one idk if rpboelm from the game or the mod)
you're right about not reacting to fallen teammates being a game bug, though there's a range where AI reacts to suppressed shots which extends to 48 meters by default, modders can change it for their weapons
correct also a game bug - the game assumes that by the time the AI gets shot it knows where you are either by listening to gunfire or seeing you first
they should react to bullet impact though and try to move away from it
ok thanks for the info I'll try to test it more about that range they hear suppressed shot
if you are using any AI mod I would suggest turning them off for a test to see if there's any difference
in the games I did they did not, and currently I can't try to get a video of it
I don't, otherwise that would be my first guess
in the code I have bullet impact distance of 12 meters and they should react to it as long as it's fired by an enemy, of course it's possible it's broken
looks like they only react to it once and then stop
oh well
it seems they only react when in SAFE state, and no longer react when in ALERT or DANGER state, perhaps I'll change this
switched it to work when their state is anything other than THREATENED (highest danger level?) and it should only work when they are not engaging a target
Soldier that has been shot at once :
that would explain it x)
its a bit of a bummer there's no easy way to switch this from "move away from danger" to "find cover"
yeah because they like move for 5 meters, it seems in the global opposite direction from where the shot comes, so basically you can bait them out of cover
lol I set it to a behavior that has take cover function in it and nothing changes
and I can't debug it because toggling breakpoint in the AI behavior editor on the take cover node crashes workbench
so I guess this is the best I can do for now
also
for clarification : AIs seem to not react to being shot at other than running for a few meters, they do not seem to even look in the direction they have been hit from
in the video I showed one AI, but in my test it worked multiple times
only your mod is loaded
they can know where is the shot on them or nearby to run in the opposite direction, but do not even turn and die standing there
maybe for them to take cover they need to fight ? If I shot close enough for the AI to hear my gunshot, they do turn and shoot back
I will not find out why taking cover doesnt work until workbench stops crashing when I try to debug it
seems fair
When troubleshooting causes trouble 
Yo man, i'm having issues downloading the update of the M249 scope rails, any idea?
Try deleting the folder and downloading the mod again
Hey @spice elk Are you going to update your effect mod?https://reforger.armaplatform.com/workshop/597706449575D90B-BaconParticles
Probably not, I will just send you the files later
Should make it like DayZ where it causes frequent jams after heavy use/wear.
But then we would also need a clear jam action
if it requires animations I'm not doing it
Could just do it as an interaction and leave animating to a “Good Samaritan” down the line
If you want
It's net positive since you won't need a dependency for it
Yes indeed
probably can just reuse the base game anims. for stuff like reloading and firing "manual"
again, if it requires any sort of animation work I'm not doing it, at least not until the animation workflow improves
wym?
Using the charging handle/slide rack animation each vanilla gun has would work, but sounds like that counts as animation work to you (I’d agree) so just having an interaction would be fine if you chose to do so
@spice elk will all your mods be reuploaded after the update? Your flashbangs is the one and only thing that we have and one of favs when clearing rooms.
Probably not immediately after but I am going to do my best to patch at least the most popular ones. So far Server Admin Tools, Suppressors, RIS Lasers and M4 Block 2 are ready.
of course this assumes that the upcoming update does not contain any unknown breaking changes
Will your attachment wheel make its return?
yes it's already fixed and will deploy with the update
Weapon mods will be updated when I figure out what to do about AttachmentsCompatibility
BaconParticles API 1.0 issue is going to kill off the Zimnitrita map unless they remove their waterfalls. It can't load b\c of it.
I've already sent the source of the mod to the author of Zimnitrita, so they can implement it without dependencies
acknowledged. You're going to need some beer after this weekend. 🙂
how about right now
Need a 5th to?
@sturdy sedge @finite shadow I've included attachmentscompatibility in my ris lasers and suppressors mod for now, so until attachmentscompatibility is updated OR the classes make it into the vanilla game you can just not use the dependency anymore
@spice elk thanks love so i can update all my guns 🙂
it's included in both of the two so you don't have to depend on both or something
thanks ill get to work then 🙂
new mod https://reforger.armaplatform.com/workshop/5EE0EA9C49123D87-NoSupplyArsenals
- checkbox in game master will be added sometime later
why did i make so many mods 
Cause uhhhhhh
Because your amazing, also anyone having issue with permanent bans thou admin tools?
post more about the issue in https://discord.com/channels/105462288051380224/1094217375978618920
could make a modpack for convenience sake with the server stuff like gm persistent loadouts , server admin tools, GM FX and stuff related yk? would make your life so much easier lol
Bacon: "I'm done making mods"
Also bacon: releases new mods out of the blue, updates old mods
Is trash Manger making a come back too?
maybe
currently I think entities do not disappear off the floor at all in game master, so the mod will change from "faster" to "actually existing"
Lol maybe maybe not all good thanks we know how it is for you guys with new updated.
Will we ever see funny vehicles in 1.0?
no
the new garbage system only removes items when they are some distance away from players... maybe I can try turning this off so it cleans up spawn points better
copy
also found new bug with the m110 if you dont know about it already
what is it
i will dm you
just post it
its a video
well ok
I don’t know if they fixed it, but on experimental helmets didn’t get cleared. Is that no longer a problem?
still a issue
yeah helmets stay forever
lol
Rip
i think its because they have a damage manager and the system doesnt clear them because its not "destroyed"
Are these all updated?
yes
I can get the helmets to disappear but it would mean disabling their armor
maybe this is helpful for y'all https://reforger.armaplatform.com/workshop/5EE14E8B4FCB759E-HelmetArmorDisable
ok im gonna continue tomorrow, probably
Good work as always bacon 🫡
What exactly does your garbage manager mod do?
I see you override GarbageSystem.conf to add the configurations from conflict, but from what I understood, CampaignGarbageSystem.conf is already applied across game modes (see #reforger_experimental message)
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
in retrospect it does nothing because garbage collection doesnt work in game master with the override
I set the player distance to 1, lifetime to 1 and it didnt collect anything
Did you override GarbageSystem.conf or CampaignGarbageSystem.conf?
the former, you think it applies the Campaign one instead?
Yes, that's what NiiRoZz told me
Campaign one should only work in Conflict
oh ok then I can delete the mod
It currently is applied everywhere
yep it works, that seems inconvenient
I think I will update the mod to ignore the player distance, since with the player distance you still have tons of trash on spawn
yeah, I hope they eventually give us a way to assign custom ones without the need of overriding the campaign one
it wont clean up helmets without 5EE14E8B4FCB759E though
I know, the arsenals at spawn are always full of helmets 😅
I think its because of the damage manager on the helmet, it doesnt clean it because the damage manager is not "destroyed"
ok so I've set it up like this to be a bit more aggressive
Btw. nice work on the "no supply arsenals". Much better solution than mine 🙂
it has a gm menu toggle now yay 
idk if y'all find this useful but https://reforger.armaplatform.com/workshop/5EE2A316699473D1-ThirdPersonVehicleOnly
Yes ! Thank you
control building mode in GM https://reforger.armaplatform.com/workshop/5EE2A8E344EB84B6-DisableBuilding
@forest bough what issue is this mod fixing? https://reforger.armaplatform.com/workshop/5EC51B48D74F6CB8-GMFXpatch
Im surprised it isnt 1st person locked instead
Wonder what use it is to be locked into 3rd
it only allows third person in vehicles, locks you to first outside of vehicles
Oooooh okay I misread it then.
Fair enough then
I guess better for driving
Summary
minor tweak to the mod which uses arty feature as arty raid
i made fake arty barrage which doesent damage players and i make smoke arty barrage, also i run it from script but not sure where script is located in that mod or not
the mod name says patch which suggests it fixes an issue, people are asking me if GMFX is bugged
to me patch word is not equal to fix, but i am not a native speaker
like I said people are asking me if my mod is broken
probably that is because all mods were removed by bis
I'm pretty sure it's because the mod name says patch since they're the people that told me about this mod
allright, mister bacon, if you are not happy about it, why couldnt you just ask directly - remove the mod or something
this may be the easiest way to make this kind of toggle, the only thing that's missing is a way to show notifications with any string message
I have no issue with the mod existing, just the name seems misleading
I will make the mod unlisted and make name as some hash value or random letters
Sorry about the people asking
I have made clear summary what mod does and used propper word "patch"
The day people will read the descriptions...
yeah a lot of people don't read descriptions, technically their fault
frankly i think that was marked either as testing or unlisted for sure, may be i accidently used unlisted feature from the start, despite as far as i know it is not working
I have removed all mentions of any of you mod, changed the name and image, sorry for the people asking something wierd and thank you for you work, you clearly are one of community most experienced modder
thank you for looking into it I hope I'm not too demanding
@spice elk sorry for the ping but it looks like the ban or kick features no longer work for administration, might one of your mods be able to fix that? Or would it be better to wait for a patch?
which ban and kick features? I have tested admin tools kicks and bans and they seemed to work
Base game, sorry if I wasn't specific
I don't know about that... I've made the admin tools mod specifically so I don't have to torture myself with vanilla kicks and bans
Affirmative, thank you for your time and effort into mod development I'll now be using another one of your mods!
admin tools has a lot of options on top of the ingame interface, there's a full config description here #1094217375978618920 message
Thank you I'll be sure to read it over completely
With your suppressors mod, were you planning on rebuilding your suppressor sfx audio workspace to the new setup on 1.0? I'm noticing a lot of errors and missing connections which can result in audio not playing in some instances?
the suppressors mod does not do anything to audio workspaces, it only changes signal values in scripts
The sound package workspace has the m16a2 shot suppressed, which is throwing audio connection errors, it's what I built my custom sound files from (duplicate)
you are free to ignore it as it is not a template or a sample
Oh righto, so you no longer have it in your suppressor/weapon prefabs firing audio?
I should get rid of it so it's not misleading folks into thinking it's a template of some sort
sound-wise all the mod does is three signals, up to you what you do with them, but I've already updated a few guns after 1.0 and there were some small changes in the audio projects
seems like there's some small changes in all weapon audio projects in 1.0
Mind if I download one of said fixed weapons to take a look in your audio project? Which would you suggest?
m110 and m17 pistol should be fully working, the parts related to suppressors in the acp havent changed tho
I will add an actual sample m16 or something to the mod in the morning
What’s the keybind on Xbox for the attachment radial menu?
Would it be possible to tweak the mod so it only applies to certain vehicles and not all?
Possible yes but I'm probably not doing it sorry 
What vehicle can and what vehicle can't be drived in FPP is surely going to change over time and updates, so that would be a nightmare to keep the mod up
there should be a hint on bottom left corner of the screen when you are carrying a weapon that has an attachment
Ah, I’ll have to turn those on when I get on later. I have all hunts disabled😅
the only vehicles we need third person in are the RU modded vehicles like the bmp that have no hatch to view out of
yeah, no one will ever release a mod where the hatch is missing for fpp driving
euh the m110 is doing some strange stuff XD
plz stop using outdated mods
you joking me right i legit updated everytihng today ,,,
what version?
Do you plan on updating Server admin tools - Overthrow at any point? Overthrow is still in the works for 1.0 so i dont think its 100% good to go yet anyway
not my mod
1.0.13
My bad, i just assumed it was
can you show me a screenshot of the inside of the mod folder?
thank you but I'd like to see a screenshot of the contents of the mod folder, not a screenshot of the resource browser with the mod opened
sorry what do you need ?
nevermind, I guess try to redownload it, I can't reproduce the issue
Hey bacon are you already aware of the rad menu not staying up on screen dont wanna say something thats already known
This is a vanilla issue
Ahh ok fair enough
I got you, fixing it now
@finite shadow fix is uploading now sorry about that
Oh so it's not the same issue as vanilla. My apologies
@spice elk Looking forward to seeing the Barrett M82 back, are you working on it?
eventually
Cool, the work is appreciated.
I've been redoing some of the weapon sounds, so far block 2, m17 and some changes to m110, especially the suppressed sounds
@spice elk will gm fx be one of the later things you fix/update
Did you update it after 1.0
Cause I didn't see the mod last time I look in the work shop
yes sir, here's a list of what I updated so far #1110586149740748890 message
Okay I didn't see that thank you
no problem, still some mods left to do
I need the deagle
DONT SAY THAT! You'll summon Pufu!
Weagle
Sorry if it’s been asked but what happened to smoke in GM?
It vapourized
Huh
It vapourized
Oh ok that better explains it
so smoke is broken?
Yea
Doesn’t show up in GM (Thanks for supporting your mods like this for so long)
any smoke?
Not from my experience
Its smoke…and it VAPOURIZED
I patched the smokes
Thank you game updated today too
servers not yet tho 😦 steam always updates hours after xbox
Cause we bettah sah 😎
community servers are always not reachable before the update reaches steam
updated
Huh
awesome, thanks men
Awesome sauce your the best bacon
updated
now I can rest 

see you next update
Smoke, is similar to vapour…god youre difficult
I’m obviously messing with you smart guy
I have been bamboozled
Yes
think it happened when the GM set off the mine
Your console.log does not seem like this is a crash
Uploaded a new version let me know if it's any better
Also you can probably delete the console log from the message as it exposes ip addresses of players
Had to delete full message as I'm on mobile atm
It did crash the server though with that error, unsure why it wouldn't be in the server console file but maybe my mate sent the wrong one from the time
when there's a crash you'll see a crash report in the log at the bottom
Hm, maybe it wasn't a full crash then. But it generated a crash log 🤷♂️ I wasn't sure what happened as I wasn't on at the time, think the server was maybe stuck rather than full crash report being sent (I guess the crash report exe was stuck or something)
crash log contains stack traces and optionally crash reasons, like, if your server runs fine but there's an exception it just goes to crash.log as well as console.log
Ahh cool, like I say I only have partial info of what happened unfortunately so only relaying what I was told
Hopefully the update fixes the exception though! Occurred when setting the mine off and a lot of people got booted I think
mine worked better than expected
Does saved load outs still work for Combat Op servers? It use to and still does for GM scenarios. But I noticed when my server restarted it doesn't give me the option to select my saved load out since 1.0. Is it just me?
well the mod is called GM Persistent Loadouts
but it should work in any game mode that has an arsenal manager and loadout saving, though I only test for GM
It did work prior. Don't quite understand why it wouldn't now. Maybe it's just me.
well it's possible something in the game mode has changed
That ain't bacon that's caaat
the cat is called bacon
Is that your cat or just a random pic?
It's bonkon's pfp
I see he found it for you 😅
yes I think it's a very good fit for me
Are you going to do hot keys for short cuts for RIS?
Or is there no why to for the game to determine what is what?
Radial menu is good enough for me
Love the fog mod bacon
Too bad we cant have a slider for it in gm yet
You should make the lightning sound realistic if you’re doing weather
I only wanted fog
😞
I wanted to add a few more weather presets but now workbench crashes when I try to edit the weather so I guess no weather preset mod
Foggy Mornings makes it look like Horrors beyond Comprehension are going to spawn
Wouldve been perfect for the zombie mod 😔
I thought it looked comfy
spooky, I like the purple around 5:45 AM tho
light hazy, lightly illuminated dawns are incredibly cozy. tho at dawn it's almost a silent hill aesthetic. wish we still had zombies and the blood moon mods to complement to that
funny you mention silent hill, I made a foggy weather preset with rain drops made smaller and slower to look like ash
ooh that's awesome. if you could make the ash float a little with the wind. or even a wind howl sound with strong wind. would be amazing for silent hills/scp stuff
maybe one day when we get more control over the weather
wow I just realized lightning strikes dont emit light
any interest in a weather preset with clouds so low you can walk through them on the everon mountains?
That'd be really cool
I think clouds are not synced over network though so everyone might see them in different places? still might have some artistic effect
I wonder if I can use the clouds as ground-level fog 
is it possible to make nighttime darker with a mod or can you really only change the look of the weather?
you can do it with a mod
i will definitely have to look into that, is there any sort of documentation that might tell me how to change it?
no idea
ok I somehow saved the mod, will rename Foggy Mornings to Bacon Weather, foggy is separate weather preset now
also enabled godrays
Is there any way to have different types of weather in different places on the map? Or is it just one manager for the whole thing
nope weather is for entire map, but in the future maybe we can do things like put different weather presets in people's faces as they move, so you could change weather from rainy to overcast when you move a longer distance to pretend you came out of the storm
Thatd be nice, i do wish BI had an option to transition more gently between rain/overcast/sunny etc rather than "god said stop in the next .01ms"
godrays
weather should transition when you toggle simulate weather in gm
New presets:
- Foggy
- Thunderstorm
Changes:
- Enabled Godrays in Clear, Cloudy, Overcast, Foggy presets
- Clear morning has a little bit of fog
thunderstorm is a little useless now since the lightning strikes dont seem to cast any light, but whatever
The fog reminds me of Tennessee when I went there for vacation. Loved going out on the porch at 6am to look at the fog while I eat breakfast.

In other words it looks realistic and I love it lol.
Im gonna do an early morning flight through the fog once redline's cessna comes out
the engine has a lot of cool stuff, I didn't include low clouds because they are rendered in front of terrain 😦 and glitchy
Do you have your IFR license?
Nah but same I can’t wait also for redline to release all the cool stuff they have planned
If you're having a bit of a weather binge bacon, lemme know if you find out if we can change colour of the fog etc as I couldn't work it out
I think the closest you can get is add fog and change sunlight color, hopefully it colors the fog
That also would change everything else that's hit by the light 😔 not sure why there isn't a simple colour for fog 😂
there is a way in the fog entity I think, just not in weather presets
think I tried that but it didn't appear to do anything
you probably can't override it for ingame worlds because it's changed inside the world
so if you override it to red, it's still changed to grey in the world in the entity props
think i tried changing the colour of the fog haze entity too and that didn't change at all
so this is what moonlight looks like on kunar with your weather mod…
What is the weather mod called?
Much appreciated
Huh, godrays are supposed to be for the sun
not sure if it’s something on your side or kioks because the moon is fine on other maps
it's the godrays setting, I'll tune it down at night
I also saw the moon is so bright you can't even see its texture (even without godrays) so I will make it less bright too
The fog looks even better then i hoped.
Is it possible to make Overcast and Stormy without the godrays (full overcast) ?
I will dial it down a bit yea
@crimson plover @woeful cipher updated, let me know if it's any better
not much better so i think it is something on kioks side
oh well I tested it on arland and everon, it's possible kunar has different time of day settings
for example I reduced the godray effect for night hours that are on arland and everon, but if you have entered different latitude and longitude for your own world then those day/night hours will be skewed
same thing with fog intensity in the foggy preset, it's adjusted to go up in the morning hours of arland and everon 😦
I will open kunar and double check
yeah i think i remember seeing kiok say something about changing the stars or something on kunar
I figure custom worlds could use custom presets, because if you drop everon/arland/vanilla time and weather manager it is setup to work for this particular location in the world
could you show a current version screenshot? and also tell me which weather preset it is
ok! I think I got it
update number 2 (actually 4)
using version 1.04, still bright but only at certain times of night.
ah maybe its the month of the year that skews it, I'm surprised the weather preset does not adjust/offset based on day/month of year
I can draw a curve based on time of day for this but it seems it only works well for whatever the default date on arland is, as its no longer valid when daytime hours change etc
in my opinion the system should adjust for this
alternatively I can just return all the vanilla presets to their original state and only keep the two additional presets I made
Try “‘new moon”
Hello, I'm doing a mission through Reforger's Tools and when I put the RIS LASER Attachments mod as a dependent, I can't access the servers. The following error appears: group=1 'REPLICATION', reason=8 'JIP_Error'. can anybody help me? It happens with other mods too, like Task Force Mattock, M4A1 Block II, M110 DMR. But there are several others that allow me to access without problems. Looks like it's related to clothing and weapon mods
I've started a server with nothing except the block 2, m110 and ris laser attachments and I can join, so I don't think one of those three is the issue here
If I host the mission on my computer I can access it, but someone else cannot
All of these work and allow you to access the server without error. The mission is as "Cohors"
have a look at the console.log maybe there are some hints there
Can you tell me where I can look at this console?
I just tested with these mods and it didn't work on a mission I created
{
"modId": "5AB890B71D748750",
"name": "M4A1 Block II and URG-I",
"version": "1.0.46"
},
{
"modId": "5ABD0CB57F7E9EB1",
"name": "RIS Laser Attachments",
"version": "1.0.48"
},
{
"modId": "5AB301290317994A",
"name": "Suppressors",
"version": "1.0.18"
},
{
"modId": "5E45276A99110798",
"name": "Corvos - Teste Everon",
"version": "1.0.5"
}
your console log will be in your profile folder
Add the thunderkart back in pretty please 🙏 🥺
it no work anymore
Any chance we can get a slider for the fog to determine how thick or thin the fog level is?
not possible in the game currently
Do you know if parachutes would be possible with the current framework of the game?
There was someone asking about making them like 2 months ago but i dont think it went anywhere
definitely, though it would be pretty jank
Sounds about right lol, it would be cool though if that C130 someone was going to crowdfund works
I don't know....wondering lost through a blizzard sounds pretty dope
I want to do snow but cant get rid of rain sound
oh? I would've thought taking away sounds layers would've been easy since it is just audio.... does it not let you edit them?
I can either get rid of it globally or not, but I wanted a snow weather preset
dang...that sucks a bit
Do you think we could see fog or clouds like this in the weather mod? Would be rad to see mountain tops sticking above the clouds
Just got off work and trying this out. Looks amazing. Thank you
Imagine being on top of the Everon mountains and below you is nothing but fog
not currently, no
What is that map?
I have no clue, it’s a screenshot bacon shared a long while ago
I was just testing generating trees there it's not a "real" map
Question, is the safe zones mod updated to 1.0?
If it shows up in the game it is
Youre famous now
I was already featured in the first ever community radar for reforger. That's all the recognition I could ever want.
Bacon is the goat!!!!!
He should be in charge of this project
what I find interesting is why not feature mods that are more popular, there are mods that are used by over 70% of modded servers but have never been featured
IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (I have no idea what it means.)
it means that one or more of the mods you are using is probably not fully compatible with multiplayer
So RIS LASER ATTACHMENTS isn't it? Well I tested with it, Suppressors and M4A1 mods
I cannot reproduce this issue with any of my mods

I loaded them all on a server and it was fine
If I host it on my computer, it works. But for someone else to access it, it gives an error. This is in a mission made by tools and uploaded to the Workshop
the mission is also a mod
The mods work fine in SP or create server in game.
I said not fully compatible with multiplayer, so sp is irrelevant
When I create a dedicated server on my PC, this happens with just a few mods
people often figure out which mod it is by removing them one at a time, try switching to vanilla game master with the same mods etc
I understand, in any case, thank you very much for your attention.
the replication error you got only says what type of issue it is but does not give you any clues where to look
it might be something silly like one or more entities in your world/mission are missing RplComponent
I don't believe it's a problem with the mission, as there are only a few specific mods that are giving this error...
I was checking the log and the best I could get was this:
10:08:05.045 DEFAULT (E): Kicked from game. group=1 reason=8
10:08:05.045 SCRIPT : Kick cause code: group=1 'REPLICATION', reason=8 'JIP_ERROR'
10:08:05.048 SCRIPT : [SCR_ConfigurableDialogUi] presetsResourceName: {D3BFEE28E7D5B6A1}Configs/ServerBrowser/KickDialogs.conf, tag: REPLICATION_JIP_ERROR, customDialogObj: NULL
10:08:06.247 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000001B616D8C030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> Callback_CheckAddons_OnSuccess()
10:08:06.248 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000001B616D8C030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> FinalizeInitAfterAsyncChecks()
10:08:06.248 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000001B616D8C030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> Init Finished
10:08:06.248 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000001B616D8C030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> User Workshop access: 1
your mission is also a mod, the problem comes from a mod, so, check your mods
can you share console.log from server and client via dm?
Yes, the one I sent was from the other day, but I can redo the tests and send you an updated version. I'll reproduce it and I'll send it to you later
Hey bacon, just wanted to check in and ask. The RIS laser, did it get an update or is the game bugging? Cause I remember when it would give false updates and just ruin the server
My server started up fine after updating just now, havent updated client yet
it did! I made the reticles a bit darker in the collimated optics
Seems there is a little lag info from Admin tools server fps and game FPS... Just a FYI
isnt there a note on this exact screen that says it updates with your update interval setting?
Nope, it says "This page has some statisctics from the server" ...
you don't see this note?
There we go! Cheers mate! Just need to put my fu. glasses on! Cheers!!
in the future consider reporting issues for this mod in https://discord.com/channels/105462288051380224/1094217375978618920
hey bacon , i got an issue the nonly gun i cant seem to use in my mod is the m110 i can buy or sell it even after making new overrides and readding them to the shops , they dont wanna spawn got any idea all other weapon works on the m110 wont allow it
ask the person that made the shop to tell me what the problem is
if it's on my end I can try to fix it but I need specifics
strange thing is in WB it loads fine , but as soon as i put it on live server it renames them to WEAPON and shows the normal m16
Mods like Persistent Loadouts and Admin tools that everyone uses are really boring; no pretty screenshot/video to showcase. It's just quality of life features that should have been in the game to begin with.
No but suppressors and laser attachments are dope. That said those quality of life features seem to be useful to the community so they could also qualify.
I'm sure this is a big leap.., but in regards to your weather mod, do you think snow may be possible in the future?
hopefully
@spice elk is it theoretically possible to make a mod which won’t allow destructed materials (blown up wall) to disappear after a few second. Maybe disappear after a couple minutes, half an hour, an hour or not at all? If so how laggy could that get and at what server scale?
I honestly don't know
Is that something you would look into at some point or nah?
I know right now it's not feasible, so hoping for the future
Ah dang, one more question, I remember you made a “MOAB” which when exploded cleared out everything but the ground in the area of effect. Is that something you plan/would bring to your GMFX mod? Such as a small, medium, large, huge size for destruction but no boom just makes stuff disappear?
The area cleanup was a mightmare to code for multiplayer so I stopped working on it
@wanton blade @timber parcel do you think its better to use percentages for balancing teams?
As far as I know, most games simply count the number of players. It would be very cool if in missionHeader or in some other config it would be possible to specify the balance method and the amount of balance (for example, players or percentage)
I hope everything is clear, I just use Google translator))
Since mission headers do not work when the scenario gets reloaded, it's not really an option.
I can save the setting serverside in a file, and youd adjust it in gm
If that's really the case then yes
did you test this with classes that are not modded? for example with settings for SCR_MissionHeaderCampaign
Yes, I have the same issue with derived mission headers for scenarios.
so for example adjusting m_iStartingHQSupplies in missionheader doesnt do anything?
I didn't test SCR_MissionHeaderCampaign. I had, for instance, a respawn ticket count for my escape game mode, which got reset to default whenever the scenario relaoded.
And it was realized with a derived class rather than modded
So I would presume that SCR_MissionHeaderCampaign has the same issue, but feel free to check it
ok so it indeed looks like it's ignored when you do #restart, it only works once
I wanted to see if it had anything to do with modded vs derived classes just in case
I actually found the issues when working with derived. Modded was just more convenient for the test mod.
x being total number of players and y the maximum difference in players when set to +5% max.
I think this makes percentages more appealing than a fixed difference.
I think if you want minimum 2, the percentages aren't really worth as an additional condition
lol yeah, maybe when we can run high pop servers
actually it's sometimes more than +5%, since I round to the nearest integer
ok right
This is now with floor such that it truly never exceeds +5%
I would go with the first implementation with rounding. The floor implementation is more complicated and it is impossible to prevent above +5% anyway for low and uneven player counts.
Yeaaahhh that and a intense lighting storm would be so cool
the thunderstorm preset has lightning happening more often, but the lightning effects are quite weak in the game right now
Yeah you did great tho i really like the distance rumbles im sure at some point we’ll have it
Hey @spice elk was thinking even numbers up to 10 for the balancer that maybe could be selected in it’s mod file or something similar etc
2,4,6,8,10 type of deal
it becomes a bit of an issue when you have a lot of players, because when you have 80 slots and get 45 people in us and 35 in soviet teams then those teams are locked because you cant change mid-play
with a 2 player difference the max difference would be 41 vs 39 when your server is full
I can add a setting for it anyway, probably, currently in GM you can disable the restriction completely
Not sure if it was the game update or what but saved load outs for Combat Ops seems to be working again.
you're welcome
all my mods in the pins now, their names at least
@spice elk I’m very sorry if it has been answered already. I’m using the server admin tools however I’m not sure whether it supports persistence and how to eventually activate it. I tried to go through your documentation but it’s a bit confusing for me. Would you, or anyone else, be able to clarify these points?
where does it say it supports persistence? also what persistence?
Mine was a question because I’m not sure 😊 with persistence I mean not losing mission/campaign progress when the server is restarted. I was wondering if your tool serves this purpose too given that I was not able to understand it on my own 😊
here's a description of all the configuration values #1094217375978618920 message
Thank you bacon, I did look at that page before posting. I wasn’t able to determine an answer there, it’s a little bit over the threshold of the knowledge I possess. Specifically I don’t know if the stats file is what would be used to achieve what I need (together with event API maybe?) or not
don't take this the wrong way but the mod may not be for you
Possibly 😊 I was trying to see if I could get a bit more of insight before giving up
Dear @spice elk, I looked at your wonderful mod for fog and thunderstorms! After the Kunar Region map was finalized (I think for now), the idea arose to make several scenarios or missions on our server. But there is one problem - I don’t have enough sand storm. All this leads me to ask you, can you make a sandstorm for the game? I think a large number of the game community will be very grateful to you!
Not with the current weather system
Sadly(
When will the mod be updated to 1.0?
never, DM me and I'll just send you the assets
@spice elk what ever happened to your drone project?
discontinued
Dang, why’s that? Would it be multiplayer synchronization issues?
it's discontinued because I decided not to work on it anymore
Oh lmao was a cool idea tho
It's understandable. When you have a lot of projects going on, you eventually have to decide, which one you want to focus on. Too many projects isn't just viable in the long run. I see that myself 😅
this one was a waste of time, the engine and tools are not ready for things like this yet
fixed GM Persistent Loadouts for 1.0.0.70
Was good enough to keep me satisfied for a week😭
I remember destroying all the windows on the houses and flying through them
Now with Huey you can make giant drone
the drones were not vehicles, but yes
What got fixed in the gm effects update?
Nothing
Did you add the Santa sleigh 😂
Probably a canon that shoot reign deer
I just want a santa AI so i can protect him from Soviets all dressed as the Grinch
Wait what is the second thing? I see the Santa sleigh but don’t see anything else or am I tripping
There definitely isnt anything at the end of the systems section
Hmmmm
The gun...
Very powerful for such bullet
It’s using the wrong type of ammo
should be correct, the shells coming out is just something I forgot to get rid of, might fix it tomorrow or never
No it’s firing elite darts it should be firing mega darts. https://nerf.fandom.com/wiki/Mega_Dart_(N-Strike_Mega)
Hahahaha no way
Lmao
Everyone rn
Damn I better pull it outta the workshop this is embarrassing
@spice elk will you be adding the door funny to the clumsy characters mod?
possibly once I figure out an issue
Okay thank you
Hey is the clumsy mod not working for other ppl? I’ve been trying to run into walls and doors and etc but I cant fall
Even when sprinting?
Yeah I primarily only tired it sprinting
I also used AI character, I dropped the gun and had one time I used the gun, tried letting the door hit me but it never made my character fall
It needs to be a player character
I used the player character also
ummm maybe you are not clumsy enough
Is there a large nuke-like explosion if two players run into eachother
nah your game crashes
random chance of going to the shadow realm is not intentional
the upside down
the first one got me 
that gives a whole new meaning to "a soldier in a wooden box" ^^
Looks so good, it reminds me a little bit of euphoria
It would be nice if you could skip the state of unconsciousness
the mod Clumsy Characters will make you fall if you hit something while sprinting
Lmfao thats funny af
lol
Hey bacon, I’m not too sure if this is related to you or not but I have your server admin tools installed on my server and I’m having issues kicking people or banning people I go in the admin tools and click the ban or kick button and nothing happens but if I do it multiple times it will freeze my server and reset it
Bacon since you got that weather mod, do you think it'd be possible to make a darker nights mod that just grabs the values of the older AR versions with dark nights as well ? Judging by how many want the old nights back, I'm sure it'd see some use.
Would be cool for screenshots as well, the nights just aren't the same. 
I'm sure it's possible
Yesh old nights was so much better then now
Obviously, just thought it would maybe be a good idea since you already improved the weather. I don't want to request though, I know how that comes across. Anyway, over and out. 
I forgot what the fix for this was
Just want to say thank you for your hard work. These new weather presets are awesome
Can't you just toggle the night brightness in the Game Master options? It's at the bottom of the world settings. Goes back to the vanilla night version.
huh I don't remember seeing this one, is it available on a server as well?
naw the option is for Global Brighter Night
Its disabled on start we ment that they changed the night even if the brighter mode is disabled it still much brighter than befor the update
Ah. Okay. 🌚
Honestly, I was in an offical conflict with BI badged players and they even GMed put the moon out because people complained about how dark it was. Obviously no NVGs in those server. I guess I just assumed toggling that Global Brighter night and setting a New Moon as dark enough. But than again, my monitor might be the problem. 🤷♂️
The weather mod is 133t either way.
I agree that many people would really appreciate a mod that returns nights to their previous glory
And bacon weather is indeed very 1337
Yeah, definitely would like dark nights.
I miss when night time was just pitch black
Dark nights with a nice lit moon would be amazing
BI shouldve made the current bright ass night as the "bright nights" setting and left the old dark ones as optional
Nights are rarely pitch black tho
Yes and no they usually are pitch black for awhile until your eyes adjust then it becomes much more visible so if they really wanted to be realistic have it where if you wait like 5 min without using flashlights or nvg then it adjusts to how the nights are in-game but if you enter buildings or use lights then it resets but idk how hard that would be
If you go to places where there are no artificial lights, you can find nights are really pitch black.
@spice elk, hello. I have been using your modifications on my server for a long time and they help a lot both in balancing the current conflict mode and in administration.
Please tell me if there is a modification (and if not, how difficult it will be for you to make it) that increases the time it takes for players to appear at defend bases when captured.
I will describe the problem: for example, we have a point in the game that I want to attack and which can greatly affect the course of the game. But I, as a player, am faced with a problem when the enemy sees that I am capturing this point, presses respawn on it and begins to appear endlessly. As a solution to this problem, I see simply increasing the spawn time to one to two minutes for the defending side.
I would be very grateful if you can tell me something about this moment. Thank you)
||apologize in advance for the ping||
I don't think there is a mod for this, the way I would deal with this is not allow bases to be spawned on when they are under attack so support needs to come from somewhere else
Understood, thanks
Lord bacon do you know your radial menu doesn’t work with rhs?
@spice elk are you going to implement animations or the clumsy mod to the flashbangs?
no
how do i reproduce?
Just run rhs with any of your attachment mods
so I run rhs, pick up my m4 urgi from the arsenal box and try to use my menu?
best I can do is let the rhs guys know
When a man and a woman love each other...
Bacon is it possible to make the Red and White flare volume less bright ? (or, the flare spawn higher ? Would also make it less bright on ground)
The current brightness and height couldn't be much more realistic tbh
the maximum radius of the light is capped in engine so if I move it up it will illuminate a smaller area
like, not just be darker but the light will cut out sooner, I wanted to maximize the area
I was thinking the same
you can move it around as the game master though, just move it up lol
I would like to make it have a lil bigger radius and then I would move it up a bit
It's a little buggy when moving it up. The first 50 meters are no problem, after that it jumps to a way too high height.
when spawned it will position itself and then you can try moving it afterward, or you can try spawning it higher instead of moving it
Realistic ? Maybe i should bring some screenshots.
Indeed
i try that , spawning it higher.
I dont know if it calculates height above terrain when spawning, if it doesnt then it will just go 50 meters or whatever above your spawn position
ILUM will make you believe the sun just came up
man they need to add rtx to the game
Would be funny if there was a chance for the wind to drive it to your friendlies and illuminate yourself 🐛
ngl yall talking about adding rtx to the game and stuff, yet i remember when i had to play with a i5 8th gen in SP with like 70 AI (it was a pain that caused me to switch to a i7 10th gen)
yea I would buy a rtx 4090 if this game had rtx
buy the 3090 4090 is a bit ehhhhhhhhh
I miss playing with no more than 42 players, 700 mods and 25-30 fps
I have a 3080 rn doesnt make sense to buy a 3090
i mean
4090 is pricey because of data miners
buy 4070 : almost as powerful but way cheaper, that's what I have
ok, I will still buy a 4090 if this game gets rtx thanks
as you want, your wallet not mine ^^ but maybe by the time that game gets RTX, there will be 5090 available x)
right then probably the 5090 or whatever makes sense for me at that point, when I want gpu buying advice I'll ask for it
The Balanced Mod, is that just automaticy working when loaded in the json.config , or do I need to use GM to get it to work?
It starts enabled, but I only tested it in conflict
What happened to the ai driving mod that was a great mod
ded
What is that supposed to mean 🤣
It means we need bacon to create a full suite mod with zombies and monsters ❤️
I'd love to do it if I ever have the time
Mod creators cannot accept payment for mods as it violates BI tos
commercial use of reforger tools is not allowed so that only shady modders do it
@dim sequoia don’t.
I wasn't aware of that but thanks for the heads up
I was just wondering if he could make some IWI weapons like the Tavor X95, Masada, or even the Uzi.
nope I don't do requests
I’ll buy you time, plez make monsters
buy me a time machine
time is relative. NOW GET TO WORK BACON!
if time depends on the observer I will just stop observing and time will not move forward
exactly! set all your clocks back a day and you're set
#creators_recruiting - please do NOT post this sort of request in the existing modding channels....
I don't do requests, sorry
What’s new in the gm fx?
Nothing
Cool
definitely not a new hat
How do u just sit down wherever u want?
it's a mod called bon's animations
Hi mate. Iam getting this issue alot (there is about 1.800 players Loadout that have been saved)
21:29:43.959 SCRIPT : GMPersistentLoadouts | SCR_ArsenalManagerComponent.GMPersistentLoadouts_LoadLoadout | Loaded loadout: identity 71caeb40-a755-447d-8e32-e73b1255a7af, faction key USSR, loadout size: 9873
21:29:47.905 BACKEND (E): JsonApi - All buffers are depleted!
21:29:47.906 BACKEND (E): ProcessPack() :: Cannot allocate buffer !!!
21:29:47.906 BACKEND (E): JsonApi - All buffers are depleted!
21:29:47.906 BACKEND (E): ProcessPack() :: Cannot allocate buffer !!!
21:29:47.906 ENGINE (F): Crashed
JsonApi is not related to GM Persistent Loadouts
Thats Strange as it comes into effect just after a loadout is being loaded… do you have any clue of what the JSON.ApI could be?
there's 4 seconds between the loadout being loaded and your jsonapi error, I can't see how they are related
if you have more than 64 player slots on your server you will see JsonApi running out of buffer space until BI fixes it, it was supposed to be fixed with 1.0 I think
Could we see cluster bombs and napalm added to gm FX?
I have no plans for more effects in the mod, maybe aside a bigger explosion once environment can be destroyed
napalm doesnt make much sense when you cant set anything on fire in the game
I get a supply point find the place called "loiter" and once in that pose I gmtp to my desired location
I guess an update to game master fx broke today so you may need to delete the mod to download the latest version
Hey do you have a roadmap that’s accessible to the community?
The only other thing I would of liked to see is smoke shells to provide cover for infantry, I understand the napalm stuff not being able to set stuff on fire but putting an entire Forrest on fire or cluster bombing towns would be fun as a gamemaster for a milsim
I don't really have any roadmaps
I was bamboozled lmfao
So will all servers/clients need to delete+redownload GM FX using the workshop GUID in order to update properly?
no idea, I had to delete it in my game to update it
I didn’t have to but my buddy did on my server. I didn’t have issues on either one of my servers
oh ok I got paranoid
What did it add tho?
the changes are only for secrets
what?! gm fx has Easter eggs?!
no, definitely not
ah I see. nothing to see here 
Cluster bombs could be pretty cool
This may seem like an odd request, but do you happen to have any plans to make an invisible barrier that can be utilized to keep AI from leaving certain rooms? So when a GM is hosting a hostage rescue/HVT scenario, they’d remain in a cell? Granted they’d run around in circles.
I have no plans for anything
maybe you'd like to check out CRX infusion for that.
Just discovered the A.I. holding movement feature. I'm a very happy person.
it is a great mod! edit: o wow I just realized that it was you on their thread lmao. I am going down the threads I'm most active on in order lol
So does "remove budgets" mod allow you to place infinitely until the server physically cant handle it
Eh no it just makes the budgets * 100 but if you fill those up and you're still running record a clip and I'll raise it
My 7950 couldn't really do it sensibly
After using the attachment radial menu to turn on or off an attachment the controller radial GM context menus become unusable, they lack their options entirely, that goes for the order menu aswell. The context menu is fully functional when using mouse and keyboard however.
Here's a clip
https://www.xbox.com/play/media/ZvKzULUTaa
can you try to reproduce this with only ris lasers and lets say m4 block 2? no other mods installed
@dry saddle yes it will, although Conflict already crosses all the limits and it seems to be "fine"
in general the mod is aimed at those that want to push things to overdrive or just want to not be blocked from spawning things in conflict
That’s espectacular! Can’t wait to see it in diff servers
I mean it's not really very efficient to have 500 vehicles and stuff but don't let that stop you
That server doesn't have RHS installed
I would like to rule out all other mods
Gotcha, I'll test that once I get on
Thank you
Clips are uploading now
These are the mods that remained on the server, plus RHS on the 1m video
Without RHS
https://www.xbox.com/play/media/vhumKqvfiA
With RHS (your radial menu doesn't work at all because of their mod)
https://www.xbox.com/play/media/28ZqMWhTyt
Why's there dutch in the second clip tho lmao
Did you try to rebind the radial menu, since the default keybind is conflicting with RHS laser/light keybind.
That's not the issue there, just wanted to explain why the radial menu didn't pop up
And I'm not rebinding something that a mod breaks and should fix tbh
What's new with the zu23
@mods plz pin
hmm ok I will investigate as you have not repro'd it the way I need
there should be a changelog
Oh, what else did you need?
Ohh, just the M4 installed. Must've missed that part. Sorry
no its ok dont worry about it I'll look into it in a bit, does the GM menu work without any mods? is it only on server?
It does work in general until you use the/open the radial menu. This also occurs when in a single player GM session
oh if it breaks in SP as well thats easier to look into thanks
Hi mate. Is there a “quick” way to change the Team Balance mod to +5 instead of +2?
no
was his on an xbox or a pc with a controller?
can you try to open the command menu (the one with the salute emote) on a controller, and then go into GM and try to open the GM radial menu? without mods
once I open the commanding menu the GM radial stops working in vanilla
so it may not be a mod problem
Xbox with controller
Will do
it is a vanilla issue. been there since the 1.0 experimental
ah ok so nothing I can fix
Jup, same here. I find it very interesting that somehow yours breaks it too though. A huge shame though.
I use the commanding menu as a template for the radial
I believe any mod that adds a radial menu will cause this issue with the default one
the commanding menu is easy to build your own radials with
as far as I know it is a issue with the command menu in particular. the RHS menu does break the radial on GM for some reason
What is this 😂😂😂
A present from Zanta clauZe
That’s the greatest thing ever
Check dms
bring on the christmas cheer through 100 mph impacts
It seems that running RIS Laser Attachments and RHS together, and then using RHS's PATROL-IR Thermal Monocular, causes the GM Radial Menu to become blank and unusable. I have no idea why but you can repro by running them together, attaching the PATROL-IR to an RHS helmet and activating it. Going into GM after that will result in a blank radial menu. This is on Xbox, not sure about PC
the GM radial becomes unusable for me when I use the commanding menu without any mods, so there's not really much I can do about it
What did you use to make your server?
Ah okay
I've been trying to find an easy way to make a server without spending 13 hours putting a single mod in.
Does anyone know a way to do that?
Bacon's server service, however I'm just an admin not the server owner. But insanely well put together, very accessible and honestly fun to use.
Bacon has a server service?
surprise! dm me if interested


