#bacon (mod status in pins)
1 messages · Page 5 of 1
Given this, would it be possible to have a separate tab for character identity?
No clue
bacon do you know if customizing your packs are a probability? Like you know how RHS you can add stuf to their vests? is it possible to do that wiht packs?
what packs?
just any pcks that that have the loops
if the author sets it up then yes
not sure why you asking me about it
LOL because I was scared to look dumb
yes it is possible, feel free to implement
so a very specific question for you, is there a way we can customize the grip for the SBR? Inotice you cant take off the one that comes with it I wanted to put a stubby on it ;-;
it was discussed already in this thread
I might give it a go
discord has a search function, I don't need to explain the same thing more than once
I'd have to look how you have everything implemented but it could be interesting
Great mod btw, if I try to do it I'm sure I'll learn a lot
I would say that the codebase for the loadout editor is not a good example on how to do mods because it's very rushed and spaghetti-like
I've modded quite a bit for A3 but haven't yet for Reforger, got to start somewhere xD
my best advice then is to start smaller
Well, I'm lying a bit, I've done some small things in Reforger, small spawn scripts and stuff but I do want to learn GUI stuff
I know in A3 it was hell to do any GUI
you will feel right at home here then
This would be cool! Also Thank you Bacon your a boss, This mod essentially allows all Units SF and Standard Infantry to pretty much rely on this mod for our primary Firearms.
When I equipped my weapons they were super spaced out on my back and were like this when I was out of the arsenal walking around too, I don’t know what caused it but I just respawned and it went away
It’s not a horrible bug but just thought I’d let you know
Sometimes certain backpacks & gear seem to do that. So it probably isnt on Bacon’s end
Not related to my mods
K
It’s a RHS
I looked into the issue a bit more by inspecting 30 popular mods, mostly gear and vehicles.
While I knew before that quality standards often aren't great, the scale of this issue honestly shocked me a bit.
Over half of these popular mods did not have any LODs at all, several more had clearly insufficient LODs - just a third had what I would call acceptable or good optimization.
Could you possibly make a list of the mods you found? I’m interested in knowing to help with performance on servers.
Thank you for looking into this
These are all the mods I checked. As you can see, there's some "repeat offenders", I guess you could also extrapolate from that.
E. g. SpaceStrider just seems to be importing dozens of vehicles without taking 2-3 minutes to make even lazy "decimate" LODs.
Jeez that’s only 30 too, I see some servers running close to 80 mods
Couple days and mine will be all resolved. UV maps probably not but LODs yes
Rail covers on RIS are broken
Rail covers aren't from his mod
Ah
what is LODs?
Level of detail it basically means that a model gets less vertecys if you are further away from the model but the model maker needs to make these Lods. Can have huge impact on performence.
ohhh okay
which sight
LOD or level of detail in practice works by having a few different versions of an asset, each with lower quality, and the game will swap out the asset with each subsequent version as the distance between camera and the asset increases - you dont need to tell the graphics card to render individual RIS rails when the object is 10 pixels tall on the screen
you will see differences when you zoom in but during the gameplay it shouldnt bother you, this is the m4 from my mod with its 5 LOD levels
oh thats sick
I wondered how HLL gets their grass to be so thick. Would that be lods too then?
grass LOD is less grass at a distance
okay thanks
Is enfuison theb just to inefficent to render grass at a higher distance or why did they think its a good idea to stop foliage rendering like 30 meters away?
I cranked grass draw distance to the max and my fps is still 60
it looks to be relatively efficient
draw distance 50m in video settings gives me 112 fps, 150m gives me 100 fps
with LOD this should be better, but I disabled it for my test
So it woulf make almost no difference if the draw distance would be increased to 150 meters with lods right. But why doesnt bohemia increase this?
on my pc 12 fps difference, on xbox series s it might be a bigger difference, but I don't have an answer to this question
So limiting draw distance via the server config/settings practically only has downsides? Wish I knew somebody with XSS to abuse for testing
Do you think the amount of players within range/on the server will have more significant effects depending on render distance? Generally I'd think that higher rendering distance will also get more taxing depending on player entities, but if not even grass really has any big impact on performance, maybe Enfusion is just built different
Why players in particular? Everything on screen is piped through the GPU
Because that's the hardest to test myself :D, AI, vehicles, etc I can do with relative ease
Anything visual is GPU
But will players also be stimulated/streamed farther the higher the render distance is set?
Streaming in players has nothing to do with grass render distance
LODs are easy 
they're not hard, but sometimes are time consuming when manual work is needed to preserve quality
true but for 99% I dont really do manual lods
if the quality is good then you dont need to, yes
depends a lot on the shape too, something like a rifle handguard will need manual tweaking to preserve the rails
run the algorithm on everything except the rails, etc
even when rail is killed on LOD1 its barely visible in game
at what distance? switch-in distance is different for every mesh
depends on pixel size of mesh 😜
you set it up how you want, I try to aim for switch-in when mesh size on screen is reduced by 30% but it's not a hard rule for me
I admit some of the rails in my recent mod update are not as good with LODs as they could be, sometimes I kept rail outlines up until LOD2 and then just wreck them up for LOD3
and I did most if not all LOD1 manually, for about 20 or so meshes that are in the mod now, but LOD1 is pretty important
thats why this update took a month to produce, since I don't have much time
Nevermind, I meant the reflex_canted one - didn't previously check if it was in use.
whew
I don’t have that issue
I know bro did not say bad textures and materials to the bmp3
Bacon can you add some tan rail covers please?
Add them yourself. And stop spamming in my thread.
Sorry
INIT : Workbench Create Game
SCRIPT : Compiling Game scripts
SCRIPT (E): @"Scripts/Game/MuzzleAttachment.c,3": Multiple declaration of class 'AttachmentMuzzlePistolClass'
SCRIPT (E): @"Scripts/Game/Weapon/Attachments/Attachments_muzzle.c,3": Previously declared here
SCRIPT (E): @"Scripts/Game/MuzzleAttachment.c,5": Multiple declaration of class 'AttachmentMuzzlePistol'
SCRIPT (E): @"Scripts/Game/Weapon/Attachments/Attachments_muzzle.c,5": Previously declared here
SCRIPT (E): @"Scripts/Game/MuzzleAttachment.c,17": Multiple declaration of class 'AttachmentMuzzle9_18Class'
SCRIPT (E): @"Scripts/Game/Weapon/Attachments/Attachments_muzzle.c,9": Previously declared here
SCRIPT (E): @"Scripts/Game/MuzzleAttachment.c,19": Multiple declaration of class 'AttachmentMuzzle9_18'
SCRIPT (E): @"Scripts/Game/Weapon/Attachments/Attachments_muzzle.c,12": Previously declared here
SCRIPT (E): @"Scripts/Game/MuzzleAttachment.c,23": Multiple declaration of class 'AttachmentMuzzle9_19Class'
SCRIPT (E): @"Scripts/Game/Weapon/Attachments/Attachments_muzzle.c,16": Previously declared here
SCRIPT (E): @"Scripts/Game/MuzzleAttachment.c,25": Multiple declaration of class 'AttachmentMuzzle9_19'
SCRIPT (E): @"Scripts/Game/Weapon/Attachments/Attachments_muzzle.c,19": Previously declared here
SCRIPT (E): @"Scripts/Game/MuzzleAttachment.c,29": Multiple declaration of class 'AttachmentMuzzle45Class'
SCRIPT (E): @"Scripts/Game/Weapon/Attachments/Attachments_muzzle.c,23": Previously declared here
SCRIPT (E): @"Scripts/Game/MuzzleAttachment.c,31": Multiple declaration of class 'AttachmentMuzzle45'
SCRIPT (E): @"Scripts/Game/Weapon/Attachments/Attachments_muzzle.c,26": Previously declared here
SCRIPT (E): @"Scripts/Game/MuzzleAttachment.c,47": Multiple declaration of class 'AttachmentMuzzle308Class'
SCRIPT (E): @"Scripts/Game/Weapon/Attachments/Attachments_muzzle.c,66": Previously declared here
SCRIPT (E): @"Scripts/Game/MuzzleAttachment.c,49": Multiple declaration of class 'AttachmentMuzzle308'
SCRIPT (E): @"Scripts/Game/Weapon/Attachments/Attachments_muzzle.c,68": Previously declared here
Seems like there are issues with RIS Laser Attachments since the update
yeah i know, no need to report it
pinned message will be updated as I go through mods #1110586149740748890 message
Thank you
@finite shadow with this game update my RIS Laser Attachments and Suppressors mods no longer contain the old Attachments Compatibility classes
@spice elk I know you'll probably say no to this but can you make a dmr conversion kit for the m4?
Did supply arsenals get removed?
Basically every mod is down till Modders update them.
Oh new update? Nice
So far people are liking it
I don't do requests
Yeah Isee they did pretty good just sucks that all mods are broken again
Alright worth a try
Was the GM persistent loadouts mod effected by the update
do you need crash logs for GM loadouts or Disable FF?
no, dont need anything for mods that are under pending
gm loadouts will probably take more time than anticipated, I guess you can use the loadout editor in the meantime to load loadouts
thats the plan stan! Cheers for all your hard work! 🍻
disable friendly fire updated
persistent loadouts?
read pins
I'm going to ask mods to lock this thread if the spam questions dont stop
^^pin he’s talking abt for anyone who didn’t see it (including my prior self)
thanks, I'm going to take a lil break now
I'll look into the specter acting drunk tomorrow
So the fix is to remove attachment compat mod from dependency on my TFM weapons? I have 1 hour to try and resolve issues before work
Shouldn't have to since that mod doesnt exist anymore since 1.0, but you may need to change attachment classes in your guns or attachments if they used classes from that legacy mod
Alright, will keep an ear out, nobody has mentioned it to me yet but will fix later after work if needed.
Hey bacon i heard your well versed in servers i have 2 servers setup ones dayz ones reforger i have a domain and dns thru cloudfare and a paid dns aswell frome namecheap i was wondering how to make the domains show as my ip or setup an ip for the servers themselves not my home address
This thread is about his mods, if you have general server questions you can use #reforger_questions
fixed drunk specter, maybe
I made this https://reforger.armaplatform.com/workshop/60DCBC196B6C9667-MoreDamage
basically, all character damage that is not blocked by armor is increased by 50%
getting hit in armor knocks you out sooner, usually 1 shot in the chest while wearing vanilla armored vest means you go to sleep, 2 rounds (or sometimes even 1) to the chest while wearing vanilla vest is death
Do the silencers included in your m4 mod actually reduce the ability the ai can hear you? Just curious to know why I get jumped by ai 2 minutes after I shot one at 500 meters away with a silenced M110 😁
yes, when the distance is > 64 meters they should no longer hear you, unless there's a bug
its possible some new AI stuff got added as well that overrides it, or some mod overrides it
I have noticed the m4 mod with the new updated, even suppressed are louder before the gamer version update.
could you record something and include which version of the mod you are on? or at least double check it's the latest version
Thanx, maybe the ai that payed me a visit where on patrol and less then the 64 meters away.
Thank you for everything 👍
Weather addon is awesome.
Hello, we are having problems with GM persistent loadouts with the new update 1.1
https://reforger.armaplatform.com/workshop/5C73156675E11A0F-GMPersistentLoadouts
Someone have a solution to make them work ?
One idea would be to wait until it's actually updated
I too would also suggest reading a few lines of the chat, before asking something that was answered a million times
I recommend deleting the comment because bacon already mentioned this above lol
reading is hard
Ho, okay you have right. It's being said. My search in the recherch bar dont point there.
next time i look inside Pinned message first 🫡
Sorry for this 🙏
doesnt help that on discord mobile the pins are hidden behind like 500 button presses
Yea the new UI is horrendous. God bless Android for allowing certain things 👀
I hate that they changed it. No one wanted the change, and the new one is just, bad
discord more like dis bad or something idk that sounded way better in my head
Quite amusing, thank you
bacon curiosity question, no idea if it was asked before but the bacon loadout editor would it be possible like to do at all add a way to name loadouts when you create em?
yes but im too lazy to add it and also burned out
How difficult wold it be to have the customizable settings in the options for RIS and is that a thing that can come in the future?
what settings
Do you think beach ball and rubber ducky (squishy) will be updated? They're essential to the community.
(Sorry, I couldn't refrain from asking)
idk
Life ruined :(
like remaping or OGL (on gun laser and light) control specifically
is gm persistent loadouts going to get fixed?
dunno
done
what version
Reinstall nod
1.0.62 in original clip and 1.0.63 in a uninstall and redownload
its fine from a distance at least, ill try to fix it in first person tomorrow
Thanks for all your hard work Bacon! I know you must be feeling warn down but your contributions to this game have improved it so much. I just wanted to say thank you
Same here, your mods amazing for GM usage, along with server side things
not sure if i’m the only one but i feel like the loadout editor mod crashes my game a lot in solo gm, unless it’s a crash caused by the game itself. it happens fairly quickly when i put a couple arsenals down and after a few minutes of going through each one i crash and that’s just with the loadout editor and it’s dependencies but i can have a lot of mods and not use the loadout editor mod and i won’t crash in the boxes.
if you are on xbox I probably cant help you, because I need server logs
or, well, logs from the game but they pc only
yeah…. xbox
or maybe you could record a video where you can reproduce the crash
Also my friend states that when he has the M4 block II with under barrel grenade launcher, if he respawns with that loadout it removes the underbarrel
and the weirdest bug award goes to... this bug
I'm assuming respawning with the vanilla m16 with grenade launcher works fine?
i was able to record one of the crashes but i can’t send it because it’s too big for discord, but the video probably wouldn’t help at all because after scrolling through all the items in the virtual arsenal for 15 minutes i came out of them and pulled up the gm menu and crashed where as other times i’ve crashed i was either already in the arsenal or trying to get in it, maybe it’s a memory issue or just a vanilla crash, i know it’s not much help 🤷♂️
Go to the Xbox app & click “copy link” then you can link the video rather than saving & sending it
i can’t record clips of me crashing on xbox because after the crash happens it won’t let me record last 30 seconds
You could go to the “start recording” button in the capture section & try that?
yeah but that only works if i know that i’m gonna crash in the next minute, the way i replicate the crash it could take a couple minutes
Start recoding lasts as long as you keep it running, from 2 seconds to 5-10 minutes in pretty sure
i only see record up to 1 minute but let’s not keep this conversation of how to record clips going don’t wanna clog the chat anymore
I’ll send a picture in a minute of what I mean so you can show Back the crash to see if it’s some that’s on his side or yours
don’t worry i already found how to record up to 3 minutes and i managed to speed run a crash in 50 seconds.
this video i have more mods enabled but it’s still the same thing that happens even when i only have the loadout editor and it’s dependencies just takes less time with more mods.
Yea he had to resort to using the vanilla m16 with underbarrel after it happened to him 4 times in a row. At first he thought it was because he forgot to save his loadout but made a note of it before and after saving it
Yeah, I just started using it & have been crashing consistently every few minutes when using the editor. I have no idea as to why
Ngl considering that you're in a valley near a coast line that is more realistic than anything
Thank you bacon for your light props 🙏
@spice elk Please contact me in dm, we need to talk a bit about our situation, i will do something after we will agree. Thank you.
💀
Wow it's like being called into the principal's office
By someone who stole your lunch
so it crashed when you went to the inventory tab? unfortunately I probably cant fix it without logs and logs can only be fetched from PC
I dont understand why this is happening yet, since the update it seems I cannot add the UGL via my loadout editor but I can attach it through the inventory
The radial menu should be bindable, bindings for individual attachments probably not
When using weapon resting with the M110 and the bipod I get some weird stuff happening. I cannot for example go prone on a flat surface, deploy the bipod and rest it on the ground. If you do that the gun is angled downward and you cannot seem to aim straight foreward and or up.
Without the bipod I am able to rest in on for example sandbags, a fence etc.
Is this a know issue?
negative, thanks I will look into it later
Hello, folks, cant find any discussion on GM FX mod post patch. I guess mr Bacon has lots addons to fix, but descided to mention that one needs love aswell
this is under 1.1 in pinned messages
ah, the pinned messages. Sorry
where'd you get the nuke mod from??
I get mine from alibaba, but I'm also old school
Got a UAV from there ^
What happened to No Supply Arsenals?
Gone. The GM supply usage checkboxes now work.
Yeah, but it isn't the default setting, is it? Would be nice for GM if it was
You have a point there. Maybe I will combine all of those small checkbox mods into one and make the choices persist across server restarts.
Finally got around to checking out your new M4s and the Loadout Editor, the guns look/sound fantastic and the editor is awesome
Fr lol
Editing on photoshop badly
Is this photo props mod by chance? Or
He edited them in(look one message above)
uploading fix for the underbarrel grenade launchers to block 2 and the loadout editor, please let me know if it still disappears from loadouts once you try out the new version
Noticed some guns with the canted reflex sight drop onto the ground when loading a saved loadout not sure if it's the gun mod or the loadout editor
try asking the person that made the sight
Will do
can I see some video?
I'm baffled by the new(?) suppressor sounds, just gorgeous
they need some more work, certain sound filters got removed by BI so I need to redo them at some point
Tbh they sound better than ever, at least in first person
Im sorry to bother again, so we are waiting for 1.1 update of all pinnedlist mods or im missing something?
Mods under pending are waiting yes
Yeah I see that but is that like a mod or something to do that cuz I can’t find it
I’ll record a video for you. I saw the update today and updated the mod, also on the server. The weird thing is that in the workshop after download it said it is version 1.15. The previous was also 1.15 if I’m correct.. but the readme said the newest version should be 1.18 could there be something wrong in the workshop?
I don't think so
Ah yes, I see I cannot count anymore 😁
M110 Bipod deploy on flay ground vs Saw
interesting, do you have any other mods enabled besides just the m110 and its dependencies?
Heres a video. if you equip a saw you can check the bipod behaviour together. With the M110 it is acting really weird if you want to use weapon resting on the ground. It is mostly ok without the bipod on for example a fence or sandbag
the funny thing to me here is that I copy pasted m249 bipod settings to the m110
Only your loadout editor, with the m4
Not funny at all 😁
Weapon resting in general can be picky also with the vanilla weapons. But the M110 is an extreme case if you ask me. 😉
I think I know whats going on
The Barret does the same thing
great
Where it kind’ve aims directly down & then You have to pull it up, but that’s been happening pre 1.1
I apologize, I assumed it might’ve been something with the game
New dodging feature? Didn’t know you were working on another project
also works for the m249
could you give this a shot again with the latest version, and tell me if it's better? it will finish uploading in a minute
Sure!
I have little experience with deployment because I sorta never use it 😭
Me neither, sometimes. But I’ve been playing coop with a friends to make them like ArmA.. and they always stay in the back with a sniper or an lmg. And since there is no hold your breath option and he was on console .. I wanted to show them the weapon resting option.. only to find out that is was kinda wonky 😁
ok so I gotta get rid of it pointing down
I think it might be caused by it having a shorter bipod than the m249
That would make some sense I guess
It feels as if the pivot point is rotated, I’m not sure how the rigging and the ik works in enfusion. But looks like a pivot point issue
pivot is at the bottom of the bipod leg, the m249 has almost twice as long bipod
er pivot is at the top of the bipod but the part that connects to the ground or whatever is at the bottom rather
Makes sense.
And maybe the IK is trying to compensate for that making it tilt downward on deployment
It does seem to have a min and max angle when you deply a weapon. Is that something you can change maybe?
yeah its the bipod leg length, if I make it 50% longer it does not point down on deployment
That’s a shame. It’s weird that is happens on the Barrett though? The bipod on that is quite long
I think the length of the m110 bipod is shorter than the height of the character when prone, so it tries to glue the bipod to the ground and end up pointing down
Yes, that sounds about right
same thing happens with the m60
Ah that makes sense, I heard someone during a fight yesterday complaining his weapon tilted when deploying and he was not using the M110.. that was indeed the M60
but at least I fixed the fire mode selector
😁
I think I will make a mention of the m60 bipod trouble in the feedback tracker.. maybe if that changes in the future, the m110 will also work 😁
I bet it would work if I gave it a longer bipod, or just crouch and rest it on a rock or something
are game master fx AP mines indestructible now?
Yeah
I have an idea to reduce the amount of magazine spam in the editor, would this be helpful?
mags could be displayed once per type and then contain the bullet layout versions inside
@sleek patio we talked about this briefly in general a few days ago
that would indeed clearly reduce the number of mags displayed in the arsenal, and you added a logo to see what mag can be used in your current equipped weapon and that's a big plus with all those modded guns that accept only the mags from that mod
can you in any way edit those you already have (for example, mid-game, I might want to get rid of some used mags where ammo is missing for new mags full) ?
empty mags are deleted from inventory on reload, otherwise you can drop mags from inventory I guess, but not edit them without some mag edit mod
I ask because your presentation do not include it, but reloading your stuff works too
this is only at arsenals, this is not inventory replacement
but to answer your initial question, yes it would be helpful
I have 4 mags (2 black 2 tan) and each has 4 bullet loadouts, this is already 20 mags... and I want to add more color options......
the way I have it setup right now could be used for anything, even gun variants, so opening one block 2 could display like 10 templates, but you probably dont want to pack guns into a backpack so for guns it's not that useful
damn I want to rewrite the whole thing 😭
some guns part, you do, like spare barrels for lmg and hmg, but you do not require your system for that
that's really great, you can add variants for your mags without cluttering arsenal
@bleak lava @elder viper @sonic schooner @inland dune I am pinging you guys because we talked about the mags in arsenal in #reforger_discussion so here is exhibit A on how it could be done in my thing
it is not very pretty but the reduction in arsenal clutter might be worth it, of course this is not fully automatic so people would have to make a little change to their mags 😭
Absolutely amazing, would help reduce clutter alot
but it is fully vanilla compatible as in to do this with a mag I have set it up so that if an item has an arsenal component you can view the contents of said item in the loadout editor, so for example for now this also includes medical and resupply kits - the mags in my video contain arsenal components and are set to not be visible and the editor will not allow you to pick up the arsenal magazine, and you wont see the arsenal magazine in the regular arsenal
its genius, really (or stupid, but it works, and does not require a dependency on the editor mod)
if stupid but works, then it's not stupid
i dont know what to do about the "regular" mags, should I make the editor not display mags that are contained within those special preset mags?
then if there are no presets, you see all the mags normally, otherwise you see presets only (for those mags that have presets ofc)
I'd say it's better imo if you keep presets every time (even if there is no variant) because otherwise people could think there is a bug
Good stuff, I would suggest also trying out making a compatible category in the magazine section, showing the magazine that are compatible with your weapons. Like in A3. Would likely help newer players figure out which mags they can actually use. But other wise pretty noice.
a category that only lists compatible ammo, separate from the category that lists all ammo?
yup
oki doki that sounds fair
I think that’s phenomenal. I never had a full problem with all the mags, but that definitely makes finding the right aesthetic mag + right ammo configuration much, much easier
until I get the separate category up I've published the combined mags test
This 10000%, made things so much quicker in a3 to click the button and only see attachments / mags that worked for your selected weapon
The loadout manager is ong one of the best mods for Arma Reforger same with the M4. Love your work dude, keep going!
wdym one of the best 
haahah there are some mods that I would put on the same place
ok I will compromise, best in the interface category
probably not best in the vehicle category
definitely the first in the list "makes my life way easier"
I want to focus on things like this instead of adding assets in the future
awesome
@spice elk can't find the message but AP mines can still be destroyed
yea I fixed it whew
Oh
Lol
also bumped up damage radius of the large and huge arty
Quik feedback can you make it so it actually causes bleeding rn it seems like its just taking away health
it has fragmentation but I guess its broken
ah ok i guess the fragmentation is too weak
Yay
Currently keep gun when uncon is quite unreliable
As in you still drop your gun quite often
huh
can you record some videos?
or if you have it on the server I could join and you could show me
im going to drop an update as some of uncon functionality was changed
Somehow it fixed itself for the most part
I updated it today maybe I accidentally fixed it
Oh yea we're probably still running on the previous version it seems
Btw was curious, is there any specific reason why the loadout editor has a custom weapon mod as one of the dependencies?
Yes there’s a reason, it’s a showcase weapon for the loadout editor…. He is keeping it as a dependency until other weapons come out with the features his M4 has.
@spice elk what was the name of that Iraq map somebody posted a photo of your new M4s on?
Ad Dawr-Iraq maybe?
ope
That was the one, Preesh
about that strange question, i had to delete and download from scratch the GM FX mod for it to get update, may be someone would struggle with that aswell
xbox does sometimes
Is it possible sometime later down the line to see if there’s a way to fix the attachment wheel breaking the game master wheel? I don’t know how RHS has theirs configured but I’ve always been able to use that with it not affecting my wheel. If it’s not fixable no worries, I just avoid using any RIS attachment when GMing, use ‘em when playing to stop anything from breaking
^
As an avid Xbox player, this is sadly the case
yes when bohemia fixes the command menu it will stop breaking after using the command menu
Ah, got it. I’m assuming you use the command menu as a sort of prefab for RIS? If that’s the case, hopefully they fix it soon
yep it's based on the command menu
Good to know
Not sure if you're aware, but for some reason, in your loadout editor, the m249 has the ability to change stocks, but the stock selection is your suppressor devices.
I wanted to see how much work it would be, making my future project weapons compatible 100% with your current system and noticed it
not my problem
Roger, so it's a base attachment system issue?
no, the loadout editor is not smart, it shows you slots from the gun
someone at BI created a slot in the m249, called it Stock and set it to accept 5.56 muzzle devices, maybe not intentional?
Ahh ok, so any slot that is a part of the weapon itself, will display in the loadout editor
yup any attachmentslotcomponent
Alright man, cheers, then I assume you have made your own classnames for your attachment types and configured those up for what is displayed in said slot automatically based on your above comment?
sure
its the same like with the lasers and stuff
theres an image in the loadout editor mod under Assets I think that has information on the custom functionality of the mod, like where slot name comes from and how to make slot not able to be empty (ie. you should not be able to remove a receiver)
Alright cheers
im going to try out a new suppressed sound in the update thats uploading now
I like it a bit more
Let's see if I can get my solo gm to start 👀
Harder than expected
Definitely sounds more powerful
I like it, not sure if I like it more than the previous though :D
Urban sound is nice, should have more reverb inside of buildings however
not all houses in the game have correct room size defined, but like the warehouse building will sound like the sound bounces from the wall
Idk it even sounds much quieter in general which to me seems counterintuitive
And it sounds less powerful too, doesn't have as much umph like exterior sound
probably broken then, but generally weapons dont sound bassy
I feel like the previous sound, aside from the echo, was closer to what it would be like if you had earplugs in or something
I've been shooting with active ear pro too much, couldn't really tell you lol
But tbh the last version sounded much more metal clicky imo, this one is very gassy though
are you sure you are on the same version
Unfortunately I only have one clip of it where I shot a single round lol
V1.0.86, yea
ill record both sounds so we are on the same page
"old" vs new
I like both maybe I'll merge them
That'd kill me by heart attack
I need to play in the game with it for a bit to see if it fits in the soundscape of the game or not
I use the SBR URG-I too little
Interaction point is misplaced
https://www.xbox.com/play/media/WtF45akhtY
interaction through inspection is largely forgotten now that the radial menu exists, but I will tweak this
I barely use it too :D
I might be able to show you what interior reverb I mean, gonna compare rq
I think I know what I mean now though, the exterior sound is very deep and dark while the interior is lighter, it sounds like the intended reverb/echo sound is the shot sound almost
I think you mean the tail, since I only changed the body, the tail is still the default modeled after the loud shot
I'd assume I do then I do
the one that plays inbetween houses is the worst one to deal with, because it's low pitched
the ones in forests or in open fields are fine imo
give it a shot, fire a few rounds in a forest and inside a town
I like both urban and forest sounds
I've noticed however that the shot sound (base?) seems to have different pitches depending on the location, in the southern valley for example right near Durras in the valley itself it's deep, on the side of the mountain it's high and on top it's deep again.
Got a clip, 1 sec
there's 4 different tails
houses, meadows, forest, mountain??? or something
Second one is better, fisrt one / original one was always a no go for me. Fingers crossed we get suppressors in the next major update with that LAxemann's magic sauce...
I hope so because I'd like to get rid of some of my mods
In Leon we trust
but it will likely not be fully procedural so modders will need to add their samples anyway
Wait, you support radial menu interaction…..
there's even a button hint on the screen
Brother I turned those off since 1.0 at least.
But maybe I’ll need to turn them back on now…
is there maybe a mod to tweak bots view? against this? they can see through gas
Why did you hit the best dance move ever when dying?
how do i add supressors to my weapon mod?
you can inspect the weapon that is in the suppressors mod
whenever i try to transfer the stuff to my folder so i can add it to my gun it just makes the folders but doesnt bring the files. weird
hate the reforger tools lol
what stuff? you need to setup your weapon prefab and your sound project, so you can compare your weapon with the sample
like i cant bring the stuff from your mod over to make it not read only
up to you, right click and then duplicate on the resource
updated
Cause im MJ
Hi Bacon, is there any chance that a player could spawn with a loadout saved with your loadout manager? We are running GM persistent loadout at our servers but this mod causes some crashes. Your mod works fine and we are searching for a solution but to get your saved loadout you still need an ammo supply point. So its unpractical when somneone spawns at a long range radio or a fob without a ammo supply point. It would be awesome if the loadout still saved as a player loadout after respawning.
If you need to save loadouts for spawning you'll need to use GM Persistent Loadouts or a similar mod. If you are seeing crashes from a mod you should report those crashes and evidence of them (such as logs that clearly indicate a crash) to the mod creator so they can be looked into.
copy that thank you we'll see what we can do 🍻
For the crash logs, if it's a server crash please submit the files crash.log and console.log from the server from when it crashed, and if it's a client crash grab those files from Documents/My Games/ArmaReforger/logs
Unfortunately cannot extract those from Xbox
I'll tell our admin 
I don't know if it's worth anything to you but I know of more than a dozen popular servers that run both mods and I have not seen this mod crash them (I host those servers so I can see the logs myself when they crash)
Cant say when its started, maybe after the last update. Here are the crashlogs I can see in our discord. But I'll reach out to Lykke to get further information.
Crash report Monday 18th march 2024 - Tactical Warfare
Server 1:
Time Stamp: 23:05:11.484
Event:
Crash happened during operations related to "GM Persistent loadout."
Details:
The crash occurred while attempting to save a loadout for a player named "xxxxx" with specific identity and faction information. Subsequent events show server communication, authentication, and disconnections possibly related to this crash.
Server 2
Time Stamp: 21:40:30.813
Event:
Crash happened during operations related to "GM Persistent loadout.
Details:
The crash occurred while attempting to save a loadout for a player named "xxxxx" with specific identity and faction information. Subsequent events show server communication, authentication, and disconnections possibly related to this crash.
there is 0 evidence in the information you provided here
Yeah we need the concrete crash logs 👍 got that
I'm surprised nobody reported it to me - a lot of servers use that mod
Bacon, do you happen to have total player count from the weekend? Im wondering what the highest amount of concurrent players was
4414 on sunday
Sheesh
Hey bacon, Im currently working on adding a weapon for my mod but it wont show up in your Loadout editor how can I add it?
Thanks!
add it to the arsenal and label it properly like vanilla guns
ah yeah found my issue thx
Hey @spice elk do you have plans on making something like the H&K 416D or SIG MCX-LVAW to pair with your beautiful M4 BLOCK?
no, 416 rail is not compatible with m4 upper so it doesnt make sense
Not make it compatible with the upper lol. I mean make as a whole new gun?
I have no public roadmap so assume I'm not making anything
that being said I will probably not make any new guns for a while or ever
Okay sounds good, hopefully one day we will see a H&K 416 to the level of detail with your editor as your Block is now!
eventually I'm sure you will
Your loadout editor mod breaks player group leader map markers. When the group leader loads a loadout from save, the marker will stay at the arsenal box and no longer update.
For ease of testing without the need of peer tools, you could also use my PVE Player Map Markers mod, which uses the same system and is also affected.
The StramDB statistics show that the number of players reached 3150 on Sunday. Your statistics indicate 4414, so does that mean 1261 players are on Xbox? Considering the number of Xbox players when I'm in game, this view doesn't seem very realistic. Sometimes it seems to me that there are more console players than PC players. I'm not insisting on this; I could be mistaken.
yes I factor in xbox, but those are online players, so it does not factor in players in singleplayer on either platform
I mean Late does have a point. Join any MP server and it will most likely have a larger console player count than PC, so where are all those PC players that are apparently the majority overall? 😅
I will double check later if the API is giving me all the servers (I am just scraping the server browser), it's possible there was some limit added
so I imagine it's not doing something the respawn manager does when it replaces the character with a new one... will look into it, but I don't know how soon
I guess I just need to look at what happens on respawn (or on death?) and add it to the method
also, the xbox player count is highest in the states, so those xbox users start playing as steam users are going to sleep
How do you swap out the characters? Which method am I looking for?
You can find the methods in SCR_MapMarkerEntrySquadLeader
It's a bit different from mine, since it has to move the marker between changes in leadership. Mine just listens to OnPlayerSpawned
nah I mean vanilla, I'll look into this later
SCR_MapMarkerEntrySquadLeader is for vanilla
time steamdb bacon
19:00 3143 4236
20:00 3111 4247
21:00 3052 4210
22:00 2642 4150
23:00 2302 3892
00:00 2176 3766
01:00 1983 3617
02:00 1829 3436
03:00 1635 3044
04:00 1350 2722
05:00 1103 2253
I think the API is giving me not all servers so I'll check this later
I don't think you want to dive into that spaghetti project
Oh, you have no idea what abominations I've seen in the past 😅
Can't be that bad
This isn't quantum physics
But I think, overriding OnControlledEntityChanged should do the trick
yeah I'm sure I just forgot to do something that the spawn system does, since after respawning it works fine
Essentially the lesson is that one should prefer OnControlledEntityChanged over OnPlayerSpawned for attaching handlers to a player character.
I don't think I use either but idk
It's not directed towards your mod, but why certain mods fail with it.
No idea
@spice elk Hi mate.
When I go into Clothes arsenal, I get this cmd screen
you can move it to the side, like drag it with your mouse
I know. 🙂
then I don't know what you mean
Just first time I saw it, and it dont popup in the weapon arsenal - thought it was a glitch
you opened the mod in workbench so you see debug workbench things
Hi bacon ! I really like your LOADOUT EDITOR mod , can you create a vanilla version of the LOADOUT EDITOR ?
vanilla weapons and gear work with it
Is the loadout editor available in the normal version of the game? I can't find it in the workshop
what do you mean by normal version of the game? search loadout in the workshop and it should pop up
Can the loadout editor be run without using DEPENDENCIES ?
Yeah I had a filter enable. I'm stupid
Okay, want an loadout editor without any DEPENDENCIES
cant help you with that, sorry - main purpose of the mod is to edit guns so for the time being the only customizable gun in the workshop is going to stay as a dependency to showcase it
did something change on the suppressor mod , guns sound a lot louder now then they used to be
not in the mod, the peak limiter dsp filter in the game was replaced with a different one
uch any way to fix that ?
yes, use the new one
you control how your weapons sound when suppressed so you can do it any way you like, I liked using the peak limiter filter for my stuff
i used a modifyd version of your test setup , but with own tweaked sounds , so ill just need to replace the limiter ?
sure, though it is configured a little bit differently so you may need to mess with the sliders a bit
ah okey, as it only seems that they did it with the 556 pack if im correct my pistols still sound like pistols
since the filter was changed, any audio project using the previous filters has nothing in their place now
mmm ill have a look then thanks
Is the remove system budget still working?
yes, to my knowledge
Are you planning on adding to the fx mod? Such as more sounds or smth?
not really, want to add a bigger bomb once we can actually destroy stuff
POV bacon adds a thermonuclear bomb to arma reforger
is the javelin working?
the one I made?
yup
yes
idk I didnt make any javelins
lol
Uhh
@spice elk is it possible to add a sandstorm GM SFX? If not is there any sandstorm mods?
Possible yes, but look good no
Itd look hella good on the fallujah map
He is not taking request nor "ideas"
He won't marry you bro chill
Really ? 😢
Yes really.
are you interested in a tech support job
Lobster is gonna be an automated message
like a canned response? canned lobster????????????
As long as it's not canned panda
Damn I thought it was yours
Sorry for the confusion
There is a Javelin mod?
not anymore.
Yeah, it’s been long gone ever since the great medical update mod wipe. I’m just confused as to what he’s talking about
it was a great mod, the author got married and we have never heard from him since
Atleast we know his priorities are on his marriage LOL
Yeah, it’s sad the modprobably won’t come back, atleast by him. But atleast he’s got his head in the right place, good on River
You should make a discord bot for your thread that just responds with “No” to everyone who uses a “?”
no
how do I repro this? I tried loading a loadout from the editor, then I moved around and position of squad leader marker changed
Only if I get paid in bacon
Bacon I get so confused I though there was 2 of you
I like the cat PFP better
im bipolar
im already automated wym?
- Launch your addon in WB
- Open
GM_Arland.ent - Configure peer tools with 2 peer clients
- Play with peers
- Place arsenal and spawn point with GM
- Spawn both peer clients
- Open map on
peer client (1)to followpeer client (2)'s marker - Open
Bacon Loadout Editorwith(2), go to Loadouts tab and click on a save to load it (Register one first if non exists yet). - Close loadout editor, move around and follow
(2)marker with(1)
thanks I was looking at the map in workbench so I guess server sees it correctly but not clients
Hmm, that shouldn't be the case, since the markers are replicated
I'll check tomorrow
I have my peer tools configured with two clients anyway, since I don't trust what I see in the WB for MP tests 😅
Also the new diag executables are super nice, since debugging on the peers now works properly 🙂
What's 69 ÷ 420
Also so this can't be put off as spam:
If you're a community looking for a great server host with an incredible dashboard UI and marvelous gameplay and server performance, look no further. Dial 8008 on your vPad to reach bacon or leave a message to the automated Lobster
I posted the bug with the bipod in the feedbacktracker for the M60, and they where able to reproduce it. So hopefully they will have an answer for it that might help with the M110 bipod
is there an easy way to get the group leader marker by player id? I could then refresh it
How😂
I don’t know I thought it was from bacon the last time I heard about it there wasn’t even any helis in the game maybe the mi24 if I’m not wrong
Did you try with SCR_MapMarkerEntrySquadLeader.UpdateMarkerTarget? It should update the entitiy that the marker follows if the passed player ID is a group leader.
UpdateMarkerTarget is not static, do I need to dump all dynamic markers and call UpdateMarkerTarget on them?
for example SCR_MapMarkerManagerComponent.GetDynamicMarkers, then for each of those call UpdateMarkerTarget
or I guess for each SCR_MapMarkerEntrySquadLeader out of those
No, no, SCR_MapMarkerEntrySquadLeader is not the marker entity. It's the config entry in MapMarkerConfig.conf. There's only one instance on the server.
okay, so I need to get an instance of SCR_MapMarkerConfig from SCR_MapMarkerManagerComponent, then find SCR_MapMarkerEntrySquadLeader and call UpdateMarkerTarget?
You can get the instance with SCR_MapMarkerManagerComponent.GetInstance().GetMarkerConfig().GetMarkerEntryConfigByType(SCR_EMapMarkerType.SQUAD_LEADER)
ok easy
I want to start over on the loadout editor in the next few weeks, a lot of lessons were learned making this. One important thing I need to setup is the loadout should be created on a clone of your character and then applied when you exit, instead of dressing up your current character.
In its current state adding something like supply usage for items is complicated
Also make it usable for easy re-kitting of AI
with its current implementation the best thing I could do is make your loadouts spawnable as AI characters, but I have no time for this (like somewhere inside the GM menu, you'd pull up a list of saved loadouts and select which one to spawn as AI)
Yeah, problem is that when you design features that need handlers attached to the player character, you would presume that it doesn't need to be reattached to a new character until the player respawns. There could be potentially other vanilla features that get broken by the character switch that we weren't yet aware of. I noticed that my Stay Alive mods got broken by it too, but I fixed all of them by doing the handling in OnControlledEntityChanged instead of OnPlayerSpawned.
the marker part is easy, the spaghetti is in the main logic
of course UpdateMarkerTarget is private
I guess I'll inject my own method into it
Then just make a modded method a long the lines OnCharacterReplaced or whatever that calls it
Please that'd be so cool
it could be used to build custom groups
Exactly
it's on my super private roadmap
show me
do you know what private means?
It means you should 100% show me
belonging to or for the use of one particular person or group of people only.
"all bedrooms have private facilities"
no, stop spamming the thread please
hopefully fixed now thank you
bacon, is there a list of all the mods you've made pinned somewhere or do you not keep track?
most of them is pinned in this thread
well, discord new UI sucks I can't find it lol
thanks man
Hello, do you know of any silencer mod compatible with bacon loadout and rhs AK?
no, doesnt mean there isnt one, I just dont know of any
Afaik RHS don’t allow external suppressors atm, they are making them ready for when BI adds native suppressors
Sir, please dial 800813 into your vPad to contact a support representative.
I ain’t sure if this been said but when you switch loadout in the loadout editor you lose ur rank in conflict
It comes right back, you just need to regain a little exp for the rank to reset to normal, but yeah quite a weird bug
I'll put it on the list
did some work on the camo patterns today, hopefully I can release a few spray type variants during the week

right now I plan on tan/brown, some kind of olive/brown and maybe... arctic? I am open to suggestions on color pairing (with photos if possible)
Something like these two would be cool
Yeah looks neat
More so the pattern, the 2nd picture with the snake scale thing looks cool, but it’s probably too much of a pain to do all that
Nah I set it up so I press a button and it bakes the textures for 10 weapon parts
So once I set it up the way I want it'll be a breeze. My goal is to make several camo patterns and mix them inside the game.
The snake pattern is pretty hot
A Black body with tan netting in places would be pretty neat 👌🏼
I'm a fan of green over dark browns
There was this gun I really loved the color of, it was made by a very renowned community member who also does other stuff for ArmA. It had a dove on it too. 👀
That always looks good
Tan accents are hot
Especially on hk416
Or the spray paint snake lines in tan netting and bare brown
How difficult would something like this be?
Probably my favorite color scheme paint wise would fit good in kunar but just a suggestion.
And also are the attachments gunna be sprayed to or?
Paint jobs pronouns are definitely was/were
Can we get a nerf gun paint, I think it’s necessary lol
Now hear me out.
I’m horrified
How about a Captain Underpants variant? White underwear, tan/cream colored mag
Thought the same thing
Will it have the face?
Who knows
If it does im game
More damage mod is also affecting vehicle damage, right? I see a lot of moderate collisions causing vehicles to explode, and much easier to bust a wheel from driving bad
negative, only characters, full list of changes is in the description
how am i doing so far with the green?
the whole point of this exercise is to make all the camos inside the workbench editor, I am exporting the different spray and net patterns as separate small textures and layering them inside the editor, ie. all three receivers in this image are made from the same patterns, with just their colors and intensities changed
That bottom one 
just layering those masks and patterns in the editor, a lot of variations can be made
all those patterns are together 5 MB, if I had to export 3 separate textures for the receiver in different camos it would be 30 MB, so at least it is hopefully more efficient in terms of memory
Rainbow gun
sure, the layering makes this super fun
we need a bacon camo
Bacon camo from bo2
The gun should just be one slice of bacon
cool
like a worn out paintjob?
Woah great
FIA themed
I am now at 90 mask textures (8 per part of the gun, exporting for 10 parts), 40 MB total
my 5 cents, but paint gets more worn on edges exposed to scratches
thank you but none of this is final
👌 well done btw, looking forward to steal this idea for rhs weapons
unfortunately I cannot use the main mask map in pbr multi for this, so there are a few annoying limitations
It's incredible that these mostly WIP paint jobs look better, more authentic and believable than anything in Ghost Recon Breakpoint (AAA game) already
Fantastic bacon
I'll drop some of those this week and we'll see if they work or not
Are there gunna be attachments to match or just what we have now
That looks really good, I’d maybe make the green an olive drab color, or just make a new preset with it being Olive Tran, and you could change that green to a khaki? So a sort of black & khaki netting?
Yeah. That's sick
100 percent. Breakpoint was just a cash grab off of Wildlands success though
well I guess release next week then since this just gave me more work to do
Oh boss i was just asking lol its your mod i just wondering if this was in the plans down the line
bacon ak?
^
🌽🍩
I wish thread owners had perms to manage messages
Bacon’s AK-12
You’d have annihilate many people from the thread
Could you do up a walk through on your method? I reckon this would work great for clothing and weapons and vehicles but I am not sure how the masking stuff works.
its just the pbr multi material
I have all the parts of the guns open in painter with udims and just export my masks into the project. Udims cannot be easily named in Painter so I wrote a Python script to move all exported textures to their respective folders in my Workbench project
me when I open my DMs
That actually looks great
I can take a photo of how my paint has worn on my lower if you'd like a specific reference, mine has just been run pretty hard.
If it were up to me make it look like its been used and dropped a couple of times specifically around the bolt release, mag release, magwell and some dings on the handguard
@spice elk good sir I think there may be an issue with persistent load out
It’s not actually saving the kit so when you die you are not having the choice of spawning straight in
- are you playing on a mission/map that allows saving loadouts?
- are you sure you do not have arsenal saving restrictions like factions enabled?
Yes we are on asadabad it worked last night and no item restrictions is set
try on everon?
Tried it no change 2 minutes in going to check and see if it’s because we are playing as a British faction
yea try on a vanilla faction
Yeah vanilla works fine appears to just be the British faction
Why is in-place tank rotation ignored in the BaconTankStuff_TrackedSteeringComponent.c and Tank.c code?
no idea, I don't maintain any of the scripts you mentioned
Unfortunately, in-place tank rotation has been ignored since it was integrated into SpaceCore, which is why the tank cannot rotate on the spot.
it's not my mod, so I can't help you with it
You're the artist so whatever you like best Id be happy with. Personally, I like this the most.
Love the music, it would be cool if that was in the loadout editor 😂
Personally I like the look the most around the values of 4.-5. and 0.8
But like captain said, it's definitely up to you
Hey what is the yellow smoke grenade for
Yellow smoke
No shit i mean military wise Green-signify friendlies red-markings enemy targets purple-landing/exfil
Why'd you ask here though
It's for when you want to mark something with yellow smoke
Not sure what its officially used for but we use it for CASEVAC
Will we paint the weapons while modding them in the arsenal 🧬
It would be awesome at some point to get personally customized weapons, but no idea how hard that would be, let alone if the game would allow it
its easy but time consuming
Well, I meant to make a way to let people put customize camos on their through the load-out editor. I doubt that’s possible, atleast for any gun that you don’t have mapped?
its possible and easy to setup but it requires time I dont have
for other guns a bit tricky so better to have guns that enable it themselves than trying to edit all guns
Oh, really? That’s honestly kind’ve surprising. I would’ve thought it’d be a lot more difficult, certainly as time consuming
Yeah, that’s certainly true. There probably would be a way to make it accessible for any gun, but that would probably make your life a living Hell
what you see in the video of me modifying the wear on the rifle can also be done from script during the game, imagine it with a slider like you have in game master, same for colors
Ah, that is true. It certainly looks like it would work great in your M4s, given that’s what you’ve been using & they’ve turned out fantastic. If there was a was to “mass script” it to all guns, as if it where that easy, then you could import camo patterns then every gun could have it’s own personalized touch. But as you said, you don’t have the time, and I doubt it’s that simple
Varies, depending on whichever branch or country sop is for smokes
guys how popular is tiger stripes themed camo
Overly
I’d say pretty popular
oke I'll look into that then thanks
I’ve seen them a decent amount
Blue tiger when?👀
when u make it
I’d make myself a personal camo if I knew how to mod LOL
To be fair, I’d be down to experiment, if I have your permission of course?
Sure but painting the gun without having the uv mapped model open in painter is torture
To be fair, it’s gonna be a whole new experience, it’s the first time I’ll be attempting it, appreciate the approval!
so long as you do not actually edit my gun but make a new variant it should be ok
Think the artillery shells are a bit broken a shell droped right onto somebody but he took no damage at all
used the large shell
two options:
- there was something between the person and the explosion, and it blocked the damage
- this bug #enfusion_engine message
Its that bug
Is there any way to have synced loadouts across different servers with your loadout editor?
probs not if they got diff mofs
Yes but I believe probably not worth it
Yeah, because at that point you’d have to add like 20 extra save slots since people wouldn’t have enough for something like that
aside from breaking every time you try to load it when mods change between servers, there needs to be infrastructure for it, and I dont want to make a feature tied to me hosting an API for it
if you host servers with me I can do it for you without adding any special features, but your loadouts will break every time there's a discrepancy between mods and versions of mods between the two servers, so I'd rather not
regardless if you'd like to try it out open a ticket and I'll try to set it up over the weekend
As a Windows' server user like myself I just made a script that copies the bacon loadout files that no longer have an archive flag. i.e. if they were newly created or modified. Doing this allows my guys to use their loadouts across multiple similar servers. (Like said - they have to have the same weapon\uniform mods or they'll spawn in their undies)
SOUND TEST mod - Do you happen to know if the game's "guts"/backend has the ability to make voices louder?
I.e. Microphone prop for ceremonies/promotions? 🎤
Radio.
lol "You guys at the back switch to 48..."
Yea, simple as that
I suppose that will work for a chilsim. Thanks for the feedback.
it's an interesting question, I suppose you could make someone's voice louder based on a variable yes
but I don't think I can have the sound play through speakers on some other part of the map
I don't think having to overcome game limitations is necessary immersion or simulation breaking, you can also just talk louder into your microphone which will increase voice range and volume for people in the back
Loud speaker mode for radios was also on some roadmap iirc
for the sound test mod I just wanted to see what is possible by just editing the final mix instead of changing any individual sounds, the most common "complaint" about vanilla sounds that I hear is that people expect weapons to be louder
but I also increased the bass because my subwoofer was a bit bored
I kinda made this one by accident testing textures but I kinda like it, how would you guys call this one? like the name of it in the items, otherwise it's like "camo 1"
damn I accidentally politics
I just need to come up with a name for this pattern, for arsenal listing purposes
Looks more polish to me. Call it "camouflage kurwa!"
✨ a camo ✨
I might change the colors a bit, but not sure how to call the pattern itself, I borrowed the shapes from OCP but this is pretty far from OCP
maybe I'll just make the colors OCP and call it OCP lmao
Very far from OCP
Not OCP 1
Forest camo ?
Woodland Arid lol
“Tri-Color”
Looks really nice
"Ratnik Woodland"
It’s a nice camo
how do I get the admin code for admin tools as a server owner?
Is your clumbsy mod still around
Stupid popular
It will be the same as your server’s “admin password”
how do you do this grass distance thing???
grass material and there might be some stuff for it in diag menu
i would really love for the devs or even a mod try and push the grass render distance to the max
Helldivers?
no, arma reforger
It looks like a planet on Helldivers🔥
please take photos of both sides for me if you can
if anyone has relatively high res and real (not diy paintjobs made to look worn) references for worn out paintjobs on the m4s please drop them here
Got you here in a few hours when I'm off work
I just remembered I'm not off work but I can swing home on duty, 5 AM things lmao
hey man no rush
@spice elk best I could do with an iPhone
Thank you!!
My pleasure
Is there an easy way to wipe all my servers loadouts for your loadout editor
It creates a folder inside the profile folder, you can just delete that and restart the server
thank you!
how does the middle of the upper wear out like that?
Show me specifically what you're looking at, I'm assuming the left side of the receiver though yeah?
With coffee and some wake up time I see what you're saying now.
That's the side that usually is down when it's set down on benches, tables, the ground, etc, or is against my carrier/rig when it's hanging free on its sling. It can rub on the carrier, any exposed magazines, zippers, etc and get scratched/worn like that. That's why it's worse on that side versus the right side.
thank you!! this helps a lot
No worries, happy to help. Welcome to hit me with questions anytime.
can I hit you with progress pics?
Looks fantastic. The tan/green painted receiver wear looks a little odd but for WIP that's awesome.
it's quite heavily worn, only remaining paint is pretty much in crevices
there will be also a medium worn version probably
I'm still experimenting with wear levels, so the final version will be different
I figured, and hell yeah that looks awesome
Damn Bacon, this all looks amazing
I will release what I have today in a bit and then add the remaining attachments like grips and stocks in a few days
and y'all can try it out while I take a break to do something else
That’s awesome man, thank you!
Awesome!!
UGL skins, mag skins, attachment skins will need to come a bit later because I'm a bit burnt out
yo bacon, idk if this is a good place to ask i can delete and move this if need be, but how do you go about adding rails to existing guns? like for instance if i wanted to add a rail to a vz58?
the easiest way for you to figure this out is to open something that has rails and check
oh i see, thank you, and aswell thank you for the amazing mods!
i added rails, spactre scope, and laser sight to a M4 for my missions by duplicating the gun i want to modify to my project and then editing the prefab and playing with its own baseloadout menu
yes i know that part, but i only have access to vanilla stuff it seems, so i gotta test it within the actual game
when you add mods to the game you can scan the mod folder when you open the workbench and use mooded models in your project
oh??
make sure you know this before you make mods:
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup
https://community.bistudio.com/wiki/Arma_Reforger:Resource_Manager
https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics
https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics
i think i am literally was just missing the last part, i have been doing alot of learning to get to the point to actually apply attachments, i was just clueless as to how to see modded items before loading in game
see the above links, most of it is minimum requirement
i'll look at those in a second, thank you
BTW, i've been trying to add a item to the HUD for a couple of days. is there a DOC that spells this out or anyone who can help me that you know of?
i posted there and enfusion configuration, no one replied. i'm the last post
did you try searching "hud" in those discord channels?
i tried a little, its such a specific problem i didnt think there would be much. i will try again though. thank you
Is anything new coming to game master FX 🥺
I would like to redo the whole mod from scratch but I have no time
What do you wanna change about it?
mostly all the code
Is your clumbsy mod still out I can’t find it
Yeah I can’t find It either 🥺
Wha
🙇🏼♂️ weird wonder why it wasn’t pulling up
Yeah it wasn’t coming up for me either lol
Honestly wouldn't be mad if you decided to take a break from updating the other mods to rework game master fx it's by far my favorite mod from you
👀 all I see is me having to relearn your stuff 😭
Nuh uh the blunderbust was the best
does the clumsy mod make it if an explosive lands by you can go ragdoll?
it only does what it says it does
POV bacon has all of our bank info and social security numbers
Wouldn’t put him past it
Ooooo, messing around with all the different texture options and wow man….amazing job🥹
BS, rubber ducky (squishy) takes that title easily
blunderbust
base weapon textures for default black parts are 183 MB, camo textures are 45 MB so far (all compressed)
If all the parts were uv unwrapped in the same direction I probably wouldnt need to export masks for each part
That's not bad at all imo
I made the bipod extend a little to make it taller and uploading now, maybe it helps
Niiiice
Nooo the pfp is ruined!!!
huh
it was a piece of bacon
It still is, this is just his pfp in this server lol
Car better
Thanx! Will check it. No word from BI yet on the M60
Sweeeet I pretty much have the exact one on my rifle
Wide cat is better imo
@bacon I tested the M110 bipod, It works now! Thanx! Most of the issues are gone now. Sometimes it deploys the same as the M60. The devs are aware of this. Thanx again for fixing it!
would it be possible to make a version of the M4 SBR with the stock pushed in?
if you are asking if it's physically possible to do so then yes, if you are asking if I'm going to do it then no
ok👍
Any chance of the m110s getting updated like the m4s?
Hey bacon have you ever thought of making it so that when you save a loadout the radio frequencies save as well?
no they should be set to whatever your group frequency is
I wish
when we are using bacon loadout editor, does he use the supply from the arsenal ?
I don’t think it does, I usually use bacon loadout when I test new mods because im too lazy to turn supply costs off. I think it doesn’t cost any supplies to take anything out of the box/equip a saved loadout
no, it does not care about supplies at all
ok
version 2 (whenever I have time for it) should be much better in this regard
Have you ever thought about making bigger mags for the m110 kinda like how the mk12 mod 1 has 30rd stan mags
Hi, is it possible to have bacon load out editor option in bottom space in dial menu which accessing crates?
huh?
have you ever been as far as decided to use or go want to look more like?
Needs to be higher
ah I honestly don't know how those actions are sorted, alphabetical maybe?
looks like
@spice elk do you think for the hexagon (netting) pattern, that making the hexagons smaller would make it look better? (Picture in Tom Clancy’s BP as reference)
yeah I want to redo the hexagon patterns
Gotcha, no worries. If you want, I could get some more pictures of the BP netting as reference if you want?
I just need some time to make the pattern textures
I think making it a sort of Khaki/tan that fades into black would look fantastic, or exactly as you have it now with some slight tunes & pattern changes as you mentioned you needed to do
I understand. Wanted to ask you since I suggested it a while ago. If you ever need any references let me know & I can try & get some better ones
this week I am probably taking a break from working on this particular mod because of burnout, but I will return to it in a bit
I get that 100%. You’ve been working a LOT
in the meantime references are always nice, real weapons / weapons that have seen combat are preferred
I could probably find some stuff for you
I think the smaller pattern with the sort of slow fade to black (picture 3, 4, & 5) looks really good. But so far you’ve nailed it with the tan-brown variant
M110 is 7.62x51, don't think you can get 30 round for them. Mk12 is 5.56x45 hence 30 round etc (shares the magwell of the ar15 or close to if not mistaken).
Not sure if anyone else answered already.
Wait i thought the m110 sass was the one that shot 7.62 nato but i digress thanks for this
All the m110 family are 7.62x51 (NATO) if I remember correctly from my research for TFM Weapons.
7.62 NATO is 7.62x51 iirc
I am off topic now though so apologies bacon.
762 NATO = 762x51 = 308
Any possibility of increasing the damage output of the Barret rifle? I’m surprised it doesn’t one hit enemies. Shot at one maybe 100 meters at most center mass and he still was on the ground breathing
I don't make cheat guns, the standard mag fires the same bullets as the m2 that is on top of a hummvee, and the game's vanilla damage system made it so characters can shrug off those rounds a lot of the time
if you look at the video you'll notice all 4 characters survived being shot with .50 from just a couple meters away when in reality none of them should have survived it, if you want bullets doing damage try the More Damage mod
First guy and last guy not even going down 🗿
After reviewing this footage, I can conclude that this is most likely an indicator of extreme barrel wear. Which considering this M2's circumstances (Jeep mounted) I would not be suprised if this M2 has been fighting since Normandy.
Also, 30 round AR-10 mags exist.
it's an indicator of the game's damage system being broken
May be the case, can you show me one inside an m110 that isn't an airsoft replica?
Regardless, I am proud to be the smaller man and bow out of this one.
There are 150 rounds magazine for HK416 out there too, but those are very rare and very unreliable, so rarely used
Does that 30rnd M110 magazine is really used outside of a lab ?
I was just saying that 30rnd mags for AR 10 pattern rifles exist.
We are massively off topic in his mod thread. Arguing/discussing a mag size, in use or not, is not the topic in question here, just saying.
If you want to discuss further, bounce to another channel?
Do you?
nah
Loving the new camos for the M4s
Made me excited I thought that was bacon stuff lolol
I love that mod btw I use it and along with ACE, it’s a solid combo
Bacon has a hexagon/netting camo. It’s a khaki to coyote brown sort of color
would love to know how to do foldable sights with a gun that has a bone already for it, there is optic creation stuff but nothing about iron sights, just zeroing
HOW DO U CHANGE THEM?
Using loadout editor and editing the gun from there
teehee
Think you may need to re-crouch to fix the hand placement
Btw thank you for all your work on reforger mods

What mod has the battery pack on your helmet?
That’s the “Patches for RHS” mod, I believe
Sounds like a skill issue. Or rather a balance issue because if it 1 tapped it would be overpowered
there's no such thing as balance in arma games, not really, things are supposed to work the way they are supposed to
Fair
the problem is, sometimes due to bugs they dont work
it seems to happen when you rest the weapon ;-;
oh I might be able to fix that (maybe)
Okee I hope so lol 😂 if not , no big deal
I’ll check it out, cheers
would it be overkill if I added a sticker slot on the lower receiver
Sounds like a cool idea
feelin like it might be too much cod
As long as there is an empty option ... but could mean a lot of work to design stickers
If you do that then I fully expect a Niki Minaj skin!
Yes (unless there's a peace dove) 👀
It’s absolutely acceptable lmao! Me and my buddy do it
@spice elk could we please get get semi auto versions of this for life roleplay community
That’s so extra
dont tell anyone I told you this secret tip but you control which buttons you press, so just use it in semi mode
In Arma Life every gun they have is set to semi automatically, dont believe it can be changed
there has to be a way the devs of arma life can just make the game switch back to semi when they attempt changing to auto, that way all guns work
Yeah pretty sure thats wht hes asking
yeah but it shouldnt require gun mod makers to make separate gun versions, the programmer could make it part of their game mode and it'd work everywhere!
Mhm, Arma Life devs dont really add anything anyway lol
Fair point
seems like a better use of time than having everyone make semi versions
with this kind of functionality you could even do something like allow cops/soldiers to use full auto, while civs can only use semi, with the same guns
or add a "black market upgrade" that gives you full auto and makes you a criminal! omg genius
I should be a life dev
I swear if I blasted by some dude with an anime girl on the side of his block 2 I’m quitting the game then and there 😂
in the initial versions I actually also had separate customization slots for the buffer tube, charging handle, trigger and nuts/bolts on the receivers
Iv tired but nobody listens nd iv asked people make versions semi auto but nobody will make on nd i can't do it myself
Because i can't afford a laptop broski
do you mean you run a life server?
That’s actually wild
remind me of the semi auto thing on like, sunday, I want to check if my suggestion is actually possible
Yeah i do
Iv been trying to get people to make versions of your m4s to semi auto only with no luck so thought u would ask you
please remind me on Sunday
Radian Raptor????!!!!!!???!??!!
bacon little qeustion if it doesnt show the remove option on the sup , does that happen because the gun already has the prefab on it from the start or is something else missing ?
there's an image with explanation of this behavior in the assets somewhere
Okay
Would it be possible to make a mod so GMs can swap ai factions again?
idk if it was base game or some game master mod. But you used to be able to select ai factions.
it was, and would be, nice for GMs to spawn enemy ai, swap them to BluFor, then players can sneak around in civilian clothes or enemy uniforms until the blow their cover and the GM swaps them back to OpFor
you can still do that
In conflict?
When I go into properties of the ai. It's not there anymore
Would Gramps PvE Remix block that?
in Game Master - conflict is a different game mode
Yeah. I'm meaning in a multi-player server with a pve conflict mod.
you used to be able to
conflict is not supposed to have game masters in it which is why you cannot vote yourself in as GM, so it's not surprising that some game master features are not available, but perhaps someone will mod them in
It's just weird it used to work but doesn't now.
so I didn't know if it was possible to change it back in server setting or with a mod
you mean where you double click on the AI group?
If that's how you open properties on PC.
its x on xbox. And factions used to be at the top of the ai properties tab along with health and such.
But quit showing a while back
and you are sure you are editing the group and not the character?
Yeah
ah well, I guess it was removed 😦
It still works, I'll send a clip
Darn... I've noticed various random changes since 1.0 and since that last main update.
including several placable objects in gamemaster being removed for some reason
Maybe it's something with Gramps Pve remix
I brought it up in gramps discord. Not had a response form him yet
It's possible.
Gramps remix, rhs, or maybe both...
Have to do some more testing today once the sever owner has time
bacon, I'm having a problem changing the cost of the m110 in the arsenal, the barret m82 is normal I changed it and it worked but the m110 has something different that doesn't change
looks fine to me man, it should work
oh no the tan one has the black suppressor must fix
I realized that only weapons that have Weapon_Rack inside Arsenal Display data that have this problem, all the others that don't have this component can I change their cost normally, can you test it on yours by making mods dependent on this and trying to change the cost?
I disabled the ones that already come with the mod, I created another slot the prefab I put them in the slot and it worked
Hey bacon, I'm trying to get your suppressors to work with the M249 from RHS (Duplicated Prefab), I've added the ability to even attach the suppressor to the gun just going off your M4 and I added the WeaponSuppressionComponent to the gun as well, but I can't get the suppressor to suppress (Gun sound is still the same) how could I go about making the sound work properly?
Nevermind I finally figured it out, smoothbrain moment
Edit the SoundComponent
Should be a custom Suppressed sound that has the necessary stuff and will play when the gun is fired with a suppressor
Use the M4s to start with and go from there
Could be a load order issue 🤔
Bacon I’m on pc and don’t know the controls to change my weapon color either that or it don’t work to for me
I didn't realize you would respond my bad, shit
For curious onlookers: I said hit Alt F4
lol jsut make your own life, I got myself and a team of guys wieghing heavily on it ;-; and we come from arma 2 days
it was a bit more than that, but pretty much sums it up. I was just looking for so long not thinking it would be IN the audio file. I tend to get too ambitious and start doing things before fully learning it, I didn't even know you could open up the audio files lmao. Finally diving into the tools after the game is in a better state now
and because bacon is an absolute gamer and got supressors working before the devs I'm trying to understand how he did it so I can make suppressors for other guns and not reuse the same sound for everything
Hey @spice elk what is the total peak player count tonight ?
my data says peak 5253
Thank you
at 9:30 PM UTC, but I think I have a bug with my stats
I know the workshop has an API, is there one for the server browser too?
That's twice of what it was last month
Bacon I’m on PC and I swear to you bro..I still don’t know how to change the weapon camo
when you hover over the weapon in the loadout editor's gear tab it will tell you which key to press on the bottom of the screen
Okay I’ll try that! Thank you !
@spice elk you told me to remind you
yeah so its possible to force fire mode to stay on single or safe for a character but I dont know how to integrate it in a way that police or military could bypass it
Could u not make a version of the weapon witch just is semi auto only?
Or a lower witch only allows semi auto
actually I cannot make an override of the weapon that removes a firemode, I don't think
Srg has one but for task force Maddock weapons
Makes semi auto versions of task force Maddock weapons
https://reforger.armaplatform.com/workshop/5F115196D5D5E2F0-NoFullAutoCivMattock
We do use this but your weapons have way more customisation
Compared to them
ah I guess it could be created with a duplicate
If you wouldn't mind it would be very appreciated
which life mod are you using?
We don't use one we run all our stuff through regular gm
do you have players join a civillian faction to play?
