#bacon (mod status in pins)
1 messages · Page 8 of 1
I like my lasers not being batsignal searchlights so I will probably keep the light cone small even if it's less realistic
you are welcome to make your own version that produces more light
true, what about a second option, not batsignal..but maybe medium?
you can tweak the radius and intensity in the light entity that is a child in the attachment prefab, and the light entity manager component on the parent
Right...lmao...
@ivory scarab maybe you missed it but this dude is looking into it #1110586149740748890 message
@ivory scarab refund and consuming from arsenal attached resource component already in. Havent touched the loadouts yet though.
Thanks
dont mind the colors, its gonna be black or white
does it show how much supply is dedicated to arsenal?
it does display on buy, I havent setup a widget yet
@ivory scarab
thats perfect
this is coming along nicely
@spice elk the gm loadouts work prefect dude, here’s my attempt at army ranger squad from 2008, thank you so much
bet, game masters have already caught me off guard with them a few times - they dressed up enemies similar to players and I didnt shoot them until it was too late
lol ya, this definitely saves gms time setting up ai kits and also saves mod space without having to download a dozen or so custom factions or faction reskins
I wish other modders were open to this kinda collab more often to make the overall experience better
Wait is this a new update you can make custom squads?
there's 10 loadout slots for admins to create that game masters can then use on any AI character (from the GM mode)
So you can apply loadouts from GM?
What have you done 💀you’ve made it super easy to make the enemy dress up as friendlies
yes that was the idea
@spice elk hey mate what would be the chances of getting some camo colours to the m110 snipers or being old to change the colours of each peace of the weapons like the m4 version you have.
pretty big when I have a couple weekends of time to bake out the textures
Ok mate. Love to see it in the future
I would love to do a bit more than just swapping out the parts for the tan/black versions
Where is that peq device from? Which mod?
Sierra golf
Which mod has that ucp
Thanks
Stary armory also has
It looks too bright . Maybe for a winter map
bacon did you make the zombie mod
No, no bacon did not.
@spice elk love the Gm load out thing u made helped me get some great photos
yay!!!!
What does gm loadout do Just give you extra loadout slots if you have gm rights
You make loadouts and put them on AI
What mod has the CH-47?
Kunar
It's a static prop on kunar. For mission objectives. Marked by "?" On the map and in gm
Thanks
Any chance to attend a live stream when you do so ? would love to watch it to learn more about texturing and how you process to have this quality
absolutely
as you can see here #enfusion_texture message all the M4 parts are loaded into painter as one project with udims and I am exporting the masks to assemble in the multi material in engine later (so I can take tiger stripe + some camo and make a skin)
I need to sit down and look at this stuff closer to make my 240 modular using your system, that and learning udim etc
the Painter project exports 345 textures, a python script moves and renames those to the Workbench project, then I assemble them in the materials and run another python script before uploading to Workshop that removes all textures that are not used from the project
you can get an idea how the layering works here (in case you dont have experience with mat pbr multi)
Would be awesome thanks ! Yeah I saw about that in textures maker, very interesting way I'd like to know more on how to achieve this
how do ai react to seeing when in gas? do they take it like its smoke or do they engage like nothings there?
it should block like smoke
sweet
Does anyone know the controls for the parachute?
a
cmon its not hard its the exact same for 99% of all games
In left 4 dead it’s tilde
I know how to deploy it, how do you control it? I keep ragdolling.
skill issue then because that message i said applies
If you're jumping out of a helicopter, make sure it's not going anything above 2 knots/hour as it will cause you to ragdoll. Get it into a auto hover and you'll be fine
I was jumping out out of Heine's c17.
@spice elk "Hello! I would like to know the name of the mod you are using. Could you please tell me?"
100 percent Jimmy Neutron. That's why I'm asking. Take your superiority complex somewhere else.
bacon loadout editor?
The fact people don't know what it is, is crazy
there are people that use it and dont know the m4 has parts 😭
gif of man falling over
Seriously? Wow. I find looking for the best colour scheme one of the best parts of the bacon M4. My favourites are Almost FIA and Olive
Your welcome for suggesting FIA. I have seen nobody else use it except for myself
underrated
It's brilliant on everon and arland
Definitely the best camo on the list without a doubt
And desert brush is great for Kunar
I like the winter one but not many chances to use it recently
FIA works everywhere and should be used everywhere apart from winter*
No real winter maps (or not that I know of)
Every map can be winter with kex's wintify mod so we have lots of winter maps
Never heard of it 🤔 thanks will check it out
kunar winter?
My unit regularly do seasons where every few weeks we make it a different season. Autumn, winter, spring
I mean kunar already has snow
more
Not enough to not justify usage of Desert camo in its OG form. I mean my group generally use MC so the M4 camo that looks similar is cool ig
is there a camo that multiple people would like to see? as in not just 1 or 2 guys, preferably also a real/realistic one
wonder what level of effort would it take to make a worn camo that starts off fully painted and the more you fire it will gradually become worn
but I dont think players on average survive long enough that it would have visible wear
rizz camo
this already exists arma rerizzer
hmmm, can you change the masks’ (sliders) based on number of fired rounds?
thats what I was wondering about, if the mask can be interacted with (either through refs or parametric material), the rounds part is easy
imma try it out right now 
nope Refs dont work on MaskOffset_2
Unicorn camo
not quite the same but I feel like you could do something similar based on rank in Conflict alá how Red Orchestra 2 used to have experienced players looking like veterans vs freshie noobs
that sounds cool
or how the old arma 2 dayz mod used to work with bandits and heros at x amount of points skin turned into a hero or at -x a bandit
Grey (not black)
I wonder if suppressors/barrels getting hot (slight red color visible at night/dusk) could be implemented in a similar fashion🤔.
Is there anyway we could have the option for a stubby or full sized grips behind the bipod of the M110?
@spice elk Hi. I'm having a bit of a problem with GM Persistent Loadouts. I might be wrong, but I'm looking at the debugger and it seems that the init call for the item blacklists is missing from the modded ArsenalManagerComponent. Care to take a look? Is this the right place to provide additional details?
I think the blacklists do work because my m4 was blacklisted and it didnt allow it to save, can you save items that are blacklisted?
Nope, in the simplest Conflict scenario (all vanilla managers/few bases) I can save the items from the vanilla blacklist (specifically the manpack radios). The debugger says that the blacklist is empty at the time of the check. It's not empty without the mod.
In the original SCR_ArsenalManagerComponent there's EOnInit() method that initializes m_LoadoutSaveBlackListHolder, but in the modded **EOnInit **there's no initialization, and there's no super.OnInit() either. As a result, **m_LoadoutSaveBlackListHolder **and the blacklists themselves remain unitialized while using the mod, the inventory blacklisting doesn't work, and I can observe that both in the editor and on the dedicated server. Am I missing something?
OK!! If you can create a bug report in my discord (see pins) I would appreciate it, with all the details you have
Sure I can, but atm I'm not sure this is a bug, because a lot of servers have the same version of the mod working
the servers I play on do not have loadout blacklists though, so if you can repro a blacklisted item being able to be saved then it would classify as a bug
Double checked and done, should be ticket-12
ok thank you will try to look into it over the weekend
Thanks in advance, feel free to DM me if you need anything
Do you know if there’s a way to create a GM loadout that won’t override the vocals for the AI? For example, I create a loadout using the bacon loadout editor, save it, then when I use it on a Soviet group, they use American voices to callout movement.
Was the entity you used to create the load out from the soviet faction
No it was on the American side. I performed the loadout creation on a conflict server were I couldn’t create a Soviet team to join. Would it work if I was to take over a Soviet ai and then use the arsenal box to do so?
yes it is saving the whole character (except the identity apparently) not just gear
Hello everybody has anyone experience the fact that a loadout save with a specific rank give you back this specific rank
and evertyime your are demote promote because the server dont really know wich level your are suposse to have ?
whole character is saved, literally above your message
Yup i saw that just wanted to know if it was a specifi feature you wanted to add or just a config i can change in order to not save the rank
I guess you could make a mod that changes this behavior and publish it, I'm personally not interested in conflict so I'm gonna say pass
Is the grip on the SBR gonna ever be changeable ?
no
🥲
Maybe when/if BI makes it that way for this game 😭. Till then we gonna be sad.
What happens if you actually load the light prop mod into an MP server?
Not tested
Imma test it >:))
Its now going up on my server
Results?
@formal swallow photo props updated with point lights, some more settings for lights, 3 projectile emitters and some other stuff
Oh word, I’ll check it out today
also added FOV slider to armavision options so you can do stuff like this
Oooo, how does the FOV slider differ from the vanilla zoom?
no idea what that is, I wanted a FOV slider, if it does the same thing then you can ignore it
yeah finally
the bullets and rockets it fires should not deal any damage (to characters/vehicles), otherwise act as normal
Tracers do not stay in air when world paused, other than that, its perfect!
do bullets you fire out of your gun stay when paused?
ah ok so it should be fixable, will try to fix it this year
Very cool additions Mr bacon😎
Love the embers and the bendy backdrop
I think I should add a 2x bigger version of the backdrop, it turned out to be quite smol
no more time for this today tho
No worries, you have renewed the tools of which I use. That is enough for today. Time for hibernation
actually projectiles that I fire do not stop when I pause the game
at least not in workbench
if I can ever get alignment sphere to work I can add static tracer projectiles
What is the alignment sphere?
it's an alignment sphere, but it doesnt work yet
you can sort of guess what I want it to do when you look at its faces, hopefully eventually I will figure out a way for the game to let you place things aligned to the alignment sphere if upside down
Is the intended purpose so that you can angle stuff or change the axis of objects?
pretty much, it should help me when placing objects upside down at specific angles, but the game HATES it
Oh nice
if you hold lctrl and move your scroll wheel, you zoom in and out.
I know, I found out after adding the FOV selector
lol the slider is probably faster anyways
More precise too; the other way you’re just guessing your fov
you're right, but it has no visual feedback, so idk if it's even that useful, I implemented it by mistake honestly
It’s been useful for me when I was using it
oh ok my bad never removing it then
It’s down to you at the end of the day, but at least for me it’s been good 😂 I can’t speak for others though
I need to add this to my server
FOV slider is the same as zooming in and out
It ain't
Yes it is lol
It is. Bacon just didnt know it was a thing until after he added it lol
Also pretty sure I would know with how much I work with Armavision
Bacons goes a lot more than the arma reforger zoom is the thing
no idea personally
hey do we know a mod that allows knife holding? also random question i didnt try but does the pan mod have any affect to allow knife to be held?
the pan is just a visual pistol reskin
There's one called functional knifes
Knives*
yeah but it crashed my game think it needs updating
Doesn't crash mine
We need some new admin tools sneak peeks
posting code snippets is boring
i was thinking more of features
does an admin command to send notifications remotely count as a cool feature?
would there be an option to do a full screen message ?
DROP DATABASE "AllPlayerProgress";
That’s pretty cool
Bold of you to assume reforger has database support
That sounds fire, especially on PVE with the AI counters, would be sick to be able to ping the whole server to tell them what direction to attack next
standard functionality should allow you to send notification remotely to:
- everyone
- admins only
- GMs only
- specific player
(maybe) specific faction
That’s fantastic! This will be massive for our server ❤️
but this is not a feature of the notifications function but a core network feature, so it applies to all network data, but notifications are just a good use of it
Is there a way to make ban messages?
what is a ban message
Like a ban reason I guess when you ban players
idk I am not working on ban system yet
Alr I just didn’t know if it was something enfusion was capable of
will probably find out at that stage
What are your goals for the project though?
admin tools but better
It would be funny for someone to be in the woods alone and then they get the message “I see you” lol
Is there a character limit for the messages? Gonna send ASCII art server wide
Idk but it will be wrapped
is bacon loadouts gone i cant seem to find it?
No it’s till up.
gotcha let me keep looking then
Can you not make yourself invisible anymore using your admin mod?
Was never a possibility.
A mod allowed you to make yourself invisible and put yourself in god mode
There is yes but it wasn't bacon.
What is it?
Not bacon so it shouldn't be in this thread
Can you dm me it then?
Might sound crazy but would a toxic gas grenade be possible?
I dont see why not, most of what people are asking about is possible

Honestly, we need some better gas mask. We got a good amount of gas and that mod has the gas nades, but only like 2 working gas mask mods
Tiny is working on trimming VLST's Equipment mod for gasmasks and armbands. Keep an eye out
I will definitely be keeping an eye out for that, thank you good sir
Only kind of problem I see with this mod is the gas grenades spawn a permanent gas cloud that only a gm can delete.
same issue with the only mod that add white phosphorus artillery. It adds a small fire only a gm can delete.
.
So you could have issues with players spamming gas at spawn areas or anywhere where people might not have a mask.
and gms will have to be careful with the white phosphorus with how many Place ables are spawned, especially with the extra bomblet cluster artillery.
.
great mods though. Look forward to the future of them
this thread is for my mods
Sorry Bacon ❤️
Heard something about bacon making a new loadout editor and was curious if anyone has any details he might have shared in here previously? Scrolled through here for awhile but couldn’t find anything. And last I heard he was looking to move on from the project as I guess someone else was working on a similar project and he wanted to use his time elsewhere on other projects.
the only project I announced to be in development is admin tools
I love your new mod looks very cool can’t wait to see what it holds for the future
What about the robots
Its already in the workshop son...
The mod being?
It's Classified
🙄
Do you have any comments on the impending robot invasion?
Classified
I’ll find the mod
This guy
step 1 open workshop
step 2 type in Classified
step 3 magic
I’ll take photos of it before you 
Already done that
lol just saw that on your portfolio
Arma Robotforger?
Arma roborger
That's the one
Just did a few ops playing as the robot against a few in my unit as a test run and holy hell is it fun to play as the robot
Were your non robot enemies shitting their pants?
Oh it is classified
Yeah... Classified
It's very classified
ik its not a multiplayer mod but the bullet emitters only go north in multiplayer
even if the direction pointer is heading south,east,west it only goes north
incredibly classified
Fuck I'm dumb...
Apparently alot of people are so don't stress it lmao
I’m definitely not one of them but I just can’t believe it’s classified
So is the robot just basically a normal AI or is there something wacky to it
Nah he is already dead
Normal ai but there's a few small features
Oh?
more health, more speed, better perception classified
That’s classified
Sounds great for a sci fi operation.
AUTOMATONS? CALL IN THE EAGLES
finally you can get your butt handed to you in reforger just like in hell divers
Fr now we need the terminids
on a serious note, this mod has nothing to do with hell divers, and it's not a release so I will stop posting info about it until it is (if it ever is)
What mod? I don’t know what you’re talking about?
Its classified
Classified doesn’t exist so don’t talk about it
time to gaslight everyone
I can’t wait for classified to be apart of server admin tools
I'm 100% doing some terminator style ops with this
just dont use mods that alter AI behavior like CRX and (maybe) GME as it might make them dumber
I only accept bug reports in my Discord (see pins)
if you can reproduce it without any other mods then by all means let me know
👌
my friend wanted to know if your ever gonna be able to change the radius on the gas in your gm fx mod
will you pick up the drone project again? I can imagine the rus/ukr players frothing at the mouth
We got Cold War robots in Arma before GTA 6
Nuh uh
yuh uh
I have a license
darn, ok
is the zu-23 back?
well it is classified
classified
i know what it is for
you know why i scrolled up in the channel
It needs to be or we riot 😂😂jkjk (no but fr )
Hey that’s classified!
thats what i said
Bacon that's so funny bro I tested them out! they don't like to attack other factions to much, but when threatened they're scary!! long story short, It's def as the description says, but fun nontheless
blender
ohhh
did you try changing their factions? they wont attack friendlies
mhm Ichanged them 🙂 i wanted them to attack the US , lol their eyes turn red when threatnedm nice feature
they have no problem shooting enemies for me, you could try removing any AI mods and using a vanilla map to rule out AI mods making them dumber and map having incorrect AI stuff
I gneuinely believe it might me the map im on
They no longer civi faction?
This hurt's... 😥
I did not investigate but it seems their shooting accuracy is lower with AI mods on, they also sometimes not fire at all like they were completely suppressed
Yeah you totally right with this. 😉👍
a bunch of the changes I do in script so it shouldn't be too bad, like I change their perception factors in script to 2.5x every time their threat state changes, but there's probably a lot of things I don't change that get changed
modded maps on the other hand have navmesh problems or come with buildings that dont have view geometry etc it just makes the AI weird
Yeah if you like to have a very specific A.I. like your's it's probably best to not combine it with other A.I. mod's to get the real thing.
or maybe people can use it and it will be lower difficulty, because they are pretty hard to kill when their AI does not glitch out, it might not be fun for some people
Had no issues running them with CRX Enfusion
Mine won't attack anyone is there some method I don't understand
change the group's faction
Ohh is that only possible for groups? I remember trying for individual entities.
Yeah spawn a few. Highlight them and create new AI group and then just edit the group properties to some faction you’re trying to face them off against
Ohh sweet thanks
GME lets you change the AI intelligence on a % scale that is at default 50 but you can change it in world settings and character/group settings. CRX is generally broken rn and I wouldn’t recommend using it in general because it brings more cons than pros due to most of the features not working.
(For those who are curious)
Are there in game limitations that would prevent someone from making a GM placed A-10 gun run similar to your gmfx arty strikes? Like if it's even possible that is
I haven't modded before but it something I've been thinking of
rhs dev has something like that with rockets, an fa18c flies over the point and shoots a rocket at the target
I knew about this, it was the GBU strike that they recalled to the dev version but that was also essentially a single artillery strike with plane sounds added lol, I'm just worried that a gun run would cause a large amount of server lag
Realistically it wouldn’t cause anymore lag than bacons cluster artillery
Thats good to know
not really, some scripting and you got a gun run
Dope, I'll see if I can wrap my tiny brain around it at some point
Easiest way would be the same way RHS did it probably. Just an explosion after a period of time but there is a animation that plays before band so it looks like the missile or gbu caused it
did anyone try that cookie recipe yet
im waiting for a cheesy one
I have baked cheese scones for the community centre I work at, but I don't have the recipe
well that sounds great, post it here when you find it!
i know the trick is to add a lil mustard flour 😛
no we dont use mustard flour where i work. I think its just normal scone with cheese not fruit in ifaik. ill have a look im taking them fudge in in a few days anyway
I was referring to this #1110586149740748890 message
i know i saw. 🙂
Hello bacon, quick question in the server tools how do you detect the server restart event ? sometime iv got message but the serveur dont restart ?
what message?
the event who print Game started
The message says "Game started" and not "Server started", this should answer your question!
yes but i dont understand how do you manage to get this info ? for exemple why i have this event call even if i have player playing
When the game starts, the Game started event is fired
Maybe you can think of it like mission start, does that make more sense? In conflict when a team wins the game (mission) is restarted
yes it's on a conflict mission but they are not wining the map (i thnink it might be because the cap point necerrely to win is under the real number of base i might investigate this ) Thanks for the answer
It is quite literal, when the game state changes to started then the event is created. Any kind of game start, so mission end, game master doing a restart or admin using #restart command
Yes it's stange that i have so much event called and nothing change in the server no winnign screen, no restart is made and no scenario is restared
it's interesting that the Game Ended event doesn't fire, are you 100% sure the server isn't crashing?
yup the player will have spam me or could it be like a huge freeze that nobody notice
OK, i would need to see logs over this timeframe to see whats up, if you can't figure it out feel free to DM them to me
whats the difference between the VTOL and VTOL TEST
Anyone else's game freezing when selecting a saved kit in the bacon editor?
You have broken mods
First is using vanilla network movement interpolation, second is using movement interpolation I made
something something funny words magic man
We have encounter this probleme we have wiped the save file and it worked again, for a reason some save are fuck up or not complet and the loadout have hardtime reading the file
Thanks. good to know I'm not the only one encountering this issue 🙂
I'll wipe the loadouts and try again, might cull some mods to help find the culprit
we have frezze for about 1 min but people where still can talk and when they disconnect reconnect their entity where bug and their old player was repalce by an ai
fyi Bacon
17:25:40
SCRIPT (E): Bacon_GunBuilderUI_PlayerControllerComponent.Action_ApplyPlayerLoadout_StepTwo | An important entity disappeared before the loadout could be loaded for player id: 1, identity: 04a7f4d4-0b83-4c64-bb22-40a678fa1b99
SCRIPT (E): Bacon_GunBuilderUI_PlayerControllerComponent.Action_ApplyPlayerLoadout_StepTwo | newEntity: NULL
SCRIPT (E): Bacon_GunBuilderUI_PlayerControllerComponent.Action_ApplyPlayerLoadout_StepTwo | previousEntity: SCR_ChimeraCharacter<0x00007F678799A3F0> @"ENTITY:4611686018427396499" ('SCR_ChimeraCharacter','Assets/Characters/Basebody/Basebody_Male_01.xob') at <14931.333984 3.400000 15430.776367> @"{918C557BF3506286}Prefabs/Characters/Campaign/Final/Campaign_USSR_Base.et"
SCRIPT (E): Bacon_GunBuilderUI_PlayerControllerComponent.Action_ApplyPlayerLoadout_StepTwo | controller: NULL```
You can report a bug in my Discord if you want, but I have never seen this to be caused by a bug in the editor
An important entity disappeared before the loadout could be loaded
This is a safeguard so your server doesnt crash. Problem is not in editor. Maybe the character was valid at the time of saving but after a server restart and mod change it is no longer valid.
Legend, cheers. I'll look into it
AS we speak we just encounter back the probleme
in general when you change mods that have gear or items in them, it is a good idea to wipe the saved loadouts
Happens with newly created loadouts as well as old ones.
can it be reproduced in vanilla, or with NO OTHER MODS LOADED? if yes - submit bug, if no - not loadout editor issue
i dont thinks so it seems to be when the laodout save file a huge with a bunch of moded content and a lot of save for various player
i dont know if it big or no but at that size we have the trouble it's only the US folder in the baconloadoutsave inside profile
if the file fails to load it will be logged as an error
Thanks Bacon, tested on vanilla, cannot be replicated.
@stiff shuttle setting the server AI limit to -1 fixed it for us.
No idea how AI is related to loading a character kit, but it is.
Maybe AI takes control of the character briefly in the transition of loading a new character kit?
the character's AI agent is not turned on, but it is not a player, so the AI Limit might be preventing it from being spawned
it works by spawning the saved character first and then transferring your consciousness to it
When you are in multiplayer check out how smooth VTOL and VTOL TEST are when piloted by other players. One of them should be smoother. In current version VTOL TEST will also be more audible when piloted by other players.
The mods out??
it's classified
See now I don’t know if the status is classified or if it’s the classified mod you have released lol
Mod
Heard that
... it's classified
🤫
I'm having an issue with the ural ZU23. When I spawn it using GM or from the vehicle building, it doesn't work properly (attached image). Is this a known issue?
Any other mods in your server?
I accept bug reports in my discord only
bug report there is probably a bug in some of your mods
I am 95% positive you are correct
bug report some mods probably dont even work
probably also true
hey Bacon, I was qondering if you might add a version of the Artillery Barrage, but infinite? and also potentially some AA Tracer fire?
no plans
thats fair
Bacon what mods are you cooking?
cooking mods
W
Bacon probably has some great shit in the cooks *** that are apart of his personal roadmap because we don't provide enough pigs to his liking ***
The peasents don't get to peek into God's kingdom
Bacon grows on trees where I’m from… (Aneurism lane)
But yeah, he’s cooking in four kitchens rn 😂
In reference to all things classified, said things appear to be working just fine on our server. We appreciate it and all the other hard work you put in for the community.
Yes, these items have been very satisfactory within our server as well. It is enjoyed amongst the group and much appreciated.
with the new APC, could you put your gun stabilizer on it pls?
not right now ofc but whenever
Idk
wait until u see the interior 
your makin tanks now?
no
oh
testing out an APC model but making vehicles in the tools is extremely weird with things randomly not working, parts of the model becoming randomly offset, tools just outright crashing, so not sure if it will ever make it into the GM entity list
Now that there is a new zombie mod. Is there any chance of the mutants mod returning?
Bacon just cant escape it
what's this about an apc?
For the classified mod.
Tbh it’s so classified I mean the best part is the new classified. Idk though it could be the new classified version of the classified it flys so well 😭. The classified are cool too when there eyes change classified when classified players.
Tbh I’d recommend classified to any player it’s such a rush of classified to ignore 😁
ooh
Is this out?
It’s classified
#1262516870716850310 message
https://discord.gg/ceo-of-bacon
Cant find the classified, whats it under in the gm spawn
Nvm found them at the classified
It's not even half done yet so dont have high expectations (or any for that matter)
It’s pretty cool even for not half done
Yay! GZ makes it to my discord. Points!
Lmao
you suck at spelling, did you even make it past 1st grade? its classified not classified. get it right jeenyus
Is it possible to add a burster fire lower receiver to the block two mod, so it can be swapped out in the editor?
no
disgusting even if it was possible😭
real
whats in the update for classified? was the classified added to the classified? did classified get classified? did classified get fixed?
Erm that’s classified 😛
We already have them on server. Probably 3 or 4 months now.
so ur saying someone violated the license of GMFX
or did they make their own gas clouds
i believe its this mod aint it ? https://reforger.armaplatform.com/workshop/622955949A4CBC17-GMFXchemicalwafareexpansion , only otheri know of is sunburst gas canister
its a good addition to your mod (say you dont TOS it) but definitely needs some work^
why was this made https://reforger.armaplatform.com/workshop/61A4BDD149E0F717-ArmaRerizzer i have to know why
Based mod
the voices in my head told me to
To be bacon for 5 minutes might be a horror game
Hi, Im the voice in Bacon’s head
5nights at bacons l0-0]
least schizophrenic C# dev
Someone got bored lmao
someone?
Did Bacon officially make it?
yes
Wow lol I'm suprised I thought it was some random dev
he said it right there
HI
my friend had a mental breakdown after i added the mod to my server
you can see the author of a mod when you open the mod in the workshop
Good point. I'm not at my xbox rn so I couldve just checked then. Defo giving that one a miss lol
Don't need to be at your device lol
was refusing to load on my phone which at the time was all i had
bacon thank you for this mod https://reforger.armaplatform.com/workshop/622120A5448725E3-BaconRavage
now people cant just hide ontop of vehicles and kill all the zombies
???, what this do ?
zombies
stop removing. dayz tactics.
Will this eventually have similar features to the original Ravage (A3) mod?
Its neither a suggestion or a request. But rather a question since he has labelled it as Ravage 😉
Mb
Though knowing bacons mods I wouldn’t assume it to be a direct recreation of A3s ravage but some overlapping features and some unique ones If it even continues development
This is a revival of the Ravage mod for Arma Reforger, it has nothing to do with Arma 3
Or to be specific, revival of Bacon Ravage mod for Arma Reforger, which was an extension of the Ravage mod for Reforger
How did you get it working? I thought the original ravage source was gone
In any case im stoked to see it return
idk it just happened
most notable changes from original ravage:
- All zombies have blood applied automatically on spawn, using the default character skin (so all clothing variants will have blood)
- More groups/variants
- Waypoints are sort of followed when no combat target is known
- US, USSR, FIA zombies carry a very small quantity of rifle magazines
- Increased danger event memory (how long they stay interested in potential unknown threat)
- Sounds are slightly quieter
changes from original bacon ravage:
- Exploder will blow up when it melees you
- Clumsiness/trample mechanics (currently disabled until I can figure out how to make them unholster the dummy pistol when waking up)
do they go towards gunshots? and are they able to destroy vehicles? also is it just randomized gear when they spawn like it selects random gear if so does that include modded gear?
everything not in my above list is how it was with ravage
shitty pistol zombies added to military zombie squads
Somehow, with the Ravage mod, when I try to spawn certain Zombies, such as the exploder, it instead spawns a Robot with Hamr from some classified source. Same for a couple of the other ones, too. Not sure what's going on there.
vanilla bug i believe but dont quote me
Your mods loaded in different order than server, its a bug for a while and has nothing to do with ravage.
Right on, man. I figured it was something similar, but figured I'd give mention just in case. Appreciate it, man.
sometimes it will fix itself for you when you rejoin the server, but you may fix this "permanently" by specifying all mods that add GM entities in your config in case you have dependencies that arent in the config
Noted and I appreciate that. I do, however, always add the dependencies and put them in the typical dependent/dependency load order, as applicable. Unfortunately, I don't have access to Workbench yet. Tried to get around that with Geforce now, but it doesn't pop up on there anymore, for some aggravating reason, and I've got a lot of gd scripting that needs done. I'm just going to have to stop being cheap and buy another bomb assed PC, lol. Either way, always appreciate the info. Thank you!
I am talking about server/game load order so not related to workbench
Ahh, okay. I'll have to talk to Black about how to "specify" said entities, as I'm not sure I'm tracking on how to exactly do that where the config.Json is concerned, other than placing them in the correct order.
some dependency might be missing from json, this bug has been in the game since... forever
Yeah, I am tracking on that. Everything appears to be there. I double and sometimes triple check for dependencies on each mod when I add it, especially afterwards when I experience anomalies. I'm kind of OCD that way, lol.
like I rejoin the server and it'll work
Hi there, is this the place where i can get help with the loadout editor? if so, the russian side on my scenario cant save their loadout, but the US can, have not added any mods to the arsenal myself but there are modded weapons in there
it says this, if you need more details to be able to help let me know :)
It’s possible the weapons that are added might be “US” as a base and meant for PVE, you could fix this by adjusting the saving by using the GM menu and adjusting the saved loadout restrictions
Unsure on any more information as I myself am not a modder but am a GM who has to adjust settings constantly 😂😂
you use the GM menu ingame right, does that save? or do i have to redo it every game
im currently in the enfusion workbench is why im asking
Yeah GM menu in game, it does not save unfortunately, as this is going off topic feel free to DM me for more any extra info, if I don’t know it I’ll ask one of our team
its a bacon loadout editor issue i think, or me being a dum dum with it, cause your fix did not fix it :\
so my question in here remains, but thanks for your help :)
Test in vanilla game master. Join both factions and try to save. If works then issue not on my end.
how would i test whatever is making it unsavable, any logs i can check?
Start vanilla game master, place spawnpoints for US and USSR, place arsenals, spawn as each, try to save loadout in said arsenals.
sorry im stupid, im sure its not an issue on your end bacon you know what you're doing, its most likely me that just messed up somewhere
does it have to be game master? im in a conflict mode now
Conflict might work
is this something related? happens when i open the loadout editor
Step 1 is try to repro with vanilla. This tells you if problem is in my mod or in yours.
roger that
so basically make a new scenario with just bacon editor, plop down two bases and spawn in
No. Start vanilla + mod. Test.
There might be a log depending on what the issue with saving is. If it says "Rejected by arsenal manager" then your arsenal save settings are marking your loadout as invalid.
it says Rejected by arsenal manager
i put a screenshot up a little up in the chat history
the US team can save, not USSR
Okay so your loadout saving settings are marking your loadout as invalid
im very new so i apologize for the amount of questions, but where do i change those settings?
First try saving with the Save Loadout action when looking at the box, it will tell you why it is rejected
You gotta have the settings of the box savable for all factions. Should be no item restrictions
i dont want the ussr to run around with american weapons
make sure that your faction is actually ussr, ie. you joined this faction from the spawn menu
i did ye
are you using some custom characters?
i dont think i am no
idk then, the text from the screenshot is usually right
OH WAIT, better ru is a mod i added, might have changed the spawn gear?
Where do i do this? i'll fix it like this temporarily till i actually look at the arsenal content
If your on Xbox in GM hold x on the box while in GM , and edit it's properties on the first tab it should be on. Should say loadout restrictions make sure it says none
i was hoping for a non-ingame fix, this means i'd have to redo it every game right
I mean it works for your US box, doesnt work for your USSR box, then something is setup for USSR that is different than US
Very nice mod. Seeing them not friendly fire every time is so satisfying. They seem to have bad knees though and don't want to crouch down to slap sleeping boys.
Will fix this probably, but I have some stuff to do on priority first
Pistol zombies are my favorite with how bad they are at aiming and stuff 😄 it looks kinda cute like they're tryin
Controlling them is funny asf
So, I tried the fixes you said bacon for the ai spawning switching around and they don't seem to work
Hi!
You phrased this a bit confusing could you restate it, also on the note of this being a potential bug are you using other mods?
it reminds me of the pistol zombies in stalker
buddy of mine and I spawned like 20 of em about 100 meters out and took bets to see which one of us die first. I won a hotdog that day
🥓 random bacon
I usually just rejoin the server until the entity list works properly
@peak jolt
Very cool zombies, they absolutely annihilate everything in their path though 😁
deploying new zombie now 🙂
New zombie?
can u see it
No but im sure it’s the bomb
yeah workshop died cant push update lol
just as I needed it too /(
heres a video though!!!
Bacon stop they’re already too powerful 😭
This is bordering on half life 1 enemies 😂
I wanted to try something new, made the model myself today, it needs some more work but I'm happy!!!
It’s very well done I didn’t even think this was possible with how arma works, how did you do the projectile launcher thing and how do you integrate that into the character
it's an invisible gun 
That's fucking sick now we just need a brute and some kind of sprinter

You broke the workshop wtf!
omg its uploading
Rude
added new zombo and testing crouch when attacking unconscious/prone enemies
make sure u use 1.0.14
pew pew
can you add some walkers? i want a walking horde
primary issue with this is optimization, I would love walkers but it will take many walkers for them to be dangerous to players and the mod is just not there yet
well yeah if you deck yourself out with automatic rifles and high quality optics. It's alot of fun to blast zombies with pistols, pump action (or double barrel) shotguns and bolt action rifles
the bayonet is really fun to use as well, weapon bashing is not really feasible 😦
Thats awesome!👌
Can u do it so players slowly die in pain like theyve been hit with acid 🤣
too hard lol the goop launcher knocks u unconscious if it lands next to u
Hell yes. I love this mod and am especially appreciative of the spawners. Anyway we can get some creepy moaning and/or screams/other creepy indications of their presence? Kinda like the "greesy vulva" type dialogue with the FIA, lol? That'd be sick.
the what type dialogue
they do have idle sounds but usually they will spot you before you can hear it
You know, how the FIA talks Russian to let you know they're aware of your presence. Sounds like they say "Greesy Vulva" sometimes, lol.

Ahh, gotcha. That's probably why I haven't heard. They are almost as aware as the Robots, I think. I'd love to hear them moaning for Brains, like in the classic Return of the living dead!
huh?
The hwat now
Heck yeah.
Lmfao I tested the mod today we almost got wiped but a solid rooftop and you’re good :3
spawn more bombers then to deal with the rooftops
unless the rooftop is higher than 50 meters... then you win, probably
I thought I was up high enough in a lighthouse, turns out the zombies can climb stairs and open doors 
man I wish house doors were destructible in vanilla so they could just break them down
cant you somehow change the textures of the opened doors to a damaged model when they open it?
isnt (limited) building destruction planned for reforger anyway?
yup
I am not touching door destruction in any way for the time being
I have added ambient patrol spawnpoints to the mod, they are configured slightly differently than the vanilla ones as they do not use entity catalog
is there a mod that has a spawner that spawns other ai like in yours?
no idea
I was actually gonna ask, can you make a Ai spawner mod ? For like all factions
I would like to but the problem is with making it configurable, the game master entity properties system is medieval
They'll vault through broken windows sometimes
awesome
I have noticed that sometimes when the zombies get shot they do not take any health damage, just bleeding. I am using the ACE Medical mod, but I was wondering if this is a form of headshots-only zombies? Or if their health has been modified in a different way?
I realise that it could very well just be incompatibility with ACE Med. The zombies also swap places in GM menu with some civilians, but that could be RHS factions incompatible too. Aside from that the mod is still great
This is a bug with how the server and client load mods I think, after I rejoin the server it usually resolves somehow.
Regarding bleeding damage that might be the case as they have higher bullet resistance, I will revisit this during the week
I understand, thanks. I will work with it, was just making sure I wasnt shooting myself in the foot with my load order or list.
I have zero clue why this issue resurfaced now. It was fixed months ago by BI
Yeah
No there isn't. You can use Gramps's PvE conflict Map or try to understand bacon's last scripts and use it.
The "ambient patrol spawn point" mechanic is very good to easily populate a Map but doesn't work other than Conflict Map or bacon script
I have done a zombie ambient patrol spawn point which works 80% like the conflict one, but unfortunately it is only for conflict I guess
for scenario framework you should be able to just put the zombie groups in the qrf spawnpoint and it should work, the groups (loosely) listen to move waypoints
I guess if you can get ambient spawn point manager to work in non-conflict scenario then you can reuse it
Tried to understand your script and failed.
I think a good spawner would be to copy paste massively an "Ambient Spawn point" with a Defend_waypoint, a move one or a patrol one. As you don't need to name and link the waypoints...
I don't think we need a more complicated spawner because IA just need to idle, defend or patrol.
I literally have an ambient spawn point in the mod that is like the conflict one, maybe you were looking at the GM spawner which is intended for GM only
Yep, I know how to make a custom faction and an Ambient Spawn point. But not, how actually make them spawn on other than Conflict
hm ok that makes sense
I don't remember the script name. But is it like "ambient patrol spawn point component" the one used to spawn them in GM ?
no the gm spawner and ambient patrol spawner work completely different, I will find out how to get ambient patrol working outside of conflict and get back to you
You are the best.
Ok you need to check Spawn AI flag in your scenario for ambient patrol to work 🙂 I published a scenario in the mod just now with it working if you want to check
The included Zombie Arland GM scenario fills Arland with respawning zombies using the ambient patrol spawnpoint
I put civilian zombies in towns, military zombies in military bases, fia in forests and the higher tier zombies in some random areas, just as a test
Since it starts with 138% budget I think I will make the zombie budget requirements half so I can add more ambient patrols
Unfortunately cannot have budget lower than 1 for the characters, oh well
i meant the gm spawner
imo the ambient patrol spawner should despawn AI based on player distance instead of just disabling it, it would keep the budgets lower
Ok thx I will check your Manager's components
you dont have to, all you need to enable ambient patrol is the Spawn AI flag in scenario, but I published the scenario as a demo
Oh, this is it ? V key when GM. Seems too easy...
in GM scenario this flag is disabled, so I just enabled it for my scenario
actually it uses server view distance
I think it's 800m in vanilla
Or +800m when using binoculars etc...
yeah no it still spawned everything hahaha
its weird how it spawns everything if there is no players, but once i delete them they only seem to spawn when within view distance??? weird
When starting my scenario from the tool it was spawning all the ambient patrol. But, when starting it from the dedicated, it was spawning then only on player vincinity
Will try the ai flag when back from work
Try remove this mod and tell me if it gets rid of the GM menu spawning mixup
I dont have that mod
Or at least, it shouldnt be there and it doesnt show up in my catalog or in GM
It wouldn’t be reforger unless a mod was messing up another mod
Wouldn't be a mod without messing up another mod*. People think mods are exclusive to this game lmao
I don’t think I’ve played any other game with mods installed where the mods collided with one another leaving them both useless.
I could name several
redone arland scenario spawns and tweaked so it hopefully doesnt spawn everything at once
I still don't understand what is this flag you enabled and where is it. I dont have any of this
Bacon, for your zombie mod, an idea for a new variant could be a semi transparent zombie like these goofy guys
Spawning single characters Zombie actualy spawn Civilians
are you running suspicious props mod?
nope
see if you can reproduce the problem WITH NO OTHER MODS LOADED before you send bug reports
will do
I already know of one mod that makes this happen with my zombos but there might be more, it'd be good to know so I can figure out if I can work around the problem on my end
was using RHS tho
You got it! I added dynamic despawn to the ambient patrol spawners in Bacon Ravage, they will remove the spawned AI when at a distance to keep the budgets friendly. The bundled Arland scenario has spawners for about 350 zombies
Turns out there is some conflict between this mod and Zeliks Character, so far I don't know why but once I do I will do my best to fix it I now think this is my mod only
Please test the most recent version of Bacon Ravage and see if it works properly
Anyway you could rig the vtol to be unmanned? Would be a cool way to make a drone.
@spice elk Ravage idea: Juggernauts?
Go for it
Do zombies have more life or else ?
I had hoped I fixed the character spawning bug but it is still there unfortunately
Actually I might have fixed it just now
The variety of zombies are nuts! 🤣 and they eat bullets like there nothing
Its No easy task taking these down!
Love the mod bacon 🫡 its soo much fun
they should have less health as of yesterday
I personally like them to be easy to kill. They compensate by their mobility and number
I spawned like hundred of them and my fps are very stable.
I did go to some lengths to optimize it, I also finally fixed sounds in multiplayer
You can make huge hordes, it's great
one secret optimization trick was to make the ragdoll become still after 5 seconds instead of 25 seconds (default), physics was a big problem with fps when you were producing a lot of corpses
it still sucks when you have 50 ragdolls in one place like at a doorway but not sure I can improve this much
Oh ok. Didn't tried to choke them out like that.
My preferred way to spawn them is to copy paste furiously the "ambient small groups" on many places of a town.
Bigger groups don't spread themselves as good as the small ones.
Big groups are better to make moving hordes.
with the new roaming behavior they should wander around
They do but, when the player "spawn them" and then "arrive" I think they kinda didn't have enough time to roam.
Personal preference I guess, I don't mind copy pasting 🙂
yeah time, currently roam step is anywhere between 3 to 8 seconds
ah yeah they stay within the range of the spawnpoint so theres a limit to how far they will go
maximum range looks something like this (for all groups not just the big one)
maybe in the future the ambient spawnpoint could make it configurable, but not for now
I added the vis spheres and pillars to help me visualize zombie population, regular ambient spawn points have no visual indicators
Is there any other planned variations of zombie that you've been thinking about bacon? Or anything you'd like to do but not have planned
plenty but I'm not telling
rAVAGE IDEA: THE IRS
nothing can be said to be certain, except death and taxes
Can't theoritically we use the ravage mod to spawn enemy AI for missions outside of zombies ;)? saves GM's a lot of grief
ambient spawning is already a thing in missions since forever
unless you mean GM spawners then no
Dropping by to say thanks bacon for the Bacon Ravage mod! So damn good!
bet
@spice elk is it possible to make the zombies immune to gaz ?
yes it is possible
Seems like the individual zombie spawning is fixed, it no longer spawns civilians.
A cool idea would to allow other players to spawn in as zombies, but it’s great as is.
the zombies are not supposed to be player controlled and there are no plans to make them be
it makes more sense to have separate higher tier zombies that are played controlled and leave the most basic ones as simple as possible
Good to hear !
Everything seems to be working just fine with Ravage, on my end. I noticed above that you said that they will stay in proximity of the spawners and while that is usually the case, I logged onto our server a little while ago and noticed that the damn things we're moving single file, in several different groups, down two different roadways, far away from their spawners, towards players. Personally, I thought that was cool.
I did see this but I don't know what causes it yet
maybe they saw a helicopter or something
zombies formed into roman phalanx formation - they are evolving
Hard to say for sure, since I arrived after the fact, but they did appear to be alerted to some type of player activity. No helipads at the base they were in and/or no observed Heli's.
Yessss🤘
if someone figures out a repro for this behavior please report in my discord
Darn mate, your Ravage mod has developed fast since being published.
Could it be they are alerted to distant gunfire potentially?
It's because a chunk of it is just fixed up version from a year ago or so. Not having to start from scratch helps a lot. Credit to Haleks for developing the original mod.
Not at such high range I dont think. I wonder if it happened when they spotted a target and then said target teleported somewhere via GM, and the system followed target position
Nice. Work smarter not harder. Bit of a shame Haleks decided to stop with Reforger.
I would say that's a negative as far as my server is concerned as Black and Myself are the only one's with that access on our server, atm, and he hasn't been on in sometime and I hadn't been in game. Just checked in on the server and found them reacting as such.
is it always some specific group of zombies? from some specific area?
they definitely do not react to danger at this distance
I have the game running at 5x speed in the background hope they go rogue at some point
Hi! It's time to make Survive Arland back to what it used to be and it needs your awesome zombie mod. Can I use it again?
you can use any mod as dependency without the need to ask
Thanks!
I think its actually, indirectly the projectile hit danger event, I have something that is maybe a fix for it but I want to release it along with some other stuff so not for now
Now we only need an automatic Zombie spawner and were good to go
is the ambient zombie patrol spawner not working in current version?
Holy shit you already did this?
there is an included arland scenario that is populated by like 350 zombies, which will be spawned and despawned based on proximity to player
I just came back a few minutes and saw the chat goin nuts over zombies
map makers can use it to add automatic zombies to their missions in like minutes
im on Xbox , so i dont know how that stuff works
there is a GM placeable spawner that you can configure to spawn the types of zombies you want and give them a waypoint to run to when they spawn
it is infinite up to the limit you set though
im not abusing this to totally not do a besiege scenario
time to get back to Arma i guess 😄
older video of gm spawner, its helpful to make a constant stream of zombies up to some certain limit for gm scenarios
current version has adjustable limit up to 50 per spawner
50 until depleted or 50 at all times
50 max forever, as in infinite but never more than 50
so if i kill one it automatically spawns a new one right?
yes
OH lord im about to commit warcrimes 😄
good for like wave defense over some time or whatever so you dont have to place them all manually
or generally populating the world , so with some props n stuff , it feels more alive and you got shit to do
it would be fun to go with small teams to fetch cargo trucks to build up a base
they dont care about player proximity so will spawn in front of your face when ur close, for ambient you should use workbench
also use bacon weather's fog for more immersive zombie ops
As noted above, it's pretty atypical and the only time I've seen it happen. It was two different groups of 10 from two separate spawners at least 500m apart. It's the only time I've ever seen it happen.
I think it's a reaction to projectile hit, some stray bullet may have landed next to a zombie and they thought to investigate, I will implement a maximum distance of shooter as they shouldnt investigate where a bullet come from as good as a human
like if the bullet comes from 1000 meters away they somehow end up going to the place where it came from sometimes
The thing I thought most strange was that both groups, as far away from one another as they were, appeared to know what the others knew, as both groups continued single file down two separate roads several hundred meters apart and descended on the player's from two spawners at least 1000m away from the players positions. They seemed to operate with one mind, kind of like the Borg. Wish I would have clipped it but didn't think too much of it at the time and just thought it was cool, lol.
that may have been a coincidence because there is no comms between groups, so either they happened to notice some bullets or there is a bug where it places a waypoint in the same position for everyone, but you did say they were walking towards some players instead of in an irrelevant direction so I am leaning towards the bullet thing
Yeah, me too. Possibly could have had something to do with the Nav Mesh, also since it occured in the Barzan Remake conflict map.
is there any intention to make the zombies have a different running animation? (if that is possible of course)
no (yes)
ahh ok
this is what I wanted to do, individual zombies get interested in other zombies running after something, so you can see here that following the noise it pulls the entire town toward the player
I am not happy with it yet but getting there
Bacon I’m assuming this isn’t yet released correct?
this particular feature no, the zombie mod yes
Gotcha could I get a link to that if possible?
its called bacon ravage on the workshop
gotcha just found it thank you Bacon ❤️
This is so cool
I had to remove the spawners until I can figure a way for more strategic placement and revert to just placing individual groups around the map. When those fuckers get a bead on ya, they don't stop coming. I saw some players kill a line of at least 50 before I realized what was happening and could remove the spawner, lol.
Would be nice if there was a timer maybe also on the spawner so like instead of just spawning right back prehaps u could turn the timer to 20 seconds then every 20 seconds a new wave of however many u put to spawn would spawn and do there thing say when it says 0 second they spawn like they do now but when the timers above zero a new wave spawns after that amount of time
you are welcome to make one
Absolutely insane work on the zombie mod bacon, smashed it, so fun
I will make a GM mission next week with the mid
Bacon ur zombies can drive tanks😭
actually kinda wicked
That is terrifying. I want it to stay!!!
Just had ~60 zombies in st. Phillipe alongside gas and vehicles with zero performance issues on either client or server side for any of the guys playing. Didnt tell them about the exploders and i guess they didnt know cause i heard at least one dude jump the first time one blew up
Really like the classified mod! I just wish there was a variant of the rifle that didn’t kill the user, that way it could have some actual use for normal players
both classified and bacon ravage exist only to bully players
433% budget is probably still too much
the armless bomber can also climb ladders
lol imagine them springitng at you non stop lmfaoo
He has psychic arms he let him cook lol
Hi, Is there any way to disable AI budget ? I'm at 290% jsut by ambient patrol spawns
Bacon has a mod specifically for that afaik
thx
Yeah pretty sure you use the GM menu and then there’s an option near the bottom to disable vehicle budget, turning that off gives all budgets unlimited
Hello, does anyone know how to configure bacon loadout editor ?
it doesn't have any configuration
Afaik it only reads the arsenal boxes, I’m pretty sure there’s something a mod author can select that causes it to not appear but most show in there automatically
You need to add the items you want in the arsenal to the factions entity catalogue.
Eg. RHS weapons added to US entity catalogue to enable US vanilla faction to have access to RHS
okay thanks you
It only takes items added to the arsenal list linked to the faction. Sometime you have to change things in the Arsenal config to show them correct.
Dac merci
thank you but this tells me nothing, if you have a repro please submit a bug report in my discord
is it that they stand still on spot after respawning / on spawning ?
on spawning,i will change the navmesh and test again.
i have the same sometimes they work fine and then few spawns later they do stand still and wont move
sure,they just stand and wont move,even you try use gm to give them any orders.
they work well in localhost and editor.
for me its random they do work and then they dont . and they do still attack if you get real close same for you?
yes,they attack if you get face to face.
what spawn system do you use ?
yea we made our own spawner but it happends to you aswel , thought it was my own spawners issue
why would pathfinding of the ai agent be a spawner issue? if you have a repro then submit the bug report so I can look at it
more because they work some times and then othertimes not
try repro on a vanilla world and check how close they are to players when this happens
I dont know the specifics but AI LOD might turn them off though they shouldn't when you are above them in GM
our spawner only spawns then if players are in x amount of range and deleted them once someone not been there in x time , so ai LOD shouldnt nomraly be even be a thing where they stand still and move on having people in range
if pathfinding is broken it should happen in the same areas of the map consistently
i have had it on multiple locations . and it sometimes can be the 5th or 10th spawn as the others before it work fine that why its so strange to me
maybe if you let WB run long enough it will eventually happen, you can use time multiplier to speed up the game or something
ill give that a shot
I have seen my fair share of random AI bugs on DS
Can you tell me what a repro means lmao
Reproduction, so methods to recreate bugs happening
WIP !!
Made whith SF.
https://youtu.be/u9JkFqv2ETc
such a cool mod
I do not have any mods like that I dont think
i think you talking about crocells horror mod , he had blinking lights in it
So sorry for my confusion
anyone interested in testing a mod that tries to make PVE conflict more linear? limit to one base that can be captured at a time, and AI only spawns at that base
Yes!
Definitely. As I do with all mods, Haha.
That mod is so fucking good
you have some mod that breaks projectiles, the bomber zombie should shoot one projectile not two
I will check if I broke it accidentally
I believe there are 2 shooters launching 1 projectile each
Hahahahahahahahaha
What’s the sound mod and map?
Better sounds and Bergamo
I made a plot where they didn't know there were zombies on the island, they thought they would only be independent fighters, but when they arrived at the tunnel a contact on land warned them that there were infected in the area and they were surprised (THEY DIDN'T KNOW ABOUT THE EXISTENCE OF THIS MOD) It was insane, and their reaction of fright was priceless.
thats a good way to experience the mod yeah
finally see someone use the red barrels too
Red barrels?
barrels that are red
That’s a thing?
its a prop in game master fx, they blow up when shot, classic video game red barrels
Oh lmfao I do mine clearing operations and filled a shipping container with them, one of the guys shot it and it was practically a nuke
a nuke against your fps maybe
damn, makes me hope someone will for either Reforger or 4 make a nuke mod
They are pretty good, the box of ammo its pretty nice, but make a much big explosion
And do you think Bacon doesn't already have a nuke mod? You can bet he already does, he just hasn't released it yet.
you're spot on
its a possibility, just I still remember the golden oldie of Pandabears Nuke mod back in 2016 or so, where it not only had the explosion that you expect, but you see a shockwave emenate from it that once it hit vics it disables them
and you could also just place the EMP shockwave on its own in Zeus too
ahh I guess thats that then 😆
Honestly not too bad
Does it drop FPS a bunch?
im not releasing bigger boom because its very underwhelming without destruction mechanics, even if i delete entities some of them stay
Mini nuke
So, i have a weird issue with Bacon Loadout. A friend of mine, after respawn, he tries to load another loadout, but when he does, he gets "Invalid Faction" and somehow it has switched him to OpFor side. But in ganemaster, he still shows as BluFor and still has Blue markers. But the OpFor side won't shoot at him even if he shoots them. It has happened to others after some testing as well. Anyone with any ideas?
make sure you are only saving and loading characters you spawn with through the respawn menu and not GM created/possessed characters
also reproduce it in vanilla + my mod only and no other mods before submitting a bug report
Not using GM for characters. We only use the normal respawn. But will test with Vanilla and Bacon only.
Is it just me or did you change the GM UI?
this is from before 1.2
I participated in the mission yesterday. Congratulations Bacon, it was very cool.
The loadout editor is on the experimental branch again? Nice.
what?
POV bacon got hacked
show me some screenshot
might be some old version if I uploaded it
Wont be home for a bit, but I’m guessing it’s a really old version then. It has a small graphical bug in that some text boxes are white. But it seems to work just fine. Suppressors supported and all.
I dont see it in the workshop on exp at all
@spice elk been using Ravage since the beginning (Love it, awesome mod) and noticed you mentioned in another post that the spawners not only spawn but despawn the entities without players in proximity? I use the spawners extensively, but have yet to see them despawn any entities. I did a full server wipe and downloaded all mods fresh to see if that would fix a couple issues I was having (Fixed BLE saves, disconnects, and rank glitches), but have yet to see the Zombies despawn. Does being in GM nearby keep that behavior from happening or am I missing something? They also seem to go idle after a time and stop roaming, even when players are in proximity?
ambient spawners do proximity, GM spawners dont care, it was mentioned a couple times already
Ohhh...gotcha. Sorry, man. I must have missed that or been confused. Appreciate it.
ambient spawners are for workbench
Yeah, I did read that convo. a couple days ago and was somewhat confused. Either way, is the Z's going inactive after x number of spawns not a bug, lol? Not to be a dick, but it would seem so. Appreciated, either way, man. I appreciate all the work you do for the community.
it might be but nobody has sent me a repro yet
Idk if you answered this for me already but wdym by repro
Any thoughts so far? I've made it to choose point closest instead of random today
Thanks didn’t see that it got buried
My guys are absolutely loving it. We are forced (not really) to stay together and attack single OBJs rather than just HOPING everyone sticks together.
Not much I could offer to add to it, Pretty perfect as is. No bugs found yet
What kind of player counts? I worry for a lot of players one obj would be not enough
Running 16 slots currently, maxed out and didn't have an issue.
Maybe open 2 OBJs to attack? Could help mitigate the worries of the larger PvE servers
Ok i think this is great for like 30 i might look into scaling it later based on player count
Yeah! Most run their servers around 32-42 players.
I also spoke to Gramps, and he tested the mod and likes it.
My objective here is to help server performance in regards to AI counts
And it hits the mark!
just posting this here since people do not seem to understand the mod
surprised there isn't a "bug in vanilla reforger" outcome
lol pin this bro
this is way too real....
I forgot to add "are you on xbox in singleplayer?" -> "yes" -> "dont use the mod"
damn... but true, most of the issues I get with my stuff comes from Xbox people. I've never even been able to replicate some of them
Idk what yours are but yeah
almost like the game behaves completely different when you are on Xbox huh 
Mods cant save files on Xbox so loadout editor no worky. Other than that its the same.
Xbox just says “Lets make your mods not work today” sometimes, I use my PC mostly but when I’m playing casually I will hop on my Xbox, and end up having to sit for 2 hours watching my mods redownload, because 1 mod refused to update and won’t delete😂
Thats not a mod problem its a game problem
I know, I was just saying Xbox with mods is generally just more unstable within the actual workshop, ignoring the actual issues in game 😅
Outside of some select things like files or http requests its the same
mainly talking about begone only working on high settings on console. also sometimes imputs get stuck on console for some reason. doesn't happen on PC with a controller
That bgone thing makes me wheeze
Should probably change to bug is most likely caused by another mod
That's exactly what he put?
not really
BoDy cam please
New arma title please
And thank you
Hi dear bacon!
I have a question about your BaconWeather addon:
If i add the addon to my mission, i have only your presets in the Weater Editor tab.
Is this normal?
dont think so, if it works different from arland or everon then it means you are setting it up different from arland or everon
I haven't found it yet on my island, although it has the same weather system as the other islands.
For the load out mod , is there a way to disable loading and saving of loadouts?
delete arsenals
ill take that as a no
in the mod itself no
Does this work?
Added it to the server but can’t find it in any of the categories but I’ve missed stuff before so wanted to make sure before removing it
it works. We use it on our server to leave mostly derogatory notes about members' moms
its in the system category, I dont think you can search for it because there isnt a language file atm
Weird I can’t seem to find it I’ll delete maybe a mod that’s conflicting with me finding it in systems
I thought there was a delete the loadouts by the global settings in GM? (Or admin)
That’s a vanilla feature in GM
https://youtu.be/ZP0Y3r-pdGY?si=aM2rpjJtT8rgJKPP the one barrel and grip and bipod combo i will continue to dream bacon will make for his block 2 (doubt it but ima dream cause its probably next to impossible to code a bipod and grip)
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thank you for your suggestion!!
unfortunately, I do not do mod requests 😭 sorry!!! 😢
but don't give up!! you can use the mod tools to 🪄 make ⭐ anything you want!!!
-# disclaimer: not everything is actually possible
first, get 🪄 Arma Reforger Tools on steam!!! ⭐
👉 https://store.steampowered.com/app/1874910/Arma_Reforger_Tools/
then, have a look at the 📖 wiki to get started!!!
👉 https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
Oh nah wasn’t suggesting i know you dont bacon just was saying it i know how you operate all good big dog 🤙🏽
thank you for your suggestion!!
unfortunately, I do not do mod requests 😭 sorry!!! 😢
but don't give up!! you can use the mod tools to 🪄 make ⭐ anything you want!!!
-# disclaimer: not everything is actually possible
first, get 🪄 Arma Reforger Tools on steam!!! ⭐
👉 https://store.steampowered.com/app/1874910/Arma_Reforger_Tools/
then, have a look at the 📖 wiki to get started!!!
👉 https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
Hello, I have a question about the ZU (the anti-aircraft turret)
Do AI's actually hit helis with them? I tried in my server and AI doesnt seem to be able to follow the choppers... Im doing something wrong?
AI sucks with all turrets right now, they get some weird tunnel vision and become useless
For what it's worth, and while the AI generally do suck, I have most certainly watched them shoot down helicopters and at ground units with both the ground and vehicle mounted guns. They seem to work best for me, however, if you don't give them orders. My two cents.
I bet you can’t fix it
I don't have access to the engine so no I can not
Yay I win the bet!
Reforger's AI: "Enemy , spotted south, 200meters"
Me: giving the order to the AI to shoot enemy
Still Reforger's AI: "Enemy, spotted, south, 200 meters NEGATIVE, NEGATIVE"
ME: 
art
Ifiak the M249 does something similar in vanilla AR so maybe it might not be too hard to do
Sometimes they don’t even shoot at enemies without giving them orders to!! Before the AI overhaul the one AI modifier from Enfusion was PEAK, I wonder if it’s still useable
@silent plaza im dying 
literally cant test this
That’s a sick drone
Arma reforger prop hunt?
Prop hunt mod when
thank you for your suggestion!!
unfortunately, I do not do mod requests 😭 sorry!!! 😢
but don't give up!! you can use the mod tools to 🪄 make ⭐ anything you want!!!
-# disclaimer: not everything is actually possible
first, get 🪄 Arma Reforger Tools on steam!!! ⭐
👉 https://store.steampowered.com/app/1874910/Arma_Reforger_Tools/
then, have a look at the 📖 wiki to get started!!!
👉 https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
Whatever happened to the eye zombie mfer
rubs my eye zombie shaped belly no idea
thank you for your suggestion!!
unfortunately, I do not do mod requests 😭 sorry!!! 😢
but don't give up!! you can use the mod tools to 🪄 make ⭐ anything you want!!!
-# disclaimer: not everything is actually possible
first, get 🪄 Arma Reforger Tools on steam!!! ⭐
👉 https://store.steampowered.com/app/1874910/Arma_Reforger_Tools/
then, have a look at the 📖 wiki to get started!!!
👉 https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
Isnt as funny when jt isnt bacon
smh my head
I'm hosting a PVE server with the Zombies mod tonight.
If you want to come play, you're welcome. dob in filter; pm me for the password 🙂
I wasn’t joking
haha box
hello I will be removing bacon linear conflict use the gramps one ok thank u
Bacon Linear Conflict you will be remembered
@spice elk question: do you know how create and put a mask on the uniform in Arma reforger tool ?
Thanks
Is there a separate thread for your ravage mod
no
Really neat, is the replication bubble still an issue?
perhaps not relevant because its transferring your consciousness to the entity
although maybe relevant since going too far away from player entity might despawn the player lol, I should probably do a maximum range so it never leaves replication bubble
I really hope that whole system is reworked when mortars are added, rather than just making an exception for certain projectiles. In any case the drone is super cool, excited to see where it goes
sooo replication bubble is tied to the active camera, so it should follow the drone rather than be at the player
Ohhh, makes sense. Wouldn't AI appear frozen from the drones perspective if that weren't the case? At least ones outside of the player's bubble
if they are outside the bubble you dont see them
Server stress testi is working ?
yes
Wait… I love you?
You are making me relive back when you first teased your v1 drone
had interstellar music playing on loop the whole time doing this so far
here are some stress test results #reforger_servers message
Hmm, I'm going to test it only and the mod map, I'm trying to make it run with some mods and nothing happens after 60 seconds and not even the button in the tool bar appears
I only do it like mod description says, no players on the server and no other mods other than admin tools sometimes for stats
dont work with map mods so... ?
it has a scenario for the test
I don't think there is a max
ok, thanks, Last question, would you know how to "read" the result to know if it was satisfactory or not or so I can know if it will meet my needs? Or do you have any documentation?
you can compare with the ones I posted in #reforger_servers
if you have the same CPU but get different results then it might be worth looking into differences in the setup

