#bacon (mod status in pins)
1 messages · Page 10 of 1
Oh yeah, that was the old version and yeah partial mags
Ok fair so just old version, many aspects of the visuals and damage were changed since the version in your video
Tracers are red in the current version, first sign
We tested with the modded blackhawk and littlebird and a short burst deleted me when I was flying it
This first clip was from last night and its got green tracers and still deleted the little bird but pilot walked away completely unscathed.
It is not useful to focus on outdated mod versions
With help from your guys we got it closer to how accurate it should be in terms of damage model
At least I'd like to think that we did. Obviously squishy targets like the hummvee (even the armored one) are no match for those rounds, since the KPVT goes through them, so does this one
I love the ZU-23
Ran some tests on the server with the heli hovering stationary in front of me and both the 23mm (still not updated) and the 57mm AA trucks worked as intended. I do believe the helis might be out running the explosions. Wondering if that is still your theory as well.
Sorry but what is the point of providing me with feedback about an outdated version of the mod?
Perhaps the buffs weren't necessary? Or just seeing what you think about why moving helis are shaking off explosions.
If you hit something moving on your screen but it doesn't take damage it means you missed on the server, but we factored that in the tests
Ok well I appreciate your help and the time you spent on it. Finally got this mystery solved.
Positions of moving objects on your screen are in the past, they are not the same as serverside and the difference is based on ping
So you need to lead your targets by where you think they will be in the future in the time of your ping, so for example 100ms in the future if your ping is 100ms. Sometimes you will not see your shots connect at all but the vehicle will take damage.
I might have to try that out with a gamemaster able to check if the hits actually hit.
Note that this is only in multiplayer, since your ping in singleplayer is 0
This is also why when you are flying something and you get shot at, the hits arent connecting but suddenly you are on fire, same principle
And arma has always had the worst desync of any game I've played
Well the alternative is make the hit damage determined by you but then you get cheaters that kill everyone remotely. Wait a second we already have those, hmm...
lol I'm not sure what you mean
Right now server dictates what is damaged, hence the desync. Players could dictate their own damage but this is worse because someone could have hacks easily that just ignore damage and they get god mode.
Who’s flying the helicopter
Nobody, it's on rails
Oh okay
There is an AI pilot but not actually controlling
Man when are we gonna get ai pilots 😦
When you make them
Not possible is what the dev of the ai mod said
Though idk if I want Bohemia to make ai pilots because the ai drivers don’t even function right
Someones got AI flying somehow 😆
I disagree I think it is perfectly possible, just maybe not the way the person thought about it, you could make the helicopter fly itself without using the AI system and just use the pilot as a dummy
This game would be soo good if u were in charge 😆
Somebody did something similar to what you have where they made it so you could spawn in a “rail” and it’d fly on that a set path and shoot people
I think that's the mod I used for testing the AA gun
would it be possible to make that rail curved or make it follow a different pre designated line with height changes?
dunno, probably
I did AI driving a few years ago this way, I made the vehicle drive itself without using AI system
yeah when i suggested the likes i was shut up quite quickly
This is AI driving like a year before AI driving 😅
You can make this quite easily if you do something stupid like turn off gravity for the helo and move it with just physics instead of actually making it fly itself
that is an ancient UI damn dude
AI drive needs so fucking much improvments in the game
She is good, but you connot do to much in GM, its VERY VERY, limited
It'll get better
I don't doubt it, I know that everything in Reforger is preparation for Arma 4, but sometimes it's really lazy to wait for things to come out.
Hey bacon, just a question, is it possible to overhaul a whole faction clothing's without having to do it every time I put down Units in the Gm?
Yes, you make a mod that has clothing overhaul I suppose
I mean with your Lodout editor
Not making a mod, cause if I was smart enough I would've Done that unfortunately my pc is ass and I'm dumb
yeah no, but you can apply the GM loadout to multiple characters at a time, just select them all
Problem with using the loadout editor is that you have to do it every time you spawn a new group in
Unless bacon's copy paste works for that
Then use both mods
No it will copy/paste the original entity loadout
Maybe here #enfusion_terrain
Anybody here know why my bacon m4 doesn't have any sound?
Or got an idea for a fix i mean, thanks.
Remove the mod that makes it have no sound 🙂
Sr sounds or better sounds mod?
Most likely both
SR Sound I know for a fact janks up the audio for weapons
You could also try placing the m4 after the sound mod in the mod list
I just disabled better sounds mod, checking to see if that works
This fixed it, thank you!
placed towards the beginning of the mod list before all weapons, works.
I think thats because the mod list is actually loaded in reverse
So first might become last
is there anyway to stop people being able to take items that aren't in the arsenal via bacon saves? People in our ConflictPVE server have managed to scavenge thermal nods from Russians and are constantly using them.
I think arsenal type should still work for that
like the game master settings?
or in workbench
It will not let you save loadouts depending on your arsenal settings. But if someone already saved then you're cooked. Could just wipe everyone's saves.
was my plan if all else fails
so if arsenal is set to coresponding arsenal only, BLE will do the same?
secondary question, is it possible to set that prior to server start?
All arsenals are automatically set to “same faction type” upon start. Haven’t really had a case where it was otherwise.
Meaning US Arsenals saves only US Gear, just like in Vanilla conflict. Perhaps you have an admin messing with a box and forgot to reset the saving type
ours aren't, IDK if it's another mod, I've just overidden the arsenals and set it back, hopefully that works 🤷
Yes, because the Loadout Editor uses vanilla arsenal save/load functionality and does not create anything new there. You will see a message saying "Rejected By Arsenal Manager" when it happens.
When u update parachute
What needs to be updated?
Nah it’s cuz there was an update yesterday
Not every game update requires a mod update
@analog fox I cant reply to you so I will update description, this special arsenal will contain all items for all factions you currently have in your scenario. So in vanilla US+USSR+FIA+CIV, and every modded faction on top if you have it enabled.
For example Vanilla + RHS is already 67 pages in this box.
So if you have a mod that adds Some Faction and it has its own arsenals you can expect items from this faction to show up in this megabox. Good luck. Hope you have enough RAM.
We seem to have rather an odd case with the loadout editor where when you load a save, the list gets greyed out and you get stuck indefinitely, because the editor doesn't listen to any keyboard/mouse input anymore. I suspect a mod conflict, but I'm not sure where to look for. I suspect that the client is waiting for a response of the server, but never gets it. What component/method am I looking for that could be stuck?
Check your serverside AI limits first, if it can't spawn the character it just breaks
@rose elk did you impose any?
Negative!
I noticed the bacon just updated though. I'll give it another try
You could try to place AI with GM. This should tell us for sure whether some AI limit was hit.
Will do!
has anyone seen the mod that adds the ap mines on workshop?
its gm effects iirc
how did you make your ap mines bacon?
ive tried changing min weight and nothing happened
Open it in workbench and you can check
Off topic but, are you the creator of "Keep Ragdool pose" mod?
Yes and for further discussions 👉 https://discord.com/channels/105462288051380224/1219052473009049630
I'm sure this issue is something I am doing wrong, and I am guessing its to do with Mod load order, but just looking for confirmation. Some modded Items do not show up in Bacon Loadout Editor, whereas they did before. For example, the XM7 from the NGSW mod is missing, but the XM250 isn't. I've noticed changing the mod load order results in some other items loading/not loading. Is there some general rule of thumb with mod loading?
Mod load order usually doesnt matter. Loadout Editor takes items from Arsenal. To display weapons it looks for items labeled as weapons. If someone puts items in arsenal without proper labels then you can expect it to not be reliable.
Okay, so it works how i'd assume, its just odd that changing the order would effect it. Thanks for the reply
Always had an issue with some of the ngsw weapons showing in the Arsenal and loadout editor.
they show up in the ammunition instead for some reason
Load order does not affect weapons showing in arsenal. It affects very little.
Hmm u sure? Isn't there a way to override a conf instead of extending it? I think if multiple mods use override, the last one wins and anything previous ones added get wiped.
Overrides are additive, you would have to specifically override an override to remove something
mkk, i just remember we had to change something with key binding conf overrides that it would not discard other mod additions to the context
There can actually be GUID collisions inside overrides, since the GUIDs used by the game are so hilariously short
Anyone knows about any mods that respawns AI when they die? I know of "Respawning AI" https://reforger.armaplatform.com/workshop/61E3124D106BE728-RespawningAI
But I don't quite understand how it works with the Alarm clock stuff. Are any others? I'm trying to create an eternal war conflict in game master 
I got no idea how to deploy it full stop anymore
Jump off of a building and hit jump button. Also double check you dont have mods that break it.
What would space be on console?
Whatever the jump button is
I think the expansion by Mr Potter may have broken it idk atm
Nvm just didn't see i had to bind it
You absolutely dont have to bind the jump button lol
noted! *unbinds jump button.
bacon? why is your parachute mod not working?
I think it's that license breaking mod doing it rather than the user
what license breaking mod? sorry I was making a dumb joke 
The parachute thing. Not only it is in violation, but now I get reports about my mod seemingly not working.
man it's still baffling how many people report bugs before testing the mod in question without anything else loaded.
Dont have more the tan supressor?
Hey just letting you know that your parachutes mod won’t GM save loadout on bacon loadout editor, i know it’s not a major bug but just letting you know
Yeah still waiting for bohemia to tell me why it doesnt
wait can we still make them drive by waypoints
cuz this free ai driving rn is ASS!!!!!!!!!!!! they drive into each other on purpose 😭 💔
IDK i asked Klem one of the project leads and he gave me a very blank answer ill post it here
That was a complete lie
they do not have awareness of other vehicles at all
and he never got back to me after this reply
I don't lie, I am sometimes wrong.
This is more of a bug, not lack of feature. Will check whats the current state
Reddit AMA is closed and I couldn't respond after it was locked.
tbh the ai have no real awreness of anyting in vehicles they either crash into things or do stupid turns when they dont need to
getting a convoy rolling isnt something ive managed to do since playing this game from day one release
sometime u mite get lucky and they stick to the corrcet path 😂 but thats rare from what ive seen
Personally I am never wrong so I cant relate
Lol
Thanks for the reply
not doubting anything i just felt the answer was very blank
thanks for the response
The AI driving system really needs a LOT of refinement, test it yourself by putting it to drive long distances with more than 2 vehicles one behind the other, it's really annoying having to keep fixing their steering, not to mention the lack of commands in this regard.
Only problem I have with Ai driving is the fact that they do not like taking turns as a convoy
and they always go for roads if theyre on a field and you order them to move
I have to agree A.I. drinking while driving is still problematic.
However they have learned a lot of other social behaviors like:
https://www.youtube.com/watch?v=NN3u0jjtv2Q
Come on... After watching this, how can anyone still be mad on A.I. driving?
Its just nice and cute. 
Yes it is
Sorry for posting this in your thread...
Hey @spice elk will you ever make more stock pistol grips and rail variants to your m4s and would you allow others to.
Like I already said 5 billion times my roadmaps are not public, pinging me will not change that
BUT to be honest with you I doubt the m4 mod will receive new content
Oh my bad I should’ve known that other players would ask this very question too. But thinks for the info
Or when theyre on the roads they go for fields 😭
It's taken me this long to realise that ranks suddenly aren't persistant anymore, I also found your mod to fix it, I'm curious, If I use your persistant rank mod will it still wipe on map complete?
No, it will persist them forever until you wipe them off the disk on the server
It goes well with something like lower XP multiplier for example, so ranks are harder to obtain but stay with you forever
I am probably mistaken but did you at one time make a 40mm buck shot round when you where making the shotgun?
negative
Is there ever a possibility that the saved loadouts will be increased from 5 to like 7 or 8 slots?
Nope
Bacon… 😋
For some reason bacon loaf out editor doesn’t work dyk what mod is stopping it?
Have you tried with JUST Loadout editor?
Bro is mini modding for bacon 😭
xD
Its legit Bacon's first question
It sure is
Might as well save Bacon;s typing when people constantly ask the same things over and over again
Bro I was just wondering if anyone knows what mods Frick up loadout editor
What the frick man
I mean, there are ways to test it that dont involves asking Bacon.... Run each one by one til you find it
All 121
Crazy you have that many, but yes
You know if you had bacon hosting you could find the issue faster
I’m low functioning autistic idk what that means
If you use bacons server hosting service you’d be able to find the issue faster
Nvm it’s one of the cie mods got it
Bacon Loaf Editor
Can you make your zombies not tank 100s of shots by any chance please
One M995 shot to the head takes down the basic zombies
they would be too easy then
With m885 or whatever the default vanilla round is, 2 to head or 3 to chest for basic zombies. Pretty easy to kill.
The bomber seems to be bugged though so I'll fix it.
They’re too hard atm 😭
Lol there is some weird stuff happening with the bomber
skill issue? i deal with them just fine. instead of spraying and hoping for the best their ai is pretty predictable. aim for the head
Nah just I want to spawn a horde down not idk 4 of them you can hit them in the head they’ll still stay up
Try with more damage mod? Though you'll take more damage too
I might
But also load armor piercing rounds into your gun
Halo ;-;
Is bacon load out editor broken?
Not saving loadouts?
It works, have you done the following:
- tested the mod by itself in a pure vanilla setting(if not work, then ask Bacon if it is broken)
- then added one by one to find what mod conflicts
- then decide which mod you want more
Change your arsenal settings to allow saving of all faction items.
A pistol to the head should kill the normal ones
Because yk average zombie lore
Make some lore that justifies them having more health
💀I'm too tarded to do that
Honestly, it's not that hard to come up with a lore as to why a dead person is tougher to kill than a living one. I mean, they’re already out here breaking the rules of nature...what’s a little extra health on top of that?
Lore
"The zombies are hard headed and need 30 rounds of 5.56 m995 to the head to die cuz they're strong like that"
bet
Any chance that the disable game master budghets could get uploaded to experimental? I keep having issues reaching the budget limit and its really annoying
Always do. I didn't check but some of my group said they had issues saving and getting gear back when they load in
They got mutated by radiation while wearing military grade uniform with plate carriers and helmets
Tbh the walking dead gave a good example just putting armour on them
They had armor because they got infected with it on… or somebody put it on them
They had it put on them while they were turned
bacon sandwiches when?
ryzen 7950x rtx 4080
Bacon could you please release a standalone AP mine mod?
no plans
Never ever ever
Is parachute broken
Only one way to find out
it’s fine
does the box have no saving restrictions
are you on a offline GM?
yes why
This is a known issue with the parachute, I don’t believe Bacon has a a fix for it
they cant be saved to the offline GM's server for some reason
Would love to know why this is... seems a bit ridiculous that we can't save loadouts in single player offline mode. Not talking specifically about Bacon Loadout Editor but just the game in general. There is no way to save loadouts
Because the loadouts are stored in the server files and if you are playing offline you aren't on a server therefore the files don't have anywhere to write. It's not a local save and it's not able to be a local save and work on online servers.
the loadout is stored in the balls
Because mods cannot save files on Xbox, so it will work only on PC and Server
Hey, might be crazy, but wasn't there a PPSH Mod at one point? i thought it was one of yours
nvm, was big chungus
Is it possibly easy or supported in anyway to make a plugin for Editing and saving Default loadouts for a server, as another GM preset option?
I guess it's scriptable
Hey guys, question not reporting bug since its probably conflicting with mods, but on my modded PvE KYM Server, when i went into the loadout i can save my slot but when trying to select a slot to put on, i get stuck in the loadout... no buttons work, strange cuz its not a freez or lag or crash, im just stuck in loadout buttons highlight when mouse hovers but nothing happens...
Anyone happend to know which mod perhaps is causing this? or im just having a bad day lmao..
Do you run your server with AI disabled?
its kym no liner mod, that what you mean?
I guess you dont disable AI for a PVE game mode, but maybe you have an AI limit for your server? In any case it needs AI to spawn the loadouts.
How would i tell?
You could tell if you have AI limits by looking in your server configuration where the AI limits are
Any chance you can tell me where im looking? not in server.json text editor or config and not in files?
Unless its called somthing else?
Its just called AI limit so if you dont see it in your config then its not the issue here
copy, thanks
Can you give it a shot with the version I just uploaded?
Works now, but while i was looking through my files i noticed the linear mod file stayed even though i removed the linear mod from my mod list...
So not sure which fixed it but its fixed, Once again thanks for your time and effort to the community, much appreciated
Basically I patched in a workaround for it requiring AI to work, kinda, we'll see how well it works
Thanks! We had that issue last night for a couple of us. Only seemed to happen if you went in and kept switching between presets multiple times
When you are dangerously close to the ai limit, its easy for the issue to happen
KYM without linear has 1400 preset ai... on map lmo...
Well anyway hope it's a lil better now, I tested with -AILimit 0 and it worked
It was in COE2 at the base before we generated any AO and AI. I'll have to check the ai limit set on server
It's at -1. Will try in game after work
Scenarios can have a limit in the AI World entity I think as well so idk
Absolutely loving the loadout mods, made it so much easier to do it then looking through the stuff everytime on default arsenal
Is there a way to keep artillery going on forever in GM FX?
negative
Max the rounds out, set rpm to 1 and that should last about 1 hr
Maybe I'll do that but set three or four so that it's going constantly for an hour
set them all up then delay your start time by 15 seconds would be interesting
Yes great idea thanks!!
Hey bacon what does the error "Invalid User identy ID" mean?
Where you seein it
Bacon lodout, when trying to save a lodout, I'll take clip if you'd like
I think its because it cant talk to bohemia to get the identity id, but generally saving loadouts without being on a server is kind of buggy
Alr
Hey bacon @spice elk I don’t know if anyone asked this but does your loadout editor have the ability to go further in depth with the edit tool.
Basically to edit a product with in a product
It will try to go inside every entity that is editable. Nested attachments dont work in the game so dont bother.
😎
100th person to react to the thread with 🥓 do I get a prize
im the 107th so my number is bigger than yours. i win
I’m the 108th so my number is bigger than both of your. I alone am the legal one
I get a prize tho
I’m the 109th pal
i was the third
i am the 110th
Hah I just re-enlisted now I’m the 110th
😔
Does the parachute work or no?
Jump and see
Wish there was an option to spawn npcs in the air and give them parachutes, so I can live out my 80s vdv fantasies 🙏🏾
Is there a command in vanilla arma that can do that? Or is this only part of your server admin tools mod?
Check wiki for server commands
I meant "is this" sorry. in that video.
I don't believe it is though
yeah so #sat isn't even listed on there
Is it possible to make that a command without forcing players to download a mod?
Im just looking for temporary options while we wait for PS5 players to get mod support
No you cannot make a mod that works without downloading it
Alright just wondering what is possible to do on the backened of servers. Ill just assume technical documentation is all we can do
In vanilla pretty much nothing
Is there a way you could make it so RHS optics get attached at a more correct spot on your M4s by default? Currently all RHS optics and honestly most optic mods get placed to far back on the rail on your rifles
I could, but my placement of optics is better than theirs, clearly
Jokes aside I never noticed because I only use my optics (they're better tho)
@silent plaza do y'all have any specific way to calculate or otherwise determine how the default position of optic and slot is positioned? Like currently
only better in the same way as Bud Light is better than any European beer
Slowmode followup: as in its not 😛
I dont understand that reference
no precise determination, its just smack in the middle somewhat
and then you can slide shit around
On the optic itself it it still wherever the first mount "starts"?
It's center
Center of the attachment or center of the first mount of the attachment?
,
Thank u 
and on attachments with 2 or 3 tie points, center should be between them
Yeah sorry, indeed dead center of the entire base length
okie dokie
I know its "self explanatory" but I'm pretty new to this.. Do i just add this under the scenarioId in my server config?
check pins
I checked the pinned message and 80% of the messages in the linked thread and found nothing..
Theres only one pinned message and it links to another thread which i read most of..
It goes into mission header option
I figured it out and got it working. I'm pretty new so telling me it goes into mission header meant nothing to me. I had to figure out how to format it
I appreciate the responses though!
How could you save the equipment of a weapon but if you are killed, the weapon resets as if it had no equipment?
You know of a way I could stop loadouteditor from healing people when they load a loadout? Trying to look into ways of encouraging hospital use. Got people that will load a loadout instead of go heal at an ambu / hospital
You could try not using the mod. It is not suitable for conflict and similar game modes.
Theoretically could make loading loadouts impossible if character is injured
I don't think I can play the game without BLE
You'll learn when 1.3 drops

you not planning to maintain it?
I mean it will break
Oh yea, I can live for a few days without it, it's a mandatory mod for me though, arsenal is shit
Context:
#enfusion_scripting message
Is there a way to make the welcome message text bigger in the server admin tools?
Heading tags like <h1> might work https://community.bistudio.com/wiki/Arma_Reforger:RichText_Format#Header
Thanks!
how can I disable loadout saving/loading in Bacon loadout editor? Currently I host a Escapist gamemode server. It's 1-life setting will make mission fail when players load saved slot (because Escapist track player characters state to detact if they get killed or leave game, and Bacon loadout editor replaces the character when loading).
Remove the mod
Or maybe you can clear all loadouts and disable loadout saving in scenario. If they cant save theres nothing to load.
TY. I am not reporting bugs or complaining. Just want disable saving for a gamemode. The Gunbuilder pretty enhances the game play.
Yeah it does I wish I had time to remake it a bit better
I override {183361B6DA2C304F}Configs/Arsenal/ArsenalLoadoutSaveBlacklists.conf to blacklist all kind of items. It works now. And the save_disabled option in ArsenalComponets actually dose not effect the editor saving.
Awesome
What would i need to add to a existing world to start spawning zombies?
I have added the 'Bacon_622120A5448725E3_GamemodeComponent' to my gamemode and placed a few 'AmbientPatrolSpawnpoint_CIV_Small' prefabs but they dont spawn anything
Bacon ravage mod btw
Check bundled arland scenario for an example
Hey guys and girls! When I load up the world to test I get a weird GUI CMD console that pops up. What can cause this?
i did but i might have looked over it. am i looking for a entity or component on the game mode ?
Just move it out of the way. Workbench has some debug stuff in it.
Sorry wrong channel
Wich of all these do i need for ai to work? and what components does the gamemode need to have? Just the basic stuff to have ai work i dont need anything else
Yes indeed wrong channel
Wdym wrong channel? Here is where i ask questions about Ravage right? I said wrong channel cuz i pasted a note on accident before that and deleted it
Getting AI to work in your world is not related to Ravage, as it uses vanilla game's AI systems
So once i add the vanilla ai requirements, all i need to do is place a spawner?
The ambient patrol spawners yes, not the GM one as that one is meant solely for GM. Make sure you test your scenario with Spawn AI flag enabled in Workbench otherwise no AI may automatically spawn.
Thank you very much, ive been trying to work this out for hours. Ive never worked with ai. Any chance you have a tutorial by hand i can use to setup vanilla systems?
No I do not, but you have plenty of vanilla worlds and the bundled Arland scenario in Ravage you can compare your world to
Thank you!
If you are setting up on top of a vanilla map then a lot of it will work out of the box
It doesn't move out of the way unfortunately.
Thanks but i am using a emtpy world with a very basic gamemode lol. I will need to add everything AI related myself i guess
I hope this is all i need lol
Lol they just keep spawning and running away, must have the wrong spawner or something
You can drag it like a window in Windows brotherman
I tried that. Doesn't move at all.
You need to make a navmesh, add SCR_AIWorld, add perception manager and some other things I probably forgot
I placed the SCR_AIWorld_Arland
Weird that it works for everyone else except your Workbench 😦
I agree!
Seems like you are using GM spawner incorrectly but it shouldn't affect the behavior, make sure your navmesh is proper
Alright thanks
They just keep trying to get a certain distance from the player. Defensive instead of attack
Navmash is fine cuz they walk perfecty. And i am just using the arland map and the AIworld for arland
Dunno about your world setup, works for me, something is not setup like vanilla
Strange, i am using everything from arma, not any modded stuff. I will compare this world with yours again
If they work in vanilla world but not your world then it's clear your world is not like vanilla world, that's probably my best advice
Its the vanilla arland world, nothing added exept for the stuf on this picture
This is not a world you can load into in the game out of the box so I perceive it as custom
copy
Only thing i dont have from your world is the SCR_MapLocator. Is that a need?
@spice elk Yeah dragging from the top works a lot better! 😂 Many thanks!
Bacon Ravage zombie behavoir problem, Ai runs away instead of attacking
I got no clue what i am doing wrong. I compared ever item between the worlds, this is how i have it setup. All i basicly have done is opened the vanilla arland map, made a subscene, placed a GameMode_Editor_Full & PerceptionManager & AIWorld_Arland & the 2 spawners from the image. The result is them spawning fine but the behavoir is different. They run away from the player instead of attacking. Has anyone experianced this before or notices what i am doing wrong? Also maybe i need to check where the behavoir is stored, where is that?
Do they behave correctly in vanilla GM Arland or within the bundled scenario?
The bundled scenario yes, i will test now in the default GM arland
Yes they do, i guess i will compare to there also
I guess its something in the gamemode entity components
Yes it has nothing to do with spawners
Thanks!
hey, is it possible to have an item not show up in bacon arsenal ?
so people cant duplicate it
am making custom grenades that are powerfull and i dont want it to be duplicated
Dont put it in arsenal lol
XD
its not in the arsenal, its spawned in world, but people can pick it up in back pack, then go to bacon editor and duplicate it
Oh go to inventory item component or whatever and disable Visible
okey thx !
Question for a very crazy idea(may need to innovate a new system)
Say if I make an item that has up to 50 attachments areas, will the BLE have any trouble responding to that many.
Not at all, no
😌well that’s good to hear
You might get a little stutter when loading them but the game has to iterate over all those slots so
Would a solution be not to have as many assets in the arsenal
Your slots arent in arsenal
Gotcha
What unholy creation are you making that requires 50 attachment areas
And I stg if I see 50 flashlights
tarkov flashlight moment
No joke at the start when doing my M4 I considered making the bolts and screws customizable. Charging handle separately etc.
I miss the old customisation of colour and stuff tbh
Wdym its still there in the m4
I’m think of doing mod that possible allow players to custom their vest I had to do a lot of brain storming in notes on my phone. The idea that inspiration of this idea was RHS and other mods who use them as a dependency.
Knowing that the BLE is limited to do what I really want I can try coming up with a different LE or go the easy bacon way and limit what the idea and to be honest I spent nights up with this crazy plan but it positive chance with BLE that it might work and also a high risk of Annoying
But I like that 🙃
I guarantee with high degree of certainty that this will not work. Not because of you or BLE, but because of arma inventory system
That’s the other issue I really couldn’t solve
It is limited how exactly?
I think darkgru vest customizability works fine, but it depends how deep you want to go
The loadout editor should support all types of vanilla slots, but it wont let you implement things that arent possible in vanilla on a technical level
Long ago I ask going in depth of modifying weapon and from editing an attachment within an attachment you said it really wouldn’t work in the way I hope.
And DarkGru vest is a good example but I don’t want to items just for looking. I want to do it with RHS assets really because it’s just better
Nested slots will work fine-ish in the loadout editor
From the perspective of attaching things into things. But functionality of those attachments in the actual gameplay needs to be done by you.
This looks like normal slots so whatever, not inventing anything new here
From loadout editor perspective anyway
Well not really new but innovative
You'll have to get the armor plates working correctly but I don't see anything here the loadout editor can't do
It's basically the same as if you were editing my m4
I do hear plenty of horror stories about clothing attachment slots tho
you're in for a prefab setting nightmare
Ik 🙃 but it’s if remain optimistic it’s a nightmare with a sweat treat of bugs after updates
All the wonderful things of enfusion
@spice elk I recall seeing some cyborg units in-game posted by you quite some time ago. I was checking out what medias you posted on the phone while at work and wanted to ask what are those? Is this a published mod, is it yours? If it's not published then is it discontinued/abandoned?
@foggy gyro If you keep the amount of models small is not going to be terrible... but if you add too many variables it can happen what it happened to us which took us basically 3 months to set up with @valid totem
It broke with one of the updates and I havent had the motivation to put it back up yet since then
The results are worth it though and Bacon's editor is an awesome tool
@floral hollow the difference is that it’s a huge project because I’m just gonna make the pockets for the real stuff I want to make
I'm gonna give you the best advice anyone's ever given you on this discord.
inb4 Save yourself the pain
Quit while you're ahead. You don't want the amount of pain and suffering ahead of you. We're cursed to keep working on this shit this was a mistake 
5 months in now and we're still not fucking done.
This the modular vest system?
That's my advice. Take it or leave it. Best of luck if you leave it 
Yes but I am stubborn to stop
The modular consists of displayed items that makes the vest only for show useful for inventory of course. But the items in the vests and customization are what I’m aiming for. This way what you see on the vest is what you actually have and what is useable
It’s for innovation and solutions for players to customize vest to their like like Elisa has and also it would introduce what I plan to produce
@spice elk any further developments in Parachute world? 
Must be mod conflicting then.
No I am waiting for BI to get back to me on why it isnt saving in loadouts
ohhh. Rip.
Big sad moment for me and my crew doing post-apocalyptic rpg sessions in Reforger
I don't have a single original idea in this fucking game
wdym?
That mod was cool tho man
I hope that one day you'd find the motivation to update it, we can wait 😄
I hope so too I really liked it
Is there any chance well get the loadout editor on experimental? or is it just gunna be a forever rick roll lol
Yes
Potentially dumb question, with Bacon Loadout Editor, is there a limit to how many loadouts can be saved? Im not talking for a player/GM, i know its 5 per faction per player and 10 for GMs, but is it possible that the mod iself could be overloaded with all the saved loadouts?
My server is having an issue right now with BLE that causes the Loading of a Saved Loadout to freeze the player on that screen. they can still manipulate the camera/spotlight controls, but are unable to click on anything else or exit the BLE screen.
We are running Remove GM Budgets, but they aren't heavily overloaded as far as we can tell. (~30% Object, ~90% Character, 107% Vehicle, and ~210% System (We have GMFX and GMFX Arty on and a bunch of those set up, smoke plumes and fire))
our Server admins have found out that anyone stuck in BLE on the Loading screen can be unstuck when a player enters the server, or someone enters/Exits GM view
Its the weirdest bug and we are having trouble narrowing down what the cause could be, so any help would be appreciated.
If it is as simple as "Don't overload the Asset limits" that works for us and we can clear some of the system assets, but we removed a bunch (we were closer to 280%) and it seemed to stabilize this morning to a 3-5 second loading of a saved loadout. But a few hours later we had players get on to set and update loadouts for the event tomorrow and we're back to lagging and freezing.
Another weird thing (that may or may not be related) is that our server shows as 0 Server FPS for a few minutes when someone joins, but that does eventually go away. However, it doesn't go away consistently across all users. someone who has been on the server for a half hour doesn't see that, but someone who just joined will see it. they don't seem to be affected by it (bullets still hit and kill, they can interact with objects, no rubberbanding or crashes etc.) it just shows as 0 Server FPS. Again, not sure if thats related to this BLE bug or not, but i figured we'd mention it
No I think you might have some wonky mod that is interfering or some kind of broken item that is doing it
it was working fine earlier in the week, the only mods we updated were HK Pack Weapons/HK Pack (v1.0 of those wouldn't let the G3 reload lol) and WCS Armament. and we re-added TFO Expanded RPGs and Remove GM Budgets
so it would have to be one of those 5 (unless it is just the budgets being overloaded)
We are suspecting the HK Pack and HK Pack weapons. The V1 of the mods wouldn't reload, so we had to shut the server down and update them. only after that we started having issues
Now i guess to test if it only freezes when one of those buggy items are in the saved loadout the user is trying to load or by just existing in the server modlist it causes the freeze
The perspective of "it worked before" is completely wrong when it comes to content that constantly changes. Any mod at any given time can be updated to have its behavior changed. There are some problems that are not specific to mods that cause those freezes, though. They are hard to reproduce and sometimes may appear random.
thats what im saying though, it worked before we updated those 3 and added those other two
wait the BLE freezing when someone tries to load a mod is a known bug sometimes?
If the freezes happen in vanilla (or rather without other mods) then it's likely a game thing. If they happen when using other gear it might be either a game thing, a mod thing (the items you are trying to load) or both
Posting and update here for people, after some back and forth in DMs, we think it's likely a buggy mod causing the freezing (likely HK Pack/ HK Pack Weapons since those and WCS armament were the only updates we made to the server, and TFO's RPGs aren't in the arsenal box we're interacting with, and Bacon's Remove Budgets mod is ruled out as something that interacts with the arsenal boxes). Our server is gonna do a reset after tomorrow's event and we'll update here.
Also pinging @dusky warren since the HK Packs are his, maybe he knows if something's up with them?
Let me take a look at your messages so I can get caught up
its entirely possible its not your mods that are causing the issue, but they were part of the most recent change on the server, so its more likely they are involved in some way
So to paraphrase : with the current version of my HK weapon pack, when you save something in bacon. loadout it causes issues?
we think so yeah. with your mods on the server modlist, Bacon has started to freeze when someone loads a saved mod
with or without any of the G3s in that loadout, it'll freeze for anywhere from 5 seconds to 3+ minutes, or it won't load at all and the player will be stuck in the saved Loadouts tab
To verify this, can you test just the those (technically) mods together?
In a scenario, with just bacon, HK pack, and HK pack weapons, if you save a G3, and then reload, does that still happen?
i tested on a Single player server and was unable to replicate, im trying to start up a self hosted scenario right now
mods sometimes behave differently on SP/MP ive found
Right. And if it is my mod, I would definitely be interested in patching what is wrong. But first we need to figure out what's going on.
I've been playing on a 128 server for the past week or so that's been using it and bacon and that hasn't been a problem. However, that doesn't mean it's not a problem for you or that I don't have something to patch.
It was fine with the 1.0 versions of the mod, but when we realized that the weapons wouldn't reload, we restarted the server with the updated mod versions and added TFO and Remove GM Budgets, among others
Okay, tested with a local host server, can't get it to freeze when loading a loadout with a G3
so back to square 1
gonna DM you the additional Info i sent to Bacon, so you have a better idea of what exactly is happening
dm'd you with more info
I gotta ask pertaining to parachutes, are they gonna stay a meant for the players or is it planned that AI will be able to use parachutes too?
@spice elk Hi. Can you please tell me what is the rate of fire of your m4s?
Somewhere around the upper bounds of the rof of the real gun
Might be 900, since weapon rof in this game is in increments of 300 for best results
Ty
How do you get persistent loadouts to work in game master every time I try to save one it crashes the game
Try not saving broken gear, maybe try with vanilla gear first
Thanks you were right
RE: bacon ravage. Do the zeds attack and harm or just kind paw at you? Seemed like I wasnt getting damaged (other than the exploder)
They are all harmless they just want hugs
Thank you for sharing steps to reproduce the issue
- Read text message on bottom right in the editor
- (If applicable) report issue with steps to reproduce the problem (and server logs!)
Faster movement mod
will you also do a slower movement mod?
I think someone did it already, forgot the name
As someone that works in IT it’s the same as
“This doesn’t work”
Okay why is it not working? What isn’t working specifically?
“It’s not working”
Like okay thanks for the help
hello @spice elk I've noticed that several categories in the Bacon loading editor are empty. Is it possible to manage these categories or create my own custom configuration to better organize them? If so, could you please provide me with this information?
They are empty because nothing matching them is found in the arsenal box, I dont understand the question
I would like to know if it is possible with Refrigerator Tools because the Bacon Loadout Editor is in my dependencies to customize it to have only the categories that I want.
Those are Slots and do not come from Loadout Editor. You have those Slots on your Character. So edit your Character.
refrigerator tools
I love arma refrigerator. Favourite cooking game
Bacon, is it intentional that GM Persistant Loadouts disables loadout saving on another faction's Arsenal box, even if the box is set to "No Item Restrictions"
Have you verified this is actually the case without using any other mods than this one?
Yes, tested in a single player GM-Arland scenario as well as on my group's server
Spawned a character as US soldier, placed two arsenals, both boxes (Soviet and US) are set to "No item restrictions", but only the US box can be saved at
checked FIA and Civ as well, neither of those can be saved at either
Ok thank you will look into this in a few days
Just curious, do you mean you are trying to save your US loadout - regardless of the item loadout types, at another factions arsenal? I thought no restrictions means that you can save your loadout at your own arsenal with whatever gear you have on you, not at other factions. Or am I misunderstanding the issue you are describing?
No restrictions means you can save regardless of player faction im pretty sure. I haven't had issues with it before unless I'm just dumb.
Maybe you could test it without the loadouts mod?
Huh, no you're right. If you're spawned as a player, that shows up regardless of arsenal setting if your faction doesn't match.
However, if you're a GM controlling an AI character, the setting to save loadouts isn't there at all. that must have been why i thought it was a new popup
Player View (left), GM controlling AI (right)
Yippee
my brain saw the grayed out option and didn't realize it just isn't there for GMs controlling AI, which is what im used to for the majority of games i play now
Cant be the only one who seriously questions what goes on in bacon's head
-Zombies, sure, but bigger zombies? Yes
-Cursed reforger
-That one reskin where everything was that emoji
-Faster because why not
And that's just when he's bored, then decides to make actually useful good mods like bacon loadout editor, like I wanna spend an hour inside this man's brain
Hey bacon. I noticed that the heavy zombie takes less shots to kill than the normal ones. Is that intensional?
Bacon do u ever plan on making mod similar to your m4 mod that would allow almost full customization but based on the ak platform would be very cool for Russian units and Russian vs NATO public server
Believe someone else is working on that rn.
I am still hoping for a customizable m110, tho
Not in my testing, maybe you are using a broken gun (or bullets rather)
Already is one
What’s it called
Alright thanks
I believe you’re talking about the one by SRG shadow
You still need it?
Yes pls
Uno secundo
Thanks
Bro I can’t find it for the life of me
lol all good
I was using your m4 mod while testing
anyone have issues with no sound from modded weapons with supressors?
Nothing to do with my mods
I had this issue and found another sound mod that I was using that was conflicting with that. Once I removed it I had sound again.
That's the thing tho. I have no sound mods and it seems like caps weapons and this scar mod has no audio only while suppressed
That’s interesting. Do you have a weapons mod or vehicle mod that has a specific sound? Like WCS vehicle or weapon?
Only wcs is earplugs
Unfortunately then I don’t know boss. When I had this issue I had another sound mod. Once I removed that it started working again. I’m sorry
bruh
Modding brainrot
Yep. When I wake up with a headache my first thought is something like "oh, persistent headache"
If you get some weird error on server start with any of my mods today just make sure it's set to latest version, if you use fixed version number in your server config for some weird reason
I was just curious. Something isn't working together clearly and I havnt had time to mess with it until today. It just only happens to bacon suppressors which was why I asked. I'll find out tonight
Lol bacon suppressors doesn't have any sound stuff in it
You will probably find there are mods not updated to use the newish vanilla suppressor stuff properly or at all, resulting in no audio etc.
It won't have anything to do with bacon's mod.
welp, figured it out. lol, I thought i removed the sound mod. turns out i pre loaded another set of mods i had saved from a previous session. so essentially i had 2 sound mods on at once lol
How come you deleted the classified mod?
it's classified
hey so i dont think you know this bacon, but the loadout editors newest update has kinda broken it.
Have you tested it with only the loadout editor mod loaded?
Could be a good idea to elaborate as well, rather than it is kinda broken.
nope, its on a server that i use. something broke it or made it so that they cant use it
but it might conflict with a couple of mods
Highly recommend testing the mod by itself first. If it works with just the loadout editor working, its probably an issue with another mod not related to this thread 🙂
copy that
Would be interesting if an update that changes no functionality broke it
is this the one that was showing no dependencies found, or the patch to fix that error
Yep just use latest version
So the workshop is bugged and won’t let me download mods from it. Would someone be willing to send the JSON for loadout editor and server tools to me?
It would be very much appreciated
Would be better if you fixed the download problem
Idk what it’s doing
hgj3grolqd8g'g;fehj-
@spice elk did you make the orienteering mod?
https://reforger.armaplatform.com/workshop/5E9B46F66D4FC9AF-Orienteering
Thats a different bacon, this thread's one is "ceo_of_bacon"
What actually happened though
Classified
Damn you for starting this 😂
Starting what?
This classified stuff
Sorry it's classified
So is the classified mod still up?
thats classified
I have Security Clearance
Let me check the list…
Yea… pal, you aren’t even allowed here, says right here on the board.
So let me get this straight there was a classified mod removed for a confidential reason that only bacon knows but he can’t say it because it’s classified. Sooooo… What are we talking about again
that’s classified
That's classified
What’s classified
Exactly
its classified man
What’s classified. I don’t see nothing.
That's because it's classified
its just classified
Sorry but the ⬛⬛⬛⬛⬛⬛⬛ mod is currently ⬛⬛⬛⬛ because ⬛⬛⬛⬛⬛⬛⬛
Bacon Loadout Editor on Exp?
Already there
But it Just rickrolls me 😭
Working correctly
They found out that the Bacon M4 and block II was so volatile against the loadout editor in the new patch notes that it was conflicting with the loadout editor and making it bug out.
Is this some kind of elaborate joke or a troll misinformation post
The most recent loadout editor patch has absolutely zero functionality changes, so there is no ability for it to have any sort of negative impact
I'm not trolling you or joking with you. I'll find the discord and you can talk to the guy about the mods
Can't do it right now because I'm at work. But I'll find it as soon as I get home, I promise you.
No need. If it's a real bug it can be reported to me directly, but people often make things up about my mods and just talk garbage with zero evidence. All known issues with my mods should be listed in my discord.
Bro why does bacon loadout open a tab to never gonna give you up on experimental 😂😂
There needs to be a Slowpoke sticker for this specific comment
SPOILER ALERT! sheesh man! 🙄
Cut me some slack it’s been a while since I’ve been in experimental let alone use bacon load out on there lmao 💀
All right man. I keep it 100 real at all times when I come to people for help big dog. No worries here.
Hello, is it possible to create a garage to modify our vehicles 😀
this isn't the right channel for mod requests
Yes it is possible to create a mod that does this in Reforger
That be cool!
The problem is there are no vehicle arsenals
Oh 😔
I heard someone was working on something tho
wait wait what? there is a way to modified our vehicle? like lets say before you want to spawn Stryker you can choose either using MGS module or M1 Shorad module?
Hope it will be good
Hi bacon, love all your work with Reforger.
Regarding BLE, would it be possible to add a character head selection option based on current faction player is using?
you can just click on the saved loadout to cycle through them until you get the one you want
the game randomizes it on spawn, and since bacon respawns your character each time you load a saved loadout, you can sorta cheese the system to work around that.
Yep, what the tech support guy said
Our server's doing fine by the way, we didn't end up getting an exorcist, but it should be fine
Is there anyway to make GM Persistent Loadouts work in Scenario Framework scenarios?
I think there's like an arsenal manager component on the game mode entity required for it
Thanks I'll try
all i had to do was change the LoadoutManagerUSxUSSR for the LoadoutManagerEditor and that fixed it
Neat
the arsenal keep crashing me
In vanilla?
What about a mod that places unremovable armbands on everyone's arms that are colored by the faction color, so US would be always blue and USSR would be red
Optionally servers could change the colors
I can see that being useful and/or wanted by certain communities.
But the idea is you cant take it off the character, so it will stay despite the uniform you wear
Would you also consider doing a helmet band? Or having a setting to determine which limbs bands are on? In the current UKR conflict, some units do both legs, both arms and a strip around the head; Others do left arm, left leg; some just do arms; etc.
Giving people more options for how they use the mod wouldn't be a terrible idea.
sorry if its a dumb question, but what does persistent loadouts actually do
It makes it so the loadout you save on the arsenal box stays saved across server restarts
That's the one you respawn with when you die
oh cool thanks for the answer
I'll just make it color the whole character
That'd be pretty cool
im sure this has been a quesatioon but any way to adjust the camera when changing in the bacon loadout editor? I really just want to only look at the overall view like this while changing all items, not the zoom
It will zoom out when you back out to the character slots
i was just curious if you can force the zoom out the whole time
Dont think so
How does the damaging trigger work in the workbench? I can't seem to make it work. Also I rememeber there were containment zones in GMFX but can't find them anymore
Does the fire entity not deal damage to you? There were never containment zones in this mod
Nope no damage but maybe I'm doing something wrong? And okay that's weird I seem to remember that for some reason haha
Wonder if it'll work if you start workbench with -cheats 0
Hello bacon,
would you consider this feature request about the bacon loadout editor ?
Within our community, we tend to restrict access to the arsenal and work with preset loadouts to save time before starting our operations. We have yet to find an efficient way to manage all our loadouts while we're playing multiple missions with various modset... until I realized that in your loadout manager everything is saved as text files on the server. Creating loadout, saving them and just managing text is, IMHO, far easier than playing with mods and prefabs. And here comes the feature request:
version 1: could you make an option so that GM loadout can be loaded (not saved) as a regular player ? The GM would prepare the loadout in advance and all players will then be able to select one of the predefined loadout (abilty to name a loadout would be usefull but not at all a must have).
version 2: same as v1 but with the ability to create a 2 level organization of loadout, level 1 for the "global type" (ex: RSH US Marpat woodland, vanilla URSS, ...Etc) and the level 2 would be the loadouts themselves (level 1 would be folders and level 2 the loadouts).
Would you be able to consider this in your mod roadmap ? Thx in advance !
Nope
Not for this mod. Especially if 1.3 comes out it is unclear when would the mod be working again first of all.
I even tried to have a look at changing some ways the loadout editor works for 1.3 but the tools and engine crash randomly all the time so it seems devs want to discourage modders in 1.3
Game's out for over 2 years and it still crashes all the time
The truth is that it's a bit embarrassing, because they said at the time that once 1.0 came out this kind of thing wouldn't happen so often, but since they rushed 1.0 without even finishing the roadmap as they said at the beginning....
Its not about roadmap. They are following a software design princinple of hunting down all crashes individually instead of building software that is resilient from the ground up.
This is more on the engine side. Its not the "game" that crashes as much as it is the engine.
ok, thx for your feedback
Of course, what I mean is that they said that once we got to 1.0, we would have something very solid and stable, and that's not the case at all...
Right
Or PVE
it already works on PVE
🤙
it says apply server loadout, where exactly does one save a server loadout?
Where it say dat?
Kinda reminds me of world war z
must be from another mod, probably crx then maybe
What about a screenshot?
sure ill get you that the next time im on reforger, should be later in the day (for me at least lol)
You can do that by saving in an arsenal box. You’ll see a saved loadout tab beside the one you use for your own saves. It has more slots than the standard one and I believe it says “GM Load outs” or something like that
Yo bacon, gonna do anything with cursed reforger after this update that changes mortars and Heli rockets or even building destruction? Feel like there is a lot of funny potential in that
Sure, give me 2 years
Ready for arma4, perfect 😂
I will be tracking mod status in my discord whenever I decide to fix any mods, invite is in pins

Now that this thread is back open, I can finally say I hated your April Fools joke LMAO
Awesome
What was it?
The server icon changed every like 30 minutes with a fake notification number. Swapping between a number between 1 and 4
Technically it was between none, 1, 2, 3, 4, 6, 9 and 420 with various percentage chance
I thought I was going crazy. Couldn't figure out how to see the new messages lol
Anyone know how I can get persistent GM loadouts on Xbox GM games? Because its getting tiring remaking loadouts every time my game crashes
You cant, mods cant save files on Xbox
Like solo gm or on a sever
Solo, but bacon gave a sad answer :/
😭
Hello, is it supposed for AP and AT mines from gmfx to have no explosion sound? Warheads just have disabled sound component
Nope it is not intentional
I think I fixed it yesterday thanks
is it ok to use ur ravage mod as dependency and change zombies damage as override ?
Check license
adapted in any way or form unless explicit permission
can i get permission 👉 👈
For overriding damage? No. I don't want people to make 20 servers where my zombies work differently as it would be confusing for players.
ah i see, got it
Sorry 
its an amazing mod, just zombies abit too stronge, maybe we can get weaker zombie types in future ?
They will be weaker when I can optimize them enough to allow more at a time
oh maybe i can help with that
i was thinking reducing Ai brain tickrate, since the zombies are every simple
Rendering is currently the biggest FPS drain
oh, hmmm, probably custom models with low polys and LODS, or am guess also animations is performance heavy
maybe disable animations when zombie too far or not in view, or maybe switch to simpler animations
LODs on characters is broken
hmmm
Dont worry about it. I will deal with it when possible.
is ok if i experiment and report findings to you ?
Sure, it's only license infringement if you publish
Strange stance given the original Ravage mod license allows others to modify, build, and share.
Bacon Ravage is not a modification of Ravage. The author of the mod has given me permission to take over the work.
You could argue that the original Ravage content in the mod is using a different license, in which case you could freely modify the OG Ravage content. Thing is, majority of the mod is no longer OG Ravage, and functionality like Damage and/or the Zombie characters were recreated from scratch, which would make this content subject to my license.
Bacon Ravage is a great project and I appreciate you carrying on with haleks original work, without which this mod wouldn't exist, just merely pointing out the unique juxtaposition your mod holds with regards to the dual licences aspect.
That's fair. (Un)fortunately, most of the critical parts are of my make now.
hey, you remember a few months ago I said "lets buff the 23mm AA gun"? it definitely needs to get toned down a bit. like a quarter second tap of the trigger is enough to pop a rotor or set a huey on fire. they stand no chance.
Good, helicopters are easy to destroy
Helicopters are 10,000 moving parts all trying to fall out of the sky at once
Jesus nut is a slang term for the main rotor retaining nut or mast nut, which holds the main rotor to the mast of some helicopters. The related slang term Jesus pin refers to the lock pin used to secure the retaining nut. More generally, Jesus nut (or Jesus pin) is used to refer to any component that is a single point of failure and whose breakd...
ong its like they want to fall out of the sky
This is actually perfectly realistic
I didn't even see the 2nd heli, just wanted to dump the mag and hit the arsenal for fresh ones 
What range do you think the first heli was? 400m?
idk range. pretty sure he went down in one of those spots, could barely see him
Yeah the effective range of this weapon is 2 kilometers, way more than the default network view distance
you don't think you could nerf the explosive and the incendiary effects by 25% each and still have it be highly effective? I don't fly helis, I don't like helis, but I feel dirty killing them with the 23mm now. thats all I'm saying.
Idk I feel like a 23mm bullet to the rotor base would make the helicopter instantly down. The huey has no armor.
And an incendiary 23mm bullet to the engine would set it on fire
Probably not going to nerf anything until someone provides me with some kind of real life evidence that those bullets are less effective
pretty simple solve = fly above 2000m altitude
folks are obsessed with flying low but without long range SAMs it's not necessary and just opens up to AAA
Weapons like M167 VADS, ZU-23, the Shilka are really competent at taking out low speed aircraft like helicopters especially at those sub 1000m ranges. Remind those cocky pilots that helicopters are squishy. It's the right thing to do.
I'm always going to prefer big caliber cannons to machine gun zapper. Tandem's 57mm AZP S-60, or just using tank main guns. Feels like sniping em. I was joking about wanting a flak 88 for a long time but it turns out its actually lore accurate to the Vietnam war. I think thats going to be my first attempt at making a mod.
Parachute steering seems a bit jank still. i can bank forward/backward/left/right but it doesn't turn or increase/decrease speed all that much
i remember i used to be able to use wasd to turn and spiral down towards a point a bit more accurately
Hey bacon, is it possible or impossible to make a loadout system similar to Ground branch
Love what your currently testing
Any news on this? Looking forward to it!
Question: Bacon Loadout mod, is there a solution for the black screen when clicking on viewing list for guns. It's very random. Just to be clear gear no issue only related to weapons.
Modding gun also no issue to add its only when you click to show all the weapons does this occur.
Is the text on the bottom right in the editor not visible for you at all?
ah my screen resolution didn't show it, i see it now ok, will try without mod
HELLO, does anyone else have issues with parachutes not opening? or also opening and cutting immediately? I have some users on my server reporting these problems
Please make sure you test WITHOUT ANY OTHER MODS before asking
@spice elk found issue its
"modId": "64F76972D615EA28",
"name": "WCS to US arsenal"
}
Just wnated to mention in case anyone else hits the issue
Anyone else crashing when saving a loadout under the GM tab?
just tested on mine, no issues
Are you saving the load out as a player you created or an AI that you took control of
Is the text on bottom right in the editor not showing for you? If applicable, see the reply above mine
@spice elk you still working on the armband mod? Or did you drop that one? 🫶
I dont think I actually said I was working on it, like beyond the idea
Ai that I take control of
Yeah it crashes from that. Do it with players you actually create
I should add some kind of check for that, until then make sure you be a player
Anyone using controller having issues deploying their parachute it works fine with MnK but controller nothing is working?
do you just have the base parachute mod or do you have the expanded version?
Just base model
I love the new bacon ravage stuff but as a question will you ever add a everon version of the arland zombie spawns
Not sure but you can use a mod I've made called Ambient Spawn Config to turn any Conflict PVE scenario to zombies as it allows you to replace all enemy groups and vehicles with ones of your choosing, and the mod comes with a Ravage preset to zombify it
I’ll try it out
Hello Bacon, is it possible to choose the categories that appear in Bacon yourself?
getting these errors whenever I save a loadout through GM persistent loadouts causing a entire server crash, and I have mods on this server. I’m going to try and reproduce on vanilla right now
Bugs can be reported on my discord
I’m on the discord, i might be blind but where can I report it
Anywhere, but read the rules channel first
(and then react with ✅ )
Hi, I would like to reset the save data of the Bacon Loadout Editor. Could someone point me to where this is explained, or possibly explain it for me ? Unfortunately, I wasn’t able to find anything despite my searches. Thanks for your help
Server profile folder
Thanks 👍
ah that’s why there’s nothing
Hi, Question for the Bacon loadout Editor:
How do I forbid a (moded) item to be saved in the loadout ? like the radio backpack
Clarification: I want the item to still be in arsenal but it won't be able to be saved in the bacon. Like this, you will be able to take it in the arsenal but, you wont be able to duplicate it with the bacon.
This has nothing to do with bacon loadout editor. Loadout saving is controlled by vanilla arsenal as explained here 384523454 times before.
Hey @spice elk I was testing the parachute with my buddies but jumping from a heli on movement doesnt let you open the parachute because of ragdolls . Can this be fixed somehow?
Works for me if I keep spamming jump button
Yeah but i dont think you should be spamming lol. If you jump while being steady it even does a cool fall down animation
It'll be nice to have the same animation while jumping out of heli on movement.
In any case, you asked if it can be fixed, the answer is yes it probably can be fixed

Theres something wrong with the bacon loadout editor 🤣 🤣 🤣
It must be mega annoying for him to put that in, poor guy
The text in bottom right of the editor that's above the button hints didn't help, so I had to level it up
Brilliant 🤣
you need BIGGER text
in the next update the text should take up most the screen
Ima make the it so when you click the confirm button it runs away from your mouse instead
Or when you confirm it, display a quiz with questions about mod bug reports and if you get any of them wrong you're locked out of the editor
f you get any of them wrong you're locked out of the editor AND the arsenal.
Only default kits for you
Nah I can't legally do that
rip
I’m not intelligent enough to pass it but I don’t really do reports
Hey @spice elk you wouldn't have any idea why my custom vest prefabs are not showing up in the inventory tab in the Bacon Editor?
It means they are not setup like vanilla
exactly
Hey Bacon, quick question—when I select a saved loadout using Bacon's Loadout Editor, does that actually change my character's prefab? For example, if I pick "Sniper" on the deployment screen, I assume my character prefab is Character_US_Sniper.et, right? But if I load a saved loadout through BLE, does that override or change the prefab in any way?
Loadout saving in the game saves/loads the whole character (except identity component, apparently)
Alright 👍
Saw the video with the robots in showcase 
How does this greasy bacon keep delivering such quality content?!
I'd ask you to stop kindly, the amount we janitors have to clean in the kitchen after you cook is too much 😭
Game Master FX is there a way to disarm AP/AT mines? Besides walking over it and shooting it.
Also, just so that I can confirm it, the mini nuke is only for "local" not "dedicated" right?
no theres no way to disarm the mines, and you can use nukes in dedicated servers you have to activate the nuke in the admin menu
how do you open "Admin Menu" is that separate from game master? (Aka Scenario Properties)?
you log in with the admin code set by the server owner then open the top right drop down and select admin
Oh that "Admin" ok ty
You can disarm them using bullets or players
use a wrench
we tried didn't work
rip
does ACE Explosives not work?
that adds the ability to disarm mines with wrenches
The GMFX mines are not setup like vanilla mines so they won't really apply
they added minefields in vanilla anyway, so the GMFX ones are mostly redundant imo.
vanilla doesnt have AP mines
yeah fair, my group doesn't use them so i sorta forget they're there lol.
Hey @spice elk is there a way to implement BLE into the ammo truck?
Maybe? Never tried
Hi, I don't understand what was the subject of this post but I would like this Special Arsenal for others purposes. Is there a arsenal with all the items from all mods at the same time ? Thx
This mod has an arsenal that has all items that are enabled in the scenario https://reforger.armaplatform.com/workshop/645AAE6848D75398-EverythingArsenal
Thx for the fast reply !
Ok, stupid question. What is responsible for rank requirements for certain items? The scenario? I'm running a modded scenario and can't get rid of the rank requirements for certain items.
I think those ranks are defined in the arsenal information of the weapons
I guess problem solved I just slotted an arsenal box in the truck 
Genius
@spice elk . Is it possible to make your gm fix fire mod a bit more bigger???
Yes it is possible to make fire bigger
I guess you can edit the prefab and scale it to your liking
Js would be way cooler to see it from a mile away away
It's not visible from this far? Maybe on xbox the visibility is capped
It is
what was updated in bacon loadout editor for latest release 1.2.36, checking changelog on workshop and its blank
Nothing
Hey, I have a question. Is it okay if I overwrite your loadout mod? I’d like everything to be rank-unlocked, and I’ve already set it up that way in the Arsenal. Everything is available there, but in BACON it still restricts items based on rank. Will you fix that, or should I go ahead and adjust it myself? @spice elk
Did I upload the mod without a license?
im asking for a permission
How did you remove the rank limitation? If you have the entity catalog setup to have no required ranks then there shouldn't be any requirements
I am more interested in fixing a possible bug than granting permission to modify the mod
Anyone know the cause of why an attachment (ie front rails, UGL 203) would not be reloaded for a particular weapons mod, but other attachments like optics are?
Uhh reloaded?
It's the M203 in the Operation Iraqi Freedom Guns, no error or anything in saving it, but upon applying the saved loadout its missing
That doesnt sound like a vanilla weapon? Did the popup window not work when opening the editor?
This is the M4A1 and the M203 in that mod, not vanilla.
So the popup window when you open the editor is broken? What about the text on the bottom right in the editor, above the button binding hints?
No, in-game, when I load the M4A1 that was saved with the UGL, I get it back without the UGL and no front rails (its missing the UGL attachment) but the optic attachments are fine and appear on the weapon.
So you do NOT get a popup with information when you open the loadout editor in-game? And you also don't see orange text on the bottom right of the screen? The mod version you are using might be outdated
I assumed that, I just didn't know if someone knew what it might be, we're trying to patch and fix it if possible or report the underlying issue to the mod author for a fix
Whatever your issue is, if it cannot be reproduced with vanilla items, it rules out it being the loadout editor. Unless this is a weapon I've made, you are in the wrong thread.
I know its not actually your mods problem and wasn't implying it was. I just thought someone following the thread may have experienced this issue with some other mod before and had an idea what could be wrong/missing
I told you that you needed to make the text bigger lol
Personally I wouldn’t understand unless there’s a cinematic intro when I boot up the game.
Understand what lol /s
24/7 overlay in the top right of the screen with the warning
@spice elk your parachute working?
Please stop annoying Bacon I don't want another pop up screen or worse 
I read it-- it was not a post reporting a bug with Bacon itself or expecting him to address it-- it was seeking help in case others have run into this issue with other mods and compat with Bacon and perhaps finding a solution for the other mod. :p
This thread is for my mods
Do the rounds in your PMAGs act like regular M855 or do they act like the M855A1?
dunno, just use the m995 or whatever
Alright, thank you
I checked for ya, this is all the ammo it uses
Oh nice, thank you
This isn't a secondary Bacon account right?
Gotta hate it when this happens
@spice elk Any clue when we could be getting a Jump bag? something we can carry all our shit in for a helicopter jump?
Whenever someone makes one? I dont know
I modified the bacon bag so I can put things in it in one of my missions. If bacon agrees, I can release it.
Like how much stuff?
Like the big bag of BI.
Yeah man hopefully bacon will allow you to throw it up
I updated the mod to respect that property, but did not have the chance to thoroughly test yet
thank you ❤️
can you explain what it does please?
@spice elk morning question do you have plans on enhancing your editable intel mod? Like formatting, and added photos? Cuz it’s real useful for immersion ops.
Nope
I love the new robot mod! Especially the automation is chefs kiss, with the Commanders triggering reinforements and artillery! And so small!
Yes they use the support you give them, so you decide how much of it you add
wait what robot mod
Cool thanks
Pathfinding for the drone might get fixed tomorrow we'll see
And a bunch of other bugs 😄
God damnit and just on tuesday I cancelled a helldivers op for today. Couldnt you have been A LIL BIT FASTER 🤣 But nothing to fret! Already creating a helldivers op
But jokes besides, thanks so much for the mod, always love to see more sci-fi.
On the topic of Helldiving..... You got some sneak peeks for future ideas? Squad Dropods? (make the commander reinforcment thingy work for players to respawn them) Custom Bot weapons?
I just presumed it's not done 100% since you mentioned you are in testing phase
@spice elk Parachute isnt working, was working last night, now its not, no new mods added
I love this mod
Needs to be audio, and spoken in a stern way. People just can't/don't read.
The tank, towers, new squads and the drone are absolutely amazing and beautiful work!!
Will be an 11/10 when all the bugs are fixed. Already 10/10
Why does one have blue eyes?
Not complaining looks sick af which bot is it
He's able to call in reinforcements (drop pods) and artillery strikes, so blue color makes him stand out in the crowd to help players target
His subordinates are rushing in while this guy tries to stay a little further away
That's so cool well done bacon
will we ever have gm placeable drop pods?
There was one, for a halo server I played once. Not very effective unless made invincible
Bacon i think you made the ZU so posting here. Is there any plan to fix the sight so you can engage ground targets easily , I think in reality this thing has two sights one for ground and one for air but obviously two sights not gonna happen
Realistically probably not
was thinking maybe you can move the sight a bit left or just snip the obstructing bit but yeah i get you, thanks for the reply
Why would he change it? It's realistic lol.
The ZAP23 sight that is used has two one to engage Ground Tragets and one for Air. Now i dont know if the Air Sight is blocked in real life but the ground sight is not blocked. Currently its not very functional shooting ground targets that are at the same level with the gun
https://www.youtube.com/watch?v=JF7Rz4E3FKk&ab_channel=valgeklaarIn this video the sight assembly is higher and clears that post
What basis do you have that it is realistic now?
The fact that if bacon's model didn't include it it can't be done. Unknown if he made it himself but if he didn't he wouldn't be the one to talk to about this it would be the person who made the model
So you just commented to to comment 😂 , So you dont know if he made or anything just yapping. Well yes the questions were directed at him
The kind man answered and we good
I'm sure that If you know so much surely you know that he couldn't just move the sight lol. Especially depending on the licence of the model
No i dont know about modelling or making the mod. So what he can or can't do is what i was asking. I only approached that i'd like to use this to engage ground targets in my secnarios but bacon answered he can't
its wild how many people I see in these mod threads just yappin to defend or attack a mod just because they are clearly biased in one way or another. Like how do you go from "its realistic" to ... "It's not possible but if it was possible then its someone elses problem butt we don't know." whats this guy's motive?
He just changed up the whole narative from its realistic to modelling experience or something 😂
idk I dont have any plans rn
All good 😁👍
Like if I had infinite time I would love to but for now I will focus on fixing bugs
Aye that important
anyone who known how to fix jip error after reboot,my servers had the problem when players rejoin after end match or server reboot.
Nothing to do with my mods I dont think
What happened to the mini nuke can’t find it anymore even with no mods
Nvm just had to restart my game it was bugging
Bacon just a question no need to answer but what’s your next project after robots?
theres a setting in the Admin menu of GM to enable/disable it
Bacon, does AP and AT mine in Game Master FX can be diffuse?
Yeah with people (or bullets if you wanna be lame)
Bacon Loadout Editor has an Interesting interaction with Zelik's Character. Because BLE respawns your character when you load a loadout, it gives you a Personal Belongings. Zeliks moves Personal Belongings to the inventory (Shirt).
That means, personal belongings can be duplicated; if a loadout is saved with a Personal Belongings in the shirt, when you load the saved loadout, it will spawn a second one in your inventory
Thats unfortunate but I only can guarantee compatibility with vanilla
Is there an issue happening at the moment where Bacon is changing your rank after you get a loadout, and then registering a friendly kill when you kill an EN and demoting you?
Please send bug reports to my discord with a repro, and make sure you are not using ANY OTHER MODS when collecting the repro
I love Bacon mods
what was in update for bacon loadout editor just released?
Nothing

Hi bacon
Do you think you'll ever make your zombies more realistic or gorey per say?
Everyone has a different idea of what's realistic, so probably not
I love that answer
Haha!!
Pan mod officially approved!
https://cms-cdn.bistudio.com/cms-static--reforger/images/de772468-a5d7-4bbe-a33b-84f85d37931e-NEWS 1280x720.jpg
Objectively my best contribution to the Arma Reforger modding space
Yeah there are plenty of videos where ppl beating up each other with the pan. 😉
Personally, snowballs tbh.
Oh you remember that. I miss the santa sleigh.
santa sleigh og
shouldve put cursed reforger on that vid
It is there
Nerf guns were great, they were pure chaos
Bacon is crashing in PS5
Hero
I already posted about this hours ago in my modding discord, where my mod updates go
But if you get crashes from it on PS5 it means you are running old version
A10 motorcycle
nerf gun
https://reforger.armaplatform.com/workshop/656D3B4D4A39037A-DONOTUSEbaconloadouttest What happens if I use, will I explode?
No, you get the pan bonk
its the test one for Ps5 i believe
Just use the regular one?
bacon comes to your house and smacks you with a cast iron pan
Hey @spice elk Is your bacon mod working for ps5?
If you are going to ping me asking about a mod at least make sure you clarify which mod you mean. I have like 10 mods with bacon in the name.
There is like 3 mods I've made with loadout in the name... Anyway like the pins say mod status is in my discord.
Thanks 🫡
One question, when i put the bacon lodout into the json of the server i need to put in the “versión” the 1.2.40?
Or you could leave the version blank.
Xd just to clarify because the version that the json automatically put is the old one i think
Check the workshop website and see what the version is that is posted and put that in or leave it blank. If you leave it blank whenever your server restarts if there is an update to that mod it will update it. If you have a version number entered and there is an update it will not update and stay on the specified version in the json.
Will the Loadout Editor ever be persistent in single-player for PS5?
Probably not seeing as it's not possible
Sadge, but aight.
Questions about the Loadout Editor: is there a way to name your saved kits? If not, would it be possible to add such a feature?
Could just be some other mod or override I have breaking things but I'm trying out Bacon's M4 at the moment (not using loadout editor currently) and almost everything works perfectly except I noticed when holding R to inspect weapon for quick scope or attachment changes on the go, camera gets locked to default forwards position making you unable to look at attachments unless you hold free-look button. Usually entering inspect mode also toggles free-look on so you can look at which attachment slot you want to change
Looks like you have other mods enabled than the M4 so I can't help you. Always test WITHOUT ANY OTHER MODS ENABLED before you make a potential issue report.
Gotcha I assume it's already tested to be working properly in isolation then (I thought maybe this mode was just overlooked since most people seem to use the Loadout Editor), I'll try to isolate whatever other mod is causing it. Sorry about that will make sure to have an isolated repro before asking about any issues in future 🙂
All I need to know is if it happens without any other mods enabled. Majority of issues are caused by other mods so I've just learned not to bother figuring those out.
it’s a vanilla issue i believe
Bacon Loadout: User reported they can load in rank locked assets via the save/load loadout feature in Conflict.
Loaded in unmodded scenario (only bacon loadout) was able to reproduce and could load a rank locked asset. Loading still respect supplies though.
Second, not sure if intentional but while testing in SP there's this GM tab where all loadouts are free
(forgive the quality of the screenshot i'm playing reforger on a laptop that's not even supposed to be able to launch this game)
(also attached, reproduction)
GM tab is for applying loadouts to AI characters via properties. I don't really know how to handle the rank in loadout yet but I'll try to figure it out. Someday.
perfect, just wanted to report it in
so bacon you making all that stuff you planning on making C&C or something lel, that stuff is straight out of C&C lel
Hey bacon - Ambient Spawn Config, this is suppose to remove then the need of all these one off mods to convert "whatever" (i.e. AFRF/bacon robots) to USSR ? if I'm understanding it right?
Perhaps. The mod lets you replace conflict PVE groups with any groups from any mods, so if all you want is a simple "replace enemies" mod it should be fine.
Its not super easy to configure though.
cool then next question looking at the template you have to put each unit to x right listing to the et. or can you leave them all blank and just list "forced faction USSR"?
Edit - Ah then this question probably is a No
It doesn't dynamically source entities from factions, so you'll have to predefine all group replacements. The forced faction is to increase compatibility with the scenario in case it doesnt have a specific faction.
Should GM have the ability to edit loadouts? Similar to Arma 3's Game master Enhanced? I was thinking about this since you already have a dedicated tab within GM on the Loadout Editor Mod for applying GM saved loadouts, but you can't directly access the Loadout Editor without placing down an Arsenal, possible makes it feel more manual and not as fluent if that makes sense. Don't know if it's possible, just a suggestion. 🙂↕️
Thats fair but without a character to edit and without an arsenal to pull items from it would be quite tedious to make it work