#bacon (mod status in pins)

1 messages · Page 11 of 1

spice elk
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Might make it easier for you to use my mod Everything Arsenal so at least you have all faction gear in it

daring pebble
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It isn’t just mods it for vanilla too

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So it’s a Bohemia problem

robust ravine
spice elk
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Based

bright flower
spice elk
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It loads all items from all factions available in the scenario

warm nimbus
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Hey so nitrado does not allow server message to be edited with config files?

spice elk
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You should talk to your server provider's support if something doesn't work the expected way like editing files

warm nimbus
spice elk
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All I can tell you is that when that warning was added a while back then using it on Nitrado was quite hard, I don't know what it's like right now

warm nimbus
sturdy sedge
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Hey bacon little qeustion is there a way how i can make my items display normal in the editor on my side or does it always use a diffrent LOD , as that makes some stuff clip

timid vine
# spice elk All I can tell you is that when that warning was added a while back then using i...

with robot mod get these errors,cannot sure those were mod conflict or game own issues,pls check.

27.05 2025 13:02:35
Virtual Machine Exception

Reason: No suppression volume provided!

<0x000001DB5DC59B50> SCR_ChimeraAIAgent : AI/BehaviorTrees/Chimera/Soldier/Soldier.bt
(RunBT : ID 0)

AI/BehaviorTrees/Chimera/Soldier/SuppressBehavior.bt
SCR_AI Get Suppression Volume Center Position : ID 0

Function: 'NodeError'
Stack trace:
scripts/Game/AI/Utils/NodeError.c:8 Function NodeError
scripts/Game/AI/ScriptedNodes/Utils/SCR_AIGetSuppressionVolumePosition.c:25 Function EOnTaskSimulate

spice elk
daring fog
timid vine
#

when rolling these my server crashed

spice elk
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Virtual Machine Exception will usually not crash your server, so you need to look elsewhere in the logs for possible reasons. Remember that just because it's a red error it doesn't mean it's responsible for your crash.

timid vine
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thks i found the problem

warm nimbus
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Bacon can i dm you?

spice elk
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My dms are open

little nacelle
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The bot factory with the drones looooooks siiiiiick.

All hail greasy bacon. I Need to make a helldiver op

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Thanks for bringing more life to the sci-fi community!

runic tartan
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I couldn't put it down for a few days, and this is what came out of it.

spice elk
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Quite a cool mod. Will need more structures when I have the time.

slate tide
sturdy sedge
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Hey bacon little qeustion is there a way how i can make my items display normal in the arsenal on my side or does it always use a diffrent LOD , as that makes some stuff clip

spice elk
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in inventory item component attributes there was a preview LOD option somewhere, by default it might be LOD2

rugged slate
little nacelle
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MANAGED DEMOCRACY won't defend itself!

spice elk
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Would be cool to have factories powered by resource extractors with drones carrying supplies so players could have an alternative to stop production of robots by just blowing up the supply chain

daring fog
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You have a pretty good design taste. 👍

sturdy sedge
cedar light
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Adaptability with the soon and upcoming power line/electricity update to reforger… I see it

sturdy sedge
hushed aspen
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Xbox players that can’t play helldivers when they find a mod that adds automaton bases

twilit warren
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The front sight on the M4 URG-1 doesn't work

spice elk
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Wow this mod has not had a bug in a while! Will look into it over the weekend

waxen meteor
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Ngl that’s impressive asf that mod has gone so long without a bug

next quarry
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Parachute won’t deploy

spice elk
next quarry
spice elk
spice elk
# next quarry On Xbox bacon!

whatever the jump button is, and make sure you test without any other mods loaded as people love to mess with the parachute mod

next quarry
spice elk
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skill issue then

next quarry
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Mr bacon, how do you mak ur modz

spice elk
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The opposite of skill issue

little nacelle
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Rizz issue?!

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Oh no my nitro went out. Can't post rizz emotes anymore notlikemeow

zenith current
timid vine
# spice elk The opposite of skill issue

after 1.031

30.05 2025 16:47:41
Can't compile "Game" script module!

scripts/Game/6522EAB7461F248C/Components/LegIKAnimationComponent.c(175): Undefined function 'Bacon_6522EAB7461F248C_LegIKAnimationComponent.Diag'

spice elk
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Ah I'll fix that up standby

rose thicket
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Yeah @spice elk I have a couple in my server that it wont deploy with, like 98% of our dudes can deploy the chute

spice elk
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No idea. Unless you can figure out a repro it's probably not going to get fixed.

mellow hearth
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Not sure I really understand how the Bacon loadout editor is saving the loadouts. Most of the time when modifying the modset (or rebooting the server?), we are losing all saved loadouts. Most of the modset updates are just additional QoL mods (or they're removal) and adding maps. For soldier assets, we are just using vanilla or vanilla+RHS (and switching from time to time between those too). If possible, I'd like some clarification about when the backed up loadouts are reset. This would help me, as server admin, to better prepare the mod set change (or do it in a different way).

sour briar
#

te

spice elk
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profile folder, if you are with some horrible hosting provider that wipes your files every restart it could be caused by that

mellow hearth
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all the files are there:

spice elk
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but does the list of loadouts for players get cleared or they can load but it fails?

mellow hearth
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thx for your quick answer Bacon ! just to be 100% sure: if I change the mods, the loadout should still be there, even if some items are from non activated mods (and of course won't be able to be loaded) ?

mellow hearth
spice elk
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Ah then the files are gone or server cant read them, validation of loadouts is done upon it being chosen by the user

mellow hearth
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what I can do: delete all the files in the loadout folder so that we start back with a clean situation and see if the problem is arising again

spice elk
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I would check logs for errors coming from it as well

mellow hearth
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any string I should search ? "bacon" ?

spice elk
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yeah that should be it

mellow hearth
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thx for your help !! I'll do that then probably wipe the files if nothing is appearing to start from scratch on our next game (tomorrow)

mellow roost
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I think this has been asked, but is there a way to blacklist items in your load out editor?

spice elk
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Yes, blacklist them in the arsenal, the editor uses arsenal, it doesnt invent new ways to load items.

maiden fossil
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Suggestion: like arma 3 ace arsenal allow a public load out section for sharing kits and naming kits as well for personal track of them

uncut coral
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It would be cool to do something like ACE Arsenal Extended, basically uniting similar gear with different variations. For example, unite all the ALICE rigs, and when you click on it, you can choose the preferred version (officer, machine gunner, etc.)

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All of this just to have more order in the arsenal (i hate disorder)

spice elk
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My m4 mags already do it, its natively supported feature in loadout editor

uncut coral
spice elk
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Basically it collapses items that have an arsenal component on them onto a submenu

Buuuut only in inventory view, not slots view 😦

uncut coral
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Ah i see

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well, i hope u will consider add it as a feature in the future 🫡

spice elk
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Still it helps picking ammo as it:

  1. highlights ammo appropriate for your weapon
  2. collapses those mags by visuals and then you go into the submenu to select bullet layout
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that alone reduced 20 mags (4x style x 5 bullet layouts) down to 4 items in the arsenal

uncut coral
twilit warren
spice elk
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Oh I forgot about it. Is it just the URG-I long handguard?

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Fixed it and improved LOD3 for the handguard a bit

winged wyvern
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Is there a mod that give categories to the arsenal ?

spice elk
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wcs loadout editor has a few more categories than bacon loadout editor

winged wyvern
spice elk
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I vaguely remember that to be the case, I might be wrong

winged wyvern
rose thicket
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OK, @spice elk could the Parachute Mod be effected by the order that it is in the JSON?

pale coral
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everything can be slightly affected based on load orders.

spice elk
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Load order usually doesnt matter. If load order breaks something it is a sign of a bad mod somewhere in the list before the one you tryna use.

rose thicket
rose thicket
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Load Order did fix the Parachute Mod haha

spice elk
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Now to find which mod breaks it

severe gate
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Hi Bacon,

Thanks again for the mod you made for us — it's absolutely essential in my opinion. I’d like to know if it would be possible to slightly modify it.

On our PvP server, instead of having players interact directly with the ammo crate (like the Arsenal Box or Ammo Storage), we’d like to replace it with a bot standing by a small table, along with some decorative elements that match the type of crate being used.

Basically, I’d love for the "loadout box" to be represented by a bot rather than just a crate.

More specifically, I replaced the mesh object in the Arsenal Box prefab with a character model, and that part works. But I haven’t been able to change the character’s outfit, and I can’t manage to add other elements in front of him either.

So first of all — would you allow us to make that kind of change?
And if yes, would you have a bit of time to guide me in the right direction to get it working?

Thanks in advance!

spice elk
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Not seeing what is related to my mod here as you can add the open action to anything that has an action manager component, so you wouldnt be modifying any part of my mod

severe gate
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Alright, great — I’ll go in that direction then. Thanks a lot for your feedback. Have a great day! I’ll send a little picture of the final result once it’s done. Thanks again!

cobalt basin
severe gate
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@cobalt basin Yeah, that’s a great idea! I’m definitely going to try building something immersive for both factions (US vs Cartel).

I’m a bit concerned that if I change too many prefabs it might affect FPS on PC or even crash consoles, but we’ll go for it and test things out. Hopefully, we can make it official on the server by tomorrow — we’ll see how it goes!

rose thicket
pure abyss
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Bacon, Would you be open to allowing a modification that would allow any change in the directory storage location for loadout editor on a per mission basis? Looking to avoid a issue where occasional mission switch on same server (or even vote/rotation) could be handled to ensure loadouts created by players are not the same as items included in one would not be included or allowed in the other e.g. going from a woodland map to desert map, so different uniforms).

peak quartz
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you get 5 slots, is that not enough?

pure abyss
# peak quartz you get 5 slots, is that not enough?

You aren't understanding. This is more about backend, not frontend with slots, but more slots doesn't solve the problem with isolating saves between mission types where you might restrict items.

e.g. A more woodland scenario with BDU's, but then another mission in vote that is desert which only has DCU's. The same could be said for situations involving different types of missions run on a server where you don't have a particular weapon. As it is right now the system only isolates things by faction on the server.

quartz vortex
pure abyss
thick juniper
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Using your Ambient Spawn Config I've managed to get all the ambient patrols and spawned vehicles replaced with ones from a new faction (the 40k mod in this case). However, in every Conflict PVE scenario I have tried, when the new enemies spawn in they do not engage in combat, and all have a white unit icon in GameMaster without any faction indicated. Any idea what I might be doing wrong? My config.json appears to be formatted identical to your sample PVE Robots one, except for swapping out the Robots faction key for "FACTION_CHAOS" and replacing all the Robots units/vics with 40k ones. I must be missing something simple/obvious here!

spice elk
severe olive
spice elk
slate tide
paper dock
frozen sapphire
severe olive
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Wait it's already out??

sullen pilot
onyx breach
past crest
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The mech is really cool, but i have noticed something that the tanks and the machs over on a server will always go south west and not follow any commands. I've tested in solo gm amd they work fine, but on a server the problem comes up. Any suggestions?

slate tide
spice elk
past crest
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That's what I'm doing

spice elk
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Basically step 0 when there's an issue with any mod

past crest
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It was a map issue

orchid hemlock
spice elk
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Nope. No mod "packs".

orchid hemlock
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I wish we could set a player's limbs by 20x in size before exploding from existence

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Like they just slowly expand until they just burst

orchid hemlock
brisk patio
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The defensive towers seem a little vulnerable. A single grenade launcher round to the glowing vent in the back caused the tower to explode and sent the turret launching about 100 or so meters into the air. Otherwise loving the faction so far.

spice elk
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Almost as if the glowing weak spots were weak spots

brisk patio
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If thats intended, all good, just wasn't sure how vulnerable they were meant to be. Like I said, loving everything so far

left ore
spice elk
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The damage is a bit inconsistent. For example on the drones it doesnt work the same way yet. But to be fair ONE grenade should not take the whole thing down thonk

brisk patio
spice elk
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Yeah mostly because the weak spot models are sourced from the drone where it is a normal part, but I will fix that soon. I thought they looked perfect for this.

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ima fix it rn actually

spice elk
brisk patio
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Will do

spice elk
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I was aiming for something like 1 rocket not 1 grenade

brisk patio
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Okay, decided to test out the tower again, just shooting with a rifle. It didn't blow up, so I hit it from the front a couple times with the gl, strafing so it couldn't shoot me. After a couple hits on it, it managed to aim close enough to me to shoot, but that shot apparently made it blow up? Possible that the grenades set something on fire inside the turret and it just cooked off? I'm not sure

spice elk
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It should be visibly on fire when burning

brisk patio
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Short Range Howitzer, when shot by a gl in the vent, destroys the vent but does not destroy the building. Looks like the shot to the vent did just over 50% of its hp in damage

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Additional shots to where the vent used to be don't do much damage. Maybe 5%?

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^The same happens with the Reinforcements Radar

spice elk
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Right ok I messed something up working on damage today then - the weak spots are supposed to have 99999 hp

brisk patio
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AA turret is also 1 shot with gl to the weak spot

spice elk
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duckpout aw

brisk patio
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GL to the top vent/weak point of the drone factory sets all the vents on fire, but only did about 6% damage

spice elk
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Yeah camera shake is a feature of the mod

brisk patio
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GL round to either vent on the tank also one-shots

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Assault mech barely takes any damage from GL rounds to the weak spot, but it also ignores any attacks from behind, for whatever reason. I was able to sit there shooting it and it just casually walked here and there ignoring me

spice elk
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OK updated the weakspots and vehicles, didnt touch factory, thanks

brisk patio
# spice elk OK updated the weakspots and vehicles, didnt touch factory, thanks

Tested the defensive tower and howitzer again. Definitely working much better. However, I did notice something that might be a bug? When I shoot the weak point with a grenade launcher, it "sets the building on fire" without actually setting it on fire. This, I believe, caused it to later explode randomly without getting hit, though I couldn't replicate it very easily.

Additionally, it also counts as "on fire" without taking fire damage or displaying any fire effects if you hit it with 4-5 GL rounds on the front of the turret.

(Sorry for the lag on the recording. No idea what happened there. Still, you should be able to see what I'm referring to.)

spice elk
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Yeah I noticed that. It should visibly display the fire particle effect but it dont. Thats alright, at least damage is a bit better now. Will fix fire FX later.

brisk patio
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The odd thing is that even though its on fire, it doesn't seem to do anything to the tower. It continues to function as normal, HP unaffected until it sometimes just randomly explodes. If you set it on fire with the GM command, the particle effect applies as is normal, as does the fire damage

spice elk
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I think it's damaging the gunner and not the building, I've made it so when the crew is dead it kills the vehicles

brisk patio
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That may be it. Some sort of internal fire thats not affecting the vehicle as a whole

spice elk
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No it is on fire it just doesnt have the particle defined I may have forgot

severe olive
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Only thing I miss with the robots is I can't change their faction or control any of them anymore, I only had that mod and it's dependency enabled

spice elk
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It's intentional because it leads to breaking things in the mod, is mentioned in the changelog. It is only available in Workbench right now.

#

The mod characters are not intended for players to control.

severe olive
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Ah my bad

paper dock
spice elk
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Yeah you can do it that way, I don't know how to disable it. But if you submit bug reports related to player control they'll just be ignored.

waxen meteor
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Just wondering what is the robot mod called

spice elk
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Give it a guess

vernal summit
spice elk
slate tide
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Oh interesting and sounds cinematic asf

spice elk
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The aim here is to give a more arcade vibe

slate tide
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Aye! 😄

frozen sapphire
spice elk
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Keep looking, I'm sure you'll find one!

little nacelle
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Mechs look fire! Haven't found bugs yet, besides the ones in a while weird walk anim across a hill / rock

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Rocks seem to be sometimes it's enemies

severe olive
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My only issue with them is the AI doesn't like forests, they can walk in a straight line and just destroy the trees but instead they walk all over the place n can't path find through it

frozen sapphire
spice elk
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They use BTR/Vehicle Driving navmesh otherwise they would try to get inside buildings

frozen sapphire
spice elk
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If I make them ignore destructibles on their way then they walk into stumps on their own because they are invisible to them

slate tide
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One of the mech accidentally walked into the water and it hilarious, they swimming like a frog 🤣

spice elk
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You have some old version? There is no swimming in current version... unless its broken

frozen sapphire
spice elk
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It should just drown now tho lol

slate tide
leaden walrus
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Can I report a bug here?

spice elk
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If it can be reproduced without any other mods, yes

leaden walrus
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Xbox platform, when using Bacon Loadout Editor I am unable to press LB to go left throughout the categories.
I can still go right, if you look at the top left you can see it doesnt let me press LB

spice elk
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When you press RB to go right can you then press LB to go left?

wind steppe
spice elk
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Does this work correctly in other places that have tabs?

wind steppe
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I cannot confirm at this time, I’m out now. But I’ll let you know as soon as I can if this situation isn’t resolved by then. Give me an hour max.

spice elk
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I guess the update broke it a bit

cobalt basin
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Same on PS5

spice elk
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Alr check in new version

wind steppe
#

Copy

leaden walrus
spice elk
severe gate
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Hello, Bacon.
I'm still working on the project I mentioned to you before, but now I have a much more serious problem.

A competing server has stolen all of my mods, even though we just launched. What's worse is that they currently have more players than us. They've taken everything — even my custom loading screen — despite the fact that their server doesn't even have the same name.

I'd like to know how the whitelist system works in the tool, so I can make it harder for people to steal my mods in the future.

Thanks in advance for your help.

frozen sapphire
brisk patio
zenith current
scarlet jay
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Has the m4 block 2 and urgi mod been removed from the workshop? Went to redownload it after accidentally deleting and can't find it?

spice elk
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Nope

sturdy sedge
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Bacon could you open your dm with me so i can send you something about X server abusing your mods for monitization reasons. i cant seem to send you a DM.

brazen otter
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Hello,
I appreciate the work you've done on Ravage, but I never gave any kind of special permission. If your mod is built upon, or is a rework of Ravage, the terms of the original license should be respected :

"Attribution - You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material)"

Now, the license isn't Share-Alike (sadly I never thought about it before releasing the mod), so you're free to apply a more restrictive license on your work... But, the original mod is no longer available since it has been delisted, making you the only one with access to the original content - which is not an ideal situation.

I will try to fix & relist Ravage so people can have access to it, but in the meantime, it should be made clear that any material from the original mod is, in fact, free to adapt or rework, even if it's included in a mod with a restrictive license. I know those terms are extremely complicated to respect or enforce (and, again, I do regret not applying a Share-Alike license to begin with), but talking about taking over with my alleged blessing and restricting access to modifications while the original content is inaccessible, that doesn't sit right with me.

spice elk
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Will fix the attribution (unfortunately, I may not have time to work on this until the weekend). Using my mod as a potential source of original content is impossible. Not because of licensing.

#

You can download delisted mods though not directly. Relisting would help a lot, since I assume you would like to fix it.

spice elk
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Updated the mod. I've listed all 7 files that have Ravage content in them in the mod description. I've also changed the name so it does not give the impression that Ravage is created by me and that this mod is actually Ravage (only 1.5% of the content having ties to Ravage). I've double checked that the GUIDs of content are not shared with Ravage, hope I didn't miss any. This could have created conflicts when Ravage is republished and someone attempts to run both mods at the same time.

brazen otter
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Thanks mate. 😉

wanton echo
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I spawn naked allot when it looks like this. Is there a fix for it or should I do a complete reinstall?

spice elk
#

This looks like not my mods, so I can't help you

blissful sedge
#

I can't remember why exactly it was impossible, but why can't loadout editor persistency be a thing on consoles? Does it have to do with where loadouts are saved/modified on PC usually?

silent plaza
blissful sedge
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I feel kinda dumb asking that tbh, because I realize most people even back on A3 used to just do LAN mostly for persistency reasons, I never thought to do that with Reforger for some reason (Brain = slow).

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Oh naw wait- consoles can't do LAN either 💀 I don't even know if that would've solved anything anyways if that's the case. Bummer.

silent plaza
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you can run your own server on a simple PC or laptop and have persistence there for console users connecting I think

quartz python
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@spice elk do u plan on making a conflict robots like a PVE thing

spice elk
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Maybe one day when they get more structures

quartz python
spice elk
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I hope so, it's my favorite mod

frozen topaz
#

Anyone have experience combining Bacon Zombie with CRX AI? Im finding it hard to get the zombies to stay inside the cave.

frozen sapphire
spice elk
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all waypoints are treated as move except the defend waypoint, which they use to roam around the waypoint

but you are correct, if there's a chance for brainz they will take it

haughty zealot
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I love your robot mod, it's awesome, thanks.

plush quail
#

is the bacon discord only 1 channel or am i missing smth

dusk glen
static hill
#

I only JUST learnt about this recently, have been updating them manually 🤦

granite flame
#

I was doing this in an override / event, and it may just be my view, but when you change loadouts, you should probably get the value of your current loadout (what you are wearing) back at the arsenal. a script can compute the cost of your loadout before the entity is swapped out. so you end up being charged the difference in effect.

spice elk
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Yeah I guess I just forgot about it, people didn't seem to complain

#

Probably should go as far as compute the refund first, and factor the cost of loaded loadout into it

#

Unless the supply update is not synchronous

wicked tapir
#

What happened to your mod discord Bacon?

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It's now called Gulfcoast Islands server and I only see 2 Channels

spice elk
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Nothing

wicked tapir
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It's not like I remember it being before

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Very strange but aight. Where would I report bugs and ect. with your mods then?

spice elk
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In my discord is fine

runic tartan
#

Could you give some advice on how to set up a character to be forced into melee combat, like your zombies?
I created a character who has a bayonet weapon with no ammo, but it does not initiate melee combat, but retreats.

spice elk
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Zombies do not use vanilla AI behavior so they do not know what retreat is

runic tartan
spice elk
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idk I dont really know how vanilla characters work

runic tartan
#

Thanks. I try to figure it out.

severe gate
#

HELLO, I hope you're doing well? I'm working on a life project that's not exactly easy. I've looked into the ServerAdminTools mod, and it seems to have player management features. I want to do something like Team Elan, with a private police faction, possibly using a whitelist system, but I'm not sure. Could you help me figure out if ServerAdminTools can do this, and if so, how? If it's not possible, do you have any leads on where I should look? Thank you in advance for taking the time to help solve this issue!

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And thanks again for the action manager with the arsenal, it's absolutely top-notch!!!

spice elk
severe gate
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Okay great, thanks a lot — super fast response, you're a boss!!
Tell me, do you know how I could set up some kind of private faction, where I can choose which players are allowed to join?
With persistent mode, they should stay in it normally — but I can't find a solution.
I really don’t want to dive into crazy scripting or anything like that, I don’t have the skills for that kind of thing… but I feel like I won’t have a choice, right?
Maybe you know of a mod that already does this or a workaround? 😉

spice elk
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Cant add any new features to the game without scripting

brisk patio
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Was messing around with your bots mod the other day to show a friend who hasn't played arma some different things in-game. I'm not sure what caused it, but I placed two drone factories, then had base game russian rifle squads attack. The drones responded to the attack, but I noticed a few would start hovering with a 45 degree tilt, rapidly rocking 5-10 degrees back and forth from that 45 degree angle, slowing their movement and reducing their accuracy. It would fix itself after a little bit, but it doesn't seem like intended behavior.

spice elk
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They break when you have low fps, so it'll work better when you get better hardware LMFAOO

brisk patio
#

My fps wasn't bad during that. Around what fps would you say that issues start popping up?

spice elk
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Like whenever it gets bad, I would say 20 or less

brisk patio
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I think I was about 45-60 the entire time

spice elk
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Ah bet maybe distance LOD for physics then or something. In the future if you report anything also include mod version.

brisk patio
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Will do. I can't get on soon, but next time I get the chance, I'll see if I can replicate it. (The only thing that I had seen that might have been a common factor amongst the ones that went wonky were that those were the ones that flew over the bot tank, or had it drive under them. Not confirmed)

spice elk
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Until there is repro steps I am probably not looking into it

brisk patio
#

Understandable, I'll see what I can do. Just wanted to mention it once I woke up since my memory is worse than a goldfish's

spice elk
#

I patched that a few times already but it might need a different approach, such is life when you make something new from scratch. I do need to be able to cause it to glitch out though.

brisk patio
#

Also, not a bug report, but something I found hilarious. The tank was trying to fight some infantry in a bushline, but couldn't seem to see them. It was pretty close, and they were grenade launchers at the drones. Idk why, but the tank must have gotten fed up with them, since it accelerated and rammed the bushline, rolling over the entire squad rather than shooting.

spice elk
#

Yeah when the AI loses sight of a target it will usually go to the last seen position

brisk patio
#

It went there with violence in mind. Actually cracked up when I saw it happen

spice elk
#

Except the blue robots, they like hanging back sometimes

gaunt ice
#

@spice elk for the game master FX how do you enable the nuke if you have admin?

main star
wanton echo
#

28.06 2025 19:10:41 Virtual Machine Exception Reason: NULL pointer to instance. Variable 'm_damageManager' Class: 'Bacon_622120A5448725E3_InfectedCharacter' Entity id:4611686018427387969 Function: 'ApplyBloodOnClothes' Stack trace: scripts/Game/622120A5448725E3/Entities/InfectedCharacter.c:105 Function ApplyBloodOnClothes scripts/Game/622120A5448725E3/Entities/InfectedCharacter.c:136 Function DelayedInit scripts/Game/game.c:922 Function OnUpdate Runtime mode

spice elk
gaunt ice
#

Is there a way to turn off friendly fire kicks in the bacon server json file?

viral arrow
spice elk
gaunt ice
woeful torrent
gaunt ice
#

Thank you

pale coral
#

not sure if intentional, however when loading up either the komrad or GMFX into the workbench, it decides to not work and delete both your mod and the main mod from the project only showing Arma reforger in the resource browser

spice elk
#

That's not a thing, you just missed the actual error in the log console in workbench

#

Step 0 when encountering any problem is read logs

little nacelle
#

Did some thorough testing with the robots for an upcoming "Worlds at War / Independance Day" op Im doing this week on tfw. Really robust, really smoothly, also really cool as GM since you dont have to do nothing. really well made mod!

I think the only thing that came up on testing is that stingers etc dont lock on to the drones, which would be a neat feature to make AA missiles more viable. Those guys never get used in GM ops 😭 But besides that, we found nothing after doing hours of testing!

#

Even stresstested it at one point and we were surprised the dedicated server held up

spice elk
#

@kindred cradle wat do i need on a prefab for stinger to lock onto it

kindred cradle
spice elk
#

Nopesies

kindred cradle
#

and then it gets repositioned to where the heat is on that aircraft's prefab

#

you could maybe manually add one but dont use the dependency, that way its there if people have the mod, only thing that sucks is that every time you save the prefab workbench will remove it

  WCS_Armament_AircraftInfraredEmitterComponent "{62B0B51C741777DC}" {
   m_vPosition 0 0 0
  }

or could have some middle man compatibility mod

kindred cradle
#

you could technically give them auto firing flares too (assuming this is for the robutts)

little nacelle
#

dont make me feel things 😭 also dont call em robutts!

#

but its up to bacon to decide, his mod

spice elk
#

Ah interesting I would have assumed it will lock onto anything that has an engine turned on (like with a signal or something)

nova tusk
#

They have a ground vs. air identifier so stingers don't hit ground vehicles, and vice versa.

spice elk
#

like irl or like in the mod

pale coral
#

mod

#

if a heat signature is large enough and hot enough a stinger can be locked onto it

spice elk
#

It seems you may need to re-read this. It applies to all mods to be fair not just the editor.

plush quail
#

how many mods does this guy have😭

frozen sapphire
spice elk
#

at least 3

frozen sapphire
#

Minimum of 1

spice elk
#

non-zero amount of mods

little nacelle
#

I heard he's donating mods to the poor and needy 🙏

#

are you going to attack that stinger suggestion? blobcloseenjoy you got my hopes up there after pinging cyborg on tuesday 👀

#

But also totally understandable if not. Adding dependancy is kinda meh for some lock on missiles and flares. Specifically a dependancy which is bigger than your mod xD

pliant jasper
#

@spice elk I replaced your frying pan with an axe 🤓

spice elk
#

As much as I like the idea you need to read licenses of mods better

pliant jasper
spice elk
#

Bro pulled a uno reverse card on me

#

but no you need to actually read the license of the mod you are modifying because it tells you what you can and cannot do

#

That being said I would be okay with you making an inherited prefab that is a separate item for the axe, instead of replacement

pliant jasper
#

Ah okay, thank you!

spice elk
#

If only you could dual wield

daring yew
#

Foreshadowing 🙏

grave edge
#

@spice elk Is there a way to stop getting muted after leaving Bacon Loadout Editor? It may not be a bug but it's definatly bugging me... lol

spice elk
#

No idea what you mean

grave edge
#

Everytime you choose your loadout from the Bacon Loadout editor and exit the menu it mutes or deactivates your proximity radio.

spice elk
#

dunno, I guess I can add it to the list of bugs

thorny kindle
#

Hi, I am trying to add more vests and weapons to the bacon loadout editor like GRS mod did, anyone may please help me to achieve that?

spice elk
#

You dont add them to loadout editor you add them to the arsenal. If they are not visible in the editor it means they are not setup like vanilla in the config.

thorny kindle
#

Even a direction to specific components will help 🙂

spice elk
thorny kindle
#

Ok will do check it out with this approach , thank you!

spice elk
#

It is a good approach instead of just doing a list of checkboxes

thorny kindle
#

Got it sorted brother, thank you!

spice elk
#

Big robots can dual wield, turns out

frozen sapphire
little nacelle
#

Hmmmm. WCS armaments does some funny things with Bacon Robots apparently. Our Little Birds and BlackHawk were shooting lasers today in our operation hahaha

#

but maybe that was some other mods, we were running a big list. Will try to see if it was something else

little nacelle
spice elk
#

Please double check that this is the case BEFORE you mention it as an issue.

little nacelle
#

Didn't have time for further testing yesterday (after op) but will take a look today

#

The modlist should be still on our 2nd server so I'll gut it, decrease it step by step until I find the culprit

little nacelle
#

Didn't wanna point fingers at a mod specifically, tho I presume some WCS armament config from one of the vehicle mods overwriting the tracers

#

Will be home in some hrs and take a look at our dedicated

kindred cradle
#

you're right about one thing, you shouldn't assume

little nacelle
#

But unfortunately not, so I'll get right to testing, came home earlier

little nacelle
#

Yee my first guess was right and I found it. Its the "WCS_AH-6M" causing it. You put that on and the lasers overwrite miniguns tracers*. Then I'll head over to Akiras channel and report it 🙂

#

uhm, I cant find AH-6M anywhere XD did he merge with WCS? Probably

#

I'll report it there. But as I said, for me its more of a feature, just our pilots didnt like it too much

#

looks funny to me 😛

spice elk
#

Doesnt look to be related to my mods, wrong channel

rose elk
#

Is there any way to restrict what players can save in their Loadout slots with the bacon loadout editor?

spice elk
#

The restrictions come from arsenal

rose elk
sturdy sedge
#

hey bacon as i cant seem to DM you and i tryd before.
they are still absuing your stuff (and other moders)
as this is part of the many codes they have to limit it to VIP only and this is for your loadout editor

lass VIP_GunBuilderOpenAction : ScriptedUserAction
{
    override bool HasLocalEffectOnlyScript() { return true; }
    override bool CanBroadcastScript() { return false; }

    override bool CanBeShownScript(IEntity user)
    {
        // Hides action if not VIP
        VIPFlagComponent flag = VIPFlagComponent.Cast(user.FindComponent(VIPFlagComponent));
        return flag && flag.IsVIP();
    }

    override bool CanBePerformedScript(IEntity user)
    {
        // Blocks usage if not VIP
        VIPFlagComponent flag = VIPFlagComponent.Cast(user.FindComponent(VIPFlagComponent));
        return flag && flag.IsVIP();
    }

    override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity)
    {
        // Opens the loadout editor normally if VIP
        MenuManager menuManager = GetGame().GetMenuManager();
        Bacon_GunBuilderUI menu = Bacon_GunBuilderUI.Cast(menuManager.OpenMenu(ChimeraMenuPreset.Bacon_GunBuilderUI));
        
        menu.Init(pOwnerEntity, pUserEntity);
    }
}
#

(text translated)

#

this server has been bannend before they are back up and keep coming back up but these mods are still around and in use on whatever server they create

#

that goes for your stuff , my stuff, WCS , RHS

frozen sapphire
sturdy sedge
frozen sapphire
#

Like the overwrite mod not bacons

sturdy sedge
frozen sapphire
sturdy sedge
spice elk
#

This seems like something to send to the infringements or monetization contact emails

sturdy sedge
#

and i just wanted to make sure you knew what they where doing with your stuff aswel

slate tide
#

Hey Bacon I was wondering what if you were to make a huge massive big fkoff mech robot walker that way deadly and challenging for players?

#

Kinda like a boss class types here pic of as an example of what I mean

peak quartz
#

you mean like that?

waxen meteor
#

The clanker uprising has happened on Everon

rose elk
#

Hey Bacon! out of curiosity do you have any plans to develop a more realistic autonomous drone AI enemy in the future? As far as I can tell, you're the only modder who’s successfully created a functional flying enemy drone, and that's pretty cool. would be awesome to see more variants of that. Just thought I'd ask!

pale coral
slate tide
#

Don't have pc

gaunt ice
#

Hey I know it’s not bacons expertise but does anyone know of a GM mod where you can destroy certain parts of vehicles like engines/Tail rotors for RP purposes? Like arma3?

spice elk
#

Just shoot them

gaunt ice
# spice elk Just shoot them

Yeah that’s what I normally do but in flight it’s kinda hard to do that without setting the aircraft on fire. Like with the stinger when it hits it normally takes out just the engine and sets the aircraft on fire

orchid hemlock
#

Disregard? I got booted for whatever reason

pure pilot
#

hi @spice elk does your bacon loadout have ranked limitation for certain items?

frozen sapphire
pure pilot
#

My game should have locked items, but they dont appear to be locked in the bacon

frozen sapphire
pure pilot
#

Im in gamemaster

frozen sapphire
pure pilot
#

I do have ranks tho, I've personally added the ranks into gm

#

this is the arsenal in my gm session

frozen sapphire
#

I’ve never had that issue in a gm server even when I’m not gm

pure pilot
#

I remember I used to have the bacon loadout on a conflict server months ago and this was not an issue... I wonder if its happening only in gm

#

I need ranks in my gm session because of milsim rules to have certain roles to unlock at a specific rank

frozen sapphire
pure pilot
#

Bacon used to have locked items couple of months ago... it was before he did the update with the message telling people to test before without anymods

#

I remember it used to have ranked locked items... but maybe it was removed? Dunno

spice elk
pure pilot
#

yeah I just checked for curiosity...it works well in conflict

#

thats strange, maybe it is scripted only to work along in conflict

#

I think this should've been an option from Bohemia in the gamemaster menu, like "do you want ranked locked items?"

frozen sapphire
pure pilot
#

My mod sets items to be locked in GM based on rank, but when I open the bacon loadout they are not locked, I'll send a clip...

spice elk
#

I forgot how rank detection is done, but maybe some component is missing somewhere. Remind me on the weekend I will check.

orchid hemlock
spice elk
#

Nope

pure pilot
#

I've found another small bug with the Bacon Loadout Editor.

  • Basically when you run a GameMaster session with Global supply usage enabled if you want do disable it ONLY for a specific arsenal box, this it'll work for picking up items for free like I wanted, but if I would like to load a saved loadout it'll still ask for supplies to load the loadout from the arsenal.

I've run into this because I specifically wanted to have supply usage in my server , but I didn't want people to run out all the supplies by testing stuff from the box, so that's why I disabled the supply usage from the box.

I'll link a video showing this off. Hope its usefull, no other mods involved.

pure pilot
#

Hey @spice elk any news on the issues I sent you?

spice elk
#

Yeah

pure pilot
#

have you figured out how to fix them?

spice elk
pure pilot
#

awesome!

spice elk
# pure pilot awesome!

Can you do me a favor and check if in vanilla game respawning with saved loadout deletes your m16 flash hider?

pure pilot
#

flash hider is ok

#

i tested with v1.2.43

spice elk
#

There is no vanilla 1.2.43... nvm I will test myself forget I asked

dusk glen
#

Damn

spice elk
pure pilot
#

I mean I tested with that version of bacon loadout editor

spice elk
#

Wanted to work on the robots today a little bit but workbench crashes nuked all my willpower sadge

pure pilot
#

About the ranked items, this part cannot be fixed in the BaconL.E.? (for gamemaster)

spice elk
#

Didnt check where ranks come from sorry

spice elk
#

How do you enable ranks in game master exactly?

severe olive
#

I don't believe you can.

frozen sapphire
pure abyss
spice elk
#

There's no ingame option for it?

gaunt ice
torpid talon
#

The GM Loadouts for the editor don't load when I attempt to copy them to AI, what to do?

spice elk
#

Are you in singleplayer?

torpid talon
#

no multiplayer gm

spice elk
#

Maybe you could DM me server logs

torpid talon
#

yeah i'll send some refrences over

plush dagger
#

I'm not sure I've plyed your zombie mod before but it blows me away that someone was using "shots to kill a bacon zombie" as a unit of measurement for weapon balance a few months ago. They were dead serious about it too, "with an extensive resume in game testing for serveral triple AAA releases."

spice elk
#

Damn, experience in game testing for several AAAAAAAAA releases

lapis kindle
#

@spice elk
Hello, we are considering switching to your mod as an addition to Arsenal. Overall, we really like it, the rank check and everything else. The only problem we encountered is the free purchase of already saved equipment via floppy disk. That is, it tells us how much the equipment costs, but when we equip it, the supplies are not deducted from the points. Will this be fixed somehow, or is it our mistake?

spice elk
#

Step 1. Read what it says on bottom right in the editor
Step 2. If you can still reproduce the issue then submit steps to reproduce the issue in my discord

tame thistle
#

in restart server all loadout save hide but in profile i see baconloadout folder have saves

torpid talon
#

just a question about the editor, when hitting clear existing player loadouts in Gamemaster, I assume it also clears bacon loadouts as well, right?

spice elk
#

Generally speaking if it doesnt say that it does, then it doesn't

pearl coyote
#

hello bacon. Can I add a custom score comsuption inside the gunbuilder with you original try comsuption method? It is a score system which cost player score when load weapon (the component in player controlled character). I have add it in vanilla arsenal box. Or at least would you mind to teach/help me make a simplified item filter UI/scripts for better item selection? If you are interested, I can DM you for detail. The mod link: https://reforger.armaplatform.com/workshop/65DEB9435AC39200-IPCDynamicFrontline-RP

spice elk
#

Why not just give people virtual supply instead of making a whole new system

pearl coyote
#

so the score system is done and work fine with vanilla box. The main issue is weapon editor and file load/save

#

the score is persistent and saved in json

pearl coyote
#

Well. Thank you bacon. I think I can directly use the resource cost value in try consumption as the score amout.

#

1 resource = 1 score

spice elk
#

Yippee

rose elk
#

hey @spice elk how do you use the InfectedSpawnerAssemblyPoint in workbench? I see there are two prefabs, one which is the spawner and one which is the assembly point, but how do I link them if that makes sense? if I place a spawner in workbench zombies spawn but they don't move to the assembly point prefab.

spice elk
#

You dont use GM spawners in Workbench. You use GM spawners in GM.

rose elk
spice elk
#

Ambient spawn point can have a waypoint as child

manic meadow
rose elk
spice elk
manic meadow
spice elk
#

I scaled it to where I want it to be 🙂

spice elk
analog fox
#

i cant get Zombie worked
they just walking dont attack

fleet imp
analog fox
spice elk
analog fox
#

can u make a screenshot where u set ur faction?

peak quartz
#

bottom left in the GM view, click on the playable factions.

Make sure the faction alliances are set correctly

covert yew
rose elk
wooden pendant
peak quartz
#

Same place

pure pilot
upbeat obsidian
#

Hey bacon, with the massive amount of weapons added to the game via mods, do you plan to add a search bar for weapons/items/clothes?

spice elk
#

the loadout editor supports item grouping if modders choose to implement it, see magazines for the m4 in the inventory view, probably not going to be doing a search bar

orchid hemlock
spice elk
#

Are you asking if it's possible to replace one number with another in script or what exactly do you mean?

orchid hemlock
spice elk
#

Why not just open the mod and check? I think there's like 2 scripts

orchid hemlock
#

Because I can't read

upbeat obsidian
empty trellis
#

Is the cyborg mod still on? It would fit perfectly for my post-apo scenario

spice elk
coral thistle
#

Any idea on how to fix the "issue" of loadouts resetting when Bacon Loadouts updates?
It also seems to primarily happen when Arma Terrain Core updates, its weird. all loadouts reset and delete themselfs after an update. Doesn't happen everytime.

Dedicated server, approx 20 players, Supplies disabled.

spice elk
#

For bug reports make sure you read what it says on the screen

alpine blaze
spice elk
#

Right, like it says in the message you get when you open it, right?

The one that people are definitely reading before closing the window.

The one that does not say anything about a "mod" with rank.

#

Should I add a timer before the user can close the dialog to motivate them to bother reading it?

alpine blaze
# spice elk Right, like it says in the message you get when you open it, right? The one tha...

To clarify what I said because I read the message that pops up annoyingly every time I open the box.
I was meaning that the bacon loadout will now save your “Rank” from a conflict “mod” and if you don’t need it revert it to the previous version is why it probably deleted the saves from the box.
Also side note for anyone that uses the parachute if it doesn’t work for you leave the server and return and it’ll work.

spice elk
#

I still don't get it, what's a "conflict "mod"" pepedumb

alpine blaze
#

a mod that has Conflict game Mode Jesus Christ

spice elk
#

conflict game mode is a vanilla feature, though? so is rank

alpine blaze
spice elk
#

It doesn't remove any saved loadouts, they will be available when you revert the version, like it says in the message

pure pilot
#

never lost any save loadouts that way even when I reset server to zero

spice elk
#

I think bro just thought they are gone because they are not displayed in the newer version

thorny kindle
#

Hi , I added the persistant loadout as a dependency to see if I can change the icon within the loadout screen, once I saw its created within the script I removed the dependency but the saved presetes remaind within the project of the workshop, where can I remove it completly from the data it stored it?

spice elk
#

Yes you can remove the data. The icon has nothing to do with the persistent loadouts mod.

thorny kindle
spice elk
#

Profile folder

cyan wharf
#

hi Bacon. I saw the new update and the 'stay upright' feature on moving vehicles... when will there be a mod to transport vehicles inside other vehicles (humvee in C130 mod for example) and a nice parachute on the vehicle? I hope that modders like you who create revolutions in Reforger start working on it right away.

heavy creek
#

what’s the bind for deploying the parachute on ps5?

glass dirge
#

Jk, it's whatever the "jump" button is for ps5. For xbox its the A button, and spacebar for m/k

real ruin
marsh shadow
#

hey @spice elk, just a heads up on a "bug" with the new WCS Update. WCS already fixed it that you can save a loadout with a hostile radio. But in the Bacon Loadout Editor you still are able to save a loadout with a hostile radio

spice elk
#

Can you save a loadout with hostile radio without using any mods?

marsh shadow
#

i would need to try this. give me a second

#

with Bacon Loadout Editor as the only active mod it doesn't let you save

spice elk
#

So what's the issue

marsh shadow
#

very good question 😄 first i thought i was a "bug" in Bacon Loadout Editor, but it's probably some funky stuff because of the WCS update... i will to some further testing and see what mod causes this

spice elk
#

"Arsenal properties" means properties of the arsenal box. Bacon Loadout Editor does not invent saving loadouts, it uses the game's Arsenal system for this check.

marsh shadow
#

Yeah that's what i thought. My current guess is there is still a misconfiguration on the WCS Mods. Because once you spin up a server with Bacon Loadout Editor + the WCS stuff, you can't save the hostile radio in the WCS Loadout Editor but in the Bacon editor you can.

spice elk
#

Well I guess some unintentional conflict with the game's validation of loadouts

#

The guys at WCS probably are aiming for an ecosystem where they use their own loadouts system as it gives them the most control

#

I wonder what happens if you load the loadout editor before WCS mods in your server configuration, it might impact the order of overrides of the loadout validation functionality

marsh shadow
#

bacon stuff already loads before wcs stuff on our server. I just reported the behavior to WCS. lets wait and see what they say

#

i still want to use your loadout editor since i find it 100x better than the WCS one

spice elk
#

Okie if it's something on my end someone will let me know for sure

wise dew
#

Hello I was wanting to do a horror op with my guys. Where do I activate the nuke ?

spice elk
#

There is a screenshot on the mod page on the workshop

wise dew
#

Okay sorry about that I’ll check it out

dense pond
# marsh shadow

in game master settings of lobby "black list of saved items" check the radio?

split shoal
#

hey bacon can i PM you?

spice elk
#

My DMs are open

spice elk
#

Not to u acooma

proven grail
devout fractal
peak quartz
#

don't give him ideas lol

#

the last thing we need is bouncy mines in the Cursed mod

devout fractal
#

were already making bouncing bettys for our ww2 mods modeling it tmr btw

pliant quartz
#

Hello Bacon,
Do you plan to add a feature of loading/exporting stuff as JSON/XML or things like this on the loadout editor ?

It would be a great addition to share stuff between people.

spice elk
#

It's already in JSON but serverside. You can do things like sync loadouts across multiple servers etc. But there will probably not be an option to export and import inside the game for players because trusting the player isnt trying to crash your server with garbage data is a mistake.

pliant quartz
spice elk
#

There is a high likelihood that the game's JSON parser will crash on bad data before it even gets to my scripts. That's what causes the server to crash when you have bugged gear in mods. I can do nothing because it crashes before my code is touched.

pliant quartz
spice elk
#

No way I have time to write a parser of this magnitude

slate tide
#

Curious to ask, would there be any more additional to weathers? Like purple sky with lighting, red sky etc etc something like on different worlds? 🤔

spice elk
#

Probably not there are better weather mods out there now

slate tide
#

Ooh ok

analog fox
#

is there any help guide how i can add monster BallienCreatures
when i try to add its invisible only neck u can see, Should i use Bacon zombie spawn point?

lilac crypt
#

Hey guys, Im here because I am having an issue figuring out how to properly add a custom photo to one of my ARMA Reforger servers, server admin tools config(mission header image). I've researched and seem to have tried everything I knew to do. Getting the image file into jpeg isnt the issue, everytime I program it, it takes away the mission header photo. Help please

lilac crypt
spice elk
#

Bracketed resource guid of your image goes into that field

lilac crypt
spice elk
#

Resource guid comes from the game or mods, you can obtain it in workbench

lilac crypt
#

Okay I see what you're saying, thank you.

peak quartz
#

Hey, my server last night had an issue with GM Persistant Loadouts, but didn't have any the game the week prior. what would cause that?

We went from GM scenario, to Conflict, then back to GM, and now we can't see our saved loadouts on a rejoin or respawn

We do see them in Bacon Loadout though, those haven't gone anywhere

#

It also only seems to do that for one custom faction, it saves them fine for the others

spice elk
#

Please provide steps to reproduce the issue without any other mods loaded

peak quartz
#

thats not going to be possible, because it affects modded factions

spice elk
#

There's your problem then

#

Nothing related to factions is hardcoded in any of the mods, so the factions or scenario may not be setup properly

peak quartz
#

we're thinking a profile didn't get set up properly, so we're gonna restart the server and delete and redownload the Persistant loadouts mod to see if i rebuilds the files properly

#

because it was working last week but we swapped scenarios and we think that messed something up, maybe a file was deleted

spice elk
#

Not sure what the point is of redownloading a mod but do what you want

peak quartz
#

to make sure it properly makes the profile file?

#

is that not where saved loadouts are registered/kept?

spice elk
#

Yeah no idea what you mean, loadouts are saved when they are saved, not in any other circumstance

peak quartz
#

okay, then what would prevent a faction for allowing loadout saving?

#

nvm, found it, was missing a faction key in the SCR_LoadoutManager for saved...base

#

god damn faction keys are the bane of my existence

steel ruin
#

Question. Why do Bacon Zombies only spawn when I have “Spawn AI” enabled in the Workbench test flags? If I uncheck it, nothing spawns, and when I publish the scenario and run it on a server, the zombies also don’t appear.

spice elk
#

The same flag needs to be enabled in your scenario. If you dont want to Spawn AI, why would the system spawn AI?

#

The ambient spawn system uses it to determine if the user wants AI spawning or not 😅

steel ruin
#

I swear if flipping that simple switch in the misison header is the solution to my problem im gonna feel so dumb lol! Most likely is testing now, thank you

steel ruin
#

thank you

spice elk
# steel ruin thank you

Feel free to abuse the ambient patrol spawn points, they deactivate based on server view distance (distance to nearest player) and the zombies themselves slow down their brain the further away from players they are, I tested 1500 zombies and had 30 fps, so servers shouldnt struggle running 500. #enf_showroom message

steel ruin
solar sentinel
#

Hey - Just a quick one wasn't sure where to ask, I am finding it impossible to download Bacon Zombies, just starts downloading and immedietly fails, just an arma problem?

spice elk
#

I have no control over the workshop

wild mango
#

loadout wont save having issues

solar sentinel
spice elk
#

Thank u

sleek citrus
pliant quartz
#

Arsenal editor : do you plan to add server owners the ability to create a "gallery" of default loadouts ?

By this I mean a list of default loadouts that would be categorised to make stuff making easier

spice elk
#

No plans, starter kits can be made in Workbench with a custom scenario

pliant quartz
viral arrow
pliant quartz
# viral arrow it's really easy

Yep but it require creating a new scenario, meaning if you want a dynamic system that changes scenario, you need to override every single scenario to add custom loadout, which makes unnecessary dependency
Its like saying you need to install a new OS to your computer for each software you have

It ties the loadouts to the scenario

viral arrow
pliant quartz
viral arrow
old willow
#

ahnyway

pliant quartz
# viral arrow I disagree, that's poor mod management on your part in any case

I've been modding for a couple of months now, maybe i'm not the best reforger modder, but I comes from software engineering so I assume I have good basics in clean architectures and stuff like that.

IMO, everything that are linked to config should not require a new mod, as config i'm saying vehicle cost, weapon cost, loadouts, and stuff like that. Server owners should be able to config this without the need to create a almost empty mod that have 20 dependency.

You probably know the Single Responsability principle in the SOLID principles, a mod that have all of the server mods dependency just to be able to config them break the Single Responsability principle, aswell as making changes more difficults, long, etc..

old willow
#

take it outside thanks.

spice elk
#

Bro could make a mod that adds a config for any of that stuff

surreal falcon
#

Yo @spice elk sorry for the ping. But trying to get your suppressor mod downloaded so I can get into my teams server. I have not downloaded the suppressor mod or the M110 DMR. But the mod shows as it is downloaded and has the enable/disable mod toggle switch and ask for an update. I can’t update the mods and because I have not downloaded the mod I cannot delete the mod… it’s like a workshop glitch?? I have uninstalled the game and installed the game to where nothing in the work shop is downloaded and it still won’t download, update, or delete.

spice elk
peak quartz
#

clear the saved loadouts

peak quartz
#

i mean, you changed the available items in the arsenal, you should clear all the old loadouts so there are no issues

spice elk
#

It's to prevent people that don't know how to read licenses from infringing on them

spice elk
#

No, they are not save-able so the system assumes they are also not loaded

#

If this is an item in your control then just delete it on spawn until the bug is fixed, loadouts already saved are assumed to be OK and not validated on load

woven storm
#

Hi Bacon, I'm asking if I can use your zombie mode for my map. I'm working on a zombie mode.

spice elk
#

You dont need permission to just use a dependency

woven storm
orchid hemlock
plush quail
#

automaton base i set up

spice elk
#

not enough turrets

plush quail
#

theres

#

dont make me count them

plush quail
#

is that one still getting content updates

spice elk
#

I broke the mod in my development version hence no updates for a while until I fix it

#

but once it's back it will have, at the very least, some AI improvements like getting out of the way of tanks so they dont get squished

plush dagger
#

bacon do you recall the time we helped test out the 23mm against hueys on a private server or mission, idk what it was. but you had hueys flying at us in waves and I was wondering how I can get something like for pilot practice. lots of friends recently want to learn to fly so if you know any other tools the that, it would be appreciated.

spice elk
#

game master enhanced was the mod that had the flyby

plush dagger
#

ty. im going to assume you made that one as well?

spice elk
#

no

inner horizon
#

I have no idea if it’s possible but could we see a search bar in loudout editor

last badger
#

500 million lines of code to make the script

spice elk
#

It will be there along with marking as favorite in loadout editor 2

inner horizon
#

how tf he makes a amazing load out editor even more amazing will forever confuse me…. Thanks bacon!

plush dagger
#

Be cool if when selecting guns it shows you them like when you customize them. Its hard to play barbie with them when they both spawn on your back ontop each other or morphed into your backpack.

peak quartz
#

the base arsenal has the option of pressing F when hovering over a weapon slot to equip it in the character's hands. would that be possible to add to the Bacon Arsenal screen?

spice elk
#

No idea what Bacon Arsenal is, but yes making mods do mod things is possible

peak quartz
#

Loadout manager lol

thorny kindle
#

@spice elk Hi brother, is there any wiki or a guider of how to make weapons compatible with your attachments?

spice elk
#

Step 1. Make attachment slot with related ris attachment class
Step 2. There is no step 2

thorny kindle
thorny kindle
#

I was not able to have the pivot ID list like you have on your weapons after adding RIS as a dependency for the configuration values, am I missing something?

spice elk
#

Joints in your model are not related to the attachments mod at all

thorny kindle
#

This is attachmentslotcomponent which I am trying to match the same pivot ID as yours, what values should I change to have the attachments compatible if this is not the right approach?

spice elk
#

Attachments mod is completely irrelevant to bones/joints/pivots/whatever you have in your 3d model

thorny kindle
#

Sorry for the ignorance.
What is the value I am looking for to make it compatible?

spice elk
#

The value you are looking for is learn blender and add the pivots to your model

thorny kindle
#

0hh I see so, I can't compatible your attachments with RHS? (Since I don't have the models)

spice elk
#

RHS is not my mod, so no idea

thorny kindle
#

I mean I need the models in order to make it compatible and not only opening the arma tools and changing components values, right?

spice elk
#

Yes you need 3d tools to add bones to a 3d model as workbench is not a 3d model editor. You can use position and angle offsets instead in your screenshot but it's a bit harder to get right.

thorny kindle
#

Awesome thank you for your time!

thorny kindle
dusk glen
#

Hey bacon, how come you didn’t want people to be able to take control of the Robo-Mechs? Genuinely curious because it was cool to do when it was enabled

spice elk
#

Buggy broken crash potential

#

But since this is an enemy AI faction for PVE I'm not going to bother fixing it for players

marsh shadow
#

Does someone have a working mask for the leathal gas cloud? all the masks that i tested sofar did not work :/

cobalt basin
marsh shadow
#

i am not sure but i will test it again, thanks!

bold leaf
shy harness
#

hey, so since today i have an issue with the zombies mod. i like to spawn zombies to take control of them and i never had any issues with it. now if i spawn the heavy tank it spawns in with the right skin but when i take control of it the skin changes to a big wounded base character..it seems to be just the skin that changes the character itself still behaves like the big zombie..the small zombie variants still work fine. Any idea what could cause this?

last badger
#

I dont have this issue on my server. Probably have a mod conflict

spice elk
quasi pendant
spice elk
#

Arma 4 maybe

umbral mauve
#

@spice elk would it be possible to add a way to name your saves in bacon loadout editor? Especially the GM saved loadouts. That would be much appreciated.

spice elk
#

Yes it is possible to add names to the saves, but there are no plans to do that

dense mantle
#

I love you bacon🥹

quasi pendant
#

An idea I thought of for a mod bacon is every time somebody is shot there is a chance they drop their gun on the ground sounds like something that was your cup of tea so I thought I’d share the idea.

spice elk
#

I don't do mod requests sorry

spice elk
last badger
main star
#

what does that mod do?

last badger
spice elk
#

It's like a form where you can submit detailed description of your idea, but unfortunately there is a bug and the submit button never works

quasi pendant
spice elk
#

Same thing, request, suggestion, idea, the underlying meaning is the same

quasi pendant
rugged fable
#

anyone know if there is a setting where I can remove the CPL rank requirement when my guys try to load a custom loadout from bacon? For some reason, regardless if the items being saved are rank locked or not, when they first load in they are required to reach CPL before loading into their custom loadout.

I looked through the arsenal settings and the campaign manager in the world editor and I see nothing but an option to disable rank requirements overall (which I do not want to do, we still rank lock our vehicles).

Any help would be greatly appreciated!

spice elk
#

It scans first level of your gear I think and gets the highest rank item

dense olive
#

hi bacon im wanting to add more of your zombie hodes to the server via game master ive downloaded DisableGameMasterBudgets but i can still only add 3 extra zombie units

spice elk
#

Did you disable budgets in scenario options?

dense olive
spice elk
#

I think you might have other mods enabled, if that's the case then wasting time, always disable all other mods before reporting issues

dense olive
#

yh true thanks

spice elk
#

Either some mod is messing with it or the budgets mod doesnt work anymore

dense olive
#

DarcSpawner or DarcMissions i think could be the issue

spice elk
#

those aren't my mods, please do not report issues to me if you have other mods loaded as 99% of the time it's not my issue

dense olive
#

100% i know that just showing what i have your work is great

dense olive
#

After testing, I found that everything works fine when using the same mods in the built-in Arma Reforger host. The problems only occur when I try to run them on a dedicated server that’s when things break, which is pretty strange

sage lintel
#

@spice elk I was wondering how do I set up the ambient spawn point for the zombies. I've placed one but didn't seem to spawn any zombies.

spice elk
#

There is a scenario included in the mod, you can compare your setup to the one in the scenario

solar sentinel
#

Quick one for Bacon, is there any way to mass-spawn the AP mines from your GMFX mod by any chance? I'm using these within a scenario and have managed to populate a small area of Arland with around 200 Slots, any ideas on how to get them down faster, or put then into an effectmodule? 🙂

spice elk
#

There is no minefield feature in the mod

solar sentinel
#

Copy and paste it is then! Thanks 👍

spice elk
#

Banana Peel Mine has a minefield module, if you'd prefer that

solar sentinel
#

I'll look into it, thank you! Sorry I also forgot to ask, the lethal and non lethal gas, how long does it take for the effect to finish/despawn, or will it need removing by GM each time? (I know it's called GM FX so sorry if this is a dim one lol)

spice elk
#

If it despawns it will say in the description

arctic lion
#

does anybody know the difference between the Bacon M107 and the WCS one?

thorny kindle
#

@spice elk Hey brother, if I am not wrong the following save option for loadout is your mod right?
Do you know where can I find this "slot 2" configurationg, I want to change the name and icon, thank you for your time.

spice elk
#

No I dont have a mod that does this

waxen meteor
zenith current
#

This is a thread about arma mods

untold bolt
#

Hello Bacon! i just used your game master copy and paste and this is
lifesaver, however it seems it can't copy the "wraped layered objects". did i miss some feature here?

spice elk
#

No the mod is just pretty simple I think it copies root level entities only, with some exceptions

untold bolt
#

Thanks for the information and thanks for your hard works.

shy harness
#

do you have an idea what could cause all weapons,ammunition and attachments to not show up in your everything arsenal mod? i did not change my base mod config and i have absolutely no idea why this is happening..i am sure its not your mod thats causing it but maybe you've heared of similar issues before

spice elk
open cloak
#

how does one add the 'remove' option?

spice elk
#

theres a texture somewhere in there with an explanation I think

solar sentinel
#

Hi Bacon, funny thing happening - Zombies placed using SlotAI's in scenario framework will get aggro, run up to you then just stare you down, but if placed in GM will happily start punching you, any ideas?

spice elk
#

No idea. I only tested with the spawners that are placed in the demo arland scenario.

solar sentinel
#

I'll do some digging, haven't had this issue previously and have now noticed that this is only for the heavy zombies, normal CIV ones will still punch as standard!

formal kayak
solar sentinel
formal kayak
#

CRX is the culprit.

Zombies work fine in GM but not when spawned via slotAI.

If you remove CRX they work as intended.

But you said only the Heavy has this problem ? For me it is all types of zombies.

solar sentinel
#

Mhmm yeah I do have zombie groups and they seem to work it's very strange

#

Thanks 🙂

scenic marten
#

Hi, how do I add modded weapons to BaconLoudoutEditor?

dire hemlock
scenic marten
#

How will I find them in the scenario

frozen sapphire
robust ravine
grave edge
#

Is there away to make the zombies not attack a particular faction, but work with that faction?

spice elk
#

Dunno

frozen sapphire
spice elk
#

haha wut

peak quartz
#

yeah, you just set the faction as playable, then you can change its allegiances.

after that, you can unset it as playable again

grave edge
#

I'm running a Gramps PvE scenario and didn't have the ability to allow for USSR and FIA factions to be friendly as they are disabled in PvE. So I created a mod to force the Zombies to be friendly with USSR and FIA factions when selection isn't available. They will still attack any CIV and US forces in the area.
https://reforger.armaplatform.com/workshop/66B23513508F908F-ZombiesFriendlyFactionUSSR

Arma Reforger

Created for DrBlaze Clan PVE Servers to allow for Bacon Zombies to be spawned as friendlies with USSR and FIA factions.

rugged flame
#

Is there a section to keep tabs on your Robots ?

spice elk
#

Only in my discord

grave edge
#

@spice elk what is the distance that the zombies will respond to gun fire or enemy factions. I'm trying to figure out at what distance I should place spawners in and around the map, but not flood the map with zombies.

grave edge
spice elk
#

At least 3 distance

honest wharf
#

One spawner for each meter

spice elk
#

The spawners in the demo scenario are programmed to spawn and despawn based on distance to players so you can abuse those freely

#

I think the danger event range was reduced from 250 to 150 or something like that it's in one of the changelogs

spice elk
#

Mod status in my discord only

spice elk
#

See above message, do not spam please

pure pilot
#

hi @spice elk has bacon loadouteditor been removed?

frozen sapphire
peak quartz
glass dirge
peak quartz
#

yeah lol

#

he said earlier that someone Paypal donated him 20 bucks to update it sooner, but he said no and they filed a chargeback lmao

rugged flame
#

Friendly reminder to not ask about mod status here

empty swallow
#

At this point, long-time followers should just make a drinking game out of it every time a major release happens.

cursive linden
wet geode
clear coral
cursive linden
gaunt ermine
#

I think some donations his way will help

cursive linden
orchid hemlock
#

Is gm persistent loadouts broken as well? Or anyone got any Loadout saving mod alternatives while we wait?

wet geode
#

Bacon how are you feeling today?

spice elk
#

guys what is happened to smoked pork belly personal equipment assortment manager editor builder?

tidal kite
#

Idk maybe we should get into the dms of the creator of pork belly personal equipment assortment manager editor builder to make sure he remembers it’s broken

acoustic ibex
#

I smell swine

gaunt ermine
leaden nova
main star
#

how much bacon could a bacon bacon

white rapids
#

crazy how use to bacon loadout editor i am 😭

vernal summit
alpine blaze
wispy yoke
#

🕐🐇

frozen prairie
#

🧐

deft ibex
spice elk
#

It's not about "do not ask about mod status", the annoying thing is asking the same question that was already asked 5832 times is not necessary. It only takes attention of people away from what they are up to, only to see the question they've answered many times already. It can get frustrating for modders.

orchid hemlock
wise dew
rose thicket
orchid hemlock
rose thicket
orchid hemlock
rose thicket
quasi pendant
#

Bacon get back to cooking 🧑‍🍳

love buggy updates

gaunt ermine
#

Change it to say, is there an update yet? And the answer will remain..... No....

quasi pendant
vernal summit
spice elk
#

The funny thing is people are going to read that and then believe it, and post it everywhere

quasi pendant
acoustic ibex
#

That rumor already been around that he’s quitting I had to dm him and ask because my friend was so sure that he was.

spice elk
#

Every time

dapper thorn
high roost
#

People always ask when is bacon fixing his stuff, never how is bacon doing.

gaunt ermine
#

At the end of the day, it is a reminder of how great his mods are and how useless we are without them. Batbie Stocks are going up though

main star
#

tactical barbie’s fall apart without bacon loadout editor

late ferry
mellow jungle
wispy yoke
#

I'm just wondering when the George Droyd mod will be finished

vernal summit
spring trellis
#

Bacon busy bakin bacon 🥓

plush drift
#

Bacon i have nothing to ask or whatever but Good luck and keep it up we love you man❤️

stiff jungle
#

Bacon, When is flapjacks and sausage coming back

plush drift
#

Bacon when's the bacon burger coming

spice elk
urban crane
#

Bacon take ur time buddy with ur mods. They always a good asset to add when u have them ready. Really appreciate ur time and effort u put into them.

pseudo perch
white rapids
#

can i eat you bacon

spice elk
inner horizon
#

hopfully we get modular pigs before loudout editor

pseudo perch
sharp vault
#

Why is the mini nuke different on the server then when your in SP?
Is there a setting I am missing past enabling it in admin

wispy yoke
#

Arbitrary Loadout Editor comment

sharp vault
spice elk
#

It might be a bug

stiff jungle
echo crest
echo crest
queen haven
quasi pendant
#

When is the peppered bacon coming back?

orchid hemlock
queen lagoon
orchid hemlock
#

Loadout editor

echo crest
queen lagoon
echo crest
queen lagoon
#

That you should use your eyes a bit more is all

rough spire
#

before he gets flooded with the same questions over and over again, please scroll up and read

quasi pendant
#

🫵 BACON IS WORKING TIRELESSLY LIKE A SLAVE TO BRING BACK BACON LOADOUT EDITOR THERE IS NO DATE FOR RERELEASE. alert

spice elk