#Reforger Lobby

1 messages Ā· Page 2 of 1

lilac herald
#

Are you sure? You can read code of drm?

fluid isle
#

Wayward: just wrote some metric server
Ram: uses it for DRM
Others: MALWARE MALWARE

limber aurora
#

mayby somebody saw their KD and publicly shamed them for it. SO now theyre offended :kekw

lilac herald
#

also, what about anti cheats? they also send data from your PC to remote host and can disrupt functionality

fluid isle
plain oracle
#

Basically from what i gathered is everyone should move away from RL as soon as possible

limber aurora
lilac herald
fluid isle
#

IDK what Ram send to it, but it stores only fps, malloc and mission/server for improving the mod

plain oracle
visual island
#

Letting good mods mine crypto on my machine is how I give back to modders

fluid isle
limber aurora
rare cypress
plain oracle
#

haven't look at the specifics but yeah there is probably elements of RL in it. Main point it's not controlled by them(RL)

analog topaz
sonic turret
loud yoke
#

They have their own, completely reworked from any existing systems

sonic turret
#

independent from PScore?

loud yoke
#

Yes, they're nearing release for it

#

Join their discord for WIP and transparent development posts

lilac herald
rare cypress
analog topaz
loud yoke
rare cypress
limber aurora
#

use Coalition lobby, its better!
coal lobby licens: only for use on Coalition servers

as wise saying goes, "In any investigation, the key is not to end up tracing it back to yourself."

fluid isle
lilac herald
limber aurora
#

so i guess the right way to do is jsut stop playing then. maybe request refund since intrusve DRM.

rare cypress
#

If you claim that the mod is clean, why did it get banned?

loud yoke
visual island
#

giving mods IP and it's consequences....

plain oracle
#

@zealous bane typing an essay

analog topaz
#

So it doesn't matter what they are saying there

limber aurora
#

but hey, if he used that magical advice from bohemia site that offers you to ENLARGE YOUR PENSION, then prolly he has rights to request such things in license...

rain sphinx
#

Time to go learn bro

zealous bane
# plain oracle As of right now coalition has second best lobby system i've seen

Cuz it's literally our mod, forked with permission and they also offered the condition that it would only be used within their community.

This function was used for people that trash talked us in long time, but still used RL. Before that they ripped scripts from RHS and trash talked RHS at the same time (sierra golf if you remember). We can't force BI to forbid use of our mod for those specific people, and Ram do that Malware/DRM/ call it what you want.
Now you can openly find this people in new pscore mod with a more eula friendly message.
Not really a fan of this type of wars, but things happened, not everyone can peacefuly react to it after working on mod for almost 2 years, helping everyone and get this in return. No data was stolen, no other community except one was harmed.

plain oracle
drowsy kraken
lilac herald
past basin
loud yoke
#

^ There's y'all's answer of the mod name, to the guy who was curious

zealous bane
mighty flame
rancid spire
zealous bane
#

Nothing new for gamers

lilac herald
plain oracle
mighty flame
#

Yes, lol, Ram made this mod and has all moral rights to do such things, life is as simple as "dont bite hand that feeds you", or "dont shittalk mods you use" in this case

long mulch
#

I don't understand why people who don't like something just can't stop not using a mod, or make their own. But apparently people just like to talk šŸ˜„

zealous bane
mighty flame
#

Dont like it? Dont use it. Still need it? Make your own. Cant make your own? Dont shittalk it

loud yoke
#

^

plain oracle
mighty flame
#

Dont use it then.

plain oracle
little tusk
#

Hey guys. Saw the mention of coalition lobby up above.. We won't be releasing that and suggest you stick with reforger lobby.

#

Reforger lobby is a fantastic system regardless of whatever silliness this was

dense coyote
#

Is RL down? 😦

zealous bane
fluid isle
shell quarry
#

What in the English is going on here

fluid isle
#

But, but. Now we need to know how to collect metrics data from players, but do it legal

lilac herald
lilac herald
zealous bane
#

Can you not do that here please

karmic estuary
quiet sun
lilac herald
plain oracle
ebon frigate
# little tusk Hey guys. Saw the mention of coalition lobby up above.. We won't be releasing th...

I do no more naughty thing, sorry for that mess.
But using PoW been too much for me, and there is no way to do anything with it legally. šŸ¤·ā€ā™‚ļø

I don't mind if you release it openly, two systems better than one, also it's been better for me cuz people that i don't like stop using my system.

This is why i prefer open source.
Even if you don't like me, you can use my code to inspiration.
But, well, if you directly reupload it it's been reported, sorry, i work on it too much, that why we change license.

limber aurora
#

you.

karmic estuary
plain oracle
zealous bane
limber aurora
# analog topaz Who used PoW?

i would like to inform BI officials that this person has video of PoW, cuffed, on his linked youtube channel, who is forced to promote arma community server, edited wtih arma reforger gameplay. @final bloom

plain oracle
zealous bane
plain oracle
rich wren
sonic turret
#

here we go

drowsy kraken
#

hellcat made twink account to write political shit

opal hinge
zealous bane
rain python
limber aurora
long mulch
zealous bane
violet bough
#

Smh

zealous bane
analog topaz
zealous bane
analog topaz
zealous bane
compact pagoda
charred nest
zealous bane
analog topaz
compact pagoda
visual island
analog topaz
fluid isle
#

In general, frankly, we should raise the issue that BI does not provide any mechanism to protect the modder from unfair use of their work, but as soon as the modders come up with such mechanisms, it's ā€œAnd THAT'S DON'T DO ITā€ right away

visual island
rancid spire
zealous bane
#

I explained all already. You can expand drama on your reddit post, don't think there something to discuss further on this topic here.

analog topaz
analog topaz
mighty flame
#

i like how it starts exactly the same with Sierra golf drama, and funniest thing is, same people are responsible for this

sonic turret
#

arma community micro conflicts.....

rancid spire
limber aurora
#

I have no idea why people call inhouse made protection "malware"

lilac herald
rain sphinx
#

This clownshow ass game continues to be more entertaining to watch on discord than actually play

limber aurora
#

tbh most used annticheats are way more "malware", take a look at battle eye, valorant ac, all these third party UNtrusted software that literally has KERNEL level access to your system.

#

if you compare it to system that literally stops ITSELF from working as a self-protection mechanism

visual island
#

self protection

rain sphinx
#

BI relying on people to make guns/vehicles/lobby/AI

1000 days of development to get a half-assed LAV and lobotomized AI that can barely defend a checkpoint. Its so fun machinegunning 30 of them as they kongaline down a road because "Navmesh"

limber aurora
#

Isnt that what developers stated?

little tusk
#

Without reforger lobby, many of us arma3 communities wouldnt even be trying to make things work in reforger.

The mod itself is fantastic, and that's what you all should be focusing on. Devs can do what they want in their mods, and in this case, it was handled by BI.

There's nothing wrong with reforger lobby. Yall stop yappin lol

stiff nimbus
#

It doesn't matter what it is called. It has been stated enough that such measures are not tollerated and a ban was handed out accordingly.

visual island
limber aurora
little tusk
#

As an aside, can I just say that crashing specific communities servers is fucking hilarious? I dont support it obviously and BI shouldnt give anyone the capability to do it, but its definitely hilarious.

mighty flame
#

Dont like it - dont use it, as simple as it is

forest owl
zealous bane
# visual island >self protection

We don't want to be affiliated with people that uses real POW in their promo, people who steals from RHS and shit talks about RHS and then about us. And then made rage bait incorrect post, that even BI come to correct it.

forest owl
analog topaz
# limber aurora I have no idea why people call inhouse made protection "malware"

Look, I understand that you may not be a programmer and might not be able to fully read the code, but today several people pointed out the exact line that can cause FPS to drop to zero — either for the entire server or specific players. What are you referring to with 'in-house protection'? That just doesn’t make sense. And now, one of the RHS developers has openly admitted to doing it intentionally. I’m genuinely curious how Sony will respond once they become aware of this situation. If the developers don’t handle this appropriately, it’s very likely that PS5 players can forget about the Workshop entirely.

sonic turret
forest owl
#

We had DDOS attacks for our infrastructure previously as well, right when our game was sceduled

analog topaz
limber aurora
#

I think requesting that actor recreating same video in same place but unblurred and with different additional phrase would suffice as proof of it being staged video.
And all accusatiions will be dropped after that

zealous bane
limber aurora
forest owl
#

We do not have to prove it. We did not break any rule

visual island
#

I never signed the Geneva convention

analog topaz
limber aurora
#

Bad code, bad behaviour, intentionally malware code, and now AI SLOP of all things? im refusing to play with lobby anymore

visual island
#

Maybe he's just bad at vibes coding

fluid isle
loud yoke
#

Considering he came out and defended Sesk by saying "Hey, dont bug him, I made it", yes

rain sphinx
#

The solution for this is clearly to abandon Milsim slop and just play the temu squad game mode called conflict.

BI is obviously trying to tell us to stop being boomers and join the modern arma audience

limber aurora
#

is that modern audience in the room with us right now?

rain sphinx
#

Yes, check the rest of the discord, old man

ebon frigate
pastel breach
#

E

rain sphinx
#

The solution is to get with the times and play modern game modes like conflict. AI enemies are just designed to defend checkpoints so you can farm promotion points to unlock a new gun and camo paint. These "scenarios" are for old boomers.

sonic turret
ebon frigate
#

I even think that on 1.0 release all my work been useless, but now i has like 1000+ active projects that taking my free time and updating it from patch to patch.
Then people start shittalking me, and this PoW usage.

Im glab that now im banned.

#

Iv really tired of Arma.

rain sphinx
#

Its time to rest now ram, enjoy some conflict like BI intended

limber aurora
#

he cant - supplies wont load

rancid spire
rain sphinx
# rancid spire What a fan of conflict u are....

I used to be a nerd, spending hours in "mission editors" making cool "missions" for my "friends" to enjoy whenever they wanted. How lame was that? Now I just hop onto a conflict server, drive supplies for 45 minutes, or spawn at the mobile respawn and hold W until I get to the flag.

Imagine using pre-made load outs and briefings. Embrace the modern arma

rancid spire
#

It's better to have some functionality in your game and don't use it

rain sphinx
#

I spent 15 years wasting my time on dumb scenarios, I even made entire orders of battle based on realistic events. What a waste of time to do such pointless things. Now I just spawn in with default Daniel, or spend 15 minutes draining every base so I can have 200 rpg rounds. Its such an improvement, don't waste your time with slop. Be like RAM

rancid spire
fluid isle
zealous bane
rain sphinx
#

We will deliver it to the starving comrades on the enemy team

fluid isle
#

Tsssss, Uzbeks sleeping

terse crow
#

what the actual fuck is going on in here lol

sonic turret
#

oh we're back

zealous bane
#

blobdoggoshruggoogly What? New Guy, how did you come to this conclusion? Ask them. Situation was fully discussed here. Drama people on reddit now.

barren yew
frank breach
#

No.

zealous bane
#

Can we stop using this thread not for mod discussion? pls

ebon dock
#

is there any best practice to add lobby to every map? the vanilla spawn system is sooo useless.

creating a mod that replaces the gamemode for each map/missions seems pretty cumbersome. did someone explored a way to automate this? šŸ¤”

zealous bane
plain oracle
#

@zealous bane Any intentions here? Many players are asking for this to come back. At the very least could we make it an option?

lilac herald
zealous bane
plain oracle
plain oracle
little tusk
#

For what it's worth, we have coa lobby with spectator voice and we didn't see massive bit rate differences.

#

But we also weren't planning for 200 players šŸ˜…

#

The von system being on frame definitely does make an impact though.

bronze iris
#

Guys, please tell me, in what parameter is the disappearance time of the bodies of killed players determined?

zealous bane
bronze iris
zealous bane
little tusk
#

Has anyone had problems teleporting entities long distance outside of the networkviewdistance?

We had an issue yesterday where teleporting players large distances would crash server fps from 200 to 15ish.

plain oracle
#

We've had tons of crashes in general

regal knot
#

other maps are seemingly unaffected so far

little tusk
regal knot
#

can't say we've had any issues when teleporting JIPs but they tend to come one at a time, we rarely have to move large groups all at once

rain sphinx
#

Does this mod have some sort of dynamic simulation when testing in single player and the zeus camera moves away from spawned AI?

quiet sun
rain sphinx
#

Oh, of course it was those people instead of the people making the shit that actually works. Great

ebon dock
#

TIL "AI behavior LOD"

rain sphinx
#

This is why the get even more useless at long range

mossy needle
#

was this the mod that was gonna have malware

plain oracle
#

i have other features to add in later as well

turbid wing
turbid wing
opal hinge
#

YOU BEAUTIFUL MAN

#

Two more technology requests if possible Hyperlink to markers and images in the brief would be beautiful. AMAZING WORK

stoic pumice
#

Fucking finally.
We can scroll!

turbid wing
stoic pumice
#

" create your own layer and add this parameter" yeah see i wish I knew what that mean't. Point and case

#

Well done.

turbid wing
turbid wing
stoic pumice
#

Oh right. That's simple enough.
I've copied layers before. I wasn't aware of reforger lobby having layers or w/e

turbid wing
stoic pumice
#

This is a major update. The thirst to scroll has been long.

turbid wing
#

We will upload the third lobby branch this week, it will include this functionality. The thing is that we initially refused because it increases traffic on the server.

#1166105746757398558 message

stoic pumice
turbid wing
opal hinge
turbid wing
plain oracle
turbid wing
#

Reforger Lobby Community

https://reforger.armaplatform.com/workshop/0315131312150202-ReforgerLobbyCommunity

Hello everyone, we have released a new branch of Reforger Lobby Community

It contains functionality that allows you to listen to the dialogue of live players from the spectator, which can be very useful for your games. Also, if you do not need this functionality, you can turn it off in GameMode

@plain oracle Thank you very much! For your contribution!

Arma Reforger

Lobby from old arma titles!

quiet sun
turbid wing
signal dome
#

Isn't that what versioning is for?

long mulch
signal dome
#

AFAIK yes. Instead of new upload you can for example bump the version manually to indicate BWC break, eg. 1.1.1 => 2.0.0. Ofc if some servers use a mod without specifying version at all it will still break for them but IMO that's on them.

mighty flame
plain oracle
quiet sun
plain oracle
signal dome
stiff nimbus
fluid isle
#

Functionality from the ā€œcommunityā€ branch will not be added to upstream. But this branch will be updated from upstream

signal dome
static comet
#

so which should I download if I want to make scenarios?

plain oracle
static comet
#

ok. about the LobbyMissionModules. is that included with community or do I need to download that too if I want to end missions after conditions are met?

ebon dock
#

is this something on my end or something known/workaroundable? thonk

#

i did pick up an older project, so maybe also sth that changed and i have to adapt

vagrant jackal
vagrant jackal
vagrant jackal
turbid wing
vagrant jackal
turbid wing
#
  1. There can be several factions, as many as you like.

  2. Radio exchange remained the same as vanilla, if you pick up the enemy's radio, you will be able to speak and hear (like in real life)

If the question was addressed at the "before the game" stage, then there is a briefing stage where you can discuss the plan exclusively with the allied side.

  1. No, you can't. In the basic version, you can't speak and hear from the spectator. In the Community version, you can hear live players from the spectator.
zealous bane
vagrant jackal
#

Thanks gents for the info šŸ™‚

ebon dock
plain oracle
tranquil summit
#

Hi together,
just a short question if I am right on Track:

Base Infos what will be reached:

  • Lobby build in Workbench, no Ingame GM Lobby
  • Own Faction will be used
  • Community Version is used

Steps I did:

  • Build GM Mission in Workbench by Plugin -> Gme Mode Setup
  • Replaced Vanilla Game Mode with PS_GameMod_Lobby
  • added to this Task Manager
  • set Prefab Group_US_PlatooHW_P.et in World
  • reduced Group on one Person, changed in Unit Prefab Slot to own Faction Loadout, set unter Faction the correct Faction Key
  • set under Reforger Lobby a custom Name Set (how to change the big marked name Lobby?) and check the Set Playabable Box in the Reforger Lobby Section
  • by Playtest inside Workbench "clean" start without Crash, Unit is available

So everything correct before I build the rest of the Platoon?

plain oracle
#

Use the PS lobby gamemode prefab
make sure the player/groups are set to "Set Playable"

#

see examples in the worlds folder

#

callsigns are used from the faction manager

dense coyote
#

How can I replace my ps_core dependancy without breaking the mod? I wanna switch from old deleted Ps_core to the new one

plain oracle
dense coyote
#

Thus I need to switch to the new one and it's causing me some headaches since I can't open the projects containing the old one

cobalt siren
plain oracle
dense coyote
#

Did some digging around and after I fixed the mod no units are able to shoot. Everyone squeezes the trigger but nothing really happens. Issue affects but pre-spawned units and units spawned from the GM. Didn't happen with the old PS core and before any updates at the beginning of May

#

Every weapon makes the sound of an empty magazine when trying to fire. Any clue what could be the issue?

plain oracle
tranquil summit
#

Hello everyone, yesterday we extensively tested Reforger Lobby in preparation for our first co-op mission, and the following questions still arise:

1. GM - Load MissionIf the game master wants to load his prepared mission (BI save), he basically has to go through the lobby tabs, load the mission in the GM menu, and then the server will automatically restart, and players can join to Lobby.
The GM should save the mission without Reforger Lobby, otherwise the slots will be duplicated.
Is this correct?

**2. JIP Players Slot without Admin Action?**We play with fixed slots in our group and therefore don't really need the process where the admin places players in a slot by Spectator Mode / Lobby View when players join in progress.
Can this process be circumvented/disabled? Did I perhaps miss something in the instructions?

3. Redundant Units Remain Invisible Because of JIP? We haven't enabled the checkbox for redundant units option, as we want unoccupied slots at the start of the mission to remain available for subsequent joiners.

One question is: Is it possible, or planned for the future, to make the "AI placeholders" created at the start of the mission invisible? Or perhaps they could spawn somewhere on the edge of the map (mission builder sets a small circle) where they're less noticeable.

I think it's similar to A3, where you can check whether a slot currently has a player or not.

Thanks for the help, and thanks again for the great project!

plain oracle
# tranquil summit Hello everyone, yesterday we extensively tested Reforger Lobby in preparation fo...
  1. Not sure what you're doing here. We don't use GM in our community. Everything is scripted and preplaced in the mission. Just load the mission and done.

  2. Again not really sure what you mean. If you use the same slots, just make sure they are in the mission at start? We have a custom script(not in RL) that the player can teleport to his squad without admin.

  3. Yes, i plan to add this feature in RL community.

quiet sun
#

I see you reuploaded PSCore as a new mod, and updated RL with the new dependency.
It seems you forgot to do this for the Community version though, it still depends on the old PSCore.

tranquil summit
# plain oracle 1. Not sure what you're doing here. We don't use GM in our community. Everything...

Hi Gray, kindly thanks for your answer.

to 1.) We have separte Teams in our structure: Missionbuilders, Gamemasters, Storywriter and so on.
For this: The RL Mission Build should be just our Template for Missions. The Preset Enemies, Cars and so on will be done by the Gamemasters. But they are not working on or in the Missionfile. They open the Map with all Mods in Singleplayer, set the needed Units and so on and Save it.
This Savegame they Load later on when connected on the Dedi Server. Thats basicly how the GM Mode works with Samegames. Simple Loading so that Gamemasters dont be to much involved in Missionbuilding.

to 2.) The Mission started and sometimes you have Player who come a bit later to the Mission, the Join in Progress Players (no the disconnected Players).
While our testing we found out: JIP Player logs to Server and is instead in Spectator Mode and cannot take a free Slot. He has to contact an admin who has to put the JIP Player to the Free Slot and then the JIP Player can "spawn". The Problem is also: JIP Player cannot take a free Slot without contacing or the help of an Admin. If you have here a idea (you said something about Script šŸ˜‰ ) we would be interested. Or maybe I configured something wrong.

to 3.) This would be very asewomse. Thanks.

spare oyster
#

Hello guys, got a problem:
I'm using mod "Reforger Lobby" (https://reforger.armaplatform.com/workshop/5EAF2B0473DB5A99-ReforgerLobby)
that has mod dependency called "PSCore", after recent updates, when I successfully join the server, I get kicked after a 60 seconds, with error:
Group = 1 'REPLICATION', reason = 1 'SYSTEM_FAILURE'.
What is the reason for this error? Has anyone encountered something similar?
(Note: PSCore dependency in addon.gproj file has been replaced with new one)

Arma Reforger

Lobby from old arma titles!

plain oracle
karmic estuary
rapid oracle
#

Any update on the PSCore update?

zealous bane
# rapid oracle Any update on the PSCore update?

On the previous reupload we didn't really know what happened (Ram ban situation) and our smaller contributor reuploaded it. Now it's not very convenient, he is not interested in reforger anymore, and we decided to reupload it from a more active contributor

rapid oracle
#

Fair enough, are you able to swap the dependency of Reforger Lobby Community to it?

zealous bane
rapid oracle
#

Thanks šŸ™‚

plain oracle
tranquil summit
#

sounds very cool. let me know if you need help for testing.
at the moment just waiting for the dep update for the community version and working more on the mission. thanks.

quiet sun
#

@fluid isle @turbid wing @zealous bane are any of you able to update RL Community within the next 1.5h?

fluid isle
fluid isle
quiet sun
fluid isle
#

I done it with shitty internet in Uzbekistan sadcat

dense coyote
#

What exactly causes this behaviour for map markers?

#

Also:
BACKEND (E): [RestApi] ID:[18] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetDeleted", uid="1749453995398-523527", message="Asset DEB66BADC0DE6667 is deleted"
BACKEND (E): Workshop reported issues with dependencies:
BACKEND (E): 1 dependencies had error: "Asset DEB66BADC0DE6667 is deleted"
BACKEND (E): [DEPENDENCY GUID] [DEPENDENCY TITLE]
BACKEND (E): - DEB66BADC0DE6667 PSCoreDevelopment

Despite me removing every dependancy from everywhere, when I try to upload the mod it cries for PSCoreDevelopment for some reason. Any remedy for that?

thin drum
#

Does Reforger Lobby keep count of how many players have died since the beginning of the mission? if yes, is there a method i can call to get this number? Thanks šŸ™‚

plain oracle
#

SCR_PlayerData playerData = GetGame().GetDataCollector().GetPlayerData(playerID);

Probably better to just create an event thou anyways

dense coyote
#

Does anyone know if the Zelkis Persistant Storage mod is compatible with Reforger Lobby? I am looking into easy ways of saving player loadouts and their items they want to store for the next session.

little tusk
#

You can just write player loadouts to file via the in-engine json support. Alternatively, use arkensors persistence addon.

dense coyote
dense coyote
#

After a day of looking into various things I can confidently say that this is the source issue when I try to launch both Armstalker Main Mod and the Reforger Lobby:

Virtual Machine Exception

Reason: NULL pointer to instance. Variable '#return'

Class: 'PS_MissionDataManager'
Function: 'LateInit'
Stack trace:
Scripts/Game/MissionExportData/PS_MissionDataManager.c:121 Function LateInit
Scripts/Game/game.c:922 Function OnUpdate

plain oracle
tranquil summit
#

Hello everyone,

We had a strange observation yesterday while testing a mission:

RL Community Server started normally,
Gamemaster logs in and loads his prepared savegame,
Server restarts (similar to console #restart)
M4 (from RHS Mod) cannot be reloaded with keybind R, sometimes players can't see each other whether a character model is holding a weapon or not.

If you otherwise start the server fresh and refrain from loading a Gamemaster savegame or restarting the server with the #restart command, everything runs smoothly.

Best indicator (I use the Weapon Holstered Char Ssetting):
Server behavior after restarting/loading savegame: Player starts with weapon in hand, reload bug, visual bug
Server behavior without savegame/restart: Player starts with holstered weapon, no reload bug

This behavior is new and seems to have been introduced with the last vanilla game patch, as we haven't had these problems before.
What's the best way to work on a solution?

Thank you very much.

turbid wing
tranquil summit
#

Okay, understood.

Idea behind was: RL Lobby with some Workbench Settings to use as a kind of Mission Template and the Gamemasters prepare there Missions as a Savegame, load in on Server as usual in a Gamemaster Mode (which works since a couple weeks nearly perfect).

But then we have to preapare everything in Missionfile what is needed on Missionstart and the rest the Gamemasters have to generate while Mission Action.

Lastly: Do you have any Feedback to the Savegameoption in Workbenche itself in combination with the Server Param -loadSessionSave in general?
Does this work with RL? (as a Backup when Server crashes while Mission in example)

Kindly thanks.

rain sphinx
#

Jesus christ I'm so happy I took my unit back to arma 3

#

Every time I watch you guys have to deal with this its just so sad to see you literally fighting the company that made the game as you struggle to make it better, and they just break it over and over, week over week, while adding literally nothing of use to the core playerbase.

But hey, PS5 mods! Major update! Empty Changelog

tranquil summit
#

Hi together,

from the experience with the Community Version and the found unregular and in parts not reproducible Bugs from above I decide this weekend to rebuild a Lobby in the "stable" Mod.

I did everything as in Manual described and took a look into Demo Missions but I get 3x failure notices in Workbench. There the Mode starts after clicking the failure messages. But trying to start on Dedi Servers went into a crash.

As I start with Community Version I used Workbench Plugin for Building Gamemastermode and just changed in the PS_GameMode_Lobby.

This time I don't use the Plugin for Missionbuilding and placed all like in manual and Demo mission.

Maybe you can give me a push where I have to search for my dailure.
Kindly thanks.

hearty talon
#

Hey, since i want to make a small modification if possible, i need to find on which script we trigger the change voice room. When i click for example in a playable character , the player moves to that squad voice room, instead i wanted to be everytime on global till i start the game or even on briefing

quiet sun
hearty talon
#

I did it the hard way, of scripting. But sure i will check that as well

tranquil summit
tranquil summit
#

Is there a possibillity with an override or something in this direction that JIP Players don't wake up in Spectator and can take directly there Role and join?

With Team Switch enabled and pressing U the Players can take a Slot but allways fall back to Spectaor until a Admin / GM moves there to their Slot.

Kindly thanks.

turbid wing
tranquil summit
#

No, reconnect after loosing connection i.e. works great.

But I am struggling with JIP Players when the Mission is already running.

What happend:

  • JIP Player connects on a Server with running RL Mission
  • JIP Player is in Spectator
  • JIP Player press "U" Key
  • JIP Player takes his Slot / Role
  • JIP Player presses on "Game" or "Ready" and don't wake up in his Character, he gets to Spectator again
  • a logged Admin / GM must come then and Unslot him and Slot him again and then he joins directly to the Char.
turbid wing
turbid wing
hearty talon
#

no i mean which one is the latest version that i updated

median shore
#

When I create a sub scene in a standard map and configure everything in the mod when I try to put a AI GROUP she dont Appears

#

The "Entity" appears in the scene list but the AI itself does not appear and I also can't find where to enable the faction so that when I enter the mission it appears selectable (I know this part wouldn't be up to you but I'm taking advantage of the first doubt to get this one out of the way)

#

Does anyone know how to solve this?

median shore
little tusk
#

You need an ai world

median shore
median shore
#

And another question, I didn't find here or in the tutorial where I put the terrain map that I'm using to appear in the Briefing and in the mission preview, because I'm using a mod terrain.

lilac herald
median shore
#

How can I make my units "Playable" like the ones in the mod that are already ready for us to use?

lilac herald
median shore
#

Cool, I will try to find, this mod is so cool, I had seen it here before, I even helped translate it into Portuguese, but I never used it, and now that it's working here, it's really well done, it's going to be very useful.

median shore
zealous bane
median shore
#

I didnt find the component in the soldier

#

never mind, I found

zealous bane
median shore
#

My keyboard was missing a key when I typed and couldn't find the componentmeowfacepalm

zealous bane
#

There is a group param, but its very unstable for some reason

#

better have playable prefabs in playable prefab group

median shore
zealous bane
median shore
#

Another question to see if I'm not being stupid, I put other units on the map but because they use my soldiers as inheritance they remain as "playable" and polluting the class lobby screen for players, is there any way I can define those groups/units as not playable?

#

I mean in an easy way without having to go back to my units and define them as unplayable, I mean define them only at that moment of assembling the mission.

zealous bane
#

You inherit final prefab and set him playable, not in the middle of inherit tree

#

You can override faction base if you creating missions only with players, pvp for example

quiet sun
median shore
#

I think I'm being stupid then, I'll test some more

zealous bane
lilac herald
quiet sun
#

either way, if anyone runs into this issue and thus has a setup which can reproduce it, i'd be interested in having a look simply because i'm a bit tired of having to make two versions of each character and group

median shore
#

I'm having problems with my scenario mod that when I enter the server after a few seconds I fall from the server giving Replication and System Failure errors but I don't know where to get logs to see what's wrong or has anyone here had this problem?
Whenever I went down from the server and came back in the same period of time in a few seconds I went down from the server and my colleagues too

#

My server is not generating a log file, I believe because there was no crash and only a disconnection and I did not find any log in the files on my own PC.

rose plinth
#

@zealous bane Greetings, is it possible to port part of the game mode to a modified conflict game mode? With all the dependencies of course.

I'm interested on using specially the briefing and preset group structure on my game mode.

little tusk
#

Regardless of whether or not sesk is okay with it, it would require an entire rewrite. You cant just drop reforger lobby into conflict as it's two different game mode managers.

little tusk
#

Do I think rewriting the entire mod to be something else would work?

rose plinth
#

I was leaning towards modifying his game mode and adding some conflict/combat ops into it

little tusk
#

It's not that simple, but I'd love to see it once you're done lol

rose plinth
#

I know it's not, I know exacly how painful that's gonna be

past basin
#

What exactly did you guys do to mitigate VON Lag in game

quiet sun
#

@turbid wing Why is the scrollable layout not the default for EditableMissionDescription?

turbid wing
# quiet sun <@473814883347988481> Why is the scrollable layout not the default for EditableM...

It happened historically, initially we didn't like the design of the "scroll element" we planned to make our own custom element, but we never got around to it.

Since I made a "scrollable description" in my missions a long time ago, and then I remembered that I needed to add it to the mod itself and did it as soon as I got around to it. If I'm not mistaken, this is the default option now.

quiet sun
turbid wing
mossy cargo
#

Hi, is there any way to save loadouts in the game so I can load them when I respawn?

#

I also have another question: on PS5, you can't zoom in on the map in the briefing.

turbid wing
lusty flint
#

how do objectives work?

#

i can see code for kill and presence triggers but can only find generic objective prefab

turbid wing
lusty flint
#

how are you meant to do objectives then?

lilac herald
lusty flint
#

im using reforger lobby for a admin-less scripted mission

quiet sun
lusty flint
#

oooh thank you

quiet sun
#

It's entirely separate from the PS_Objective things

lusty flint
#

i will give this a look in a bit

quiet sun
#

Btw RL devs, I assume you are aware of the NPE that happens when you switch character during the game

turbid wing
quiet sun
turbid wing
quiet sun
turbid wing
lusty flint
#

what's the difference betwen RL and RL community?

quiet sun
lusty flint
#

is there a way to attach a marker to an entity?

quiet sun
#

You can make it a child and add a Hierarchy component to it, maybe
Have not tested it

lusty flint
#

will it move with the unit?

quiet sun
#

Try it

lusty flint
#

how do markers work in general? placing an ediable marker doesnt make it appear in game?

#

nvm it was just really small lol

lusty flint
#

changing position at runtime seems to just delte the marker

lusty flint
#

@quiet sun holy shit the navmesh regen component is briliant

#

@quiet sun is there an easy way to have a "counter"

#

i want to have mulltiple optional obectives and fire an event after enough are completed

quiet sun
lusty flint
#

yeah i was just looking at that, however my objectives are partially randomised

#

šŸ¤” i guess if i have seperate flag for ever single objective and it's possible location

lusty flint
#

i'm creating a bunch of randomly placed touch objectives

#

i will have them be under 1 layer and have layer RANDOM_MULTIPLE

quiet sun
lusty flint
#

yeah it's a bit tedius to do that

#

would be nicer if there was some way to increment a counter and then have the events wait for the counter to hit a certain value

quiet sun
#

I see what you mean but there isn't really a way around that if you're doing it in this way.
When I made the framework, I considered whether to make flags map to a counter instead of a "bool", but decided against because it's almost only good for this kind of thing and makes all other things more tedious.

lusty flint
#

yeah fair enough

lusty flint
#

@quiet sun what's TILW_CoverMapComponent?

quiet sun
# lusty flint <@301609257629908992> what's TILW_CoverMapComponent?

Obsolete component for polylines that hides a part of the map.
The component used nowadays is TILW_MapShapeComponent, it can be used to draw map features using polylines.
For example the TILW_AOLimit prefab has it - when you enable it, it darkens the map outside of the playable area.

lusty flint
#

@quiet sun events seem to only happen on host?

quiet sun
lusty flint
#

is send message a purely debug tool?

quiet sun
#

no, it gets replicated to clients

lusty flint
#

also one of my events spawns a map marker prefab and it doesnt show for clients

#

oh wait i didnt have factions keys set for send message

quiet sun
#

not necessary, if no key is set, all should receive it
if you are sure it's spawning the marker, maybe the prefab is not configured correctly?
anyway we should probably move this elsewhere as this isn't directly RL related

lusty flint
#

is there a seperate channel here?

quiet sun
#

DMs are fine, alternatively there is a dedicated channel in my communities discord server

lusty flint
#

how do i delay ai spawns till reforger lobby is ready/started?

worn lagoon
#

Okay is it possible now in this mod, that slots that are not occupied to be persistant and once player picks slots he spawns on position of that soldier (slot) Scenarios like this, mission has 20 slots avaialalbe, 12 people joined at the start, 12 people spawned, rest 8 invisible, than after 20 minutes, 3 guys joined, making in total of 15, so that additional 3 slots taken by these 3 guys, and than they apear in the starting position?

plain oracle
worn lagoon
ebon dock
#

Pull Request - a request to merge code / add code

worn lagoon
quiet sun
nocturne cobalt
#

Hello gents, I started creating my first mission in AR using you mod and its working great. I have one question.

I am ussing Reforger Lobby Community and I would like at some point to respawn all dead players at their starting position.

Is that somehow possible?

lusty flint
#

Is there a way to not freeze the world before the game is stated?

#

AI cancels their waypoints because they can't get into a vehicle during freeze time

lusty flint
#

where does the game get these names?

quiet sun
#

They are string table IDs technically, but you can also put regular text in there

lusty flint
quiet sun
lusty flint
#

O, i see thank

turbid wing
strange tapir
#

Hi guys, I am setting up my first mission using Reforger Lobby, the tool is great, and working.

I am having an issue setting a limit of 3 respawns per player, is that currently possible, and if it is, how can I do it?

mossy summit
#

@strange tapir like this

strange tapir
# mossy summit <@329617825922547723> like this

I have already done this, and this works which is great, but for a specific reason I need to limit each player to a certain number of lives, and this option is actually doing it for the whole faction. Is there an option to limit it per player and not per faction?

west vine
#

When using respawn mode you can't enter GM/do any admin stuff while waiting respawn to happen. Even opening menu and disconnecting or editing client settings is not possible. GM restriction can be overcome by closing client and reconnecting so it places you in spectator while waiting respawn.

nocturne cobalt
#

Player choses playable slot, from Reforger Lobby, in Company 0, Platoon 0, Squad 0, which has 10 playable slots.

When he pushes to game stage and opens Vanilla Group Menu, he can se himself in Coy 0/Pl 0/Sq 0, and he can se that 1/10 slots are occupied in that squad.

If he dies and respawns situation is not the same.

In Reforger Lobby, he is Coy 1 /Pl 0/Sl 0. No playable groups or slots were assigned to Company 1 in editor, game created them after player respawned.

In Vanilla Group Menu, player is in Coy 0/Pl 0/Sq 0, but it now shows that Sq0 has 1/11 players instead of 1/10 like in the start.

Is there possibility for player to actually take his previous position automatically and stay in Coy 0/Pl 0/Sq 0?

nocturne cobalt
#

Or how to create same character on respawn and not create him in a new squad?

strange tapir
#

Can I set that slot does not delete when player operating it dies or respawns? Now when my player dies, slot dissapears and he is respawned in total new random squad generated?

barren yew
#

Hi guys. Dumb question : how the JIP works ? Can players JIP when the game is launched ?

quiet sun
barren yew
#

Thank you very much @quiet sun

west vine
# strange tapir Can I set that slot does not delete when player operating it dies or respawns? N...

This is a bug in RL. I did spent some time debugging it and it happens because the respawn logic doesn't know to which group the new prefab needs to be spawned so the transfer doesn't work (actually it doesn't even try to transfer the player to the original group, only the character prefab so it just fails).

However there is logic available to handle respawns correctly in the mod. The slash command /res handles groups correctly and the player is moved back to the original group when they are spawned. However if the respawned player is leader they will loose the leader status but that is minor issue for now and I'll look into it later...

So after doing some Frankenstein coding I managed to get it working, yay! I'll create PR later for it if I find time to clean it up...

strange tapir
#

@nocturne cobalt

nocturne cobalt
# west vine This is a bug in RL. I did spent some time debugging it and it happens because t...

Hey Cultti, this sounds great!

In my case its a wave respawn initiated by GM, and basically each time I respawn people back, I just need to to /res thing. Its better than nothing, thanks!

I have another, as you may have an answer to it. Players that are joining game from beging, have issue that they cant reload or drop their primary weapon. Reconnect doesn't help, only solution is to switch to another slot. Is there any solution to this?

P.S. I am using vanila weapons and _P prefabs.

west vine
nocturne cobalt
nocturne cobalt
west vine
nocturne cobalt
west vine
#

Oh right, it only respawns admin. Silly me šŸ¤¦ā€ā™‚ļø

#

I'll try find time to create PR next week and maybe publish compat mod for the time being before we get this fixed in the main mod

nocturne cobalt
west vine
nocturne cobalt
turbid wing
remote shale
#

Hello, I am using reforger lobby and wish to prevent dead players from accessing spectator? I only want admins to be able to access it. Is this possible? Thanks

shrewd bloom
#

Has anyone found a way to have players respawn in a certain location? Like a respawn point

west vine
shrewd bloom
west vine
west vine
# shrewd bloom Yeah I only require a single spawn point for the entire faction. But I did not s...

https://github.com/ARMAFinland/Reforger-AFI-Mods/blob/main/scripts%2FGame%2FGameMode%2FAFI_PS_GameModeCoop.c just copy this into your scripts/game folder and it should prevent group hopping. Not most elegant solution but it works...

GitHub

Container for mods that AFI uses when playing ARMA Reforger - ARMAFinland/Reforger-AFI-Mods

west vine
shrewd bloom
opal hinge
#

Anyway to allow map tools during briefing? would be great

tacit surge
#

Hey there, I'm looking for a way to respawn spectating players on demand. I'm currently trying to figure out how to get spectating player ids but if anyone has a better idea on how to do it then I'd love to hear it

opal hinge
tacit surge
#

Yeah, I'm currently writing a tower defense like scenario where I would like players to respawn only when the game advances to the next stage

#

But I found the solution in Tilw's mission framework

past basin
#

Have yall noticed the prefab slots in the groups are no longer ordered with RL too

torpid flame
turbid wing
opal hinge
#

PSCore is kaput

barren yew
#

JsonApiStruct seems to be deprecated. The game scripts don't compile. Same for many mods.

tacit surge
#

Yep, idk is anyone still working on PSCore?

#

Since the deprecated JsonApiStruct classes are just commented out I've tried to just add them in my mods but there are also some changes to VoN code that still break PSCore

turbid wing
tacit surge
#

Ah, okay, thanks for the info and for the work you do :)

tranquil summit
#

Hi Drongo, I've seen you updatedt RL and PS Core.
Everything woks now with 1.6?

And will the Community Version also be fixed?

Thanks a lot.

turbid wing
tranquil summit
#

Have a good time. Cheers. šŸļø šŸ»

fossil gull
#

Out of interest what is the functional difference between RL and RL Community? Same code just forked or are there differences?

turbid wing
lusty flint
#

is there any changes needed for reforger lobby to work with the new game verison? I'm getting a bug where after drying some players camera just gets stuck where they died
and no spectator/respawn
seems to be inconsistent as some players respawn fine

quiet sun
#

@fluid isle What's the status of RL Community?

quiet sun
#

Also, I've noticed the GitHub repo has not been updated with the 1.6 fixes. What's the reason for this?

fluid isle
fluid isle
quiet sun
regal knot
tranquil summit
#

While we are waiting for Community Update would it be an option to write an temporary own Overrite Mod just for the 1.6 changes from the main branch?

And if allowed, is it possible to figure out in Github just to see the made changes for the 1.6 in Github? I am not so familar with GH Repos.

If its not ok we wait for the changes.

Thanks and good start to the Weekend.

regal knot
plain oracle
#

There is nothing for me to do. I don’t control the community version just made the changes for voip

Although I’d be more then happy to

tranquil summit
#

I'm a little confused now, I have to admit.
So, theoretically, is the Community version also ready for a mod update?
I would be very happy if it were, we'd like to plan and prepare new missions in our community.
Thank you very much.

regal knot
#

our community has swapped our reforger lobby community dependency for reforger lobby for now, you can still work on stuff and play that way

tranquil summit
#

Your speaking about change back to the Reforger Main Lobby?
But with this we are back for the problems for GMs hearing the Players, or?

Thanks.

regal knot
tranquil summit
#

Hi, did RL Community got an update on 18.11.?

We tried to check and bring our Mission yesterday back on work but got an Crash Error in Workbench:

Scripts/Game/Editor/PS_EditableMarkersModded.c(8): error: Unknown type 'SCR_EditorAttributeStruct'

turbid wing
tranquil summit
#

Okay, then this Script Error belongs of missing updates. Then we still wait.
Thanks.

rugged marsh
#

To make it work, what do I have to do? There's no way to get it started.

little tusk
tranquil summit
#

Hello everyone,

I just wanted to ask if any of you have experience with the new persistence system?

Normally, the lobby isn't meant for this, but it's quite handy in case of crashes or longer operations.

If I let the server load a savegame, everyone has to slot their units again and starts in their original position according to their placement in the workbench. The previously played characters seem to wake up as AI in their last current position from the server. Ultimately, every unit that needs to be slotted is duplicated.

Is there any way to avoid this? As a first step, it would be enough to not save the placed slot units, but to save everything that is dynamically generated during the mission, for example, by the Game Master.

Would removing the "Loaded" flag in Game Mode help with this?

rugged marsh
#

I can't get it to work on our server. Could someone guide me? Does the json file need to be configured? Are there any changes I need to make?

little tusk
#

I'd wait til we get actual documentation fwiw

rugged marsh
little tusk
#

For conflict? Some. For a lobby game mode? A lot.

plain oracle
past basin
#

What he said

bright sail
#

Hey guys, is it normal that the most recent Reforger savegame system is currently turned off for Reforger Lobby?

#

On the first screen you can see a normal Everon Game Master Scenario - save/load options can be seen at the left of the top bar.

On the second screen you can see the Everon Lobby Scenario (yes, I have enabled both the mod and dependency - and it's working) - the save/load options are missing at all.

In case it is disabled on purpose (e.g. problems with compatibility), it's a great loss for easier mission making without using Workbench šŸ™

turbid wing
bright sail
ebon dock
#

yeah using lobby for gamemaster coop is pretty useless without saving i guess šŸ˜• but i understand its nerve wrecking to align to the ever breaking game code

quiet sun
turbid wing
west vine
#

I've reverted to use the BI provided respawning system mainly because the current in RL looses the squad when respawning. Currently I'm using the SCR_FreeSpawn version that basically allows you to spawn anywhere and I provide the original spawn location of the character for it.

So I would say that those overrides are not necessary other than that we may need to update the character lists for the lobby when new character is created. But the RL character list updating is still WIP for me...

plain oracle
#

Hi all, I've updated RL Community with some experiential changes. Please test and let me know any issues.

Changes:
Spectators can hear players in game
Added support for faction rulers in briefing (Set in faction manager)
Freeze time during briefing
Added the watch/clock to briefing
Remove darkness from briefing at night
Remove wind sound from briefing
Clicking alive player list teleports your camera when outside replication range
Fix Color effects gray screen when dead in spectator
Fix Camera position at death to be where character eyes last were
Fix playable group attribute on groups not working

Github:
https://github.com/burn0ut7/ReforgerLobbyCommunity

teal pagoda
#

Hi everyone,
I’m having an issue with the Kodiis Building System (Workshop ID: 644F5B4619455A52).

Building works perfectly when I’m in Game Master, but during normal gameplay I can only place one foundation. After that, I’m unable to build anything else, even within a claimed area.

Does anyone know why this works in GM but not for regular players, or how to properly enable player building?

Any help would be greatly appreciated. Thanks in advance!

shrewd bloom
past basin
shrewd bloom
#

Ah alright thanks for the info.
At least I know that the issue is in how Reforger Lobby handles the order, not vanilla itself.

past basin
#

Wasn't an issue pre 1.6 before they introduced their own sudo slotting system in conflict

shrewd bloom
#

Yeah it did start after 1.6. after all.
And I noticed the same that delay doesnt matter so must be soomething else.
Oh well, time to dive into debugging.

quiet sun
shrewd bloom
shrewd bloom
#

Community version seems to be broken from todays "minor" update.
Can anyone else confirm?

ebon dock
#

for some reason this setting does not work for me:

ā€œRemove Redundant Unitsā€
Delete not used playable units on mission start.

i still see the ai groups hanging around (_P groups)

ebon dock
solemn bluff
#

how would console players get in a lobby slot

#

i know on PC you hold U to get in

shrewd bloom
#

Could anyone point me to a direction on how to disable the removal of a player from the group on death?
The notification of "player left the group" instantly gives away if a teammate has died.
It is also difficult to identify corpses as their names are replaced by vanilla AI names immediately on death.

plain oracle
shrewd bloom
shrewd bloom
hollow forum
#

heads up that CSI does have a #define so if you ever want to split the code with a ifdef, you can.

plain oracle
hollow forum
mint badger
#

@zealous bane Hey, I wanted to ask if there’s any possible way to get the Dragger mod fixed. It’s a really cool mod and honestly better than most of the others out there. I was just wondering if you might have the time to look into it, or if maybe I’m doing something wrong on my end.

Right now, when someone drags a player, the movement only appears on the person doing the dragging. For example, if someone drags me, it shows me being moved on their screen, but on my screen I just float in place and don’t actually move. Once they let go, I snap right back to my original position.

Just wanted to see if this is a known issue or if there might be a fix for it.

#

I'd assume you are the right person as well.

zealous bane
mint badger
knotty minnow
#

would this still function in vanilla conflict?

dense coyote
#

Were there any faction relation problems ever reported? The gamemode does contain the faction manager but for the first time I have experienced an isssue with the factions not attacking each other at all

tacit surge
tacit surge
#

Is there a way to increase brightness for spectators?

bleak axle
#

How can you start the scenario? On Xbox when I load in it just says plz wait games starting soon but I can’t click on anything and it never starts

quiet sun
bleak axle
#

I’m just playing solo I found a mission pack mod and its using this mod and sure how to become the admin

#

Of wait is this still your mod or no

little tusk
quiet sun
bleak axle
#

Even tho I’m on console?

quiet sun
fallow glade
#

Hey I have a question about the Arma Reforger Lobby.

If you’ve run into this issue before and know a fix, I’d really appreciate the help.

I’m using this mod: https://reforger.armaplatform.com/workshop/5EAF2B0473DB5A99-ReforgerLobby

We use it for our GIF setup so we can have a briefing lobby and then a Game Master in the scenario.

The mod seems to be designed mainly for one-life gameplay, but that’s not how we run things in GIF.
Luckily, there’s an option to enable limited respawns, which works fine for us.

However, we’re running into issue:
1.The issue is that when a player respawns, they get the loadout set in the lobby manager instead of the loadout they had when they died.

Is there a way to make players respawn with the loadout they had before dying?
Or at least, is there a way to retrieve their loadout from the Arsenal?
Because for some reason we cant save loadout when using this mod.
I can send the mission zip so it can be opened in workbench if need be.

Arma Reforger

Lobby from old arma titles!

quiet sun