#Reforger Lobby
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Wayward: just wrote some metric server
Ram: uses it for DRM
Others: MALWARE MALWARE
mayby somebody saw their KD and publicly shamed them for it. SO now theyre offended :kekw
also, what about anti cheats? they also send data from your PC to remote host and can disrupt functionality
We collect only FPS and memory allocation
Basically from what i gathered is everyone should move away from RL as soon as possible
oh, glorious era of punkbuster, when it was making literal SCREENSHOTS of your pc and then sent them somewhere. Good times, good times.
delete all software with drm and anti cheats first from your PC
IDK what Ram send to it, but it stores only fps, malloc and mission/server for improving the mod
but move where
As of right now coalition has second best lobby system i've seen
Letting good mods mine crypto on my machine is how I give back to modders
huh? They uses forked Ram's lobby
only if your pc is good enough to run that cryptothing. mine isnt, lel, i play from toaster
yeah and added the ability to break fps and animations for any playerš
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)
Not a malware at all š¤£
isn't theirs based on RL?
They have their own, completely reworked from any existing systems
independent from PScore?
Yes, they're nearing release for it
Join their discord for WIP and transparent development posts
- Only for use on Coalition Servers
APL-ND
Good luck!
great news
What is the exact name of the mod?
Youll know once its released
improving the mod by killing fps for users of the mod - sounds great
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."
I have mod with full working trucked vehicles, airplanes and submarines, but i will show it when in released 
Not based, but with some help of RL dev ;)
so i guess the right way to do is jsut stop playing then. maybe request refund since intrusve DRM.
If you claim that the mod is clean, why did it get banned?
How is that related at all?
Coalition posts every git commit and every internal update publicly on their discord, anyone can see what progress they make whenever its made
They dont seem to have a name for the project other than Coalition_Lobby, and the name of the mod isn't known because I don't think that update or that mod is published yet
New license for Bad Orb: "All players must first publicly state Aphex is the best and has the biggest ____ in the world"
Sorry guys it's in the license, it's valid.
giving mods IP and it's consequences....
@zealous bane typing an essay
They cannot force everyone use it only on their servers. Everything u load in workshop can be used elswhere as long as u do not make money on it
So it doesn't matter what they are saying there
today first time i heard about another lobby mod existing, and i never used it so i can state anything else :smug
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...
Time to go learn bro
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.
Got it, so you admitted. So this was done intentionally.
What is the future of RL?
gurenyaa

If You download any Content from ARMA REFORGER Workshop You accept and agree to be bound by the respective license under which such Content was uploaded to this ARMA REFORGER Workshop.
The Coalition_Lobby mod is extremely outdated do not use that haha, that was just for the initial release, it's now completely integrated into the Coalition Reforger Framework
^ There's y'all's answer of the mod name, to the guy who was curious
Ram was banned, pscore in the workshop, all things on GitHub, fps remover was removed.
We will use a system like WCS in our little conflict, this will not affect others.
Lmao, wdym what's future, nothing will change for normal players
оооооо ŠæŃивееŃ
Nothing new for gamers
Looks like he is not "normal player" and it's affects him xD
yeah lets just ignore going rouge and trying be selective in who can use the mod or not
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
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 š
At least we didn't use real POW for our game server promotion.
Dont like it? Dont use it. Still need it? Make your own. Cant make your own? Dont shittalk it
^
Right my point, RL devs aren't instilling confidence
Dont use it then.
i'm agreeing with you
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
Is RL down? š¦
No, it's ok now
already reuploaded, check WS
What in the English is going on here
But, but. Now we need to know how to collect metrics data from players, but do it legal
Make window with agree button or you will be kicked)
or according to it: #1166105746757398558 message just write it in license xD
Can you not do that here please
Is it politics of RHS too? Should we wait for same answers when smf happens with RHS mod?
What about "don't break the games EULA"? It directly prohibits interfering with the games proper functioning, for good reason.
I don't think I'd have sympathies with who this was used against, but this is a very bad look for the project, and you should not excuse it.
smf happens with RHS mod?
What should happens?
ultimately your at the wim of BI and the mod maker. so doesn't really change anything
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. š¤·āāļø
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.
Who used PoW?
you.
I understand hard work of modmakers, I am grateful to them. I know that is very hard to make mod in free time. I just want to know what expect and make plans based on that.
RHS won't go any where they have financial incentives to play nice
We are finally getting paid? 
When?
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
Not saying RHS fellows shouldn't be rewarded. Certainly RHS will enter into MANW
https://arma3.com/news/make-arma-not-war-winners
We can't, because we got guys from BI in team
dang š
holy shit lmao it's real
What's wrong with that, he has a legal right, he came to kill for money, do you have a good attitude towards people who come to kill on someone else's land?
here we go
hellcat made twink account to write political shit

Nobody is talking about the morals of combatants. Regardless of side or conflict this is unacceptable in any form. And I don't think it's a place to discuss this topic.
you are a typical war thunder player 
i dropped war thunder soem times ago. got tired, its not that insteresting without frens

You got questions about mod? Or you joined this discord and found this thread to discuss other games or star/participate in some conflict?
Smh
Guys, congrats, u're famous 
https://www.reddit.com/r/ArmaReforger/comments/1kd10cm/intentional_malware_deployment_found_in_pscore/?share_id=DLfBDCE4QQIiJdv_4Zt2Y&utm_content=1&utm_medium=ios_app&utm_name=ioscss&utm_source=share&utm_term=1
Yeah, whatever.
Hope you guys will do something by yourself then. (Famous - 19 comments). Even title is incorrect and BI guy is explaining to you what malware is.
Yes, now we are forced to do our own thing. We didnāt do it before because we thought you were decent developers and we trusted you. It's a real shame that we were wrong Ńuz ur mod was truly great.
You will decide who is decent?
We decide that you are not a decent user.
Iāve formed my own opinion about who acts with integrity. Your opinion of me is not something Iām concerned about
But you come here and invite you friends in order to engage with me.
Apparently bohemia decided you arent very decent lol
well, we re not concerned about yours lol
Im banned or something?
Fair enough š¤
shhh its funny if they can
This is sounds like paranoia. Donāt drag me into this.
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 āAnd THAT'S DON'T DO ITā right away
Protect your work from what? People you dont like?
Check the common channels that exist between us, these are your friends.....
With you come literally ~5 people who joined today to put same reactions (their profiles even)
I explained all already. You can expand drama on your reddit post, don't think there something to discuss further on this topic here.
That's not my reddit post dude)
And? Why have u decided that these are my friends?
i like how it starts exactly the same with Sierra golf drama, and funniest thing is, same people are responsible for this
arma community micro conflicts.....
There's a couple thousand people on Discord g9, I don't believe that's a coincidence.
I have no idea why people call inhouse made protection "malware"
because if they tell the truth, then no one will suport them
This clownshow ass game continues to be more entertaining to watch on discord than actually play
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
self protection
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"
Isnt that what developers stated?
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
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.
No, he just doesn't want people he has dumb beef with using his mod
they have some restrictions in place, yes. you want to use mod - got to follow things like bi TOS, reforger TOS, comply with license, and apparently comply with developer's rules, if they DONT conflict with stated above things
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.
not servers only users xD
Dont like it - dont use it, as simple as it is
You are right, but the issue is that our community became target for malicious attack. We did not do anything bad to the devs, we just do our things and have just once a week TvT game
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.
R u from Echo community?
It is not real ofc, we use paid actor for video
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 ā either for the entire server or specific players. What are you referring to with 'in-house protection'? That just doesnāt make sense. And now, one of the RHS developers has openly admitted to doing it intentionally. Iām genuinely curious how Sony will respond once they become aware of this situation. If the developers donāt handle this appropriately, itās very likely that PS5 players can forget about the Workshop entirely.
pscore has since been fixed and everything can be used as normal now, all of this screaming on discord is silly now
We had DDOS attacks for our infrastructure previously as well, right when our game was sceduled
Oh, rly? We too
Why in the earth have u decided that POWs were used for the video? RL doesn't appear in the video at all and is not associated with the project in any way. This is getting ridiculous, man.
so did we, lol
Because its too real. There are borders and you went over them like its nothing.
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
Will you pay for his time?
And Ram never created fps remover.
its not me who being accused.
We do not have to prove it. We did not break any rule
I never signed the Geneva convention
What's this then? #1166105746757398558 message
bad code from Cloude 3.7 Sonnet
Bad code, bad behaviour, intentionally malware code, and now AI SLOP of all things? im refusing to play with lobby anymore
Maybe he's just bad at vibes coding
You thought Ram wrote the code himself?
Considering he came out and defended Sesk by saying "Hey, dont bug him, I made it", yes
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
is that modern audience in the room with us right now?
Yes, check the rest of the discord, old man
Two year i making lobby mod, and there is still no vanilla solution.
E
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.
I honestly don't think there ever will be one either
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.
ram is finally free
Its time to rest now ram, enjoy some conflict like BI intended
he cant - supplies wont load
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
Conflict sounds like a breath of fresh air to person like you, ngl
But pre made scenarios literally a game changer for me, got involved in such stuff like 6-8 month ago
It's better to have some functionality in your game and don't use it
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
Bro, I'm your fan
Yeah I definitely understand u now
W8 u near to arsenal, I will give u best loot, u donāt need to get exp forever
I love you, you opened my eyes. I think now our mod was useless all along. We really didn't was ready to changes, our time is long gone
We will deliver it to the starving comrades on the enemy team
Tsssss, Uzbeks sleeping
what the actual fuck is going on in here lol
oh we're back
What? New Guy, how did you come to this conclusion? Ask them. Situation was fully discussed here. Drama people on reddit now.
I agree with that. Let's talk about game, mods and let us keep ethic (but important) talks for reddit.
No.
Can we stop using this thread not for mod discussion? pls
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? š¤
You can copy a layer with basic gamemode setup in order to speed up things, and copy your world.et and put there different world as base in text editor.
In Reforger you still need a mod for your missions, you didn't have a scenario type thing in workshop.
@zealous bane Any intentions here? Many players are asking for this to come back. At the very least could we make it an option?
Its very hard to do, because (thanks to BIS) you can't simply script VoN without player been a almost full normal character
Don't really have plans at the moment. I'm not in the mood for Reforger modding yet.
We tried to optimize everything in order to play with 200 players and this change was made.
Im more than happy to branch it out and make commits but the requirement would be moving spectators to use radio again. There would be some negative performance as the von player position needs to be updated by the server.
This was easy to do in the last RL version. Everything was setup for it. Just needed to move the von player to the spectator camera location and make the Von distance zero.
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 š
The von system being on frame definitely does make an impact though.
Guys, please tell me, in what parameter is the disappearance time of the bodies of killed players determined?
This is not gamemode thing. There is global garbage manager, I disable it in one of my mods
Can you tell me where exactly it is?
Don't remember exactly, but there is garbage manager cofig somewhere
You can check it in this mod, or just use it, it just disables "garbage" removal
https://reforger.armaplatform.com/workshop/60E10E177D0613A2-DisableGarbageManager
thanks, I'll try
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.
We've had tons of crashes in general
we've had some as yet unexplained issues on Chernarus scenarios where the first 5 minutes or so will have a severe server FPS drop (into the single digits) before stabilising, could possibly be related as 60+ players are moving from 0,0,0 to their respective slotted entities?
has it occured for you with player entities or others?
other maps are seemingly unaffected so far
Were the opposite. We start with 300+ fps and lose it all when player entities move outside distance. Its especially noticeable when zeus teles a large group of players in a btr for example. Basically kills the entire server. Its like the player controller doesn't move.
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
Does this mod have some sort of dynamic simulation when testing in single player and the zeus camera moves away from spawned AI?
Vanilla AR has such a feature (AI behavior LODs), I don't think RL affects it.
Oh, of course it was those people instead of the people making the shit that actually works. Great
TIL "AI behavior LOD"
This is why the get even more useless at long range
was this the mod that was gonna have malware
@zealous bane Let me know if you have any questions
https://github.com/JiraF4/PlayableSelector/pull/63
i have other features to add in later as well
Thanks a lot!
Micro Update,
- Previously we used a separate addon that turns off the garbage collector. Now this functionality is available in the game mode itself, disabled by default.,
https://reforger.armaplatform.com/workshop/60E10E177D0613A2-DisableGarbageManager
- A layer has also been added that allows you to scroll through the text.
{B6DE04F7CF7A95DA}UI/MissionDescription/DescriptionEditableScrollable.layout
YOU BEAUTIFUL MAN
Two more technology requests if possible Hyperlink to markers and images in the brief would be beautiful. AMAZING WORK
Fucking finally.
We can scroll!
In general, you could always create your own layer and add this parameter, but for users it turned out to be a big difficulty.
" create your own layer and add this parameter" yeah see i wish I knew what that mean't. Point and case
Well done.
I'm afraid that there is nothing like this in the game, a new system needs to be written, I don't have enough skills.
your a magicican in my eyes
You can find the ".layer" file and duplicate it in your addon and modify it to suit your requirements.
Oh right. That's simple enough.
I've copied layers before. I wasn't aware of reforger lobby having layers or w/e
I didn't do it, Ram did it. I barely managed to integrate the garbage collector removal feature. So don't expect any major updates.
This is a major update. The thirst to scroll has been long.
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.
Yeah Burnout is another one of our community members and does some good work for Reforger.
Our personal community is blessed to have members such as him and Til who have massively contributed to currently mods or have created their own.
https://reforger.armaplatform.com/workshop/7777777777777774-LobbyMissionModules
If you want, you can try this addon, but I'm making it here, maybe it won't be as pretty as Ram does.
Briefly, here are the scenario completion modules:
- Capture the flag
- Losses of the parties
- Destruction of equipment
- Destruction of buildings
- Time for the mission.
I think i saw a mention it was disabled or rewritten to not have this for a 200 player event, was that event playable?
After 1.3 was released to the stable branch, Arma Reforger's performance dropped and even 150 players couldn't play. We played on the experimental version.
Please clarify, how it "increases" traffic. Performance in theory should be better. Especially since the removal of the FixedFrame teleporting players. As well as Teleporting players every time they talk.
The only thing that would increase traffic would be the spectator local von and honestly that can be tuned down if there are any performance issues (Which is disabled by default)
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!
Why are you creating two separate branches, isn't that more work?
Because this implementation does not contain backward compatibility of our server mods.
Isn't that what versioning is for?
Does the current workshop store all versions of modifications? Or do you mean something else?
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.
in a game where modifications cease to work every 2-6 months because of updates, versioning is not going to work for too long
FYI Reforger Lobby LM Supression Patch for Community Version @turbid wing
https://reforger.armaplatform.com/workshop/65772879AA2EBBBA-ReforgerLobbyLMSuprPatch
Can these incompatibilities not be resolved somehow?
i'm willing to help a little assuming there is no major work needed
It's not convenient for us.
it's about having two different versions of the same mod instead of having two different uploads. Kinda like standard semver
Problem is that after you released 2.0.0, you can't release 1.1.2, for instance, as the workshop enforces the new version to be always higher than the last. So you can't upload updates to main version 1 anymore.
It is not a āsame modsā itās ādifferent branches from one sourceā. Community version - mod for community with communityās changes. Main mod - main branch with only functional we need
Functionality from the ācommunityā branch will not be added to upstream. But this branch will be updated from upstream
right, not usable for such usecase then. Sucks a little bit as it means you can't patch 1.0 after you publish 2.0 :D
so which should I download if I want to make scenarios?
from a scenario standpoint they are the same. Think of the community version as the experimental version. and the regular as the regular.
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?
this is an additional addon
is this something on my end or something known/workaroundable? 
i did pick up an older project, so maybe also sth that changed and i have to adapt
You can ignore it #1166105746757398558 message
This may help you https://youtu.be/h29HtsO0uxY
I haven't used RL yet, so maybe this has already been answered. How does the spectator mode go with more than one playable faction?
Use this
What does this do?
I didn't translate the question correctly. What exactly are you interested in?
With regards to the spectator mode:
- can both factions use this mode and will they only see there own faction markers?
- can they hear the radio comms from both factions?
- can the spectators talk to players who are alive?
-
There can be several factions, as many as you like.
-
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.
- 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.
- Spectators by default dont belong to faction, they can fly across all map. (But you can enable mega cybersport option when dead players can only spectate from first person of thier faction alive players)
- They can't hear radio or voice in default Reforger lobby (only talk with other spectators)
- No, they can't talk with alive players
Thanks gents for the info š
i was able to suppress the error by modifying the script and clamp position to worldbounds, but not sure if this is feasible for functionality. 
GetGame().GetWorldEntity().GetWorldBounds(outMin, outMax);
this is fixed in the community version. clamping the position will cause other issues.
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?
Lobby build in Workbench, no Ingame GM Lobby,
Yes although no reason you couldn't combine it into a GM mode
Own Faction will be used,
the faction of the "slots" ai groups will be used
Community Version is used
Community Version is currently experimental, so use with caution
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
How can I replace my ps_core dependancy without breaking the mod? I wanna switch from old deleted Ps_core to the new one
you can't. The dependency is there for reason. Not sure what you mean by the new one?
Well, the one after the shitstorm, the old ps core is gone from the workshop
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
Open the project folder(your mod folder), open the addon.gproj file and locate the mod ID that contains PS Core, and either delete it or replace it with the ID of the new version.
yep, change dependencies and update.
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?
Try to reproduce the error with just RL loaded. It's likely another mod causing the issue. If not try to make a new basic scenario, do you have the same issue?
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!
-
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.
-
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.
-
Yes, i plan to add this feature in RL community.
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.
Will fix it in few hours
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 š ) we would be interested. Or maybe I configured something wrong.
to 3.) This would be very asewomse. Thanks.
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)
As long as you have Team Switch enabled on the gamemode entity and you have slots, players can JIP. From spectator mode just hold the lobby key (U) pick a slot and click Game.
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
Fair enough, are you able to swap the dependency of Reforger Lobby Community to it?
@fluid isle said he would do it today (yesterday for me). I'm busy with irl stuff lately, hard for me to keep track of all this, didn't check the community branch by myself
Thanks š
- i've added this to the PR but it's disabled by default. Will need to test before making it the default.
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.
@fluid isle @turbid wing @zealous bane are any of you able to update RL Community within the next 1.5h?
Yep RN do it using friendās steam deck and steam translation 
Successfully published. Can u check?
Yeah looks good, thanks
ā¤ļø
I done it with shitty internet in Uzbekistan 
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?
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 š
does not keep count.
i plan to implement proper kill tracking and stats displayed at the end. But yes Stats are tracked with the vanilla data manager
SCR_PlayerData playerData = GetGame().GetDataCollector().GetPlayerData(playerID);
Probably better to just create an event thou anyways
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.
You can just write player loadouts to file via the in-engine json support. Alternatively, use arkensors persistence addon.
Thanks for the response. I do give up yet again on the mod since it's incompatible with the Armstalker mod, so I guess I am running in circles of trying and giving up once a month or so
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
Game mode is probably not set up right. Use the included game mode prefab.
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.
This system does not function correctly, we were unable to integrate it. Do not use it.
Or wait for a decision from BIS
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.
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
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.
Just press abort
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
There is an option on the lobby gamemode for that, it's called "Public Command Briefing".
I did it the hard way, of scripting. But sure i will check that as well
-Team Switch enabled, now.
JIP Player connects and "wake up" in Spector
Holding U brings to Slotlist
Taking a Role is possible
But by clicking Game on the Top or Ready on the Downside brings Player back to Spectator
Do I have something overseen š¤
Thanks.
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.
Wait, I don't get it. Now there's a problem in case of reconnect? Can you explain the sequence of actions and what result do you expect?
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.
Unfortunately, such functionality is not planned. In general, the development of RL is suspended and there are only attempts to fix the bugs that exist.
is this the community mod?
No, the community version is not closed.
no i mean which one is the latest version that i updated
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?
You need an ai world
Thaks, I solved the other problems, I trying to understood now why the freeze time is not ending
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.
Lobby using game's map, so just make sure that used terrain is provide map entity with proper topo file
How can I make my units "Playable" like the ones in the mod that are already ready for us to use?
There are PlayableComponent or something (don't remember exact name) on it
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.
Make this in the soldier prefab or in the Group ?
in soldier
There is a group param, but its very unstable for some reason
better have playable prefabs in playable prefab group
I think it's unstable maybe because some soldiers are already previously selected to be playable, this should bug this parameter, just a guess.
nah, its something with initialization order, works differently in diffrent worlds and with different layers and things
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.
huh? You have default not playable groups and your playable groups. Dont get why you need to go back and make units unplayable
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
btw do you know a reliable setup that reproduces the issue? i wanted to investigate it at one point, but couldn't repro it
I think I'm being stupid then, I'll test some more
Don't remember exactly, something like works fine on mp test, and works partially on arland or something, we give up on this long time ago
junt need to redo this
problem in implementation itself
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
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.
Ever after 30s
I wrote a couple notes about it here: https://github.com/Global-Conflicts-ArmA/gc-reforger-missions/wiki/Common-issues#replication-system-failure
@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.
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.
you think that would work?
Do I think rewriting the entire mod to be something else would work?
I was leaning towards modifying his game mode and adding some conflict/combat ops into it
It's not that simple, but I'd love to see it once you're done lol
I know it's not, I know exacly how painful that's gonna be
What exactly did you guys do to mitigate VON Lag in game
@turbid wing Why is the scrollable layout not the default for EditableMissionDescription?
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.
The default is still DescriptionEditable, that's why I was asking š
Yes, that's true) It's just that at that time it was such a minor problem that it was put off for a long time. I'll see if I can replace it now.
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.
- No, you can't.
- Perhaps there is such a problem, but there are no plans to fix it yet.
Ok, thanks
how do objectives work?
i can see code for kill and presence triggers but can only find generic objective prefab
The kill triggers were never implemented.
how are you meant to do objectives then?
manually mark completed objectives by admin
im using reforger lobby for a admin-less scripted mission
I have a custom framework designed for Reforger Lobby (community version), which we use for fully automated one-life missions, have a look if you want:
https://reforger.armaplatform.com/workshop/61F0E6AB2D06B1C6-TilWMissionFramework
oooh thank you
It's entirely separate from the PS_Objective things
i will give this a look in a bit
Btw RL devs, I assume you are aware of the NPE that happens when you switch character during the game
Cool! Can I borrow your solutions for my similar solution?
What for exactly, a separate mod?
You can take some inspiration, yes
If you want to copy the overall design, I'd say it's probably easier for you to just use mine instead (it can be used by everyone without side effects)
But if you're just interested in individual features, go ahead
no of course, I have my own logic, I think they are different, it's just that sometimes it takes a long time to search, and here there are hints.
what's the difference betwen RL and RL community?
RL community has some extra features like being able to hear alive players as spectator
is there a way to attach a marker to an entity?
You can make it a child and add a Hierarchy component to it, maybe
Have not tested it
will it move with the unit?
Try it
how do markers work in general? placing an ediable marker doesnt make it appear in game?
nvm it was just really small lol
@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
You would have one flag for each objective, and then the condition has the TILW_MinjunctionTerm with all these flags specified, and the number of required obejctives as k.
https://github.com/Til-Weimann/tilw-mission-framework/wiki/Mission-Events#term-list
yeah i was just looking at that, however my objectives are partially randomised
š¤ i guess if i have seperate flag for ever single objective and it's possible location
What exactly is your setup?
i'm creating a bunch of randomly placed touch objectives
i will have them be under 1 layer and have layer RANDOM_MULTIPLE
I assume these touch objectives have an interaction which sets a flag or something like that.
This would work if each spawned thing has a unique flag, but otherwise not.
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
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.
yeah fair enough
@quiet sun 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.
@quiet sun events seem to only happen on host?
yes, intended that way
what do you want to achieve?
is send message a purely debug tool?
no, it gets replicated to clients
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
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
is there a seperate channel here?
DMs are fine, alternatively there is a dedicated channel in my communities discord server
how do i delay ai spawns till reforger lobby is ready/started?
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?
Not yet. But there is a pending PR for the community version i made that does this.
Well I hope it will be added, milsim communities need it
actually what PR stands for?
Pull Request - a request to merge code / add code
so it means you already have a working code, that does that, so they just need to add it to the main mod? Well man, where do I sign petition hhahaha
I noticed the scrollable version has an issue with displaying narrow text. Left is normal, right is scrollable - any idea what's the cause of it?
If I make one of the lines longer, it gets better.
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?
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
where does the game get these names?
EditableCharacterComponent of the character prefab
They are string table IDs technically, but you can also put regular text in there
dont see anything here
Under UI Info
O, i see thank
Thank you, we plan to make changes after the release of 1.5.
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?
@strange tapir 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?
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.
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?
Or how to create same character on respawn and not create him in a new squad?
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?
Hi guys. Dumb question : how the JIP works ? Can players JIP when the game is launched ?
If Team Switch is ticked gamemode settings, new players can hold U when they get into spectator and pick a slot.
Thank you very much @quiet sun
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...
@nocturne cobalt
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.
Hmph. I haven't experienced that issue yet so I don't have answer for it, sorry š
Resolved. Reforger Lobby (WIP) Holster Weapon was making issues. If its turned on people cant use their reload or remove mag from their primary, or if they drop it they cant pick it up.
If its disabled its all normal. Maybe it will help someone.
One question btw. I am using TiLW framework mod which can execute scripts in game. As at the moment I am using his module to respawn players and I can attach custom scripts to it, is there anyway I can call this /res thingy as a script and how?
Not easily. The script that is running on character + the character's player needs to be an admin.
Note that there is /res and /rei. /res respawns the player on the spot where they died and /rei will respawn to their original spawn position.
Rei souns great but I would like to use it on all players in spectactor for example.
Oh right, it only respawns admin. Silly me š¤¦āāļø
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
Sounds great buddy, thank you!
One more question along the way. If it respawns character, does it mean that all killed playable AI will respawn so we can again chose those slots again?
I haven't tested what happens if you try respawning a character that isn't under player control currently. I'll check later if it works.
Basically it would be most favorable solution since we would be able to respawn all slots. Sometimes players drop from game and we cant use that slot anymore since they are lost in that case.
Yes, this feature has a problem and existed before we banned shooting during Freezetime. In the next update (1.6), I'll probably remove this attribute; I don't see the point in it now.
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
Has anyone found a way to have players respawn in a certain location? Like a respawn point
You can set custom spawn point for the group (or player, I don't remember) in the options but AFAIK you can't select from multiple different locations.
However it should be quite straight forward to edit the spawn data and set the location to whatever you want.
Yeah I only require a single spawn point for the entire faction. But I did not see any option for choosing that.
The other issue is that on respawn it creates a new group so the callsigns get mixed up
Hmph. There should be an option for it but I can't remember where. I'll check later when I'm at PC.
The group issue is known and I've fixed it already in my mod partly. Only thing is to figure out how can I keep the leader. But otherwise it works.
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...
Awesome, thanks!
So yeah, you have to set spawn position for each group separately
Ah I have to use premade groups. Oh well, not a biggie. Thanks, I will try to see if this works!
Anyway to allow map tools during briefing? would be great
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
What's your intention with this , is it to have like an organized respawn ?
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
So if anyone looks for something similar try this - https://github.com/Til-Weimann/tilw-mission-framework/blob/main/scripts/game/TILW_Instructions.c#L429
Have yall noticed the prefab slots in the groups are no longer ordered with RL too
Is that the same mod as Reforger Lobby ? I don't recognize the GUI but it's super clean !
No
Yes, it's some kind of weird nonsense. Unfortunately, 1.6 crashed during my vacation. I'll come back and try to fix this too, if I can.
PSCore is kaput
JsonApiStruct seems to be deprecated. The game scripts don't compile. Same for many mods.
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
We know, we already fixed it, but it takes time. I think I updated it on Sunday, maybe later.
Ah, okay, thanks for the info and for the work you do :)
Yes did the same
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.
I'm on vacation in another city, I don't know when, but maybe comrade Wayward will upload an update.
Have a good time. Cheers. šļø š»
Out of interest what is the functional difference between RL and RL Community? Same code just forked or are there differences?
There are some differences that allow you to hear the players from the spectator and there were some other things, I donāt remember anymore.
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
@fluid isle What's the status of RL Community?
Also, I've noticed the GitHub repo has not been updated with the 1.6 fixes. What's the reason for this?
Oh, i just forgot to push commit xD
Now, u can check 1.6 update in main branch 
Thanks, I updated my existing PR with another fix:
https://github.com/JiraF4/PlayableSelector/pull/73
based on a quick look at the github, and assuming noone on the RL side is going through it, I think it'll be worth running through a git rebase with @plain oracle whenever he's available to go through it with us
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.
the diff is too substantial in git, if you were able to make a patch mod it would require all the work to update community anyway
There is nothing for me to do. I donāt control the community version just made the changes for voip
Although Iād be more then happy to
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.
the work still needs to be done to merge the community version changes with the changes made for 1.6 on the main mod
our community has swapped our reforger lobby community dependency for reforger lobby for now, you can still work on stuff and play that way
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.
yeah it'll be lacking the features from community - i.e. spectators hearing players
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'
Hi! We've updated more than one, but we had to upload an update to add Gray as a co-author so he could update this version of the lobby himself.
Okay, then this Script Error belongs of missing updates. Then we still wait.
Thanks.
To make it work, what do I have to do? There's no way to get it started.

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?
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?
I'd wait til we get actual documentation fwiw
Does it need configuration?
For conflict? Some. For a lobby game mode? A lot.
what mod is this
coalition lobby
What he said
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 š
Yes, this was intentional. We initially tried to add this functionality, but maintaining it with the constant game updates became virtually impossible. So we abandoned it.
Thank you for the answer Drongo! Maybe there's a slight chance that Bohemia stopped changing the savegame system and maaaayyybe you could try thinking about including it? š
yeah using lobby for gamemaster coop is pretty useless without saving i guess š but i understand its nerve wrecking to align to the ever breaking game code
@turbid wing can you explain what this code is for, and why it is implemented like this? it breaks vanilla gamemodes like GM https://github.com/JiraF4/PlayableSelector/blob/main/PlayableSelector/scripts/game/GameMode/Respawn/PS_M_SCR_RespawnSystemComponent.c
No, I can't. Ram was the developer, and I only worked on the UX/UI. But it was originally a custom game mode, so I'm not entirely sure what functionality is broken.
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...
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
Hi everyone,
Iām having an issue with the Kodiis Building System (Workshop ID: 644F5B4619455A52).
Building works perfectly when Iām in Game Master, but during normal gameplay I can only place one foundation. After that, Iām 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!
Did you ever find a fix for this?
This is causing too many issues for the fireteam structure in our ops
We fixed it in our lobby initially by just checking whatever slot was being added was the right one cause the order in the SCR_AIGroup was still right.
However since weve moved away completely from spawning SCR_AIGroups and now just work off of a config.
Ah alright thanks for the info.
At least I know that the issue is in how Reforger Lobby handles the order, not vanilla itself.
Well it is a vanilla issue as well. For some reason even when you add a delay to entity spawning they still spawn out of order. I brought it up in the scripting channel but it doesnt matter for conflict so itll probably never get fixed
Wasn't an issue pre 1.6 before they introduced their own sudo slotting system in conflict
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.
Reforger Lobby takes rank into account when sorting the character list
We avoid this by just not setting ranks (SCR_CharacterRankComponent) - if you do, it might be your issue
You could also do a script override of PS_PlayableManager::UpdatePlayablesSorted()
We need to use ranks for our ops, but overriding the method you mentioned did the job.
Thanks!
Community version seems to be broken from todays "minor" update.
Can anyone else confirm?
i will take a look
fixed
for some reason this setting does not work for me:
āRemove Redundant Unitsā
Delete not used playable units on mission start.
i still see the ai groups hanging around (_P groups)
Playable units, not vanilla
i only use the lobbymod groups 
edit: forgot to setplayable i guess, interesting that it still worked to slot lol
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.
I made it so players are removed from group on death due to CSI compass tracking players in spectator flying around.
I would recommend disabling the notifications for players joining/leaving the group
Ah we don't use CSI so much rather prefer keeping the group.
Can you disable just specific notifications instead of disabling all notifications?
You should be able to just do an overwrite and keep players in their group then. Just remove Rpc(RPC_AskRemoveFromGroup);
https://github.com/burn0ut7/ReforgerLobbyCommunity/commit/32ef384d2a1757a4c728df9c6f6ebbf995d288fb
Thank you, that is all the direction I needed š
heads up that CSI does have a #define so if you ever want to split the code with a ifdef, you can.
Interesting so, this is how you would support scripted mod config without requiring a dependency?
IMO, yes, since the code simply wonāt be loaded if the define doesnāt exist
@zealous bane Hey, I wanted to ask if thereās any possible way to get the Dragger mod fixed. Itās 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 Iām 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 donāt 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.
Hello. Yeah, Dragger are broken rn
I dont think there is a quick fix
I'm thinking of getting back to this once the game is updated.
Alright sounds good, Iāll be looking forward to it.
would this still function in vanilla conflict?
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
I had something like this happen to me when I forgot about the perception manager entity in the world
Is there a way to increase brightness for spectators?
How can you start the scenario? On Xbox when I load in it just says plz wait games starting soon but I canāt click on anything and it never starts
An admin needs to click the green button in the top right to advance the phase.
Iām 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
If you're playing in SP, you should just be able to press the green advance button in the top.
Reforger Lobby Community is a version of Reforger Lobby that has additional features and bug fixes.
It's separate because it isn't maintained by the original authors.
Even tho Iām on console?
I would expect it to be the same, yes.
Is there not a green button next to the phases in the top for you? Or is it greyed out?
Hey I have a question about the Arma Reforger Lobby.
If youāve run into this issue before and know a fix, Iād really appreciate the help.
Iām 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 thatās not how we run things in GIF.
Luckily, thereās an option to enable limited respawns, which works fine for us.
However, weāre 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.
Not possible, at least not without custom scripts
