#TrainWreck Mods

1 messages · Page 1 of 1 (latest)

short monolith
#

Greetings fellow community members! I'm the developer for the TrainWreck mods, another member I often refer to, IronMist, is the brains behind our group.

For our particular group we focus on PvE aspects and how we can make things interesting, challenging, while also fun in our limited time to play games as an adult.

Our approach to things is how can we change things without updating our mod all the time? Config files! Slowly but surely working on a UI...
Note: All config files are placed in the profile folder. Unfortunately, yes you have to restart the server for changes to take effect.

Got a few repositories up but can create issues for things that popup.

https://github.com/TrainWreckers

None of our mods have a specific scenario, it works with whichever gamemode/scenario you hop into.

TrainWreck-GM:
We have spawn points we added in all vanilla building prefabs, along with vehicle spawn points. These points are leveraged by our SpawnSystem mod.

GM budgets are disabled across the board. Due to our systems spawning things, our GM would get frustrated not being able to spawn in more chaos.

TrainWreck-SpawnSystem
For folks using this already, as of 1.3.0 you should yeet your spawnSettings.json and let the mod generate a new one. All things are disabled by default. This scrapes the FactionManager, so it works with any mod.

The goal of this system is to make any scenario you hop into... more lively. Our spawn system is fairly performant, and manages to keep the action around players.

We did add a placeable GM system that "disables" spawn points in a configurable radius

TrainWreck-LootSystem
Same as SpawnSystem, yeet the lootmap.json and let 1.3.0 generate a new one.

This scrapes the FactionManager and collects all the items! So yes, works with any mod.
For most furniture in the game, players can collect loot from it! Things spawn based on the configurable loot map. lootmap.json
Introduces scav character prefabs which, when placed, spawn with random loot (based on the loot table!)

TrainWreck-HealthFix
This fixes the weird bug where if I try to heal someone... and that action is interrupted. No one else can heal that "limb". This fix however... does make it so other players can heal the same limb now... so communicate!

**TrainWreck-Epinephrine **
This isn't realllllly Epinephrine but it sets the player's blood level to the unconscious threshold so friends aren't stuck in recovery mode for long periods of time.

TrainWreck-HealthSystem
Makes it so players can't die... lets you infinitely bleed out on the ground until friends rescue you. For my friend group it's an attempt to force folks to stick together.

GitHub

TrainWreckers has 7 repositories available. Follow their code on GitHub.

bitter turtle
#

This is working in 1.3 right now right? Wondering if this is stopping me from loading server.

short monolith
#

Yeah, it works in 1.3.0. We tried it out last night on 1.3.0 vanilla

long sage
thick wing
#

Hey Badger! Big fan of your GM mod that allows spawn in buildings randomly, I have an experimental trigger area mod that makes enemies appear with your mod when player enter an area! Very cool, I wonder if we can connect to make a QRF mod

#

Also noticed it won’t work with some modded factions it will default to the US base rifleman independently of what we select

short monolith
#

Yeah, that was my first pass at making a UI in Reforger. I'm sure I'm doing something stupid, it spawns the rifleman but they belong to the faction you picked.. doesn't it? lol .... trying to figure that one out.

Sounds like your mod builds off the GM one? Nice! Glad folks are leveraging those spawn points. Definitely open to ideas on how we can enhance things to benefit the community.

thick wing
#

Yes! I was looking at the code but maybe with a tour of how things are setup I can help

#

The spawn points are genius, not gonna lie. It sets a great foundation to build on, in modded maps it might have buildings that don’t qualify since they’re not from vanilla but other mods

short monolith
thick wing
short monolith
thick wing
short monolith
# thick wing The spawn points are genius, not gonna lie. It sets a great foundation to build ...

You may have noticed there is a grid-system in there. There is an event thing that tracks player positions and sends updates out on "hey players are now here" -- which I did with the intent anyone could tap into said event.

The spawn system mod listens to these events to know "hey I should be spawning stuff in these areas, and despawn stuff in these unloaded areas"

Although I totally agree, the modded maps are .... not gonna work. Almost need a unique mod that adds the spawn points / vehicle spawn points into structure mods. I had a random idea of potentially using the nav mesh? That generates "cover points" but I don't think there is an algorithmic way to determine "you're in a house!"

short monolith
#

Right on! you're also a fullstack dev! lol

thick wing
short monolith
thick wing
#

That! The UI building with attributes and config files is complicated, a code based UI Building Framework would be amazing, think Kotlin, Flutter, etc

short monolith
#

It's extremely complicated. It's why progress has been slow and the thought of having to maintain all these different pieces in the UI if a change happens.... that thought scares me to the point I get distracted and do other things 🤣

thick wing
short monolith
#

I did a thing, I forgot to give this guy credit. I pulled in the v30 json mod because I noticed it wasn't updated in a long time (well at least at the time I hunted for this)

https://github.com/TrainWreckers/TrainWreck-GM/tree/master/Scripts/GameLib/online

I wasn't sure whether this author would return or not and needed to see if the code still worked, nothing 1.3.0 borked it... using this, I started experimenting with loading a json schema.

However, I wasn't able to figure out the reflection piece. Doesn't look like Arma supports a generic "object" type that could be cast into something else? The UI would need the ability to store said "value". Perhaps you, or another reforger wizard... orrr a reforger dev 👀 could point us in a direction

GitHub

Contribute to TrainWreckers/TrainWreck-GM development by creating an account on GitHub.

thick wing
short monolith
#

right on!

hollow cradle
#

Hi Badger, just recently switched from CentralEconomy to your looting mod, great work!

One problem I've run into though is with your looting mod (or maybe the GM dependency) running, everything in freebuild mode loses it's supply cost so players can now build unlimited free stuff. Is this intentional/an override somewhere I can just override-out back to vanilla? I can't seem to find any scripts relating to this specficially so guessing it's something in one of the editable entity config overrides breaking supply/campaign budget? Thanks!

hollow cradle
#

Re-adding the vanilla decorators to an override of your SCR_EntityBudgetValue seems to have fixed it for me. Weird I thought decorators would be inherited from the class being modded

[BaseContainerProps(), SCR_BaseContainerCustomTitleEnum(EEditableEntityBudget, "m_BudgetType")]
short monolith
#

Sick! Apologize, I don't check this discord server often due to the vast amount of messages it generates lol. If you @ me or DM I tend to be quicker on the draw.

Glad to hear you enjoy the looting mod! Slowly but surely, I'm building UI functionality for everything we have - so you don't need to edit via config files.

The removal of budget stuff was intentional. Community I play with always wanted it off, so it didn't make a lot of sense having it be toggleable. I can add the toggle back in the upcoming updates

warm shuttle
#

Your mods are awesome! I use them all since forever ❤️

short monolith
# warm shuttle Your mods are awesome! I use them all since forever ❤️

thank you, thank you! Appreciate you being the guinea pig for most of the things.

I do have a fix for the loot respawn system at the ready. Uncovered a few points to refactor, and a defect around how player positions were being monitored. So I refactored that system in the GM mod, which means I have to update Spawn System mod as well before I can push things up.

Just note if you leveraged the TW_MonitorPositions class breaking changes are coming, but hopefully the refactor makes more sense? Now it's a hub to centralize logic for monitoring players on different grid sizes. Can subscribe to the grid size you need to start receiving updates.

short monolith
warm shuttle
# short monolith That flew over my head for 2 days. I was like, alright I can add the budget togg...

actuallyyyyy if that's something you can do (allow budget thing) that'd be great because just today I noticed it also messes up with the ranks, so everything in vehicle depot is free without any ranks. and same for supplies to build stuff. things no longer need supplies when the trainwreck mods are on. actually, this last one had me scratching my head for a couple of weeks lol it never even crossed my mind it had to do with your mods

short monolith
# warm shuttle actuallyyyyy if that's something you can do (allow budget thing) that'd be great...

…you know that would explain a lot of things. My group was noticing supplies weren’t needed and we were like. Whaaaaaaat is happening. I added the fix.

Doing some other bug fixes before I push release.

Would like to push the v2 of the spawn settings UI as well. Just need to fix the fact that uh, menu doesn’t populate / actually save at the moment? I broke it…. It’s fine. Everything is fine. The current release works in multiplayer, but doesn’t seem to work single player which might be what I’m seeing right now.

short monolith
#

Pushed the fixes across the board!

unique nova
#

Is the Trainwreck looting mod plug and play? Or would it need to be configured thru Reforger Tools before it would work?

warm shuttle
hollow cradle
#

Hi Badger, is there any chance you could make this hardcoded default spawn chance instead read from calling a method in an unsealed class so we can mod it? Say as a new method in LootManagerSettings that takes arsenalItem from the InitializeLootTable context, it can just return 25 if you wanna keep that as default but that way it can be modded 🙂

Since generally arsenal items with higher supply cost are higher value, I was wanting to play around with changing the default change logic based on that e.g.
int defaultChance = 1000 - arsenalItem.GetSupplyCost();

So then by default both vanilla and modded arsenal items would get "sane default" chances, cheap items with a low supply cost default to high spawn chance and expensive items default to being rare when generating loot tables

stone depot
#

is it planned to fix the spawn system in experimental?

signal coral
#

I'm still lost on how to add items the the loot system cuz i want to add food and water from the metabolism mod to the fridge's and stoves

hollow cradle
signal coral
#

ya it isnt

warm shuttle
signal coral
#

im trying to figure it out but im certain it isnt in the arsenal because none of it is spawning and i just added encore props which adds tons of food and drinks but still nothing

warm shuttle
signal coral
#

i figured out how to make certain things spawn in certain places

#

and what do you mean from my faction

warm shuttle
signal coral
#

my players spawn as CIV btw

warm shuttle
#

Sometimes when you add new stuff you need to delete the json to generate a new one updated one. I rememeber the author of this mod told me it should be automatic but still sometimes it just didn't update the pool until I generated a new json. This means your config will reset tho.

signal coral
#

so i have been told that before but never told were this file is that i delete

warm shuttle
#

If you are renting a sever you need to look for the server files. I don't remember the name of the file tho. Lootsystempool or similar. @short monolith should be able to help tho!

signal coral
#

im on GTX GAMING

short monolith
#

lootmap.json

It’s in the profile folder on the server. Slowly getting around to a gui that can tweak it in game - admin only functionality though.

signal coral
#

so i cant see this stuff spawning in the editor though i just want to make sure it works before i publish this update

short monolith
signal coral
#

i just want to make sure im doing this right, is this it?

hollow cradle
#

yep the lootmap.json file

signal coral
#

ok ya i deleted it and nothing changed

#

im encountering an issue lol

signal coral
#

it can be the order the mod is in can it?

short monolith
#

I don't... think? It could be order of mods?

The lootmap scrapes the Faction Manager's EntityCatalog.
So if you're trying to make it so the lootmap automatically has the things you're looking for such as this food and water stuff, you need to check if said mod(s) actually add those things to the entity catalog. If they're not appearing within an Arsenal, odds are it's not in the catalog.

Seeing that you're making a mod, you're probably wanting to tweak said catalog vs adding things by hand to the lootmap.json

The idea is modifying the lootmap.json file is for server-admins who want to customize the loot table to their liking.

So I recommend overriding one of the faction's entity catalog and adding some entries under the items category.

short monolith
sweet vale
#

hi i am trying to figure out TRAINWRECK-SPAWNSYSTEM. i got ai to randomly spawn but they in perpetual in local defend even though i disabled all sliders except attacking. what am i doing wrong (trying to get them to attack my position or move towards my character)

sweet vale
#

@short monolith

short monolith
#

Sorry, holidays. And discord has so much chatter it's hard to follow unless pinged lol.

I'll look into it and make sure the intended functionality still functions. The intent is the behaviors drive the waypoint type they are assigned.

In none of the scenarios are they given an "attack the player" though.

Patrol: Generates a set of patrol points around the area,
Attack: Selects a random spawn point within the player grid to "attack"
DefendLocal: They defend the spot they spawn at
DefendArea: Similar to Attack, except they are assigned to defend a random spawn point within the player grid

#

Sigh... I think something must have broke with the UI with 1.6. I'll poke at it.

If you're comfortable or feeling up to the challenge, the workaround until a fix is pushed is tweaking the JSON file that's saved to the profile under spawnSettings.json

If it's server -> it's going to be in the servers' profile folder,
Otherwise if you're locally playing it's under your user profile. Typically under Documents/My Games/Reforger/Profile

sweet vale
#

@short monolith Ye no problem, understandable (about ping). Unfortunately I run the game through cloud gaming and can’t tinker with the files. But for me personally it’s no rush for an official fix. It was just weird because it seemed like I was doing something wrong. Good luck with anything you working on and happy holidays!

short monolith
#

Thank you! Happy holidays to you as well!

Also understandable. That's why I had the UI, so folks didn't have to mess with the file. Will be diving into it after work today.

short monolith
#

@sweet vale Ok, ended up not being UI related. In hindsight it makes sense... but I suspect they tweaked waypoint logic in the engine which impacted my now outdated assumptions based on the old behavior.

Had to make sure the spawn system would receive control over assigning waypoints. The issue was, as you saw, DefendLocal was always assigned (at the GM level). Then whatever else was added to the list of waypoints (from spawn system). Now the spawn system can tell GM "Yo... I'll take care of handling waypoints", and GM will skip adding the defend local.

From what I've tested, appears to be fixed. If you can please verify I'd appreciate it.

Both GM and SpawnSystem were updated
https://trainwreckers.github.io/documentation/2025-12-01.html

TrainWreck Help
sweet vale
#

i will give a try today thank you!

sweet vale
#

@short monolith okay so the mod works and the first spawned wave does the command it was set to do (attacking) but when you kill the wave then next spawned wave is in either in local defend or in small instances patrol.

#

i also have a few questions if you dont mind

#
  1. Default group size is 3 but there is a big chance that only some of them will be 3, some can be 2 and a few can be 1 (even if I set a divisible number like 12).
  2. What is weight?
  3. How is AI affected by AI behavior mods like CRX, does Train Wreck override them to default settings?
    4 .i am curios Is there a way to incorporate Bacon Loadout Editor so they will spawn with a customized loadout?
cold merlin
#

Is the player map markers still removed from trainwreck?

short monolith
cold merlin
#

Aye a few updates ago. Being toggleable is perfect

short monolith
# cold merlin Aye a few updates ago. Being toggleable is perfect

Vanilla made it toggleable. I didn't lol. Just for clarification lol. That's why I undid the removal of things. I haven't seen players on the map though, thought that was a separate mod to make all players visible. Only saw squad leaders before. If I uh.... am missing undoing something I yeeted I will have to go hunt for it

cold merlin
#

Even with 3rd party map markers mods I couldn't see friendlies with trainwreck. Even with a override. No I'm sure your good i was just curious to see if it was still a thing

short monolith
# sweet vale 1. Default group size is 3 but there is a big chance that only some of them will...

You know, I'm starting to notice that as well... I wonder what's going on there.

Some cases, the AI looks as though they're stuck and forget about the waypoint? OR.... maybe it's a timing issue where the group "didn't exist yet" when the waypoint was trying to get assigned? When I delete all the AI and let the system respawn them, I definitely get groups "attacking" whilst getting a few that just don't move.... welp that requires some playing around with

#1 - Group size is a random value between 1 and the size you set. So if it's 3, it's random size between 1 and 3. To keep things interesting.

#2 - Think of it as a chance. A weight of 100 is 100 "entries" added. Weight of 50 is 50 entries added. 1 -> 1 entry added.

When the system goes to pick something based on weight, the weight of 1 has a significantly less chance to be selected. I used the term "weight" because it closely aligns with Reforger's "weighted array" system. If people find that confusing and user-experience suggests using a different name, I can change it.

#3 - We don't override AI behaviors. Perhaps a User experience thing again. Behavior is a loose term to be "what kind of waypoints am I assigning you". CRX actually modifies the behavior trees themselves to enhance the AI behaviors. I just pick a waypoint to assign them. So mods which tweak AI will not be overriden by TrainWreck.

#4 - You want the AI to spawn with custom loadouts? Technically, not something that was implemented. Spawn system uses pre-defined prefabs which live within the Character list of each Faction's Entity catalog. This catalog is the holy grail. Contains everything from vehicles, weapons, items, groups, characters, etc about that faction.

I'm curious what you're trying to accomplish though. Is it just customized loadouts for the AI? Is the intent to try and randomize loadouts with AI?

short monolith
cold merlin
#

It's a great mod, being able to taylor your loot in a looter/shooter scenario with the lootmap.json is a game changer. I just had a lot of the population upset they couldn't see their team mates

short monolith
short monolith
short monolith
warm shuttle
#

This is the best mod ever created blobcloseenjoy

sweet vale
#
  1. ohh I get it and idk about renaming I think it is a minuscule thing to do cause my caveman brain tells me the higher the number the better and it doesn’t seem to need a correct amount to work you can set up 12 enemies and set it to 100 and it still functions if you set it to equal amount
short monolith
short monolith
# sweet vale 2. ohh I get it and idk about renaming I think it is a minuscule thing to do cau...

You're technically not wrong, higher the number the better lol. If everything is at the same amount then they're equal chance at being selected.... except zero. No one cares about zero. 🤣

But yes, I am observing that behavior and it'll drive me nuts later as I dive into it. My brain believes it's a timing thing. Which is why it's 50/50 on whether it works.... prob a better way at doing what I'm doing

sweet vale
# short monolith You know, I'm starting to notice that as well... I wonder what's going on there....

3/4 combo because in order to activate CRX (like setting AI only to be standing (because otherwise they lay down a lot) I need to select the entities and manually tell them to stand only). Same with the loadout editor — I have to select entities and assign them a custom-made loadout using Bacon Loadout Editor presets I have made. It already works great: enemies come to you, they come from many directions, firefights become random. Cherry on top for me would be a hands-off approach where, for example, I set the necessary CRX parameters/custom loadout for entities spawned , they die, and the next spawned entity saves the state of the previous entity. (ie crx loadout). but obviously i recognize this is an enormous amount of work that requires incorporating other mods which i was just curious if thats possible to look into

short monolith
#

It is possible to look into, however it would be a separate mod which would augment/add functionality versus being incorporated into the mod directly.

sweet vale
# short monolith It is possible to look into, however it would be a separate mod which would augm...

fingers crossed. obviously rn the mod accomplishes everything it’s set out to do (if only faction replacers were of higher quality, there wouldn’t be a need for custom BLE presets, but I tried like 30 faction replacers and none of them are of the quality or level of detail I personally can make using BLE.) as I’ve said it functions as intended but for me personally because I add a layer of tweaking AI behaviour/loadout, it takes me out of it. I kill multiple entities, switch to gm to customize next spawned entity. it’s a niche nitpicky thing which like only 2 people in Reforger community would use, I was just wondering if that can be achieved so thank you for indulging.

short monolith
#

How detailed are you getting with these loadouts?

Would implementing a randomize loadout based on a faction potentially work? In the loot mod I have, I have "scav" prefabs which when spawned will spawn with random loot based on the loot table. It works well but I've been wanting to improve upon it.

Could potentially leverage that system but scope it to a particular faction. I'm not sure how detailed you're getting with the loadouts. The scav settings I exposed had percentages for "chance to spawn with backpack", "chance to spawn with vest", etc. Not saying use the loot mod, just trying to see if said system could be reused in other places.

sweet vale
#

@short monolith it’s very "conflict-specific", if you want I can send you 3 screenshots (2 clothing 1 gun) of in-game loadout editor of 1 of 10 loadouts. the system you described with “scav” is working but if I am trying to make army-centric and its based on randomization I think it’s going to be very jumbled

short monolith
#

That is fair, it could end up being jumbled. Would almost need some form of guard rails in place where one could select items that are allowed and randomize between those. The issue I see with presets is if you select 1 preset then you end up with a bunch of dudes with the exact loadout.

Would like to believe variations would be nice. Or perhaps it's just a separate mod that allows you to select multiple loadouts from BLE. Randomly select between those when spawning AI. But have it so you associate BLE loadouts to a particular faction so you don't end up with every faction spawning with it.

sweet vale
#

true, guard rails like selecting in check-marking in arsenal out of what to randomize is an interesting idea.

#

here is how i spent the last 1k hours in gm: look for an urban destroyed area (let’s say Kolguev because after 1.6 all modded map scenarios went out the window), inhabit each house with an AI entity of 4, order them to defend, configure defend zone, configure CRX, save scenario, then load scenario and assign a custom loadout 1–10 to those 20 entities. the only way it gets repetitive is they’re confined to a specific area (which your mod spawn system fixes—now they come from all directions (and enter buildings)) and the second way it can get repetitive is when you assign a BLE loadout to an entity all 4 of them will look identical. true, but I spend 8 hours making those 10 loadouts so they are very detailed.

sweet vale
cunning vault
short monolith
# sweet vale true safeguards would need to be implemented so every faction wouldn't spawn wit...

I'm unsure what the path forward is here with the waypoint stuff.

I tried tapping into the SCR_AIGroup logic. Since I'm delayed spawning, I tapped into Reforgers EndDelayedSpawn

Which would mean whenever units finish spawning for the group I should be able to safely assign a waypoint.

I see all 9 groups that spawned are given an attack waypoint.... yet only a few still move. The others say "idle". Think I need to poke a dev and see if I'm crazy, or maybe it's a bug... IDK

warm shuttle
short monolith
short monolith
#

So I am starting to suspect it has something to do with the AI / pathfinding itself? And not HOW I spawn the waypoints? Even tried assigning them waypoints as GM and they won't move

They play door-tug-of-war where they just eventually give up.
Some cases they legit can't path somewhere
Anything requiring ladders?

IDK....
https://youtu.be/7boUcloiv8c

haughty bobcat
#

@short monolith having an issue, think I goofed, I deleted the lootmap.json and now no loot will spawn at all, and the lootmap.json is now bare bones with no loot table, is there a way I can reset this to default?

short monolith
haughty bobcat
haughty bobcat
#

Nvm I seemed to have gotten it to work after ereasing the lootmap like 3 more times, weird, not sure what could have caused it.

short monolith
#

Would have been looking for anything that stood out as an error. I TRY... to do my best and prefix everything with TrainWreck.

Glad it started working again. Really weird why it took 3 times to take. I was diving into the codebase trying to figure out why that would be. The good ol fix it button since the beginning was to delete the file lol.

cunning vault
#

@short monolith - were you able to resolve the issues you had with the spawner? (tug of war or issues with ladders)

short monolith
# cunning vault <@117744034247737353> - were you able to resolve the issues you had with the spa...

There's still a fun issue I haven't 100% figured out, and have leaned towards it potentially being a vanilla issue but some AI - when they spawn - seemingly don't know how to navigate. Seems to be whenever their spawn location is close to other objects such as furniture? But it's inconsistent.

If you use the SpawnInBuildings system to place stuff down, or just manually grab a guy that spawned from the Spawn mod - you'll notice they randomly can/cannot navigate.

I have no idea what the fix is. It has been driving me up a wall. As far as I know I'm using the appropriate methods for spawning.