-
Content Count
489 -
Joined
-
Last visited
-
Medals
Everything posted by Blackheart_Six
-
mission Blackheart_Six Mission Making Notes
Blackheart_Six replied to Blackheart_Six's topic in Arma Reforger - Workbench
[HOW-TO] Create a separate world layer for each edited manager If you create a world layer for each manager that you customize, then that manager becomes a layer file (FactionManager.layer). And that file can be edited, copied and pasted into other missions. For example, I always customize my SCR_FactionManager with the same settings. I maintain a library of edited managers files, and just paste them in. Saves time setting up the managers. If you put all your managers in one layer, then you get one big file. You can edit it, but it is easier to deal with several small files vs one big one. Make damn sure you have backups before editing any files. -
mission Blackheart_Six Mission Making Notes
Blackheart_Six posted a topic in Arma Reforger - Workbench
I am going to post everything I find about mission making here. I am finding that with all these videos, wikis, and etc. each one brings something new or slightly different. I have already taken 2 items, from 2 different people, and apply it to my scenario to get it to work. Any hopefully, someone will get something out of this to help them. -
Discord. That is where all the action is. Should be able to find info there. If you need 3d sw, get blender. It's free. Start watching videos on youtube on how to use it.
-
[SOLVED] Server restart on SF End Mission (Windows)
Blackheart_Six posted a topic in Arma Reforger - Servers & Administration
Hey all, Trying to restart the server when the scenario framework "End Mission" is triggered. I have slotExtraction "OnTaskFinished" set to End Mission, and Overridden Game Over Type set to "SERVER_RESTART". The end screen fires, but just sits there, and doesn't do anything. I am either missing some kind of script action, or set up. I just need something as simple as #restart command to run. Anyone have an answer or idea I would appreciate it. -
[SOLVED] Server restart on SF End Mission (Windows)
Blackheart_Six replied to Blackheart_Six's topic in Arma Reforger - Servers & Administration
[SOLVED] Use the autoreload in the startup parameters. autoreload -autoreload reloads the scenario when the session ends after the provided delay, without shutting down the server. Value is in seconds. Example ArmaReforgerServer.exe -autoreload 10- 1 reply
-
- 1
-
Play Enfusion Project Mission Without Publishing?
Blackheart_Six replied to Leo Remick's topic in Arma Reforger - Workbench
Try publishing as "Test" instead of public. -
hosting Connecting to My Hosted Dedicated Server
Blackheart_Six replied to MrMacTaco's topic in Arma Reforger - Troubleshooting
Another option is to use a DDNS server like noip.com. I set one up, keeps my public IP static. It's free. You have to update every 30 days, but that is not a hassle. Email link, click, login, done.- 10 replies
-
- server
- troubleshooting
-
(and 3 more)
Tagged with:
-
I get over 3400 errors after the 07/20 update to 9.9. Seems every resource has the wrong GUID/name. I don't understand how this got through QAQC. I've uninstalled completely both AR and Workbench. Same thing. Am I missing something?
-
BI has a great wiki on the scenarioframework(SFW). It is located here. On par with many BI wiki articles it is incomplete, and missing information. There are 3 basic components to SFW. Area, Layer, Slot. Layer is not to be confused with the layer discuss above. This is a SFW entity called "layer.et". So for the 30k foot view, this is a critical part of organizing your work. Areas are the topmost component. Layers and Slots must be in an area to be seen by the SFW. But how you use the area to organize you work is mission dependent. If you look at Combat Ops Arland, BI uses several areas, and places duplicate tasks in each area. I think of these as "Geographical" Areas. They are all over the map, and denote the area of operation for the tasks. For my Patrol Operations I - Arland, I used area entities as geographical areas, but also as containers. Each road intersection is a GEO area. I also have areas holding all my tasks. Container Areas. To be seen by the SFW the entities must be in an area. The logic was 1 Area with many tasks inside the area, versus many tasks inside many areas. Additionally, the choice to use an area as geo, or container will be dictated by how you want to trigger something. For example, do I want an event to be trigger when the player or character walks into the area? Then I use a GEO area. Or do I just need to call the item with a slottrigger or logicCounter? Things to think about at 30,000 feet. With using the area as a container, I place the area.et at one spot on the map, I.E. a remote island and I place the task at the point of interest (POI) on map, and when the player enters the road intersection area it triggers the task, which is away from the road intersection. I don't have to have a 1000 meter radius set on the area, just 15 meters, since I am using a slottrigger to activate the task. At this point my hierarchy looks like this.... World |_ Base (Layer) |_ Managers (Layer) |_ RouteBlue (Layer) |_ IntersectionB_1 (area.et) |_taskMoveBlue_1 (LayerTaskMove.et) |_ IntersectionB_2 (area.et) |_ IntersectionB_3 (area.et) |_ RouteRed (Layer) |_ IntersectionR_1 (area.et) |_taskMoveRed_1 (LayerTaskMove.et) |_ IntersectionR_2 (area.et) |_ IntersectionR_3 (area.et) |_ Task_ClearArea (Layer) |_Area_TasksClear (area.et) |_TaskClearArea_1 (LayerTaskClearArea.et) |_TaskClearArea_2 (LayerTaskClearArea.et) |_ zHold (Layer) |_zImport (Layer) |_zTest (Layer) So as you can see, I have many GEO areas for each intersection. And one container area holding all the "Clear Area" tasks. The main thing to understand is an area.et doesn't have to be used to define an operations area. It can be used as a container, and reduce the number of entities on the map.
-
In Enfusion Workbench you use World Editor to create mission projects. How to set your project up is covered in numerous other places, and not part of this discussion. Once you decide on a world to use, and place the managers needed, you can then start working on your mission. This post is going to deal with "Layer" organization. In the hierarchy of mission building, you have the world then your layers. Layers are containers that hold all your entities. Each layer is also a file that is editable. I recommend you get a good code editor like VS Code or Notepad ++. Don't use word, it may insert formatting characters into your file, and ruin it. Also create a copy of any file you edit for back up. Editing layer files is handy if you need to for example, batch rename an entity. I.E. Entity1 to Entity_1. World |_ Layer |_ Layer For Combat Ops Arland, BI just put everything in one layer. Which is fine. I prefer to organize my work a little more. The first thing I do is create a managers layers. All the manager entities go in this layer along with AIWorld. World |_ Managers Next layer would be my base or ingress point to the world. Might be an FOB, or random spawn point. I also create testing, import, and holding layers. I use a "Z" in the name so they all go to the bottom of the hierarchy. World |_ Base |_ Managers |_ zHold |_ zImport |_ zTest I don't know if there is a limitation to how many layers you can have. Use and create as many layers as you need, and what works best for you. You can select and drag entities between layers. You cannot nest layers within layers. PROTIP: If you are working in one layer, make it "Active" so any entities go to that layer. Double click the layer, or right click and select "Set as Active" Next Up 30k View.... Task organization. Area, Layers, Slots...
-
The Scenario Framework Task System In the Prefabs folder is the ScenarioFramework folder. Inside this folder you will see 4 sub folders. Components, Sets, Tasks and Triggers. In this post we are looking at Components and Tasks. There is another "Tasks" folder that is in the "Prefabs" folder. These tasks are related to campaign tasks, and are not used in my work. In the components folder are the "Layer" tasks. In the Tasks folder are the non-layered tasks. I have not used the non-layered tasks yet so I don't know a lot about them. They are limited in scope. The differences between the 2 are the sub-components. There are 7 layered tasks, and 9 non-layered tasks. There is one task manager located in the "tasks" folder. When planning your project, you have start at the 50,000 foot level, or the big picture, and work in. What is your mission about? Who is playing your mission? How is it going to played? What's the story line going to be? I will use my latest project I am current working on as an example of how I am doing things. I will also use "Combat Ops" mission for reference as well. There are many ways to use the task system. In combat ops arland, BI created 7 Areas, and in each area are several tasks. The system picks 3 random tasks, you complete the 3 tasks. Once you complete the tasks you are sent to exfil area, and the mission ends. For my project, "Patrol Operations I - Arland" I needed more flexibility in task selection, and more randomization. The premise (50k view) of PO I - Arland, is a true realistic patrol operation. You are an US Army Soldier conducting dismounted patrols across the island of Arland. This requires the player walking across the map, along the roads as a real infantry patrol would do. Sounds boring. It is. The first thing I needed was a route system. One that would be random. Each time you play, the mission will take you down a different path. And then I needed mission tasks assigned as you go along your patrol. Next I'll discuss the 40K foot view. Layer organization.
-
So after a year of messing about, and several updates to the software, I've been creating some custom tasks using the scenario framework. I know it's very basic stuff right now, but you can create some different missions from the combat operations tasks. Just have to have a little imagination. The first item when using the framework is to make sure you establish a solid naming convention for all the entities you are going to use. The reason you want to put some thought into this is to speed development when you copy and paste areas, layers, and slots over and over. You don't want to have to retype the information every time you do that. So make sure the first set of tasks is named correctly, and all the entities end in a number. The system will add 1 to every paste. It helps to name your entities so you can recognize what they relate to. First area creation Area_ClearTask_1 Layer_enemyAI_1 SlotAI_1 Layer_enemyVehicles_1 Slot_1 LayerClearArea_1 Copied area from above Area_2 Layer_enemyAI_2 SlotAI_2 Layer_enemyVehicles_2 Slot_2 LayerClearArea_2 Notice the 2nd area doesn't retain the title of the first area, and will rename itself "Area_2". I don't know why it does this. But all the sub-layers below area will retain their name and +1 number. Just rename the Area and continue on. I started using the map coordinates of the area in the title. This give each Area and sub-layers a unique identifier. Additionally there is a bug where the slot number will be duplicated, and cause errors in the mission. For example, you create a slot. Then later after copying some Area, you drag and drop a slot into the world. The slot sometimes have the same name as the previous slot. I.E. Area_TaskDefend12345678 opforTD12345678(layer) slotAI_1 (slot) Once you create your first set of entities, and before you copy a bunch, look at what it is, what it does, and how replicating it will look. A little planning upfront will save lots of time on the back end. Trust me I know. 😁
-
Has anyone been able to play ARMA REFOGER on ASUS ROG Ally?
Blackheart_Six replied to PUSPUS's topic in Arma Reforger - Troubleshooting
It is the software developers responsibility to bind correctly to hardware manufacturer. You can ask ASUS, but don't expect any real help. Put in a feedback ticket to BI. Best way to escalate issues your having.- 1 reply
-
- 1
-
KUNAR PROVINCE AFGHANISTAN map offset issue
Blackheart_Six posted a topic in Arma Reforger - Terrain Creation
Hey all, I am trying to figure out and fix the Kunar map. It's a great world, but it is useless when trying to create a scenario framework task. The issue is there is an offset between the map, the camera, and world. I've tried creating a new 2D map but no change in the shift. To see the problem, start GM mode with the Kunar mod. Open the GM map, find a known point, like the Y intersection in Bar Kanaday. Right click create player. Close the map. Close GM. You will not be at the Y intersection. You will be on the side of a hill south of the intersection. If you try to create a scenario, the task markers are not in the correct location. Even the gas station icons on the map are shifted off position from world. I don't know if I can fix by creating a whole new mode out of the existing, or the owner(s) need to correct the issue. Any ideas or any one seen this before. -
ASYMMETRIC WARFARE SERIES
Blackheart_Six replied to Blackheart_Six's topic in Arma Reforger - Mods: Complete
Posted removed. -
That is because the "Stamina" model is not being applied yet. It may not be built yet, or applied yet. Y'all have to understand that lots of components are not plugged in to the engine yet. They are DEVELOPING them. You all need to get a clue. For example, the flight model. Sure there are helicopters on the workshop, but have you noticed flying is a total pain. That's because the flight model is not in the game. The guys creating the helo's have done a fantastic job, but without the proper aerodynamics, and flight modelling, it's very hard to work correctly.
-
Import Arma 3's Malden 2035 to Reforger
Blackheart_Six replied to stegman's topic in Arma Reforger - Terrain Creation
Don't see any A3 maps right now. Chernarus is being worked on. You can see the workshop on the web. Chernarus Reforger- 3 replies
-
- environmant
- malden
-
(and 2 more)
Tagged with:
-
It is quite reasonable for 30 euros for the game, and Enfusion workbench software. I knew from the very beginning (Day 1) what I was buying, and understood it was a test bed for the new engine. Something I gladly support. It is quite playable now. Don't know about your forced window mode. Never had that issue. Crashes? Sure it crashes, but that is to be expected in not only early access, but trying to develop the new engine. My game runs pretty well. I have a server up and running with some pretty good results. I've changed my steam recommendation to no to yes as a result of the latest updates to the game. It has improved vastly from a year ago. I hope they meet their milestones in the next year, and we can look forward to ARMA IV soon after.
-
scenario framework Combat Ops Scenario Creation
Blackheart_Six replied to Blackheart_Six's topic in Arma Reforger - Scenario Editing
@casseburne there are already templates for all the game modes, and examples in the workbench. Create a project. Open the world editor. Then open one of the already created worlds. There are now examples for the scenario framework built into workbench. If you copy all the entities for combat ops arland, and paste them into everon, you can rearrange the areas, layers and slots to your liking. -
scenario framework Combat Ops Scenario Creation
Blackheart_Six posted a topic in Arma Reforger - Scenario Editing
I'll post up everything I am doing here for reference in regards to creating custom Combat Ops creating for Everon. The basic managers I've used at the start are as follows. I'll cover setups of each manager at a later date. Everon_World Managers (active) - Top layer in world. (Hamburger Icon) CampaignPremanager FactionManager_Editor GameModeSF PerceptionManager SCR_AIWorld TagManager RadioManager ScriptedChatEntity TaskManager_Editor LoadoutManager_Base -
I am getting the same issue since the 09.8 major update. I am currently troubleshooting and step testing. I run a Nvidia 2060 SUPER. Step 1. Went to Windows System > Display > Graphics and removed Enfusion Workbench and ARMA Reforger from the list of apps. Step 2. Opened Nvidia Control Panel > Manage 3D Settings > Program setting tab. 1. Select ArmaReforgerWorkbenchSteam 2. High-performance NVIDIA processor. Step 3. Opened Nvidia Control Panel > Manage 3D Settings > Program setting tab. 1. Select ArmaReforgerSteam 2. High-performance NVIDIA processor. Testing these changes before changing anything else. Immediate results 1. Workbench is not slow and laggy anymore. Issues with taking too long when starting and exiting "Play" area. General slowness to the entire app. Much better functionality.
-
Impossible connecting from LAN and WAN at the same time
Blackheart_Six replied to desigabri's topic in Arma Reforger - Servers & Administration
Try setting up a DDNS. I use no-ip.com I use this to see my ground branch server, and arma reforger server.- 5 replies
-
- arma reforger
- server
-
(and 3 more)
Tagged with:
-
ASYMMETRIC WARFARE SERIES
Blackheart_Six replied to Blackheart_Six's topic in Arma Reforger - Mods: Complete
Asymmetric Warfare - Everon I - Linear randomized mission that uses mounted patrol routes, with random tasks assigned. Asymmetric Warfare - Everon II - Traditional Combat Ops Pick 3 lottery system. Start at a random spawn position on map, and the system issues 3 tasks to complete. Asymmetric Warfare - Everon III - Updated AWE II for 1.0 Release with helicopters. Remote island FOBs. -
That was from 5 years ago.... I hope ARMA IV doesn't use that!🤣😁
-
Error when bundle a scenario.
Blackheart_Six replied to pescadorr's topic in Arma Reforger - Configs & Scripting
I understand. I get frustrated as well. It is an early release product, which is not for those who want a finished product. Finding those problems and feeding them back to BI would be a great help to product improvement for ARMA IV.