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Blackheart_Six

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Everything posted by Blackheart_Six

  1. Blackheart_Six

    Markers

    Thanks Saro. Confirms what we were doing yesterday in Night Ops discord. Great post, BTW.
  2. Blackheart_Six

    Blackheart_Six Mission Making Notes

    [HOW-TO] Effectively apply dependency update to user created missions. If a dependency of a user mission is updated, that update is not automatically detected by your project in Enfusion Workbench. Even if you use Shift-R to reload game scripts. 1. Close Enfusion Workbench. 2. Delete dependency(s) folder needing update. I.E. NightOps Dynamic Spawn Framework. 3. Launch ARMA Reforger, and go to Workshop. 4. Download dependency deleted in step 2. 5. Quit Reforger, and start Enfusion Workbench. 6. Open user project, and check changes were applied.
  3. Blackheart_Six

    Blackheart_Six Mission Making Notes

    [HOW-TO] Get the project name vs GUID Folder number 1. If you want to get the name AND the GUID of a project, without opening explorer, hover your mouse over the project icon in the icon launcher. UPDATE: BI is now putting the GUID in the folder name of the mod. You can copy it out of that as well.
  4. If things stay pretty close to what we have now with Arma Reforger, then I am not buying Arma 4. I love Enfusion Workbench. It is awesome. And I don't know no jack about OOP, or OOP scripting so I am struggling with that aspect. I can't view the map without "Playing" the game from within workbench. It would be nice to open a map to view. The game is way too simplified at this point. It feels like a game built for a console. Dumbed down to the lowest common dominator.The map does not look like a topographical as in Arma I/II/III. Looks cartoonish for some reason. Maybe the coloring is off. The markers are APP-6 colors though, so that is correct, after all these years. There is no marker system like ARMA III. Maybe I am missing something. They have simplified markers but only for tasks, and spawn points.
  5. Blackheart_Six

    Blackheart_Six Mission Making Notes

    [HOW-TO] Tips on World Editor Icon Bar Use the "Entity Select Filter" to focus only the active layer. Use "Select from active layer only". This keeps the hierarchy tree from opening all the sub-branches. Especially the "ArmaReforger" branch. Use the "Ground Manipulation Tool" to move objects already snapped to ground and oriented. Camera Right above the world view are 4 tabs. "Persp", "Camera", "Shading", and "Placement". If you find the resolution of the scroll wheel to zoom to rough, click on the camera tab, and set FOV to 5. This will allow you to zoom in very close to an object for exact placement. Hierarchy Pane Create layers to segregate entities. Right click on world and select "Create Layer". I.E. FOB for all entities placed as an operation base. Lock your layer to keep from accidently moving entities after creating the perfect FOB. You cannot lock active layers. Hide entities by clicking on the "Eye". Useful to eliminate clutter and can't select entities. You can pop out the different tabs and stack them. Select the create tab, and then in the upper right, select the "window" icon. This will pop out the create tab in its own window. Then drag below or above the hierarchy tab and pop it back in. Now have 2 viewable panes, one for hierarchy, and create. Or grab the title bar of the pane and drag it. It will pop out the window. To go back to tabs view, drag the pane until the whole pane is highlight blue, and drop. Rearrange the tabs by grabbing and dragging. If working in one layer, IE "Tasks". Right click on layer and make active. All entities place in the world will appear in the active layer. Resource Browser The settings menu for the resource browser is the gear wheel icon on the right side of the search bar. To change the view mode of the resource browser, select the "gear wheel > view mode > grid view or list view". To see what an object looks like before placing in the world, use the "ICON SCALE" slider in setting menu to increase the size of the icon image. To quickly move to the top of the directory tree, press the "Up Arrow" icon (right of the search box). Filter out and only show the prefabs, click on the funnel icon, and select "Prefabs".
  6. Blackheart_Six

    First impressions and feedback

    Yes very much so, and those documents are expanding. But there should have been a basic pdf explaining the basic functionality of the software. And if Arma 3 is any example, we will be left with wiki pages of incomplete information, or just a title page.
  7. Dear Moderators, May we please get a subforum for User Missions? The workshop lacks the ability to contact content creators, and it would be a good place to document mission making for folks. Best Regards and thanks!
  8. Blackheart_Six

    Blackheart_Six Mission Making Notes

    [HOW-TO] Create a red lens flashlight. In this how-to, we are going to change the light from white to red to simulate a red lens flashlight. Locate the entity "Flashlight_MX991" in the resource browser for ArmaReforger > Prefabs > Items > Equipment > Flashlights. Right click on entity and select "Inherit Prefab in Addon" and use the default name given. I.E. Flashlight_MX991_inherited. Locate the newly inherited flashlight in your project directory. ProjectName > Prefabs > Items > Equipment > Flashlights. Right click on the newly inherited entity and select "Edit prefab". The current world will close, and a new world editor instance will open. In the object properties, find the search text bar. If "Entity Instance" is next to the search text bar, use the drop down arrow, and change it to your inherited flashlight. Under "GameEntity" component, find "SCR_FlashlightComponent" in the list and highlight it. You will see the following subitems, "Gadget", "Flashlight", "Sound", and "Unsorted". Expand "Flashlight", then expand "Lens Array", and then expand "None". Find "Lense Color", and click on the color bars. This will open the color dialog. We want the RGB values to be 255, 0, 0. Select "OK" once the values are set. Save your work. Ctrl S. Select the subcomponent "LightEntity_1" in the "Hierarchy" pane. If "Entity Instance" is next to the search text bar, use the drop down arrow, and change it to your inherited flashlight. In "Object Properties" highlight "LightEntity" component. Expand "Light properties", locate "Color" and click on the color bar. We want the RGBA values to be 255, 0, 0, 0. Select "OK" once the values are set. Save your work. Ctrl S. Reopen your project world. To test the flashlight, it has to be dark. Use game master, or timeandweather manager to make it dark outside. I replaced all white light flashlights on the characters loadout to ensure they have a red one. To do that, edit the characters "SCR_ionventoryStorageManagerComponent". See post above.
  9. Good day all, Until we get a proper forum for Arma Reforger and Enfusion workbench, lets start brainstorming the workbench here. Got a procedural question? Post it here. Know something about a procedure in workbench post it here.
  10. Blackheart_Six

    Long-range reconnaissance patrol 1.0

    FOUO/TS Copy No. 1 of 3 1st Asymmetric Warfare Group Fort A.P. Hill, VA 19JUN2022 FRAGO 190930BJUN22 DEVILS DEN References: CEOI Annex A. Time zone used throughout the order: BRAVO 1. Situation: a. Special Operations Base Rogers has been established on the Island of Argent. Argent is a deserted island, East of the coast of Everon. The island is dotted with WW II bunkers and has a small cave system. The bunkers and cave systems will be use as defensive positions in case of attack, and exfiltration. Attachments/Detachments - Special Boat Team 12 (SBT-12), will provide RHIB transportation/Insertion security support for 1-AWG. Operational control is 1-AWG Ground commanders/Team Leaders. 2. Mission: a. Insertion Point still remains VIRGINA. b. USSOCOM pathfinders have inserted to Argent and have established Special Operations Base Rogers (Code name FORGE). Water buffalo of potable water for 2 weeks Pallet of MRE's Munitions 7 - 55 gallons JP-8 Fuel (Generators/RHIB) 3. Execution: a. USSOCOM unit November Oscar-5 is establishing mission frameworks and taskings. TBD. Special Operations Teams will consist of Team Leader, Automatic Rifleman, Grenadier, and Rifleman/RTO. Team Matrix: Mission situational awareness will determine team configurations. Modified Table of Organization & Equipment in Annex Bravo. 4. Sustainment: a. Pre-positioned supplies have been deployed to SOB Rogers for estimated 2 weeks of operations. 5. Command and Signal: RT-292 Antenna has been setup. AN/PRC-177 has been placed and tested. CEOI is in production. Smoke RED - OPFOR position GREEN - Cleared LZ/DZ WHITE - Concealment Noise and Light discipline in effect. Red Lens only. CALL SIGNS GROUND UNITS BLACKSMITH ACTUAL (COMMAND NET) AXE 1 (TEAM NET) BROADSWORD 2 (TEAM NET) CROSSBOW 3 (TEAM NET) DAGGER 4 (TEAM NET) BOAT UNITS TRIDENT 1 (COMMAND NET) ANNEX Alpha: IMINT (National Geospatial-Intelligence Agency) USGS Topographical Map Survey: SPECIAL OPERATIONS BASE ROGERS SR71 TOP-DOWN VIEW: SPECIAL OPERATIONS BASE ROGERS ANNEX Bravo: MTO&E TBD
  11. Blackheart_Six

    Bcombat, Vcom, TPW, ASR, where are you?

    Give it time. I am sure someone will pick up AI behavior trees and modeling. That is an art unto itself. The great thing is with Enfusion workbench, it looks like they have provided all the tools to do some serious work.
  12. Blackheart_Six

    Compilation of External Resources

    Really good stuff here... Part 2 of Rabid Squirrel's Arma Reforger | Scripting Tutorial | Using Triggers for AI Spawns Also reorganized Post #1 and will continue to expand as content build.
  13. Here is a list of external resources of information that is not posted in the forums. Feel free to post below, and I will try to update Post #1. A. READING MATERIAL 1. OFFICIAL BOHEMIA INTERACTIVE Arma Reforger - Bohemia Interactive Community (bistudio.com) Arma Reforger/Modding/Tutorials - Bohemia Interactive Community (bistudio.com) BI Arma Reforger Samples 2. COMMUNITY MEMBERS Arma Reforger Discord Enfusion Resources Channel Offline Reforger Workshop (ofpisnotdead-com.github.io) dascapshen Github Notes Herbiie Arma Reforger Mission Making Guide Rabid Squirrel Github code base for the first Arma Reforger scripting tutorial RetroCZ's github Awesome List of Resources B. VIDEO MATERIAL 1. ENFUSION WORKBENCH GavinM's First Steps - Arma Reforger Mod Tools (Enfusion) Tutorial SepticFalcon - How to use World Editor! ~ Arma Reforger/Enfusion Tools Basic Guide (World Creation) 2. MISSION CREATION DasCapschen's Reforger Playlist SneakyAzWhat Reforger Playlist UselessFodder Reforger Playlist 3. SCRIPTING Rabid Squirrel Arma Reforger | Spawning AI via Script - Tutorial and Overview Rabid Squirrel Arma Reforger | Scripting Tutorial | Spawning AI Rabid Squirrel Arma Reforger | Scripting Tutorial | Using Triggers for AI Spawns 4. WORLD BUILDING GavinM's Placing & Manipulating Entities - Arma Reforger Mod Tools (Enfusion) Tutorial GavinM's Creating Forests - Arma Reforger Mod Tools (Enfusion) Tutorial - YouTube Griefdrum's Building Maps in Arma Reforger - Tools: Pt1 Griefdrum's Building Maps in Arma Reforger - Tools: Pt2 5. MISCELLANEOUS Vladimír Jaške, BI Cinamatic and Effects Artist, Arma Reforger: Cinematic & VFX Tutorial
  14. Blackheart_Six

    Compilation of External Resources

    Chock full of all kinds of different resources. Arma Reforger Discord Enfusion Resources Channel
  15. Blackheart_Six

    First impressions and feedback

    One more thing... The HUD display for the vehicles (Speed/Tach/Fuel) in lower left. Has to be optional. I should be able to turn that off. If I could do that, I would have a completely empty, immersive screen with the exception of the build number in the upper right, which I hope will depart the same as the HUD. That is all, carry on.
  16. Blackheart_Six

    Compilation of External Resources

    Offline Reforger Workshop (ofpisnotdead-com.github.io)
  17. Blackheart_Six

    Suggestion

    The grass is green on both sides of the fence...I agree with both of you. I am very happy with my purchase. 30 dollars for the software I got was very reasonable. The workbench is worth that alone. But that said, a $30 reduction in ARMA IV for those who have paid to be beta testers would be nice. I will surely buy ARMA IV, and all of the DLC that follows.
  18. Blackheart_Six

    AI sees too far!

    Here you go... for some ambitious coder out there. Kythera AI only do it for Enfusion.
  19. Blackheart_Six

    First impressions and feedback

    The Good... Great graphics. The terrain and terrain features look great. The rain effects are really good. I like how the wetness starts on top of shoulders, and runs down. The Bad... No documentation for a great piece of software. Absolutely no documentation about the Enfusion Workbench software. Having to watch youtube videos from multiple sources is no way to go through life son. A nice pdf explaining the different parts of the software would go a long way towards the opinion that it is too complicated, and people want their 3DEN editor back. The Ugly... No player profile. I have no ownership of my character because everytime I respawn, I am a different character. I am a different race, and/or a different face. Honorable mention.... You REALLY couldn't put the watch on the wrist? It so stupid to check the time, and have the watch in your hand. The only other place I wore my watch was through the pen slot on my bdu pocket. Rarely.
  20. Blackheart_Six

    AI sees too far!

    The AI is not functioning that well. I've had AI engage at distance, I've had AI not engage at all, and you can walk right up to them, and shoot them in the face.
  21. Blackheart_Six

    ARMA Reforger and Windows 11

    Yes.
  22. IMHO... I don't think you will see too many asset's added from Bohemia. Maybe a tank, helicopter and plane. One of each for modders to review, and build off of. Reforger is a stepping stone, to forge ahead to Arma 4. I suspect instead of using time to build a library of assets, they will be troubleshooting and fixing problems. Lots of Arma 4 job openings right now.
  23. Blackheart_Six

    Compilation of External Resources

    2nd Video by Rabid Squirrel Youtube Arma Reforger | Scripting Tutorial | Spawning AI - YouTube Github RS_ScriptingTutorial_1: The code base for the first Arma Reforger scripting tutorial
  24. Blackheart_Six

    Blackheart_Six Mission Making Notes

    [HOW-TO] Create a custom character and add it to your loadout menu. For this example, we are going to change its indenty, add a backpack, and change it's headgear. Locate the character prefab in the resource browser. ArmaReforger > Prefabs > Characters > Factions > BLUFOR > US_Army > Character_US_AR.et Right click and select "Inherit to Prefab to addon" . Select the given name "Character_US_AR_inherited" Repeat for as many characters you want to customize. Find your inherited character in the resource browser under your project. Right click, and select "Edit prefab(s)". The current world will close, and a new world editor instance will open. In the Object Properties, find "CharacterIdentityComponent" and highlight it. In the unsorted area, check the box "Override", and expand "Identity" subcomponent. Expand "Visual Identity". Change the head and the body entities. For Head, and click on the 2 dots, and in the "Change Head" window, select a new head, and select "OK" to close the window. For body, click on the 2 dots, and in the "Change Body" window, select a new body. Save your work. Ctrl S. In object properties, find "BaseLoadoutManagerComponent". In unsorted area, inside "Slots" expand "Helmet". Find "Prefab", and click on the 2 dots. In the "Choose Prefab" window, in the headgear directory, find "Hat_Boonie_US_01 directory, and expand it. Select "Hat_Boonie_US_01.et", and select "OK" to close the window. Save your work. Collapse "Helmet', and expand "Backpack". Find "Prefab", and click on the 2 dots. In the "Choose Prefab" window, go to "ArmaReforger > Prefabs > Items > Equipment > Backpacks, and find "Backpack_ALICE_Medium_assembled.et", and select it. Save your work. Once you are done with all your changes, reopen your project to world, and proceed to add new characters to the loadout manager. [HOW-TO] Add a character to loadout manager. Add "LoadoutManager_Base.et" to the world. In object properties, there is only one sub-component, "SCR_LoadoutManager". Expand "Loadout Manager". In the "Player Loadouts", press the + button to add a loadout. Select "SCR_FactionPlayerLoadout" from the popup window. Enter a name in the "Loadout Name" text bar. Select a "Loadout Resource", click the 2 dots. In the "Choose m_sLoadoutResource" window, go to your newly created characters. ProjectName > Prefabs > Characters > Factions > BLUFOR > US_Army > Character_US_TL_ProjectName.et In the "Affiliated Faction", enter "US". Press "Apply to prefab". Save your work. Ctrl-S. Repeat for each loadout you want to add by starting at step 4.
  25. Hi MrMacTaco, Have you read this wiki? Server Hosting - Bohemia Interactive Community (bistudio.com) Check this video out, if you haven't already. How to setup a Dedicated Server | Arma Reforger Tutorial [Windows] - YouTube
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