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About reyhard

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    Staff Sergeant


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    Flashpoint and everything about WW2 :)

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  1. reyhard

    RHS Escalation (AFRF and USAF)

    Custom script most likely - on that video they are also using wrong trucks
  2. reyhard

    RHS Escalation (AFRF and USAF)

    There is no ready to use system for that and you would have to script it somehow. In real life you would use Kraz 255 truck to transport every segment of the bridge + BMK-T tugs (also transported on Kraz-255) to place those segments in place
  3. reyhard

    RHS Escalation (AFRF and USAF)

    Right now there is no such option due to difficulties in implementation of it Use static versions of PMP-60 pontoon which snaps to each other.
  4. Game scripts have to be located in Scripts/Game folder. You can see in the logs, where games is checking for scripts actually
  5. Where did you store that script? In any case, I've managed to compile and place that entity in game
  6. It seems you have some hidden unicode (right side is code that I've copy pasted from here) character over there. Try the code that I've attached below and check if its working [EntityEditorProps(category: "GameScripted/Badger", description: "Defines a spawn area for a given side", color: "0 0 255 255")] class SCR_Badger_SpawnAreaClass : SCR_SpawnAreaClass { }; class SCR_Badger_SpawnArea : SCR_SpawnArea { [Attribute("", UIWidgets.CheckBox, "Can this faction spawn if enemies are present in this area?", category: "Badger: Area")] protected bool m_bSpawnIfEnemyPresent; private bool m_bCanSpawn = true; FactionKey GetFaction() { return GetAffiliatedFactionKey(); } bool CanSpawn() { return m_aEnemies.Count() <= 0; } int GetSpawnRadius() { return GetSphereRadius(); } protected override void OnInit(IEntity owner) { super.OnInit(owner); // Supress messages out of playmode, order of things is not quite guaranteed here if (!GetGame().InPlayMode()) return; } };
  7. What happens when you try to readd project? Are there any errors?
  8. Do you have any kind of errors in the console log?
  9. Currently there is no such option and the only thing you can do is changing your mod to "Private". In future it might be possible to remove mod from the Workshop via dedicated option in the Workbench
  10. Did you hold alt key when doing that? https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics#Adding_entities_to_prefab
  11. Probably vehicle simulation is in sleep state - simulating everything all the time would be extremely expensive otherwise. You can use new script command to awake physx objects https://community.bistudio.com/wiki/awake
  12. https://community.bistudio.com/wiki/Arma_Reforger:Vehicle_Creation Here you can quite comprehensive tutorial about creating new vehicle
  13. reyhard

    Arma Reforger tools publishing error

    Out of curiosity, how big is you mod?
  14. and where did you put that? Weapons are not using turretInfoType. Perhaps you can share full config
  15. what IDC did you used for range control? How did you plugged that weapon UI?