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Showing results for tags 'world editor'.
Found 8 results
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Prefab groups not showing unit models in world editor
shrike998 posted a topic in Arma Reforger - Workbench
Hi all, Im very new to the workbench and having a persistant issue when trying to follow some tutorials on youtube. I get to the parts where they go into the main arma reforger files, prefabs, groups, OPFOR, and then drop and drag a group onto the map - when they do it on youtube the units apear in the world in the editor window, but when I do it all I get is the gizmo.. Im probably missing a simple view setting or something but its hard to see where the units are being placed with out seeing them in the world. When I play the game (from the editor) the units spawn in. any sugestions or tips would be much apprecitated! Thanks! Shrike -
minefields [TUTORIAL] How to build random land minefields
thy_ posted a topic in Arma Reforger - Scenario Editing
After you've configured your mission correctly, you're ready to follow this tutorial. If not, you might face basic issues. That said, let's do it: Desired: Create random minefields, a solution to prevent players from memorizing the minefield positions when playing several times the same mission; Minefield Structure: In real life: Mine ................... explosive device itself. Minefield ........... a cluster of mines. Translation to World Editor: Area .................... the entire region where one or more minefields will be placed. An Area has one or more minefields. It doesn't matter where the Area will be placed; Layer .................. it is the minefield itself. A Layer has one or more mines; It doesn't matter where the Layer will be placed; Slot .................... it is the mine itself. A Slot has just one mine; It's the exact position where that specific mine must spawn; Building up random minefields: Visit your Resource Browser in ArmaReforger > Prefabs > ScenarioFramework > Components and: AREA-SETUP: Drag and drop an Area (Area.et) somewhere on the map; LAYER-SETUP: Drag and drop a Layer (Layer.et) inside the Area previously created and listed in your Hierarchy tree; Drag and drop how many Slots (Slot.et) you want to convert for landmines for that specific minefield (Layer); Again, in Hierarchy area, don't forget to drag and drop the new slots into the recently created Layer; Select all Slots of the current Layer and: In the Object Properties area, select SCR_ScenarioFrameworkSlotBase; In the Asset area, click on the "..." button, and search for one of these options, for example: US landmine = E_Mine_M15AT.et; USSR landmine = E_Mine_TM62M.et; Crucial: don't use the options without "E_" as a prefix because those options will not work properly in-game. All "E_" options are in ArmaReforger > PrefabsEditable > Mines; [OPTIONAL] In the Debug area, check the option Show Debug Shapes During Runtime to find easily where non-spawned mines would be during your mission creation; Now, repeat the "Layer-Setup" to create more minefields for the same area; Back to "Area-Setup", select your Area in the Hierarchy tree, go to Object Properties, and click on SCR_ScenarioFrameworkArea; In the Children's area: In the Spawn Children field, select Random_Multiple; In the Random Percent, set 50 to say to the engine that only 50 percent of all minefields belonging to this specific area should be spawned when some player is around; Now, repeat the "Area-Setup" for each area you want to set more minefields. The result: (Image below) The result must be similar to this: - - - - - - - - - - - - - - - - Performance Care: With no documentation, I'm not sure what is the limit of landmine planting until the server's FPS starts to be affected. In my own tests, 400 mines didn't even scratch the match performance. Current landmine planting limitations: If you try to set a mine into the ground, leaving just a small portion of it on the surface, unfortunately the mine will disappear when the mission is running; Only AT mines are available; Question? Something more? Share your thoughts! - - - - - - - - - - - - - - - - My Arma 3 Script for automatic minefield creation: https://forums.bohemia.net/forums/topic/241257-release-ethics-minefields/ -
Hi everyone, as stated in the title, the option for my cinematic timeline isn't showing up anymore. As you can see nothing next to Resource Browser : I haven't opened Reforger Tools in a while. Has this option been removed? Thank you in advance! Salsi
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I've been having an issue in the world editor where I can only go so far before I hit an invisible wall and can't work beyond it, is there a way to increase the workspace size?
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I spent two days trying to understand why a coop mission was crashing for each player (except for the hosted server player) right after they tried to spawn for the first time in the mission. The nature of the issue makes the error "invisible" for the Mission Maker during their creation and test processes through World Editor (v.1.1.0.42 Production). Here is why the mission was crashing: medic boxes that had their Object Properties/components turned off manually by me (image below). I was trying to make the medic boxes only "simple objects" like in Arma 3. After removing those boxes, the mission runs flawlessly for 8 players.
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Considering only the World Editor tool, how can I prevent the respawn when one or more players are KIA in a custom mission? Desired: if the player spawns on the mission but during the match they are killed, they must be unable to respawn. Nowadays, my mission game mode and respawn settings are: Still in GameModeSF properties, I DO NEED to keep using the SCR_MenuSpawnLogic to have the briefing and menu deployment available. If I unselect the "Enable Respawn", the player CANNOT even spawn in the mission.
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peer tool World Editor, Peer tool not connecting (group=4, reason=2)
computer posted a topic in Arma Reforger - Workbench
I kept getting an error when connecting a peer. (I was able to fix the issue), but I'm wondering if this is the correct behavior or am I wrongly configured somewhere. What happened? I made some changes to my test mod (added some new files etc.), ran world editor and tried to run with peer tool. Peer tool would not connect, it would get disconnected group 4, reason 2 20:50:52:552 RPL : ClientImpl event: disconnected (identity=0x00000001), group=4, reason=2 How I fixed it: I updated my test mod public version on the workshop (upload button in workshop). Launched the normal game, downloaded the updated mod from the in-game workshop, then I closed normal game and ran the peer tool, it connected fine! Question: Is this the correct expected behavior for the peer tool? Is there a faster/more efficient way to run peer tool for testing? -
Hi there, first of all, I would like to thank the Bohemia community which allowed me to progress in server development since Arma 2 already! I present myself to you today because I encounter many problems that I cannot solve (being French, the sources of information are limited and the English sources let me escape in spite of myself a lot of information). I bought for the first time yesterday a 3D texture on a specialty site. The file therefore includes a file .glb, .obj, blender, .fbx. mtl and a texture folder with 3 PNG. I would therefore like to know how to import this texture into the tool painting of the World Editor? The texture is not detected when I do "Import"; and Reforger Tool crashes when I try to replace one of the base textures with the new one. Thanks in advance !
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- painting tool
- world editor
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