Hello, I want to ask how to export the Arma Reforger Workbench file into a cinematic video, thank you
@frederiklund7693
2 ай бұрын
Hey man, awesome tutorial - however it is just stuck in loading screen and tells be to debug when I play the scenario. I also don't have "S" on all the icons is that because I need to be connected to a dedicated server to run any gamemode fra the World editor?
@TlalocMexicaKing
3 ай бұрын
hey how do i import a pre made map from the workshop into the editor so i can make my own scenarios on it?
@lemonman5920
3 ай бұрын
okay but how do i have my arma reforger unlocked?
@DasCapschen
3 ай бұрын
What do you mean unlocked? You buy the game, then you have access to all the modding tools. No unlocking needed 🤔
@invert6actual585
4 ай бұрын
Instead of prefab instance can duplicate work just as well?
@-aex
5 ай бұрын
how to add spawn point of another faction example Mexico
@BadgerSalt
6 ай бұрын
thank you great tutorial!
@onelastmarine
8 ай бұрын
How come your original Eden folder shows all the map items unlocked mine are locked and when I try to remove or move a building from the map it says I cannot because they are locked objects. I also cannot unlock the objects by right clicking on the Eden default world
@DasCapschen
8 ай бұрын
They probably changed it in an update. This video is from when Reforger first released. Ask on the official discord maybe, I'm sure someone there can help you
@onelastmarine
8 ай бұрын
@@DasCapschen it did indeed and I checked with the discord and got some help.
@nathanmcgee9275
11 ай бұрын
Wow, guess i wont be using task in my mission.. Its not that its too complicated, its because they should already have some modules that work for this. Maybe i can figure out how to get by with the base tasks...
@nazbol1141
Жыл бұрын
It's sad that none of these scripts work anymore....
@03gayzer
Жыл бұрын
how did you download in linux ?
@brichards989
Жыл бұрын
Wow, thank you for helping open Pandora's box for me. This new toolset seemed to overwhelming to me but you helped show me that its quite similar to Adobe Photoshop, Dreamweaver, and other graphical tools. I appreciate all the time you put into this and may now give it a shot myself.
@Stoermy_
Жыл бұрын
Also, after near a Year, very good Tut. Thank u <3 👍
@Stoermy_
Жыл бұрын
perfect Thank u for both Videos ^^. <3
@MegaR3DD3VIL
Жыл бұрын
Hello, me and my group are looking for an experienced guy with the engine able to build a custom scenario for us. Will you be interested?
@DasCapschen
Жыл бұрын
No, I am not experienced enough. Try the Arma Discord, I'm sure someone there is willing to help.
@nazbol1141
Жыл бұрын
Do you know how to play custom music ingame via the triggers?
@ysdontplay6171
Ай бұрын
have you figured it out?
@nazbol1141
Ай бұрын
@@ysdontplay6171 Nope
@detectiveinspekta
Жыл бұрын
I think multiplayer still not working. But yea it's awesome games like this work. I remember the days of trawling through Google just to get the driver working.
@Sqwince23
2 жыл бұрын
in the "PlayerController.c" there is an event protected void OnDestroyed(IEntity killer) specified. I think this is where that event is defined. Not sure how the player controller relates to vehicles though. I'm still trying to unravel this same thing as well since the game doesn't seem to handle AI kills properly.
@MattlingunDaddio
2 жыл бұрын
Really helpful thanks
@dermeister426
2 жыл бұрын
Gutes Video, leider bisschen schwer zu verstehen wenn man keine Ahnung vom Scripten hat ;) Aber ich hab mal ne Frage, vielleicht kannst du da ja helfen? Habe mir im Worldeditor im MP Ordner die CTI_Campaign_Eden aufgemacht und fröhlich ein paar Bunker, FIA Soldaten und Wegpunkte für diese gebaut. Nun wollt ich kleine Missionen erstellen, aktuell scheitert es an einer einfachen Move-Mission. Also die Mission ansich funktioniert, habe einfach das SCR_MoveTask irgendwohin in die Welt gezogen, SCR_MapDescriptorComponent, TextsTaskManager, UITaskManager und RplComp. als Component in dem Task erstellt und mir wird die Mission angezeigt wenn ich auf J drücke, kann sie dort auch auswählen und wenn ich an besagte Stelle gehe wird die Mission auch beendet. Wenn ich die Karte öffne sehe ich die Mission... sobald ich drauf klicke schmiert alles ab mit folgenden Fehlermeldungen: NULL pointer to instance Class: 'SCR_MoveTask' Entity id:4611686018427388887 Function: 'UpdateMapTaskIcon' Stack trace: scripts/Game/Tasks/SCR_BaseTask.c:229 Function UpdateMapTaskIcon scripts/Game/Tasks/SCR_BaseTask.c:930 Function OnAssigneeAdded scripts/Game/Tasks/SCR_BaseTask.c:776 Function AddAssignee scripts/Game/Tasks/SCR_BaseTaskManager.c:782 Function LocalAssignTask scripts/Game/Tasks/SCR_BaseTaskManager.c:799 Function AssignTask scripts/Game/Tasks/SCR_BaseTaskManager.c:626 Function RequestAssignment scripts/Game/Campaign/SCR_TaskNetworkComponent.c:160 Function RPC_RequestAssignment scripts/Game/Campaign/SCR_TaskNetworkComponent.c:56 Function RequestAssignment scripts/Game/Tasks/UI/SCR_MapUITask.c:135 Function AssignTask scripts/Game/Tasks/UI/SCR_TaskAssignButton.c:18 Function OnClick Keine Ahnung wie man das wegbekommt, heule schon fast Blut, soviele Tage wie ich hier rumprobiere und auf die Bildschirme starre...Hast du da evtl. eine Idee? Wäre ja schon cool wenn man die Icons auf der Karte einfach ausblenden könnte. Es kann doch nicht sein, dass man bei den ganzen gegebenen Vorgaben noch extra das Codeschreiben lernen muss? In der CTI_Campaign müssten doch alle benötigten Manager usw schon integriert sein und man müsste eigentlich nochnoch zusammenbauen was zusammen gehört :( Kannst du uns nicht mal zeigen wie man die Kampagne mit weiteren Missionen (säubere Gebiet, übernehme Gebäude und halte es 5 Minuten usw) mit möglichst nur den vorgegebenen Standardtasks bestückt? Vielen Dank fürs lesen und beste Grüße
@DasCapschen
2 жыл бұрын
Also erst mal gehören die UITaskManger, TextsTaskManager usw. in den TaskManager, nicht auf den Task selbst. Wenn in CTI_Campaign schon ein TaskManager da ist, musst du auch aufpassen, dass du nichts doppelt hast. Ansonsten kannst du natürlich mal in die Funktion aus dem StackTrace schauen, und vielleicht nachverfolgen, was genau dort NULL ist, und wieso. Ich schau später wenn ich Zeit habe mal selber rein, vielleicht finde ich dein Problem ja. Und nur so: die Workbench ist eigentlich kein Szenario-Editor wie aus Arma 3. Es ist im Endeffekt einfach die ganze Enfusion-Engine. Von daher kannst du eigentlich nicht davon ausgehen, dass es alles vorgefertigt gibt. Scripte schreiben ist hier so gut wie Pflicht. Aber: Bohemia hat schon angekündigt, dass sie einen richtigen Szenarioeditor machen wollen, das wird bloß dauern. Also ob der für Reforger kommt, oder doch erst für Arma 4...
@dermeister426
2 жыл бұрын
@@DasCapschen Hi und vielen Dank für deine Antwort! hm, irgendwie muss dann da was kaputt sein bei mir... des UITask,TextsTask etc musste ich irgendwie als Component da reinpacken, andernfalls ist es sofort gecrasht wenn man J gedrückt oder die Map aufgerufen hat. So funktionieren diese zwei Dinge jedenfalls und die Missionen lassen sich abschließen sofern man nicht auf den Task in der Map draufklickt. Was genau dort Null ist werde ich auch nie herausfinde, weil ich nicht kapiere wo Null sein soll. Habe deinen Hinweis auch versucht umzusetzen indem ich die Components wieder entfernte und die Tasks direkt in den gesperrten default Ordner unter den CampaignTaskManager gesetzt habe - direkt crash wenn man die Map aufruft und bei J werden die Missionen nicht angezeigt :-\ "Bohemia hat schon angekündigt, dass sie einen richtigen Szenarioeditor machen wollen, das wird bloß dauern. Also ob der für Reforger kommt, oder doch erst für Arma 4..." Gute Dinge brauchen ihre Zeit, sagt man bei uns so :) Darauf wartet man auch gerne wenn es gut umgesetzt ist. Ich finde die Workbench schon extrem stark und wenn man sich da ein bisschen reinfuchst, wird wahrscheinlich sehr viel möglich wovon andere Spiele nur träumen - und vorallem viel mehr als ich für meine Verhältnisse brauche :D Mir reicht bisschen mach dies, mach das und dabei peng peng alle 2-3 wochen mal ein paar Stunden. Aber halt nichts vorgegebenes, etwas selbst erstelltes mit vielen kleinen Details. Als Battlefield Portal angekündigt wurde, schlug mein Herz auch schneller aber der ernüchterne Moment kam schnell, da war das hier bis jetzt schon sehr viel besser und Zielführender. Evtl. bin ich auch einfach schon zu alt für den Quatsch^^ Wie dem auch sei, vielen Dank für deine Antwort, deine Videos sind super und werde ich mir alle noch ein paar mal anschauen müssen :D
@sgtdavscuba
2 жыл бұрын
At 8:00 minutes in you mention to not add scripts to the task manager or the actual task as it breaks them. Does this also apply to triggers as i've tried putting it onto the trigger and it breaks the trigger action. I'm assuming its possibly something to do with me using the onActivate for the script which has an override in it. Should I just use a regular user script and does that only get called when the trigger is triggered then?
@DasCapschen
2 жыл бұрын
You can use scripts in triggers no problem. If you override a function like onActivate, but dont want to override what it does, call super.OnActivate() before writing your own code.
@sgtdavscuba
2 жыл бұрын
@@DasCapschen I'll give it a try. Everytime I've tried it before just with the straight override it causes the trigger to no longer complete the task even though the task is there
@sgtdavscuba
2 жыл бұрын
@@DasCapschen Yes, tried it and it works brilliantly. Thanks for your help.
@Posenpaul
2 жыл бұрын
Thank you for this great work. Really good tutorial. I have one weird bug when testing with PeerTool. My Player Instance who is joining the localhost (the PeerTool Window) will only see the task if my workbench char not already accepted the task over the UI Menu. If the workbench char accept it before the PeerTool is joining the PeerTool will never see the task. The scripts are a 1to1 copy of yours, checked this twice. I have the gamemode plain but disabled the automatic respawn and added the menu respawn and the respawn timer instead. Maybe it has to do with this change, because that's the only difference I can find comparing to your video. Maybe an idea on this?
@DasCapschen
2 жыл бұрын
Hmm, that is a weird bug indeed... I'll have to investigate that. Please check your log console and your peer tool log (under Documents/My Games/PeerPlugin1/console) for any errors. I don't think the game mode should be the problem, but feel free to try it with Automatic Respawn and see if it changes.
@Posenpaul
2 жыл бұрын
@@DasCapschen Just want to let you know it has nothing to do with the spawns. And also it's working fine in 50% of the starts with localhost + peertool. I didn't realized this before. I'm really confused, so if I start with peertool 10 times, it will work roundabout 5 times. If it's not working I get Null Pointer to Instance Class: 'SCR_MapUITask', but as mentioned only sometimes. If I find any solution I will let you know.
@Posenpaul
2 жыл бұрын
@@DasCapschen Hi, first, I messed up with "not" in my first comment. The PeerTool will NOT see the task if the Workbench already assigned it. I wrote it will only see it if it's already assigned. I edit the first message that it is correct now. Sorry, but it was late at night. I copied the scripts now directly from your git repo and have still the same issue. And after a lot of testing I can say the following: - Starting up, in Workbench directly assign the task before PeerTool instance has finished loading. The PeerTool will not see the task. - Starting up, wait for both instances to have registered player, both can see the task and assign/unassign it. I wrote before it will work sometimes, that was probably when the PeerTool was already in the Respawn Menu and had a registered player id. Can you try to replicate to make sure it's not only my machine? Maybe we need to share already assigned tasks to new player registrations? Just try to imagine what could be the problem. I'm really not used to object oriented programming and will take some time before I get into it. :)
@DasCapschen
2 жыл бұрын
@@Posenpaul oh, that's a bit different then. Still weird. I'll have to try that out, maybe I can find out why it happens. No idea right now though, sorry.
@SgtPepper271294
2 жыл бұрын
Since you will be covering how to spawn tasks, could you maybe also explain how to spawn AI? When placing a group, there is the "spawn immediately" option. I would like to spawn a pre-placed group using SpawnUnits() once a trigger is activated, but I don't manage to figure out where to execute the command to make it work. I've been very familiar with scripting in the old ArmA titles, but with Reforger I am a bit at a loss.
@DasCapschen
2 жыл бұрын
If you want to spawn groups when a trigger activated, you can override the OnActivate function of the trigger, and Call SpawnUnits there.
@SgtPepper271294
2 жыл бұрын
@@DasCapschen My problem is that although I identify an entity: IEntity calvary_hill_defense_squad = GetGame().GetWorld().FindEntityByName("Calvary_Hill_Defense_Squad_1"); and I call calvary_hill_defense_squad.SpawnUnits(); I get an error message saying "undefined function 'IEntity.SpawnUnits'"
@DasCapschen
2 жыл бұрын
@@SgtPepper271294 because FindEntityByName returns a generic IEntity. You first need to cast it. I believe its SCR_AIGroup group = SCR_AIGroup.Cast(entity)
@SgtPepper271294
2 жыл бұрын
@@DasCapschen Thank you for the response, that did fix my problem! I still don't manage to spawn pre-placed vehicles. But being able to spawn pre-placed groups with triggers already has allowed me to have several stages in my mission without unnecessarily burdening my CPU.
@BigDawgCleveland
2 жыл бұрын
NICE Tutorial my friend!!! Where are the Waypoint and Trigger tutorials? 😁👍 Triggers that control Waypoints etc.
@DasCapschen
2 жыл бұрын
I made 2 videos about the basics of triggers. Though I haven't yet looked at dynamic waypoints. Will be coming soon (tm) 😁
@BigDawgCleveland
2 жыл бұрын
To keep the sharpshooter from jumping down give him a defend waypoint
@DasCapschen
2 жыл бұрын
I found a better way to check if an entity has been destroyed, rather than querying it in a trigger. Check here: kzitem.info/news/bejne/x2Ob1Z9oammIoIo
@SgtPepper271294
2 жыл бұрын
Really looking forward to part 4. Your videos have been very helpful so far, but I cannot figure out how to make the task system work so that players would have assignable tasks show up in the UI. Setting up triggers is essential, but as long as there are no clear instructions accessible on how to activate them, the mission is not user friendly. Thanks for the instructions so far!
@davidadam7263
2 жыл бұрын
Thank you for this!
@MurderCrowAwdio
2 жыл бұрын
Did you leave the Arma discord?
@DasCapschen
2 жыл бұрын
No, I'm still in it. Why?
@MurderCrowAwdio
2 жыл бұрын
@@DasCapschen I wanted to chat with you!
@mysty2236
2 жыл бұрын
Two excellent videos indeed! I was able to make a mission, publish it and play it. However, when I wanted to make some changes to the mission in the workbench, I was unable to do so. The .conf file is read-only and even if I seemed to be able to save the changes, when I reloaded the mission, nothing had changed. Did you experience this issue per chance?
@DasCapschen
2 жыл бұрын
If you subscribed to your mission in the workshop, maybe you opened the workshop packed version of the project instead if the full workbench project? That would prevent saving. And if you change your mod, you will need to publish it again for the workshop to update it. If you use the -addons startup Parameter and are subscribed to the mod on the workshop, I'm not sure if it will pick the workshop version or the workbench version. So it might be best to unsubscribe your mod in the workshop to do local testing.
@gregderm
2 жыл бұрын
Thank you so much , Ive been trying to add more squads to the default campaign for 5 days but now i can thanks
@filipelima46
2 жыл бұрын
There's a few tutorial already about the editor, none explains how to create tasks like move to point A, eliminate B, Interact with C etc. Would you be able to show us how to create complex tasks for coop games?
@DasCapschen
2 жыл бұрын
I have not figured this out yet, but yes, I am planning to make more complex tutorials soon :)
@Sqwince23
2 жыл бұрын
in the gate open there is a parameter for the static entity. I'm guessing you have to put the name of the gate they are supposed to open in there.
@Sqwince23
2 жыл бұрын
the soldier in the "group" in the list coordinates change to the world coord. I bet if you set their position after putting in the group it will work
@DasCapschen
2 жыл бұрын
That might work, but I think you would have to do it with a script. So I think its better to just not put them under the group in the hierarchy.
That 'select from active layer' tip in the editor is going to save my hide :P 26:35 you actually can edit that group but you have to click on one of the prefab slots in object properties and then the '-' option will become available
@DasCapschen
2 жыл бұрын
Someone else started a series too! Check it out here: kzitem.info/news/bejne/k3iDnaeqh6uSgaA
@SneakyAzWhat
2 жыл бұрын
Well hello there! I am just starting to watch your video right now :D
@DasCapschen
2 жыл бұрын
Check out Part 2 for using your mod in game and publishing it: kzitem.info/news/bejne/0Jio3XaHjXR4qm0 Also just found this, seems like it would be very helpful: github.com/exocs/Reforger-Sample-Coop
@TheRealSkyrix
2 жыл бұрын
Why do you removed your old UE4 Videos? They were pretty helpful
@DasCapschen
2 жыл бұрын
Because they were old, out of date and low quality. I wasn't happy with them.
@CreeVal
2 жыл бұрын
Considering your setup the performance you're getting is rather impressive tbh :) I'm thinking about buying this but I had to check if it worked on Linux before I did. :P Thanks for the video :)
@X-rayS5
2 жыл бұрын
It's great to see how far this tech has come. It probably won't be long before I can finally leave windows.
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