Scenario Creation Process Various help regarding the scenario creation process Conflict various help around the conflict scenario Change default loadout When spawning, you can choose the gear you spawn with in the bottom right of the map. The gear that new players spawn with is configurable for your scenario. 1. Open the scenario you are using in your Workbench (make sure to open it with the mod you will be using. For example, RHS if you want to customize the character with RHS outfits, for instance). You will override theses prefabs: https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/$ArmaReforger:Prefabs/Characters/Campaign/Final/Campaign_US_Player.et https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/$ArmaReforger:Prefabs/Characters/Campaign/Final/Campaign_USSR_Player.et Once the overrides are created, you will get prefabs in your mod in the following format: 4. Ouvrer ces prefab dans l'edtiteur en double cliquant dessus et en faisant Edit prefab If the Edit Prefab option is grayed out, it means you haven't opened the prefab you just overrode. Go to the BaseLoadoutManagerComponent to edit your character's outfit. If, during testing, an element doesn’t work correctly (e.g., the t-shirt never spawns properly), disable the slot that isn’t functioning and use another slot, such as the glove slot, for the t-shirt instead. Edit the CharacterWeaponSlotComponent You can change the default weapons your character spawns with. Each component corresponds to a specific slot. Edit the SCR_CInventoryStorageManagerComponent To modify the default items a player spawns with, adjust the slots by adding or modifying the existing prefabs. WARNING: Check the console to ensure that items are compatible with the slot where you place them.Example: In RHS, if the pouches on the chest have three magazine slots, you can only place three magazines in that slot. Otherwise, you will get an error in the console. Save everything and test directly in-game. Change price of a item in bulding construction 1. You need to override the EditorModeBuilding prefab (in prefab -> editor -> modes). https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/$ArmaReforger:Prefabs/Editor/Modes/EditorModeBuilding.et 2.Find the component SCR_CampaignBuildingPlacingEditorComponent. 3. Go to the Registries line. 4. Take the first empty line and expand Prefab. Here, you will find the list of all placeable compositions in construction mode. 5.Press the magnifying glass to locate the composition you want to modify. 6. dans notre exemple on va prendre la dent de dragon, vous allez alors override la composition en faisant clique droit sur l'objet et overire 7. Edit the Prefab. 8. Go to the SCR_EditableEntityComponent component. Modify the zone of detection of the supply point (marker green supply on map) the goal is to see the green suply icon on the map In reforger there is a parameter to set which distance from a point a supply could be seen on map 1.Go to SCR_GameModeCampaign 2.Go to the Campaign tab 3. Modify the line Supply Depot Icon Thershold Everon Life (install + setup) Create a selling point The purpose of this tutorial is to create a point of sale that allows exchanging products for money. To achieve this, we will use components that will be added to the prefab: We are using the base setuop that the everon team did and we decompose it to analyse it's function: Putting the componenet on a npc does not seem to be working therefore you need to put an prefab (i recommand putting for exemple a prefab in link with the farm) - EL_restrictedInventoryStorageCompinent: this component seem to be the one who are filtering the item you can exchange we see here at the begining the item that the prefab take (in the exemple it's an apple) - EL_TraderManagerComponent This component is therefore used to take an item and exchange it for another. - Action manager Create a transform building we are using the same everon and looking after the ciment process: when looking to the action manager we have information on how its working: as we can see we have 3 input prefab and 1 output: we need to collect all 3 to get the output, as we can see we can tell how many of each ingrediant we need: After that we put whta prefab as an output we have and select how many we have: CRX mission header setting based on the message: https://discord.com/channels/105462288051380224/1050433454388547644/1356396266107437237 Requirement: CRX Enfusion A.I. ( STABLE 1.3 Update v.1.3.14 ) 1. you will need to add thsi to your config of your dedicated server: "missionHeader": { "m_CRX_Settings": { "m_bIsCRX": true, "m_fWeaponFiredReactionDistance": 500, "m_fSuppressedWeaponFiredAudibleDistance": 100, "m_bInvestigate": true, "m_eCombatMode": "YELLOW", "m_bSuppress": true, "m_fPerceptionSafe": 1.0, "m_fPerceptionVigilant": 3.0, "m_fAimAccuracyErrorModifier": 0.0 } } 2. it will have somethin like that: 3. Tweak the setting as you wish Parameter Name Default Value Simple Description In-Game Effect m_bIsCRX true Enables CRX-specific settings Signals that CRX AI settings are active for this mission. Can be used by other scripts to toggle CRX-related features. m_fWeaponFiredReactionDistance 500 Distance (in meters) within which AI groups react to unsuppressed gunfire Higher values make AI detect and react to gunfire from farther away. They may become alert, take cover, or move toward the sound source. m_fSuppressedWeaponFiredAudibleDistance 100 Distance (in meters) within which AI can hear suppressed gunfire Controls how well AI detect suppressed gunfire. Useful for stealth missions — lower values mean better stealth, higher values mean AI are more aware of silent shots. m_bInvestigate true Enables AI investigation behavior If enabled, AI will investigate suspicious events like gunshots, dead bodies, or enemy presence. Makes AI behave more intelligently and realistically. m_eCombatMode "YELLOW" Initial combat readiness mode for AI Controls how alert AI are: YELLOW means alert but not engaged, RED means fully engaged in combat, etc. Affects how quickly they react to enemies and how they patrol or hold positions. m_bSuppress true Enables AI suppression fire behavior If enabled, AI will use suppressive fire tactics — shooting to pin enemies down rather than aiming directly, especially in combat or ambush situations. m_fPerceptionSafe 1.0 AI perception level in safe (idle/patrolling) state Higher values mean AI will more easily notice small sounds or movements while in relaxed or non-alert states. m_fPerceptionVigilant 3.0 AI perception level in vigilant (alert but not engaged) state Similar to above but applies during heightened alert status. The higher the value, the more easily AI spot threats even before direct engagement. m_fAimAccuracyErrorModifier 0.0 Modifies AI aim accuracy error. Positive = worse aim, Negative = better aim Adjusts AI shooting skill: +1.0 makes them miss more often, -0.5 makes them more accurate than default. Useful to tweak AI difficulty based on your mission or gameplay balance. goes from 0.0 to 3.0 goes from 0.0 to 5.0 goes from -3.0 to 3.0 IPC Autonomous Capture AI IPCAutonomousCaptureAI is a mod designed for the Conflict game mode in Arma Reforger. It introduces an autonomous AI capture system, enabling AI units to dynamically capture objectives without player intervention. Spawned AI will automatically locate and move toward the current Main Objective, supporting a more immersive and reactive battlefield experience. 1. How to Use the Autonomous Capture Spawn Point To set up an autonomous AI group that dynamically targets objectives in the Conflict mode, simply place the prefab IPC_AutonomousCaptureSpawnPoint in your scenario using the World Editor. ✅ Basic Setup Ensure the entity has a SCR_FactionAffiliationComponent set to the faction you want. Place the prefab close to a military base or target point. Upon scenario start, the AI group will spawn, select a target, and move toward it automatically. ⚙️ Configurable Attributes Explained Here’s a breakdown of each configuration field and its effect: Attribute Description m_eGroupType Defines the type of group to spawn (e.g., Fireteam, Squad). m_bPickRandomGroupType Randomly selects a group type on spawn. m_isGroupUpdate Enables dynamic group change after X respawns. m_iGroupUpdateRate Number of respawns before group type is updated. m_iRespawnPeriod Time (in seconds) before the group respawns. 0 = no respawn. m_fAILimitThreshold Prevents spawning if too many AIs already exist globally (as ratio). m_iNum Number of groups to spawn at once. m_eTargetType Defines the AI’s target type: MainTarget, EnemyMainTarget, Base, CapturePoint, or Player. m_fTargetRange Maximum distance to target to allow spawn. m_sTargetFactionKey Key of the enemy faction (e.g., "USSR") for target logic. m_iTargetUpdateTimeout Time interval (ms) between target updates. m_iWaypointUpdateTimeout Time interval (ms) between waypoint recalculations. m_fDespawnRange If no players are within this range, AI will despawn. m_fSpawnProtectRange Prevents AI from spawning too close to players. SpawnProtect Enable/disable spawn protection behavior. dynamicDespawn Despawn AI when players are far away. spawnOnlyNearest Only spawn if this base is closest to the current target. m_iPlayer Number of players required to allow spawn. m_sNoSpawnFactionKey Disables spawn if nearest base belongs to this faction. m_sSpawnOnlyFactionKey Enables spawn only if nearest base belongs to this faction. m_bShowMarker Show map marker for the AI group. m_bShowToEveryone Make the marker visible to all factions. 🧪 AI Behavior AI group dynamically updates its waypoint to the selected target type. Skill level is scaled depending on the number of players online. If no valid target is found or conditions are unmet (e.g., players too close), the group will not spawn. Waypoint and group are updated live based on real-time campaign state. 2. How to Use the Autonomous Capture Spawn Point with Vehicle The IPC_AutonomousCaptureSpawnPointWithVehicle prefab works just like the standard version, but includes vehicle support. AI groups will spawn with vehicles and automatically mount them before moving to their objective. 🧱 Setup Instructions Place the prefab in the World Editor, same as the non-vehicle version. Ensure the faction is correctly assigned with a SCR_FactionAffiliationComponent. Define which vehicle to use for each group type. AI groups will: Spawn next to the vehicle Mount it using the provided "Get In" waypoint Move toward the target (main objective, base, or enemy unit) ⚙️ Additional Configurable Attributes This prefab inherits all options from IPC_AutonomousCaptureSpawnPointComponent and adds vehicle-specific settings: Attribute Description m_sVehicle_TeamSentry Prefab for vehicle used by TEAM_SENTRY group. m_sVehicle_TeamMG Prefab for vehicle used by TEAM_MG group. m_sVehicle_TeamAT Prefab for vehicle used by TEAM_AT group. m_sVehicle_Fireteam Prefab for vehicle used by FIRETEAM group. m_sVehicle_SquadRifle Prefab for vehicle used by SQUAD_RIFLE group. m_sGetInWaypointPrefab Waypoint prefab used by AI to mount the vehicle after spawn. 💡 Each group type can have its own vehicle. If no vehicle is defined for the type, the AI will behave like a normal foot patrol. 🛠️ Vehicle Behavior Logic Vehicles are spawned only once per patrol group. If the patrol despawns (e.g., no players nearby), the vehicle is also automatically removed. The waypoint used makes sure AI gets inside the vehicle before moving. Marker icon will change to motorized if the patrol includes a vehicle. 🔁 Integration with Existing Systems This prefab is fully compatible with: Dynamic despawn/spawn Player proximity settings Faction-based filtering Marker visibility options Target type options ( MainTarget, Base, etc.) 3. How to Use the Autonomous Capture Spawn Point with Mortar The IPC_MortarSpawnPoint prefab is a special variant that deploys AI groups operating mortar positions. It enables indirect fire support targeting enemy factions dynamically during gameplay. Ideal for adding long-range artillery threats in Conflict scenarios. 🧱 Setup Instructions Place the prefab in the World Editor, with a SCR_FactionAffiliationComponent for correct faction assignment. Define the mortar composition prefab, "Get In" waypoint, and artillery support waypoint in the entity attributes. On activation: The mortar composition is spawned at the prefab’s location. An AI group is created and tasked with launching periodic artillery attacks toward a valid enemy objective. ⚙️ Additional Configurable Attributes Inherits all settings from IPC_AutonomousCaptureSpawnPointComponent, plus the following mortar-specific options: Attribute Description m_sMortar Mortar prefab to be spawned (e.g. MortarPlacement_S_USSR_01). m_sGetInWaypointPrefab Waypoint for AI to enter the mortar (typically AIWaypoint_GetInNearest). m_sArtillerySupportWaypointPrefab Waypoint to handle firing behavior (typically AIWaypoint_ArtillerySupport). m_iShots Number of mortar rounds per firing session ( -1 = infinite, recommended: 5–10). m_iMortarTimeout Time between two fire waves (milliseconds). m_fmaxRange Max distance for randomizing target position (meters). 🧪 Mortar Behavior Mortars will fire at enemy positions dynamically based on the configured target type: Main target Enemy base Player proximity If players from the target faction are detected near the objective, a strike is called. Mortars will respect dynamic despawn logic if players move away or the group is wiped. After firing, AI waits based on m_iMortarTimeout before engaging again. 📍 Example Use Case You want to simulate indirect fire support behind a frontline. Set: TargetType: EnemyMainTarget Shots: 8 Timeout: 90000 (90 seconds) MaxRange: 30 Mortar prefab: USSR or US artillery placement The AI will fire 8 rounds on the enemy’s main objective every 90 seconds if within range. Freedmon Fighter The one and only scenario that is worth to try made by the greatest: JohnnyKernerhttps://www.johnnykerner.dev/FreedomFighters/download/index.html Define a military base (POI) (exemple with levie on EDEN) First thing that we notice is the large spline As we can see there is 2 tag link to this "Zone" - POI_area (i am assumgin for drawing on the map info) - BLOCK_TRAFFIC (to prevent IA entering in the military zone for Roleplay purpose) When we select the other area we have other tags - BATTLE_AREA is the area in which you have to be to progress capturing (if no players are inside, you start to lose). you can have as many as you like. So for example you can have 4 buildings and only players inside buildings will count. Btw. important thing, zone entity origin has to be within distance of the controller to work. By default that is 25 meters I think. - PLAYER_COSNTRUCTION to let player build in the area their fob or other We have also siren placed in the base to alert player and IA of an attack And the MBC_Levie wich seem to be the core logic of the base with all the setting of the POI First thing we notice is the Base Range Define a Power Plant (POI) (exemple with powerplant on EDEN) Same principle you have at least 2 zone (poi + battle) inner circle is the battle zone and the outter is the poi we see 2 SlotFlatSmall that are used Define a Fuel Station (POI) Just add the prefab JWK_FuelStationController Define a Factorie (POI) (exemple with factorie FC_CementPlant on EDEN) We cann see only 1 zone is required that regroupe POI, Battle and block traffic we also have the prefab that would generate the supplies And some Abient parking spot Define a Town (POI) (exemple with Montiniac on EDEN) we can see the first 5 prefab are MCP_Montignac_"Directions" Theses prefab need to place at all the entry of the city After we see JWK_AmbientDonationPoint This seem to be triggering some action when you bring supply on a vehicule to a city They are placed all around a city in some logic point where the player have to realise that he can donate supplies here (place on the city, pharmacy, shopping mall to be more roleplay) Jail zones are not required, if there is no extra one then the building will spawn default zone (which covers the building itself only). You have to put also a jailzone in each city (seems to be auto generated with thje police building dont bother add zone) After set the type of the city (City, town, Village) it is recommaend to let a jail only in town and city To setup the size of the city: JWK_TownController prefab -> JWK_TownEntity -> at the end of the properties list. Public transportation 1. Ferry you can place down some ferry sign to let people take the boat to get to other palce that have this sign https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~FreedomFighters:Prefabs/Modded/Structures/Signs/Traffic/SignFerryStop.et 2. Bus sign the scenario use automatcly the stop sign that have been placed down in the map by ovveriding the default component https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~FreedomFighters:Prefabs/Modded/Structures/Signs/Traffic/SignBusStop_01.et You will need to verify if the prefab stop sign you use are the vanilla one or add the component to your bussign Define a RadioTowers you can have two variant: 1. If the mapp already have radio tower down 2. If you need to add a radiotower yourself in the map Here the radio is already there and there is a wall around it so we add a poi zone https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~FreedomFighters:Prefabs/World/JWK_PolylineWorldZone.et here there is no wall so it juste the component of radio https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~FreedomFighters:Prefabs/Controllers/Loadtime/JWK_RadioSiteController.et here it was empty so we add the tower prefab + the radio component https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~FreedomFighters:Prefabs/Modded/Structures/Infrastructure/Towers/TransmitterTower_01/TransmitterTower_01_base.et or https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~FreedomFighters:Prefabs/Modded/Structures/Infrastructure/Towers/TransmitterTower_01/TransmitterTower_01_medium_base.et or https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~FreedomFighters:Prefabs/Modded/Structures/Infrastructure/Towers/TransmitterTower_01/TransmitterTower_01_small_base.et Define a RemoteSite Remote site are point that are not in the main campagin but still are use for various logic they are compose of a JRK_WorkdSlotControllerComponenet When right click on the compoenent you have a debug menu to help configure it You can sometimes add parking spot if needed https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~FreedomFighters:Prefabs/Controllers/Loadtime/JWK_AmbientParkingSpot.et Define GenericSlots Generic Slot are used to spawn composition regarding quest, ennemy IA building or other. They need to be place around the map in a large quantity to add randomness and help the immersion there is 3 size of generic slot where the compositon will spoan on them Some exemple of placement Medium: Common knowledge - be carfull we make the zone to not put to much point on your spline to simplfy calcul of the sceanrio - bve carfule also of the range beteween the main componenet of a poi (factories/military) and the coords of the zone you have made Add a building to the building list 1. overide the conf file to add the building you want: 2. Duplciate a line in the conf to add a new one Content of a new line: Name: logical name (somethin small and without space or special chartacer) Title: The name that would be show in the building list description: teh description when chossing the building to buiuld Detailed Description: i think it's the one you see while placing the building down Preview: is the image that will be shown in the catalog while chossing construction category: Field Manual Link: if there is a explanation in the field catalogue you can link it here Cost: cost in supply of the sctructure Prefabs: the prefab that will be spawned after building it Ghosts: the prefab that will be shown in transparants white to help you palcing down the building First of category Free: the first bulding will be free (like the first supply depot that is free when stating a new game) Requires Build Area: if the building need to be in a specifi area to be build Build aere type: link to the previous line is for choosse where you allowed people to build this building Things you need to do to the prefab to use is coorectly in game: 1. Find the prefab you want to add and overide it Add those 2 coponenet to it: and config it: For EPF_PersitenceComponent And for JWK_BuildingAreaItemCOmpoennet with that your prefab should spawn after confirm the location But for the ghost you will need to inherit the prefab you jsut overide and add preview ad the end to find it easily And you will need to desactivate the two compnent you jsut add It is important because withotu that you will have some bug of spawning and some bug of persitence be sure in your conf file to put the right prefab you just modify / created Change backgound image from the laodout selection go to the laodout manager in your wolrd Bug with multiple character in loadout before spawn https://discord.com/channels/105462288051380224/976159829628444682/1423037698343440546 Edit the character and go delete the variation in editable entity