Diag Menu – Arma Reforger
The Diag Menu is a menu listing many options used to debug game scripting and assets. It is available in Workbench in any 3D viewport (e.g world or model preview).
Modding
GameCode
- > Projectiles
- Show actions states
- Perception targets
- Perception sensors
- Perception luminosity
- Gridmap diags
- Show explosion debug
- Show player active events
- Show target active events
- Show aim directions
- Particles manager
- Factions
- Contacts
- Smooth steering in vehicle
- FOV override
- Time and Weather Diag
- Player permissions
- Log GameEntity events (simple)
- Log shooting queues
- Log SlotInfo
- > Signals
- > Hit Zones
- > Game materials
- > Weapons
- > User Actions
- > Radio
- > Chat
- > Inventory
- > Loadout
- > Lights
- > Camera
- > Animations
- > Serialization
- > Network
- > Turrets
- Use traces for possible volume data
- Show world volumes collection
- Enable Decal Slots
- > HitReg
Projectiles
Show shell trajectory
Show projectile trajectory in 3D space, name of the flying prefab, impact points and also additional projectile data in top left corner (including projectile speed, data from prefab and impact data)
Color of the trace represents speed of the projectile, while green represents 100% of projectile initial speed and red represents speeds close to 0.
Show stats
Shows statistics regarding current, largest & total amount of different type of projectiles: Shells, Missiles & Grenades
Show predicted shell trajectory
Show prediction of projectile trajectory. You can still follow bullet path by observing where textbox with prefab name is located.
Shell name
Controls whether shell name is visible next to projectile prefab.
By default feature is turned on.
Player shell only
Controls if projectile diag should be applied to only player fired projectiles
By default feature is turned off.
Visibility
How many projectiles should be visible
By default all projectiles are visible.
Persistence
Controls how long trajectory is visible after projectile destruction. By default it is set to 15 seconds
Clear trajectories
Works as a toggle.
When activated, it clears world from all debug trajectories
Info visible
Controls infobox visibility
Info persistence
Controls how long infobox in top left corner is visible after projectile destruction. By default it is set to 0 seconds
Info segment length
Interval at which speed data in infobox is measured and persisted.Default value: 100m
Hide info
Dump data
Doesn't work in retail version of the game
Special case
Deflection
Controls whether projectiles have a chance to deflect from surface.
Default value: true (turned on)
Penetration
Controls whether projectiles is able to penetrate other objects.
Default value: true (turned on)
Deviation
Controls whether projectiles randomly deviates after penetration.
Default value: true (turned on)
Gravity
Controls whether projectiles is affected by gravity.
Default value: true (turned on)
Decals
Controls whether projectiles are leaving impact decals
Default value: true (turned on)
Decals advanced
Decals use diameter
Default value: false
Override material
Bullet time
Reduces speed to 0.01 when projectile is fired. Time doesn't restore to normal speed unless DTimeMultiplier in Cheats is turned off manually.
Proj. override
Overrides for projectile specific parameters
Mass
Muzzle velocity
Air drag coef
Proj. test
Run
Type
Repeat
Repeat count
Repeat freq.
Proj. count
Pen. type
Matrix type
Matrix save
Projectile
Kill timer
Kill
Proj. tests
Show plot
Plot type
Gauss param
Proj. settings
Capacity
Maximum amount of trajectories that are shown at once
Defalut value: 16 (can be changed to up 1024 trajectories)
Version
Signals
Hit Zones
Game materials
Weapons
User Actions
Radio
Chat
Inventory
Loadout
Lights
Camera
Animations
Serialization
Network
Turrets
HitReg
Animals
(Almost) empty for no animals are present in Arma Reforger.
- Turn correction debug
Cheats
- Disable player damage Ctrl + Alt + F1
- Teleport Ctrl + Alt + F2
- Infinite ammo Ctrl + Alt + F3
- Infinite bullets Ctrl + Alt + F4
- Commit suicide Ctrl + Alt + F5
- Execute characters in fr Ctrl + Alt + F6
- DTime multiplier
- DTime multiplier value
Platform
- Pick user
- Obtain save data
- Commit save data
- Open URL
- Change user name
- Request & log privileges
- Revoke privilege: Text c(hat?)
- Revoke privilege: Voice (chat?)
- Revoke privilege: Multiplayer (?)
- Revoke privilege: Lobby
- Revoke privilege: UGC
- Revoke privilege: Shared (?)
- Revoke privilege: Social (Media?)
AI
- > Performance
- > Navmesh
- > Movement
- > Pathfinding
- > Aiming
- > AI Navigator
- > Driving
- Disable AI actions Ctrl + Alt + F9
- Smart actions usage
- Group members
- Waypoionts
- AI Units
- Orders
- Show target AI context
Performance
Movement
Pathfinding
Aiming
Driving
Vehicles
- Show Controller Diags
- > Compartments
- Solver
- Enable debugger trace
- Show stats
- Show vehicle debug
- Player vehicle only
- Show CoM
- Show inertia
- Show forcecs
- Show engine
- Show raycast
- Show suspension
- Show swaybar
- Show wheels
- Show bones
- Show slope
- Test raycast
- Reset vehicle Ctrl + Alt + R
- wheel drag set
- Wheel drag value
Compartments
Systems
- DynSim Distance Diag
- DynSim Visibility Diag
- ProcAnim Registration Diag
- HandleControls Registration Diag
- NwkMovement Registration Diag
- Sound Registration Diag
- Systems diag
Character
- Interpolation enabled
- Animation LOD
- Animation layer
- Aiming direction
- Head aiming direction
- Heading angle
- Entity transform
- AnimPhysAgent transform
- Foot down anim event
- Animation events
- Animation tags
- Climb command physics test
- Show current ladder
- Input actions
- Lock view horizontal
- Lock view vertical
- Disable Inertia
- Disable Inertia exponential
- Show additive handler tasks
- Stamina
- Disable animation from velocity
- Disable new climb heights
- Enable new passive weapon mode (sling)
- Disable anim driven icrementalsic turn
- Disable hit reaction
- Enable feet IK
- Show player identity
- AnimPhysAgent dump
- Skip simulation points p(?)
- Show simulation points
ECS
- ECS archetypes
- ECS registered types
- ECS type matching
- ECS deleted entities
Statistics
- Log prefab spawn
- FPS Ctrl + NUM 1
- General Ctrl + NUM 2
- Shape stats
- MeshObject stats
- Decal stats
- Entity simul.stats
- Entity mem.stats
- EntityComp mem.stats
- Stats page
- Resource memory stats
- Texture memory stats
- Slow script
- Verbose script Print
- Script profiler
- Script prof. external
- Test mem-stress
- Flush memory
- Flush audio
- Memory validation
- Dump render resources
- Counters Ctrl + NUM 3
- Profiler Ctrl + NUM 4
- > Profiler setting
- Slow down
- Limit FPS
- Widget statistics
- Widget hierarchy to log (?)
- Widget update to log
- Loaded particle FX
- Dump resources
- Flush resources
Profiler setting
Render
- No render
- Shape instancing
- Render debug mode
- Widgets
- Cmd list mode
- Active GPU wait
- > RT
- > Various
- > System textures
- > Textures
- > Scene lighting
- > Shadows
- > PP effects
- > Terrain menu
- > Grass/Clutter/Obstacles
- > Roads menu
- > Materials settings
- > Sky
- > Ocean
- > Rivers
- > Texture streaming
- > Volumetric Clouds
- > Atmosphere
- > Subsurface Scattering
- > FSR
- > Rain
- > Shore Wetness
- > LensFlares
- > Deferred Decals
- > LightSourcVis
- > Terrain shadows
- > Clustering
- > Occlusion Queries
- > Analytic lights
- Allocator stats
- Show VRAM resources
RT
Various
System textures
Textures
Scene lighting
Shadows
PP effects
Grass/Clutter/Obstacles
Materials settings
Sky
Ocean
Rivers
Texture streaming
Volumetric Clouds
Atmosphere
Subsurface Scattering
FSR
Rain
Shore Wetness
LensFlares
Deferred Decals
LightSourcVis
Terrain shadows
Clustering
Occlusion Queries
Analytic lights
Scene
- Show clips
- > Filter
- LOD multiplier
- Size multiplier
- Show light
- Cube map size
- Capture cube map
- Force vertical FOV
- Override far plane
- Override object far plan(?)
- > Particles
- > Light portals
- Render world
- Grouped render
- Colorize objects LODs
- Render world ents
- Render world leafssic
- Fast way
- > Occluders
- RenderEnts
- Render world env
- Force linear depth
- Linear depth
Filter
Particles
Light portals
Occluders
World
- JobManager Callstack
- JobManager Print CS
- Debug prefabs
- Show AABB Alt + NUM 5
- Show scene tree
- Show entity bounds
- Show active
- Show bones
- Show wind emitters Ctrl + NUM 8
- Disable wind Ctrl + NUM 9
- Game update
- MT entity sim
- MT entity update
- Entity diag
- Entity hierarchy changes(?)
- New skeleton
- Trace stresstest
- Query stresstest
- Update stresstest
- Async traces
- Async queries
- Use quadtree
- Animation
Animation
- Enable debugger
- Root motion always enabl(?)
- Show transforms before I(?)
- Show transforms after IK(?)
- Show IK offsets
- Show IK solver details
- Show RBF details
- Record animations
- Record local player
Physics
- Prequery
- Show bodies
- Show layer
- Show collider type
- Show simulation state
- Show COM
- Simulation
- Dump active bodies
- Dump contacts
- Show stats
- Show Bullet
- > Bullet
Bullet
Game
- Force fog at camera
- Override fog
- Distance density
- Height density
- Distance offset
- Height bias
- Compressed format in WB (?)
- Superscreenshot to file (?) Ctrl + ⇧ Shift + F7
- Screenshot to clipboard ⇧ Shift + F7
- Screenshot to file Ctrl + F7
- > Weather
Weather
Sounds
- Coast line debug
- Ambients
- Freeze cam position
- Debug Com.Sound
- Music manager enabled
- MM - debug info
- MM - enable logs
- MM - enable user input
- Early reflections
- > SoundMap
- --------------------------------
- > SoundSystem
- Log max ranges
- Show system info
- Resources
- Show categories
- Show sounds
- Show sounds 3D
- Log source info
- Filter sounds
- > Audio Debug Context
- Play recorded VON
- Enable ITD
SoundMap
SoundSystem
Audio Debug Context
Systems
- Job workers enabled
- Cause assert
- Cause crash
- Cause crash async
- Cause CRT aboard
- Cause CRT abort async
- Corrupt malloc
- Corrupt new
- Corrupt MM
- Corrupt MM async
UI
- Log Construction
- Disable Loc
Replication
- Stats
- Reset peaks
- Replication logging
- Connection logging
- Replicator logging
- Finalize
- Disconnect
- Virtual connections
- Singlethreaded
- Flush trace (local)
- Flush trace (server)
- Crash server
- Stall local
- Stall remote