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mokeyii

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Everything posted by mokeyii

  1. I'm trying to figure out how to restrict ammo in Virtual Arsenal. I'm not quite sure how to do so without complicating such a simple script. I was thinking something around this, but it doesn't seem proper. ["hgun_Pistol_heavy_01_F", "11Rnd_45ACP_Mag", 4], Here is a portion of my code... What would I do to NOT allow unlimited ammo/throwables. _crate = "Box_East_Ammo_F"; ["Open",_crate] call BIS_fnc_arsenal; [_crate,[true],true] call BIS_fnc_addVirtualMagazineCargo; [_crate,[true],true] call BIS_fnc_addVirtualBackpackCargo; [_crate,[ // Handguns "hgun_Pistol_heavy_01_F", "hgun_ACPC2_F", "hgun_P07_F", "hgun_P07_khk_F", "hgun_Pistol_01_F", "hgun_Rook40_F", "hgun_Pistol_Signal_F", "hgun_Pistol_heavy_02_F", // Rifles "srifle_DMR_04_F", "srifle_DMR_04_Tan_F", "arifle_AK12_F", "arifle_AK12_GL_F", "arifle_AKM_F", "arifle_AKM_FL_F", "arifle_AKS_F", "arifle_ARX_blk_F", "arifle_ARX_ghex_F", "arifle_ARX_hex_F", "arifle_CTAR_blk_F", "arifle_CTAR_GL_blk_F", "arifle_CTARS_blk_F", "arifle_MX_GL_khk_F", "arifle_MX_khk_F", "arifle_MX_SW_khk_F", "arifle_MXC_khk_F", "arifle_MXM_khk_F", "arifle_SPAR_01_blk_F", "arifle_SPAR_01_khk_F", "arifle_SPAR_01_snd_F", "arifle_SPAR_01_GL_blk_F", "arifle_SPAR_01_GL_khk_F", "arifle_SPAR_01_GL_snd_F", "arifle_SPAR_02_blk_F", "arifle_SPAR_02_khk_F", "arifle_SPAR_02_snd_F", "arifle_SPAR_03_blk_F", "arifle_SPAR_03_khk_F", "arifle_SPAR_03_snd_F", "srifle_DMR_05_hex_F", "srifle_GM6_F", "arifle_Katiba_F", "srifle_LRR_F", "srifle_DMR_02_sniper_F", "srifle_DMR_03_F", "srifle_DMR_06_olive_F", "srifle_EBR_F", "srifle_DMR_07_blk_F", "srifle_DMR_07_ghex_F", "srifle_DMR_07_hex_F", "srifle_GM6_ghex_F", "srifle_LRR_tna_F", "arifle_Mk20_plain_F", "LMG_Mk200_F", "arifle_Mk20C_plain_F", "arifle_MX_GL_F", "arifle_MX_F", "arifle_MX_SW_F", "arifle_MXC_F", "arifle_MXM_F", "MMG_01_tan_F", "hgun_PDW2000_F", "srifle_DMR_01_F", "arifle_SDAR_F", "MMG_02_sand_F", "SMG_02_F", "arifle_TRG20_F", "arifle_TRG21_F", "SMG_01_F", "SMG_05_F", "LMG_03_F", "LMG_Zafir_F", // Launchers "launch_RPG32_F", "launch_RPG7_F", // code continued, irrelevant to discussion.
  2. mokeyii

    Restrict Ammo in VA

    wow... no answer.. I'm quite suprised
  3. mokeyii

    Restrict Ammo in VA

    Tried: _crate = "Box_East_Ammo_F"; ["Open",_crate] call BIS_fnc_arsenal; [_crate,[ //Handgun Ammo ["9Rnd_45ACP_Mag", 3], ["16Rnd_9x21_Mag", 3], ["30Rnd_9x21_Mag", 3], ["6Rnd_45ACP_Cylinder", 3], //Sniper Rifle Ammo ["10Rnd_93x64_DMR_05_Mag", 2], ["10Rnd_338_Mag", 2], ["5Rnd_127x108_Mag", 3], ["7Rnd_408_Mag", 3], ["10Rnd_127x54_Mag", 2], ["10Rnd_50BW_Mag_F", 3], // DMR Ammo ["20Rnd_762x51_Mag", 3], ["10Rnd_762x54_Mag", 3], ["20Rnd_650x39_Cased_Mag_F", 3], ["20Rnd_762x51_Mag", 3], //Assault Rifle Ammo ["30Rnd_545x39_Mag_F", 3], ["30Rnd_65x39_caseless_mag", 3], ["30Rnd_65x39_caseless_green", 3], ["30Rnd_556x45_Stanag", 3], ["30Rnd_762x39_Mag_F", 3], ["30Rnd_580x42_Mag_F", 3], ["20Rnd_556x45_UW_mag", 2], // LMG Ammo ["200Rnd_65x39_cased_Box", 2], ["150Rnd_762x54_Box", 2], ["100Rnd_65x39_caseless_mag", 2], ["150Rnd_93x64_Mag", 2], ["130Rnd_338_Mag", 2], ["200Rnd_556x45_Box_F", 2], ["150Rnd_556x45_Drum_Mag_F", 2], // SMG Ammo ["30Rnd_9x21_Mag_SMG_02", 3], ["30Rnd_45ACP_Mag_SMG_01", 3], // Rocket Launcher Ammo ["RPG32_F", 1], ["RPG32_HE_F", 1], ["RPG7_F", 1], // Grenade Launcher Ammo ["1Rnd_HE_Grenade_shell", 3], ["UGL_FlareWhite_F", 3], ["UGL_FlareGreen_F", 3], ["UGL_FlareRed_F", 3], ["UGL_FlareYellow_F", 3], ["UGL_FlareCIR_F", 3], ["1Rnd_Smoke_Grenade_shell", 3], ["1Rnd_SmokeRed_Grenade_shell", 3], ["1Rnd_SmokeGreen_Grenade_shell", 3], ["1Rnd_SmokeYellow_Grenade_shell", 3], ["1Rnd_SmokePurple_Grenade_shell", 3], ["1Rnd_SmokeBlue_Grenade_shell", 3], ["1Rnd_SmokeOrange_Grenade_shell", 3], ["3Rnd_HE_Grenade_shell", 1], ["3Rnd_UGL_FlareWhite_F", 1], ["3Rnd_UGL_FlareGreen_F", 1], ["3Rnd_UGL_FlareRed_F", 1], ["3Rnd_UGL_FlareYellow_F", 1], ["3Rnd_UGL_FlareCIR_F", 1], ["3Rnd_Smoke_Grenade_shell", 1], ["3Rnd_SmokeRed_Grenade_shell", 1], ["3Rnd_SmokeGreen_Grenade_shell", 1], ["3Rnd_SmokeYellow_Grenade_shell", 1], ["3Rnd_SmokePurple_Grenade_shell", 1], ["3Rnd_SmokeBlue_Grenade_shell", 1], ["3Rnd_SmokeOrange_Grenade_shell", 1], //Throwables ["HandGrenade", 2], ["MiniGrenade", 3], ["SmokeShell", 3], ["SmokeShellYellow", 2], ["SmokeShellGreen", 3], ["SmokeShellRed", 3], ["SmokeShellPurple", 3], ["SmokeShellOrange", 3], ["SmokeShellBlue", 3], ["Chemlight_green", 5], ["Chemlight_red", 5], ["Chemlight_yellow", 5], ["Chemlight_blue", 5], ["B_IR_Grenade", 5], ["O_IR_Grenade", 5], ["I_IR_Grenade", 5], //Puttable Explosives ["IEDUrbanSmall_Remote_Mag", 2], ["IEDLandSmall_Remote_Mag", 2], ["SatchelCharge_Remote_Mag", 2], ["IEDUrbanBig_Remote_Mag", 1], ["IEDLandBig_Remote_Mag", 1], ["ATMine_Range_Mag", 2], ["ClaymoreDirectionalMine_Remote_Mag", 3], ["APERSMine_Range_Mag", 4], ["SLAMDirectionalMine_Wire_Mag", 4], ["APERSBoundingMine_Range_Mag", 4], ["APERSTripMine_Wire_Mag", 4] ],true] call BIS_fnc_addVirtualMagazineCargo; People can still load as much ammo as they want.
  4. So I have been working on a Co-Op mission for a while and I am trying to figure out how to get a player to lower or holster their weapon when executing the Hack Laptop Script. I've been looking around for this, However I'm at a standstill on this. I know you are thinking. Why would you need to lower your weapon? Well I see it as ugly looking to hack a laptop while aiming at it. If anyone could help I would greatly appreciate it. Here's the script: T8L_var_fileSize = 122880; // Filesize ... smaller files will take shorter time to download! T8L_var_TLine01 = "Download Aborted: Lost Connection To Host!"; // download aborted T8L_var_TLine02 = "Secure Ports Blocked!"; // download already in progress by someone else T8L_var_TLine03 = "Download Started! File Size 120GB!"; // download started T8L_var_TLine04 = "Download Complete! Please Exit The Prompt To Continue!"; // download finished T8L_var_TLine05 = "<t color='#FF0000'>01001000 01100001 01100011 01101011 00100000 01001100 01100001 01110000 01110100 01101111 01110000</t>"; //"01101000 01100001 01100011 01101011"; // line for the addaction T8L_var_TLine06 = "Connecting ..."; T8L_var_TLine07 = "Connected:"; T8L_var_DialogAbort = false; T8L_var_DialogSucce = false; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// T8L_fnc_abortActionLaptop = { if ( T8L_var_DialogSucce ) then { T8L_var_DialogAbort = false; T8L_var_DialogSucce = false; } else { cutText [ T8L_var_TLine01, "PLAIN" ]; T8L_var_DialogAbort = true; T8L_var_DialogSucce = false; }; }; T8L_fnc_addActionLaptop = { { if !( _x getVariable [ "T8L_pvar_dataDownloaded", false ] ) then { _x addAction [ T8L_var_TLine05, { call T8L_fnc_ActionLaptop; }, [], 10, false, false ]; }; } forEach _this; }; T8L_fnc_removeActionLaptop = { _laptop = _this select 0; _id = _this select 1; _laptop removeAction _id; }; T8L_fnc_ActionLaptop = { private [ "_laptop", "_caller", "_id" ]; _laptop = _this select 0; _caller = _this select 1; _id = _this select 2; if ( _laptop getVariable [ "T8L_pvar_inUse", false ] ) exitWith { cutText [ T8L_var_TLine02, "PLAIN" ]; }; if ( _laptop getVariable [ "T8L_pvar_dataDownloaded", false ] ) exitWith { cutText [ T8L_var_TLine04, "PLAIN" ]; }; cutText [ T8L_var_TLine03, "PLAIN" ]; _laptop setVariable [ "T8L_pvar_inUse", true, true ]; [ _laptop, _id ] spawn { private [ "_laptop", "_id", "_newFile", "_dlRate", "_percent" ]; _laptop = _this select 0; _id = _this select 1; _newFile = 0; T8L_var_DialogAbort = false; T8L_var_DialogSucce = false; createDialog "T8L_DataDownloadDialog"; sleep 0.5; ctrlSetText [ 8001, T8L_var_TLine06 ]; sleep 0.5; ctrlSetText [ 8001, T8L_var_TLine07 ]; ctrlSetText [ 8003, format [ "%1 kb", T8L_var_FileSize ] ]; ctrlSetText [ 8004, format [ "%1 kb", _newFile ] ]; while { !T8L_var_DialogAbort } do { _dlRate = 200 + random 80; _newFile = _newFile + _dlRate; if ( _newFile > T8L_var_FileSize ) then { _dlRate = 0; _newFile = T8L_var_FileSize; ctrlSetText [ 8001, T8L_var_TLine04 ]; cutText [ T8L_var_TLine04, "PLAIN" ]; T8L_var_DialogAbort = true; T8L_var_DialogSucce = true; _laptop setVariable [ "T8L_pvar_dataDownloaded", true, true ]; [ [ _laptop, _id ], "T8L_fnc_removeActionLaptop", true, true ] spawn BIS_fnc_MP; }; // percentage part by cuel! ctrlSetText [ 8002, format [ "%1 kb/t", _dlRate ] ]; _percent = ( _newFile / T8L_var_FileSize ); _percent = toArray str _percent; { _percent set [_x,-1] } forEach [ 0, 1 ]; _percent = _percent - [-1]; _percent resize 2; _percent = toString _percent; ctrlSetText [ 8004, format [ "%1 kb (%2%3)", _newFile, (if ( T8L_var_DialogAbort ) then { 100 } else { _percent }), "%" ]]; sleep 0.25; }; T8L_var_DialogAbort = false; _laptop setVariable [ "T8L_pvar_inUse", false, true ]; }; }; T8L_var_INITDONE = true;
  5. So when you say Locality, you are meaning "player"?
  6. I will try it tonight when I get off work and let you know.
  7. So, I'm not quite understanding this. http://www.armaholic.com/page.php?id=25458 The Simple Paradrop Script, I have it working flawlessly on the mission editor or a self hosted session through arma. However as soon as I put it on my dedicated box it fails to open the chute at 100m BUT opens it for all AI. All of the other functions work properly. This is a Co-Op Mission... If that makes a difference. Can some1 help me with this issue? Github: https://github.com/Fractured-Gaming/FracturedLines2 eject.sqf if (!isServer && hasInterface) exitWith {}; private ["_vehicle","_chuteheight","_paras","_dir"]; _vehicle = _this select 0; _chuteheight = if ( count _this > 1 ) then { _this select 1 } else { 100 }; _paras = assignedcargo _vehicle; _dir = direction _vehicle; [_paras] allowGetIn false; paraLandSafe = { private ["_unit"]; _unit = _this select 0; (vehicle _unit) allowDamage false;// Set parachute invincible to prevent exploding if it hits buildings waitUntil {isTouchingGround _unit || (position _unit select 2) < 1 }; _unit allowDamage false; _unit action ["EJECT", vehicle _unit]; _unit setvelocity [0,0,0]; sleep 1;// Para Units sometimes get damaged on landing. Wait to prevent this. _unit allowDamage true; }; { _x disableCollisionWith _vehicle; _x allowdamage false; unassignvehicle _x; _x action ["GETOUT", _vehicle]; _x setDir (_dir + 90); sleep 0.35;//So units are not too far spread out when they land. } forEach _paras; { waitUntil {(position _x select 2) <= _chuteheight}; if (vehicle _x != _x) exitWith {}; _chute = createVehicle ["Steerable_Parachute_F", position _x, [], ((_dir)- 5 + (random 10)), 'FLY']; _chute setPos (getPos _x); _x assignAsDriver _chute; _x moveIndriver _chute; _x allowdamage true; } forEach _paras; { [_x] spawn paraLandSafe; } forEach _paras;
  8. mokeyii

    Simple ParaDrop Script

    So I tried everything as suggested above, still I am having the same issue with MP compatibility. AI open them but players do not. @Buliwyf This is supposed to go on the Trigger, Correct? nul=[[[UH80,300],'scripts\ejectParas.sqf'],'BIS_fnc_execVM',false] spawn BIS_fnc_MP And I renamed the script and added: if (!isServer) exitWith {}; to the top of the script. Still though I am having the exact same issue as before and nothing has changed. Has anyone figured out how to fix this or found a different script that does the same thing?
  9. Changed ["Steerable_Parachute_F", position _x, [], ((_dir)- 5 + (random 10)), 'FLY']; to "Steerable_Parachute_F" createVehicle position _x; Looks a lot better, but AI still deploy parachutes and Players do not.
  10. Placed all inits into all players, Increased Chute open distance by 1.5x, still same issue. Also Changed the script to try and fix it. private ["_vehicle","_chuteheight","_paras","_dir","_unit","_chuteMe"]; if (!isServer && hasInterface) exitWith {}; _vehicle = _this select 0; _chuteheight = if ( count _this > 1 ) then { _this select 1 } else { 100 }; _paras = assignedcargo _vehicle; _dir = direction _vehicle; [_paras] allowGetIn false; paraLandSafe = { _unit = _this select 0; (vehicle _unit) allowDamage false;// Set parachute invincible to prevent exploding if it hits buildings waitUntil {isTouchingGround _unit || (position _unit select 2) < 1 }; _unit allowDamage false; _unit action ["EJECT", vehicle _unit]; _unit setvelocity [0,0,0]; sleep 1;// Para Units sometimes get damaged on landing. Wait to prevent this. _unit allowDamage true; }; { _x disableCollisionWith _vehicle; _x allowdamage false; unassignvehicle _x; _x action ["GETOUT", _vehicle]; _x setDir (_dir + 90); sleep 0.35;//So units are not too far spread out when they land. } forEach _paras; { waitUntil {(position _x select 2) <= _chuteheight}; if (vehicle _x != _x) exitWith {}; _chuteMe = createVehicle ["Steerable_Parachute_F", position _x, [], ((_dir)- 5 + (random 10)), 'FLY']; _chuteMe setPos (getPos _x); _x assignAsDriver _chuteMe; _x moveIndriver _chuteMe; _x allowdamage true; } forEach _paras; { [_x] spawn paraLandSafe; } forEach _paras;
  11. I thought locality was the issue with the variable _chute, so I mad a local Variable like so. However this still did not work. { waitUntil {(position _x select 2) <= _chuteheight}; if (vehicle _x != _x) exitWith {}; private ["_chuteMe"]; _chuteMe = createVehicle ["Steerable_Parachute_F", position _x, [], ((_dir)- 5 + (random 10)), 'FLY']; _chuteMe setPos (getPos _x); _x assignAsDriver _chuteMe; _x moveIndriver _chuteMe; _x allowdamage true; } forEach _paras; Still does not work on the dedicated box.
  12. Hey guys... So I'm in a predicament. I'm trying to attach a Flare to a smoke grenade to create an incendiary grenade... This is what I have so far. We got the damage to work, but can't get the flare to attach to. I've just removed it for now. We've tried attachto to attempt to get the flare to work and I seem to be doing it wrong. Can Anyone help? private ["_damageRadius"]; burnDamage = { switch (true) do // Check if condition is met { case(_damageRadius < 2): // 2.5m {player setDamage (damage player + 0.15); // 15 damage per tick sleep 0.5; // 0.5s Timer damage is assigned "seconds" }; case(_damageRadius < 4): {player setDamage (damage player + 0.10); // 10 damage per tick sleep 1; // 1s Timer damage is assigned "seconds" }; case(_damageRadius < 8): {player setDamage (damage player + 0.05); // 5 damage per tick sleep 2; // 2s Timer damage is assigned "seconds" }; }; }; player addEventHandler ["Fired", { if ((_this select 4) isEqualTo "SmokeShellOrange") then { _grenadeObj = (_this select 6); }; }]; While{true} do{ waituntil{ _smokeShell = nearestObject [getPosATL player, "SmokeShellOrange"]; _curPlayerInvulnState = player getVariable ["isAdminInvulnerable", false]; _damageRadius = (_smokeShell distance player); _damageRadius < 8 && velocity _smokeShell isEqualTo [ 0, 0, 0 ] && !_curPlayerInvulnState }; call burnDamage; }; This isn't all my work, CreamPie from A3W has helped me tremendously.
  13. I'm coming to realization that this is impossible. I've tried everything from above and nothing happens.... grrr I guess this is another project tossed in the trash :(
  14. UPDATE! This is what I have now: private ["_damageRadius", "_smokeShell", "_grenadeObj", "_flare1"]; burnDamage = { switch (true) do // Check if condition is met { case(_damageRadius < 2): // 2.5m {player setDamage (damage player + 0.15); // 15 damage per tick sleep 0.5; // 0.5s Timer damage is assigned "seconds" }; case(_damageRadius < 4): {player setDamage (damage player + 0.10); // 10 damage per tick sleep 1; // 1s Timer damage is assigned "seconds" }; case(_damageRadius < 8): {player setDamage (damage player + 0.05); // 5 damage per tick sleep 2; // 2s Timer damage is assigned "seconds" }; }; }; player addEventHandler ["Fired", { if ((_this select 4) isEqualTo "SmokeShellOrange") then { _grenadeObj = (_this select 6); _flare1= "F_40mm_White" createVehicle getPos _grenadeObj; _flare1 attachTo [_grenadeObj,[0,0,0]]; }; }]; While{true} do{ waituntil{ _smokeShell = nearestObject [getPosATL player, "SmokeShellOrange"]; _curPlayerInvulnState = player getVariable ["isAdminInvulnerable", false]; _damageRadius = (_smokeShell distance player); _damageRadius < 8 && velocity _smokeShell isEqualTo [ 0, 0, 0 ] && !_curPlayerInvulnState }; call burnDamage; }; Soo with this, the flare does create, however it floats in the air upon release of grenade and is unlit. ---------- Post added at 10:04 ---------- Previous post was at 09:43 ---------- @austin_medic How exactly do I incorporate that into it. ---------- Post added at 10:52 ---------- Previous post was at 10:04 ---------- private ["_damageRadius", "_smokeShell", "_grenadeObj", "_flare1"]; burnDamage = { switch (true) do // Check if condition is met { case(_damageRadius < 2): // 2.5m {player setDamage (damage player + 0.15); // 15 damage per tick sleep 0.5; // 0.5s Timer damage is assigned "seconds" }; case(_damageRadius < 4): {player setDamage (damage player + 0.10); // 10 damage per tick sleep 1; // 1s Timer damage is assigned "seconds" }; case(_damageRadius < 8): {player setDamage (damage player + 0.05); // 5 damage per tick sleep 2; // 2s Timer damage is assigned "seconds" }; }; }; player addEventHandler ["Fired", { if ((_this select 4) isEqualTo "SmokeShellOrange") then { _grenadeObj = (_this select 6); _flare1= createVehicle ["F_40mm_White" ,_getPosGrenade select 0,_getPosGrenade select 1,_getPosGrenade select 2,[],0,"FLY"]; _flare1 attachTo _grenadeObj; }; }]; While{true} do{ waituntil{ _smokeShell = nearestObject [getPosATL player, "SmokeShellOrange"]; _curPlayerInvulnState = player getVariable ["isAdminInvulnerable", false]; _damageRadius = (_smokeShell distance player); _damageRadius < 8 && velocity _smokeShell isEqualTo [ 0, 0, 0 ] && !_curPlayerInvulnState }; call burnDamage; }; OK I've litterally tried everything I can think of. I got a light point to work... however it just lights up my screen when the grenade is released and never returns. So the light point doesn't attach to the grenade. Any other Ideas?
  15. Server Crashes randomly between the times ov 10pm and 12am These are the logs... I can't figure it out. :( RPT Crash Mods: @Blastcore-A3-Phoenix Extensions: asmdll (.\asmdll.dll) [] [] extDB (.\extDB.dll) [] [] Distribution: 0 Version 1.44.130654 Fault time: 2015/05/15 22:10:19 Fault address: 02036A9C 01:00DE5A9C F:\Games\Arma3\A3Master\arma3server.exe file: frac_v1.1b (__cur_mp) world: stratis Prev. code bytes: 8B 44 8E F4 89 44 8F F4 8B 44 8E F8 89 44 8F F8 Fault code bytes: 8B 44 8E FC 89 44 8F FC 8D 04 8D 00 00 00 00 03 Registers: EAX:00000004 EBX:00000000 ECX:00000001 EDX:00000000 ESI:00000000 EDI:0099B0B0 CS:EIP:0023:02036A9C SS:ESP:002B:0099B060 EBP:00000001 DS:002B ES:002B FS:0053 GS:002B Flags:00210297 ======================================================= note: Minidump has been generated into the file F:\Games\Arma3\A3Master\BattlEye\1\arma3server_2015-05-15_18-00-32.mdmp Minidump: Dump Summary ------------ Dump File: arma3server_2015-05-15_18-00-32.mdmp : C:\Users\Mokey\Desktop\arma3server_2015-05-15_18-00-32.mdmp Last Write Time: 5/15/2015 11:10:21 PM Process Name: arma3server.exe : F:\Games\Arma3\A3Master\arma3server.exe Process Architecture: x86 Exception Code: 0xC0000005 Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access. Heap Information: Not Present System Information ------------------ OS Version: 6.1.7601 CLR Version(s): Modules ------- Module Name Module Path Module Version ----------- ----------- -------------- arma3server.exe F:\Games\Arma3\A3Master\arma3server.exe 1.44.130.654 ntdll.dll C:\Windows\SysWOW64\ntdll.dll 6.1.7601.18839 kernel32.dll C:\Windows\SysWOW64\kernel32.dll 6.1.7601.18839 KERNELBASE.dll C:\Windows\SysWOW64\KERNELBASE.dll 6.1.7601.18839 msimg32.dll C:\Windows\System32\msimg32.dll 6.1.7600.16385 gdi32.dll C:\Windows\SysWOW64\gdi32.dll 6.1.7601.18778 user32.dll C:\Windows\SysWOW64\user32.dll 6.1.7601.17514 advapi32.dll C:\Windows\SysWOW64\advapi32.dll 6.1.7601.18839 msvcrt.dll C:\Windows\SysWOW64\msvcrt.dll 7.0.7601.17744 sechost.dll C:\Windows\SysWOW64\sechost.dll 6.1.7601.18839 rpcrt4.dll C:\Windows\SysWOW64\rpcrt4.dll 6.1.7601.18532 sspicli.dll C:\Windows\SysWOW64\sspicli.dll 6.1.7601.18839 CRYPTBASE.dll C:\Windows\SysWOW64\CRYPTBASE.dll 6.1.7600.16385 lpk.dll C:\Windows\SysWOW64\lpk.dll 6.1.7601.18768 usp10.dll C:\Windows\SysWOW64\usp10.dll 1.626.7601.18454 WindowsCodecs.dll C:\Windows\System32\WindowsCodecs.dll 6.2.9200.17251 ole32.dll C:\Windows\SysWOW64\ole32.dll 6.1.7601.17514 winmm.dll C:\Windows\System32\winmm.dll 6.1.7601.17514 version.dll C:\Windows\System32\version.dll 6.1.7600.16385 IPHLPAPI.DLL C:\Windows\System32\IPHLPAPI.DLL 6.1.7601.17514 nsi.dll C:\Windows\SysWOW64\nsi.dll 6.1.7600.16385 winnsi.dll C:\Windows\System32\winnsi.dll 6.1.7600.16385 PhysX3_x86.dll F:\Games\Arma3\A3Master\PhysX3_x86.dll 3.3.3.0 PhysX3Common_x86.dll F:\Games\Arma3\A3Master\PhysX3Common_x86.dll 3.3.3.0 ws2_32.dll C:\Windows\SysWOW64\ws2_32.dll 6.1.7601.17514 PhysX3Cooking_x86.dll F:\Games\Arma3\A3Master\PhysX3Cooking_x86.dll 3.3.3.0 shell32.dll C:\Windows\SysWOW64\shell32.dll 6.1.7601.18762 shlwapi.dll C:\Windows\SysWOW64\shlwapi.dll 6.1.7601.17514 XAPOFX1_5.dll C:\Windows\System32\XAPOFX1_5.dll 9.29.1962.0 dsound.dll C:\Windows\System32\dsound.dll 6.1.7600.16385 powrprof.dll C:\Windows\System32\powrprof.dll 6.1.7600.16385 setupapi.dll C:\Windows\SysWOW64\setupapi.dll 6.1.7601.17514 cfgmgr32.dll C:\Windows\SysWOW64\cfgmgr32.dll 6.1.7601.17621 oleaut32.dll C:\Windows\SysWOW64\oleaut32.dll 6.1.7601.18679 devobj.dll C:\Windows\SysWOW64\devobj.dll 6.1.7601.17621 X3DAudio1_7.dll C:\Windows\System32\X3DAudio1_7.dll 9.28.1886.0 wsock32.dll C:\Windows\System32\wsock32.dll 6.1.7600.16385 imm32.dll C:\Windows\System32\imm32.dll 6.1.7601.17514 msctf.dll C:\Windows\SysWOW64\msctf.dll 6.1.7601.18731 tbb4malloc_bi.dll F:\Games\Arma3\A3Master\dll\tbb4malloc_bi.dll 4.3.0.0 psapi.dll C:\Windows\SysWOW64\psapi.dll 6.1.7600.16385 secur32.dll C:\Windows\System32\secur32.dll 6.1.7601.18839 profapi.dll C:\Windows\SysWOW64\profapi.dll 6.1.7600.16385 steam_api.dll F:\Games\Arma3\A3Master\steam_api.dll 2.37.91.26 clbcatq.dll C:\Windows\SysWOW64\clbcatq.dll 2001.12.8530.16385 cryptsp.dll C:\Windows\System32\cryptsp.dll 6.1.7601.18741 rsaenh.dll C:\Windows\System32\rsaenh.dll 6.1.7600.16385 riched20.dll C:\Windows\System32\riched20.dll 5.31.23.1230 mswsock.dll C:\Windows\System32\mswsock.dll 6.1.7601.18254 WSHTCPIP.DLL C:\Windows\System32\WSHTCPIP.DLL 6.1.7600.16385 nlaapi.dll C:\Windows\System32\nlaapi.dll 6.1.7601.18685 NapiNSP.dll C:\Windows\System32\NapiNSP.dll 6.1.7600.16385 dnsapi.dll C:\Windows\System32\dnsapi.dll 6.1.7601.17570 winrnr.dll C:\Windows\System32\winrnr.dll 6.1.7600.16385 FWPUCLNT.DLL C:\Windows\System32\FWPUCLNT.DLL 6.1.7601.18283 rasadhlp.dll C:\Windows\System32\rasadhlp.dll 6.1.7600.16385 beserver.dll F:\Games\Arma3\A3Master\battleye\beserver.dll 0.0.0.0 steamclient.dll F:\Games\Arma3\A3Master\steamclient.dll 2.44.19.22 crypt32.dll C:\Windows\SysWOW64\crypt32.dll 6.1.7601.18741 msasn1.dll C:\Windows\SysWOW64\msasn1.dll 6.1.7601.17514 imagehlp.dll C:\Windows\SysWOW64\imagehlp.dll 6.1.7601.18288 tier0_s.dll F:\Games\Arma3\A3Master\tier0_s.dll 2.44.19.22 vstdlib_s.dll F:\Games\Arma3\A3Master\vstdlib_s.dll 2.44.19.22 dhcpcsvc.dll C:\Windows\System32\dhcpcsvc.dll 6.1.7600.16385 Steam.dll C:\Program Files (x86)\Steam\Steam.dll 0.0.0.0 Steam2.dll C:\Program Files (x86)\Steam\Steam2.dll 2.0.2117.156 dbghelp.dll C:\Windows\System32\dbghelp.dll 6.1.7601.17514 CSERHelper.dll C:\Program Files (x86)\Steam\CSERHelper.dll 4.50.0.0 ASMdll.dll F:\Games\Arma3\A3Master\ASMdll.dll 0.0.0.0 msvcr100.dll F:\Games\Arma3\A3Master\msvcr100.dll 10.0.40219.1 extDB.dll F:\Games\Arma3\A3Master\extDB.dll 0.0.0.0 tbbmalloc.dll F:\Games\Arma3\A3Master\tbbmalloc.dll 4.3.2014.1203 wininet.dll C:\Windows\SysWOW64\wininet.dll 11.0.9600.17801 api-ms-win-downlevel-user32-l1-1-0.dll C:\Windows\SysWOW64\api-ms-win-downlevel-user32-l1-1-0.dll 6.2.9200.16492 api-ms-win-downlevel-shlwapi-l1-1-0.dll C:\Windows\SysWOW64\api-ms-win-downlevel-shlwapi-l1-1-0.dll 6.2.9200.16492 api-ms-win-downlevel-version-l1-1-0.dll C:\Windows\SysWOW64\api-ms-win-downlevel-version-l1-1-0.dll 6.2.9200.16492 api-ms-win-downlevel-normaliz-l1-1-0.dll C:\Windows\SysWOW64\api-ms-win-downlevel-normaliz-l1-1-0.dll 6.2.9200.16492 normaliz.dll C:\Windows\SysWOW64\normaliz.dll 6.1.7600.16385 iertutil.dll C:\Windows\SysWOW64\iertutil.dll 11.0.9600.17801 api-ms-win-downlevel-advapi32-l1-1-0.dll C:\Windows\SysWOW64\api-ms-win-downlevel-advapi32-l1-1-0.dll 6.2.9200.16492 userenv.dll C:\Windows\SysWOW64\userenv.dll 6.1.7601.17514 api-ms-win-downlevel-advapi32-l2-1-0.dll C:\Windows\System32\api-ms-win-downlevel-advapi32-l2-1-0.dll 6.2.9200.16492 api-ms-win-downlevel-ole32-l1-1-0.dll C:\Windows\SysWOW64\api-ms-win-downlevel-ole32-l1-1-0.dll 6.2.9200.16492 wship6.dll C:\Windows\System32\wship6.dll 6.1.7600.16385 api-ms-win-downlevel-shlwapi-l2-1-0.dll C:\Windows\System32\api-ms-win-downlevel-shlwapi-l2-1-0.dll 6.2.9200.16492 netprofm.dll C:\Windows\System32\netprofm.dll 6.1.7600.16385 dhcpcsvc6.DLL C:\Windows\System32\dhcpcsvc6.DLL 6.1.7601.17970 urlmon.dll C:\Windows\SysWOW64\urlmon.dll 11.0.9600.17801 RpcRtRemote.dll C:\Windows\System32\RpcRtRemote.dll 6.1.7601.17514 npmproxy.dll C:\Windows\System32\npmproxy.dll 6.1.7600.16385 comctl32.dll C:\Windows\winsxs\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.7601.18807_none_41e554362bd82458\comctl32.dll 6.10.7601.18807 winhttp.dll C:\Windows\System32\winhttp.dll 6.1.7601.17514 webio.dll C:\Windows\System32\webio.dll 6.1.7601.17725 credssp.dll C:\Windows\System32\credssp.dll 6.1.7601.18839 Event Viewer: Faulting application name: arma3server.exe, version: 1.42.130.246, time stamp: 0x55255a4e Faulting module name: arma3server.exe, version: 1.42.130.246, time stamp: 0x55255a4e Exception code: 0xc0000005 Fault offset: 0x00db632c Faulting process id: 0xb6c Faulting application start time: 0x01d0747ddde53b10 Faulting application path: F:\Games\Arma3\A3Master\arma3server.exe Faulting module path: F:\Games\Arma3\A3Master\arma3server.exe Report Id: a9fb1b60-e090-11e4-937f-9fe728986ba0 I've looked up everywhere for a fix and cannot find a single fix anywhere. Any Idea?
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