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Rick0Shay

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  1. Rick0Shay

    Cant connect to Servers

    The Argo disconnect BattleEye service - game restart error can be fixed like this. It seems the issue relates to 32 and 64 bit versions of Argo and Arma 3 games and BE service registration. First uninstall BE for Arma3 by going here : C:\Program Files (x86)\Steam\steamapps\common\Arma 3\BattlEye and clicking on Uninstall_BattlEye.bat Once uninstalled go here and do the same for Argo C:\Program Files (x86)\Steam\steamapps\common\Project Argo (Prototype)\BattlEye run Uninstall_BattlEye.bat Now go here C:\Program Files (x86)\Steam\steamapps\common\Project Argo (Prototype) and start Argo with argobattleye.exe - it will install BE and you will then be able to play the game without being kicked out. Exit Argo and go to Steam library - Argo should now work fine via Steam link. You can then start Arma3 and it will install BE service - the problem will then be resolved for both games.
  2. The Argo disconnect BattleEye service - game restart error can be fixed like this. It seems the issue relates to 32 and 64 bit versions of Argo and Arma 3 games and BE service registration. First uninstall BE for Arma3 by going here : C:\Program Files (x86)\Steam\steamapps\common\Arma 3\BattlEye and clicking on Uninstall_BattlEye.bat Once uninstalled go here and do the same for Argo C:\Program Files (x86)\Steam\steamapps\common\Project Argo (Prototype)\BattlEye run Uninstall_BattlEye.bat Now go here C:\Program Files (x86)\Steam\steamapps\common\Project Argo (Prototype) and start Argo with argobattleye.exe - it will install BE and you will then be able to play the game without being kicked out. Exit Argo and go to Steam library - Argo will now work fine via Steam link. You can then start Arma3 and it will install BE service - the problem will then be resolved for both games.
  3. The Argo disconnect BattleEye service - game restart error can be fixed like this. It seems the issue relates to 32 and 64 bit versions of Argo and Arma 3 games and BE service registration. First uninstall BE for Arma3 by going here : C:\Program Files (x86)\Steam\steamapps\common\Arma 3\BattlEye and clicking on Uninstall_BattlEye.bat Once uninstalled go here and do the same for Argo C:\Program Files (x86)\Steam\steamapps\common\Project Argo (Prototype)\BattlEye run Uninstall_BattlEye.bat Now go here C:\Program Files (x86)\Steam\steamapps\common\Project Argo (Prototype) and start Argo with argobattleye.exe - it will install BE and you will then be able to play the game without being kicked out. Exit Argo and go to Steam library - Argo will now work fine via Steam link. You can then start Arma3 and it will install BE service - the problem will then be resolved for both games.
  4. Firstly thank you the brilliant IFA3! With latest release (Preview v16 hotfix 2) there appears to be a significant difference between TOD lighting set in Eden editor and saved missions with the previous IFA3 release. Missions now seem a lot lighter - as if TOD has changed. Not sure if this is intentional or not. Playing with the time and date sliders also produces some strange lighting issues when moving from one month to the next and dawn and daylight. The daylight setting seems to go full open at 3.30 in the morning in some months. This is obviously unrealistic and also the change is far too rapid. This may sound like a minor issue but it completely changes mission setting / feel and in some cases breaks a mission. After some more investigation - it seems the lighting issue is related to changes in weather effects in IFA3 latest release. There appears to be a problem with IFA3 overcast/ cloud cover settings / general weather effects and related lighting.
  5. Rick0Shay

    Removing Bushes and Trees

    Remove all fallen trees in area Note: fallen trees are not dead and do not trigger with !alive treeobject. A simple solution to clear all fallen trees (damage == 1) in an area 500 units in example below - is to drop a logic down and on it's init put : trees = nearestTerrainObjects [this, ["TREE". "SMALL TREE" "BUSH"], 500]; Then run a trigger, cond = true {if (damage _x ==1) then {hideobject _x}} foreach trees; To remove all trees in area 40 units in diameter near logic called logic1: { _x hideObjectGlobal true } foreach (nearestTerrainObjects [logic1,["TREE", "SMALL TREE", "BUSH"],40]);
  6. Rick0Shay

    Detecting trees?

    @teeend3r - yep your logical suggestion worked - thanks. The solution turned out to be simple and trees like other terrainobjects sustain damage (as expected) they however don't trigger when dead - !alive but do when damage ==1 or partial. Also the tree collision hull is removed from the object when damage ==1 presumably to prevent AI pathing issues. AI appear to be able to see and shoot through fallen trees. So a very simple solution to clear all fallen trees (damage ==1) in an area is to drop a logic down and on it's init put : trees = nearestTerrainObjects [this, ["TREE". "SMALL TREE" "BUSH"], 500]; Then run a trigger, cond = true {if (damage _x ==1) then {hideobject _x}} foreach trees; I tried to script it but that got a little tricky and I ended up being stumped (excuse the pun) when processing the object array. Perhaps someone with better array knowledge could write something that's more elegant than a simple trigger / logic combo. Also maybe slowly sinking the tree below the surface would be less dramatic than sudden removal. The trees made no noise when removed even though I was there at the time - virtually speaking.
  7. Rick0Shay

    Detecting trees?

    Ok here's a challenge. How to remove fallen trees (terrain object)? Tree (terrain object) does not change ATL/ASL position on the map when it falls. So how to detect fallen tree? And yes I was there when it fell so I can confirm it made a noise. :wacko:
  8. IF3 is such an incredible mod. Very talented people! Thank you. I recently had a weird issue with a mission I made for IF3 Lite. I built the mission in Eden - it worked fine in SP/MP testing - I then exported to SW. However a few days later I tried to open the mission file in the editor to make some changes - but I'm getting a missing content error: LIB_Megagoth1702_Sounds_us_rifle_m1garand. My IF3 Lite mod is via SW subscription - so it's up to date and I've done a repair on it in case it was corrupt. Any idea what could cause this error and when it might be fixed - I assume it's some incorrectly configured asset I loaded into a units loadout?
  9. Rick0Shay

    Sectors causing crashes?

    Yep I've had the same issue - it seems to have something to do with copy and pasting an existing sector rather than adding a new clean one. At least that seems to initially create the problem. However deleting the old sector and putting down a clean sector module doesn't always solve the lockup problem. I've just deleted all sectors and dropped dragged in 9 clean sectors - I synched them up to areas and triggers and unlocks and triggers that are synched to the next sector and i66t locked Arma3 on the loading screen after sector 1 was captured. So I'm stumped. I'll do some more experimenting and report anything I discover. After lots of testing it seems the only way to reliably stop sequential sectors crashing or freezing Arma3 is to disable simulation on all sectors and then enable them one at a time via the trigger synched to the unlock logic. The first sector can obviously be unlocked and enabled via a trigger or other means. If there are more than 6 or 7 sequentially unlocked sectors their icons do not appear correctly on the sector list top RHS instead only 3 or 4 icons appear. If you delete the sector control module the freeze up mentioned above is less likely to happen with sequential sector unlock. Sectors that are all enabled at mission start i.e. non sequential seem to behave without problem. Would be great if BIS could bring back their bug tracker. This forum reporting process doesn't really work.
  10. A simple solution which seems to work at least for most buildings is to just put a logic down on each house you want to destroy and in the logic init put: dobject = getpos this nearestObject "house"; dobject setDamage 1; You don't need to name the logic you can just copy and paste the logic onto every building you want to destroy. You may need to put a few down on some buildings with multiple 'parts'. In cases where the building is unknown type do this. Drop down a unit and in units init put: null= [] spawn {while {true} do { hint format ["%1",cursortarget] ;sleep 0.2}} Now right click on character and select play as character. Point at the object and the type will be hinted on screen. Or go to http://www.sirlondon.net/arma3/library.phpto get most building names. Then once you have the specific building name simply replace 'house' with that name: i.e. in logic put : dobject = getpos this nearestObject "Land_Dome_Big_F"; dobject setdamage 1; That would take down the big white military industrial dome for example.
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