Catriix
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crash [Solved] Steam authentication failed
Catriix replied to Catriix's topic in ARMA 3 - TROUBLESHOOTING
Okay we found the issue. His profile files were on read only. No idea how they got to this setting but now that he changed them to read and write everything works fine.- 9 replies
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- authentication
- steam
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Catriix started following The ModuleEffectsFire_F module (Script) and [Solved] Steam authentication failed
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Hello fine folks, I've got a friend who's getting kicked with the error Steam authentication failed with the following lines in the .rpt: Version 1.98.146373 Fault time: 2020/08/24 21:55:45 Fault address: 8000A90E 00:8000A90E Unknown module file: OUR_Mission (__CUR_MP) world: Malden Prev. code bytes: 00 00 48 8B 17 EB 5D 4C 8B 42 58 4D 85 C0 74 0E Fault code bytes: 49 8B 00 48 89 42 58 66 44 01 6A 74 EB 2E 4C 8B He already reinstalled steam, arma 3, launched without mods. We just checked his router settings and firewall plus his windows firewall. We have quite some guys with IT background in our clan but are running out of ideas. Have any of you encountered a similar issue? What more files can I provide to help sort this out? Thank you in advance,
- 9 replies
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- authentication
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The ModuleEffectsFire_F module (Script)
Catriix replied to Catriix's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Found it myself, just had to add : {if (typeOf _x == "#particlesource") then {deleteVehicle _x}} forEach (_myLogicObject nearObjects 5); deleteVehicle _myLogicObject; -
The ModuleEffectsFire_F module (Script)
Catriix posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everybody, Today I am requesting your assistance to help me put out the fire made with the ModuleEffectsFire_F module. Here is my code : fn_fire.sqf CA_fnc_startFire = { private["_check","_pos"]; _random = random 2; _site = ["marker_0","marker_1","marker_2"] select _random; _pos = getMarkerPos "marker_0"; _logicCenter = createCenter sideLogic; _logicGroup = createGroup _logicCenter; _myLogicObject = _logicGroup createUnit ["ModuleEffectsFire_F", _pos, [], 0, "NONE"]; _myLogicObject setVariable ["ColorRed",0.5,true]; _myLogicObject setVariable ["ColorGreen",0.5,true]; _myLogicObject setVariable ["ColorBlue",0.5,true]; _myLogicObject setVariable ["Timeout",5,true]; _myLogicObject setVariable ["ParticleLifeTime",0.6,true]; _myLogicObject setVariable ["ParticleDensity",25,true]; _myLogicObject setVariable ["ParticleSize",3,true]; _myLogicObject setVariable ["ParticleSpeed",3,true]; _myLogicObject setVariable ["EffectSize",10,true]; _myLogicObject setVariable ["ParticleOrientation",0,true]; _myLogicObject setVariable ["FireDamage",1,true]; hint "Un feu s´est déclenché!"; _marker = createMarker ["YourMarker", position player ]; "YourMarker" setMarkerType "pop_bomberos_Icon"; "YourMarker" setMarkerSize [1, 1]; "YourMarker" setMarkerDir 0.93884; "YourMarker" setMarkerText "Incendie"; "YourMarker" setMarkerColor "ColorRed"; "YourMarker" setMarkerPos _pos; sleep 5; // missing code here :| }; So basically what I want is : Start a fire with an event, and then make an event end it when this happens. I don´t want the effect to stop after a given period of time, but after someone uses a fire extinguisher (I will sort out how to do this). For now I just neec your advice how to put this fire out. Thank you guys! P.S : I´m not english so please excuse my english level. :)