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Ohayō! Translator's Note: Ohayo means Good morning This mod had some script errors and the vehicle customization updates appeared to have removed the bright red ZSU-39 and purple BTR-K http://www.mediafire.com/file/5jlrbh8wczzi9dj/animemod.7z This should restore the mod to its original glory. Sadly, it appears the PO-30 featuring art from K-ON! was never actually contained within this addon. We can only hope Obin returns some day to grace us with his complete vision.
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Friend of mine getting "Memory could not be written"
terminals replied to BrutalCoding's topic in ARMA 3 - TROUBLESHOOTING
Well it's not exactly a mod, but the reason it has protected scope is BI decided they didn't want it to be exposed by default for whatever reason. All it takes to re-enable them is some modified class names, at least in the old missions. Perhaps it will be more helpful if I provide a direct example. This would only require the A3_Animals_F_Dog "addon" in quotes because it comes with the base game. Here's how a unit placed using the old editor might look in the mission.sqm file. class Item26 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={6897.4248,6.1147871,2397.5857}; azimut=335; id=49; side="CIV"; vehicle="C_man_1"; text="dogman"; leader=1; skill=1; }; }; For some reason I decided this man needed to be a dog instead, so I change the "vehicle" or his model class class Item26 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={6897.4248,6.1147871,2397.5857}; azimut=335; id=49; side="CIV"; vehicle="Fin_random_F"; text="dogman"; leader=1; skill=1; }; }; I then save it. Publish it online for people to play and forget about it. A few years later, BI comes out with an update that changes how maps are made. Someone tries to import it into the new EDEN editor, their game crashes and gives them an 0xC0000005 error and of course the import fails they discover what is causing the problem. After fussing through it for a while they find the fix (Removing the dog vehicle from unit "dogman" (vehicle="Fin_random_F" and replacing it with a different one, or removing the unit entirely)) Looking at the imported file; class Item26 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={2188.5701,5.0014391,2219.269}; }; side="Civilian"; flags=3; class Attributes { name="dogman"; }; id=13; type="C_man_1"; class CustomAttributes { }; }; }; class Attributes { }; id=12; }; So it seems vehicle=<classname> has been replaced with type=<classname> If we try replacing type="C_man_1"; with type="Fin_random_F"; when the mission is loaded arma3.exe crashes with a 0xC000005 error again. -
Friend of mine getting "Memory could not be written"
terminals replied to BrutalCoding's topic in ARMA 3 - TROUBLESHOOTING
Well these aren't really "mods" exactly as they come with the base game, but they just aren't available to be used without some small config modifications. Your friend may want to try deleting the mission files for those servers and get fresh copies, as well as run a steam "Check integrity of game files just to make sure something didn't get screwy in them at some point. I'm also making a more detailed reply, but I thought this sort and to the point suggestion would be helpful in the mean time. -
Hi I was having a similar problem, and so was someone else, and I posted this in their thread. Any chance you can provide more details or your own log files? If you don't know where to find your report files, you can usually type %APPDATA% in the top directory path selection area in my computer or file explorer. It may take you to AppData/Roaming, but the files you are looking for are in AppData/Local They will be in AppData/Local/Arma 3 and should have a date and timestamp on them and end in .rpt. These files can be fairly large, so you may want to host it on an external service, or use the code tag. (Which looks like <> on the forum reply page) like this If you're able to get to ARMA 3's crash notice, it can automatically save a zip file for you that contains this report as well as other information that is helpful when solving these kind of problems. Here's what I did to fix my own problem which sounds similar to yours: Am I correct in assuming that you are getting a 0xC0000005 error code?
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Friend of mine getting "Memory could not be written"
terminals replied to BrutalCoding's topic in ARMA 3 - TROUBLESHOOTING
Was there any sort of consistency to when the crashes happened? I had similar issues when I was trying to import an old 2d editor mission into EDEN. It appeared to be caused by trying to load "protected" (scope 1) class names outside of their scope. In this particular mission, we had a few animals and when I removed them I was able to import the mission into the 3D EDEN editor. I was able to cause the same 0xC0000005 error by renaming the "type" attribute of one of the units to the class names I removed before. For example, I removed the units with attribute: vehicle="Fin_random_F (dogs) and that solved the problem. The 2D editor was able to handle the mission fine, and the mission loaded fine in the actual game, but I can't remember if the animals were there for sure or not. I noticed in your posted report files that it appears to be loading references to the animal class names, so you might be having the same problem as me. I found Turtle_F, Rabbit_F and Dog_F at least when trying to load the mission "grandtheftarma_live_s1" on Altis As you can see in this listing, all the animals have a scope of ("1") https://community.bistudio.com/wiki/Arma_3_CfgVehicles_CIV Here's some details on scope and how it is handled in ARMA. https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#scope I would remove those animals from the mission and see if that helps. I believe this exception being thrown is intended by design, but I don't believe EDEN has "graceful" handling for it that would just prevent the mission from being loaded/imported so it terminates the whole program -
I saw this at the top of your log and wondered if you have the mod command line argument in but without any mods. I don't think that should cause problems, but I can't say for sure. Also you might want to consider adding the arguments -skipintro -noland -showScriptErrors -nosplash in case there's some kind of problem with the map it's trying to load for the menu background.