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Showing results for tags 'error'.
Found 183 results
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[TB] "Buldozer may not work" Error message since recent updates
Vectif posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Hello there! I've been recently having this issue with Buldozer and I haven't been able to find a fix, so I come here to ask if anyone could help out or knows anything about this. I've already tried to re-extract my Game Data and updated everything. I hadn't used Terrain Builder in like two weeks since I took a little break, and didn't touch anything. Yesterday I wanted to get working again, and whenever I open up Terrain Builder, I get this message which doesn't allow me to proceed and keep working on my terrain/map project. I hope we can come across a fix for this since I'd love to keep working on my project! Thanks you for your time, below here I'll paste the error message: Once again, thanks you for your time and hope we'll find a solution together! Kindest regards- 8 replies
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- terrain builder error
- error
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Linux server not loading mods correctly (unable to use modded vehicles)
deiaros posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
So, I recently purchased a dedicated Arma 3 server, the server is running on Linux, and runs vanilla Arma 3 without any problems. I decided to test out some mods, that I plan to use on the server, at first the mods would'n load correctly and I ended up changing the .pbo files in the addons folder for each mod to all lowercase names, this fixed the loading problems and the mods seemed to load. Once I joined the server I noticed that some of the vehicle from certain mods wouldn't show up in Zeus, missions with these vehicles in them wouldn't load either, the main mod in question is "CUP Vehicles" and "CUP Units". On the other hand i'm able to use modded weapons on the server and i'm able to place "CUP Terrain" Objects through Zeus. Server Log: http://pastebin.com/bdH4L24U -
Steam Arma 3 - Workshop Content downlad error/issue
kMaN175 posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Steam is trying to download something from ArmA 3 - Workshop Content, but the file size reads 0 bytes and it flashes on/off really fast. I have to hit the pause button to get it to stop. It all started when I unsubscribed to a VSM mod. I have subscribed to said VSM mod, I have cleared my cache, I have unsubscribed to all mods and subscribed to them again. I've verified game files, and so far nothing has worked. I've googled the issue, read forums, and tried the fixes that I've read about. I don't have McAffee AV so that is not the issue. Anyone know what is going on and what the fix might be? -
setWaypointStatements is ruining my day...
fernandolvferreira posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So, I've been trying to script some waypoints for some teams... The problem is, I'm trying to script a condition into the waypoint, so the unit will only move after the condition has been fulfilled... The units should only move after a unit called TriggerAttack is dead, so I though "EASY!, (!alive TriggerAttack) should do the trick..." This is what I scripted: _wp = _group_east_3 addWaypoint[[3920.5579, 4488.0127, 0], 0, 1]; [_group_east_3, 1] setWaypointBehaviour "UNCHANGED"; [_group_east_3, 1] setWaypointCombatMode "NO CHANGE"; [_group_east_3, 1] setWaypointCompletionRadius 0; [_group_east_3, 1] setWaypointFormation "NO CHANGE"; [_group_east_3, 1] setWaypointSpeed "UNCHANGED"; [_group_east_3, 1] setWaypointStatements[""!alive triggerAttack;"", ""]; Now... As some of you guys might know, it didn't work... This is what I'm getting in the .RPT file: Please... Help me... I'm going nuts and my wife is threatening to divorce me if I don't finish this thing and go to bed... Thanks a lot!- 1 reply
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- setwaypointstatements
- waypoints
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Making script to test if inputted text is a number not text
hard5c0p3k1ng posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
_moni=_this select 0; _good=false; _max=true; { if(_x==0) or (_x==1) or (_x==2) or (_x==3) or (_x==4) or (_x==5) or (_x==6) or (_x==7) or (_x==8) or (_x==9) then { } else { _max=false; }; }forEach _moni; if(_max)then { _good=true; } else { _good=false; }; if(_good)then { if (!isNil "life_no_injection") then { life_no_injection = true; }; life_cash = life_cash + _moni; if (!isNil "life_no_injection") then { life_no_injection = false; }; Hint format ["$%1 has been added to your inventory", (_moni)]; } else { Hint format ["%1 is not valid", (_moni)]; }; Calling the code with this: //assume ctrlText 13 is valid (it is I tested it, the sqf calls the value perfectly fine class myClass: RscButton { idc = 1; action = "_nil=[ctrlText 13]ExecVM ""money.sqf"""; text = "OK"; //--- ToDo: Localize; x = 0.402031 * safezoneW + safezoneX; y = 0.214017 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.0549967 * safezoneH; colorBackground[] = {-1,-1,-1,0.3}; }; It has to be a simple mistake, I know c++ a form of this works (string is an array of chars) but idk if it is valid for arma 3. -
retexture Cannot create uniform error [SOLVED]
Colonel Malashenko posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Tried to make a retexture of IFA3 lite uniform, but found this mistake. For the one time I even managed to "fix" it, but when I picked my uniform in Arsenal, i've got nothing, model didn't work, but as a skin it works properly I've looked through forums but found nothing useful, could someome help me with this? Here is my code class CfgWeapons { class Uniform_Base; // External class reference class UniformItem; // External class reference class U_KOG_General_uniform : Uniform_Base { author = "AWAR & Joarius"; scope = public; displayName = "New Uniform" model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; hiddenSelections[] = {"camo", "e_st_leut"}; hiddenSelectionsTextures[] = {"\PersonalArmy\data\kog_colonel_co.paa", "\PersonalArmy\data\kog_colonel_co.paa"}; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "KOG_General_uniform"; mass = 20; armor = 0; containerClass = "Supply30"; }; }; }; class CfgVehicles { class LIB_GER_lieutenant; // External class reference class LIB_GER_recruit; class KOG_General: LIB_GER_lieutenant //Unit Class name: Class getting info from { side = 1; //Blufor faction = "BOL_FACTION"; //Your Faction vehicleclass = "BOL_Units"; //Unit Group author = "Warlord Malashenko"; _generalMacro = "BOL_Colonel"; //Class Name scope = 2; displayName = "General"; //In-Game Name weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {}; respawnMagazines[] = {}; cost = 300000; threat[] = {1,0.7,0.3}; linkedItems[] = {}; respawnLinkedItems[] = {}; uniformClass = "U_KOG_General_uniform"; //uniform you are using hiddenSelections[] = {"camo", "e_st_leut"}; hiddenSelectionsTextures[] = {"\PersonalArmy\data\kog_colonel_co.paa", "\PersonalArmy\data\kog_colonel_co.paa"}; camouflage = 1.0; }; }; -
Everytime i try to load my terrain ingame I get the following error: Picture This is my config Here are my sampling settings I also don't have any objects placed at all on the terrain, which is weird. If anyone has any idea on how to fix this, please let me know. :)
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Type Number, expected Control: error
lawman_actual posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to set a checkbox as unchecked, but I get the error stating "type, number. Expected, control" I've checked the control idc and it matches what i've typed in the script...so I don't know how to get that "number" recognised as an idc. {_x ctrlSetChecked false;} forEach [2801,2802,2803]; I've also had a similar thing before where I was storing group names in an array, but was later unable to issue a command using that recalled group name because it was a "string" as opposed to a "group", even though tests showed that the group name matched the string exactly. Thanks, Law -
[Solved] Is anything wrong with these two scripts?
Neviothr posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to use DAC and whenever I preview the mission I created in the editor, I get the following error (taken from .rpt): And yes I've posted this issue in DAC's thread, but no answer there so far. I've narrowed it down to dac_find_wplog.sqf and dac_find_polylog.sqf, which both have (what I assume is) the problematic code. DAC_find_wplog.sqf: DAC_find_polylog.sqf: Thank you in advance. -
When i launch the game i get the following errors Exception Processing Message -xc000007b Parameters 0x7ff90fc41d28 0xc000012f 0x7ff90fc41d28 bad image 0xC000012F - STATUS_INVALID_IMAGE_NOT_MZ I've tried updating directX, i've reinstalled the game, i've also looked at Dependency Walker, which gives about 20 dx files i think not found. Please Help
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Global variable - Undefined variable in expression
draoth posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone! I'm pretty new to scripting in Arma, so i hope someone can help me out. I've created a script that makes a global variable grow when a unit spawns. it worked great in singleplayer but when i tested it in multiplayer, it suddenly threw this error. Undefined variable in expression: participants So now i'm asking myself, what did i do wrong? init.sqf participants = 0; code when unit spawns participants = participants + 1; -
Hello, I've recently started to try and learn how to create my own things for Arma (so it could be something realliy stupid :P), but I'm now running into a problem where it gives an error saying "Cannot Open Object" followed by the path to the .p3d file In the config.cpp when I try to spawn it in in the editor in arma 3. I'll try to give as much info as I can. When trying to find out what's causing this I've eventually tried just getting a box in game and it still gives the same error. In my rpt it also says: 13:51:57 Warning Message: Cannot open object jsd_test\jsd_test_box.p3d 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape Which I don't understand as the box does have a visual LOD and a geometry LOD, and the object does show properly in object builder and bulldozer. my config.cpp: class CfgPatches { class JSD_Test_Box { units[] = { "JSD_Test_Box" }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Static; class JSD_Test_Box : Static { scope = 2; model = "\JSD_Test\JSD_Test_Box.p3d"; displayName = "JSD Box"; editorCategory = "EdCat_Things"; editorSubcategory = "EdSubcat_Default"; }; }; I've uploaded the .p3d as well: https://mega.nz/#!q9hzXJoA the .pbo: https://mega.nz/#!GgJh2Qzb My addon builder settings, unsure if it'd help: http://imgur.com/IDN5e7v The way I've created the box is in blender (with that blender toolbox thing), set it to the custom LOD and export as a .p3d. Then open it in object builder, copy the box into a geometry LOD, use Structure > Topology > Find Components. I hope I've given enough information to be able to work this out, as said earlier I am very new to this so it might be an extremely stupid thing. Thanks in advance for any help.
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I try to import helicopter from arma 2 to arma 3,after fixing model i try to pack addon and i have error some input after end of file. Any ideas? My config.cpp class CfgPatches { class yup_US_Navy_hh60j { units = {"yup_HH60J"}; requiredAddons = {"CACharacters", "CACharacters2", "CAWeapons", "yup_uscg_pilots"}; }; }; class CfgMovesBasic { /*extern*/ class DefaultDie; /*extern*/ class Actions; class ManActions { UH60_Pilot = "UH60_Pilot"; UH60_Gunner = "UH60_Gunner"; UH60_Cargo01 = "UH60_Cargo01"; UH60_Cargo02 = "UH60_Cargo02"; }; }; class CfgFactionClasses { class USCoastGuard { displayName = "US Coast Guard"; priority = 1; side = 1; }; }; class CfgAmmo { /*extern*/ class MissileBase; class yup_JayhawkFueltankAmmo: MissileBase { hit = 1; indirectHit = 1; indirectHitRange = 1; typicalSpeed = 10; cost = 100; deflecting = 1; airLock = 0; model = "\hh60j\fueltank_j"; proxyShape = "\hh60j\fueltank_j"; }; class yup_EmptyAmmo: MissileBase { hit = 1; indirectHit = 1; indirectHitRange = 1; typicalSpeed = 10; cost = 100; deflecting = 1; airLock = 0; model = "\hh60j\empty"; proxyShape = "\hh60j\empty"; }; class yup_fakeAmmo: MissileBase { airLock = 0; hit = 1; indirectHit = 1; indirectHitRange = 1; typicalSpeed = 10; maxSpeed = 10; cost = 100; effectsMissile = "NoEffect"; muzzleEffect = "NoEffect"; CraterEffects = "NoEffect"; explosionEffects = "NoEffect"; explosive = 0; deflecting = 1; model = ""; proxyShape = ""; }; }; class CfgMagazines { /*extern*/ class Default; class CA_Magazine: Default { }; class VehicleMagazine: CA_Magazine { }; class yup_1Rnd_JayhawkFueltank: VehicleMagazine { scope = 2; displayName = "Fueltank"; ammo = "yup_JayhawkFueltankAmmo"; count = 1; }; class yup_2Rnd_JayhawkFueltank: yup_1Rnd_JayhawkFueltank { count = 2; }; class yup_3Rnd_JayhawkFueltank: yup_1Rnd_JayhawkFueltank { count = 3; }; class yup_1Rnd_Empty: VehicleMagazine { scope = 2; displayName = "Empty"; ammo = "yup_EmptyAmmo"; count = 1; }; class yup_2Rnd_Empty: yup_1Rnd_Empty { count = 2; }; class yup_3Rnd_Empty: yup_1Rnd_Empty { count = 3; }; class yup_fakeMagazine: VehicleMagazine { scope = 2; displayName = ""; ammo = "yup_fakeAmmo"; count = 1; }; }; class CfgWeapons { /*extern*/ class Default; /*extern*/ class CannonCore; /*extern*/ class HellfireLauncher; class yup_fakeWeapon: HellfireLauncher { cursorAim = "\ca\Weapons\Data\clear_empty"; autoFire = 0; initSpeed = 1; displayName = ""; minRange = 300; minRangeProbab = 0.980000; midRange = 2000; midRangeProbab = 0.980000; maxRange = 4500; maxRangeProbab = 0.900000; sound = {"", 17.782801, 1}; magazines = {"yup_fakeMagazine"}; }; }; class CfgVehicles { /*extern*/ class All; class AllVehicles: All { class NewTurret { }; }; class Air: AllVehicles { }; class Helicopter: Air { class Turrets { class MainTurret: NewTurret { /*extern*/ class viewOptics; }; }; /*extern*/ class AnimationSources; }; class yup_HH60J: Helicopter { scope = 2; vehicleclass = "Air"; model = "\hh60j\hh60j"; displayname = "HH-60J Jayhawk"; mapSize = 17; picture = "\hh60j\ico\HH_60J_CA.paa"; Icon = "\hh60j\ico\icomap_HH60J_CA.paa"; crew = "yup_uscg_Pilot"; side = 1; faction = "USCoastGuard"; nameSound = "blackhawk"; maxSpeed = 270; accuracy = 0.300000; armor = 30; damageResistance = 0.002420; cost = 10000000; class MarkerLights { class RedStill { name = "cerveny pozicni"; color = {0.200000, 0.020000, 0.020000, 1}; ambient = {0.300000, 0.030000, 0.030000, 1}; brightness = 0.005000; blinking = 0; }; class BlueStill { name = "siniy pozicni"; color = {0.020000, 0.100000, 0.200000, 1}; ambient = {0.030000, 0.150000, 0.300000, 1}; brightness = 0.005000; blinking = 0; }; class WhiteStill { name = "bily pozicni"; color = {0.200000, 0.200000, 0.200000, 1}; ambient = {0.030000, 0.030000, 0.030000, 1}; brightness = 0.005000; blinking = 0; }; class WhiteBlinking { name = "bily pozicni blik"; color = {1.000000, 1.000000, 1.000000, 1}; ambient = {0.200000, 0.200000, 0.200000, 1}; brightness = 0.010000; blinking = 1; }; class RedBlinking { name = "cerveny pozicni blik"; color = {1.000000, 0.050000, 0.050000, 1}; ambient = {0.200000, 0.020000, 0.020000, 1}; brightness = 0.010000; blinking = 1; }; }; class HitPoints { class HitHull { armor = 1; material = 51; name = "NEtrup"; visual = "trup"; passThrough = 1; }; class HitEngine { armor = 0.250000; material = 51; name = "motor"; visual = "motor"; passThrough = 1; }; class HitAvionics { armor = 0.150000; material = 51; name = "elektronika"; visual = "elektronika"; passThrough = 1; }; class HitVRotor { armor = 0.300000; material = 51; name = "tail_blades"; visual = "mala vrtule staticka"; passThrough = 0; }; class HitHRotor { armor = 0.200000; material = 51; name = "velka vrtule"; visual = "velka vrtule staticka"; passThrough = 0; }; }; mainRotorSpeed = -1; memoryPointLMissile = "Missile_1"; memoryPointRMissile = "Missile_2"; soundGetIn = {"\ca\Sound\Air\Noises\heli_door_01", 0.316228, 1}; soundGetOut = {"\ca\Sound\Air\Noises\heli_door_01", 0.316228, 1, 30}; soundEnviron = {"", 0.031623, 1.000000}; soundDammage = {"\ca\Air\Data\Sound\alarm_loop1", 0.001000, 1}; soundEngineOnInt = {"ca\sounds\Air\UH1Y\int\int-start-final", 0.100000, 1.000000}; soundEngineOnExt = {"ca\sounds\Air\UH1Y\ext\ext-motor-start", 1.000000, 1.000000, 800}; soundEngineOffInt = {"ca\sounds\Air\UH1Y\int\int-stop-final", 0.100000, 1.000000}; soundEngineOffExt = {"ca\sounds\Air\UH1Y\ext\ext-motor-stop", 1.000000, 1.000000, 800}; class Sounds { class Engine { sound = {"ca\sounds\air\uh1y\ext\ext-fly-mode2", 2.511886, 1.000000, 900}; frequency = "rotorSpeed"; volume = "camPos*((rotorSpeed-0.72)*4)"; }; class RotorLowOut { sound = {"ca\sounds\air\uh1y\int\int-rotor-single5b", 2.511886, 1.000000, 1400}; frequency = "rotorSpeed"; volume = "camPos*(0 max (rotorSpeed-0.1))"; cone = {1.600000, 3.140000, 2.000000, 0.500000}; }; class RotorHighOut { sound = {"ca\sounds\air\uh1y\int\int-rotor-single5a", 2.511886, 1.000000, 1600}; frequency = "rotorSpeed"; volume = "camPos*10*(0 max (rotorThrust-0.9))"; cone = {1.600000, 3.140000, 2.000000, 0.500000}; }; class EngineIn { sound = {"ca\sounds\air\uh1y\int\int-fly-mode7", 3.162278, 1.000000}; frequency = "rotorSpeed"; volume = "(1-camPos)*((rotorSpeed-0.75)*4)"; }; class RotorLowIn { sound = {"ca\sounds\air\uh1y\int\int-rotor-single5b", 3.162278, 1.000000}; frequency = "rotorSpeed"; volume = "2*(1-camPos)*((rotorSpeed factor[0.3, 1.1]) min (rotorSpeed factor[1.1, 0.3]))"; }; class RotorHighIn { sound = {"ca\sounds\air\uh1y\int\int-rotor-single5a", 3.162278, 1.000000}; frequency = "rotorSpeed"; volume = "(1-camPos)*3*(rotorThrust-0.9)"; }; }; driverInAction = "UH60_Pilot"; driverAction = "UH60_Pilot"; cargoAction = {"UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02"}; transportSoldier = 8; driverCompartments = "Compartment1"; cargoCompartments = {"Compartment1"}; radarType = 4; LockDetectionSystem = 8; IncommingMisslieDetectionSystem = 16; Driverhasflares = "True"; weapons = {}; magazines = {}; memoryPointCM = {"flare_launcher_1", "flare_launcher_2"}; memoryPointCMDir = {"flare_launcher_1_dir", "flare_launcher_2_dir"}; enableSweep = 0; supplyRadius = 2.500000; initCargoAngleY = 10; minCargoAngleY = -60; maxCargoAngleY = 120; type = 2; threat = {0.300000, 1, 0.400000}; typicalCargo = {"SoldierWPilot", "SoldierWPilot", "SoldierWAT", "SoldierWAT"}; transportMaxMagazines = 150; transportMaxWeapons = 30; forceHideDriver = 1; castDriverShadow = 0; castCargoShadow = 0; dustEffect = "HeliDust"; waterEffect = "HeliWater"; class Library { libTextDesc = "$STR_POPIS"; }; class Damage { tex = {}; mat = {"hh60j\t\glasses.rvmat", "hh60j\t\uh60_skla_damage.rvmat", "hh60j\t\uh60_skla_damage.rvmat", "hh60j\t\hh60j01.rvmat", "hh60j\t\hh60j01_damage.rvmat", "hh60j\t\hh60j01_destruct.rvmat", "hh60j\t\hh60j02.rvmat", "hh60j\t\hh60j02_damage.rvmat", "hh60j\t\hh60j02_destruct.rvmat", "hh60j\t\hh60j03.rvmat", "hh60j\t\hh60j03_damage.rvmat", "hh60j\t\hh60j03_destruct.rvmat", "hh60j\t\hh60j04.rvmat", "hh60j\t\hh60j04_damage.rvmat", "hh60j\t\hh60j04_destruct.rvmat", "hh60j\t\hh60j05.rvmat", "hh60j\t\hh60j05_damage.rvmat", "hh60j\t\hh60j05_destruct.rvmat", "hh60j\t\hh60j06.rvmat", "hh60j\t\hh60j06_damage.rvmat", "hh60j\t\hh60j06_destruct.rvmat", "hh60j\t\rotorJ.rvmat", "hh60j\t\rotorJ_damage.rvmat", "hh60j\t\rotorJ_destruct.rvmat", "hh60j\t\intJ_1.rvmat", "hh60j\t\intJ_1.rvmat", "hh60j\t\intJ_1_destruct.rvmat", "hh60j\t\intJ_2.rvmat", "hh60j\t\intJ_2.rvmat", "hh60j\t\intJ_2_destruct.rvmat", "hh60j\t\intJ_3.rvmat", "hh60j\t\intJ_3.rvmat", "hh60j\t\intJ_3_destruct.rvmat", "hh60j\t\intJ_6.rvmat", "hh60j\t\intJ_6.rvmat", "hh60j\t\intJ_6_destruct.rvmat", "hh60j\t\bkabine.rvmat", "hh60j\t\bkabine_damage.rvmat", "hh60j\t\bkabine_destruct.rvmat", "hh60j\t\panelF.rvmat", "hh60j\t\panelF.rvmat", "hh60j\t\panelF_destruct.rvmat", "hh60j\t\panel2F.rvmat", "hh60j\t\panel2F.rvmat", "hh60j\t\panel2F_destruct.rvmat", "hh60j\t\panel3B.rvmat", "hh60j\t\panel3B.rvmat", "hh60j\t\panel3B_destruct.rvmat", "hh60j\t\panelF_low.rvmat", "hh60j\t\panelF_low.rvmat", "hh60j\t\panelF_low_destruct.rvmat", "hh60j\t\navy_seat.rvmat", "hh60j\t\navy_seat.rvmat", "hh60j\t\navy_seat_destruct.rvmat"}; }; class Turrets: Turrets { class MainTurret: MainTurret { body = "flir_turret"; gun = "flir"; minElev = -60; maxElev = 110; initElev = -60; minTurn = -180; maxTurn = 180; initTurn = 0; soundServo = {"", 0.010000, 1.000000}; gunBeg = "gun"; gunEnd = "gunnerview"; weapons = {"yup_fakeWeapon"}; magazines = {"yup_2Rnd_JayhawkFueltank"}; gunnerName = "copilot"; gunnerOpticsModel = "\ca\air\optika_AH1Z"; gunnerOutOpticsShowCursor = 0; gunnerOpticsShowCursor = 0; gunnerAction = "UH60_Pilot"; gunnerInAction = "UH60_Pilot"; gunnerCanSee = 31; radarType = 4; primaryGunner = 1; commanding = -1; stabilizedInAxes = "StabilizedInAxesBoth"; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.420000; minFov = 0.022000; maxFov = 0.940000; }; outGunnerMayFire = 1; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; memoryPointGun = "gun"; memoryPointGunnerOptics = "gunnerview"; castGunnerShadow = 1; viewGunnerShadow = 0; gunnerForceOptics = 0; lockWhenDriverOut = 0; }; }; class AnimationSources { class HoistHide { source = "user"; animPeriod = 0; initPhase = 0; }; class MovePilotDoor { source = "user"; animPeriod = 1; initPhase = 0; }; class MoveCopilotDoor { source = "user"; animPeriod = 1; initPhase = 0; }; class MoveCargoDoor { source = "user"; animPeriod = 1; initPhase = 0; }; class Move2nd_windowDoor { source = "user"; animPeriod = 1; initPhase = 0; }; class Move1st_windowDoor { source = "user"; animPeriod = 1; initPhase = 0; }; class MoveLeftElevator { source = "user"; animPeriod = 4; initPhase = 0; }; class MoveRightElevator { source = "user"; animPeriod = 4; initPhase = 0; }; class MoveBlade1 { source = "user"; animPeriod = 5; initPhase = 0; }; class MoveBlade2 { source = "user"; animPeriod = 15; initPhase = 0; }; class MoveBlade3 { source = "user"; animPeriod = 15; initPhase = 0; }; class MoveBlade4 { source = "user"; animPeriod = 5; initPhase = 0; }; class MoveTail { source = "user"; animPeriod = 15; initPhase = 0; }; class mainRotorFold { source = "user"; animPeriod = 3; }; class spread_incomplete { source = "user"; animPeriod = 0; initPhase = 1; }; }; class Reflectors { class Left { color = {0.800000, 0.800000, 1.000000, 1.000000}; ambient = {0.020000, 0.020000, 0.020000, 1.000000}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 0.300000; brightness = 0.300000; }; class Right { color = {0.800000, 0.800000, 1.000000, 1.000000}; ambient = {0.020000, 0.020000, 0.020000, 1.000000}; position = "P svetlo"; direction = "konec P svetla"; hitpoint = "P svetlo"; selection = "P svetlo"; size = 0.300000; brightness = 0.300000; }; class Left2 { color = {0.800000, 0.800000, 1.000000, 1.000000}; ambient = {0.070000, 0.070000, 0.070000, 1.000000}; position = "svetlo"; direction = "konec svetla"; hitpoint = "svetlo"; selection = "svetlo"; size = 0.300000; brightness = 0.200000; }; class Left3 { color = {0.800000, 0.800000, 1.000000, 1.000000}; ambient = {0.070000, 0.070000, 0.070000, 1.000000}; position = "Cabine_lgt"; direction = "Cabine_lgt_dir"; hitpoint = "Cabine_lgr"; selection = "Cabine_lgt"; size = 0; brightness = 0.100000; }; }; class UserActions { class OpenCargoDoor { displayName = "Open Door"; position = "pos cargo"; radius = 2; condition = "this animationPhase "MoveCargoDoor" < 0.5"; statement = "this animate["MoveCargoDoor",1]"; onlyforplayer = 0; showWindow = 0; }; class CloseCargoDoor: OpenCargoDoor { displayName = "Close Door"; condition = "this animationPhase "MoveCargoDoor" > 0.5"; statement = "this animate["MoveCargoDoor",0]"; }; class OpenCargoDoors { displayName = "Open Door"; position = "pos driver"; radius = 2; condition = "((this animationPhase "MoveCargoDoor" < 0.5) ) and not (player == driver this) and not (player == gunner this) and (player in this)"; statement = "this animate["MoveCargoDoor",1]"; onlyforplayer = 0; showWindow = 0; }; class CloseCargoDoors { displayName = "Close Door"; position = "pos driver"; radius = 2; condition = "((this animationPhase "MoveCargoDoor" > 0.5)) and not (player == driver this) and not (player == gunner this) and (player in this)"; statement = "this animate["MoveCargoDoor",0]"; onlyforplayer = 0; showWindow = 0; }; class OpenPilotDoor { displayName = "Open Door"; position = "pos driver"; radius = 2; condition = "(this animationPhase "MovePilotDoor" < 0.5) and not (player in this)"; statement = "this animate["MovePilotDoor",1]"; onlyforplayer = 1; showWindow = 0; }; class OpenPilotDoorIn { displayName = "Open Door"; position = "pos driver"; radius = 2; condition = "(this animationPhase "MovePilotDoor" < 0.5) and (player == driver this) and ((speed this)<=10)"; statement = "this animate["MovePilotDoor",1]"; onlyforplayer = 0; showWindow = 0; }; class ClosePilotDoor { displayName = "Close Door"; position = "pos driver"; radius = 2; condition = "this animationPhase "MovePilotDoor" > 0.5"; statement = "this animate["MovePilotDoor",0]"; onlyforplayer = 1; showWindow = 0; }; class OpenCopilotDoor { displayName = "Open Door"; position = "pos gunner"; radius = 2; condition = "(this animationPhase "MoveCopilotDoor" < 0.5) and not (player in this)"; statement = "this animate["MoveCopilotDoor",1]"; onlyforplayer = 1; showWindow = 0; }; class OpenCopilotDoorIn { displayName = "Open Door"; position = "pos driver"; radius = 2; condition = "(this animationPhase "MoveCopilotDoor" < 0.5) and (player == gunner this) and ((speed this)<=10)"; statement = "this animate["MoveCopilotDoor",1]"; onlyforplayer = 1; showWindow = 0; }; class CloseCopilotDoor { displayName = "Close Door"; position = "pos gunner"; radius = 2; condition = "this animationPhase "MoveCopilotDoor" > 0.5"; statement = "this animate["MoveCopilotDoor",0]"; onlyforplayer = 1; showWindow = 0; }; class CloseCopilotDoorIn { displayName = "Close Door"; position = "pos driver"; radius = 2; condition = "(this animationPhase "MoveCopilotDoor" > 0.5) and (player == gunner this)"; statement = "this animate["MoveCopilotDoor",0]"; onlyforplayer = 1; showWindow = 0; }; class OpenWindows { displayName = "Open Windows"; position = "window_pos"; radius = 3; condition = "this animationPhase "Move1st_windowDoor" < 0.5"; statement = "this animate["Move1st_windowDoor",1];this animate["Move2nd_windowDoor",1]"; onlyforplayer = 1; showWindow = 0; }; class CloseWindows { displayName = "Close Windows"; position = "window_pos"; radius = 3; condition = "this animationPhase "Move1st_windowDoor" > 0.5"; statement = "this animate["Move1st_windowDoor",0];this animate["Move2nd_windowDoor",0]"; onlyforplayer = 1; showWindow = 0; }; class OpenWindowsIn { displayName = "Open Windows"; position = "pos driver"; radius = 3; condition = "(this animationPhase "Move1st_windowDoor" < 0.5) and not (player == driver this) and not (player == gunner this) and (player in this)"; statement = "this animate["Move1st_windowDoor",1];this animate["Move2nd_windowDoor",1]"; onlyforplayer = 1; showWindow = 0; }; class CloseWindowsIn { displayName = "Close Windows"; position = "pos driver"; radius = 3; condition = "(this animationPhase "Move1st_windowDoor" > 0.5) and not (player == driver this) and not (player == gunner this) and (player in this)"; statement = "this animate["Move1st_windowDoor",0];this animate["Move2nd_windowDoor",0]"; onlyforplayer = 1; showWindow = 0; }; class FoldTail { displayName = "Fold blades and tail"; position = "pos driver"; radius = 2; condition = "(this animationPhase "rotor_brake" < 0.1) and (this animationPhase "MoveLeftElevator" < 0.5) and (!isEngineOn this) and (speed this < 1) and (player == driver this)"; statement = "this exec "\hh60j\scripts\SH60fold.sqs""; onlyforplayer = 1; showWindow = 0; }; class SpreadTail { displayName = "Spread blades and tail"; position = "pos driver"; radius = 2; condition = "(this animationPhase "MoveLeftElevator" > 0.5) and (!isEngineOn this) and (speed this < 1) and (player == driver this)"; statement = "this exec "\hh60j\scripts\SH60spread.sqs""; onlyforplayer = 1; showWindow = 0; }; }; }; class yup_MH60J: yup_HH60J { model = "\hh60j\mh60j"; displayname = "MH-60J Jayhawk"; cargoAction = {"UH60_Cargo02", "UH60_Gunner", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02"}; transportSoldier = 7; class Turrets: Turrets { class MainTurret: MainTurret { weapons = {"yup_fakeWeapon"}; magazines = {"yup_2Rnd_JayhawkFueltank"}; primaryGunner = 0; }; class RightTurret: MainTurret { body = "otocvez"; gun = "otochlaven"; proxyIndex = 2; minElev = -88; maxElev = 10; initElev = -88; minTurn = -165; maxTurn = -15; initTurn = -90; animationSourceBody = "otocvez"; animationSourceGun = "otochlaven"; memoryPointsGetInGunner = "pos cargo"; memoryPointsGetInGunnerDir = "pos cargo dir"; animationSourceHatch = ""; memoryPointGun = "mgun_1"; memoryPointGunnerOptics = "gunneroptic_1"; soundServo = {"", 0.010000, 1.000000}; stabilizedInAxes = "StabilizedInAxesNone"; gunBeg = "mgun_beg_1"; gunEnd = "mgun_end_1"; selectionFireAnim = "zasleh"; weapons = {"M240_veh"}; magazines = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240"}; gunnerName = "$STR_POSITION_DOORGUNNER"; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerOutOpticsShowCursor = 1; gunnerOpticsShowCursor = 1; gunnerAction = "MH60_Gunner"; gunnerInAction = "MH60_Gunner"; gunnerCompartments = "Compartment1"; gunnerForceOptics = 0; primaryGunner = 1; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.700000; minFov = 0.250000; maxFov = 1.100000; }; }; }; class AnimationSources { class HoistHide { source = "user"; animPeriod = 0; initPhase = 0; }; class MovePilotDoor { source = "user"; animPeriod = 1; initPhase = 0; }; class MoveCopilotDoor { source = "user"; animPeriod = 1; initPhase = 0; }; class MoveCargoDoor { source = "user"; animPeriod = 1; initPhase = 1; }; class Move2nd_windowDoor { source = "user"; animPeriod = 1; initPhase = 0; }; class Move1st_windowDoor { source = "user"; animPeriod = 1; initPhase = 0; }; class MoveLeftElevator { source = "user"; animPeriod = 4; initPhase = 0; }; class MoveRightElevator { source = "user"; animPeriod = 4; initPhase = 0; }; class MoveBlade1 { source = "user"; animPeriod = 5; initPhase = 0; }; class MoveBlade2 { source = "user"; animPeriod = 15; initPhase = 0; }; class MoveBlade3 { source = "user"; animPeriod = 15; initPhase = 0; }; class MoveBlade4 { source = "user"; animPeriod = 5; initPhase = 0; }; class MoveTail { source = "user"; animPeriod = 15; initPhase = 0; }; class mainRotorFold { source = "user"; animPeriod = 3; }; class spread_incomplete { source = "user"; animPeriod = 0; initPhase = 1; }; }; class UserActions { class OpenPilotDoor { displayName = "Open Door"; position = "pos driver"; radius = 2; condition = "(this animationPhase "MovePilotDoor" < 0.5) and not (player in this)"; statement = "this animate["MovePilotDoor",1]"; onlyforplayer = 1; showWindow = 0; }; class OpenPilotDoorIn { displayName = "Open Door"; position = "pos driver"; radius = 2; condition = "(this animationPhase "MovePilotDoor" < 0.5) and (player == driver this) and ((speed this)<=10)"; statement = "this animate["MovePilotDoor",1]"; onlyforplayer = 0; showWindow = 0; }; class ClosePilotDoor { displayName = "Close Door"; position = "pos driver"; radius = 2; condition = "this animationPhase "MovePilotDoor" > 0.5"; statement = "this animate["MovePilotDoor",0]"; onlyforplayer = 1; showWindow = 0; }; class OpenCopilotDoor { displayName = "Open Door"; position = "pos gunner"; radius = 2; condition = "(this animationPhase "MoveCopilotDoor" < 0.5) and not (player in this)"; statement = "this animate["MoveCopilotDoor",1]"; onlyforplayer = 1; showWindow = 0; }; class OpenCopilotDoorIn { displayName = "Open Door"; position = "pos driver"; radius = 2; condition = "(this animationPhase "MoveCopilotDoor" < 0.5) and (player == gunner this) and ((speed this)<=10)"; statement = "this animate["MoveCopilotDoor",1]"; onlyforplayer = 1; showWindow = 0; }; class CloseCopilotDoor { displayName = "Close Door"; position = "pos gunner"; radius = 2; condition = "this animationPhase "MoveCopilotDoor" > 0.5"; statement = "this animate["MoveCopilotDoor",0]"; onlyforplayer = 1; showWindow = 0; }; class CloseCopilotDoorIn { displayName = "Close Door"; position = "pos driver"; radius = 2; condition = "(this animationPhase "MoveCopilotDoor" > 0.5) and (player == gunner this)"; statement = "this animate["MoveCopilotDoor",0]"; onlyforplayer = 1; showWindow = 0; }; class OpenWindows { displayName = "Open Windows"; position = "window_pos"; radius = 3; condition = "this animationPhase "Move1st_windowDoor" < 0.5"; statement = "this animate["Move1st_windowDoor",1];this animate["Move2nd_windowDoor",1]"; onlyforplayer = 1; showWindow = 0; }; class CloseWindows { displayName = "Close Windows"; position = "window_pos"; radius = 3; condition = "this animationPhase "Move1st_windowDoor" > 0.5"; statement = "this animate["Move1st_windowDoor",0];this animate["Move2nd_windowDoor",0]"; onlyforplayer = 1; showWindow = 0; }; class OpenWindowsIn { displayName = "Open Windows"; position = "pos driver"; radius = 3; condition = "(this animationPhase "Move1st_windowDoor" < 0.5) and not (player == driver this) and not (player == gunner this) and (player in this)"; statement = "this animate["Move1st_windowDoor",1];this animate["Move2nd_windowDoor",1]"; onlyforplayer = 1; showWindow = 0; }; class CloseWindowsIn { displayName = "Close Windows"; position = "pos driver"; radius = 3; condition = "(this animationPhase "Move1st_windowDoor" > 0.5) and not (player == driver this) and not (player == gunner this) and (player in this)"; statement = "this animate["Move1st_windowDoor",0];this animate["Move2nd_windowDoor",0]"; onlyforplayer = 1; showWindow = 0; }; class FoldTail { displayName = "Fold blades and tail"; position = "pos driver"; radius = 2; condition = "(this animationPhase "rotor_brake" < 0.1) and (this animationPhase "MoveLeftElevator" < 0.5) and (!isEngineOn this) and (speed this < 1) and (player == driver this)"; statement = "this exec "\hh60j\scripts\SH60fold.sqs""; onlyforplayer = 1; showWindow = 0; }; class SpreadTail { displayName = "Spread blades and tail"; position = "pos driver"; radius = 2; condition = "(this animationPhase "MoveLeftElevator" > 0.5) and (!isEngineOn this) and (speed this < 1) and (player == driver this)"; statement = "this exec "\hh60j\scripts\SH60spread.sqs""; onlyforplayer = 1; showWindow = 0; }; }; }; }; class CfgNonAIVehicles { /*extern*/ class ProxyWeapon; class Proxyfueltank_j: ProxyWeapon { model = "\hh60j\fueltank_j"; simulation = "maverickweapon"; }; };
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Arma 2 OA and Arma 3 Uncommon error crashing my games, help
yassen posted a topic in ARMA 3 - TROUBLESHOOTING
Both my Arma 2 OA and Arma 3 games don't work at all anymore, with or without mods. I don't understand why but it's not anything simple, something to do with my computer I think. Bohemia support was less helpful than expected and I didn't even expect them to help. So when I start either Arma 2 OA or Arma 3, it gives a pop up error. I can't screenshot it but it looks like this TrackIR Enhanced interface activation: arma3.exe - Application Error The exception unknown software exception (0x0eedfade) occurred in the application at location 0x000000000752CDAE8. Then I click OK and I get the crash report with Exit Code: 0xC000041D - STATUS_FATAL_USER_CALLBACK_EXCEPTION If you can help me in any way please do, i'm pretty stuck. Thanks I can't find where to attach a crash report and it won't let me copy and paste it so if you need more information then let me know.-
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Hi I was trying to convert this mission file to the Eden Editor and it says scenario saved but it doesn't save. Here is the mission file. http://www.armaholic.com/page.php?id=27188
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Hey Guys, i have a question about Terrain Builder. So when i import my satellite image which looks like a normal satellite images it just get like a 50% transparent blue all over the map like this. Is that a known error or is there any way you guys can help me? I would really appreciate any help! Sorry for my bad english btw. - Wibias
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Hello, Well, before 3Eden I was working in a long mission for a lot of time, then It came Eden update and I don't know why I saw you could backup your 2d mission. I was stupid not doing any "manual" backup... When I first load the mission in 3Eden all seemed moved from where it was, and the pilots and troopers with "movein [vehicle]" in their init are out of the vehicle, so I think it's normal and all should fix when starting the game. Well, when I preview in Eden editor I got a bunch of errors: And the game starts as no player was selected, from a very high view... and all the init are not executed, even simple scripts doesn't works. Please, help me :c
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Change just texture and use base value on equipment
TacBacon posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I reskinned Carrier Rig (Green) V_PlateCarrier2_rgr but I do need to define picture / model and armor value myself I want to use all the base value of the Carrier Rig I used just changing the texture I have tried changed Vest_Camo_Base on line 20 to V_PlateCarrier2_rgr and got an error "Undefined base class" how do I fix it? config.cpp #define true 1 #define false 0 class CfgPatches { class RTAF_Vest { units[] = {RTAF_Vest}; weapons[] = {}; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class RTAF_PlateCarrier_wdl: Vest_Camo_Base { author = "Splendid Modder"; scope = 2; displayName = "RTAF Carrier Rig (Digital Woodland)"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d"; hiddenSelectionsTextures[] = {"\RTAF\data\RTAF_PlateCarrier_digiwdl_f.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = Supply80; mass = 15; armor = 0; passThrough = 1; }; }; }; config.cpp I use as template https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Vest_configuration class cfgWeapons { class ItemCore; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class V_vest_new: Vest_Camo_Base { author = "Splendid Modder"; scope = 2; displayName = "New Vest"; picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_bandolier"; hiddenSelectionsTextures[] = {"\A3\Characters_F\BLUFOR\Data\vests_khk_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier"; containerClass = Supply80; mass = 15; armor = 0; passThrough = 1; }; }; }; -
Here's list of error I got Config : some input after EndOfFile The exception unknown software exception (0x000dead) occurred in the application at location 0x000000007441DAD8 Exit code: 0x0000DEAD- .rpt file config.cpp #define true 1 #define false 0 class CfgPatches { class RTAF_plane_cas_01_f { units[] = {RTAF_plane_cas_01_f}; weapons[] = {}; requiredAddons[] = {}; }; }; class cfgVehicles { class B_Plane_CAS_01_F {}; //External Class Reference class RTAF_Plane_CAS_01_F : B_Plane_CAS_01_F { _generalMacro = "Plane_CAS_01_base_F"; scope = 0; displayName = "RTAF A-164 Wipeout (CAS)"; faction = "BLU_F"; author = "Unknown"; vehicleClass = "Air"; Side = 4; crew = "B_pilot_f"; typicalCargo[] = {"Soldier"}; hiddenSelections = {"Camo_1","Camo_2"}; hiddenSelectionsTextures = {"\RTAF_10\data\RTAF_plane_cas_skin_00_f.paa","\RTAF_10\data\RTAF_plane_cas_skin_01_f.paa"}; class Library { libTextDesc = "RTAF_A164"; }; }; }; This code works well on wheeled vehicle but I cannot use it on Air vehicle I don't know how to fix this problem This is code I use as template (The one that I says it's works well) #define true 1 #define false 0 class CfgPatches { class B_MRAP_03_F { units[] = {B_MRAP_03_F}; weapons[] = {}; requiredAddons[] = {}; }; }; class cfgVehicles { class I_MRAP_03_F {}; //External Class Reference class B_MRAP_03_F : I_MRAP_03_F { scope = 2; displayName = "Strider"; faction = "OPF_F"; author = "Tactical Light"; vehicleClass = "Car"; Side = 0; crew = "O_soldier_F"; hiddenselectionstextures[] = {"\csat_strider\mrap_03_csat_ext_co.paa"}; class Library { libTextDesc = "Strider"; }; }; };
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The following are several error in expression messages that I found written to the client/local.rpt log file: 16:46:11 Error in expression <distToWater interpolate [0.2,0.21,-1,1]> 16:46:11 Error position: <distToWater interpolate [0.2,0.21,-1,1]> 16:46:11 Error Undefined variable in expression: disttowater 16:48:54 Error in expression <(distToWater interpolate [-10.0001,-10,-1> 16:48:54 Error position: <distToWater interpolate [-10.0001,-10,-1> 16:48:54 Error Undefined variable in expression: disttowater 18:00:05 Error in expression <forceSize interpolate [150,150.1,-1,1]> 18:00:05 Error position: <forceSize interpolate [150,150.1,-1,1]> 18:00:05 Error Undefined variable in expression: forcesize 18:14:00 Error in expression < []]; private "_item"; _item = _queue select _index; if (_timerType == "fram> 18:14:00 Error position: <select _index; if (_timerType == "fram> 18:14:00 Error Zero divisor 18:14:00 File A3\functions_f\Misc\fn_loop.sqf, line 152 Game version: 1.58.135742 See also: Error in expression - fn_groupIndicator
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Config Error :Undefined base class
Abd El Rahman posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello, I've designed model of his idea of waiting for a chair but after I finished the design and programming when I run the game with a Mod show me this message : Config : https://www.dropbox.com/s/9j0nrogus30a12x/config.cpp?dl=0 What is the solution ???? Regards, Abdul Rahman. -
Game won't launch - "Arma 3 has exited in an unusual manner"
timothy.s.dev posted a topic in ARMA 3 - TROUBLESHOOTING
I can open the launcher from steam but when I attempt to start the game I get a popup informing me that "Arma 3 has exited in an unusual manner" immediately after BattlEye launches. I have tried running the game directly from the executable, and in both Windows 7 and Windows 8 compatibility mode, (Running Windows 10 on my machine) both as my normal account and as an admin. I've validated the files through Steam, and reinstalled the game entirely twice. I couldn't figure out how to attached the crash report to this post so I've uploaded it here: http://www.filedropper.com/armareportlog20160425t230307timothy Any assistance would be much appreciated. -
Campaigns After EDEN? Error using old layout with new EDEN missions?
panicsferd posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I'm not really sure where to ask this, but I noticed now that since EDEN has been release my old structuring for making custom campaigns doesn't seem to work anymore since it gives me an error like this: I think it has to deal with how the mission.sqm file is different then what it used to be with the 2d editor, and I am wondering if anyone else knows the new standard we are suppose to use in order to make custom campaigns utilizing the EDEN editor. I would really appreciate help, because otherwise I and maybe many others will not be able to create campaigns using missions that were made with the EDEN editor and I'm really not sure what to do. -
Starting BattlEye Service... Updating BattlEye Service (NOTE: This may take several minutes to complete)... Launching game... Note: File blocks can be ignored if they don't cause problems with the game. [iNFO] Blocked loading of file: "C:\Windows\SysWOW64\zcengine.dll". Este es el error que me encuentro cuando intento acceder a la pantalla de partidas multiplater y no me sale ninguna partida. Si inicio Arma 2 sin Battleye si me deja ver las partidas existentes cuando quiero entrar en alguna reinicia Arma 2 para ejecutarlo con BE
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The following error message was written to the client.rpt log file: 21:47:03 Error in expression <0.5],[1,1,0,0.5]] select _teamID; _map drawEllipse [_pos,.4,.4,0,_colorTeam,"#(> 21:47:03 Error position: <drawEllipse [_pos,.4,.4,0,_colorTeam,"#(> 21:47:03 Error 0 elements provided, 4 expected 21:47:03 File A3\functions_f\GUI\fn_groupIndicator.sqf, line 85 These error messages have occurred on multiple occasions when playing co40 Domination! Blufor. Full .rpt file available on request.Game version: 1.56.134787
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