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Found 139 results

  1. 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
  2. SNOOP3R

    Start Failed

    Project Argo (Prototype) failed to start (error code 81). How to fix?
  3. Hello community, I have the following problem with my server I always get the error messages I have read here in the forum you can fix the error, if you insert these things in a model.cfg ..... But where can I find this model.cfg? In which PBO file is it hidden? I found this post -> https://forums.bistudio.com/forums/topic/174475-preventing-skeleton-errors-in-rpt-how-to/ With friendly greetings Snowman
  4. For some reason the Arma 3 launcher is not working. When I try to start it they close and shows the error -101. I've have tried a lot of things and nothing work, I don't know more what to do, please help. Here is the log from launcher:
  5. Hello, I've been working to get some guns in game for a friend; however, I've hit a roadblock with crashing errors. To be more specific, the game will crash whenever you preview or play a mission and you have one of these guns in your inventory. The crashes have a message saying "no entry .model", or I simply get a memory error crash. Due to it being a memory crash, I'd assume the crashing would be caused by a bad model.cfg, which shouldn't really be the case, since I am using the BI sample weapon model.cfg file, adjusted to my needs, of course. Here are some pictures of the weapons in game: https://steamuserimages-a.akamaihd.net/ugc/158032821958466197/0B998D220EF3D9E347AFEDA3DBEF3D5914805BC5/ https://steamuserimages-a.akamaihd.net/ugc/158032821958466084/5F271A78FC8C5BBCBD8F0641A68C4EC56E4A3D0C/ https://steamuserimages-a.akamaihd.net/ugc/158032821958465874/8029B0318F96F85565B24A92CC35C7F5DB350DC8/ Here is the model.cfg for one of the guns. The model.cfg for each weapon is the same, except for the p3d name change, of course. https://pastebin.com/Nksb7xyz Ammo.hpp https://pastebin.com/GqW4jABC Magazines.hpp https://pastebin.com/U0ahBL83 Weapons.hpp https://pastebin.com/KRDdmK8N Config.cpp https://pastebin.com/hdYuyS7P Apologies if any of it is long, this config is going to be a base for many more weapons later on.
  6. I have a problem with most grenades added in by mods like unsung,rhs,etc.the grenade itself appears in the game but i cant switch to it with cycle grenade nor can i throw any of it it as if the grenades are not register as a grenade at all.can anyone please help? Out of 52 different grenades I have tried,only about 11 work. here is the list of my mods: [SP-Campaign] M.E.R.C.S. - 1.03 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=314091056 3den Enhanced Steam http://steamcommunity.com/sharedfiles/filedetails/?id=623475643 Advanced AI Command Steam http://steamcommunity.com/sharedfiles/filedetails/?id=685037021 Advanced Combat Environment 3.9.1 Local https://github.com/acemod/ACE3 Advanced Combat Environment Extras 3.2.0 Local https://github.com/acemod/ACEX Advanced Rappelling Steam http://steamcommunity.com/sharedfiles/filedetails/?id=713709341 Advanced Sling Loading Steam http://steamcommunity.com/sharedfiles/filedetails/?id=615007497 Advanced Towing Steam http://steamcommunity.com/sharedfiles/filedetails/?id=639837898 Advanced Urban Rappelling Steam http://steamcommunity.com/sharedfiles/filedetails/?id=730310357 AfricanConflict_mas Local https://forums.bistudio.com/topic/151366-african-conflict-a3/ Air Cav Vietnam Steam http://steamcommunity.com/sharedfiles/filedetails/?id=550873311 Ares Mod - Achilles Expansion (Alpha 0.0.6d) Steam http://steamcommunity.com/sharedfiles/filedetails/?id=723217262 ASDG JR Local ASR AI3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=642457233 BB Raptors & Zombies & more Steam http://steamcommunity.com/sharedfiles/filedetails/?id=781602313 Blastcore Edited (standalone version) Steam http://steamcommunity.com/sharedfiles/filedetails/?id=767380317 BloodLust Local http://bitdungeon.org/arma/bloodlust/ Camofaces Steam http://steamcommunity.com/sharedfiles/filedetails/?id=346665985 CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 cha mi24 Local ChernarusConflict_mas Steam http://steamcommunity.com/sharedfiles/filedetails/?id=580132489 ChernarusConflict_Vehicle_mas Steam http://steamcommunity.com/sharedfiles/filedetails/?id=580141795 CLA CLAFGHAN Steam http://steamcommunity.com/sharedfiles/filedetails/?id=761349672 CUP Terrains - Complete 1.3.0 Local http://cup-arma3.org CUP Units 1.8.1 Local http://cup-arma3.org CUP Vehicles 1.8.1 Local http://cup-arma3.org CUP Vehicles ACE Compatibility 1.8.0 Local http://cup-arma3.org CUP Weapons 1.8.1 Local http://cup-arma3.org CUP Weapons ACE Compatibility 1.8.0 Local http://cup-arma3.org Diyala Map Steam http://steamcommunity.com/sharedfiles/filedetails/?id=680808574 Enhanced Movement Steam http://steamcommunity.com/sharedfiles/filedetails/?id=333310405 Esseker Steam http://steamcommunity.com/sharedfiles/filedetails/?id=498101407 FFAA MOD Steam http://steamcommunity.com/sharedfiles/filedetails/?id=820994401 Friths Ruin Steam http://steamcommunity.com/sharedfiles/filedetails/?id=766707192 G.O.S Song Bin Tanh 2.0 (APEX) Steam http://steamcommunity.com/sharedfiles/filedetails/?id=878119643 GEIST-A3 LITE Steam http://steamcommunity.com/sharedfiles/filedetails/?id=773314286 IceBreakr's Isla Duala v3.8 Local http://www.icebreakr.info/isla-duala/ IFA3_AIO_LITE Steam http://steamcommunity.com/sharedfiles/filedetails/?id=660460283 Iraqi-Syrian Conflict Local Iraqi-Syrian Conflict-CUP Vehicles addon Steam http://steamcommunity.com/sharedfiles/filedetails/?id=874540657 Isla Abramia 1.8 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=648775794 Jbad Steam http://steamcommunity.com/sharedfiles/filedetails/?id=520618345 JSRS4: APEX Local http://jsrs-studios.com KA Beretta Storm Pack Steam http://steamcommunity.com/sharedfiles/filedetails/?id=899869272 kerama Islands By [Vétérans] Steam http://steamcommunity.com/sharedfiles/filedetails/?id=682140680 Kunduz, Afghanistan Steam http://steamcommunity.com/sharedfiles/filedetails/?id=421620913 Lingor+Dingor Island v3.82 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=718649903 MCC Sandbox 4 - Mission Making The Easy Way Steam http://steamcommunity.com/sharedfiles/filedetails/?id=338988835 Middle East Conflict by Chops and Drongo Local Mine Detector Local www.arma3.com Nam Steam http://steamcommunity.com/sharedfiles/filedetails/?id=794782314 NATO SF & SPETSNAZ Vehicles Local https://forums.bistudio.com/topic/176516-nato-sf-and-russian-spetsnaz-vehicles-for-a3/ NATO SF & SPETSNAZ Weapons Local http://forums.bistudio.com/showthread.php?160599-NATO-SF-and-Russian-Spetsnaz-WEAPONS-for-A3 NIArms ACR-E Rifles Steam http://steamcommunity.com/sharedfiles/filedetails/?id=875779698 NIArms AK Rifles Steam http://steamcommunity.com/sharedfiles/filedetails/?id=667352839 NIArms AR15 Rifles Steam http://steamcommunity.com/sharedfiles/filedetails/?id=667396202 NIArms AUG Rifles Steam http://steamcommunity.com/sharedfiles/filedetails/?id=637519731 NIArms AWM Rifles Steam http://steamcommunity.com/sharedfiles/filedetails/?id=509730197 NIArms Core Steam http://steamcommunity.com/sharedfiles/filedetails/?id=667454606 NIArms FAL Rifles Steam http://steamcommunity.com/sharedfiles/filedetails/?id=410126510 NIArms G3 Rifles Steam http://steamcommunity.com/sharedfiles/filedetails/?id=667375637 NIArms G36 Rifles Steam http://steamcommunity.com/sharedfiles/filedetails/?id=594378620 NIArms M14 Rifles Steam http://steamcommunity.com/sharedfiles/filedetails/?id=667386534 NIArms M1903 Springfield Rifles Steam http://steamcommunity.com/sharedfiles/filedetails/?id=592597011 NIArms M60 GPMGs Steam http://steamcommunity.com/sharedfiles/filedetails/?id=667337236 NIArms MG3 GPMGs Steam http://steamcommunity.com/sharedfiles/filedetails/?id=774809509 NIArms Minigun Steam http://steamcommunity.com/sharedfiles/filedetails/?id=702907405 NIArms Minimi LMGs Steam http://steamcommunity.com/sharedfiles/filedetails/?id=509714345 NIArms MP5 SMGs Steam http://steamcommunity.com/sharedfiles/filedetails/?id=330924923 NIArms SG510 Rifles Steam http://steamcommunity.com/sharedfiles/filedetails/?id=592647598 Novorossiya and Ukraine Local NziwasogoV097 Local Operation: TREBUCHET Steam http://steamcommunity.com/sharedfiles/filedetails/?id=769440155 Ravage Local https://forums.bistudio.com/topic/183264-ravage-mod/ RDS Local RDSs Local Resist Steam http://steamcommunity.com/sharedfiles/filedetails/?id=576007033 RHSAFRF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843425103 RHSGREF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843593391 RHSSAF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843632231 RHSUSAF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843577117 RHSxACE3 fragmentation fix Steam http://steamcommunity.com/sharedfiles/filedetails/?id=540029769 ROK Armed Forces Retexture Addon Steam http://steamcommunity.com/sharedfiles/filedetails/?id=548021629 RYD FFE Local Sangin Province Helmand A2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=899852151 SaOk Local Simple Single Player Cheat Menu Steam http://steamcommunity.com/sharedfiles/filedetails/?id=410206202 TacticalBeards Local Takistan Civilians for CUP Local Theseus Services Steam http://steamcommunity.com/sharedfiles/filedetails/?id=646999497 Twilight of the gods Steam http://steamcommunity.com/sharedfiles/filedetails/?id=664992929 UN-COM Steam http://steamcommunity.com/sharedfiles/filedetails/?id=386095175 UNSUNG 3.0 Delta Local http://www.armanam.eu/ Vanilla smoke (for Blastcore Edited) Steam http://steamcommunity.com/sharedfiles/filedetails/?id=853303947 Vickers mg Steam http://steamcommunity.com/sharedfiles/filedetails/?id=903202945 Vilas Aliens Mod v1.0 - port by HCPOOKIE Local https://forums.bistudio.com/forum/156-arma-3-addons-mods-complete/ VME PLA Steam http://steamcommunity.com/sharedfiles/filedetails/?id=655153321 VME PLA FIX Steam http://steamcommunity.com/sharedfiles/filedetails/?id=900039048 wap Local WarfareThai Ex. TAF + RHS (ASDG Joint rails) compatible Steam http://steamcommunity.com/sharedfiles/filedetails/?id=649610348 WarfareThai Ex. Thai Armed Force Steam http://steamcommunity.com/sharedfiles/filedetails/?id=636311688 WW2_units_mas I have been looking into this for a very long time now and cant seem to find any solution so any help is greatly appreciated!
  7. since patch 1.68 users of my CTI mission Cold War do claim errors with revive/respawn. If they use my mission on a dedicated server and enter admin command #missions the server crashes with an error message "a3/fuctions/param_revive" ... yadda, yadda I do use parameters/settings for revive/respawn following the official wiki. I really loose soon my temper with a3 and BI developers, literally every patch they manage to fuck something up that previous did work flaweless.
  8. Hey guys, ever since I've been using the Unsung Mod I've been unable to go more than a few minutes into the Eden Editor without getting a 0xC0000005 STATUS_ACCESS_VIOLATION unusual process exit crash. I've scoured the interwebs looking for an answer to no avail. I've tried all the steps listed here: https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit#0xC0000005_-_ACCESS_VIOLATION. But no fix. Any suggestions? RPT: https://pastebin.com/0mGxWAmU
  9. 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
  10. 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?
  11. 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!
  12. _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.
  13. snorkis1

    Terrain Error

    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. :)
  14. 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; }; };
  15. 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;
  16. 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
  17. 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.
  18. Ben Laden

    Can't launch Arma 3

    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
  19. 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.
  20. 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"; }; };
  21. 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
  22. 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
  23. 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.
  24. 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
  25. 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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