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Found 5 results

  1. RPT spams this constantly proxy object for given proxyName(\A3\data_f\proxies\weapon_slots\MUZZLE) couldn't found! anyone got a known fix? in our mod we declare base classes outside of cfgweapons like this: class MuzzleSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; displayName = "$str_a3_cfgweapons_abr_base_f_weaponslotsinfo_muzzleslot0"; compatibleItems[] = {"uns_s_M14","uns_s_M16","uns_s_MAC10","uns_s_M3a1","uns_s_M45","uns_s_UZI","uns_s_Sten","uns_s_M1911","uns_s_PPK","uns_s_PBS1","uns_s_APS","uns_s_mat49"}; }; then in cfgweapons we have class PistolCore; class Pistol: PistolCore { class WeaponSlotsInfo { class CowsSlot; allowedSlots[] = {801,701,901}; holsterOffset = "holster"; holsterScale = 1; }; }; class Pistol_Base_F: Pistol { class WeaponSlotsInfo: WeaponSlotsInfo { class MuzzleSlot; class CowsSlot; allowedSlots[] = {801,701,901}; holsterOffset = "holster"; holsterScale = 1; }; }; class RifleCore: Default{}; class Rifle: RifleCore { class WeaponSlotsInfo { mass = 2; class MuzzleSlot; class CowsSlot; class PointerSlot; allowedSlots[] = {901}; }; }; class Rifle_Base_F: Rifle { class ItemInfo; class GunParticles; class GunClouds; class GunFire; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 2; class MuzzleSlot; class CowsSlot; class PointerSlot; allowedSlots[] = {901}; }; }; and then all our weapons inherit from these declared (unmodified) bases. so i noticed a LOT of people posting RPTs containing this line proxy object for given proxyName(\A3\data_f\proxies\weapon_slots\MUZZLE) couldn't found! suppressors clearly work. just wondering if the error is fixable or should we continue to ignore it?
  2. Pyrit.

    Changelog 0.6.30000

    Morning Outlanders, just a quick reminder that a new update went live tonight, fixing and changing many things to make your life easier in the 0.6 Update ;) Added: Teammate's custom marker in Duos Added: Healing sound for antibiotics Changed: Black Screen UI creation to possibly prevent the start of the Encounter issues Fixed: Antibiotics worked after player's death in UI Fixed: Teammate and his marker do not disappear after their death Fixed: UI could be stuck after while displaying multiple tooltips Fixed: Multiple potential crashes Fixed: Swapped open/close character animations when opening/closing doors Fixed: Character is not emitting breath particles after death any more Fixed: Sounds of animations on slopes were multiplicated Fixed: Knife hitting body sound Tweaked: Ladder interaction volume extended on top to make it easier to climb down Updated: Many animations produce their footstep sound at better times
  3. Hi. My problem is that my game freezes after a "random" time. I was playing on "HostileTakeover.co - King Of The Hill - EU#2 Infantry" server and game was running normally (around 40-50fps, around 110 people on that server) and then it just froze right when i died and that's not first time today. When it happened for the first time i've checked file integrity on steam and there were 3 corrupted files (1.2GB) but downloading them didn't help. After another crash i've went to game directory and repaired all programs that were located in _CommonRedist (using installers that were located there, i've rebooted my pc after that) and that didn't help either. Before writing this i've made another test run and same results* but this time i had HWMonitor running in the background and i've closed GeForce Experience (both services and process). *The only difference is that this time game detected crash that when i close it (with taskmgr) and created crash report. Here is the link to Dropbox folder with crash report, arma3 log.rpt, dxdiag and HWMonitor https://www.dropbox.com/sh/w3kmghlbst5ik5m/AACVWRv_Zc_IzRH2GVEPHleva?dl=0 Thank you in advance for help.
  4. Ok, so. Whenever i try to join KOTH servers on arma 3 it comes up with this error message: https://gyazo.com/4193f9abde3f8c16b222ebba40b789dd can someone help?
  5. kenoxite

    Kodiak (fixed)

    Hi, I've tweaked the Kodiak island (normal version) to lower the City Halls enough so that they are enterable now (as in the winter version). I've also lowered the piers in the small E/SE islands, which were originally positioned too high. All the City Halls should be fixed, but it's probable that there's one missing. If you're familiar with that island and remember their location, please, check that all of them are correctly positioned now and report any unfixed ones. Thanks. <- All fixed now. The intro animation included is the same as the one in the original Kodiak. If you have the original island installed just overwrite the folder in Addons by the one provided here. You'll see that now you'll have the old ones plus "intro.kodiak_fixed". Summary of fixes: All City Halls correctly positioned Piers in E/SE small islands are usable East area of big military base north of Sako elevated, so it doesn't sink under the tides Port of Sako also raised for the same reason ILS fixed. AI planes can now land and take off properly Download v1.1: - http://www.mediafire.com/download.php?kqw8rfeq8g1p120 - http://www.multiupload.nl/IS8MZ0PXIV (Test mission without BAS dependencies: http://www.mediafire.com/download.php?7j8cj79ajbuhxlr ) All the credits go to Instructor, the creator of the island. Also, thanks to Nikiller for helping in finding bugs and giving suggestions.
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