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Game loads some mods even after pressing "Play without mods or optional DLC"
The Zoteboat posted a topic in ARMA 3 - TROUBLESHOOTING
Hey, me again, There is a strange issue with my game, and I found no info about any bug resembling it while searching on the internet. I noticed that I was always get the same music when in the main menu (Through the Jungle - Apex DLC). I first thought that it came from one of the mods I was using, so I unloaded them all to find which one replaced the OG soundtrack. However, upon launching the game, the icons of the mods I used and the DLC I owned still appeared at the bottom of the screen, and the "you are using a modified version of the game" text appeared on loading screens. The mods that did not add any content, but rather slightly modified the game were still active (ex: no weapons sway), while those that added vehicles and units were absent. I then proceeded to unsubscribe from these mods on the workshop, then launched again using the "play without mods or optional DLC" button. This time, the icons for the DLC appeared, as well as the Steam IDs for the mods I used. I also still got the same music that seems to be exclusive to the Apex DLC in the same menu. However, the text did no longer appear on loading screens. The effects of the mods could still be observed. I deleted every Workshop file, the IDs disappeared, but the effects were the same as before. I reinstalled the game twice on 2 disks, deleted every file that had a connection to ArmA, to no avail. I even went as far as reinstalling Steam entirely. At this point I have no idea what to do about it. Is this an issue that some among you have faced / fixed, or is my PC cursed ? Optionally, is there a way to get the good music back in the menu even while using the DLC? (this one) If any other info is needed, I'll be happy to provide. Thanks in advance, Cheers. PS: Sorry if the language I use doesn't get to the point quickly enough, I'm Czech, so it's a bit tough speaking about technical stuff. -
The launcher does not display the number of players on servers correctly. what should I do?
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Hey folks. There is one thing i couldn't figure out about my recently imported panzerschreck. It's all good and working as it should, except for 1 thing: rocket collision is not working. When the rocket collides with any material or surface different from metal, it will simply go through. First suspect seems to be the geometry lod, so i reworked it from scratch: a simple long cube, with component convex hull done, autocenter property assigned and mass (tested any masses, from 2.7, to 3.3, 50, 10.500). The rocket model is the one which exits the launcher, so it consists of 2 selections, the rocket itself and the flaming tail. Goes without being said that the reworking of the GEO lod has not worked.
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Arma Preset Creator (Source Code included)
colinm9991 posted a topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hi all, Some may remember a thread I created last year announcing a tool I created called the Arma Preset Creator, this thread has since been deleted as I thought to re-announce the latest updates and changes. The application was originally hosted in Azure, which I decided to migrate away from several weeks back, and I took this as an opportunity to recreate the application with Angular as a learning experience, with a backend API. Description This aims to bridge the gap between Steam Workshop Items and the Arma 3 Launcher whereby any Steam Workshop items with dependencies require a preset to be created manually for these to be loaded in-game. The application solves this problem by generating the preset HTML file for you, which can then be imported into the Arma 3 Launcher. To use it you simply have to retrieve the URL or ID of the Steam Workshop item and paste that into the site, then hit "Create" and it should download a HTML file which can be imported. Alternatively you could share a link to embed on your website or in your Teamspeak, Discord or Steam communities. This allows people to instantly download a preset without having to retrieve the URL or ID. Sharing a link will generate the preset every time that it is clicked. This means that the preset will always be up to date with the collection or item. Capabilities Generate Arma 3 Launcher Presets based on the following Steam Workshop items Collections Missions with mod dependencies Mods with dependencies Generate embeddable/shareable links to embed on your website or community channel which allows people to download Presets in a single click. Usage Generating Preset Enter the URL or ID for a Steam Workshop item Click Create Import the downloaded HTML file into your Arma 3 launcher. Sharing Preset Retrieve a Workshop item ID and enter it on the website Click "Share" and then "Copy", or manually copy if you prefer Share the link via Steam chat or embed in any platform that your community uses to communicate/share mod info. URLs: Arma Preset Creator Arma Preset Creator - GitHub Privacy Notice: The API will log the Steam workshop item IDs used to generate presets, this is only to track usage statistics and also see the diversity between the types of workshop items which this application is used for. No personally identifiable information is, nor will ever be logged with this application, no cookies are used, and no ads will ever run on the website. Changelog: [31/05/2022]: UI Overhaul (see comments below) [21/05/2022]: Brought this back online under a new domain name. [14/07/2021]: I am no longer affiliated with this domain name as it has been handed over to a different team who will look after it going forward. Some time back I parted ways with Arma and this became less of a hobby for me. The code remains open source under the MIT GPLv3 (since the recent updates) license on GitHub. [08/12/2020]: Allow users to paste a URL linking directly to a Steam Workshop Item, as well as pasting an ID. Having seen some errors from somebody trying to generate a preset for an item with no mods or dependencies, I have added some more descriptive error messages to say why a preset with no items won't be generated. [30/11/2020]: Switched it back on with a new host, having been asked by several people. [27/11/2020]: Ended support for this and have instead uploaded the server side source code to github. [02/02/2019]: Added HTTPS [12/12/2018]: Added support for workshop items whose dependencies contain dependencies. Gracefully, duplicates will be filtered at request time so only unique items will be pulled back which is results in lighter load on the Steam Web API Added integration tests (non client facing) to ensure quality and consistency with the API response when refactoring any of the underlying code. Tests added for the scenarios where a workshop item has No dependencies Top level dependencies Nested dependencies (The request resource has a dependency who also has dependencies) Nested dependencies with duplicates (The request resource has a dependency who also has dependencies, some of which are duplicated in the parent resource) [11/12/2018]: Added some error handling around workshop items which have no children dependencies, this will be rejected as there is no need for this utility to create a preset for a single mod without dependencies. Mods with dependencies will now generate correct presets, whereas previously the parent mod was not included in the final preset file. API reference has updated with a breaking change removing the ArmaPresetRequest and instead passing the SteamWorkshopItem object back into the Arma Generate Preset operation. I will add semantic versioning in the future to protect developers against breaking changes. [10/12/2018]: Presets can now be generated from missions and other workshop item types which have dependencies Workshop item dependencies which no longer exist on the Steam Workshop will be ignored/excluded from the generated preset, and also will not return from the '/api/steam/workshop/publisheditems/{publishedItemId}' operation As this application has been released, I have obsoleted (rather than removed) the '/api/steam/collections/{collectionId}' operation, developers should now use '/api/steam/workshop/publisheditems/{publishedItemId}' -
Arma 3 Launcher / How to change background (theme) in launcher?
Star_Fanger posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hi everybody. I have a question for you, is it possible to change background (theme) in the launcher to background that you want, and not to those that are offered in launcher settings?-
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Does the underslung grenade launcher work ? If so what are controls to load/select/shoot please ? On Xbox
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Dear Devs! Please fix it finally a bug which was added after the release of Tanks DLC. The player wants to enjoy the gameplay, instead of annoyance, but when he come across this again and again, player want to break up monitor. This bug appeared after Tanks DLC and it is extremely annoying to the player! I checked the mods do not affect the problem. I have repeatedly reported this on feedback, but this is just infinitely ignored. Description: 1) Player shot from Launcher at enemy vehicle 2) Immediately after this shot, player want to save your virtual life from the enemy return fire (since after shooting from AT-launcher, the whole map sees you and wants to kill) and player press the prone-button, to lie on the ground. 3) After that, the player’s game character falls to the ground, but again automatically rises to its full height again and switching to launcher! After this - the last thing a player has time to see - it as dozen of bullets fly into his face! The problem occurs only with Titan-Launcher in the hands. In order to reproduce this bug Fire Mode from Titan Launcher must be ONLY TOP. I tried to reproduce this problem ten times in Direct mode but I never succeeded. As soon as I switch my launcher from Direct mode to Top mode, I reproduced it the first time! Direct mode is used by default, probably for this reason, many users cannot reproduce this problem at the run game. Note! Direct / Top modes were added to Tanks DLC As I said, the problem initially appeared in the release of Tanks DLC
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Launcher: Arma 3 Units data acquisition failed
Sleepzombie posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Ok...so I've been playing Arma3 about two weeks, have 1 Unit I created and one other Unit that I joined in the first week. Now the "MY UNITS"" section of the Arma3 Launcher has been showing "Arma 3 Units data acquisition failed". The Unit I created still is appearing in game but I am without a way to change my Unit due to this error blocking the Launcher section. Is this error related to user side of server side?? (I've logged-on to everything and opening Steam as an Admin.) -
whenever arma 3 or the launcher is open i cant click anything
Yannab posted a topic in ARMA 3 - TROUBLESHOOTING
So this is a weird one, whenever arma is opened, either the launcher or the actual arma game i cant click anything. with alot of tabbing in and out i can sometimes get one of the windows to work, but it will cease to react to my clicking after a few moments. this is also the case when i tab out of the game, and when i tab into the game and click it will instantly tab out again. this is a fresh install of windows with a reinstall of arma and after a file check. please help -
I'm probably just stupid but I play on linux and the game always starts directly from steam without opening the launcher. How can I open the Lauchner?
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Hello, recently, I updated my windows 7, as it had been out of date for some time, and I noticed that after the update my Arma 3 launcher refuses to work. Note, I have noticed a few strange error messages on other programs, like, D3DComplier_47.dll is missing and so on, since I updated my windows so maybe that has something to do with this. This is the error message I get when I attempt to launch the launcher: https://imgur.com/a/JzSlP Note, I can launch Arma 3 through the .exe but not through steam or the launcher.exe. Here is what I have tried so far to resolve the issue: 1) I have searched other BI forum posts and FeedbackTracker tickets to see if anyone has resolved the issue. So far, none of them have worked, and it appears that the issue I am having seems to always have a unique fix. 2) I have downloaded the D3DComplier_47.dll file and I have placed it in the main Arma 3 folder and System32 folder. 3) I have downloaded a couple of registry error fix programs. 4) I have verified my game cache and reinstalled Arma 3. 5) I have deleted various files inside the \Launcher folder in the main Arma 3 directory and verified the cache to reinstall the files; no luck. 6) I have attempted to install various versions of Microsoft Net Framework, however, everytime I try to install them them, they fail or cannot be updated. 7) I have checked and updated my graphics drivers. 8) I have checked and updated my CPU drivers. 9) I have checked my computer for an update file known as KB307... something along those lines, and I don't have it on my computer. 10) I have tried using Windows Checker System via the CMD window as suggested by BIS_Wizard on another forum post, so far, no luck. Here is the official error .txt file that is placed on my desktop everytime the launcher crashes Any help, suggestions, or input, is greatly appreciated. I'd defininetly like to get back to playing Arma 3. Thanks!
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Arma 3 DLC CSLA bought but not showing up in the Launcher
NordicViking posted a topic in ARMA 3 - GENERAL
Hi, I bought the new DLC CSLA but it's not working (installed/downloaded on steam. See picture as proof I have the DLC in my Steam folder (the DLC's I bought/own). All the new DLC's from Art of war till DLC CSLA is not working for me (I bought Art of War before but didn't work so i refunded). I cannot even find them on my launcher DLC list (which i should be able to see which one I owe and which not. - My drivers are all updated - I have all the necessary drives from steam and for the ARMA 3 Launcher -
Frontline is a PvP mod that brings the same structured teamwork orientated gameplay found in games such as Project Reality, Squad and the Tactical Battlefield mod back to Arma 3. The aim is to create a set of realistic game mechanics and systems that puts the responsibility on the players to play as a team to win. The majority of the features of the mod will be very familiar to players of the aforementioned games/mods. Roles and squads Commander features and command structure Rally points and forward outposts Weapon re-balance, smoke and particle rework Defensive structures construction Vehicles and assets become available at specific player numbers. Medical system Custom suppression effects Squad radar Spotting system Heavily modified and enforced TFAR version 3D Interaction (Easier door opening, ladders and more) Vehicle Maintenance Freakishly simple 2-clicks-from-vanilla-arma-to-being-screamed-at-by-your--squadleader launcher. Excellent performance relative to other game-modes that have large player numbers Smooth and polished interface and systems AI fighters only for when the server is waiting for actual players to join But why is it called Frontline? Because we fight on the Frontline! Gone are the days of fighting over arbitrary buildings and locations, now territory is king. You decide what locations are tactically relevant the whole battlefield is your playground. Push the Frontline by taking and holding ground, the team with the most territory bleeds the other of tickets, the more territory the faster the bleed. The Frontline constantly updates and flows with the shape of the battle forces the teams to play together, communicate and fight in a realistic manner. Flank enemy squads to cut them off from reinforcement and supply, probe for undefended gaps in the Frontline and breakthrough. Timelapse 40x speed of a battle (youtube) Typical reaction of a player seeing the frontline for the first time At the moment the mod is played in conjunction with either RHS or Iron Front mods . The only place to play it is on the server run by the development team (this will change as the player-base expands). The mod and it's dependencies are available on steam workshop. If you have any problems installing please use the launcher we made. It's idiot proof. The steam workshop is there because people wanted it, and it works just fine, but we will only support/help people installing with the launcher. Details of the launcher in the second post of this thread and you can get it on the website. The server also uses CUP terrains, Kunduz and some custom terrains that are all in the mod pack delivered by the launcher. Teamspeak is mandatory because of the mod-integrated Task Force Radio, but even if you don't have TS, the launcher will help you install teamspeak, take care of all the TFR plugins, open the frontline teamspeak, put you in the right channel, open TrackIR if you have it, launch Arma, put you into the server, and make you a nice cup of tea just the way you like it.) We have a website here frontline-mod.com but nearly all interaction with/between the community is on the discord On the discord we discuss feedback, trash-talk and organize events and playing times. We play at specific times, we don't yet have the player-base to have spontaneous games so we set specific game nights to get bigger games with more players and combined assets unlocked. So yes the server is empty most of the time, and no that does not mean the mod is dead. Come to the discord to find the time of the next fight, but right now it is every Wednesday (RHS), Saturday (RHS) and Sunday (Iron Front) at 1800GMT. Some background on the development: The mod has been in development for several years now, starting with a sub-section of the dev team that developed Tactical Battlefield. The SQF coding is built on top of the framework made by the AAW team. The tech behind the Frontline itself is something entirely unique to this mod. A whole Python extension framework has been built from scratch just to be able to execute our Python code on the server that takes care of "capturing" the terrain and computes a realistic frontline based on the situation in the AO. On a side note: we're quite proud of how we implemented it. In fact, we're so proud of our ingenious tricks used that we're currently (early 2018) going to Python conferences and giving talks about the gamemode. Its pretty cool stuff and as the bonus of fantastic performance.
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How to get "required addons" to show up in launcher
flexgrip posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
Hello, I'm sorry to post. I've read and tinkered with settings for days and there don't seem to be any clear docs on this. The basic problem is: I'm trying to allow my group to join the server via the vanilla launcher. But when they go to join the server, I can't get any mods to show up in the "Required Addons" section. Here's what I've tried... Mods are launched via the -mod parameter (of course) All mod's keys are in the keys folder Mission.sqm's define mods in the addons[] and addonsAuto[] array verifySignatured = 2 battleye enabled My server is registered with out unit page But no matter *what* I try, they don't show up in the required part. Here is what it looks like while trying to join... I believe my server config is correct or close to it. So what does "Server can't transmit all data; list of required mods might be incomplete" mean? Any suggestions would be appreciated. -
Hi there, direct your feedback on the official Arma 3 Launcher here. This is (non-exclusively) related to the Launcher being the default way to launch the game starting from Thursday 26/03/15. Thanks :) Reminder: bugs still belong to Feedback Tracker in the Launcher category.
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Hi All, I have a new PC and am in the process of installing mods. After I subscribed to a Mod in Steam, I see duplicate downloads in the launcher which has never happened before? Please take a look at the image for reference. https://imgur.com/sgtnekF Cheers
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server Arma 3 found very late in launcher / not shown at all via Steam
b0ing posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
Hi guys, I'm having a issue with our server. Since I switched from Linux to Windows people cannot find our Server anymore. When using favorites it cannot be found. When trying to join after via Steam - it says "no response from server". Only way it works is by using the launcher - via Internet tab. Let it load 3k - 4k servers - then it will be shown as available. Also very strange - the launcher shows green mods 0 / red mods 0 / gray mods 20. Do you have any idea about such issues? Kind regards Jonas -
IS IT POSSIBLE TO LINK A LAUNCHER UP WITH A DARTER OR LASER DESIGNATOR? Is it possible for a player to link the rocket of his launcher to the laser mark provided by a darter or laser designator, and if so, how? Thank you in advance for taking the time answering my question.
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Since the latest patch, the server tabs in the launcher no longer "Auto Refresh" the list of servers. You have to click on the refresh in the upper right of the screen. Is this a bug? Will it be fixed in next patch? Regards, Bear
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I got following problem: I finally got my new computer setup und freshly installed arma3 after 5 years without any video games, but Arma3 just wont start. When i click on "Play" in the lower left corner of the arma launcher it seems to start the game but it gets stuck "initializing addons" while loading and then gives me following information: 0xC0000005 - STATUS_ACCESS_VIOLATION Details are: but i startet it without any mods and dlc's.. I didnt really found any helpfull support on that, this may be the result of my poor englisch skills so please be nice to me. Thanks for your help.
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Hi, I've recently installed Arma 3 for the first time, but ran into trouble at literally the first step. I'll click "play" on steam, and it won't launch. It'll say "running", then immediately say "syncing" and close outright. I can run the Arma.exe itself from the folder, but the launcher won't run, nor will it run in administrator mode. Looking at Task Manager, the launcher runs in background but instantly says "suspended" then closes. I've reinstalled .NET which hasn't fixed it, I've verified the game files but that hasn't worked, I've gone into AppData and deleted the file beginning with arma3launcher.exe_URL but that hasn't fixed it, running the launcher in safe mode didn't work, nor has a clean reinstall of Arma itself helped. https://arma3.com/launcher/troubleshooting I visited this page too, and I've done literally everything on that list. Nothing worked. Reinstalled .net and the C++ redistributable, safe mode didn't even open (it had the option to reset settings and disable hardware acceleration, but it never opened the launcher itself and disabling HA did nothing), ran it in administrator, and I don't use Raptr, RadeonPro, or SweetFX. My Arma 3 Launcher Logs are here - https://pastebin.com/TJH3C7vC According to the logs, it isn't detecting a graphics card that can support DirectX10 or higher which is strange considering I have a dedicated graphics card, a GTX 1060 and DirectX12 installed currently.
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After a short break (1 week), I decided to play Arma 3 again with same mods, but after launching the launcher, all the mods started to update and downloading again. This has already happened some times, but downloading such a number of gigabytes each time is already a problem. ( http://prntscr.com/oesvus )
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In the official launcher I noticed that there is a startup parameter where you can set a selected Unit that you are in on startup. However, the problem I have with this is I wish to add this parameter to Arma3Sync but have no idea what the correct syntax for the parameter is in regards to the Unit name, especially when there is spaces involved. What's more annoying is how after doing some googling I haven't been able to find mention of this parameter anywhere, and all of my trial and error attempts of using quotation marks, underscores or just leaving it plain has proved fruitless, so there must be something I'm missing. Is this new, undocumented parameter can only be used when launching the game from the official launcher? Or is there somethign else?
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I am attempting to add Launcher animations and transitions for the prone stance. Selecting a launcher in prone only to make your character stand or crouch, revealing yourself to enemy fire or sight, is unacceptable. Not being able to ready a launcher or even fire one from the prone position is unacceptable. ACE 1 and 2 did this by creating new States in the animation config, and altering the Actions for transitions. As ArmA 3 has added more actions and made some animation config entries defunct, I am having difficulty porting this feature over. Currently the animation state works correctly when switching from a rifle in prone to a launcher in prone. Attempting to switch to a launcher without a weapon (civil Lying) goes into multiple animations ending up in civil standing, and it does not work when switching from launcher standing or launcher kneeling. Can someone assist with this animation config? class CfgPatches { class pizza_launcher_prone { units[] = {}; weapons[] = {}; requiredVersion = 1; requiredAddons[] = {"A3_Anims_F", "A3_Anims_F_Data","A3_Anims_F_Config_Sdr"}; version = 1; }; }; class CfgMovesBasic { class Default; // External class reference class Actions { class NoActions; // External class reference class CivilStandActions; // External class reference class CivilProneActions : CivilStandActions { SecondaryWeapon = "ACE_LauncherProne"; }; class PistolStandActions; // External class reference class PistolProneActions : PistolStandActions { SecondaryWeapon = "ACE_LauncherProne"; }; class RifleBaseStandActions; // External class reference class RifleProneActions : RifleBaseStandActions { SecondaryWeapon = "ACE_LauncherProne"; }; class LauncherKneelActions : NoActions { down = "ACE_LauncherProne"; up = "AmovPercMstpSrasWlnrDnon"; Lying = "ACE_LauncherProne"; PlayerProne = "ACE_LauncherProne"; EvasiveBack = ""; Stand = "AmovPercMstpSrasWlnrDnon"; PlayerStand = "AmovPercMstpSrasWlnrDnon"; Crouch = "AmovPknlMstpSrasWlnrDnon"; PlayerCrouch = "AmovPknlMstpSrasWlnrDnon"; }; class LauncherStandActions : LauncherKneelActions { down = "ACE_LauncherProne"; PlayerProne = "ACE_LauncherProne"; Lying = "ACE_LauncherProne"; }; class ACE_LauncherProneActions : LauncherKneelActions { stop = "ACE_LauncherProne"; default = "ACE_LauncherProne"; binocOn = "awopppnemstpsoptwbindnon_non"; binocOff = "ACE_LauncherProne"; handGunOn = "AmovPpneMstpSrasWpstDnon"; ReloadRPG = ""; GestureReloadRPG7[] = {"", ""}; down = "AmovPercMstpSrasWlnrDnon"; up = "AmovPknlMstpSrasWlnrDnon"; PlayerStand = "AmovPercMstpSrasWlnrDnon"; PlayerCrouch = "AmovPknlMstpSrasWlnrDnon"; PlayerProne = "ACE_LauncherProne"; Combat = "ACE_LauncherProne"; Lying = "ACE_LauncherProne"; Stand = "AmovPercMstpSrasWlnrDnon"; Crouch = "AmovPknlMstpSrasWlnrDnon"; die = "AdthPpneMstpSrasWrflDnon_1"; Civil = "AmovPpneMstpSnonWnonDnon"; CivilLying = "AmovPpneMstpSnonWnonDnon"; walkF = "ACE_LauncherProneCrawlF"; walkLF = "ACE_LauncherProneCrawlfl"; walkRF = "ACE_LauncherProneCrawlfr"; walkL = "ACE_LauncherProneCrawll"; walkR = "ACE_LauncherProneCrawlr"; walkLB = "ACE_LauncherProneCrawlbl"; walkRB = "ACE_LauncherProneCrawlbr"; walkB = "ACE_LauncherProneCrawlb"; slowF = "ACE_LauncherProneCrawlf"; slowLF = "ACE_LauncherProneCrawlfl"; slowRF = "ACE_LauncherProneCrawlfr"; slowL = "ACE_LauncherProneCrawll"; slowR = "ACE_LauncherProneCrawlr"; slowLB = "ACE_LauncherProneCrawlbl"; slowRB = "ACE_LauncherProneCrawlbr"; slowB = "ACE_LauncherProneCrawlb"; fastF = "ACE_LauncherProneCrawlf"; fastLF = "ACE_LauncherProneCrawlfl"; fastRF = "ACE_LauncherProneCrawlfr"; fastL = "ACE_LauncherProneCrawll"; fastR = "ACE_LauncherProneCrawlr"; fastLB = "ACE_LauncherProneCrawlbl"; fastRB = "ACE_LauncherProneCrawlbr"; fastB = "ACE_LauncherProneCrawlb"; EvasiveForward = ""; EvasiveLeft = ""; EvasiveRight = ""; EvasiveBack = ""; turnL = ""; turnR = ""; turnLRelaxed = ""; turnRRelaxed = ""; getInCar = "AmovPknlMstpSrasWrflDnon"; getOutCar = "AmovPknlMstpSrasWrflDnon"; getInTank = "AmovPknlMstpSrasWrflDnon"; getOutTank = "AmovPknlMstpSrasWrflDnon"; upDegree = "ManPosWeapon"; leanRRot = 0; leanRShift = 0; leanLRot = 0; leanLShift = 0; turnSpeed = 2; }; }; }; class CfgMovesMaleSdr : CfgMovesBasic { class States { class ACE_LauncherProne : Default { actions = "ACE_LauncherProneActions"; duty = -0.7; file = "\ace_anims\movement\ACE_Launcher_Lying.rtm"; collisionShape = "A3\anims_f\Data\Geom\Sdr\Ppne.p3d"; showWeaponAim = false; disableWeapons = false; disableWeaponsLong = false; enableMissile = true; canPullTrigger = true; aimPrecision = 0.3; speed = 1e+010; relSpeedMin = 0.7; relSpeedMax = 1.1; aiming = "aimingLauncher"; looped = true; soundEnabled = false; connectTo[] = {}; connectFrom[] = {}; interpolateFrom[] = {"ACE_LauncherProne", 0.04}; interpolateTo[] = {"ACE_LauncherProne", 0.04}; enableBinocular = true; preload = false; headBobStrength = 0.20398; headBobMode = 2; leftHandIKBeg = true; leftHandIKCurve[] = {1}; leftHandIKEnd = true; rightHandIKBeg = true; rightHandIKCurve[] = {1}; rightHandIKEnd = true; weaponIK = 4; legs = "legsLyingAimingPistol"; visibleSize = 0.15; onLandBeg = true; onLandEnd = true; leaningFactorBeg = 0; leaningFactorEnd = 0; enableOptics = 4; }; class TransAnimBase; class ACE_LauncherKneel_LauncherProne : TransAnimBase { actions = "ACE_LauncherProneActions"; file = "\A3\anims_f\Data\Anim\Sdr\mov\knl\stp\ras\lnr\amovpknlmstpsraswlnrdnon_amovppnemstpsraswlnrdnon"; speed = 0.33; weaponIK = 4; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; onLandBeg = false; onLandEnd = true; interpolationSpeed = 1; soundOverride = "laydown"; soundEnabled = true; enableMissile = true; interpolateFrom[] = {"AmovPknlMstpSrasWlnrDnon", 0.01}; interpolateTo[] = {"ACE_LauncherProne", 0.01}; }; class ACE_LauncherProne_LauncherKneel : TransAnimBase { actions = "LauncherKneelActions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\ras\lnr\amovppnemstpsraswlnrdnon_amovpknlmstpsraswlnrdnon"; speed = 0.31; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; onLandBeg = true; onLandEnd = false; enableMissile = true; interpolationSpeed = 1; soundOverride = "standup"; soundEnabled = true; leaningFactorBeg = 0.5; leaningFactorEnd = 0.5; weaponIK = 4; interpolateFrom[] = {"ACE_LauncherProne", 0.01}; interpolateTo[] = {"AmovPknlMstpSrasWlnrDnon", 0.01}; }; class ACE_RifleProne_LauncherProne : TransAnimBase { actions = "ACE_LauncherProneActions"; file = "\A3\anims_f\Data\Anim\Sdr\mov\pne\stp\ras\rfl\AmovPpneMstpSrasWrflDnon_AwopPpneMstpSoptWbinDnon"; speed = 0.66; disableWeapons = true; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; interpolationSpeed = 1; leftHandIKBeg = 0.0; leftHandIKCurve[] = {}; leftHandIKEnd = 0.0; rightHandIKBeg = 0.0; rightHandIKCurve[] = {}; rightHandIKEnd = 0.0; soundEnabled = false; leaningFactorBeg = 1.0; leaningFactorEnd = 0.5; interpolateFrom[] = {"AmovPpneMstpSrasWrflDnon", 0.01}; interpolateTo[] = {"ACE_LauncherProne", 0.01}; weaponIK = 4; onLandBeg = true; onLandEnd = true; }; class ACE_LauncherProne_RifleProne : TransAnimBase { actions = "RifleProneActions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\ras\pst\AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end"; speed = 0.16; disableWeapons = true; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; interpolationSpeed = 1; leftHandIKBeg = 0.0; leftHandIKCurve[] = {0}; leftHandIKEnd = false; rightHandIKBeg = 0.0; rightHandIKCurve[] = {0}; rightHandIKEnd = false; soundEnabled = false; leaningFactorBeg = 0; leaningFactorEnd = 0; interpolateFrom[] = {"ACE_LauncherProne", 0.01}; interpolateTo[] = {"AmovPpneMstpSrasWrflDnon", 0.01}; weaponIK = 4; onLandBeg = true; onLandEnd = true; }; class ACE_LauncherProneCrawlf : ACE_LauncherProne { actions = "ACE_LauncherProneActions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDf"; speed = 0.9; collisionShape = "A3\anims_f\Data\Geom\Sdr\Ppne.p3d"; duty = -0.3; leaningFactorBeg = 0; leaningFactorEnd = 0; disableWeapons = true; disableWeaponsLong = true; soundEnabled = true; connectTo[] = {"ACE_LauncherProneCrawlf", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlf", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlfl", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlfl", 0.025}; weaponIK = 0; }; class ACE_LauncherProneCrawlfl : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDfl"; speed = 0.9; connectTo[] = {"ACE_LauncherProneCrawlfl", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlfl", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawll", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawll", 0.025}; }; class ACE_LauncherProneCrawll : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDl"; speed = 1.2; connectTo[] = {"ACE_LauncherProneCrawll", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawll", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlbl", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlbl", 0.025}; }; class ACE_LauncherProneCrawlbl : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDbl"; speed = 0.9; connectTo[] = {"ACE_LauncherProneCrawlbl", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlbl", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlb", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlb", 0.025}; }; class ACE_LauncherProneCrawlb : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDb"; speed = 0.9; connectTo[] = {"ACE_LauncherProneCrawlb", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlb", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlbr", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlbr", 0.025}; }; class ACE_LauncherProneCrawlbr : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDbr"; speed = 0.8; connectTo[] = {"ACE_LauncherProneCrawlbr", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlbr", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlr", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlr", 0.025}; }; class ACE_LauncherProneCrawlr : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDr"; speed = 1.2; connectTo[] = {"ACE_LauncherProneCrawlr", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlr", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlfr", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlfr", 0.025}; }; class ACE_LauncherProneCrawlfr : ACE_LauncherProneCrawlf { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\run\non\non\AmovPpneMrunSnonWnonDfr"; speed = 0.75; connectTo[] = {"ACE_LauncherProneCrawlfr", 0.02}; connectFrom[] = {"ACE_LauncherProneCrawlfr", 0.02}; interpolateFrom[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlf", 0.025}; interpolateTo[] = {"ACE_LauncherProne", 0.02, "ACE_LauncherProneCrawlf", 0.025}; }; }; class Interpolations { ACE_LauncherProneMove[] = {2, "ACE_LauncherProne", "ACE_LauncherProneCrawlF", "ACE_LauncherProneCrawlfl", "ACE_LauncherProneCrawlfr", "ACE_LauncherProneCrawll", "ACE_LauncherProneCrawlr", "ACE_LauncherProneCrawlbl", "ACE_LauncherProneCrawlbr", "ACE_LauncherProneCrawlb"}; }; };
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Whenever I try to load the game from the launcher with Battleye turned on I get this message. Does anyone know how to fix it? Link