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7 NeutralAbout Sloveni4n
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Excellent. Hopefully it does the trick! I still do get memory errors when loading into an Arma 3 server but I've found that when I Alt+Tab while the mission is loading, the memory error doesn't occur. I think I read somewhere Arma 3 tries to load something with the editor that the OS doesn't like. This is separate from in-game memory crashes, but good to know nonetheless!
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- memory written
- memory read
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Sloveni4n started following Memory could not be read/written crash
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@Mail Escort I had a similar issue a few months back. I believe I toyed with my registry and deleted my Arma profile, but unfortunately I can't remember what actually fixed it. I would try deleting your profile(s) first. I quickly read through your post over at bistudio, and didn't see anything regarding profiles or registry edits, so I'm posting the link I used from the Steam Community regarding the topic I read through when I was troubleshooting HERE. ... a short Youtube vid I watched speaking more to profile removal HERE. Apologies for the crude response, I wish I remembered what I did to fix the issue. Hopefully this is something you haven't yet tried and you can get it resolved. Good luck!
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Sloveni4n started following Status bar error spam, Server start problem, Adding Bridge by AhoyWorld To Tanoa mission.sqm and and 3 others
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@z0ckyZockt I'm getting a 404 error when I try to navigate to the link you have posted for your log file. Ich erhalte einen Fehler 404, wenn ich versuche, zu dem Link zu navigieren, den Sie für Ihre Protokolldatei gepostet haben. Sorry für mein schlechtes Deutsch!
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Excellent.
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1. I figured out the original issue...apparently making sure you are FTP'd to your main server and not the headless client is something you double-check. Duh! 2. @Z80CPU thanks for the replies, I was considering adding these as well, or in place of AhoyWorld's. The only thing keeping me from doing so was not knowing if watercraft could pass freely underneath. I think you just sold me on them!
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Are you able to pass underneath in boats/watercraft?
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Community, I'm trying to add the bridge modeled by AhoyWorld found here into my mission.sqm. Using the Eden Editor, I was able to merge the sqm from the bridge into my Tanoa mission.sqm. I can see the bridge in the Eden editor when I play my server's mission.sqm scenario in Single Player mode through the editor. I packed the new mission.sqm into the Tanoa PBO and uploaded it to my server, however, the bridge is not visible when I log into the server in the mp mode. It should be noted I used the Eden Editor, not the Exile Editor plug in, and I didn't make the objects that make up the bridge 'simple objects'. What am I doing wrong? Am I missing an obvious step? Do I need to add the objects such as 'class Land_PierConcrete_01_16m_F' to any other files? Any help would be awesome, thanks!!
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Community, Any mods you are aware of that link the islands in the south of Tanoa to the mainland AND have the capability to pass underneath? I saw the one covering Madman Straights, but I'm not sure that is passable underneath. Thanks!
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Need Help Adding 3 Spawn Points to .sqm
Sloveni4n replied to Sloveni4n's topic in Spawning & Load-out
@AuzzieOx Thank you! I will test this out between tonight and tomorrow and let you know the results. Much appreciated! -
Hey everyone/anyone, Looking for some help adding 3 additional spawn locations to my mission.sqm. I've listed the coordinates below. Would be willing to make a PayPal donation for the time. Thanks! Lailai: X: 3620.85 Z: 36.6346 Y: 2141.07 Rautake X: 3416.96 Z: 9.90356 Y: 6668.33 Moddergat X: 9408.54 Z: 4.43564 Y: 3973.52
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Hmmm I think I just saw the heading as Ghost Hotel, but the table is actually 'Radiation'. Thanks, @kuplion. This question is answered. Duh!!
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Would anyone be willing to share their portion of .hpp file for the building locations within the radiation zone? I just realized the file I'm running is for Ghost Town...no wonder the same loot is spawning as in the non-radiation areas of the map. My radiation zone is the standard...left side of the map on the island.
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Enigma Revive: BattlEye kicking for "ENIGMA_revivePlayer"
Sloveni4n replied to Sloveni4n's question in Third Party Mods
@jimmya3 thanks for the suggestion. I'll definitely give it a try. I'm running 2 servers, one public and the other as a sandbox. I run both InfiSTAR and BattlEye, and I'm heavily considering just going with InfiSTAR. I've got log files I can review if there are any instances of 'odd' behavior. BattlEye is running on my sandbox and it is extremely finicky--especially with the number of mods I'm running. Thank you again, and I'll let you know how it turns out! -
@fr1nk had the same issue, found your solution, made the edits, and it worked. Thank you!
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Enigma Revive: BattlEye kicking for "ENIGMA_revivePlayer"
Sloveni4n posted a question in Third Party Mods
Need some help with this BattlEye filter exception. What am I doing wrong/is there another file I need to update too (such as scripts)? I've searched these forums and the internets high and low and can't seem to find a solution. Any suggestions would be GREATLY appreciated. I am running InfiStar if that makes a difference. The kick happens to the person reviving the dead body. Upon death, the countdown timer begins, and the option to 'Try Revive' is in the menu for the non-dead player. The player attempts the revive, and just before the action is complete, the player gets kicked, and the dead player remains dead. All aspects of this mod are working except for this BattlEye restriction. The server keeps kicking for (taken from the publicvariable.log file): PublicVariable Value Restriction #0 "ENIGMA_revivePlayer" = [R Geurrillas:1 (Frenzied_007) REMOTE,R Geurrillas:3 (Sloveni4n) REMOTE,1] I've updated both the publicVariableVal.txt and the publicvariable.txt files to include the following exception: !="ENIGMA_revivePlayer" publicvariable.txt: //new 7 "" !=""rmd_var_client_to_server" = [""]"" !="FuMS_CaptiveAction" !="FOLLOW" !="STAY" !="FLEE" !="BOARD" !="EVAC POINTS" !="ENIGMA_revivePlayer" !="FuMS_StartPlayerEncounter" publicVariableVal.txt: //new 7 "" !="FuMS_StartPlayerEncounter" !="ENIGMA_revivePlayer" 7 "call" 7 "spawn" 7 "compile" 7 "exec" 7 "config" 7 "toString" 7 "toArray" 7 "loadFile" 7 "preprocess" @Mods: Sorry guys, this should probably be moved to the Security>BattlEye section...