ilganna
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Posts posted by ilganna
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Hi Kilo,
it seems that after upgrading to A3 1.40, for some reason, the static mission spawns a couple of time and when finished, it doesn't spawn anymore.
I checked the logs and saw that the players completed successfully the static mission, but after then, only the dynamic one was respawning... (no errors generated btw)
Using 0.8.3
Maybe it's an isolated case, but I would like to let you know...
Thanks
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So found this in my server .rpt
11:22:41 Error in expression <index"];
_object = _this;
_object call EPOCH_server_setVToken;
_object setVaria>
11:22:41 Error position: <EPOCH_server_setVToken;
_object setVaria>
11:22:41 Error Undefined variable in expression: epoch_server_setvtoken
And it would seem the only mission we are getting right now is the bandit base camp, I am assuming this is because the other missions depend on vehicles?
Found the call on line 10 of functions.sqf
Anyone else have similar issues?
Yes, it happens to me as well.
I have SEM and A3EAI running in parallel, so that's maybe why...
Missions and AI spawns, but I didn't yet tested if they are hostile towards players (I read someone else had issues with other missions AIs running at the same time).
Thanks, best regards
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Yes, followed them at best I could here's a few screenshots:
This is my line 22 in scripts.txt
7 exec !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\"" !="execVM \"wai\remote.sqf\"" !="execVM \"wai\nuke.sqf\""
Any other suggestions?
Remove the = from the line so it will look like:
!"execVM "wai\nuke.sqf";"
Here's the explanation:
- != The parameter must exactly match the exception. In scripts.txt the entire statement the keyword is found in must exactly match the exception.
- ! The parameter must contain the exception. In scripts.txt the statement the keyword is found in must contain the exception.
Thanks, best regards
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@ilganna: You will need to equip AI with launcher weapons. Armored vehicles are a problem because normal weapons can't do damage to them, so AI won't attack. I don't have a list of launcher weapons handy, so you'll need to look for them yourself.
Ok thanks, I'll equip them with the RPG-42 Alamut Rocket Launcher (launch_RPG32_F) and it's ammo (RPG32_F).
Thanks again!
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Hi Face,
thanks for your AI, it's really cool!
I have a question regarding players vehicles: I have some custom vehicles on my servers, like the unarmed Ifrit (classname O_MRAP_02_F); unfortunately AI are not attacking this vehicle (either land or air AI)... Is there a way to quickfix it?
I have tried to search through all topic, but I wasn't able to find anything related to it.
Thanks
- Michel
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Hey Richie,
have you tried to use the the Redis Desktop Manager to see if your DB contains useful data? Also, did you tried to restore the DB with an older file, like for example the day before the crash?
I'm using the standard tools (two instance of Redis opened the same time) and I never had issues...
Thanks
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Hey Vamp,
thank you for your framework, it's really nice!
I have two servers running, however in the Chernarus one I experience some random crashes when you attack AI. For example it happened twice that when I shooted with a GL (attached on a rifle), the arma3server.exe crashes.
This doesn't happen on Altis one and on both I run @MAS, @EMOD, @SEM and Infi* AH addons.
Any clue?
From RPT I can only see the error message regarding Group join or the one that cannot read something (name of town which is invaded).
Thanks!
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Hi,
I fixed myself by adding this on mission.sqm (on groups class):
class Item100{side = "West";class Vehicles{items = 1;class Item0{position[] = {15359.4,15359,0.00143433};azimut = 222.51;special = "NONE";id = 100;side = "West";vehicle = "Epoch_Sapper_F";leader = 1;skill = 0.6;init="this allowDamage false;";};};};};Remeber to change the class groups count from 100 to 101.class Groups{items = 101;Also, you need to adjust your BE script.txtLine 20: add this at the end:!="this allowDamage false;"I know this is not a great fix (Sapper coords are map bottom right corner) but at least I don't have any freezes.Thanks! -
Hi Kilo,
thanks for the great mission system; I have a quick question:
is it possible to have the mission not despawn if a player engaged AIs or is within a defined range? (like 800 meters). I think I saw this feature in another (most likely Arma2) mission system.
Sorry if you already implemented in the latest release, but as per 0.5.1 I had a mission despawn while I were doing it.
Thanks!
-Michel
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On my case it's random, but the most "hard" hiccup is on the first sapper...
Thanks!
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Hi Elite,
please have a look to your PMs, important information inside.
Thanks
-Michel
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Hi horbin,
as stated on this other thread () I have a fully working VMs infrastructure and no issues at all.
What are you using for your VM?
Thanks
-Michel
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Hi,
I don't know if it has already reported (I searched forums for freezes but I have not found any relevant results), however when one of my server (vanilla test or modded one), spawn an antagonists, all players are experiencing a game freeze (like 2 seconds).
I had the same issue back on my A2E Namalsk server when I wanted to spawn a Bloodsucker and the fix, was to include the AI leader (with the ns_bloodsucker model) on the mission.sqm file. After doing it, when it spawned on the map, no more freezes were experiencied.
Anyone can suggest an entry to the mission.sqm so I can test it out if the freeze happen even if I already loaded the model somewhere?
Thanks!
-Michel
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Hi blckeagls,
For the face skin, have you tried to use "setIdentity" and "setFace" variables?
I guess you can define it in the description.ext and then apply on the client side... However I'm not good with scripts, but here are reference for you:
https://community.bistudio.com/wiki/setIdentityand https://community.bistudio.com/wiki/setFace
Thanks,
-Michel
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In my case I modified my scripts like:
addweaponcargo.txt:
1 "" !="(Binocular|Rangefinder|Hatchet|MeleeSledge|ChainSaw|MultiGun|Rollins_F)" !="(ruger_pistol|speargun|1911_pistol|akm|m14|M14Grn|m16|m16Red|m107|m107Tan|m249|m249Tan|m4a3)_epoch" !="SMG_(01|02)_F" !="hgun_(PDW2000|ACPC2|Rook40|P07|Pistol_heavy_0[1-2]|Pistol_Signal)_F" !="LMG_(Mk200|Zafir)_F" !="srifle_(EBR|GM6|LRR|DMR_01)_F" !="arifle_(Katiba|Katiba_C|Katiba_GL|SDAR|TRG21|TRG20|TRG21_GL|Mk20|Mk20C|Mk20C_plain|Mk20_GL|Mk20_plain|Mk20_GL_plain)_F" !="arifle_(MXC|MX|MX_GL|MXM|MXM_Black|MX_GL_Black|MX_Black|MXC_Black|MX_SW|MX_SW_Black)_F"
scripts.txt
7 "BIS_fnc_" !"getCfgSubClasses" !"animalBehaviour" !"guiEffectTiles_coef" !"GUImessage" !"guiEffectTiles" !"param" !"setIDCStreamFriendly" !"overviewauthor" !"diagAARrecord" !"diagKey" !"feedbackMain" !"missionHandlers" !"getServerVariable" !"missionFlow" !"initParams" !"initRespawn" !"missionTasksLocal" !"missionConversationsLocal" !"missionCon" !"preload" !"logFormat" !"recompile" !"moduleInit" !"feedback_allowPP" !"feedback_allowDeathScreen" !"feedbackInit" !"initMultiplayer" !"MP" !"displayMission" !"feedback_fatiguePP" !"respawnBase" !"dirTo" !"secondsToString" !"guiMessage_status" !"selectRespawnTemplate" !"guiMessage_defaultPositions" !"startLoadingScreen_ids" !"damageChanged" !"incapacitatedEffect" !"invRemove" !"relpos" !"inString" !"findSafePos" !"isPosBlacklisted" !"timeToString" !"distance2D" !"effectKilled" !"dynamictext" !"inAngleSector" !="_this call (uinamespace getvariable 'BIS_fnc_effectFired');" !"_this call bis_fnc_initVirtualUnit;"7 "BIS_fnc_dynamictext" !", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext;" !", 0, 0.4, 5, 2, 0, 2] spawn bis_fnc_dynamictext;" !"snil '_fnc_scriptName') then {_fnc_scriptName}" "sleep (_onScreenTime) spawn bis_fnc_dynamictext;"7 forceRespawn7 moveIn !="\"A3\functions_f\Misc\fn_moveIn.sqf\"" !="\"A3\functions_f\arrays\fn_removeIndex.sqf\"" !="player moveInAny _vehicle;\nEPOCH_antiWallCount = EPOCH_antiWallCount + 1;" !="[\"I_UAV_AI\", position _unit, [], 0, \"CAN_COLLIDE\"];\n_driver moveInAny _unit;"7 attachTo !"_smoke1 attachTo [_v,[0,0,0],\"engine_effect_1\"];" !"EP_light attachTo [player];" !"_bomb attachTo [_unit, [0,0,0],\"Pelvis\"];" !"_dogHolder attachTo [_dog, [-0.2,1.2,0.7]];" !"EPOCH_staticTarget attachTo[player];" !"EPOCH_target attachTo[player];"7 enableCollisionWith7 hideObject !="_dogHolder hideobject true;" !="_dogHolder hideobject false;"7 setFriend7 setAmmo7 setvelocity !="_bolt setPosATL _pos;\n_bolt setVelocity [0, 0, -10];" !="EPOCH_target setvelocitytransformation" !="_currentTarget setVelocity [0,0,-0.01];" !="_head setVelocity [random 2,random 2,10];" !="_vel = velocity this; _dir = getDir player; this setVelocity[(_vel select 0)+(sin _dir * 2),(_vel select 1)+(cos _dir * 2),(_vel select 2)];"7 RscDebugConsole_watch7 enableFatigue7 setUnitRecoilCoefficient7 allMissionObjects7 callExtension7 showCommandingMenu7 assignAs7 playableunits !"{getplayeruid _x == _ownerVar} count playableunits" !="lbSetData[21500, _index, netId _x];\n} forEach(playableUnits - [player]);" !="round diag_fps" !="(count playableUnits)"7 allUnits !="{_x allowFleeing 0} forEach allUnits;" !="EPOCH_ESPMAP_TARGETS = allUnits + vehicles;"7 allowDamage !="player allowDamage true;vehicle player allowDamage true;" !="unit setvariable ["bis_fnc_objectside_side",_side];_unit allowdamage false;true"7 exec !="(_this select 0) execVM \"\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf\"" !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\"" !=execVM "custom\welcome.sqf";" !=execVM "scripts\statusBar.sqf";"7 addWeaponCargo7 onMapSingleClick !="onMapSingleClick '';"7 addMagazine !"addMagazineCargo" !="player addMagazine _craftItem;" !="player addMagazine \"jerrycanE_epoch\";" !="player addMagazine \"emptyjar_epoch\";" !="player addMagazine \"jerrycan_epoch\";" !="player addMagazine \"Hatchet_swing\";" !="player addMagazine [(_x select 0),(_x select 1)]" !="player addMagazine _x;"7 addMagazineCargo !"_dogHolder addMagazineCargo [\"RabbitCarcass_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"Pelt_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"Venom_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"SnakeCarcass_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"ChickenCarcass_EPOCH\", 1]"7 addItem !="player addItem _craftItem;" !="player addItem _x;"7 addBackPack7 removeAllWeapons7 removeAllItems7 removeBackpack7 removeAllActions7 setTerrainGrid !="setTerrainGrid 25;"7 setViewDistance !"setViewDistance 1600"7 createGroup !="_grp = createGroup RESISTANCE;" !="if (isserver) then {\n_group = creategroup sidelogic;"7 createVehicleCrew7 createVehicleLocal !"\"#particlesource\" createVehicleLocal" !"\"#lightpoint\" createVehicleLocal" !"\"BloodSplat\" createVehicleLocal" !"[\"lightning1_F\", \"lightning2_F\"] call BIS_fnc_selectRandom;\n_lighting = _class createVehicleLocal"7 createUnit !="_unit = _grp createUnit[(_arrUnits select _i), _pos, [], 0, \"FORM\"];" !=_driver = _grp createUnit[\"I_UAV_AI\", position _unit, [], 0, \"CAN_COLLIDE\];"7 createAgent !="_unit = createAgent[_unitClass, _targetPos, [], 256, \"FORM\"];" !=_unit = createAgent [_unitClass, _targetPos, [], 120, \"FORM\];" !="_animal = createAgent[_randomAIClass, _animalPos, [], 5, \"NONE\"];" !=_unit = createAgent [\"Epoch_Cloak_F\", _pos, [], 0, \"CAN_COLLIDE\];"7 createTeam7 createDialog !="createDialog \"InteractBank\";" !="createdialog \"SelectGender\";" !="_handled = createdialog _dialog;" !="if (!dialog) then {createDialog 'Skaronator_AdminMenu'};" !="if !(createdialog \"InteractItem\") exitWith {};" !="createDialog \"TapOut\";" !="if !(createdialog \"Trade\") exitWith {};" !="_ok = createdialog \"Interact\";" !="_ok = createdialog \"TradeNPCMenu\";" !="createDialog \"Epoch_myGroup\";" !="createDialog (if ((Epoch_my_GroupUID == \"\") && (Epoch_my_Group isEqualTo [])) then {\"EPOCH_createGrp\"} else {\"Epoch_myGroup\"});" !="createDialog \"GroupRequests\";"1 deleteMarker1 setMarker1 createMarker7 assignItem7 forceAddUniform7 removeAllMPEventHandlers7 setDamage !="([4654.62,9593.63,0] nearestObject 145259) setDamage 1" !="([4654.62,9593.63,0] nearestObject 145260) setDamage 1" !="_sapper setDamage 1;\n_sBomb setDamage 1;"7 setDammage7 displaySetEventHandler7 ctrlSetEventHandler !"BIS_fnc_guiMessage_status"7 addMPEventHandler7 addEventHandler !"displayAddEventHandler" !"ctrlAddEventHandler" !"FiredNear" !"EpeContactStart" !"InventoryClosed" !"GetOut" !"InventoryOpened" !"local" !"Respawn" !"Put" !"Take" !"Fired" !"Killed" !" [\"PostReset\",{BIS_EnginePPReset = true;} ];" !"_logic addeventhandler [\n\"local\""7 displayAddEventHandler !"[_display] call _fnc_animate;" !"tVersion select 4) == \"Development\") then" !"_display displayaddeventhandler\n[\n\"mousemoving\"," !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"true\"];" !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"_this call EPOCH_KeyDown\"];" !"_display displayaddeventhandler [\"unload\",\"uinamespace setvariable ['BIS_fnc_guiMess" !="findDisplay -1337 displayAddEventHandler ['Unload'"7 ctrlAddEventHandler !"rCfg >> \"refreshDelay\");" !" [\n\"draw\"," !" [\"buttonclick\"," !="(uiNamespace getVariable 'ESP_map') ctrlAddEventHandler['Draw', '_esp_targets = EPOCH_ESPMAP_TARGETS;"7 removeAllEventHandlers !="ctrlRemoveAllEventHandlers" !="_vehicle removeAllEventHandlers \"GetOut\";"7 removeAllMissionEventHandlers7 ctrlRemoveAllEventHandlers !="(uiNamespace getVariable 'ESP_map') ctrlRemoveAllEventHandlers 'Draw';"7 removeEventHandler !="displayRemoveEventHandler" !="player removeEventHandler ['Fired', 0];" !"_currentTarget removeEventHandler[\"EpeContactStart\", _onContactEH]" !" [_adminVar,objnull];\npublicvariable _adminVar;\nplayer removeeventhandler [\"respawn\",_respawn];"7 displayRemoveEventHandler !"BIS_fnc_guiMessage_status"7 switchCamera7 remoteControl !"fn_moduleRemoteControl.sqf"7 drawIcon3D !="drawIcon3D[\"\x\addons\a3_epoch_code\Data\Member.paa\",_color,_pos,1,1,0,_text,1,0.025,\"PuristaMedium\"];\n}forEach EPOCH_ESP_TARGETS;" !"drawIcon3D[format[\"\x\addons\a3_epoch_code\Data\UI\loading_bar_%1.paa\",_stability],_color,(getPosATL EPOCH_stabilityTarget),5,5,0,\"\",1,0.05,\"PuristaMedium\"];" !"drawIcon3D[format[\"\x\addons\a3_epoch_code\Data\UI\loading_bar_%1.paa\",_num],_color,_pos,4,4,0,\"\",1,0.05,\"PuristaMedium\"];" !"EPOCH_drawIcon3dStability" !"EPOCH_drawIcon3d" !"if (_condition) then {\ndrawIcon3D [_icon, _color, _position, _sizeX, _sizeY, _angle, _text,"7 drawLine3D !"{\nfor [{_i = 1}, {_i < count _x}, {_i = _i + 1}] do {\ndrawLine3D [_x select (_i - 1), _x select _i, ((BIS_tracedShooter getVari"7 ctrlCreate7 ctrlDelete7 ctrlClassName7 ctrlModel7 ctrlModelDirection7 ctrlModelSide7 ctrlModelUp7 ctrlSetDirection7 ctrlSetModel7 deleteVehicleCrew !="[\"A3\functions_f\MP\fn_deleteVehicleCrew.sqf\",\".sqf\",0,false,false,false,\"A3\",\"MP\",\"deleteVehicleCrew\"]"7 loadFile7 selectPlayer !="selectPlayer _playerObject;"7 setGroupIconsVisible7 setGroupIconsSelectable7 setGroupIconParams7 addGroupIcon7 EPOCH_whitelist7 EPOCH_defaultVars_SEPXVar7 EPOCH_group_upgrade_lvl_SVar7 EPOCH_GROUP_Delete_PVS !="EPOCH_GROUP_Delete_PVS = [player,Epoch_personalToken];"7 Dayz_GUI_R7 dayz_originalPlayer7 zZombie_Base7 infiSTAR7 GodMode7 shazbot7 _typeofHookMonky7 _allocMemory7 _d3d9multipliervariable7 _runASM7 _addGFX_hookD3D9eventhandler7 _BEhookBYPASSBOB7 JJMMEE_INIT_MENUI will review logs later and add exceptions...Thanks-Michel -
Really, why is it like some impossibility to actually talk to someone on these forums and find out what the issue actually is? It's like a pattern of attitude around here for using the mod you are working on..
Hi Scaris,
well, unfortunately there are here many people that asks questions or simply don't follow basics requirements; In your case the issue was related to your host that didn't updated correctly the server files (they repeated many times you need to replace/upgrade all files). You can imagine devs frustration on losing time to troubleshoot things that are caused by user errors...
In any case, don't take it personally, we are a community and we try to help each other out; like BetterDeadThanZed just did it :)
Thanks
- Michel
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Hi Blckeagls,
Is the the addmarkersR1.sqf in use? I checked on the whole code, but it's never called; I guess it's a leftover or maybe for a future release.
Also, is there a way to have missions spawn, let's say at least 500 meters to 1km away from each other? In my Chernarus map it happens from time to time to have two mission very close (20-30 meter) or on the same spot...
Thanks!
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Hi,
thanks for your time reading my comments, however if I leave untouched the variable _ai1 name on AI.sqf here's what happen:
16:14:02 Error in expression < = getArray (configFile >> 'CfgWeapons' >> currentMuzzle _ai1 >> 'magazines');d>16:14:02 Error position: <>> currentMuzzle _ai1 >> 'magazines');d>16:14:02 Error >>: Type Number, expected String16:14:02 File q\addons\custom_server\AIMission\AI1.sqf, line 22This doesn't happen if I rename the variable on AI.sqf. It seems the game doesn't understand the variable ;)Thanks -
Hi blckeagls,
I still have the issue with the marker not disappearing but I shot down the issue.
Minor\SM1.sqf:
Line 18 [] execVM "debug\remarkers75.sqf";
Should be [] execVM "debug\remmarkers75.sqf";
While debugging, I had severals error on my RPT, let's see what you can fix:
AI.sqf & AI1.sqf:
1. You are using the same variables name (_ai1) for both files and this cause issues, please rename the one in AI.sqf to _ai . With this I've been able to fix a variable type error.
2. Why are you getting the first 6 characters/indexes of the _Magazine variables? Get them all: change addMagazine [_magazines select 0,5]; to addMagazine [_magazines];
My modified AI.sqf:
private ["_pos","_weap","_ammo","_other","_skin","_aiGroup","_ai","_magazines","_players","_owner","_ownerOnline"];_pos = _this select 0;_weap = _this select 1;_ammo = _this select 2;_other = _this select 3;_skin = _this select 4;_aiGroup = _this select 5;_ai = ObjNull;_skin createUnit [_pos, _aiGroup, "_ai = this", 0.7, "COLONEL"];_ai setVariable["LASTLOGOUT_EPOCH",1000000000000];_ai setVariable["LAST_CHECK",1000000000000];_ai enableAI "TARGET";_ai enableAI "AUTOTARGET";_ai enableAI "MOVE";_ai enableAI "ANIM";_ai enableAI "FSM";_ai allowDammage true;_ai setCombatMode "RED";_ai setBehaviour "COMBAT";_magazines = getArray (configFile >> 'CfgWeapons' >> currentMuzzle _ai >> 'magazines');diag_log format["_magazines: %1", _magazines];_ai addMagazine [_magazines];_ai setVariable ["AI",true,true];_ai addeventhandler ["fired", {(_this select 0) setvehicleammo 1}];_ai spawn {waitUntil{!alive _this};_x setOwner 1;sleep blck_aiCleanUpTimer;deleteVehicle _this;};while {true} do {waitUntil {count playableunits > 0};_players = [];{_players = _players + [_x];} foreach playableunits;_owner = _players call BIS_fnc_selectRandom;_ai setOwner (owner _owner);_ownerOnline = true;_players = [];while {_ownerOnline} do {{_players = _players + [_x];} foreach playableunits;if (!(_owner in _players)) then {_ownerOnline = false;};sleep 60;};};spawnVehicles.sqf:
You're calling a non defined variable (_veh call EPX_server_setVToken) is this necessary? I guess _veh call EPOCH_server_setVToken; already does your needs.
In your code, you're using the same variables names for different missions; this is causing issues and confusion while you're debugging the code/functions. If you plan to work more on this system, please take in consideration to clean up & optimize code.
Thanks!
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Hi,
My main server has esxi 5.5 installed and currently I have 4 VMs running: 1 Debian (MySQL for DayZ epoch) machine and 3 Windows 2012R2 servers (two dedicated to arma3)
So far no problems on perfomance or other issues, but you must know how to prepare the setup (at least 1 nic dedicated to the management network and 1 nic shared per 2 vms); exagerate on host RAM so you can dedicate at least 4 GB per VM. Also, you must know which settings to tune, the best pratices from hypervisor vendor must be followed.
I have Redis running on each Arma3 dedicated server, so in case I get messed up, I have to rebuild just one server.
Bear in mind that modification are not always on the fly, it may happen that queued db writes are delayed (check Redis config).
TLDR? Run Redis on the VM, but configure the Memory setting according to the RAM amount available. If you have only 4 gigs, give 1GB and check the console window for any error messages.
Best regards
- Michel
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Do you have the Debug folder in your mission files?
I'll put the cleanup in script and re-upload files.. Wait for an update in the first post...
Yes, I do have it;
otherwise the Markers won't be drawed on map.
Waiting for the update.
Thanks!
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Hi blckeagls,
thanks for the mission system, it's working good; however I have a little issue: when I complete a mission the marker isn't cleared up...
Any fix I can apply?
Thanks!
- Michel
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help
in Discussion
Hello there,
The only thing I can suggest you, is to connect to any game servers, stay in the lobby a minute or two, and wait that Battleye reports it's completely updated. If you got the same issue when you got BE updated, it may be an issue with your PC (the BE service won't start) and you may need to refresh your OS.
Thanks,
- Michel
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10 points for the person who recognizes the line written on the Guitar. ;)
"It can't rain all the time" -> The Crow movie ;)
-Michel
DMG Problem in Base
in Discussion
Posted
Hi,
I had same issue; He-Man fix is working flawlessly.
Thanks!