Arma 3 Enhanced Movement Not Working

That includes using this as part of game modes/servers that have donation systems that are tied to ingame content as reward for donations or straight up fees, even if that content is not this addon specifically. Also not allowed is the use of this addon on monetized servers that take a fee to play on them. Pay2play is a big nono. A good soldier is fast, exact and effective with his weapon, each of which features realistic ballistics and handling in Arma 3. Zero your weapon to account for bullet drop, adjust your profile to lower your recoil, and fire in short bursts to reduce bullet dispersion.

  • 1Terminology
  • 2Display and Dialog
  • 3HUDs
  • 4Controls
    • 4.5Control Styles
  • 6Preprocessor instructions

Dialogs are one way to provide custom graphical user interface in your missions and allow interaction with the player aswell as they are able to run code. They are defined as classes in the missionConfigFile (description.ext), campaignConfigFile (Campaign Description.ext) or configFile (config.cpp).

  • Custom Briefing Editor

  • Teamswitch GUI

  • Dynamic Groups GUI


Terminology

GUI
Graphical User Interface which let's the user interact with the software through graphical controls like buttons, lists and so on.

UI
User Interface which let's the user interact with the software through a console application

IGUI
Integrated Graphical User Interface, usually used when talking about vanilla menus in Arma 3.

User Interface Types

Dialog

  • Can be created upon an existing display. Parent display will be hidden.
    • Player movement is blocked by dialog
    • Commands:createDialog, closeDialog, allControls, dialog7erra (talk)

Display

  • Can be created upon an existing display. Parent display will be hidden.
  • Player movement is not blocked by display, if it hasn't been blocked by its parent display already.
    • Commands:createDisplay, closeDisplay, allControls, allDisplays
Generally speaking, dialogs and displays are identical. They are only differentiated by the way they are created (createDisplay, createDialog).

HUD

  • Is created in a new, or already existing layer. The user can not interact with it. Usually used to show information, like stamina, ammunition and so on.
    • Commands:allCutLayers, titleRsc, cutText, cutObj, cutFadeOut, setTitleEffect, allActiveTitleEffects
Some of the commands have different effects. Please check the command's biki page for detailed information.

Display and Dialog

Displays and dialogs are defined in the config file. They are usually used to simplify user interactions, through controls like buttons, list boxes and so on.

Properties

NameTypeRemark
iddIntegerThe unique ID number of this dialog. Used with findDisplay to find the display. Can be -1 if no access is required from within a script.
accessInteger
  • 0 - ReadAndWrite - this is the default case where properties can still be added or overridden.
  • 1 - ReadAndCreate - this only allows creating new properties.
  • 2 - ReadOnly - this does not allow to do anything in deriving classes.
  • 3 - ReadOnlyVerified - this does not allow to do anything either in deriving classes, and a CRC check will be performed.
movingEnableBooleanSpecifies whether the dialog can be moved or not (if enabled one of the dialogs controls should have the moving property set to 1 so it becomes the 'handle' the dialog can be moved with). Doesn't seem to matter in Arma 3
enableSimulationBooleanSpecifies whether the game continues while the dialog is shown or not.
onLoadStringExpression executed when the dialog is opened. See User Interface Event Handlers
onUnloadStringExpression executed when the dialog is closed. See User Interface Event Handlers
controlsBackgroundArrayContains class names of all background controls associated to this dialog.

The sequence in which the controls are listed will decide their z-index (i.e. the last ones will on top of the first ones).

controlsArrayContains class names of all foreground controls associated to this dialog.
objectsArray
  • Example Config:

Opening a display or dialog

There are two ways of creating a display or dialog. One can either use createDialog or createDisplay command.

Closing a display or dialog

There are several ways how a dialog can be closed.

  • by pressing the Escape-key
  • by using closeDialog
  • by using closeDisplay
  • when the user presses a button with IDC 0, 1 or 2


HUDs

HUDs are define in the class RscTitles, unlike displays or dialogs which are root classes in the config file. Additionally, their properties are different.

Properties

NameTypeRemark
iddIntegerThe unique ID number of this HUD. Used with findDisplay to find the display. Can be -1 if no access is required from within a script.
fadeInIntegerDuration of fade in effect when opening in seconds.
fadeOutIntegerDuration of fade out effect when closing in seconds.
durationIntegerDuration the HUD is displayed after opening in seconds. Use a very large number to have it always open.
onLoadStringExpression executed when the dialog is opened. See User Interface Event Handlers
onUnloadStringExpression executed when the dialog is closed. See User Interface Event Handlers
controlsArrayContains class names of all foreground controls associated to this dialog.
  • Example Config:


Controls

Controls are used to allow the player to interact with the GUI. Controls range from simple rectangles to 3D objects. Like dialogs, displays and HUDs, controls can have a unique ID to access them from within scripts. The classname of controls have to be unique.

What properties a control needs is defined by its type property. However most controls share a set of properties described in the following sections. For control specific properties visit the corresponding pages.

Common Properties

NameTypeRemark
idcIntegerThe unique ID number of this control. Can be -1 if you don't require access to the control itself from within a script
movingBooleanWhether the dialog will be moved if this control is dragged (may require 'movingEnable' to be 1 in the dialog. In Arma 3 works regardless). Another way of allowing moving of the dialog is to have control of style ST_TITLE_BAR
typeIntegerSee Control Types
styleIntegerSee Control Styles. style = '0x400+0x02+0x10';
x/y/w/hNumberThe position and size of the control in fractions of screen size.
sizeExNumberThe font size of text in fractions of screen size. Behaves similar to h property. For some controls it's named size.
fontStringThe font to use. See the list of available fonts for possible values.
colorTextArrayText color
colorBackgroundArrayBackground color
textStringThe text or picture to display.
shadowIntegerCan be applied to most controls (0 = no shadow, 1 = drop shadow with soft edges, 2 = stroke).
tooltipStringText to display in a tooltip when control is moused over. A tooltip can be added to any control type except CT_STATIC and CT_STRUCTURED_TEXT. Note: As of , most controls now support tooltips. A linebreak can be created by adding n.
tooltipColorShadeArrayTooltip background color
tooltipColorTextArrayTooltip text color
tooltipColorBoxArrayTooltip border color

Attributes Class

NameTypeRemark
fontStringAvailable Fonts
colorHTML colorHTML Color Codes
alignString'center', 'left', 'right'
shadowInteger0 = no shadow, 1 = drop shadow with soft edges, 2 = stroke

AttributesImage Class

NameTypeRemark
fontStringAvailable Fonts (Optional)
colorHTML colorHTML Color Codes
alignString'center', 'left', 'Right' (optional)


  • Example Config:

Control Types

The type property of controls defines what type of control they are. For example an edit box has the type 2.There is an ingame dialog with examples of how the control types look and act like:createDialog 'RscTestControlTypes';

DefineDecimalHexadecimalRemarkDefineDecimalHexadecimalRemark
CT_STATIC00x00CT_XLISTBOX420x2A
CT_BUTTON10x01CT_XSLIDER430x2B
CT_EDIT20x02CT_XCOMBO440x2C
CT_SLIDER30x03CT_ANIMATED_TEXTURE450x2D
CT_COMBO40x04CT_MENU460x2EArma 3 (EDEN)
CT_LISTBOX50x05CT_MENU_STRIP470x2FArma 3 (EDEN)
CT_TOOLBOX60x06CT_CHECKBOX770x4DArma 3
CT_CHECKBOXES70x07CT_OBJECT800x50
CT_PROGRESS80x08CT_OBJECT_ZOOM810x51
CT_HTML90x09CT_OBJECT_CONTAINER820x52
CT_STATIC_SKEW100x0ACT_OBJECT_CONT_ANIM830x53
CT_ACTIVETEXT110x0BCT_LINEBREAK980x62
CT_TREE120x0CCT_USER990x63
CT_STRUCTURED_TEXT130x0DCT_MAP1000x64
CT_CONTEXT_MENU140x0ECT_MAP_MAIN1010x65
CT_CONTROLS_GROUP150x0FCT_LISTNBOX1020x66
CT_SHORTCUTBUTTON160x10CT_ITEMSLOT1030x67
CT_HITZONES170x11CT_LISTNBOX_CHECKABLE1040x68
CT_VEHICLETOGGLES180x12CT_VEHICLE_DIRECTION1050x69
CT_CONTROLS_TABLE190x13
CT_XKEYDESC400x28
CT_XBUTTON410x29
  • Control Types Defines:

All defines can be retrieved by executing'Default' callBIS_fnc_exportGUIBaseClasses;

Control Styles

Ariana grande baby i mp3 download skull. To further customize controls there are several different styles for each control type available.

To get an idea of how the styles look like you can create the following dialog:createDialog 'RscTestControlStyles';

Note that drawing of vertical text is not supported and any attempt to use ST_UP, ST_DOWN, ST_VCENTER is likely to result in the following .rpt spam:
Obsolete, sizeH and sizeW calculation missing
In addition, ST_UP, ST_DOWN, ST_VCENTER are stand alone styles and should not be mixed with any other styles
DefineDecimalHexadecimalRemark
ST_LEFT00x00Default, text left aligned
ST_RIGHT10x01Modifier, adding this to another style will force text to be aligned to the right
ST_CENTER20x02Modifier, adding this to another style will force text to be centered
ST_DOWN40x04Vertical text alignment (See the note above)
ST_UP80x08Vertical text alignment (See the note above)
ST_VCENTER120x0CVertical text alignment, same as ST_DOWN + ST_UP (See the note above)
ST_SINGLE00x00Plain single line box without a border
ST_MULTI160x10Plain multiple line box with a slight border. To remove border add 512 (+ ST_NO_RECT) to the style (style 528, 529 and 530 are therefore border-less). Additional parameter lineSpacing is required for this style. lineSpacing = 1; is normal line spacing. Any n character in the text string will be interpreted as new line.
ST_TITLE_BAR320x20Plain single line box with semi-transparent background and somewhat embossed border. When this style is used, the dialog containing control becomes draggable by this control
ST_PICTURE480x30Border-less picture box. Text string is treated as a path to a texture. Alignment has no effect. The texture is stretched to fit the box by default. To force original aspect ratio add 2048 (+ ST_KEEP_ASPECT_RATIO) to the style. Background is ignored, colorText controls texture colour and opacity
ST_FRAME640x40Legend like frame without background with text showing over the frame edge. Alignment has no effect. colorText defines both text and frame colour
ST_BACKGROUND800x50Single line box with always black opaque background and thick raised beveled border
ST_GROUP_BOX960x60Single line box with delicate semi-transparent background and slight border. Only text colour can be controlled
ST_GROUP_BOX21120x70Plain single line box, same as ST_SINGLE, only with a slight border similar to ST_MULTI box border
ST_HUD_BACKGROUND1280x80Sets special texture for corners. It was used for rounded corners in OFP, Arma and Arma 2. In Arma 3, square corners are used everywhere, so the texture is adapted to the unified style, but the technology is not removed. In Arma 3 it looks the same as normal ST_SINGLE. Corner textures are defined in configFile >> 'CfgInGameUI' >> 'imageCornerElement' (can be set only globally for the whole game, not per control)”
ST_TILE_PICTURE1440x90The picture is tiled according to tileH and tileW values. To force tiled picture to keep aspect ratio of original image, add 2048 (+ ST_KEEP_ASPECT_RATIO) to the style.
ST_WITH_RECT1600xA0Single line box frame, similar to ST_FRAME box. The text however is displayed inside the frame. Frame and text colour are set with colorText
ST_LINE1760xB0Diagonal line going from left top corner to bottom right corner. To control line direction, width w and height h parameters of the box could be negative. Line and text colour are set with colorText
ST_UPPERCASE1920xC0Forces control text to upper case
ST_LOWERCASE2080xD0Forces control text to lower case
ST_ADDITIONAL_INFO38400x0F00ST_SHADOW + ST_NO_RECT + SL_HORZ + ST_KEEP_ASPECT_RATIO
ST_SHADOW2560x0100
ST_NO_RECT5120x0200This style works for CT_STATIC in conjunction with ST_MULTI
ST_KEEP_ASPECT_RATIO20480x0800When used with image or texture, stops it from stretching to fit the control
ST_TITLE340x22ST_TITLE_BAR + ST_CENTER

Control Specific Styles

CT_LISTBOX Specific Styles

DefineDecimalHexadecimalRemark
LB_TEXTURES160x10
LB_MULTI320x20Makes CT_LISTBOX multi-selectable

CT_PROGRESS Specific Styles

DefineDecimalHexadecimal
ST_VERTICAL10x01
ST_HORIZONTAL00x00

CT_SLIDER Specific Styles

DefineDecimalHexadecimal
SL_VERT00x00
SL_HORZ10240x0400
SL_TEXTURES160x10

CT_TREE Specific Styles

DefineDecimalHexadecimal
TR_SHOWROOT10x01
TR_AUTOCOLLAPSE20x02
  • Control Styles Definitions:

All defines can be retrieved by executing'Default' callBIS_fnc_exportGUIBaseClasses;

Positioning

A detailed description of how you can achieve proper GUI placement can be found on the Arma 3 GUI Coordinates page.

Inheritance

Using inheritance can reduce your dialog class definitions significantly by standardising common attributes in base classes and just changing unique attributes in derived classes. There is no need to redeclare all attributes for each class definition.

Using inheritance can also make your GUI config hard to read for others.
  • Example Config:


Preprocessor instructions

Note that you can also add your own preprocessor instructions for commonly used data, eg. for colors, to save yourself the hassle of writing it in several different places and then adapt each of them if you want to change them afterwards (especially if class inheritance isn't applicable). Also it can make your code look more readable sometimes.

  • Example Config:

Useful includes

Arma 3 offers a wide range of useful files which can be included to get access to some helpful macros.

Include CodeDescription / Content
Defines for Eden Editor like colors, text sizes custom pixel grid macros.
Defines for Eden Editor to calculate text sizes etc.
Useful when working with custom shortcuts. Contains defines for key codes.
Colors used in Arma 3, like background color set by the user.
UI grids such as GUI_GRID and all its variants.
IDCs and IDDs of many Arma 3 UIs.


Eventhandlers

To give the dialog its functionality, one will have to use user interface eventhandlers (UIEH). This way you can assign actions to buttons, listboxes, etc.


Scripting

There are several commands to influence your dialog after its initial creation. These command are listed on the following pages:


Native Arma 3 GUIs

Arma 3 comes with a wide varity of various displays and dialogs. They can be found in:

  • configFile usually with names like RscSomeDisplayName or DisplaySomeDisplayName

Additonally, Arma 3 offers some customizeable GUIs which can be accessed by scripts.

  • hint, hintSilent, hintC


GUI References

Sometimes it's a good idea so see how others created their GUIs. Here's a list of a few resources:


Tips for creating GUIs

  • Functionality
  • Layout
  • Style
  • Behaviour
  • Customizability

Tutorials

Misc

Retrieved from 'https://community.bistudio.com/wiki?title=Arma:_GUI_Configuration&oldid=151661'

The main purpose of the official Arma 3 Launcher is to enable easy management of local and Steam Workshop mods including their load order and custom presets, setting up game parameters and display Arma 3 developer news.

The official Arma 3 Launcher was launched July 14, 2014 with the Bootcamp update 1.24 (http://arma3.com/news/bohemia-interactive-deploys-arma-3-bootcamp-update).

  • 1User interface
  • 2Pages
  • 3Advanced Functions

Common elements

Play button

  • Starts the game with a current Launcher setup of mods and parameters. Mods tab will get locked when the game is running.
  • Expanded Play button supports quick selection of mod presets including unmodded game.

Status bar

  • Displays the workshop mod download progress and notifies the user when the steam is offline (making the workshop unreachable).
  • Displays the state of BattlEye anti-cheat service initialization when launching the game. Use of BattlEye anti-cheat has to be enabled on BattlEye page.
  • Displays notification when the mod updates handled by Steam Client are waiting for user to quit applications.
  • When the service is initialized, the status is switched automatically back to the Mods downloads.
    • Use arrows to switch between Mod downloads and Service progress.

Options menu gives you an access to Launcher options, and also contains various links and additional info about the game. Logs and the game troubleshooter helper can be also accessed from this menu.

Colored ribbon in the top-left corner identifies the currently used Steam branch (default main branch - no ribbon).


Dashboard

The first page in Launcher displays the latest news post, links to a social media of Arma 3 and Bohemia Interactive, and mainly the information about joined units from Arma 3 Units.

If you are a member of any unit, you can pre-select that units in Launcher, by checking the box on the unit, and it will be automatically activated in the game, once you start it. Or you can choose to play without a unit or let the game use the same unit you've played the last time.

News

Displays news from Arma 3 website.

  • Unread items are marked by orange color.
  • To load additional items, click Load more at the bottom.

Parameters

Allows setting up the startup parameters. Parameters are separated to Basic and Advanced tabs:

Basic tab

  • Mods - Loads the specified sub-folders for different mods. Separated by semi-colons.
  • No Splash - Bypass the splash screens on startup of Arma 3.
  • Skip Intro - Disables world intros in the main menu permanently.
  • Windowed - Displays Arma 3 windowed instead of full screen.
  • Profiles - Profile name to load.
  • Mission File - Automatically opens the selected mission in the game editor.
  • Command line parameters - Launcher resolves all parameters set in the Steam's set launch option dialog and displays them in here. See list of supported parameters.
  • Restore default setting - Turns off all parameters.

Advanced tab
For detailed description of Advanced Parameters see: Launcher - Advanced Parameters

Mods

The Mods page allows you to configure Steam Workshop mod content. From here you can see a list of all your subscribed content. Workshop supports uploading unlimited size items containing multiple files.

All downloads are handled by the Steam Client. When downloading updates for multiple-files mods, Steam Client will download content but do not update the mod files when any Arma 3 related application (Arma 3, Launcher, Publisher) is running. Please, exit all the applications to allow updates to be pushed from the temporary download folder to a proper folder.
  • All subscribed Steam Workshop mods are visible here.
  • Loaded mods (1) are mods marked for launch when you start the game.
  • Available mods (2) are mods which won't be loaded and used when the game starts.
  • User can move items between the two lists by clicking on the checkbox or by dragging the mod from one list to the other.

Toolbar commands(3)

  • - opens Steam Workshop home page with mod tag pre-selected to allow easier mod subscribing.
  • - opens browse folder dialog. User is able to include his local (non-Workshop) mods into Launcher to manage them from one place, mods can be also drag'n'dropped into the Launcher window.
  • - opens a menu with more options:
    • Unsubscribe all Steam Workshop mods - Automatically unsubscribes all mods currently subscribed on Steam Workshop.
    • Add watched folder - Allows you to add watched folder where Launcher detects local mods.
  • Mod search box - allows search in the mods in the lists below; can be also activate with a keyboard shortcut Ctrl+F.

Icons

  • Steam icon - indicates that the mods comes from Steam Workshop.
  • Status icon - signifies the status of the mod, for detailed info visit Arma 3 Launcher - Mod Handling.
  • Certificate icon - mods with multiplayer signatures are marked by a green certificate icon (it means that all PBOs has at least one BISIGN file).

Presets

Mod presets are named sets of mods. You can display and manage presets by clicking on the name of current preset in the top right corner of the page (4). Here you can save, load and name various presets of mods. This makes switching mod sets much faster. The current unsaved preset is preserved when the launcher quits.


You can also start the game directly with a saved preset using Quick preset selector, which can be access by clicking on the arrow on Play button.


For more info about mod handling and detailed description of all related windows see: Arma 3 Launcher - Mod Handling

BattlEye

BattlEye is anti-cheat software used by Arma 3. Launcher can start the anti-cheat service when you start the game. This options is controlled by the options Enable BattlEye anti-cheat software, when checked it will start the BattlEye service when you start the game.

Messages and status from BattlEye service are displayed on this page in the Log Messages list. When starting the game with BattlEye the current status is also displayed in the Launcher's status bar. The messages can be copied to Windows Clipboard by the button next to the message.

NOTE: BattlEye EULA needs to be accepted. If not, the service is not launched.


Servers

Servers page contains an integrated server browser. It contains five tabs which contains a specific set of Arma 3 Servers. Built-in isight driver windows 10.

  • Favorites - displays only Arma 3 servers you've marked as a favorite (with a star).
  • Recent - displays the servers you've played on recently.
  • Friends - the servers where you Steam friends play right now.
  • Internet - all the reachable internet servers.
  • Units - the servers related to Arma 3 Units that you are member of.

On each tab you can find the filter bar on the top, where you can enter a search phrase or filters or use the 'Filters' button to display a dialog where you can edit your filters. If the filter is active, its icon and the frame will in gold. The server counter next to the filter bar shows number of displayed servers and total number of servers; when the filter is active, these numbers may be different.

Each game server is represented by a row in the list. You can join the server by clicking on 'JOIN' button that will appear when you move your mouse to that row. (If the server can't be joined, because it's locked the lock symbol will appear instead.). Clicking anywhere else on the row will expand it and display more information about the server (e.g. server version, server address, required DLCs).

When you click on the JOIN button a dialog with required mods is displayed to you. On the top it displays the basic information about the server (you can click on it to display more (1)). The middle part of the dialog displays required and optional mods (and also the mods you have currently selected, but that can't be used on the server). When you click on SETUP MODS AND JOIN button (2) Launcher will automatically load the mods it recognizes and subscribes you Steam Workshop to the ones that you don't have. (Some servers might be missing a Steam Workshop identifiers for the mods, so Launcher might have a hard time detecting the right mod or the mod might not be available on the Workshop at all.) You can change what happens when you click the button by changing the action for each of the mods in the list of mods above it. (4)KEEP CURRENT SELECTION AND JOIN button (3) will connect you to the server without any changes to mods you have enabled on MODS page.

The commands displayed at the bottom:

  • Host server - starts the game and start the game server.
  • Direct connect - let you connect to the server by manually entering it's address and game port.


Options

  • Launcher Options tab
    • Language - Switch Launcher to a Language of your choice. Available: English, Czech, German, Spanish, French, Italian, Portuguese, Polish and Russian (depending on a region, Japanese and Korean language pack might be also available).
    • Minimize Launcher to tray - When minimized, the Launcher will appear in the notification zone instead of the taskbar.
    • Action after game start - Available options are Do nothing, Minimize Launcher, Close Launcher, Close Launcher after game ends.
    • Default page - Set a tab opened right after Launcher's start.
    • Active theme - Select your favorite Launcher theme.
    • Enable analytics - Enables Arma 3 Analytics
    • Disable Launcher's UI hardware acceleration - Checkbox disables hardware acceleration for WPF rendering for Launcher. This option is Launcher only, does not affect the game itself.
    • Use an old system dialog for the folder selection - This item can be helpful when folder selections in Mod options tab doesn't work on your computer.
  • Mod Options tab
    • Mods storage - Select where legacy Steam mods downloaded from Steam Workshop are stored. Note: this setting applies only to the legacy mods, most of the mods are stored by Steam client itself.
    • Watched folders - Allows you to define folders to continuously scan and auto-include any local mods found into Mods page.


Command line parameters

Launcher recognizes following parameters (parameters are not case sensitive):

  • -safeMode - the Launcher will start in the safe-mode.
  • -noHwa - The Launcher will start with graphic hardware acceleration disabled (only the Launcher, this switch has no meaning for the game itself).
  • -noLauncher - Skips the Launcher and starts Arma 3 directly. Unless no other options is specified it starts 64-bit version of the game on 64-bit OS, 32-bit when you have 32-bit OS.
  • -useBE - Used together with -noLauncher it also starts the BattlEye Anti-cheat Software before starting the game.
  • -win32 - Starts 32-bit version of the game. (To be used together with -noLauncher.) (Added in 1.67 - 1.5.139660)
  • -win64 - Starts 64-bit version of the game. (To be used together with -noLauncher.) (Added in 1.67 - 1.5.139660)
  • Any other parameters are considered to be parameters of Arma 3 and are passed to the game as they are.

Troubleshooting

1. Check the troubleshooting webpage to learn about required redistributables and known issues.
2. Find more information about the Unusual process exit error here.
3. Report any remaining issue on Feedback Tracker (category Launcher) and include Launcher logs (see following paragraph).
NOTE: Missing redistributables should be automatically installed by Steam on Launcher's first start.

Creating a Troubleshooting Report

  • For issue with the launcher, you can export all launcher logs to the desktop via an action available in the option menu in the upper right corner (gear icon)
  • For issues regarding Arma 3 you can file a troubleshooting report, also via an action available in the option menu in the upper right corner (gear icon)

See Also: Arma 3 Startup Parameters

Logs

Launcher logs are stored in UsersyourUserNameAppDataLocalArma 3 LauncherLogs.
When something goes wrong (in several attempts, because Steam can have a bad moment sometimes :) ), please, create an issue on Feedback Tracker (category Launcher) and include these logs.
You can also move the launcher logs packed into a zip file to the desktop, see Creating a Troubleshooting Report

Retrieved from 'https://community.bistudio.com/wiki?title=Arma_3_Launcher&oldid=113743'