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lordprimate

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Everything posted by lordprimate

  1. lordprimate

    ASR AI 3

    do you know that @VcomAI already does this?? just wanted to put that out there in case you didnt know..
  2. lordprimate

    Group Link 5 Special FX Edition

    huh?? white orb tracer? any way you can get me a screeny? because im baffled... the only time i see white orb tracer looking things is when i run the latest @blastcore_tracers. but not in group link. Please get me a pic!
  3. lordprimate

    Blastcore: Phoenix 2

    cyclonic, do have those embers in grouplink. I didnt want to add them to blast core as its not my baby. thats up to OS. but again GL5 does that already. Secondly, the smoke is all OS i didnt touch that and i kinda feel the same way. needs to be smaller smoke particles to start, their to big in the beginning, and they kinda smoke up the ground around the fire. Alas that was not my focus though. maybe if OS allows, I will continue to be able to assist in these areas.
  4. lordprimate

    Blastcore: Phoenix 2

    I have been playing alot with Grouplink 5 effects for the past few months, and I have taken what i have learned from GL5 and appled it to one of the particle effects of Blastcore. I have sent my config values to OpticalSnare for possible inclusion into the mod. Take a look at the following short video i made showcasing the adjusted particle parameters. My goal, "presented in the private messate" is simply to be of service, helping to fine tune the particle effects. Testing these effects is tedious and time consuming , so I figured, based on what I know, I can help OS, fine tune some things. a few minor tweaks and the fire dances around, it really comes to life. These settings can be extrapolated on to the larger fire effects to create a more life like and immersive experience.
  5. lordprimate

    ACRE2 Public Beta Release

    Nouber, i have to say yes... i tried to play with acre2 the other day.. Usually, to combat the low volume issue i just turn the master volume of TS WAY up... I noticed that NOTHING would work... I turned TS volume to MAX and nothing changed .. ts was the same volume.. as soon as i exited the mission.. everyone was loud as fuck and breakin my ear drums... In arma 2 i would just turn the vol up and down as i entered and left missions. this doesn't work now. Its as if the volume is Locked, and you cant do anything about it.. I have to turn the game volume way down. below %25. to be able to hear anyone when using acre2.
  6. ice breaker, isnt 0 pm = 12 am?? im confuxed. my team and i would like to sign up but we need to get everyone on board with the time.
  7. lordprimate

    The ArmA III Engine

    i LOL'd at SGTsev3n's photo... NOICE!!!
  8. lordprimate

    Blood pool removed?

    wtf i just realized that this is missing... bullshit... I paid for a game about WAR.. and War is DIRTY and BLOODY... i dont see any blood.. all i see are units with red splashes on their cloths. why the fuck would you remove that feature... Big surprise, another bungle from BIS Dev team... thanks for slowly removing the details of the game that make it...
  9. lordprimate

    Dear Mod Makers, Sign your Mods.. Its easy....

    Updated first post with a really quick video... Lots of BOOMs.
  10. Dear-Mod-Makers that link should help
  11. you did something wrong. and secondly , Fred, i did a quick test. I averaged 3 consecutive runs of altis benchmark with malloc=system (Win8). and then three consecutive runs of altis benchmark with malloc=tbbmalloc. I saw an increase of 4 fps(avg.). doesn't seem like much to anyone, but to me, anything helps. Keep up the good work.
  12. lordprimate

    Refined Vehicles

    just a quick question about this awesome mod.. why are you using the medial animation??.. I have noticed this trend... there are a lot of perfactly usable anims but everyone uses the same old tired anim.. even when your giving medical attention to someone else you inject your leg (SHAKES FIST AT BIS)... ... can you break the trend and use, maybe one of the animations that looks like their working on a tire?? either way Thanks for the update!! -------- edit... ok so i have been reminded of my trials trying to find animations that work ingame with playmove or playaction... only a few work ... so to answer my question.. its the easiest to use with out a bunch of extra scripting..
  13. PENGUIN, just an fyi im pretty sure it was stated that the offroad is the largest thats suppose to fit threw "by design". so to have gotten those though is good to note, and good video too
  14. lordprimate

    Helvantis Terrain

    how does this map have ponds.. Downloading now!! thanks for this!!!!!
  15. Seba, your out of your element Donny.... he is not saying anything about TPW needing map_vr... he is saying that there are only a couple reasons why you wouldnt have that map.. either an illegal copy of the game or this person has not updated their client in a LOOOOONNNNGGGG time... tpw has nothing to do with this.. dont get confused... @Tib; this is not the bcombat thread. i suggest you post that over there!!
  16. Hey lax. yea i had that version. but i went ahead and redownloaded from that link. and same issue. This time i actually loaded the mod to the server because i read the readme and it says there is a module that has to be placed on the map in the editor.. so that means the mod actually has to be running on the server.. i didnt do that last time... so after installing the mod on the server and adding the keys again it was still a no go.. i "join" the server, however, get stuck at the loading screen.. and never get to the lobby to select a mission or avatar. so i sign'd with my key and it works fine. wierd.. but yea i can join my server and use this mod now Thanks for it!!
  17. Lax, Just so you know, I added two things to my server today.. well more then two actual things but in general: 1) added @hotze_saru_beta 2) L_armFatigue.biKey. 1. being a map and 2. the ability to use your mod on our server. after doing this, I could join the server but would get stuck at the loading screen (loading into the actual server). I never ever got to the lobby to create or select a mission. so in testing I removed the keys and the launch params for the island. added one at a time. Your key is keeping me from getting in to the server. I dont know how, but it is glitched. I added the map back and the maps keys and left yours key out. i can join my server now. when i add your key L_armFatigue.bikey. I cannot join the server. Just a heads up probably need to re make the key. I allow all of your other mods and those keys are fine.
  18. lordprimate

    CBA - Community Base Addons - ARMA 3

    if you did a thread search using steam workshop as your key words you would already have an answer to this request, and, as to why its not happening.... just wanted to point that out. try it and youll know why ---------- Post added at 20:54 ---------- Previous post was at 20:51 ---------- if your referring to the problems i and hyrdo had related to "Keys" I then ask if the "sig check" checks "keys" as well, because the name misleads me. I had to recheck the wiki but it only states it check the sigs no mention of cross reference with Key. I use the sig check on my client to test out my signatures when i first created and was testing mods on my server. however on a server that is only using a KEY to "allow" a mod ... well that doesn't have the signature of the mod, just the key. I guess ill have to wait until i have a problem again to give it a try. unless this is true and "-checkSignatures" also checks keys as well as sigs.
  19. lordprimate

    CBA - Community Base Addons - ARMA 3

    hmmm,, and i say hmmm, because i have a dedicated server as well .. and its running no problems. I can guarantee you that its not CBA and probably another mod's key.. i had to remove ALL my KEYS from my servers KEYS folder, as the updated didnt play nice with one of the keys.. "i never figured out what key it was" However, I have cba, AiA TP and a whole load of other maps on my server and its starts and runs fine... First step is to remove all the keys from your keys folder and launch with out any mods, then add the key for cba and launch cba... this of course after you delete and reinstall CBA to make sure you have the correct version.. these are all just suggestions however, im sure cba is not the issue as i am using it on my server and clients just fine and can join an play on my or any server.
  20. lordprimate

    CBA - Community Base Addons - ARMA 3

    are you having issues? rpt spam? etc?
  21. lordprimate

    GLT Mod Extended - Release Thread

    First off Thanks for this MOD!! Secondly i feel i need to clear this up Legislator there is some confusion here.. Ill clear this up. All in ARMA Terrain Pack doesnt include alot of stuff. just the maps.. You are thinking of the complete mod All In Arma. the Terrain Pack its a current and continually developed mod. As opposed to A3MP which contains a few but decent glitches and has NO support. AIA TP has a team of people working on it.. a3mp is dead. I was going to download this threw PlaywithSix however, PwS makes you download A3MP.. and thats a NO Go as i already have AIA TP and i dont need to loose another several Gigabits to a mod/maps i already have. Is there any way that you can Remove the Dependancy on A3MP and just let us choose which one to use... Ie not the outdated glitchy one.
  22. lordprimate

    Group Link 5 Special FX Edition

    that is suppose to play random anims while their idle.. i cant get any anims to work on the ai for some reason.. i was able to get the unconscious anim working but that's it so far.. i have tried them all playmove switch.. , playaction... etc. nothing seems to get them to play the anims im trying to get them to play..
  23. lordprimate

    Group Link 5 Special FX Edition

    to get back on track with some form of versioning. here is v. 1.0.2 @GL5 1. fixed missing param in shadow config. 2. updated some particle effects. nothing major as im limited on time. These two were rather game breaking. still working on the pop up error related to surrendering and the weapon.bin/cfg error. I am also looking into the rearming function. although it may never work properly due to currently broken BIS functions.
  24. lordprimate

    Group Link 5 Special FX Edition

    @Bravo and Valken. Ill look into it, cant make any promises though. things are pretty crazy right now for me.. @ Everyone, There is a new param in the shadow config. which will make an error pop up on your screen at game launch Also an update explosion effects.. most particles did NOT have rubbing so they were NOT affected by the wind in fixing this i fubar'd the shards .. they would float away.. it would look really wierd.. I think i fixxed that.. Updated soon!!!!
  25. I could be wrong, but, Fab hear me out.. TPW had used an ingame "sphere / invisible shell" object as an engine based detector for his suppression script. the idea i just had was rather simple and based on that concept.. Fab, is there a way to add this "invisible shell" to grenades when their thrown.. attach a event handler to the "sphere", so that when the sphere hits a "unit" (ie. grenade is close to a unit), that event handler fires.. When said EH fires, have it be a set of possible actions. 1. If close enough AI can grap and thow away grenade.. This was a feature in SLX for ARMA 2 and would be a VERY welcome addition to your mod. 2. If not close enough to throw away, a call "grenade" and all near by units go prone, and the closest unit gets a "domove" away from the grenade (afterward the waypoint is deleted).. 3. Heroic act, Thows self on grenade.... ?? Everyone loves a hero!!
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