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lordprimate

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Everything posted by lordprimate

  1. because it will be built with bcombat in mind and it is not made by the same author.. so its going to be different...
  2. any plans for an update?. Arma 3 is updating as i type.. so im sure there are going to be warning messages and whatnot...
  3. i most certainly was not trying to step on any toes here. and i completely understand.
  4. TPW, Is there any way to have your squad icons change color depending on weather or not you have assigned them a team color? I was playing a missions and i always split up my squad in to two fireteams.. with Shacktack hud running i can see the group colors on their "markers" but i dont always run Sthud. I was just wondering at that moment, that i should ask TPW if it would be a pain to add something like that.. And i deffinatly agree with misslemoose things can get cluttered. I deffinatly like the idea of two layers of scanning "extended" and "immediate" extended would be past your highest "immediate" scanning range. so 500+ as it were. and as misslemoose suggested a single marker for the scanned teams leader with minimal info ie. rounded distance to nearest 50-100m. then "immediate" scans could reveal team's subordinates and their POS. but no distance, just a small icon to denote where they were least scanned by the goggles.. I like where this is going TPW/Gliptal keep it up!!
  5. Yes Fab Final 16 is working very well!! So well i went a head and got the RC 17 files to test
  6. lordprimate

    Group Link 5 Special FX Edition

    Its just an undefined varable its not a big deal nor is it going to break anything. and im pretty sure if you run -showscripterrors. you will see this same error in arma 2.. Pretty damn sure, actually. Now, just so you know. You have to add that to ALL ENEMY Units just to get rid of the script error. I dont even see it anymore (only because i ignore it). It sounds like you havent added to all units.. I dont bother with it, because, if you put it into the units that are synced with specific modules, It will interfere with what the modules will have the AI do.. I have done many tests. And honestly, the patrol function works great. Its just a simple script error that is simply saying, " hey, i am not getting a value for the "GL5_Patrol" variable for this specific unit.." . Thats all. My best advice is to just forget about it because its not a big deal or a game breaker. its just an undefined variable. The Script error will not pop up again, Just at the beginning of the mission. It will NOT break anything if you dont add that to the INIT of the units... Zorrobyte has an idea how to solve it. I have yet to implement it (or try to implement).. I am going to go give it the ole collage try.
  7. i see a tbbmalloc_rc.zip whats the password to test?
  8. lordprimate

    Blastcore: Phoenix 2

    maybe its about the propellant?. the "Thrust" propellant is probably fast burning and inefficient thus leaving a trail of smoke, the "Static" burn is more efficient and probably doesn't make much smoke, and probably because of game performance.. I would be neat if the smoke dissipated a little faster and kept with the projectile. and when the thrust stage is complete and the proj. is at speed, reduce the smoke a tone but still have a thin short trail. That would be neat
  9. http://forums.bistudio.com/showthread.php?152461-Overall-Mod-compatibility-aka-Will-Mods-A-and-B-work-togheter check here for info. If you see any issue with what your running go ahead and narrow down whats causing the issue and post up there to help others in the future... TPWCAS and TPW_MODS may have a conflict due to similar nested functions(as stated above). ASR_AI3 and TPWCAS work together, those two play very nice together. Definitely recommended AISS is a more advanced group communication mod (ie: higher level comm = command level / not individual unit movement) and should work with anyone of those mods. Again, Highly recommended ! HOWEVER, everyone will have different results due to personal / userconfig settings. And also the size of the mission counts as well.. If you place a ton of units down, And run these mods i can see AI calculation issues. If you want to run a bunch of ai mods you really have to build your missions to match.
  10. lordprimate

    ASR AI 3

    Tank you Honey!!
  11. lordprimate

    Group Link 5 Core (AI Enhancement)

    Yes, this should quiet all those people.
  12. lordprimate

    Group Link 5 Special FX Edition

    hell to the yea!! i hope he is doing well!! Bravo.. Zeus AI for arma 2. funny you should talk about that because i have tweekd with that as well for A3(for personal / learning reasons). HOWEVER as Savage has pointed out already, its a bit buggy. And since its not fully ported to ARMA 3 its not going to work right. I definitely recommend NOT using Zeus_AI for ARMA 3.
  13. lordprimate

    Group Link 5 Core (AI Enhancement)

    hell to the yea!! i hope he is doing well!!
  14. lordprimate

    Group Link 5 Special FX Edition

    :) so, you dont have to use the modules.. just like you thought, HOWEVER, as i said before. NOT EVERYTHING will Initialize. Its just "DEFAULT". to get the effects of the modules you have to place them and sync them to the units you want. secondly, Static units without a way point will Garrison the nearest building and should automatically take up any empty static weapons. That is what their suppose to do.. there not on high alert their taking up pos in buildings. If they are in combat mode then my guess is something is up with how your setting up the mission. are you using any other mods Bravo409? Most mods should be compatible. but i am gettin reports of some issues with some mods.
  15. lordprimate

    Group Link 5 Special FX Edition

    yea you have to place a group then make one way point for that group set to "HOLD" or "GUARD", and the behavior set to "SAFE". Then sync the group leader to the static module. There is a chance they will not place a fire. and if their near a light they will not place a fire.. some of the anims dont work.. cant get them to play for some reason. I have touched on that recently but no luck i have tried switchMove, Playmove playAction. nothing seems to work yet. it does work at least it should.
  16. i dont think you have to place any invisible objects. I think you just have to do a lineIntersect. adding objects above each ai could be potentially hazardous. As a matter of fact ollem i believe that the code that is used in JSRS was donated by a forum member that had the bright idea along time ago. I remember the posts i just doubt ill be able to find it in the JSRS1.5 thread. but it was about exactly this issue, and i mention that because i do believe it was donated opensource style (aka Free to use as you wish) and im pretty sure they just use lineintersect to check if there is anything above the unit, with out adding objects to each unit. However, i definitely could be wrong. . found it http://forums.bistudio.com/showthread.php?104514-J-S-R-S-1-5&p=2243919&viewfull=1#post2243919
  17. lordprimate

    Group Link 5 Special FX Edition

    there is probably some line in the config like on respawn=true; or something like, that in the init of the modules(i have to add). i have seen this issue before, ill look into it. looking into the jip..
  18. lordprimate

    Group Link 5 Special FX Edition

    default means exactly that default. if you do Not use modules you do Not get their effects. you get "default" ai fx.
  19. yea, wow, tpw, Nice!! all i really can add
  20. lordprimate

    Speed Of Sound

    honestly i didnt watch the videos until now.. I am just interested in if there is a way to remove the ambient whistle and door closing sounds?? and PS.. watching those videos.. besides the obviously obnoxious voice, these videos seem like "comparison" videos. I dont know how many times i have seen people ask how a mod works or how it effects the game or what have you... If you ignore what was said in the actual post and just watch the videos it is JUST A COMPARISON video.. to get all butt hurt over a comparison video is well foolish and the jokes on you.. your wasting your energy.. There are plenty of people out there that would rather see a video of what a mod does before they download it.. Although i DO know what you are trying to convey (yokhanan and mikey) i dont think getting all boowhoo/butthurt over it makes any thing different! Commenting on it, in that manner actually feeds the fire so to speek.. I like both mods JSRS and SOS. I just want to remove that crazy loud whistle (when no ones around) and the out of place door closing (when there are no buildings around)... the first time i heard the whistle it was loud as fuck and right in my left ear, scared the fuck out of me and hurt my ear bones... i hope BigPickle continues the awesome work!! the more mods for arma the better the arma!!!
  21. Ollem, i know that in JSRS and speed of sound, they use lineintersect or some derivative to check if there is a Roof over the unit. You could do something like that to check if their in a building or not when needed.!
  22. lordprimate

    Group Link 5 Special FX Edition

    if your placing modules for a multiplayer mission you need to sync them to the playable units. If your making Singleplayer missions, im honestly not sure, i have ALWAYS sync'd my moduels, even in SP missions. but as i said, for Multiplayer, you HAVE to sync the modules to ALL Playable units. If you do not sync the modules to all the playable units in a MP mission then SFX will not INIT, properly.
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