lordprimate
Member-
Content Count
1313 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by lordprimate
-
What para said plus one.. Is there a pbo we can remove that stop this from happening? the wistle comes out of no where, and its pretty loud. and i have been in the middle of the field and heard doors closing ect.. kinda immersion breaking.
-
Group Link 5 Core (AI Enhancement)
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
not in this version, in the special FX version, yes, im not shure when zerro pulled from my repo but yea they should work. i have ai simulate dead all the time in the latest version. players can simulate dead as well. -
Group Link 5 Special FX Edition
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
already done :) just have to wait for the next update :) ---------- Post added at 12:19 ---------- Previous post was at 12:17 ---------- that also has already been addressed, that error will be gone as soon as the next update. sorry just click ok and carry on it currently has no bearing on how the mod will play. that error is related to the High Command that currently has to be repaired. ARMA 3 has a new way of making support menus. It is in the works, as i have found the info needed to fixe it. ------------------------------- edit About Undefined Error _e refering to GL5_Patrol. Can only be Solved currently on a per mission basis.. you must put this in the INIT box of an AI unit or groupleader you want to patrol an area. this setVariable [“GL4_Patrolâ€, 100]; or this setVariable [“GL4_Patrolâ€, [100, “SAFEâ€, “LIMITEDâ€] ]; this is info straight out the readme folder. Another undefined error i have seen recently (i have fixed) relating to releasing surrendered units.. It will be fixed in the next update ---------- Post added at 12:40 ---------- Previous post was at 12:19 ---------- Thanks!! -
Group Link 5 Special FX Edition
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Opendome, int he download you have a readme folder. in that folder are the old grouplink pdf files the mod still works as those files outline. Basically there is "default" initialization. Then there is "module" initialization. default is, well, default. With the modules you get greater control over the behavior of the units under each modules control. I have always used the modules. to set up a basic mission is as follows. 1) open editor 2) Insert module "System" 3) Insert module "Special FX" 4) Insert Player unit 5) Sync Modules "System","Special FX" to Player unit. 6) Place enemy AI unit/group on the map (where ever you want them to be). 7) Sync Enemy AI unit/groupleader to "System" module. Thats the basic setup. for multiple groups you can use other modules for specific behavior's. also syncing the groups you want to the modules you want. This mod is mostly for enemy AI. Do not sync your friendly units to the "Custom","Static","Defend" modules. this causes all units to be aware of each other and instantly set to "Combat". And call All reinforcements. Its rather fun actually.... Zerro has mentioned he has a desire to get GL5 initialized on all units instead of just enemy with out them all freakin out. hopefully we can do something like that. If need be i can post up some basic missions or include them into the next release at least! I am also working on some new Intros for GL5. There will be a reason to leave -skipIntro off of your launch params. -
Group Link 5 Core (AI Enhancement)
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
LSD, there are three userconfig files that need your attention. CORE, LOCAL, and GLOBAL. those files contain all the debug enabling variables. you have to comment them out or change them to false. Look in those files and youll see them. -
Group Link 5 Special FX Edition
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the push to Armaholic and PWS. I am really stoked to see this mod get out of the shadows. Im pretty sure that its over %95 fully functional. Zerro has plans to get gl5 initalized on all units, and get some headless client support. This is more of a learning experience for me so i am doing a lot off effects testing and the like. most if not ALL of the impact, bullet, arty, ect. special fx are working. AI should move out of the way of back blast if given a few seconds, autumn leaves, snow, bullet cracks and impacts, fire and smoke fx (soon to come fire and smoke on houses that are damaged), ai surrendering and droping their gear for inspection, interrogation/intel... that list goes on... The only things that i KNOW DO NOT WORK are High Command Modules {Reinforcements, Heli, Arty} , some markers are not showing up on infantry groups and vic's. they all (inf, vic's, armor, arty, static, air) should get a marker that has a pop up that shows the groups size distance from player, etc.. but some units are not getting this info.. hey sonsalt6 i hate to be a nitpicker but this time i have to be, is by LP and zerrobyte not just zerrobyte. Zerro has mentioned this several times, any way to add LP in there ? -
lol simple answer is NO.. its not dead..
-
Blastcore: Phoenix 2
lordprimate replied to Opticalsnare's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Noooooooooooo, not the battle dust... Please please please just reduce it... I thought that was an AWESOME feature!!! However, whatever you see fit you must do! I worked in a high performance machine shop for 4 years, if i was near i would help ya!!. -
Group Link 5 Core (AI Enhancement)
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
np, if you have time to read the Readme. its chalked full of helpful info on how to setup missions. the Static, Defend, and Custom modules are the big difference. with default init. you dont get the effects of these modules. it (the readme) is out of date how ever is still fairly accurate in its statements as mostly nothing has changed in how to build missions. Its just right now not all the featues work ( in the complete version were working on relesasing... PS: In the most recent build of the mod, i have done alot of work to get some kinks worked out. I just got the simulate dead function. FULLY FUNCTIONAL!! YOU and AI can now simulate dead to possibly evade death. Cross your fingers soon ill be sending what i have to zerro soon and see if i cant talk into a release! -
Group Link 5 Core (AI Enhancement)
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://forums.bistudio.com/showthread.php?175475-Group-Link-5-Core-(AI-Enhancement)&p=2659795&viewfull=1#post2659795 for the most part it is answered in that post. but to make sure i hit the specific subject. If you launch GL5 on your server you will get some default GL5 ai effects. However, to get the full blown effect you need to follow the instructions i layed out on the previous page.... So just edit the mission you want to run, and add the afor mentioned modules and sync. -
Group Link 5 Core (AI Enhancement)
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
just a heads up, i got surrendering to work as intended. it was using "dropWeapon" which is bugged right now. just a few more personal tests and ill push it to you zerro. -
Group Link 5 Core (AI Enhancement)
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Pulstar i do believe surrender is working, however im not sure about the anim. the last time i had an ai surrender they were just standing there. no arms on head. are you running @bCombat? Thanks for reminding me im going to fix that now I do believe your thought process is correct, In most cases. However, there is a default startup. but you can personalize things with the modules. what im saying is that default things will run when you run GL5. but to get the advantages of what the modules do you obviously have to place them in the editor. ___________________________________________________________________ FOR MP MISSIONS When your making an MP mission you ABSOLUTELY HAVE TO : 1)Place a System module 2)Place a Special FX module. 3)Synchronize All Playable units to both modules (1) and (2) 4)Place Enemy Unit 5)Synchronize Enemy Unit to System Module if this is not done GL5 will not be properly initialized in MP ______________________________________________________________________\ However, as i stated above you can make a mission and not put any modules down and GL5 will still initialize on enemy units. -
TacVision (Tactical Vision) - A Tactical Glasses Enhancement Mod
lordprimate replied to spliffz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
LOLZ at agression when asking two questions. I do apologize though I am of the opposite mind set, as in, ill download a mod and see what it does, before making any assumptions. Not everyone has the same MO. All apologize. We all know the saying with the word "Assume". -
TacVision (Tactical Vision) - A Tactical Glasses Enhancement Mod
lordprimate replied to spliffz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You Assume?? So wait you havent downloaded it and tried it??????? -
TacVision (Tactical Vision) - A Tactical Glasses Enhancement Mod
lordprimate replied to spliffz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Magic glasses?? this mod is an overlay that shows you stats on the person your looking at... what do you mean not show units.. are they invisible? as stated the overlay simply shows some intel on what your looking at. how is your server set to not show units?? do you mean map markers?? this doesnt affect your map. by what do you mean. -
ShackTac User Interface (STHUD, STGI, and more)
lordprimate replied to dslyecxi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
serjames, i do believe that being a forum member for a year now, you would know that ARMA 3 is a fickle bitch. And being that fickle and always changing her mind, you kinda have to just DEAL WITH IT!!!.. that and its not hard to move folders and files around.. the only thing that is tedious is when your working with people that are ignorant when it comes to working with pc's and have no knowledge of what it is there doing.. -
Group Link 5 Core (AI Enhancement)
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
sixt go into the user config. in the userconfig there are core, local, and global.. Look in each there are debug settings in there. you have to comment them out. in core its the last one its simply the initialization text, so you know its started. the local one its near the top ( player debug marker ) and one the bottome ( multiplayer debug). In global its near the bottom, the third section from the bottom (Enemy Ai array , and markers).. once you turn all that off you should have no markers! happy linking!! ---------- Post added at 22:04 ---------- Previous post was at 21:59 ---------- Blast core is a whole nother animal. If you didnt know this OpiticalSnare has litterally created new textures for the fire and smoke. I dont think well be doing this. However, i have mentioned to Zerro my goal about adding smoke and some sound effects to houses that are on fire. Currently there is only fire. I am currently unsure how to go about it with in the current code, as i want to seamlessly add it ( trust me i am lookin it to it). Not create a whole new function etc. EDIT--------------------------------------------------------------------------------- I have just messaged OS about helping me out with GroupLink5's effects. More Specificly, a smoke pillar on houses that are on fire. -
Group Link 5 Core (AI Enhancement)
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guys the beast has awaked. Zerrobyte has merged our files and we have done some testing I cant speek for his results. However, to me results are Very promising. There are a few problems some things stopped working after the merge but im sure it will work out. Currently having issues with the burning feature and a few of the fx. I have done some testing with modules and waypoints statig patrol teams are functional. etc. for the person that asked about building fires i did a quick grenade to a building check and there was fire. hopefully ill get some time to add the smoke and spark effects Im still using a default usercfg for testing but im going to pump some numbers up to make sure things are working. edit: just got blood fx working, again. just got burning fx working again. still trying to catch on fire before i die. -
Group Link 5 Core (AI Enhancement)
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
sweet. I have skyped u. The person that had the beta version was "mrcash2009 ". -
Group Link 5 Core (AI Enhancement)
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thanks for the reply -
Group Link 5 Core (AI Enhancement)
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thats not a dumb question, however, There is a readme in the download that will answer all your question ( and probably create more) . I strongly suggest you read it there are to many features to list them all. About having to add modules to the map. Only certain modules need to be place depending on what you want to do. For multiplayer you have to place modules on the map and syncro all playable units to the modules for the players to get effects, ETC. IE. for friendly AI to be affected by GL. you have to syncronize them to the GL system module. .. there is a lot of reading i suggest you get started. Have fun with it. Read about how to do something and then do it and see how it works. Group Link is a treasure!! -
Group Link 5 Core (AI Enhancement)
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks KeyCat for clearing that up.. I imagine since we have the good graces of a handfull of the mod's original devs, I can post this..... I have "for personal use only" test port of GL4 into A3. Ai enhancements and visual effects. I did it some time ago. Is this ok? Keycat? Dwarden?.. Its just a fucking bad ass mod i couldnt help myself... I have not shared it with anyone and have been waiting for zerrobyte to take the lead on this. As he has much better standing around here then i do. When i had asked months ago about porting GL4 over i got a bunch of PM's scolding the very idea.. And when Zerrobyte said in the very same thread he was going to port it, and no one said anything to him, I knew he was the act to follow. for the record i sent SNKMAN Several emails over the last year. I honestly hadn't emailed anyone else about the mod because, as far as i knew he was the last person to work on it and was the foremost person to give authority to port it over. No offence intended KeyCat, Dwarden. I just figured i wasnt sharing it. Zerrobyte if your interested in what i did ill send it to you to aid you in your quest. Just as Zerrobyte has stated for himself. i claim NO ownership of this works. its a port of someone else's work. Zerrobyte, im not trying to step on your toes, im really excited to see someone else as well working on it. As well as the support from the comm. of those that would like to see GL live on. -
Licensing issues with porting GL4 to A3
lordprimate replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Zerrobyte, i notice is that your still using "MAN" .. you should change that to "CAManBase" you dont need to check for every type of man because "Man" returns things that arnt needed. IE: wildlife and anyother AI on the map. change alot of the "forEach" to "Count". Change all the "getPos", "setPos" to "getPosASL/getPosATL", Etc. basically use BIS wiki page for optimization and get a TON better performance out of GL5. for the missing icon pop up error.. this is for the missing icon error. Just use plain icons.. This is for the flares working on servers. and no errors Also some of the "nearestObjects" can be changed to "nearestEntities" because they are searching for alive items. and will be more efficient. "entities" is faster then "objects" use LAZY Eval in ALL areas where it could be applied. :) -
Fire-Fight Improvement System
lordprimate replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
one of your modules has debug on.. i can guarantee it.. -
ALiVE - Advanced Light Infantry Virtual Environment
lordprimate replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hey guys i was just wondering, is there any way to add support for an A2 map, Fiji? or @plr_mana? Thanks!