Jump to content

lordprimate

Member
  • Content Count

    1313
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by lordprimate

  1. hmm , if your talking about the reverse of this http://msdn.microsoft.com/en-us/library/ms190730.aspx then no i never touched it.
  2. lordprimate

    i need arma 3 towing script

    based on his post and lack of response to those that would also like to see it... I would put money down, that this is a direct port of someone else's script, and that is why he is not posting it up to share. Because he cannot... The fact that they publicly stated they have a working version but then proceed to PM's about it is the giveaway.. Also kinda selfish and dickheadish.... but thats just my Opinion I am certainly not directing that at anyone in particular!!!
  3. I know for a fact that this is how alot of Arma clans work.. they take someones mod and personalize and customize its attributes to their liking.. They dont claim dev rights on anything or redistribute to the public. They just modify it to fit their personal needs. Do it, you just cannot redistribute it publicly.. Personally I dont see anything wrong with that. As long as you dont try to claim that the mod is your's and that you dont publicly distribute your modified version "without" permission. Your still honering the OP's work, you just need it to work slightly different, or fixing a bug that the OP has over looked. It is in NO Way a malicious act and to consider it so is pure Biship..
  4. 16Gb my system: 6100 AMD clocked at 4.1 (stable) 2 x ATI 7950's in X'Fire 16GB. DDR3 (1800mhz?) 350Gb SSDrive Windows 7 64bit
  5. hey all, was able to get my hands on RC 3.07 from some public server. Was a blast to play, my team really had a good time. Cannot wait till this is released!! Keep up the good work!!! Just launched Arma 3 real fast to see if any public servers had RC3.08 and sure enough i found one with out password protect. So, I jsut got my hands on it. Thanks again OCB!!!
  6. can someone confirm a bug for me. or Feint, if this is suppose to happen, post up... launch your game with @HRP... go into the editor and place any plane down you have, IE if your running any other mods that have planes.. preview the mission. while in the pilot seat, press, "Ctrl" and while holding "Ctrl" move your mouse. you will see your head change position. However, there is no "AutoCenter" or anything that brings your view back to center. You have to hold Ctrl again and move your mouse to recenter your view which is near impossible when your flying or doing Anything, other then sitting on the tarmac. I thought it was a part of the game until i removed @HRP from my mod list. I cannot find ANYTHING in documentation for @HRP to fix this, so Feint, if you can please look into this it would be great. as of now this is a game breaker for me because "Ctrl" is a very integral key .. and i can No Longer use HRP due to this problem .. I have been having problems for a while i am glad to figure out that @HRP is the issue and that all I had to do was remove it from my mod list. That however, is not my desired result, if you can fix it feint please do!! PS, i have gone threw all my key binds and i Can Not find anything related to this issue. I couldnt unbind "Ctrl" from anything that resembeled the issue. So i had no way to correct it on my end, i can only Assume that this is a inherent problem with HRP, as in the Config there is no mention of Ctrl...
  7. adding malloc=tbbmalloc (your version) often crashes at startup or . causes a memory crash mid game. this is with the latest posted version
  8. in that case please disregard everything i just said
  9. just to be sure i launched my game with my modified @HRP. no dependencies. I am almost absolutely sure that is not the case. I did ask if you would be including this a while back, but i was also mistaken I think that you may have mis read his post as well. check again, if you want to make it a requirement you can add the config name, "HeadRangePlus" in the , "requiredAddons[] = {};". in "Your" mods config. that is when you create a dependency. what he said was you can give him the values you want to use for him to include in his next update or let him do it, the more time consuming way. i launched Arma 3 just fine. hopped in a heli (because i removed the f-18) and no errors, or problems. but if you add "HeadRangePlus" to your requiredAddons[] = {}; then there will be a dependency. in my modified version of @HRP i "did not" add the config name for your plane into the requiredAddons[] = {}; of @HRP. so no dependency. either way it works on my end right now, and i am honestly just trying to inform you of a possible misunderstanding, i look forward to the next update and the new plane looks very nice!! Thanks for your hard work. with the new tools im sure things are coming along a bit better??
  10. i dont think you guys need to do anything for HRP.. all you need to do is have Feint include this in his next update class Plane; class JS_JC_FA18E: Plane { class ViewPilot: ViewPilot { initFov = 1; minFov = 0.3; maxFov = 1.2; initAngleX = 0; minAngleX = -75; maxAngleX = 85; initAngleY = 0; minAngleY = -170; maxAngleY = 170; minMoveX = -0.2; maxMoveX = 0.2; minMoveY = -0.025; maxMoveY = 0.1; minMoveZ = -0.2; maxMoveZ = 0.2; }; }; class JS_JC_FA18F: Plane { class ViewPilot: ViewPilot { initFov = 1; minFov = 0.3; maxFov = 1.2; initAngleX = 0; minAngleX = -75; maxAngleX = 85; initAngleY = 0; minAngleY = -170; maxAngleY = 170; minMoveX = -0.2; maxMoveX = 0.2; minMoveY = -0.025; maxMoveY = 0.1; minMoveZ = -0.2; maxMoveZ = 0.2; }; }; class Plane_Base_F; at least that is what i did to @HRP and it works fine.. I have been flying that way for a bit now works.
  11. lordprimate

    Armor Improvement System (AIS)

    Baker, thanks for continuing work on this. i eagerly await your update!!
  12. umm, he doesnt , you do, because its the VERY FIRST LINE.... "TL;DR - Single highly configurable mod for enhanced realism and immersion in Arma 3 SP" THE LAST TWO LETTERS ARE SP... ill spell it out for you.. Single Player... :0 oooooo snap... lol just jokin around kids!!!! dont get all super cereal. hey tpw, would you mind if i posted my modified version of tpw_mod, here for others to try? in boats.sqf i added: for passengers, and updated the vehicle deletion code to compensate for it. in all civ spawning code (civs, boats, cars) i added: just to make sure the ai were not using any extra cpu processing then they needed. i added this after the original civilian interaction code to make the convo look longer. (its just a second animation, that plays after the first) I had noticed an issue with park.sqf. Some houses are a bit closer to the road then others. after the car is spawned in the road it is moved into position on the side of the road ,"based on the Road's Center"... in an effort to stop "parked" cars from exploding on spawn, because they were being moved into a porch or a part of the house... I added this to _nearroads = line 92 tpw_park.sqf my idea is to filter out spawing cars near houses that are too close to the road. I have seen an improvement, actually since doing this i have not heard ONE SINGLE car explode in the distance... but i have only played a few times... anywho tpw, i hope all is well and you have some time to enjoy some game-play!!! edit: and i changed AIR.sqf again for heli: for planes
  13. lordprimate

    Refined Vehicles

    ouch. you got rid of the rally car... looks like ill be keeping the old version too, i can do with out the civ cars in exchange for the rally car..
  14. lordprimate

    [WIP] bCombat infantry AI Mod [SP]

    bouben i can tell you that that video needs to be removed , i have seen these types of videos posted before and im pretty sure there against the forum rules... i mean someone is fucking killed in the middle of the screen ... for the sake of others just removed it bouben.. before a moderator does it for you and gives you a infraction.. ---------- Post added at 09:26 ---------- Previous post was at 09:24 ---------- hey fab, as others have posted theres no userconfig, is this suppose to be.
  15. I like this idea!! keep on it!!
  16. lordprimate

    A Question about Lazy Evaluation

    yea i wasnt really thinking about the || / or i just typed it.. please distreguard that part.. so from what you are saying, in your experience, lazy eval can be used in any of those conditions (if, while, waitUntil). Thats good info to know! Thank You! LP
  17. lordprimate

    Spawning objects with precision

    _cordir = [[x1,y1,z1,d1],[x2,y2,z2,d2],[x3,y3,z3,d3]]; _rndpos = (_cordir select (round(random 2))); I donno .. it was just a quick mashup idea i havent tested it or anything, just an idea from what i have seen in other scripts.
  18. gagi, i know you want to help. So, you need to post your findings in the ASR_AI thread for Arma 2 here:ASR_AI
  19. i hope that didnt come off as snarky in that last post. the nearroads check use to be in tpwcas but it was commented out. I commented it back in, and i swear i still saw them take up road positions, and i think ollem completely removed it a while ago. Ill try to work it back in and check the results.
  20. gagi, on the previous page you mention that when running tpwcas, "it seems really network verbose/taxing" Is this "With" debug, and bDetect logging? Or, "WithOut" debug, and bDetect logging.. because if you have debugging on and bdetect logging on it will lag a bit, its literally typing the whole battle down as it happens in the RPT. Bullets detected, suppression, ai skills , etc. all that stuff gets logged into the rpt and bog's the game down... If not then , Hmmm...
  21. lordprimate

    Refined Vehicles

    Gliptal, unlike one of the mods you mentioned that has a bunch of undocumented features that fuck up certain aspects of the game, this doenst affect anything other then vehicle performance and handling. And is a Great addition to any modpack!!!
  22. makelove not war, thanks but you should look at the code as it exists already. Most of what you said i already know, but thanks for the sentiment! for the strings i am currently using "str" and "BIS_fnc_inString, however, in the current release its using format and BIS_fnc_inString. I use ": b_" to filter out bushes because their string is something like " 1234323423: b_blahblah.p3d ".. for trees i use ": t_" becuase the string for trees is " 123123412: t_treename.p3d " so i use ": b_" and ": t_" for bushes and trees, seems to be working with str and bis_fnc_instring. I think you got the wrong idea from what i said about large objects and their boundingbox values. a road segment that is "flat" returns a height of over 6meters... but its flat ... so the filter thinks its a good object to hide behind. I am still working on the road issue but your mentioned code was originally part of the filter.. it doesnt work... so it was removed. right now i am looking for the AI to choose a road as cover again so i can look at the rpt for the string returned for the road. for now i have to go I just saw that this had a bump and wanted to read what it was.. MLNW, look at the current code in tpwcas.
  23. lordprimate

    Audio Tweaking (dev branch)

    I like how this effect is done is ACE. I cannot wait until ACE for Arma 3 I vote mod it in because youll always have the Ney-Sayers. I have to agree though .. In that video that Neruo posted... after the first few close explosions there should have been a slight ringing in the ears.. and all the sourrounding sounds should have been muffeled for a few seconds as your inner ears recover from the onslaught of soundwaves. If BIS stayed with the "Sim" aspect i would agree that this should be a part of the base game.. however, it has made it clear this is no longer a "Sim".
  24. lordprimate

    General Discussion (dev branch)

    Just for your info the MXGL has been a 3 round launcher since the game was released in Alpha.
  25. @kremator- i did have that intention :) i just know ai cannot fly that well. I think 50m gives them way to much credit. I figured they would be smacking any steep hill, but its worth testing the lowest "RELIABLE" flight height, for a AI flying at "Full" speed,
×