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lordprimate

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Everything posted by lordprimate

  1. lordprimate

    GDSN Shoulder Tap

    this is awesome, to bad "T" is my throw key... you should add a userconfig, and the abililty to choose ctl, or shift as a keycombo. Thanks for this, gonna have to do some digging so i can use this
  2. hey TPW, i did some work with your mod to add some variation.. I really think you should add it..!! for varying heights and speed of aircraft: In the Heli function //Set random type of flyby _flytype = round(random 4); // Flyby switch _flytype do { case 0: { [_startpos,_endpos, 175 + (round(random 225)),"FULL",_heli,CIVILIAN] spawn bis_fnc_ambientflyby; }; case 1: { [_startpos,_endpos, 150 + (round(random 150)) ,"NORMAL",_heli,CIVILIAN] spawn bis_fnc_ambientflyby; }; case 2: { [_startpos,_endpos, 35 + (round(random 25)) ,"LIMITED",_heli,CIVILIAN] spawn bis_fnc_ambientflyby; }; case 3: { [_startpos,_endpos, 175 + (round(random 225)),"LIMITED",_heli,CIVILIAN] spawn bis_fnc_ambientflyby; }; case 4: { [_startpos,_endpos, 50 + (round(random 50)) ,"FULL",_heli,CIVILIAN] spawn bis_fnc_ambientflyby; }; }; tpw_air_count = tpw_air_count + 1; publicVariable "tpw_air_count"; ----------------------------------------------------------------------- And in the Airplane function //Set random type of flyby _flytype = round(random 5); // Flyby switch _flytype do { case 0: { [_startpos,_endpos, 500 + (round(random 500)),"FULL",_plane,WEST] spawn bis_fnc_ambientflyby; }; case 1: { [_startpos,_endpos, 500 + (round(random 500)),"NORMAL",_plane,WEST] spawn bis_fnc_ambientflyby; }; case 2: { [_startpos,_endpos, 1000 + (round(random 500)),"LIMITED",_plane,WEST] spawn bis_fnc_ambientflyby; }; case 3: { [_startpos,_endpos, 250 + (round(random 250)),"FULL",_plane,WEST] spawn bis_fnc_ambientflyby; }; case 4: { [_startpos,_endpos, 200 + (round(random 250)),"NORMAL",_plane,WEST] spawn bis_fnc_ambientflyby; }; case 5: { [_startpos,_endpos, 100 + (round(random 75)),"FULL",_plane,WEST] spawn bis_fnc_ambientflyby; }; }; tpw_air_count = tpw_air_count + 1; publicVariable "tpw_air_count";
  3. Oops, that one is my fault .. I thought it didnt look right. so i put a space there.. Sorry peeps! edit: after reading your post on the last page bout the filter, i can see that it works.. but last time i had looked at my rpt i saw bushes and road segments being used the object and in the bushed .p3d name there is the ": b_". and that is in the filter. I bet I was using the wrong rpt for debugging... thats my luck .. Mor testing
  4. lordprimate

    Rifle Collision Addon

    well buddy , i can honestly say, its a question you have to figure out on your own. I have been using this mod since its inception (birth). I have NO problems What SO ever using ladders. Are you using this with other mods? custom building? All ladders? or specific ones?? im pretty sure its not this mod though...
  5. i noticed this error tpwcas_mags = [ "B_9x21_Ball", "B_9x21_Ball_Tracer_Green", "B_556x45_dual" ]; It use to be like this. tpwcas_mags [] = { "B_9x21_Ball", "B_9x21_Ball_Tracer_Green", "B_556x45_dual" }; Ollem, I had not seen the edit of your post until now what i have done is this First, I removed the "All" from the nearestObjects search. Second, I changed and item in the filter as per your previous suggestion. the filter looks like this now. if (["fence", (str _this)] call BIS_fnc_inString) exitWith {false}; if ([": b_", (str _this)] call BIS_fnc_inString) exitWith {false}; if ([": t_", (str _this)] call BIS_fnc_inString) exitWith {false}; if (["slop", (str _this)] call BIS_fnc_inString) exitWith {false}; if (["rater", (str _this)] call BIS_fnc_inString) exitWith {false}; seems to work. it could be a placebo effect. in the past, tpwcas would almost always select a bush or a road section. now it doesnt. I saw flags, at a few road barriers, runway markers(wedge shaped red and white striped things), but no bushes, road segments etc. i have not checked the rpt logs though for hard evidence.
  6. lordprimate

    Armor Improvement System (AIS)

    OHHH yea, release the kraken!
  7. lordprimate

    [WIP] bCombat infantry AI Mod [SP]

    i havent had much time to test i tinkered around with that tracking script. I got it work, enough to track at least. dont have much time to post actual feedback. just to say that i notice a change in this version then from v.11bcombat. ai seems to react more fluidly, leader doesnt rambo as much, if at all.. This is noticed with default straight out the box settings. Minus some of the debugging stuff. I might have to re-install Arma 3 im getting some weird fps issues recently.. Any who. I cant wait to test out v.13 with more grenade throwing.... that is the biggest difference between vanilla and bcombat i can see off hand, is the lack of UGL usage and regular frag usage. In vanilla they were way inaccurate, but they did use them more often. In v.12 they dont use them 1/4 as much. like i said i have only really tested around the default settings. ill tool around more this weekend after work hrs. see what i see Thanks again Fab, This mod is coming along nice already!!!
  8. Sweet, thanks Ollem! Any way, if you have a free moment? Would you mind sending me a pm of what I had messed up. I couldnt find it. Ill be sifting threw the code the next few days, i figured it would be easier to ask the person that fixed it. (rather then sift threw and search for the differences) Thanks again! BTW, I changed the nearestObjects classname search to "All" because from what i can tell, the AI find ok cover on first contact. This is just to test out. with this change they will only get an order from tpwcas to go to cover if there is an object with a classname found, (vehicles, buildings, etc) The nearestObjects search returns the .p3d name of the object. IE. bushes, trees, rocks... However, no matter how i try I cannot get those objects to be filtered out... Even using boundingboxReal... a roadsegment would return a value of 6m,6m,6m(for example not exact).. but we all know that the road segment isnt 6m tall.. but for some odd reason it is found (by BoundingBosReal) to have a max height of 6m.... so the ai will be sent to a roadsegment for cover.. the problem is after you get the .p3d name of the object, forsome odd reason you cannot use bis_fnc_instring to find a string of letters in that objects .p3d name.. I dont know why.. bis_fnc_instring is suppose to be able to find any set of letters that you tell it to. With in a specific string... IE . If i wanted to filter out bushes.. a bush in arma is named . 12327232: b_(insert bush name here).p3d.. so my filter is looking for names with a "b_" in them.. that didnt work so i added ": b_" still doesnt work. but that is the whole point of bis_fnc_inString.. is to find a few charactors (that you designate) inside of another string... but its not working.. anyone have any ideas... outside of that i think its current method is best.. Only being told to go to cover if it is a known objects(ie has a classname)
  9. lordprimate

    [WIP] bCombat infantry AI Mod [SP]

    hmm, I just sat down to do some testing, you had to have modified it to get it to work. as i get errors using that script.
  10. AAF Desert Rep. AAF desert replacement has a re-tex of the buz i thought the GLT mod had a re-tex of the buz, but i cant find any documents or pics when i glanced, those were the two that came two mind, that are available.
  11. if it was me i would download another mod that has a re-textured buzzard. I think there are a few that re-texture the buzzard. *easy way to see how they did it.* i read that and it sounds like im saying, NOT to re-tex your own version. By All Means that is NOT what i ment *added* this is for the red arrows correct?
  12. lordprimate

    T.C.'s Hummingbird

    *begin_sarcasm* Never, there going to remove it citing that their "incomplete" and "not a priority" and then they will package them into a DLC and make you pay more for them if you want them. *end_sarcasm* seriously, they have their hands full. the civ stuff is low on the list of todo's, i imagine.
  13. lordprimate

    RED Arrows????

    sounds nice, since there is only ONE freaking airplane in Arma 3... PLEASE PLEASE make this a reality.. the more planes the better! Thanks for doing this. also, are you going to change any of the flight characteristics? I imagine that these red arrows are a bit more spry and nimble then the buzzard?
  14. Hey Ollem , if you havent already please check into my latest version. I dont know if it's my doing, or a problem with BIS_fnc_MP, or what. but something is up with debug smoke and ballz in multiplayer... Example: in SP debug balls start out yellow depending on incomming bullets. red if there are multiple shots. Green if shots from friendly fire.. In MP the debug balls all turn RED Instantly.. there is no yellow Or green. In SP, smoke and find cover flag, use BIS_fnc_MP and you get an error on the bottom of the screen that says, "BIS_fnc_MPexec : function "" does not exist." That has been there since the first use of bis_fnc_mp. I believe that is just beause the function is for MP use, not SP use. so this is not really the issue. Also, the debug smoke doesnt work in MP anymore.. I really dont know if it was me or just a problem with BIS_fnc_MP... I spend over 10 hrs on just that issue, and couldnt find an answer. Please, ease my mind Ollem... Im pulling my hair out here...
  15. lordprimate

    Speed Of Sound

    nope not deceiving. for some reason there is an echo before the gunshot sound... the distance scripts are wonky as well I watched the video of 1.0 on my 7.1 head set on %100 volume expected to have to turn it down... NOPE... sounds are quiet. pistols have an echo propagate before the bullet is even fired... the rifles. have the echo propagate the instant it is shot still not good. Echos, take a split second AFTER the inital source. pluss there way quiet. same with the explosions. Then there's the fire fight that happens about 100m away from the Civilian Viewer, however, it sounds more then 500m away. there is a Arty round that lands next to and kills the Civ. That impact and resulting explosion should have been deafening, but its not.. the second firefight sounds almost identical to the first, but its seen from almost 600m-800m away. There's definitely something going wrong.. I know alot of work is going in to this, good luck with your endeavors BP.
  16. lordprimate

    Escape Chernarus Problem

    well dude...There is someone who already ported that mission over, there is a thread about it... so your best bet is to ask In That Thread....
  17. lordprimate

    AI Discussion (dev branch)

    that killzone stuff was good reading ... and that is a console game?... right? funny how a console game can handle those computations but Arma3's engine cannot... kinda says something about arma 3....
  18. lordprimate

    General Discussion (dev branch)

    GL4 - AI simulate dead. until your close then they go crouch and launch a volly of hot led at your face... AHHH its a beautiful thing..
  19. lordprimate

    Custom Face

    remember that in your basic.cfg for your server there is a custom face variable. which you set the allowed size of custom face files... make sure that your not being , "FaceBlocked" by your basic.cfg
  20. hey guys, any way we can hope for some head Range Plus support in the config?? Feint has explained and posted up exactly what has to be added to the config.. *crosses fingers* It would be a nice addition to flying your masterpiece!
  21. lordprimate

    ASR AI Skills

    Robalo, i noticed your website is down the last couple days. I was checking for an update for ASR_AI3, and well, couldnt connect. Your not leaving the community as well are you??? Say it Aint So!!
  22. lordprimate

    [WIP] bCombat infantry AI Mod [SP]

    yea fab, sorry about my last report on fps. i am not sure what it is, however, my game is getting fewer frames even in vanilla... Ill have to scale back my test size until i figure out the issues..
  23. hopefully ollem will have a chance to look at my upload and see what he can find out about the debug stuff.. And about the HC... DAMMIT!!!!! is all i got. I cant test it so you all are my eyes and ears. but i just dont understand how the script version is working with the headless client, but the mod version is not..
  24. lordprimate

    [WIP] bCombat infantry AI Mod [SP]

    Just in case anyone missed it.. just wanted to make sure were all on the same page... Cough Cough PS. FAB, i did a quick test with my 50v50 ai mission and i had horrible frames (11fps) i had to delete 20+ AI from each faction to get back to 20 fps.. that was not the case before.. That is the only thing i had time to notice, it was a quick test... Ill be doing more testing this week, as i now have time.
  25. mostly just to give them that extra distance to look for good cover... Also right now i am trying to filter out certain objects that don't necessarily have a classname.. so 30m gets a good list of objects. And i can, with more certainty, know if my filters are working.. By all means if you feel its causing performance issues on your PC change it. However, for me i dont notice any hit in FPS with the difference of 15m. Its certainly not set it stone.
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