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lordprimate

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Everything posted by lordprimate

  1. lordprimate

    Blood Mist

    Tmoney, i dont know if you have seen this already but there is a sound mod called SpeedOfSound. Within that mod, there is a .pbo that increases the blood splash and the Gibs, its called speedofsound_gibs.pbo. i think. I am not sure if you have to use it with all the other parts of the mod but if you just want to try the gibs(blood, meatchunks) try running that mod and see if you like it?
  2. lordprimate

    Armor Improvement System (AIS)

    anyone else getting an undefined variable error.. baps_startdelay... I have gone thew the code and i thought i fixed it but i cannot get rid of it.. i defined it and everything...
  3. lordprimate

    Speed Of Sound

    testing that update in a simple squad vs squad mission, every gun sounded like it was being fired, Inside a small metal Shed..
  4. lordprimate

    Arma 3 Headless Client

    Curious how my stupid rant got a response, however, Xeno, posts a very valid and legitimate question and it goes unanswered. A question that has been posed before with similar results... Can we get an update to the LOOPBACK function Please..... maybe, a little info, is this desired behavior??
  5. gagi are you saying that it now works with HeadlessClient? looking at your rpt i see the following. 1) "0 twpcas mode init check: tpwcas_mode = any - Server: [false] - MP: [true] - tpwcas_isHC: [true] - isNil tpwcas_mode: [any]" 2) "0 tpwcas_mode = 3 - Server: [false] - MP: [true] - config: [false] - isNil: []" and ill exlpain: line 1) Is the first real dia_log that shows what is found at mission startup. tpwcas_mode = any is not a good thing. its saying that at the start the HC has NO idea what mode the mission is running in. right? line 2) here we see that the tpwcas_mode has finally be set. This is dedicated server mode. I see in this dia_log is that the -config value is [false]; if there is a config in the right and this value was set by default this should be here right?? And the end of the line -isNil [] should be [true] or [false] not just []... something is wrong in the HC check when it comes to dedicated servers, well, at least this is what i see. unless i am wrong. Looking at your Server Rpt i see a few strange things as well. Looking at the tpwcas paramaters it looks like a whole different set of variables that the HC gets.. almost like the server is running a different version of the mod OR it is actually reading the config file and the HC is Not. Either way, if you compare the tpwcas paramaters from the HC to the Server you see deffinat variation. They should be the same... this is from the HC (as per your discription) and this is from your server (so says you)
  6. MURKSPWAN.. Oh yes, thank you Murklor
  7. lordprimate

    JSRS2.0 WIP Thread

    ....... stopped watching after a few seconds... Any versions of this video WITHOUT, that strange noise in the background drowning out most of the sounds... is that "music"? Really cant hear everything. Thanks anyways, Good to know its in "Closed test" stage!
  8. lordprimate

    Blastcore A3

    When ... It ... Is ... DONE.... And NOT BEFORE......
  9. not misunderstanding here... some times people dont understand what has to be done, to get the effect they desire... to distinguish between road "types" you have to have a classname source... I have never seen a "classname" for a roadsegment.. As far as I know (and i dont know much) it is damn near impossible to filter something that "Has NO ClassName..." Trust me im looking at serveral different object filters from different mods, to figure out a way to detect bushes and trees... but they dont have classnames .. so right now im on a snipe hunt my suggestion was the only option i could think of to get the desired effect, as of Now.. but you can also try your hand at modifying the code to fit your desires.... Or dig up the classnames for the road segments.... As far as i am concerned i think that, if it is possible TPW would do it.. Im still at least hoping that he will black list certain areas like "runways" or other sensetive areas where a civilian car could be extremely dangerous.. (i have almost hit at least 5 civs either taking off or landing on a runway.....)
  10. lordprimate

    Arma 3 Headless Client

    your right. I do. I am just Really butt hurt about it. I mean really.. There has got to be a way. got to.
  11. hey all if you are following the dev of asr_ai it was updated so get the update..
  12. lordprimate

    Arma 3 Headless Client

    your absolutely right GDSN... but see.. BIS is behind.... Their understaffed and underbudget... they have no interest in giving us better performance for free... that is why you have to BUY another copy of the game under another steam account name... I have said it before and ill say it again.. The Headless Client for Arma 3 is the First of many "Pay to Play" upgrades..... or DLC.... Next will be vehicles or units , and / or maps... Pay to play baby.. ARMA 3... as many people bug / post about getting HC... I hope you all realize soon that its NOT GOING TO HAPPEN... Imagine how much money BIS will be missing out on if they make the HC free... thats $60 bux a pop... JUST FOR A HEADLESS CLIENT... If they had ANY sense, they would release an ACTUAL headless client... a FREE version of the game that is ABSOLUTELY NOT PLAYABLE... IT CAN ONLY LAUNCH AND JOIN A SERVER.... But these are pipe dreams..
  13. KAAHHNNNN!!!!! Damn this HC... So let me get this right... the script version works with Headless Client.. Yes? The mod version does NOT work with Headless client? Yes So what is the difference? the files are the same.. tpwcas_script_init.sqf is changed to init.sqf with the added section to check for userconfig file... the config.cpp file which sets event handlers etc. there is the prefix which only shows the engine the folder path. I donno.. In what ways does a mod differ from a mission, as far as Initialization and Utilization of the scripts they contain?? Looking at these aspects of initialization is where well find the culprit for the mod..... Maybe its something GameEngine related?? and were pulling our hair out for nothing..
  14. +1 there is a userconfig... lets break that word down... User ... Config .... User (you).... Configure (edit Settings) that allows you to decrase the max number of cars. you can also increase the radius so they spawn further away. there is also a variable that can turn off civ and car spawning during combat.
  15. 1 tpwcas, was a brainchild of several mod makers that was ultimately finalized into a Line of sight, and suppression mod for.. Wait for it... Single Player, Multi-Player Hosted, and Dedicated Servers. I have actually added some functionality of tpw's latest LOS scripting, into tpwcas. 2 tpw_mods is a mod made by tpw himself, that contains Ambient Life (civs, civs driving, boating, flying etc), suppression , Line of site, fog of breath, heat haze, etc...., focused on.... K, Wait for it........ Single Player... Some of its elements may work in Multi-Player hosted servers, and dedicated servers. and it is disabled by default because of recent changes in the AI / Game seem to make the AI a bit better at turning and engaging the enemy. in this version of LOS there is an added Turn function that if the AI is turned away from a player or another Enemy AI they will incrementally turn tward them , quickly (so it looks natural) Your questions was a run on sentence it took me a minute to decipher what you were trying to ask.. English is Not your first language is it? lets break it down shall we.... So what is the difference from tpwcas and tpw-mod that has LOS in it also both mods have suppression so whats make them play any different? 1) So what is the difference from tpwcas and tpw-mod? //answered above 2) that has LOS in it ... Wtf are you saying??? 3) Also, both mods have suppression, so what makes them play any different? // again answered above
  16. lordprimate

    KEYS: No action menu

    yes yes, do this instead!! :)
  17. give it a try. I havent seen any conficts. I use both tpwcas, and tpw_mods running at the same time.. with everything Enabled.. Test it out for yourself. Just dont forget to post your observations in here and in TPW's thread..
  18. lordprimate

    Speed Of Sound

    Answered is in this thread.... Put in a little Effort... Look and you shall find.....
  19. @tpwcas_v2.5 ARMA 3 test : Ollems latest scripts packaged into a Mod
  20. I believe that you give a man a fish you feed him for a day, you teach him to fish, and he can feed his family and others for a lifetime... in this thread tpw answered your questions about LOS almost Directly."it is disabled because recent changes to AI by BIS possibly render it obsolete"... the userconfig setting.. well its arma... do we really have to explain this one... Ill just say i set mine to 2 meters... and leave it at that....
  21. I could be wrong here, but based on how its done in tpwcas, im almost positive it can be done, its up to "Tha Man" if he is going to add it :) 1) you need an !(isNil "class name of the cop mod main sqf file") and then a list of class names are added to the vehicle and civ agent pool 2 the next thing to check would be if the cop cars spawned to make sure they have a cop driver.. which i can surmise would be a classname check for the police car/truck and then a subsequent createvehiclecrew... which "should" create the right vehicle crew by default...??
  22. test it out and let us know the results!!!!!!!!!!!!!!!!!!!
  23. Zach72 if you look at the version numbers you will see that they are consecutive as well.. and those links that ollem posted are links to versions i have posted earlier in this thread. Ollem just hasent updated the first post yet. rest assured that there differences are minute and are shown in posts in this thread maybe 1 or two pages back. As far as a script version goes. I can pull the .sqf files out and merge with ollems last posted script version, Give it a test and post it.. Give me a few, unless ollem beats me to it!
  24. lordprimate

    [WIP] bCombat infantry AI Mod [SP]

    Hello there Fabrizio_T. A small handfull of people (including myself) meet most of those req. We however have not been playing since OPF, but each have a few years under our belts. I am familiar with tpwcas, as i am currently working with ollem and others to get it ported to arma 3. If you feel i am qualified i would like to help! I was just checking out your github to see if there was an updated version of bdetect for A3 and im confused... on github your version says 0.8 but in tpwcas i have a 1.0 version? what also confuses me is that github says it was updated about 2hrs ago... or am i misunderstanding github so, my question is should i be looking at the github version for updates and merge them with my curent version. whats going on there? Any info is appreciated
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