lordprimate
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Everything posted by lordprimate
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Statistical-Based Visualizations [Script]
lordprimate replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
tested the pbo version real quick got this error and a constistantly blinking screen Error in expression <90 && (abs(_dirTo - _eyeD) <= 270)) || (lineIntersects [_eyePb, _eyePa]) ||(terr> Error position: <lineIntersects [_eyePb, _eyePa]) ||(terr> Error 0 elements provided, 3 expected File SBV\SBV.sqf, line 240 -
Add extended event handlers to the VR engine
lordprimate replied to terox's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So, any word if this is going to be a reality?? Would be nice! -
I know this is client side addon but I was wondering if you wouldn't mind providing a server Key, so that we can verifysignatures=2 on servers and allow your mod. EDIT I forgot that i asked this already, and went straight to page 2 to to post my question.. sorry
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A.C.R.E - Advanced Combat Radio Environment for Arma 3
lordprimate replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just an heads up .. I am running everything correctly.. and I am still getting booted from my server when I use ACRE and verify sigs=2 The signatures are not working... I have Everything launched correctly.. I have NO problems with jayarma3lib or st_acre_volume.. The ONLY mod keeping me from joining is ACRE.. so yea the keys, sigs for ACRE are broken. If you can join your server running ACRE, whilst using VerifySignatures=2. Please post up and if possible PM me I would like to get your files.. maybe the ones i downloaded are corrupted? I got them threw PWS while UO's repo was still unlocked.. EDIT: I am adding mods to my server one at a time to see which ones keep me from entering due to bad keys/sigs. The first one is always CBA... With only @CBA_A3 I can connect to the server just fine. With only @UOCBA_A3. I cannot connect to the server. With @CBA_A3;@JayArmA3Lib. I cannot connect to the server. With @UOCBA_A3;@JayArmA3Lib. I cannot connect to the server With @UOCBA_A3;@JayArmA3Lib;@ACRE. I cannot connect... Using VerifySignatures=2 and command line is CUT and PASTED from the server's to the client, IE. they are running the Exact same mods. Testing other mods with VerifySignatures=2 yields positive results.. @CBA_A3;@ASR_A3;@ASR_AI I can connect. @CBA_A3;@ASR_A3;@ASR_AI;@norrin_Rflocc I can connect. -
[Feedback&Suggestions] Diving and underwater combat
lordprimate replied to Tonci87's topic in ARMA 3 - BETA DISCUSSION
Agreed, comment and voted! -
Under Suppression Fire Effect
lordprimate replied to Enricksolt's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Nice, but i also agree the effect is to drastic. I prefer TPWCAS for my suppression effects, Its perfect. Especially since it affects ai as well. Add some cam shake/wobble, reduce the Grey effects and blur.(so, effects are short and quick) -
JTD Fire And Smoke
lordprimate replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Dmarkwick, your awesome mod no longer works in Arma 3 because they removed the setvehicleinit,processinitcommands, clearvehicleinit, scripting commands... This makes me a sad panda... No more fire and smoke in A3.. -
I will say, Just get it because its cheep now... If you wait, you will be paying full price.. Even if you cannot play MP .. at least you know you saved loot.. Just play ARMA 2..
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Help on script after removal of processInitCommands
lordprimate replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so what I am gathering from what you are typing is there there is going to be an INCREASE in IO traffic.. Nice more IO events that servers and clients have to process.. sounds a lot like LAG to me.. Thumbs up!! I love LAG -
CBA - Community Base Addons - ARMA 3 Alpha
lordprimate replied to sickboy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any chance of an update to work with the removal of the setVehicleINIT scripting commands.. I am getting several script errors from CBA since their removal. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
lordprimate replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
when your MCC_sandbox spawns units using UPSMON.. does it use the setVehicleInit command?? -
Can someone explain to me how to set a dynamicilly spawned unit/vehicles Init with out using setVehicleInit? Am i correct that compileFinal replaces processInitCommand? I really am NOT a good scripter so this news really cuts deep! I just realized that All of my missions use UPSMON.. Now i know that I am not the only person to use it. And the thought of how many user made missions that are now basically broken, makes me a sad panda..
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Help on script after removal of processInitCommands
lordprimate replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
What is the new and improved code? I have already mentioned in the dev build thread that many scripts that dynamically spawn AI use setVehicleinit.. It is used in so many missions that i have downloaded, and made. In a vehicle respawn script, I use setVehicleinit to initialize scripts in the newly spawned vehicle. UPS/UPSMON uses setVehicleinit when creating clones, and processInitCommands in the INIT.sqf file. I understand it was removed because it can be used to hack. However, why remove these command and not replace them with secure analogous commands(Im sure their coming but why not remove?release the same day). That's just one of the most utilized patrol scripts is completely broken.. someone posted that you will have to use event handlers to set a vehicles Init .. can someone explain how? How do we set the INIT of a dynamically spawned unit in game with out a setvehicleinit command? -
so UPSMON is now completely Unusable THANKS ALOT BIS...
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In the =BTC= Revive script. in one of my missions I use setVehicleInit to add an addaction for the Vitrual Ammo System after the MHQ is destroyed and respawns. In another SP mission I use setVehicleInit on randonly spawned units in my missions, for things like UPS or UPSMON, and other random patrol scripts. Krap, Basically %90 of my missions use a setVehicleInit or processInitCommands somewhere either in the scripts or in the Init.sqf. I know that i have seen it used in countless scripts for dynamic spawning of stuffs. If i understand correctly compileFinal replaces processInitCommands. ?? what do we use to replace setVehicleInit?
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Hello again, I asked this recently in the DEV Branch Discussion thread, However, I recieved NO answer... I have been getting this error since a DEV update a few days ago... is anyone else getting this error? I have seen only one other posts about it, and it was also not answered.. Is this something I have to fix or is this something I have to wait out?
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Editor placed mines avoided by vehicles
lordprimate replied to clydefrog's topic in ARMA 3 - MISSION EDITING & SCRIPTING
make sure the mines are for SIDE UNKNOWN ... from what i have seen with mines is that if you tell the game "who placed them" , those units will avoid the mines.. if they are side "unknown" from what i have seen AI dont recognize them until its to late -
I keep getting an error "script InitJIPcompatible.sqf not found". I have looked for a ticket in the feed back tracker but cannot find one. Anyone else experience this. and How do I fix it. I started showing up in the last dev build (not the most recent 4/22)
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The urgent debate about headless client in A3 (and HC general info)
lordprimate replied to zorrobyte's topic in ARMA 3 - MULTIPLAYER
oops delete, multiple pages open posted in wrong thread.. derp -
The pictures that Purepassion posted of the stars being to bright. I had the same issue. However, It was a mod that was causing the problem (badbenson's mid textures). Once i removed that the game was back to its regular beautiful Arma 3 self.
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Dedicated server - status
lordprimate replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Please correct me if I am wrong, however, even when the server.exe comes out .. You will still have to "Buy" another copy of the game to run HC... Unless they make a headless.exe :) -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
lordprimate replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It would seem the latest DEV build has brokent ACRE for Arma 3. As of the second most recent patch, my game crashes and states jayarma3libextention.dll as the source of the problem. -
Well if you are firmular with SMK .. all you had to do was bind a key to "turbo" and press "turbo"+ "A" or("S" or "D") and you would blind fire to the "left" or ("above your head" or " to your right") respectively.. It is rather easy to use in ARMA 2.. So far i have see several posts about how HARD it would be to impleiment the key binds... NOT THE CASE.. download @SMK and set up a turbo key(I use my #4 mouse button) and you will see how easy it is to use... you cant aim for shit!! but the key press is easy!
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Just got an update from steam and my game keeps crashing I got a pop up about a runway.p3d(known issue posted in changelog). then 3 seconds later my game crashes..
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I was playing a quick Action MP mission in Agia Marina this morning after an update to the DEV. version. and I had a MATRIX Moment.. There is a Two story building on the southern road of agia marina on the southern side. It is second house in from the "T" intersection. It was attached to the one story building to the east. Now there is an ally between the two. It was rather surreal, because I was the only one that noticed.. Everyone was calling me crazy. And the one story that had been moved, now filled the gap in a concrete wall which was previously open to walk threw. After I took it all in it made sence, but like I said no one believed me that it was different before.. so. I felt rather strange for a sec.