lordprimate
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Everything posted by lordprimate
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R3F Advance Logistics [Unofficial] [ACE3] - BETA
lordprimate replied to S.Crowe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
dont mind me.. -
lolz im glad you have the experience, again you should add interval = 0.06; and see how you like it .... OT. theres no scripting no intellectuall property... you made a config change.... outside of that Zero F's given
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ok thanks for the info but i do not intent to release or update your mod. I was simply saying that you should add the line "interval = 0.06;" it will reduce the particle emissions and help with performance... and again no offence, but i can care less about a license, when im editing for personal use... And even then if i feel the need to modify a mod and share it with my community privatly, ill do it... (zero f's given...) im not doing anything wrong (not claming the mod as my own work, nor am i public distributing it).. so i dont care about "consequences" as again im not doing anything wrong... thanks again though for the info... dont get me wrong i appreciate and honor all work and dirivitives of anyones work... however, the BS, licensing for a MOD ... its stupid and annoying... you are making a mod for a game you cannot charge for it, its not allowed by BIS... your creating for a commuty on your free time.. If you share it , Wonderful"" it no oh well.. but if you share it you really cannot tell people what to do with it... have a nice day , and i look foreward to your updates..
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I was just thinking about your Find Cover Filter in ASRAI, and i remembered asking if you would mind if i applied it in TPWCAS. You did give me the go ahead and i had applied it. I see that you have updated the filter, do you mind that i have added this update to tpwcas?
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Just a heads up I edited this mod, and added/changed the interval the particles are dropped. Default is 0.03, doubled it to 0.06 reduce the amount of particles dropped The increased interval saves on particle creation. The smoke still looks thick and still blocks ai view. Its just half of the particles that were being emitted before. A simple mission to test how this effects the game, you can download "[tdnl] Assult on Charkia" from the workshop. in the beginning of the mission there are quite a few smoke grenades dropped. in vanilla arma for the smoke particles are despawned because you reach the particles limit so fast in the beginnin of the mission... Running "splendid smoke" with my interval adjustment changed the whole beninning sinario. the smoke was bellowing and not being despawned. I can post pictures if you want I also made a second version for use with blastcore still.. all you have to add is a few lines to the RequireAddons in the CFGpatches. : requiredAddons[] = {"A3_Data_F","A3_Weapons_F","Blastcore_SmokeCS","WarFXPE"};
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TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
sorry rain delays... -
TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
lordprimate replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey everyone, I got a wild hair yesterday, and i updated TPWCAS. tpwcas has NOT been working correctly with ASR_AI3 i dont know when these variables were changed i didnt pay close enough attention to the development of ASR_AI3 Changes version 5.5.1 - Update to ASR_AI classnames "asr_ai3_sysaiskill_fnc_setUnitSkill" is now "asr_ai3_main_fnc_setUnitSkill" should now work properly/ and in conjunction with ASR_AI3 again. - Updated check for ASR_AI3 running. Using "asr_ai3_main" as "asr_ai3_danger" was removed from ASR_AI3. Again now tpwcas will now check if ASR_AI is running and work together appropriately. - Removed a few animations "Bunnyhop","L/R sideProne" - ReWrote evasive maneuver. Script check's to see the stance of the unit suppressed, and the weapon (pistol / rifle), and weather or not its raised or lowered. (If the unit is holding a pistol and has it is lowered they will get a animation with a lowered pistol for smooth animation interpolation) - Removed One Behavior change, "Stealth" mode call was removed. Ill post the files tonight after work and some more testing on my server -
Thank you Robalo!
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Robalo, in tpwcas there was a call for "asr_ai3_sysaiskill_fnc_setUnitSkill" I am doing some minor updating to tpwcas and i cannot find that function in asr_ai any longer has it been renamed? for context: //SET INITIAL PARAMETERS FOR EACH UNIT if (_stanceregain == -1 ) then { //SET ASR AI SKILLS IF ASR AI IS RUNNNING if (!isNil "asr_ai3_sysaiskill_fnc_setUnitSkill") then { [_unit] call asr_ai3_sysaiskill_fnc_setUnitSkill; }; _unit setVariable ["tpwcas_originalaccuracy", _unit skill "aimingAccuracy"]; _unit setVariable ["tpwcas_originalshake", _unit skill "aimingShake"]; _unit setVariable ["tpwcas_originalcourage", _unit skill "courage"]; _unit setVariable ["tpwcas_general", _unit skill "general"]; _unit setVariable ["tpwcas_stanceregain", time]; //_unit setVariable ["tpwcas_orgbehaviour", behaviour _unit]; _unit setVariable ["tpwcas_stance", "auto"]; };
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ACE 3 Extension Mod (Anim & Actions) + (Placeables)
lordprimate replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
and to be sure i come across as an asshole alot its just in my blood i guess so i appoligize if thats how it seems i was just saying nice job but i feel like the name can be missleading right now. Again Thanks for this.- 142 replies
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ACE 3 Extension Mod (Anim & Actions) + (Placeables)
lordprimate replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
just to be sure im correct in what im reading, this mod is a mod that only adds Poses. or static animation to the player using ACE self interaction.. should this be named ACE3 Photogenics, or ace3 Strike a pose, or ACE3 Animations, or ACE3 Posing. the name Exertions made me think of ACE X ... the X being Extension or extras... where it adds functional stuff to ace. (functional being the key word) the name "extensions" leads me to think there is more.. good idea though- 142 replies
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I am willing to bet that you could push for better performance by making the particles a little bigger and reducing their count by just a few so less particles but bigger.... i know performance is not an issue with this mod but what im saying is that you could probably get away with reducing the particle production a lil bit and then increase the size and the life time of the particle..
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If i may sugggest something.... you can easly create BIS fire objects at random pos around center point. there are three different types of fire ... fire small / fire big / and fire barrel ... the barrel fire and the small fire are pretty much the same size. you could easly call or spawn them use the big fire in the center and spawn a few smaller fires around the center point ... if you feel its to intense you can just use the small fires ... there not that damaging. And you could also copy and paste and create your own fire with its own fire damage values. and furthermore using the default fire objects... if you were to make your own fire config.. you could enable the smoke for the small fire.... BIS has a config value for smoke from the small fire... they have it set to zero.. if you set it to one it will enable smoke for small fires..... and its glorious...
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JTD Flies ArmA3 version
lordprimate replied to dmarkwick's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes it works could use a touch up with keys and such but it works for me... -
I find soo many people that play this game to be completely hypocritical... In this game There are Bullets that kill people... Wether your playing ARMA Life or MILSIM... there is DEATH... there are bombs. explosives... projectile weapons. etx.... We shoot people, we blow them up we shoot AI and blow them up... There are Blood Mods... Graffics mods to make the Explosions that kill People/AI look cooler..... ALL THIS DEATH AND DESTRUCTION>> BUT GOD FORBID SOMEONE MAKES A INTERROGATION MOD.... Where you beat someone up..... What about the MOCAP mod... in that mod there is hand to hand combat... and you can hit AVATARs in game with your rifle stock... you can tie someone up with ACE intraction and use mocap to beat the shit out of them and kill them... but that mod is still around ... YOUR ALL A BUNCH OF HYPOCRITES... well at least those that cried about the interrogation mod.. Death by bullets and explosions... BIS forums says its OK Interragating a LIVE subject .... BIS forums DENIED
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Dude ... and what happens when third person is disabled . Will it be shown anyway when someone repels?. I do not allow third person view on my server.. I do not plan to allow it and i will not allow it. Is this going to force someone into third person view even if it is disabled as per the server?
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Advanced Combat Radio Environment 2 (ACRE2)
lordprimate replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
*** if you dont get the Beeps / Radio Blips. Then you need to allow the file typs as described above. HOWEVER , you must also LOCALLY HOST a MP mission... Go into 3Den and preview the mission in MP... when the mission is completely loaded test the radio ... works every time for me .. i have had to reformat the machine a few times this year...- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
lordprimate replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Today is a good day! Thanks dudes!- 896 replies
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hello all, thank you for your responses. I went threw again and tested ACRE2 on tanoa after a fresh download ( i had v.811) seems to work, IE it doesnt crash my game during a preview. I have not tested on my dedicated as its still running vanilla missions right now. I dont know what the deal was with my previous tests. more then likely a mod conflict. If i find out what was wrong on my end ill report back. Thanks again peeps, LP
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im about to break down and use tfar.... I really dont want to... ACRE keeps crashing any mission i make on TANOA... if i disable ACRE the mission loads and progresses fine. Words cannot describe how mortified i am at the idea of having to put TFAR on my server... I absolutely LOATHE the audio fidelity. it just sounds like a pile of crap echo'ing in my ear.. Please push out that Update... I cant count how many times i have asked why some group uses TFAR and everytime their initial response is, "Well i downloaded ACRE first but i couldnt get it to work.." I would ask if they got ACRE or ACRE2 stable release ... they would always answer ACRE and didnt know there was an ACRE2... I honestly feel like the early exposure TFAR got and its "more complete" feel, Is killing ACRE2... I never Ever find servers that use it. Very rare, few and far between... My server has ran ACRE2 since its release and its been empty because no one uses or knows about acre all they hear is TFAR.... TFAR.... TFAR... so sad..
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soundmod JSRS4 - APEX 1.2
lordprimate replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
My server allows it.- 1214 replies
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BloodLust (Version 2022.04.13)
lordprimate replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ceolnariazz. there is no classname. you go into the setting Via the UI. in game on the top right in Red, says bloodlust settings, or something like that. there is a value for the vaporization gibs. that large number is the dammage requiered to vaporize someone. you make the number larger it will take a larger explosion that does more damage to cause the vaporization gibs. on a server however i believe you would have to add that variable to your mission. via the init.sqf i think... -
[OPEN BETA] [SP] bCombat infantry AI Mod
lordprimate replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i havent been able to follow this thread in detail lately is there in update to the mod or is this the same code? -
BloodLust (Version 2022.04.13)
lordprimate replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
nope . running bloodlust on my server and my client and i see blood everywhere.... good luck -
xtbbmalloc - A custom memory allocator for A3
lordprimate replied to _blub's topic in ARMA 3 - COMMUNITY MADE UTILITIES
oops dont mind me thanks for the update!!