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lordprimate

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Everything posted by lordprimate

  1. .... the dependencies should be noted, im bothered by having pw6 download shit i already have in a different mod folder IE there is a mod that requires A3MP... which is TOTALLY OBSOLETE.. however, pw6 MAKES YOU download A3MP for this mod... I already have AIATP... i dont need A3MP... Dependencies need to be set up as checkboxes... yes i want to down load "check" ... not i dont need this i already have it ... " leave Unchecked"... there is NO reason to FORCE downloads.... your not making it, "idiot proof" your making it a pain for people that know what their doing. to me the concept is simple and probably easy to implement (?). you click on a mod you want to download .. a dropdown pops up (as one already does) with a list of MODS that this particular one your trying to download, needs. HOWEVER, mods on that list are obsolete... with Check boxes to select which mods you need to get that are dependencies, it makes things super simple and intuitive..... And henceforth solving the problem of pw6 forcing mods that are obsolete.. but i digress that is why i NO longer use Pw6 ..I can do everhthing it does, manually. and so, I only use it if i absolutely have to ..I would like to add that I appreciate all the effort and work the PW6 team does. REALLY I dont mean to come across as i dont appreciate it. It was a mear gripe about a feature that should be ammended. and this is not the right place for it.... END OFF TOPIC
  2. ok guys just a couple of issues i have noticed while playing. 1. no vehicles yet . not a bug but a bummer only infantry mission so far (looking in to simple scripting option for vehicles. 2. the base camp. a. i have tried turning off random pos spawn and i alwasy spawn in the water at [0,0,0]. b. the camp lay out needs a revamp. 1. not enough support vics. instead of just a rearm vic and a medical truck. there should also be the ammo and fuel truck. 2. too many atv's. 3. too many helicopters. and they spawn awfly close to eathother.... I would suggest spawn based on island. and remove the second bird. With rhs esc. enabled, the to uh-60's would spawn so close they would sometimes blow up. and you couldnt take off because you would immediatly wreck the blades. (solved this in the scripting replaced one of the uh- 60's with a lil bird) problem would be solved by only spawning one heli though. 3. AI do not say Put... I use ASR_AI non stop it will be hard to get me to not use it. that said. I also set their radio range down to 250. AI come flooding my way in any battle we almost NEVER encounter any CQC/CQB. I could be wrong but asiai only messes with units that do NOT have a way point . so maybe consider spawning ai/then waypoint@unitPOS. with hold order. maybe that will help with this... ------------------------ I have been able to change the class names of the vic's used around the base to get an ok setup of support vic's (where the mraps/M-atv are spawned. and i moved the mrap/M-atv spawn to by the heli's where the support vic's were spawned. so instead On stratis version i changed the classnames of the RHS vic's to the woodland version. I have found this to be INCREDIBLY VERSATILE!!! I have copy and pasted all internal files to other Map/ mission folders. and created an ISLA DULA insurgency. Lingor Insurgency, Panthera Insurgency. I used the files from the ALTIS insurgency included in the pack that was sent to me. If i can make a few suggestions: rearrange the base layout. remove one of the heli's there is no need to make it that easy. the old version only had one and it was all that was needed. add all support vic's not just repair/med. maybe make the vehicle spawn configurable again. we deffinatly need enemy vic's back in the mission those really brought the fight up a notch. Ai spawn count and param settings can you explain these settings cant think of them off the top of my head but things like the grid count and total numbers. how does that play in to how ai spawn how we clear an area. etc. Do ai keeps spawning in an area unless we move in and clear it of all enemy. because ai will move out of these areas and sometimes we just walk into and clear an empty area(no cqb). 12 ai per play with a cap of 10 ai per grid.. makes me think of how this would work. as we kill the ai more ai spawn into the grid until the cap for all players int the area is reached? i donno im just asking THE AI SPAWNING IS SPOT ON. for the most part i never "feel" or notice any lag when ai spawn in the mission just seems very fluid on that reguard. i have however did witness a few ai spawn in front of me but thats ok that can be changed in the settings (500m to 1200m) in the end my team is having fun and little is being seen in the way of problems. Just a lack of some features like enemy vic's / heli's. being able to rearm and refuel in the field. small stuff that can be currently ammended by a zeus so its no big deal at all. Thanks for allowing me to test this with my team and give feedback.. Looking forward to future updates!
  3. i agree i know that foxhound fixed up armaholic, however, i didnt pay attention to pws.( mostly because i dont use it any more)
  4. Ok everyone, to explain. I am just really trying to time the body fall sound with the body actually falling... Im sorry that im too caught up in that to realize the error of my ways. back by popular demand is " || (time > (_time + 2.5))"!!! And i have added a check for units in a vic i hope the sounds i used are ok for what they portray. currently testing. ill push out an update today or tomorrow. EDIT ----------------------------------------------- First post Updated with latest version Changelog 1.06 - Added Check for unit in vehicle. - Searched for and found some OK sounds for hearing units die in vehicles. - You will only hear units die in a vehicle, within 50m of said unit. - Reinstated Time.
  5. First off, let me say you cannot please everyone. Second of all Do NOT take ANYTHING I say to Heart. My response in red.... :) another example would be a prone unit ... well again they didnt fall at all so why would they make a sound... Dont get me wrong i hear you , you want there to be a sound regardless. I don't. in my mind, If the body wasnt high enough to make enough energy to make a sound on impact with a floor, then i dont want their to be a fall sound. there are just some instances where someone dies and you going to have to walk the fuck over to them and give them a poke to see if there still alive!! :) ill add a check for units in vehicles and add a sound that is appropriate for someone dieing in a seat and slouching over.
  6. HI all, So im working on mrg_unit_sfx bodyfall sounds and screams. there are several sounds i would like to implement however, im having trouble getting the surfaceType i need to initiate these sounds... (IE: gravel, wood, water, metal body fall sounds) surfaceType only returns the surface of the Ground... I need the surface type of what i am standing on . how does BIS detect when a unit is in a building on a metal or wood floor... as you would note that when you walk on these surfaces you get appropriate sounds (IE: gravel, wood, metal, and water foot fall sounds.. ) I would like to add the body fall sounds for people or ai that die on wood floors , on metal, or in shallow water.. there are sounds for this however, surfaceType does not detect those surfaces i have yet to find a gravel surface type and as far as i know there is no "complete" list of surfaceTypes. If there is a complete and uptodate list of surfaceTypes please someone link me to it i cannot find it. edit____________ i got the water bodyfalling sounds working using surfaceiswater and eyepos,
  7. THANK YOU JESUS!!!! AND SGT_SAVAGE! end caps
  8. serjames read first post please... Licence Feel free to take this mod and improve on it/use it in your own mod serjames you should take the time to read before you post...... seriously.... there is my tweeked version and there is the OG version... and how the world do I "fork" something that is NOT on any of those GIT websites.... i mean come on.. really dude... I have asked if i should create my own post as i wasnt sure. I have now started my own thread Please dont clutter this thread up with posts about my edit. Please post any issues or ideas in this thread here-> https://forums.bistudio.com/topic/186573-unit-sfx-body-fall-sounds-hit-screams-lpediition/
  9. lordprimate

    Enhanced Movement

    key cat that is laxemanns L_climb mod
  10. lordprimate

    Enhanced Movement

    just an idea. can you use stam to determine the animation speed? the less fatigued you are the faster you climb the wall. but when your fully fatigued you will climb considerably slower. not to replace the stam hit but to augment it. does that sound doable just thought it was something to say. carry on good sir!! do what you do
  11. lordprimate

    ASR AI 3

    I would have to agree that the AI are worse shots since the 1.54 update, however, I cannot say wether its the update itself or the combination of the updates from ACE as well. However, I have bumped my AI Precision from 0.5 to 0.6. this has resulted in the same long firefights and some nice gameplay. I may bump it up to 0.62 or 0.64 just to see.. as they were a LIL too bad of shots.. so a few hundreds more may do the trick for their precision.
  12. sounds like you know what your doing... i would suggest to do it because all of that is out of my league... I am not a good scripter as you can see by all the simple errors i have made over the past few days, with this simple mod.. I was actually thinking that to put this on a server and have it work for everyone would be best but i don't know how to do all that... about the userconfig, i dont agree. I think the audio should be fine tuned so that it is realistic as possible IE appropriate volumes up close and a nice distant scream far away. If i had my way It would be built to use the hit part detection and based on where someone was hit and how much damage it did you would get a totally different scream, or grunt... the more damage the louder the scream, IE high caliber bullet to the chest-loud scream; arm grazed by a fragment-low volume grunt. etc. . but thats beyond me. Eventhough I have an IDEA how to do it i can try... it wouldnt work for me to do it.
  13. fuck yea ice... am i missing a link is it updated in the first post?
  14. shit i honestly didnt think about that... ill put that back in!! asap and reupload your totally right sadface...
  15. I am extremely sorry for the the last hosted file. It was missing the functions folder some how... anywho with out further adu I had made a few more amendments. I hope you like http://www.mediafire.com/download/s8pkmhg3b1z51e8/%40mrg_units_sfx.7z v1.04 - Increased hit scream audibility from 100m up to 200m. - Reduced hit scream volume 3 more db. - Increased body fall audibility from 45 up to 150m. - Reduced body fall volume several db. (10 i think i have to check to be sure) - Reduced EyePos height requirement for timing of bodyfall sound. should i start my own thread?? its the same mod just slightly tweeked.
  16. if you one hit yes, in my current testing i have had ai start screeming and get cut off when the next shot kills them. its like in acre when someones talking to you and there shot mid word. their audio cuts right out. again as we both agree its up to personal preference. I have moved the distance back to 150m for the screams and actually in my testing i have increased the body fall sound to 75m. I am currently tweeking volumes. if you can think of any places in stratis that has wood floors please let me know im currently teleporting around looking for a wood surfacetype. because there is a wood bodyfall sound. also currently looking at how to implement water body falling sounds for Shallow water. or if anyone knows an up to date surfaceType List. that would be great!!
  17. hmm i dont get that error ill look into it.. I dont know wny this would use file patching this is a client side only mod. and there is NO user config to set up. and i wouldnt know how to do that anyway sorry. but ill look into the error. ______________________________ edit ok it seems that the file i complied and uploaded didnt get built correctly with the addon builder going to reupload sorry for the inconvenience. honestly triple checked this ... probably too much booze ______________________________ Thanks foxhound for the page fix i didnt want to overwrite and deleate the original version 1.02 im glad it worked perfectly for you , but i like immersion. 1. Dead bodies dont scream. the og mod has this me no likey 2. The volume of the screams at 150m killed my immersion. they sounded like there were no more then 50m away. I used ACRE2 these screams were louder then a human using acre2 at 150m. that had to be fixed. im attempting to fine tune the audio here i may bring it back up to 150 once i find the best volume. 3. say vs say3D.... 4. There was unfinished code that wasn't being used.. now when a body falls in sand you get a Sand sound instead of a concrete sound :) 5.Only 15 of the over 100 screams were being used so i added about 20 more. everyone has their preference. I hope you at least give this version a try (after i fix it... Sorry) there is a detailed changelog in my post with the update 1.03 all differences are there and there should be the two different versions again! like it should be. FILE INBOUND TESTING NOW
  18. lordprimate

    POOK SAM PACK (May 2022)

    @POOK, First let me say thank you for the port. I had all your work in ARMA 2. and am thoroughly please that you are moving some assets over to A3. I have a question as well. I am a member.teamleader of a small infantry team. non of our missions require the use of any of the CUP stuff. we just dont need 5million factions from arma2. is there any way to just get the vehicles with out the CUP dependency? i can understand the desire to promote CUP.. but haveing to download all that just to use your mod as a bit much to me. and my community. its quite the downer.. I would like to use your assets as objectives IE defend the SAM. or Destory the SAM. what have you but in order to have this on my dedi I would have to add two HUGE mods that NOONE in my team uses AT ALL... If there is ANY way to get an optional config for just the vehicles. or one that uses the default OPFOR/BLUFOR factions that would be AWESOME! Thanks for the reply,in advance of any yes or no. ALSO, PS. I have tested RHS:ESC (a mod we do use) along side the CUP assets.. and i get alot of pop up errors... so using those to mods together is not an option. So from my stand point there is an awesome mod release that i cannot use AT ALL because i simply dont have the space to download all the CUP assets just to use this ONE small mod in tandum.
  19. Update: version 1.03 - Changed "say" command to "say3D". - Reduced hit scream audibility from 150m to 100m. - Reduced the hit scream volume one db. - Reduced bodyfall audibility distance from 50m to 45m (i know big whoop). - Reduced bodyfall sound volume one db. - Removed } else { from nested IF statement within the hit script. So Nomore screaming from dead people anylonger. - Removed sleep command from inside the nested IF statement in hit script. Moved outside before "recently hit" check. - Finished, already placed scripting for bodyfall sounds in SAND. %50 of the code was already there. - Removed "time" check in waitUntil command for body fall sound. - Added 20 more Screams!! a greater variety of PAIN will be delt!! link removed until fixed signed and tested on my dedi i can join and it works have at it let me know what you think all credit goes to mistergoodson
  20. lordprimate

    Lesh's Towing Mod 1.0 (2018-06-16)

    I third that motion with the reason that lots of mods are popping up that have static objects that could totally be mobile with the right TOW mod... * COUGH COUGH POOK SAM'S COUCH COUGH**
  21. hello, any plans on doing a greek rebel faction.. for INDI/GUER? like FIA but on INDI side.
  22. Wow .. there are soooo Many scream sounds in the game... I want to add more to this mod to use!!
  23. ok , so there is a sleep command after the check to see if the unit is alive after it was hit. im going to remove that and do some tests.. the other thing that sticks out to me is that in the IF statement there is also a scream added to dead units... (there is a check to see IF the unit is alive. the ELSE part of the command is adding a scream to a dead body?? I think im going to remove that and do some testing I think this should be added as a module in ACE3 but thats just me ... I also noticed that the distance that these scripts are started is a bit far.. for the hit screams there is a check for players within 150meters... thats a bit far to hear a scream dont you all think? maybe its not but its seems to loud when the AI are far away and they get hit it sounds like their closer. I am going to reduce this in my test version to 75-100 meters. hopefully help on some performance as well. the death sound (body fall sound) has a check for players within 50meters.. I think that, that is also kinda far to be able to hear a sack of meat and bones fall.. its not a large heavy object thats going to make a loud bang when if falls... im would like to tweek this as well.. basically im adjusting the volumes, the distance heard, and the sleep commands
  24. Yea i did some tests last night based on these past few comments... and what i heard was... When someone is hit they may let out a grunt... or a groan.. but no screams. AND when someone dies there is no "body fall" sound. so no this is not part of the default game but there has been sounds added when units are HIT.. IE grunts and groans. this mod however doesnt seem to work super well... and what i mean is (although i love it) the sounds dont play in a timely manner... Ill shoot an AI and ill hear the scream a few seconds later.. There is a bit of a delay fo all the sounds in this mod. when someone dies, I dont hear the sound of their body falling until well after they have fell. If i knew how i would suggest some updates to make the code faster, maybe ill crack it open and have a look at the code. and see if i can make any suggestions, however, i feel like i prolly wont be able. well see Again thanks for this lil mod its a WELCOME addition to my mod set and i have used it since its release!
  25. I would love to help test this on my dedicated server, however, i do NOT have the player count you desire. My server only seats 16 players. I would like to help but if you feel i couldnt then i understand
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