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lordprimate

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Everything posted by lordprimate

  1. I am getting some errors with the new DEV patch and CBA_A3. They seem to be based in an A3.pbo. I cant find them in my .rpt to post them here.. Ill keep looking
  2. lordprimate

    US Marines MARPAT Desert

    Can I has helmit head plz!!
  3. I agree only to point out that many players use the new stance indicators, and moving this down to the bottom right would cover them up... A choice at least would be nice.. But I really like it where it is. It is a nice Change! And thanks for your work on this mod I have been using it since the day it was released!!!
  4. lordprimate

    [HMM] Stance Indicator

    Maybe its because, you see what stance your in, in third person..
  5. lordprimate

    JTD Fire And Smoke

    Ok that makes sence, however, I would swear they have flown straight out of the grass for me as well.. I'll look into it further
  6. lordprimate

    JTD Fire And Smoke

    Nice! Good to know. Thanks for the future update in advance!! I also have another question/observation I have been running F&S for a few days now (in A3) and I haven't seen any birds.. Are they working for you in Arma 3? I am missing those "There they are" moments, as just like bushlurker said. They are very use full.. If there is away to script it so that it adds to the AI's, "knows about" variable to possibly give away our position, it should definitely be looked into!? It would be an awesome touch, since it works for us. Just think about walking/sneaking threw bushes.. No one sees you. And you know it. Suddenly a flock a birds startled fly away and AI with in a certain distance will be alerted to a presence and turn to look.. Your advance instantly ends and your waiting to see if you will be discovered or if they will give up and move on... I and I'm sure others, would gladly help test!!
  7. just a heads up ... there is another inGame shader and color effects addon .. SWEETFX it works with Arma 3 because it is still a DirectX based game... Sweet effects works with DX9 threw DX11.. http://www.armaholic.com/page.php?id=17836
  8. lordprimate

    Rifle Collision Addon

    shiftdnb, not as far as i can tell.. and gorbachev.. it would be nice
  9. I have been testing in A3A. not sure if it is working any one else try it out? the AI go prone more often and they already take cover better then the ai have in A2. However, I do think they could be supressed a bit better so I wanted to try it out.. Anyone else try it? results?
  10. lordprimate

    Testing TPWCAS in A3

    skadog: i had @CBA_A3 running when i did these tests.. I had enabled debug in the userconfig, and dropped the module in the editor. I had seen no debug effects.. in my testing with and with out the mod the ai reacted the exact same.
  11. lordprimate

    UPSMON for arma3

    {_x SetMarkerAlpha 0} forEach ["area1","area2","area3","area4"]; works fine for me... and my marker names are area1. area 2. etc. they could be anything. works fine.
  12. lordprimate

    Testing TPWCAS in A3

    have you tested it?? Can any one else test it and post their results?? ok I made the perfect mission to test if it is being utalized or not. And it would seem not at all. I was stupid and using UPSMON in my initial testing. After removing UPSMON. and testing with this simple mission. I can plainly see that tpwcas is not working.. although the hints to show up and say it is enabled. it is obvious it is not. Something breaks along the way and its just a tease.. :(
  13. lordprimate

    FA_stance

    I have been using this with FA_Stance. I like the combo.. but that's just me. if possible I believe that moving the indicator a little more to the right of the screen would be best.. thanks for the mod!!
  14. lordprimate

    [HMM] Stance Indicator

    I have been using this with FA_Stance. I like the combo.. but that's just me. thanks for your work
  15. lordprimate

    Testing TPWCAS in A3

    Have you tested it??
  16. lordprimate

    Testing TPWCAS in A3

    I have to report that I really do think that it has an affect.. although you cannot see the debug markers the ai seem to be reacting to supressive fire much better
  17. Hello there, I have been testing this in Arma 3 Alpha... I have only been running the tpwcas mod in my sp games and so far im not getting any script errors. I enabled the debug markers and such and I dont see any bubbles over any heads or any thing. or any of the other debug effects.. There's so may .rpt errors just from it being alpha I cant tell if there is anything going on there. I think the AI are Much better then the ai in A2/OA, however, I think tpwcas needs to be pored over to help, especially with ai suppression.
  18. lordprimate

    Jungle Wars: Island of Lingor

    so Im pretty sure this is done by running A2/OA as a mod in A3 .. am I wrong, Icebreaker? or are you actually porting it over?
  19. lordprimate

    JTD Fire And Smoke

    I have to ask, do you have any plans to work on the code as far as some of the MP issues, and the SP issues. Like Server>Client synchronization of effects? I run fire and smoke on my private server, and I have noticed a few things: Fuel fires last an Incredibly long time, even if the config is set to 0.25 for lifetime. Also JIP clients cannot see a fire that has already started before their connecting, but they can be damaged by it!. You also no longer get a red flash around the edge of your screen when your being burned (MP and SP). It would be super sweet and would help test if you had any plans to work on updating and optimizing the scripting for MP use. I wouldn't be the only one that would appreciate it!! that is for sure!
  20. lordprimate

    Request- Gore Mod

    I agree that it should be a mod or maybe an Expansion.. but.... I also want to add my penny.. Gore and dismemberment is a part of WAR.. this is a military sim, digital war. Some people might think this is a stupid comparison, however, the movie saving private ryan, in my view best depicts how explosions affect the body. Again I know its a movie, but the simple fact that bodies are fluid, held together by membranes over a ridged skeletal structure.. When the shock wave of an intense explosion hits a body it literally Splashes apart. if you have seen the movie you know some particular scenes that I am referencing. If your remember a mod called SLX for A2, you will remember the few but awesome gore effects it added.. Now there is real ragdoll effects. Couple this with some well thought out dismemberment mods, and you have real immersion. I saw a HE grenade hit player in the head the other day(witnessed didn't make the shot), now with the current setup. the body didn't move at all. Except the sudden slouch and slump over. the body didn't fly back(opposite the direction of impact). or make any motion of the sort. just fell into the explosion and slumped over.. With the proper ragdoll settings.. and gore/dismemberment effects. An HE to the head should be seen as follows: HE> Head > Boom > Big blood splash in opposite direction> Head Gone(mostly gone)> body forced back and away from explosion center> blood pooling around Large head wound( or lack of head). Maybe you took an HE round to the leg. You should loose the leg. This bring up another idea for a mod. How about a Prosthetic mod! for when people do loose their legs. They can be outfitted with a prosthetic limb! If you get shot in the head with a 50cal. do you think there is a head left... NO.. Depending on the exact position of the hit you could loose the whole head.. just the top .. the side's. Same story but your shoulder , your elbow , your knee. maybe your shot in the foot. all potential dismemberment points. I have to reference Virtual Battle Space 2.. there is dismemberment, you can loose limbs. Why would they add that? Because it is a part of war. you have to deal with it. its not about morality, or even Maturity, it is about staying true to the Simulation of War. Gore and Dismemberment Happens.. I fore one really hope that someone takes this seriously an adds a well thought out dismemberment/wounding system. Honestly, It could be the future of the ACE mod for A3. it fits the model.. there are IV bags in ACE that were never usable. a CAT would be mandatory for a lost limb.. it would add a real depth to the medic position, possibly leading to the need for a full fledged Dr. required for treatment of lost limbs. the possibilities are Awesome .. This is NOT Call of Duty. you don't just magically regain your health. if you are shot in the leg you should loose the ability to walk for a period time (this does happen currently, however, with dismemberment you would be rendered combat ineffective and have to be carted off until you could be treated by a proper Dr. in a hospital. And the the proper prosthetic. maybe its just me but I like that depth of gameplay. that is why I play arma
  21. Thanks D ... and I have hopes that you can port over all your mods .. as they are all Super Usefull!! Expecially LB_Enhance... I cant wait for FFV !!
  22. lordprimate

    Rifle Collision Addon

    hello norrin , v0.2 is still a lil glitchy. I get alot of fluttering (rifle lowering and raising) when close to an object.. Walls, bushes, rocks.. instead of my rifle staying lowered, my character would raise and lower it over and over again , and I cannot move much at all when this is going on.. the character takes tiny half steps until I back enough away from the object to disengage the rc.
  23. lordprimate

    JTD Flies

    Wow I was wondering I was going to test it out tonight .. THANKS for the heads up!!! any plans to work with fire and smoke??
  24. lordprimate

    [ALPHA] ARMA 3 Crate Filler

    Thanks Tonic, It works as described execVM in init of the ammo create .. sqf in my mission root folder.. and I have a loaded crate.. However, I also get the COWS error.. Thanks Tonic and Celery!!
  25. lordprimate

    Rifle Collision Addon

    hey norrin!! thanks for the respons!! I think it would be great if you could .. I am surprised no one else has chimed in about that idea. Take your time I will be happy just to see it implemented it if was possible! Also with the latest update I get some strange behavior.. Whilst standing near a wall or bush, or anything rather that enables the addon to lower my rifle.. I get a glitch that causes my gun to raise, lower , raise , lower , raise , lower , on and , on , and on.. until I back away from the object.. This doesn't happent All the time .. I have noticed it up agains some crates, a fence, there was one object that had a corrugated texture.. And the enable/disable keybind "ctl=O" isn't working yet. dont know if that was known. just thought I would post it.. Thanks again for your hard work!!! EDIT just realized you posed an A3 vid.. Perfect example of what I was mentioning.. you can see at @0:30 seconds when you start showing off the mod.. you can see that your about 1.5 feet from the wall when your rifle is lowered.. is there any way to decrease that distance so when your gun barrel actually intersects the wall its lowered.. not 2 feet away. (rounded up there..) IE in the "BEFORE" section @0:07 seconds you see how the rifle just barely touches the wall with the UGL .. Isnt that's when the rifle should be lowered??.. not over a foot away.. Anywho just wanted to point that out since there was a perfect video to show it .. Thanks again norrin!
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