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lordprimate

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Everything posted by lordprimate

  1. lordprimate

    JSRS4 - APEX 1.2

    This is even more true now then before.... before recent updates to ARMA 3. Every mod you ran did NOT make a dependency... now for some reason... Every mod makes a dependency even if it is not actually being use or is an actually dependency... the game just fuckin adds them to the dependency list.... personally i find it fucking annoying as shit ... but hey.... its a good thing that LJ has included those Serverside files to at least reduce rpt spam from shit like that.
  2. Awesome Fab good so see you around diddo on the tester thing...
  3. lordprimate

    Advanced Rappelling

    Hey duda, i was thinking about how you addressed my concern and i forgot to respond.. THANKS.. I have another Idea. bear with me.. Again its your mod however, with the speed thingy... reduce the (Safe) repel speed to 50KMPH and below. then from 51 up to 150 kmph. your avatar starts to slip down the rope... so say around 55-60kmph your have a random chance to slip maybe a half a meter down the rope. then as the helicopter speed increases to 100 and over the sliding gets more and more exadurated (as if the avater is loosing grip) Until, if by chance that their still holding on around 150kmph they just slide right off.. what do you think about that idea?
  4. lordprimate

    How to use Revive after update

    i have been trying to resolve this myself all day... i have my descriptions.ext set up correctly. I have the template selected, i have it set up the way i want it in 3DEN. respawn markers etc. and no revive. I am at this very moment on my server with 2 others and i just was shot and died right off .. even with the basic revive selection selected. Any help from the dev's on this would be great!!
  5. lordprimate

    Arma 3 Headless Client

    Hello All, Although I have and idea of what the headless client does. how to connect one to my server.. I also know there are MANY things I dont know. I have been getting more interested in getting an HC up and running for my server. and am prepairing to ask my provider to help me set one up. I have a few questions for the community and for any server providers/hosts out there. My under standing is thats its an arma client just like my game... that doesnt process any graphical or visual based info. it is focus is compiling the AI's info from what ever mission off loads "AI" on to it, via script/ect. I would go as far as to sat that In that line of thought, It probably utilizes less processing of the hardware its on then a server would. Being only a client processing One aspect of the whole game(AI) So i guess the first question is How much processing / load would a HC put on a server if it was ran on the same server? I remember back in ARMA 2 you could test HC missions by launching a server on your desktop, then a HC, connect the HC to the server (both ran on the desktop). Then launch your client on the same desktop and play the mission getting obscenely great frame rate... You cannot do that now because of the steam integration and new security measures(with out using the loopback feature). However, with that train of thought. I would assume that running an HC on a dedicated server box would NOT be too taxing, so that it would not cause failure or the necessity to move to a more powerful machine. If you are a community that utilizes HC's, who hosts the headless client? is it one of the community members on a dedicated box? is it your server provider for a nominal fee ( what if you dont mind are the details of the Fee / whats the rate to host and connect a hc to your server?) if you host if from a dedicated box at someones house how is the performance? and i assume you had to open a second steam account and get another copy of arma? I cant think of anything else right now. I am mostly concerned about the pricing. and type of performance hits the server would be getting by runnig the two instances one server one HC. Thanks in advance for any answers.
  6. any word on getting this whitelisted with battleEye?
  7. lordprimate

    Advanced Rappelling

    why not combine all these into one mod and make them modules. so one could disable what they dont want. via usercfg or something. call it @AdvancedRopes loving all your work on my server
  8. lordprimate

    Advanced Rappelling

    DUDA , loving this mod... may i please suggest lowering the disable repel speed to something lower then 150kmph. thats pretty fast. its your mod, but for the sake of my avatars life in game and for the trolls of arma. can you reduce that to something under 50kmph.. like 25.. dont see why anyone would repel at that speed(150) i donno like i said its your mod but please give it a thought!
  9. ok so looking at it the first thing i see is that you use remotexec.. and on my server, and im sure many others. i run a mod that blocks all remot exec from . it was released by dwarden, i think. but reading more into it remoteExec replaces or is to be used in the place of bis fnc MP... so i dono if i should be using that or not... well anywho my guess that, that would block that function from working in MP... and also. you only use say3D. there is the new cba function globalsay3D. which is brodcast to all clients. so using that and putting it on the server only, presumably would make it un needed by clients... .. maybe??
  10. lordprimate

    ACRE2 Stable Release

    no sorry i ment the actual teamspeak server not the game server but i think i figured it out .... no the teamspeak server does not get plugins... only the taemspeek client... and for the record i know how to run it on my Game... and on my dedicated Game server... but I have never admin'd a teamspeak server... i just recently started one.. so i needed to know that info... thanks anyways. LP
  11. lordprimate

    ACRE2 Stable Release

    just a quick question ... to get this to run properly it needs to be installed on the Teamspeek server as well right... and by that i mean the Plugins.. i need to install the acre plugins onto my server?? correct??
  12. what exactly did you change??
  13. lordprimate

    BloodLust (Version 2022.04.13)

    Hello All, My server is running the current version and will be updating as frequently as the updates come out. IP: 162.223.8.114:21418 Required Mods List: http://http://steamcommunity.com/groups/MARSOCTRC/discussions/0/617336568064855924/
  14. lordprimate

    BloodLust (Version 2022.04.13)

    OMMFG....... this is awesome. i can only hope that one day this can be ace compatible...
  15. lordprimate

    Pooter's enhanced ASR AI

    still works for me on my client and my dedi but i use regular ASRAI. With Raptoers I dont know.
  16. WOW.... im pretty sure ... a simple "NO" would have sufficed..... just WOW at all the reterick... You state that asking questions like this will make the forum thread get messy ... but what happens.... it got messy anyways.... Why couldnt you all just said "No. its Not going to be included.." . One post, One line.... and you have answered his question directly.... Instead you make the person feel like an asshole... why....
  17. lordprimate

    BloodLust (Version 2022.04.13)

    ahh JTD fles i cracked it open and adjusted the times the flys appear and get more abumdant... I love that mod that and fire and smoke
  18. lordprimate

    BloodLust (Version 2022.04.13)

    hey zooloo, I know how this is going to sound but bear with me... I was playing with a large mod list including bloodlust 2.01 i had some funny gibbs... when i vaporized someone ... with an explosion. they would leave behind a circle shaped pile of meat.... it was highly comical!! i know it doesnt help that i was running a bunch of mods but yea thought i would tell you any ways
  19. lordprimate

    A2 Island Fixes

    Hello, matze, just so you know this is probably , more then likely ... very probably. out of date. you just need to download Community Upgrade Project Terrains... AKA @CUP_Terrains. its available on steam and a few other places... Good times!!
  20. Froggy Just so you know according to the bis code optimization page using createvehicle [0,0,0]; then using setPosatl ect... is 200 times faster then using creatvehicle _locationvariable; check it out .. im sure that would help. not that your having problems... just a heads up like i said!! love the mod!! and also, use selectrandom instead of BIS_FNC_selectRandom.. selectRandom is a new engine based randomizer. its a different format. the difference is simple. you remove the CALL and move the function to the front of the Array. so instead of [ggg,ggg,ggg] call bis_fnc_selectrandom; it would be ... selectRandom [ggg,ggg,ggg]; nm i see you have used select random ... just not everywhere. nm dont mind me...
  21. lordprimate

    BloodLust (Version 2022.04.13)

    OMGWTFBBQ.. I cant wait till this update comes out
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