Ghosthawk 10 Posted September 29, 2013 @tpw Is it possible to change the KI mode of the civilians of your script especially those in the cars? It feels very weird when they just drive next to you while you have a firefight and they don't give a sh.. if you fire on their cars ;D I had this mod activated on my pc and it worked perfektly in our coop mission on a dedicated server without activating it on antoher pc or the server itself. Share this post Link to post Share on other sites
Shpook 10 Posted September 29, 2013 Another satisfied customer here. But, I'm also another needy and demanding customer. :P One small request: Maybe tone back the barking dogs? I think Altis has a SEVERE dog infestation. No matter how many bombs we drop on them, they just keep barking, and barking, and barking..... :D In all seriousness, it does seem just a bit much. I really do love the ambience it brings, but they bark pretty much non-stop. Also, maybe some other animal noises? Again, thanks TPW! Share this post Link to post Share on other sites
dmarkwick 261 Posted September 29, 2013 I'm quite liking the barking dogs :) didn't think I would, but I do. If it were a cheap fix, I would like the dogs to be urban-bound and not out in the wild so much. Or at least around > 2 or 3 buildings anyway. Sheep & goats, the other way around, less in urban & more in the wild :) I know. needy us ;) but really, good work on this. Share this post Link to post Share on other sites
Dr_Cox1911 10 Posted September 29, 2013 Sorry I haven´t read all the 28 pages but at least I´m honest. Is this somewhat useable for MP? I´m not talking about dedicated hosting, just "normal" hosting and I know what the title and the first post indicates but maybe it does work in MP. So has someone tested this yet? Share this post Link to post Share on other sites
Ghosthawk 10 Posted September 29, 2013 Sorry I haven´t read all the 28 pages but at least I´m honest.Is this somewhat useable for MP? I´m not talking about dedicated hosting, just "normal" hosting and I know what the title and the first post indicates but maybe it does work in MP. So has someone tested this yet? It worked for us if ONE person has this mod enabled. Also on non dedicated servers. Share this post Link to post Share on other sites
kremator 1065 Posted September 29, 2013 ^^ yup im finding that .... works very well. I can join a server and hey presto it's not a wilderness any more. Share this post Link to post Share on other sites
tpw 2315 Posted September 29, 2013 @tpwIs it possible to change the KI mode of the civilians of your script especially those in the cars? It would be if I knew what KI was. Another satisfied customer here. But, I'm also another needy and demanding customer. :POne small request: Maybe tone back the barking dogs? I think Altis has a SEVERE dog infestation. No matter how many bombs we drop on them, they just keep barking, and barking, and barking..... :D In all seriousness, it does seem just a bit much. I really do love the ambience it brings, but they bark pretty much non-stop. Also, maybe some other animal noises? Again, thanks TPW! Hey at least you admit you're demanding. Unlike my ex wife. Short story for you: I live on the suburban fringe of Brisbane, and basically I hear a dog bark every 30 seconds or so. When I'm playing A3 I have trouble telling what's coming out of my monitor and what's coming in the window. A few suburbs away where the farms begin, roaming packs of dogs are a huge problem killing livestock, barking and howling etc. Extrapolate to a largely abandoned highly rural island like Altis, the place is probably overrun with them. Cats too. Anyway, I have put the delay time for dog/cat noises into a user configurable variable, so you can set dogs to bark as sporadically as you want. I've been working on bringing bleating goats (you can hear them if you approach within 50m), this will be in the next release later today. I'm quite liking the barking dogs :) didn't think I would, but I do.If it were a cheap fix, I would like the dogs to be urban-bound and not out in the wild so much. Or at least around > 2 or 3 buildings anyway. Sheep & goats, the other way around, less in urban & more in the wild :) I know. needy us ;) but really, good work on this. I've compromised and made dog barking much quieter when not in towns, to simulate them barking further in the distance. ^^ yup im finding that .... works very well. I can join a server and hey presto it's not a wilderness any more. Awesome. At least I know there's the potential for when I finally pull my finger out of my arse and start porting this to dedi. ---------- Post added at 09:26 ---------- Previous post was at 08:45 ---------- TPW MODS v20130930: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20130930.zip Changes: [ANIMALS 1.18] Goat bleating added. Louder dog barking in populated areas. Dog/cat delay between noises is now user configurable. Please update your TPW_MODS.hpp: tpw_animal_noisetime = 60; // maximum time between dog/cat noises Share this post Link to post Share on other sites
gliptal 25 Posted September 29, 2013 Awesome work as always! :D Yay! Share this post Link to post Share on other sites
CameronMcDonald 146 Posted September 29, 2013 Quote I live on the suburban fringe of Brisbane Ah, the promised land. Thanks for the update, tpw. Share this post Link to post Share on other sites
sttosin 67 Posted September 30, 2013 Thanks for another update. TPW, understanding the compatibility goals of you and Windwalking on TPW MODS and WW AI Cover How do these work together? Which one wins out so to speak? ww_runToCoverOnEncounter = 1; //Setting to turn off running to cover on encounter tpw_ebs_findcover = 1; // AI will seek cover when suppressed. 0 = will not seek cover Share this post Link to post Share on other sites
Shpook 10 Posted September 30, 2013 Hey at least you admit you're demanding. Unlike my ex wife. Short story for you: I live on the suburban fringe of Brisbane, and basically I hear a dog bark every 30 seconds or so. When I'm playing A3 I have trouble telling what's coming out of my monitor and what's coming in the window. A few suburbs away where the farms begin, roaming packs of dogs are a huge problem killing livestock, barking and howling etc. Extrapolate to a largely abandoned highly rural island like Altis, the place is probably overrun with them. Cats too. Anyway, I have put the delay time for dog/cat noises into a user configurable variable, so you can set dogs to bark as sporadically as you want. I've been working on bringing bleating goats (you can hear them if you approach within 50m), this will be in the next release later today. See, I grew up and live in a huge urban area. I expect to hear police sirens, gunshots, and angry hookers. :) I mean, it really wasn't THAT big of a deal. But SOMEONE had to complain, right? Thanks TPW! Share this post Link to post Share on other sites
gliptal 25 Posted September 30, 2013 Thanks for another update.TPW, understanding the compatibility goals of you and Windwalking on TPW MODS and WW AI Cover How do these work together? Which one wins out so to speak? ww_runToCoverOnEncounter = 1; //Setting to turn off running to cover on encounter tpw_ebs_findcover = 1; // AI will seek cover when suppressed. 0 = will not seek cover I think I can answer on tpw's behalf.- ww_runToCoverOnEncounter forces the AI to implement cover routines as soon as it detects enemy presence. - tpw_ebs_findcover forces the AI to implement cover routines whenever it is suppressed by the player (and I'm pretty sure the AI can suppress other AI too). Both mods are made by the authors themselves to fully work toghether! :D Refer to this thread for Mod Compatibilities if you want: http://forums.bistudio.com/showthread.php?152461-Overall-Mod-compatibility-aka-Will-Mods-A-and-B-work-togheter Yay! Share this post Link to post Share on other sites
Guest Posted September 30, 2013 New version frontpaged on the Armaholic homepage. TPW MODS v20130930Community Base addons A3 =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
tpw 2315 Posted September 30, 2013 I think I can answer on tpw's behalf.- ww_runToCoverOnEncounter forces the AI to implement cover routines as soon as it detects enemy presence. - tpw_ebs_findcover forces the AI to implement cover routines whenever it is suppressed by the player (and I'm pretty sure the AI can suppress other AI too). Both mods are made by the authors themselves to fully work toghether! :D Refer to this thread for Mod Compatibilities if you want: http://forums.bistudio.com/showthread.php?152461-Overall-Mod-compatibility-aka-Will-Mods-A-and-B-work-togheter Yay! Thanks Gliptal. It's actually pretty simple really: TPW_EBS: AI will seek simple cover if suppressed by player or other AI. WW_AICOVER: AI will seek cover if they detect various combat noises. WW_AICOVER + TPW_EBS = AI will use WW_AICOVER's routines to seek cover if suppressed or if they detect combat noises. I always recommend that players use WW_AICOVER (and WW_AIMENU for that matter) in conjunction with TPW_MODS. Share this post Link to post Share on other sites
tortuosit 486 Posted September 30, 2013 It would be if I knew what KI was. It's probably the german abbreviation for AI (KI = Künstliche Intelligenz = Artificial Intelligence). Share this post Link to post Share on other sites
tpw 2315 Posted September 30, 2013 It's probably the german abbreviation for AI (KI = Künstliche Intelligenz = Artificial Intelligence). Ahh! Vielen Dank! Share this post Link to post Share on other sites
giorgygr 61 Posted September 30, 2013 (edited) TPW..i must notify you of a topic. Maybe you can help. http://forums.bistudio.com/showthread.php?147768-SP-MP-Dynamic-Whole-Map-ArmA3-Missions-by-SaOk&p=2520934&viewfull=1#post2520934 #766 (seeing later posts the described problem disappears only when i disable TPW_MODS -changing of execution order does nothing-) *EDITED* @changing of execution order does nothing NO..IT DOES Placing WW_AI_command and WW_cover LAST in modline make it work again. Sorry for the inconvenience. Edited September 30, 2013 by GiorgyGR Share this post Link to post Share on other sites
dale0404 5 Posted September 30, 2013 It's probably the german abbreviation for AI (KI = Künstliche Intelligenz = Artificial Intelligence). It is indeed. Share this post Link to post Share on other sites
Ghosthawk 10 Posted September 30, 2013 Ahh! Vielen Dank! Yeah, sorry, i meant that. So it is possible to change the AI mode? I think they are much to fearless, because they don't care if you are shooting at their car or somewhere else. You might be able to set this as a parameter? Would be awesome, thanks! Share this post Link to post Share on other sites
maturin 12 Posted September 30, 2013 Attention TPW users: Has anyone experienced forced switching to main weapon after firing a launcher? If you hold a pistol or launcher when the PTW addons initialize, are you switched back to rifle? Does TPW initialization force you into third person mode in tanks? The former is a very serious issue, as it can ruin SACLOS shots with the Titan, prevent BDA or lock you in place to be gunned down after firing. I'm just not sure if this is a conflict with TMR addons or not. Anyone have these problems? Share this post Link to post Share on other sites
giorgygr 61 Posted September 30, 2013 Attention TPW users:Has anyone experienced forced switching to main weapon after firing a launcher? If you hold a pistol or launcher when the PTW addons initialize, are you switched back to rifle? Does TPW initialization force you into third person mode in tanks? The former is a very serious issue, as it can ruin SACLOS shots with the Titan, prevent BDA or lock you in place to be gunned down after firing. I'm just not sure if this is a conflict with TMR addons or not. Anyone have these problems? A strange thing happened yesterday is Without reason mid-mission suddenly changed my main weapon to secondary and i was like *WTF oO btw i m using TMR / WW_mods / ASR_AI3 / JSRS2 / TPW_MODS Share this post Link to post Share on other sites
Flemdot Jr 10 Posted September 30, 2013 Can anyone help me i dont understand the instillation process any help would be nice. Thankyou:) Share this post Link to post Share on other sites
Ghosthawk 10 Posted September 30, 2013 Attention TPW users:Has anyone experienced forced switching to main weapon after firing a launcher? If you hold a pistol or launcher when the PTW addons initialize, are you switched back to rifle? Does TPW initialization force you into third person mode in tanks? The former is a very serious issue, as it can ruin SACLOS shots with the Titan, prevent BDA or lock you in place to be gunned down after firing. I'm just not sure if this is a conflict with TMR addons or not. Anyone have these problems? Yeah i had this problem. My weapon was switched from NLAW to rifle. I did not think about TPW being the problem but it might be... ---------- Post added at 20:11 ---------- Previous post was at 20:09 ---------- Can anyone help me i dont understand the instillation process any help would be nice.Thankyou:) I think it is well explained by TPW in the first thread. What part do you not understand? Share this post Link to post Share on other sites
Flemdot Jr 10 Posted September 30, 2013 do i need to create my own userconfig file? Share this post Link to post Share on other sites
tmp95 16 Posted September 30, 2013 do i need to create my own userconfig file? No. There is a userconfig flile included with the DL - (You need to place this file within your main A3 folder). Within your main A3 folder you will need to create a folder called userconfig, if you don't already have one there created.... (and then place the one within this DL into that folder). You can edit that userconfig with notepad to change aspects of TPW. Turning parts on and off. Share this post Link to post Share on other sites