mikey74 187 Posted October 1, 2013 Why does the dogs bark in packs now? Was one here and there now there seems to be thousands barking? Is this just on my end? hahah just seen niko's post. Guess not just me. BTW I love your mod!!!! other than the dogs :P lol Share this post Link to post Share on other sites
Ravengaze 10 Posted October 1, 2013 Is there a way to remove/disable (tpw_fall_falltime = 30; // maximum time (sec) a unit will be incapacitated on the ground after being hit.) I find it quite annoying actually, because when I shoot them and the body armor takes the "punch", i don't think they'll " pass out" on the ground really :)) Share this post Link to post Share on other sites
HorbeySpector 164 Posted October 1, 2013 TPW Houselights gives an error when used with the set time module. I didn't even activate it (I had a radio trigger set up for that) Share this post Link to post Share on other sites
maturin 12 Posted October 1, 2013 I have two more suggestions: Civilian traffic and animals spawn much less at night. Editor modules and possibly a radio trigger menu to disable features. Currently if I was to play a zombie mission (not that I intend to) or something else requiring a quiet, deserted island, I would have to delete PBOs in order to prevent rush our traffic. Share this post Link to post Share on other sites
gliptal 25 Posted October 1, 2013 I have two more suggestions:Civilian traffic and animals spawn much less at night. Editor modules and possibly a radio trigger menu to disable features. Currently if I was to play a zombie mission (not that I intend to) or something else requiring a quiet, deserted island, I would have to delete PBOs in order to prevent rush our traffic. Just use the .hpp file. No need to delete anything.Yay! Share this post Link to post Share on other sites
tinter 186 Posted October 1, 2013 I believe it is actually possible to change the settings from ingame, atleast I recall TPW saying you can do that. Share this post Link to post Share on other sites
gmjaken 10 Posted October 1, 2013 (edited) Here's a serious newbie question: how the heck to I use this as a script? I'm trying to add tpw_civs to my mission. Figured it out... I think I was expecting more density, but I can change that in the array. Edited October 1, 2013 by GMJaken Share this post Link to post Share on other sites
tpw 2315 Posted October 1, 2013 Since the last dog sound update, after a few shots in the air in the middle of nowhere, a thousand dogs bark from God knows where ! :)And worse, they don't stop until you turn crazy or rage quit :) Why does the dogs bark in packs now? Was one here and there now there seems to be thousands barking? Is this just on my end?hahah just seen niko's post. Guess not just me. BTW I love your mod!!!! other than the dogs :P lol Hi guys. This is something I can't repro. If you type hint format ["%1",tpw_animal_noisetime]; into the debug console what do you see? It should be 60 by default. There might be an issue with your config files. As per the 1st page, are you using the script or addon, dev or stable Arma? Is there a way to remove/disable (tpw_fall_falltime = 30; // maximum time (sec) a unit will be incapacitated on the ground after being hit.) I find it quite annoying actually, because when I shoot them and the body armor takes the "punch", i don't think they'll " pass out" on the ground really :)) You answered your own question mate. Set tpw_fall_falltime to something lower. Or just disable ragdolling altogether. There are 2 types of falls from taking damage: an animated sideways roll which a unit gets up from immediately, and a full ragdoll and incapacitation to simulate the shock of a big hit. If you find it annoying then configure it how you'd like it. That's why the configuration options are there. Share this post Link to post Share on other sites
giorgygr 61 Posted October 2, 2013 @TPW i think @Ravengaze means they are falling but not passing out (aka they are still capable to return fire) ..although i m not sure if we have a "real" unconscious state possible in ArmA3 *I m really sorry if i got it wrong.. Share this post Link to post Share on other sites
tpw 2315 Posted October 2, 2013 @TPW i think @Ravengaze means they are falling but not passing out (aka they are still capable to return fire)..although i m not sure if we have a "real" unconscious state possible in ArmA3 *I m really sorry if i got it wrong.. It's OK, I am a stupid old bastard so I am easily confused. Here is the deal: 1 - The animated fall does not incapacitate the unit, so it can conceivably fire back during the few seconds it is down. 2 - The ragdoll fall leaves the unit incapacitated on the ground. All it will do is writhe around, it cannot return fire. Essentially that's as good as unconscious in terms of being out of action. Share this post Link to post Share on other sites
mikey74 187 Posted October 2, 2013 hahahahaha come on now TPW I know your not the oldest old fart in here!!!! :P Im using the dev version and your addon version. I'll give that a test in next day or two, but I have a sneaky suspicion that it could be play with six mod manager, and me mixing it up a bit. lol Share this post Link to post Share on other sites
tpw 2315 Posted October 2, 2013 hahahahaha come on now TPW I know your not the oldest old fart in here!!!! :P Im using the dev version and your addon version. I'll give that a test in next day or two, but I have a sneaky suspicion that it could be play with six mod manager, and me mixing it up a bit. lol In all seriousness, please use the latest version of the TPW_MODS.hpp file. Time for some prune juice and a nap. Share this post Link to post Share on other sites
pellejones 1 Posted October 2, 2013 So... we would love to make this work on a dedicated MP server. And we are very much willing to test it and test it good, but I have no idea how to make this dediMP compatible. Is there any one who cares to help? We want to use the script version. Share this post Link to post Share on other sites
GShock 10 Posted October 2, 2013 TPW I am wondering if you could take care of the "distance issue". Most of the times I am in cover I never know whether by pulling the trigger I'll shoot the wall ahead of me or the rock or the tree I am kneeling benath or sideways. Do you think there's something you can do? An automatic "separator" when you bring up the sights? See if you stand 5cm from a wall, you can't even put it on... do you think you could solve this issue somehow? I.e. disabling sights up when at proximity dst or lock trigger button or do some graphic warning... dunno... ... the Elite AI is very tough and if you waste a shot like that you're dead. The mere opening fire on unwary AI and missing it can cost your life (and there's only ONE save available). Share this post Link to post Share on other sites
dmarkwick 261 Posted October 2, 2013 TPW I am wondering if you could take care of the "distance issue". Most of the times I am in cover I never know whether by pulling the trigger I'll shoot the wall ahead of me or the rock or the tree I am kneeling benath or sideways. Do you think there's something you can do? An automatic "separator" when you bring up the sights? See if you stand 5cm from a wall, you can't even put it on... do you think you could solve this issue somehow? I.e. disabling sights up when at proximity dst or lock trigger button or do some graphic warning... dunno... ... the Elite AI is very tough and if you waste a shot like that you're dead. The mere opening fire on unwary AI and missing it can cost your life (and there's only ONE save available). If you have crosshairs enabled one of the things it does is exactly this - it lets you know if your barrel is pointing at a nearby obstacle. Share this post Link to post Share on other sites
mikey74 187 Posted October 2, 2013 lol I wasnt even paying attention when I was playing last night. BUT I did notice it was considerably quiet in the game after I went to bed. Tested this morning. Its fixed. idk what I did or if Six updated while I was paying attention, but much better no packs of dogs barking anymore. Thanks :) Share this post Link to post Share on other sites
GShock 10 Posted October 2, 2013 If you have crosshairs enabled one of the things it does is exactly this - it lets you know if your barrel is pointing at a nearby obstacle. Elite level has no HUD. Crosshairs appear when you hit C and you're already sights up (even if not technically with the eye in the sight) that should already be impossible if the tip of your rifle is blocked by an obstacle. I know this is not the kind of stuff TPW mod is supposed to take care for but I think we need more than a visual cue, we need it to be made impossible to lie down on a ridge and aim downwards so that the sight sees a target but the tip of the rifle is underground and the bullet hits the ground at 1mm and not the tgt at 100m below you. It's like when you put up the rifle (C or right mouse button) it is not part of an object while, for example, when you try to lie down on a rock, the engine pushes you back. It sees the player is an object and must be separated from the rock. This doesn't happen with the rifle up with crosshair or with sights. Wondering if it could be helped somehow. Share this post Link to post Share on other sites
Ghosthawk 10 Posted October 2, 2013 @tpw Would TPW CAS work together with this mod on a dedicated server? Share this post Link to post Share on other sites
tpw 2315 Posted October 2, 2013 @tpwWould TPW CAS work together with this mod on a dedicated server? TPWCAS is now maintained by Ollem, and as far as I know he doesn't have a 100% A3 version happening yet. As for TPW MODS, they are disabled on dedicated server by default. I simply cannot vouch for their functionality on a dedi and don't want to put up with the complaints from people running them in this environment. If you want to run the scripts on a dedi then I can't stop you, but don't complain to me about their incomplete or unexpected behaviour. Sorry to be harsh, but I've had to deal with some very rude and overentitled MP people. Share this post Link to post Share on other sites
Ghosthawk 10 Posted October 2, 2013 TPWCAS is now maintained by Ollem, and as far as I know he doesn't have a 100% A3 version happening yet. As for TPW MODS, they are disabled on dedicated server by default. I simply cannot vouch for their functionality on a dedi and don't want to put up with the complaints from people running them in this environment. If you want to run the scripts on a dedi then I can't stop you, but don't complain to me about their incomplete or unexpected behaviour. Sorry to be harsh, but I've had to deal with some very rude and overentitled MP people. Ok, I was searching for a simple Suppression script which would work with your Mod together. Dedicated servers are not the problem if only one client has the Mod activated. Share this post Link to post Share on other sites
ebarstad 18 Posted October 3, 2013 I just wanted to say thanks, tpw, for almost getting me killed last night. I was trying to get to high ground to spot an enemy and stumbled across some goats (no biggie - been running TPW MODS for a while), but then they started bleating and I just stared at them, thinking, "Cool! When did he add that?" That's when I came under fire from the enemy I was trying to get the jump on. Frickin' goats. ;) Share this post Link to post Share on other sites
banky 4 Posted October 3, 2013 Those were CSAT tactical goats. Share this post Link to post Share on other sites
artemas 1 Posted October 4, 2013 *** BREAKING NEWS *** An Altian soldier was wounded today, in an apparent attack by a goat. The soldier, Private Artemas Fallsdownopoulous, was reportedly knocked down and trampled by a wandering goat. In stable condition, Pvt. Fallsdownopoulous has vowed revenge for this purported attack. It is unclear whether the goat is liable under the Altian Criminal Code, but legal representatives of the soldier are preparing a civil suite regardless. The goat is still at large. Goats, man. Just can't trust the fuckers. Share this post Link to post Share on other sites
Baconator 1 Posted October 4, 2013 hey tpw i was messing around with ported maps and wondering if there was a way to get, say the houses out of the HOUSE_EP1 cfg, to work with the TPW CIV script in TPW MODS. As of right now it seems to only work with houses on the ArmA 3 maps. Share this post Link to post Share on other sites
tpw 2315 Posted October 4, 2013 hey tpwi was messing around with ported maps and wondering if there was a way to get, say the houses out of the HOUSE_EP1 cfg, to work with the TPW CIV script in TPW MODS. As of right now it seems to only work with houses on the ArmA 3 maps. You'd need to get a list of the habitable house classes that you were interested in and make your own tpw_civ_habitable array: This is the Altis/stratis version: tpw_civ_habitable = [ // Habitable houses with white walls, red roofs, intact doors and windows"Land_i_House_Small_01_V1_F", "Land_i_House_Small_01_V2_F", "Land_i_House_Small_01_V3_F", "Land_i_House_Small_02_V1_F", "Land_i_House_Small_02_V2_F", "Land_i_House_Small_02_V3_F", "Land_i_House_Small_03_V1_F", "Land_i_House_Big_01_V1_F", "Land_i_House_Big_01_V2_F", "Land_i_House_Big_01_V3_F", "Land_i_House_Big_02_V1_F", "Land_i_House_Big_02_V2_F", "Land_i_House_Big_02_V3_F" ]; Share this post Link to post Share on other sites