kgino1045 12 Posted March 24, 2014 How can i restrict to certain zone so the civilian can't approach to that zone Share this post Link to post Share on other sites
tpw 2315 Posted March 24, 2014 (edited) TPW MODS 20140324: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20140324.zip Changes: [CARS 1.33] Bug fix - cars should now spawn again! [AIR 1.23] Support for: Gnat Cessna 185; Dezkit Yak42 and Beechcraft T6A [sTREETLIGHTS 1.00] Streetlights at night on A2/OA maps. Please update your TPW_MODS.hpp ---------- Post added at 21:05 ---------- Previous post was at 21:04 ---------- How can i restrict to certain zone so the civilian can't approach to that zone The first post details how to do it using either editor placed objects or triggers. Please read it and ask me again if you have trouble after that. Edited March 24, 2014 by tpw Share this post Link to post Share on other sites
Guest Posted March 24, 2014 New version frontpaged on the Armaholic homepage. TPW MODS v20140324Community 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
sonsalt6 105 Posted March 24, 2014 New update available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted March 24, 2014 Changes: [sTREETLIGHTS 1.00] Streetlights at night on A2/OA maps. A couple of quick questions: - are you talking about the official A2/OA maps or all A2/OA compatible maps ? - using AiA ? A3MP/A3MP-AP ? both ? - if used in MP just for the streetlights, TPW must be configured on the server only or on all clients ? Thx for this great update ! Share this post Link to post Share on other sites
tpw 2315 Posted March 24, 2014 (edited) A couple of quick questions:- are you talking about the official A2/OA maps or all A2/OA compatible maps ? - using AiA ? A3MP/A3MP-AP ? both ? - if used in MP just for the streetlights, TPW must be configured on the server only or on all clients ? Thx for this great update ! Hi 1212etc Answers: 1 - Any maps with streetlight objects! 2 - @A3MP and AiA 3 - It's SP, I have no idea. If all clients ran STREETLIGHTS then I'd imagine the map becoming too bright since each light would end up being lit multiple times. Edit: Actually I think lightpoint objects are local, so each client would need to run STREETLIGHTS. Edited March 25, 2014 by tpw Share this post Link to post Share on other sites
pitpines 1 Posted March 24, 2014 Maybe already asked: Is it possible to use the Cars from Arma2/OA (AllinArma involved)? I tried to change the lines in tpw_park.sqf tpw_park_civcarlist = ["car_hatchback", "SkodaGreen", "Old_moto_TK_Civ_EP1", "SkodaBlue" ]; and in tpw_cars.sqf _civcarlist = ["car_hatchback", "SkodaGreen", "hilux1_civil_3_open_EP1", "SkodaBlue" ]; _comcarlist = [ "KamazOpen", "V3S_Civ", "Ikarus_TK_CIV_EP1" ]; Just as an example. But it didn´t work for me. All what i see are the Cars from A3. Share this post Link to post Share on other sites
tpw 2315 Posted March 24, 2014 Maybe already asked: Is it possible to use the Cars from Arma2/OA (AllinArma involved)? I tried to change the lines in tpw_park.sqfand in tpw_cars.sqf Just as an example. But it didn´t work for me. All what i see are the Cars from A3. Are you disabling the addon version before trying to run the modified script version? Share this post Link to post Share on other sites
pitpines 1 Posted March 25, 2014 Too stupid, my fault. Of course not. thx tpw Share this post Link to post Share on other sites
tpw 2315 Posted March 25, 2014 Too stupid, my fault. Of course not.thx tpw I love problems that can be solved so quickly! If you can provide me list of the A2 car classes I can add support for them at addon level. Share this post Link to post Share on other sites
Variable 322 Posted March 25, 2014 I'm playing the Win campaign now along with TPW MODS, and when riding in a vehicle and there's campaign music playing, it is stopped when the the radio chatter sounds kick in. Share this post Link to post Share on other sites
tpw 2315 Posted March 25, 2014 I'm playing the Win campaign now along with TPW MODS, and when riding in a vehicle and there's campaign music playing, it is stopped when the the radio chatter sounds kick in. That's because the only way I found to play sounds effectively in moving vehicles is by using playmusic. If there is already music playing then playmusic will override it. I have done a bit of experimenting and added an eventhandler which will detect if music is playing and prevent car radio from playing if so. It's not perfect but it's probably less jarring than music stopping. I will release this in an update soon. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted March 25, 2014 Sounds good - probably the only detractor WRT your pack at this stage. Share this post Link to post Share on other sites
tpw 2315 Posted March 25, 2014 Sounds good - probably the only detractor WRT your pack at this stage. I bloody wish! Share this post Link to post Share on other sites
pitpines 1 Posted March 25, 2014 I love problems that can be solved so quickly! If you can provide me list of the A2 car classes I can add support for them at addon level. Yepp, will do Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted March 25, 2014 Hi 1212etcAnswers: 1 - Any maps with streetlight objects! 2 - @A3MP and AiA 3 - It's SP, I have no idea. If all clients ran STREETLIGHTS then I'd imagine the map becoming too bright since each light would end up being lit multiple times. Edit: Actually I think lightpoint objects are local, so each client would need to run STREETLIGHTS. Thx ! Tried on MP on a listen server (me as the server): only me had the lights, the other guy, not running TPWmods, was in the dark. Did you notice that your lights don't have any effect on NVG ? Share this post Link to post Share on other sites
tpw 2315 Posted March 25, 2014 Thx !Tried on MP on a listen server (me as the server): only me had the lights, the other guy, not running TPWmods, was in the dark. Did you notice that your lights don't have any effect on NVG ? Yep, looks like all clients need to run it to see lights. Streetlights affect NVGs just like any other dynamic light. Share this post Link to post Share on other sites
tpw 2315 Posted March 26, 2014 TPW MODS 20140326: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20140326.zip Changes: [RADIO 1.12] Car radio messages will not play while music tracks are playing. Removed spawning of radio objects [PARK 1.07] Reduced CPU hit when spawning. Reduced (but unfortunately still not zero) incidence of spawned cars exploding Share this post Link to post Share on other sites
Variable 322 Posted March 26, 2014 TPW MODS 20140326: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20140326.zipChanges: [RADIO 1.12] Car radio messages will not play while music tracks are playing. Removed spawning of radio objects [PARK 1.07] Reduced CPU hit when spawning. Reduced (but unfortunately still not zero) incidence of spawned cars exploding Thanks tpw! Most appreciated. Share this post Link to post Share on other sites
Tonci87 163 Posted March 26, 2014 TPW MODS 20140326: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20140326.zipChanges: [RADIO 1.12] Car radio messages will not play while music tracks are playing. Removed spawning of radio objects [PARK 1.07] Reduced CPU hit when spawning. Reduced (but unfortunately still not zero) incidence of spawned cars exploding That is awesome! Share this post Link to post Share on other sites
Guest Posted March 26, 2014 New version frontpaged on the Armaholic homepage. TPW MODS v20140326Community 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
sonsalt6 105 Posted March 26, 2014 New update available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Variable 322 Posted March 27, 2014 TPW MODS 20140326:Changes: [RADIO 1.12] Car radio messages will not play while music tracks are playing. Removed spawning of radio objects I'm not sure this works well right now. I was playing the last mission of the campaign, and while driving there was some music playing, and after a while a car radio message was heard, stopping the music. Maybe the problem is that there was no music when I got in the car? Share this post Link to post Share on other sites
Rydygier 1309 Posted March 27, 2014 (edited) During further usage noted one thing more abut civilains - for some reason they often tend to run instead of walk. I can understand that when it is raining or during combat around, but otherwise it is odd. How do you limit speed of civilians? I think, forceSpeed command with low enough value is effective (you can even adjust randomly speed of walking using it still avoiding run, if max speed below running treshold value, that I do not remember righ now), at least was in A2. I think, I know, what is this. If in mission settings independent side is not friendly to player side, civilians will tend to run, when see the player. Seems like kind of hostile response for civs, so no problem. Anyway, civilian allowFleeing 0 breaks this reaction. Civilian will still react on player presence by changing direction towards him (like "I see enemy!") or on the contrary (like for run), but no running. In such case works fine also setFriend to 1 - no more any hostile reaction, they are friendly to the player again. Edited March 27, 2014 by Rydygier Share this post Link to post Share on other sites
tpw 2315 Posted March 27, 2014 I'm not sure this works well right now. I was playing the last mission of the campaign, and while driving there was some music playing, and after a while a car radio message was heard, stopping the music. Maybe the problem is that there was no music when I got in the car? The problem could be if the music is playing before the script initialises and adds the setMusicEventHandler to detect playing music. It certainly is working properly if I start music once TPW RADIO is running Share this post Link to post Share on other sites