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TPW MODS: enhanced realism and immersion for Arma 3 SP.

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I will work on this.

If you do so, please make it configureable. I'd rather HUD would show hostile/not-hostile only in red/white respectively. Though I have no idea how such a recognition-system would work in reality, I much prefer manual target-validation (without wanting to abolish the future-flavour completely). I'd go so far as to advocate for malfunctions or a chance of erronous tagging. just imagine a hostile rabbit peering over a knoll xD

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If I understand Vern correctly, in exchange for his undying love he wants the HUD text, civs and friendlies all to have their own colour. I will work on this.

Un-dying love. Crazy sexual favors that are legally banned in 48 out of 50 U.S. states. :butbut:

Whatever it takes, I'm there man! Hahaha.

As for people's preferred colors, or non colors. If all the items are separated, you can set them all to the same colors, or all to different colors, or you can hide/show the icons & text that you don't want to see. So everybody wins. Meaning specifically . . .

* If you think a computer cannot separate enemies from civilians, then set them both to the same color (orange).

* If you're a newbie, and you want your enemies EASY to FIND, then you can have enemies Red, civilians Orange, and friendlies Green.

* If you think the hud should only show vehicles and not people, you can do that.

* If you want only people to have icons, not vehicles, you can do that.

* If you want bigger or smaller icons, you can do that.

* If you want different icons, you can do that.

* If you want NO icons, you can do that.

* If you want bigger or smaller text, you can do that.

* If you want to rename the HUD text, you can do that.

TPW has made his whole mod, and all of it's elements, brilliantly. It's totally configurable a million ways from Sunday! And Glipital is constantly improving his custom UI to make it even easier to tweak the config file.

I've said it before, and I'll say it again. I have NEVER seen any other ARMA3 mod that is more configurable or better documented that this mod right here. These guys are awesome. Thank you, thank you, thank you both. TPW, you already HAVE my un-dying love! (But in spite of my gay jokes, . . . I'm not gay. So that ain't gonna happen, ever.) Hahaha.

Edited by heyvern69

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Kommiekat,

I'm not sure what's wrong, but the HUD works fine for me. Did you try going into the main ARMA3 menu, disabling the @TPW mod completely, then manually deleting the @TPW mod folder in your ARMA 3 directory, and finally downloading and installing the newest version of the @TPW mod? (Don't forget to re-enable the new @TPW mod in the main ARMA3 menu).

-V

Thanks for your help.

Still not working.

3 updates ago working. Just downloaded newest, installed TPW addon then put userconfig where it belongs, still getting in-game message:

"TWP HUD incorrect/no config exiting"............then it stays like that the whole game play time.

Sucks.

Have no idea what I am doing wrong.

Just to confirm:

@TPW_MODS---->addons, docs, Scripts, userconfig, mod.cpp, tpw_mods readme, tpwmod_icon3.paa

addons---->tpw_hud, tpw_hud.pbo.tpw.bisign, tpw_mods, tpw_mods.pgo.tpw.bisign, tpw_music, tpw_music.pbo.tpw.bisign, tpw_sounds, tpw_sounds.pbo.tpw.bisign

docs--->_changlog, _old_changlog, bleedout, civs, ebs, fall, fog, houselights, hud, los, park, radio, rainfx, streetlights

scripts--->tpw_air.sqf, animals, bleedout, boats, cars, civs, core, ebs, fall, fog, hint, houslights, hud, los, park, radio, rainfx, streetlights

userconfig--->TPW_MODS--->hudicons_key, TPW Settings, TPW_MODS.hpp

Deleted, replaced. Deleted replaced again. And again.................no luck.

HELP! I'm crying here!:(

EDIT------------------------------------------------------------------------------------------------------------------------------------------

Tested with a few missions and seems to be working.

BUT! Does not seem to be working with SaOk's mission WLA.

I get this message only with his mission, which is what I am primarily playing at the moment.

Hope that helps.

Edited by Kommiekat

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Kommiekat, aren´t you trying to play an old mission (which didn´t have HUD by the time you´ve played and saved and quitted)? I say this cus the only time I´ve seen "TWP HUD incorrect/no config exiting" was when I reloaded a mission that I´ve played with a setup that didn´t included TPWs mods...

just my 2cc... hope you fix this =)

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Idea for a new TPW MOD: occasional ambient fights between NATO and CSAT, that you can find while exploring the map. What do you think?

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tested with a few missions and seems to be working. BUT! Does not seem to be working with SaOk's mission WLA.

Well, it looks like you answered your own question here. The Whole Lotta Altis mission by SaOk has some element that must be conflicting with the TPW HUD. But I didn't see anything about "tactical glasses" listed in in SaOk's mission description or list of mods. So I'm not sure what element of SaOk's mission is conflicting with the TPW HUD.

I'm just a basic level 1 tech. Meaning . . . I'm the guy who asks, "Did you try turning it off and turning it on again". If that doesn't work, it needs to go to a higher level. I'm hoping that TPW will have some suggestions for trouble-shooting. I can't speak for TPW, but if the mod works in other missions, I'm not sure if TPW has the time (or the inclination) to test specific mission(s) for conflicts. That could be very time consuming. Just wait and see of TPW or anyone else has a suggestion. Good luck.

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Thanks Vern

I'll download the Whole Lotta missions and have a look. SaOk's stuff is brilliant I'd like to think I can make my mods work with it.

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TPW MODS 20140522: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20140522.zip

Changes:

[HUD 1.28] Individually configurable colours for HUD, civilians, friendlies, enemies and player's squad.

Please update your TPW_MODS.hpp

// HUD
tpw_hud_active = 1; // 0 = inactive
tpw_hud_range[] = {25,500}; // effective minimum and maximum range of goggles to scan for units
tpw_hud_vehiclefactor = 1.5; // Detection range multiplication factor for vehicles (eg 1.5 = 750m max detection range for vehicles vs 500m for units)  
tpw_hud_colour[] = {1,1,1}; // HUD colour
tpw_hud_friendlycolour[] = {0,1,1}; // friendly colour
tpw_hud_civcolour[] = {1,1,1}; // civ colour
tpw_hud_enemycolour[] = {1,0.5,0}; // enemy colour
tpw_hud_squadcolour[] = {0.5,1,0}; // squad and marker colour
tpw_hud_alpha = 0.6; // initial transparency of HUD. 0 = invisible, 1 = opaque
tpw_hud_asl[] =	{1,0.6,0.45,1}; // ASL = height above sea level. [1 = active ( 0 = inactive), 0.6 = X position, 0.45 = Y position, 1 = text size]
tpw_hud_azt[] =	{1,0.5,0.45,1}; // AZT = azimuth (direction of gaze). 
tpw_hud_grd[] =	{1,0.4,0.45,1}; // GRD = GPS grid coordinates. 
tpw_hud_lmt[] =	{1,0.4,0.5,1}; // LMT = local mean time.
tpw_hud_tmp[] =	{1,0.6,0.5,1}; // TMP = temperature (from TPW FOG) . 
tpw_hud_hlt[] =	{1,0.4,0.55,1}; // HLT= health.
tpw_hud_rng[] =	{1,0.5,0.55,1}; // RNG = range to centre of player's gaze. 
tpw_hud_vel[] =	{1,0.6,0.55,1}; // VEL = speed of player (or player's vehicle).
tpw_hud_prx[] = {1,0.5,0.5,1}; // PRX = display numbers of nearby units.
tpw_hud_unit[] = {1,1,0.25,0.75}; // UNITS/MARKERS displayed on HUD, where 1 = active ( 0 = inactive), 1 = icon max size, 0.25 = icon min size, 0.75 = text size ( 1 = same size as HUD text).
tpw_hud_offset[] = {0.35,0.28}; //HUD offset. [x,y] -0.5 to 0.5
tpw_hud_scale = 0.8; // HUD scale. > 1 = larger
tpw_hud_textscale = 1; // HUD text scale. > 1 = larger
tpw_hud_degradation = 1; // HUD performance reduced with distance. 0 = no degradation
tpw_hud_thirdperson = 0; // No HUD in 3rd person. 1 = HUD in 3rd person
tpw_hud_addtac = 1; // Automatically add tactical glasses to the player's inventory if they are not already carrying/wearing them. 0 = don't add glasses 
tpw_hud_icons[] = {24,23,30,29,24,23,30,29,22,20}; // HUD icon types, see key below
/*ICONS 
{unit,hidden unit,vehicle, hidden vehicle, enemy unit, hidden enemy unit, enemy vehicle, hidden enemy vehicle,marker, predictor}
0: empty
1: 2px_cross
2: 2px_cross_open
3: 2px_cross_small
4: 2px_diamond
5: 2px_diamond_half
6: 2px_diamond_open
7: 2px_dot
8: 2px_line
9: 2px_line_open
10: 2px_square
11: 2px_square_half
12: 2px_square_open
13: 2px_x
14: 2px_x_open
15: 2px_x_small
16: 3px_circle
17: 3px_circle_half
18: 3px_circle_open
19: 3px_cross
20: 3px_cross_open
21: 3px_cross_small
22: 3px_diamond
23: 3px_diamond_half
24: 3px_diamond_open
25: 3px_dot
26: 3px_line
27: 3px_line_open
28: 3px_square
29: 3px_square_half
30: 3px_square_open
31: 3px_x
32: 3px_x_open
33: 3px_x_small
*/

// HUD LAYOUT - ONLY EDIT THESE IF YOU KNOW WHAT YOU'RE DOING WITH STRUCTURED TEXT
tpw_hud_asl_txt = "%1<t size='0.5'><br />ASL</t>"; // ASL
tpw_hud_azt_txt = "%1<t size='0.5'><br />AZT %2</t>"; // AZT
tpw_hud_grd_txt = "%1<t size='0.5'><br />GRD</t>"; // GRD
tpw_hud_lmt_txt = "%1%2<t size='0.5'><br />LMT</t>"; // LMT
tpw_hud_tmp_txt = "%1<t size='0.5'><br />TMP</t>"; // TMP
tpw_hud_hlt_txt = "%1<t size='0.5'><br />HLT</t>"; // HLT
tpw_hud_rng_txt = "%1<t size='0.5'><br />RNG</t>"; // RNG
tpw_hud_vel_txt = "%1<t size='0.5'><br />VEL</t>"; // VEL
tpw_hud_airvel_txt = "%1<t size='0.5'><br />VEL KTS</t>"; // VEL IN AIRCRAFT
tpw_hud_prx_txt = "<t color='%5'>%1</t> <t color='%6'>%2</t> <t color='%7'>%3</t> <t color='%8'>%4</t><t size='0.5'><br />PRX</t>"; // PRX
//><


Gliptal, I will hold off frontpaging this update until you've updated TPW SETTINGS.jar, thanks mate.

Everyone else: Please don't bother bitching to me about my choice of default colours and icons :)

---------- Post added at 19:01 ---------- Previous post was at 18:52 ----------

Idea for a new TPW MOD: occasional ambient fights between NATO and CSAT, that you can find while exploring the map. What do you think?

Interesting you should say this. I worked with CB65 to create an as yet unreleased system whereby AI squads can call support on enemies. I also use for my own benefit an ambient insurgent script which spawns map specific Ohally Aggressors and ADF uncut Aussie squads (who use CB65s script to call in support on said aggressors) around the player. If there is interest I can think about releasing something, but only on the proviso that people don't expect me to turn it into the next super configurable DAC/ALIVE replacement.

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This shouldn't take too much time.

Wait, did you reorder parameters in your .hpp?

Yay!

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EDIT: Sorry to have bothered... dr

shame on me^^

Edited by ProDomo
TPW Settings.jar

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Just wow! You Sir are already a legend!

EDIT: I cannot edit my presets anymore and TPW Settings.jar seems to not recognize TPW_MODS.hpp.

Active modules will no longer be green, inactive red.

I get the value ERR in LOS, PARK, RADIO, and STREETLIGHTS. Where did the defaults go?

//><
tpw_los_active = 0;
tpw_los_debug = 0;
tpw_los_maxdist = ERR;
tpw_los_mindist = ERR;
tpw_los_delay = ERR;
//><
tpw_park_active = 1;
tpw_park_perc = ERR;
tpw_park_createdist = ERR;
tpw_park_hidedist = ERR;
tpw_park_simdist = ERR;
tpw_park_max = ERR;
//><
tpw_radio_active = 0;
tpw_radio_house = 0;
tpw_radio_car = 0;
tpw_radio_time = ERR;
//><
tpw_rain_active = 1;
//><
tpw_streetlights_active = 1;
tpw_streetlights_factor = ERR;
tpw_streetlights_range = ERR;
tpw_streetlights_colour = 0;
tpw_streetlights_moths = 0;
//><

TPW SETTINGS can't recognize the hpp because it's been slightly reordered and has some new parameters. That's why I haven't front paged it yet. As soon as Professor Gliptal updates, so will I.

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Hmm, I want to push a couple of requested feautures also: update will come this afternoon.

Yay!

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Well, it looks like you answered your own question here. The Whole Lotta Altis mission by SaOk has some element that must be conflicting with the TPW HUD. But I didn't see anything about "tactical glasses" listed in in SaOk's mission description or list of mods. So I'm not sure what element of SaOk's mission is conflicting with the TPW HUD.

I believe he (SaOK) uses LOS in his version/mission.

Also, I noticed that the LOS was not active, meaning RED when I first downloaded it. Found that a bit odd. Don't know why that was.

Observed that twice actually.

I did get it to work with WLA first time I enquired about HUD, but for some reason, not working anymore in latest updates.

PLEASE NOTE:

It DOES work with other missions.

Cheers.

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In the newest version noted, so "PRX" numbers now have not appriopriate colors. Numbers are also strange - first number counts civilians in white (color not assigned to anything in my settings), second counts squad units in civilian color, third counts allied units in squad color. No count for hostiles. While RPT says several times:

"Wrong color format 3", "Wrong color format .", "Wrong color format 2"

and

"Wrong color format 4"

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Hi KK.

LOS is disabled by default, that's why it shows red.

I downloaded and ran the latest Whole lotta altis with TPW MODS and it all ran fine for me. Sorry this isn't much help.

---------- Post added at 21:31 ---------- Previous post was at 21:25 ----------

In the newest version noted, so "PRX" numbers now have not appriopriate colors. Numbers are also strange - first number counts civilians in white (color not assigned to anything in my settings), second counts squad units in civilian color, third counts allied units in squad color. No count for hostiles. While RPT says several times:

"Wrong color format 3", "Wrong color format .", "Wrong color format 2"

and

"Wrong color format 4"

Did you update the hpp properly?

tpw_hud_prx_txt = "<t color='%5'>%1</t> <t color='%6'>%2</t> <t color='%7'>%3</t> <t color='%8'>%4</t><t size='0.5'><br />PRX</t>"; // PRX

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Ah, thats the cause. Thanks. I have settings very customized, so can't just replace hpp, must paste all changes manually one by one, then such mistakes may happen. Now is OK.

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Nearly there.

Yay!

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Cool.

So I'm having the almost surreal experience of playing Arma3 on my $200 linux netbook, using the new Steam streaming. Absolutely incredible.

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So Steam streaming actually works?

Yay!

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So Steam streaming actually works?

Yay!

Yep, I can't believe it. Arma3 would run at 0.02fps if I was actually running it on the netbook, but it streams perfectly. I've tried a few other games and they're all great too. No lag whatsoever. This bodes really well for the whole steam machine concept.

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If I'd try playing ArmA on my notebook I think it would throw itself out of the window.

Yay!

---------- Post added at 14:57 ---------- Previous post was at 14:39 ----------

TPW SETTINGS

[1.8.1]

- color chooser bug fixed

[1.8.0] | UPDATE YOUR PRESETS

- parameters matching HUD [1.28]

- color chooser now opens when click-selecting a color parameter

- enlarged color chooser slider handles

- shortened tooltip pop up delay to 1 second

- lengthned tooltip duration to 20 seconds

Important addings made to README.md:

USAGE

COLOR CHOOSER:

- 'APPLY': saves the set color to the selected parameter


Remember to update your presets:

- Move the line

tpw_hud_vehiclefactor = 1.5;

after

tpw_hud_range[] = {25,500};

- Substitute all lines between

tpw_hud_vehiclefactor = 1.5;

and

tpw_hud_alpha = 0.6;

with

tpw_hud_colour[] = {1,1,1};
tpw_hud_friendlycolour[] = {0,1,1};

tpw_hud_civcolour[] = {1,1,1};
tpw_hud_enemycolour[] = {1,0.5,0};
tpw_hud_squadcolour[] = {0.5,1,0};


This updates introduces a couple of tooltip tweaks as requested, and also makes the color chooser a more streamlined interface element: it now opens only when using the mouse to select a color parameter (if you use TAB it won't open).

Yay!

---------- Post added at 15:04 ---------- Previous post was at 14:57 ----------

Great, as always I notice bugs after I push the update. It's nothing serious, the color chooser won't correctly parse the setted color when opened: everything still works, you're just going to see inconsistent color preview, slider positioning and text output.

Yay!

EDIT: There it was, I was casting only the first double of a division instead of the whole result. Damn brackets.

Edited by Gliptal

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Got an error with TPW MODS after updating it on SixUpdater and in order to fix it, I had to reinstall the mod. Doing this, however, broke TPW HUD. I keep getting a message in the game that it fails to load, even though I have touched nothing.

I assume these are the default settings, yes?

tpw_hud_active = 1; // 0 = inactive

tpw_hud_range[] = {25,500}; // effective minimum and maximum range of goggles to scan for units

tpw_hud_vehiclefactor = 1.5; // Detection range multiplication factor for vehicles (eg 1.5 = 750m max detection range for vehicles vs 500m for units)

tpw_hud_colour[] = {1,1,1}; // HUD colour

tpw_hud_friendlycolour[] = {0,1,1}; // friendly colour

tpw_hud_civcolour[] = {1,1,1}; // civ colour

tpw_hud_enemycolour[] = {1,0.5,0}; // enemy colour

tpw_hud_squadcolour[] = {0.5,1,0}; // squad and marker colour

tpw_hud_alpha = 0.6; // initial transparency of HUD. 0 = invisible, 1 = opaque

tpw_hud_asl[] = {1,0.6,0.45,1}; // ASL = height above sea level. [1 = active ( 0 = inactive), 0.6 = X position, 0.45 = Y position, 1 = text size]

tpw_hud_azt[] = {1,0.5,0.45,1}; // AZT = azimuth (direction of gaze).

tpw_hud_grd[] = {1,0.4,0.45,1}; // GRD = GPS grid coordinates.

tpw_hud_lmt[] = {1,0.4,0.5,1}; // LMT = local mean time.

tpw_hud_tmp[] = {1,0.6,0.5,1}; // TMP = temperature (from TPW FOG) .

tpw_hud_hlt[] = {1,0.4,0.55,1}; // HLT= health.

tpw_hud_rng[] = {1,0.5,0.55,1}; // RNG = range to centre of player's gaze.

tpw_hud_vel[] = {1,0.6,0.55,1}; // VEL = speed of player (or player's vehicle).

tpw_hud_prx[] = {1,0.5,0.5,1}; // PRX = display numbers of nearby units.

tpw_hud_unit[] = {1,1,0.25,0.75}; // UNITS/MARKERS displayed on HUD, where 1 = active ( 0 = inactive), 1 = icon max size, 0.25 = icon min size, 0.75 = text size ( 1 = same size as HUD text).

tpw_hud_offset[] = {0.35,0.28}; //HUD offset. [x,y] -0.5 to 0.5

tpw_hud_scale = 0.8; // HUD scale. > 1 = larger

tpw_hud_textscale = 1; // HUD text scale. > 1 = larger

tpw_hud_degradation = 1; // HUD performance reduced with distance. 0 = no degradation

tpw_hud_thirdperson = 0; // No HUD in 3rd person. 1 = HUD in 3rd person

tpw_hud_addtac = 1; // Automatically add tactical glasses to the player's inventory if they are not already carrying/wearing them. 0 = don't add glasses

tpw_hud_icons[] = {24,23,30,29,24,23,30,29,22,20}; // HUD icon types, see key below

Very strange to have it poop out on me. It particularly says "TPW no incorrect/no config, exiting"...but isn't that the config?

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Try manually downloading it (from tpw's post, not the OP though). Also until tpw frontpages the full package you have to manually download TPW SETTINGS too.

Yay!

EDIT: Oh come on, I just realized that version 1.8.1 is shown as 1.8.0 in the GUI itself. You shouldn't have any problems unless you downloaded 1.8.0 before i pushed the bufgfix. If you're unsure just redownload it or wait for tpw to frontpage everything.

Edited by Gliptal

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