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

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HI TPW!

So, i'm not really skilled with debug console. I try to enter texts you show me above, in local exec, is it correct ( in execute or watch field?) and what do I have to do now?

Is that generate a rpt file? or something like this

---------- Post added at 11:55 ---------- Previous post was at 11:49 ----------

oh, and I don' t know if that could help, but I always modify my hpp in userconfig with notepad++. (i play only in single player mode)

Edited by pathaber

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I know that I have to check that tpw_mods works inside an MP game, because if I test in the editor the HUD doesn't work for me. In MP (I never play SP) it works perfectly.

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HI TPW!

So, i'm not really skilled with debug console. I try to enter texts you show me above, in local exec, is it correct ( in execute or watch field?) and what do I have to do now?

Is that generate a rpt file? or something like this

oh, and I don' t know if that could help, but I always modify my hpp in userconfig with notepad++. (i play only in single player mode)

Yep, pause the game, enter one of the texts into the field of the debug console, and hit return. You'll see a hint show up.

Notepad++ is used by you, me and 99% of the community I think. It's not the problem.

I know that I have to check that tpw_mods works inside an MP game, because if I test in the editor the HUD doesn't work for me. In MP (I never play SP) it works perfectly.

TPW HUD indeed should work fine in MP. I looked over the code the make sure, but I'm glad you can confirm it. I've never used the MP editor and don't intend to.

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Done, but nothing,no hint (except the tpw start hint of course).I hope is not coming from the game itself.......aaaarrrff.

---------- Post added at 13:01 ---------- Previous post was at 12:54 ----------

In this order :launch preview,tpw start hint,nothing,wait for 2 min,launch debug console as you explain above,and nothing, no hint and still no tpw script.

Testing one after one ( matching with hpp file) with new preview and new game launch at each time.I also testing with AIA and A3MP enabled/disabled ...for same results.

Edited by pathaber

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done, but nothing,no hint (except the tpw start hint of course).I hope is not coming from the game itself.......aaaarrrff.

---------- Post added at 13:01 ---------- Previous post was at 12:54 ----------

In this order :launch preview,tpw start hint,nothing,wait for 2 min,launch debug console as you explain above,and nothing, no hint and still no tpw script.

Testing one after one ( matching with hpp file) with new preview and new game launch at each time.

Can you pm me your tpw_mods.hpp. There's got to be something funny going on with it because the mods launch perfectly for me and I presume all the other people who aren't complaining about it here.

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HERE IN THE LAST STATE SETTINGS I4VE USED FOR TESTING MY PROBLEM

// CONFIGURATION VALUES FOR TPW MODS

//><

// STARTUP HINT

tpw_hint_active = 1; // 0 = inactive

//><

// AIR

tpw_air_active = 0; // 0 = inactive

tpw_air_delay = 10; // delay before flybys start (sec)

tpw_air_time = 300; // maximum time between flybys

tpw_air_max = 2; // maximum aircraft at a given time

tpw_air_heights[] = {50,250,500}; // randomly chosen aircraft flying heights

tpw_air_exclude = 1; // exclusion. 0 = all aircraft, 1 = civilian aircraft excluded, 2 = military aircraft excluded

//><

// ANIMALS

tpw_animal_active = 0; // 0 = inactive

tpw_animal_delay = 10; // delay before animals start spawning (sec)

tpw_animal_max = 15; // maximum animals near player. 0 = ambient animals disabled

tpw_animal_maxradius = 200; // distance beyond which animals will be removed

tpw_animal_minradius = 75; // minimum distance from player to spawn animals

tpw_animal_noisetime = 60; // maximum time between dog/cat noises

//><

// BLEEDOUT

tpw_bleedout_active = 0; // 0 = inactive

tpw_bleedout_inc = 5; // unit damage will be increased by this % every 10 sec

tpw_bleedout_cthresh = 0.5; // damage beyond which a unit will be forced into crouch

tpw_bleedout_pthresh = 0.7; // damage beyond which a unit will be forced into prone

tpw_bleedout_ithresh = 0.85; // damage beyond which a unit will writhe around incapacitated (1 = dead)

//><

// BOATS

tpw_boat_active = 0; // 0 = inactive

tpw_boat_delay = 10; // delay before boats start spawning (sec)

tpw_boat_radius = 1000; // radius (m) around player to check for water spawn boats

tpw_boat_waypoints = 15; // how many waypoints to give each boat

tpw_boat_num = 3; // max number of boats to spawn around player. 0 = ambient boats disabled

//><

// CARS

tpw_car_active = 0; // 0 = inactive

tpw_car_delay = 10; // delay before cars start spawning (sec)

tpw_car_waypoints = 15; // how many waypoints to give each car

tpw_car_num = 3; // max number of cars to spawn around player. 0 = ambient cars disabled

tpw_car_radius = 1000; // radius (m) around player to check for roads and spawn cars

tpw_car_nocombatspawn = 0; // cars will not be spawned during combat. 0 = cars continue to spawn during combat

//><

// CIVS

tpw_civ_active = 0; // 0 = inactive

tpw_civ_delay = 5; // delay (sec) until civ spawning starts

tpw_civ_radius = 150; // radius (m) around player to check for house and spawn civs

tpw_civ_waypoints = 15; // how many waypoints to assign each civ

tpw_civ_density = 5; // how many houses per civ. 0 = ambient civs disabled

tpw_civ_maxsquadcas = 4; // maximum number of civilian casualties that can be inflicted by squad

tpw_civ_maxallcas = 50; // maximum number of total civilian casualties

tpw_civ_casdisplay = 0; // what to do if casualty threshold exceeded (0 -nothing, 1 - popup message, 2 - end mission)

tpw_civ_maxciv = 20; // maximum number of civs to spawn regardless of tpw_civ_density

tpw_civ_interact = 15; // civilian interaction radius. Civs closer than this to other civs will stop and talk (0 - no interaction).

tpw_civ_nocombatspawn = 0; // civilians will not be spawned during combat. 0 = civilians continue to spawn during combat

//><

// EBS

tpw_ebs_active = 0; // 0 = inactive

tpw_ebs_thresh = 5; // unit is suppressed if this many bullets pass by in 5 secs

tpw_ebs_delay = 1; // how long until suppression functions start (sec)

tpw_ebs_debug = 0; // 1 = debugging will colour the suppressed unit's uniform (green = own side, yellow = enemy <5 bullets, red = enemy >5 bullets)

tpw_ebs_radius = 500; // units must be closer to player than this (m) for suppression to work

tpw_ebs_playersup = 1; // suppression effects applied to player. 0 = no player suppression

tpw_ebs_aisup = 1; // suppression effects applied to AI. 0 = no AI suppression

tpw_ebs_findcover = 1; // AI will seek cover when suppressed. 0 = will not seek cover

//><

// FALL

tpw_fall_active = 0; // 0 = inactive

tpw_fall_sensitivity = 100; // sensitivity of unit to falls (%). 50 = unit half as likely to fall over from a given height.

tpw_fall_threshold = 300; // distance threshold (m). Unit must be closer than this to player to realistically react to falls.

tpw_fall_delay = 10; // delay until fall functions start

tpw_fall_ragdoll = 1; // use ragdoll animations when unit is hit. 0 = no ragdoll.

tpw_fall_falltime = 15; // Time on ground (sec) after falling from bullet hit. Animated fall: 0 to tpw_fall_falltime. Ragdoll fall: tpw_fall_falltime to 2x tpw_fall_falltime.

tpw_fall_player = 1; // Player can fall from bullet hits and large drops. 0 = player will not fall.

//><

// FOG

tpw_fog_active = 0; // 0 = inactive

tpw_fog_radius = 250; // units must be closer than this to show foggy breath (m). 0 = foggy breath disabled

tpw_fog_delay = 5; // delay before fog functions start (sec)

tpw_fog_breath = 1; // foggy breath enabled. 0 = disabled

tpw_fog_groundfog = 1; // ground fog enabled. 0 = disabled

tpw_fog_rainfog = 1; // rain fog enabled. 0 = disabled

tpw_fog_heathaze = 1; // heat haze enabled. 0 = disabled

tpw_fog_cansnow = 1; // snow enabled. 0 = disabled

//><

// HOUSELIGHTS

tpw_houselights_active = 0; // 0 = inactive

tpw_houselights_delay = 10; // delay (sec) until houselights functions start

//><

// HUD

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

tpw_hud_audible = 1; // audible warning when enemies detected. 0 = no audible warning.

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

//><

// LOS

tpw_los_active = 0; // 0 = inactive

tpw_los_debug = 0; // 1 = blue balls will appear above units with line of sight to a visible enemy

tpw_los_maxdist = 100; // maximum distance (m). LOS stuff only works for units closer than this.

tpw_los_mindist = 25; // minimum distance (m). Enemies are considered "visible" no matter what, if less than this distance.

tpw_los_delay = 10; // delay until los functions start (sec)

//><

//PARK

tpw_park_active = 0; // 0 = inactive

tpw_park_perc = 25; // percentage of houses with parked cars. 0 = no cars

tpw_park_createdist = 300; // cars created within this distance, completely removed past it.

tpw_park_hidedist = 150; // cars closer than this are shown, further than this are hidden

tpw_park_simdist = 20; // cars closer than this have simulation enabled

tpw_park_max = 15; // maximum cars to spawn regardless (not irregardless).

//><

// RADIO

tpw_radio_active = 0; // 0 = inactive

tpw_radio_house = 1; // Radio in houses. 0 = no radio in houses

tpw_radio_car = 1; // Radio in vehicles. 0 = no radio in houses

tpw_radio_time = 60; // maximum time between messages (sec)

//><

// RAIN FX

tpw_rain_active = 0; // 0 = inactive

//><

// SKIRMISH

tpw_skirmish_active = 1; // 0 = inactive

tpw_skirmish_enemysquad_max = 6; // Maximum number of enemy squads around player

tpw_skirmish_enemyvehicles_max = 3; // Maximum number of enemy vehicles around player

tpw_skirmish_friendlysquad_max = 0; // Maximum number of friendly squads around player

tpw_skirmish_friendlyvehicles_max = 0; // Maximum number of friendly vehicles around player

tpw_skirmish_minspawnradius = 300; // Minimum distance from player to spawn units/vehicles

tpw_skirmish_maxspawnradius = 600; // Maximum distance from player to spawn units/vehicles. Units/vehicles deleted beyond this distance

tpw_skirmish_support = 1; // NATO units can call support

tpw_skirmish_friendlytype = 0; // 0 = NATO, 1 = FIA, 2 = AAF

tpw_skirmish_enemytype = 0; // 0 = CAF_AG, 1 = CSAT, 2 = AAF, 3 = CSAT Modification Project (CMP) Arid, 4 = CMP semiarid, 5 = CMP urban, 6 = ISIS (mixed CAG Aggressors with shemags)

tpw_skirmish_spawntime = 10; // Time between spawning each enemy/friendly squad/vehicle

//><

// STREETLIGHTS

tpw_streetlights_active = 0; // 0 = inactive

tpw_streetlights_factor = 10; // brightness factor. 3-15 should be ok for most maps

tpw_streetlights_range = 1000; // radius (m) around player to scan for streetlights

tpw_streetlights_colour = 0; // light colour. 0 = warm white incandescent, 1 = yellow sodium, 2 = blue/white fluorescent

tpw_streetlights_moths = 1; // 0 = no moths around lights

//><

---------- Post added at 13:15 ---------- Previous post was at 13:13 ----------

sorry, i don't know how to get your pm.....i'm a noob,i know.

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Based on that config, everything is disabled. Either use TPW SETTINGS and check the "Enabled" checkbox, or put the values of the "_active" fields to 1.

Yay!

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Thanks Gliptal ! I try that...

for the hpp above,only skirmish is enabled (the last one I've tested).

---------- Post added at 13:58 ---------- Previous post was at 13:52 ----------

After i've download, do i delete the previous embedded .jar,and do i place the entire TPW-Settings-master folder or the just the content inside?

a bit difficult for me,english is not my native language.....unfortunatly.

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Just delete the entire mod, redownload and place everything where it should be. Make sure the userconfig folder tree is correct.

Yay!

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Done Gliptal,thanks, but how did you make appear the graphic interface? I've read all the install note and nothing related,except the mention "for those how use the cmd..."....I don't understand how it work.Also ,start hint show all the defaults enabled script, but only "air,animals,park,radio,street lamp,house light,fog, rain fx,fall,ebs" works.I KEEP THE ORIGINALS FILES AS IT (no changes in hpp file).

Edited by pathaber

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Just double click on the .jar you find in the same folder the .hpp is. That cmd mention is largely irrelevant for 99% of users. :)

Could you please elaborate exactly on what is wrong? I get it that nothing spawns, even though the start hint shows the mods as enabled?

Yay!

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test on Altis and Stratis.

---------- Post added at 17:21 ---------- Previous post was at 17:19 ----------

OK, I try....

---------- Post added at 17:46 ---------- Previous post was at 17:21 ----------

Well, nothing change.....I will using the hard way.I think it can comes from my entire A3 install, and a deep cleaning could be good, I want my TPW back!!!

So i do that ,reinstall all and tell.....

---------- Post added at 18:09 ---------- Previous post was at 17:46 ----------

Anyway, many thanks for your support TPW and Gliptal !

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TPW,

my team is in love with your "TPW FALL" module but... we are playing multiplayer so I was wondering if you are planning to build a standalone MP compatible version?

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TPW,

my team is in love with your "TPW FALL" module but... we are playing multiplayer so I was wondering if you are planning to build a standalone MP compatible version?

Thanks Kawa. I am gradually working my way through the mods seeing which ones I can make MP client compatible. At this stage I'm not even considering dedicated server so don't ask me about it. The problem is that most of the mods are player centric, rely on assigning variables to units, and many rely on randomisation. So getting 2 or more instance of a mod to co-operate can be tricky. I am working on these things but make no promises, and absolutely refuse to justify my commitment (or lack thereof) to MP.

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Thanks for your honest answer TPW, keep up the good work!

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Cleaning is sometimes the best way....but I have to say that my A3 folder is up to 55 GB and now he's under 25.I think too much mods kill the mods :)

Now most of my mission don't work ,but I don't care, a fresh start is always a good thing.

Don't know what is conflict (or not) with TPW's mod, but now it work like a charm.....YYYEEE AAAAHHH!!!

Again, many thanks for your great support TPW and Gliptal and keep up that amazing work!:cheers:

Edited by pathaber

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I had trouble while creating a diving mission where a few minutes into it I started hearing background war sounds like explosions and gunfire in addition to some radio mortor fire sounds and comms.

I singled it out to being in the tpw mod after the issue went away when I removed it and still kept many other mods..

Does this issue sound familiar?

thanks

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Try disabling SKIRMISH.

Yay!

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Try disabling SKIRMISH.

Yay!

Forgive my ignorance but where is this option located?

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in the userconfig/tpw_mods folder. Check the .hpp file in there, OR use Gliptal's wonderful GUI frontend.

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There's nothing wrong with your code other than some missing semicolons

Alright, so I've added the semicolons and fixed a missing }; spot, now it properly loads the units! Yay! However, my game has started crashing a bunch now! Woohoo!

I haven't been able to do the copytoclipboard thing, idk why, it just wont work.

 File TPW_MODS\tpw_skirmish.sqf, line 598
Error in expression <(_cfg select _i) >> "scope") == 2} && {[_str,str _cfgname] call BIS_fnc_inString>
 Error position: <_str,str _cfgname] call BIS_fnc_inString>
 Error Undefined variable in expression: _str  

That came up like 500 times in the crash log - along with tons of other (non-skirmish related) errors. It's probably not the problem though. I'll try and see what the thing causing the CTDs is, but honestly I have no clue why it's just now crashing - I've used all these mods in sync before, why would Skirmish cause it to crash?

---------- Post added at 07:55 PM ---------- Previous post was at 06:17 PM ----------

It's not crashing anymore, which is good, though for whatever reason the Kae_SZ units are spawning on the friendly side and the USMC guys I set are spawning on enemy side. I guess I'll just reverse it in the config, but still rather odd...

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Nevermind I got it sorted.

If any of you want to specify a skill range for the spawned units replace the line starting with "_sqname = " in tpw_skirmish.sqf

with

_sqname = [_spawnpos,_side,_randomsquad,[],[],[0.30,0.70],[],[],0] call BIS_fnc_spawnGroup; "0.30" and "0.70" will be the new range of skill values. Specify whatever you prefer.

Edited by Pd3

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TPW MODS 20140619: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20140619.zip

Changes:

[bOATS 1.26, CARS 1.36, CIVS 1.35] Further reduced incidence of CAF Aggressor civs spawning in their underwear.

[bLEEDOUT 1.12, HOUSELIGHTS 1.08, STREETLIGHTS 1.02, RADIO 1.15] Preliminary MP client support (not tested in MP, but doesn't break SP!). Code optimisations.

[FOG 1.20] Removed redundant code.

[sKIRMISH 1.07] Flare artillery working correctly.


Lots of bugfixes and optimisation rather than new features. The only real news is that another 4 TPW MODS have graduated to MP client status. As usual I can't really test it so any feedback is welcome.

Thanks to Gliptal and Kremator for troubleshooting on this thread over the last few days :)

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TPW,

It will be nice to see AI dialogue when behind cover during a firefight. Not exactly like the civilians do in tpw_civs but maybe with some of the more squad like gestures at random. This will be only when they are not in immediate danger. Maybe run towards AI already kneeling down if less than 5m (userconfig) away and dialog. It can be called tpw_dialogue or tpw_gestures or whatever you can think of. What do you think?

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Guest

New version frontpaged on the Armaholic homepage.

=================================================

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!

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