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

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Look inside \your_steam_location\steamapps\common\Arma 3\

If you dont see a userconfig directory then create it. Now enter the userconfig directory you just created. Create a TPW_MODS directory. Now copy TPW_MODS.hpp from the download into the TPW_MODS directory you just created.

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Look inside \your_steam_location\steamapps\common\Arma 3\

If you dont see a userconfig directory then create it. Now enter the userconfig directory you just created. Create a TPW_MODS directory. Now copy TPW_MODS.hpp from the download into the TPW_MODS directory you just created.

Thank you it works :yay:

You might want to add that extra sentence into the install instructions for idiots like me.

:threadjacked:

Edited by rokzy_rules

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Not checked this out for some time....

Wow - loaded up N'Ziwasogo and wanted to see if TPW lighting added anything and lo and behold the map came alive... I had NO idea it would spawn the appropriate race Opfor though... that one scared the bejesus out of me... I was mystified until I read the updates and realised you've added a mini Local Alive... Awesome...

My 5 minute run around a new map became a 3 hour hunt through the jungle for Enemy insurgents... !!!

Noticed one small bug, not sure if others have mentioned it. - In the grey Takistan buildings, TPW spawns a little light at about knee height. I assume that's supposed to be the ceiling bulb ? Unless you're working on a TV element ? (a la Radio ?) Anyway just thought I should mention it.

Thanks for the excellent scripting !!!

SJ

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My 5 minute run around a new map became a 3 hour hunt through the jungle for Enemy insurgents... !!!

This is happening more and more often ever since TPW Skirmish. I'm thinking of doing some gear testing on Utes for a couple of minutes, then I spend half an hour watching the flares, the artillery and CAS, the small infantry skirmishes, the helicopters flying overhead etc.

It's really overwhelming for me, and I say that in a good way.

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Thank you it works :yay:

You might want to add that extra sentence into the install instructions for idiots like me.

:threadjacked:

Glad you got it sorted. I will amend the 1st post as per your suggestions.

Not checked this out for some time....

Wow - loaded up N'Ziwasogo and wanted to see if TPW lighting added anything and lo and behold the map came alive... I had NO idea it would spawn the appropriate race Opfor though... that one scared the bejesus out of me... I was mystified until I read the updates and realised you've added a mini Local Alive... Awesome...

My 5 minute run around a new map became a 3 hour hunt through the jungle for Enemy insurgents... !!!

Noticed one small bug, not sure if others have mentioned it. - In the grey Takistan buildings, TPW spawns a little light at about knee height. I assume that's supposed to be the ceiling bulb ? Unless you're working on a TV element ? (a la Radio ?) Anyway just thought I should mention it.

Thanks for the excellent scripting !!!

SJ

I'm glad you like it SJ. I'm pretty happy now that you can just dump TPW MODS on an empty map and have an instant living combat zone. TPW HOUSELIGHTS was developed with Altis buildings in mind and has routines in it to spawn "bulbs" at ceiling height. These don't always work fo non A3 buildings, as you've noticed. It's not a huge priority but I'll put it on my list of things to look into.

This is happening more and more often ever since TPW Skirmish. I'm thinking of doing some gear testing on Utes for a couple of minutes, then I spend half an hour watching the flares, the artillery and CAS, the small infantry skirmishes, the helicopters flying overhead etc.

It's really overwhelming for me, and I say that in a good way.

Awesome, another satisfied customer. This is why I like Arma scripting, it's a great feeling being able to give back to the game and community that has given me 5+ years of enjoyment.

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This is certainly one of the most if not THE most enduring and engaging mods out there for arma3.Simple to use well laid out,and results that bring satisfaction all round.

I have one question though,since i currently have tpw skirmish disabled because im making missions that need to go "a certain way",is it possible now,or in future,to add custom factions to be applied to skirmish?Both for opfor and blufor/ind?

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This is certainly one of the most if not THE most enduring and engaging mods out there for arma3.Simple to use well laid out,and results that bring satisfaction all round.

I have one question though,since i currently have tpw skirmish disabled because im making missions that need to go "a certain way",is it possible now,or in future,to add custom factions to be applied to skirmish?Both for opfor and blufor/ind?

Thanks for the kind words redarmy.

If I understand your question, you'd like to be able to specify that skirmish use factions other than those you can currently select? This is certainly doable, but it will rely on you being able to specify text strings that will differentiate the units/vehicles you want from all the others in the config. For example:

"b_g_soldier" will allow you to select FIA infantry, because only FIA infantry config entries contain this text

"b_g_offroad" will allow similarly allow you to select FIA MRAPs

Actually the more I think about it the easier it's becoming to implement. Expect an update shortly.

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Thanks for the kind words redarmy.

If I understand your question, you'd like to be able to specify that skirmish use factions other than those you can currently select? This is certainly doable, but it will rely on you being able to specify text strings that will differentiate the units/vehicles you want from all the others in the config. For example:

"b_g_soldier" will allow you to select FIA infantry, because only FIA infantry config entries contain this text

"b_g_offroad" will allow similarly allow you to select FIA MRAPs

Actually the more I think about it the easier it's becoming to implement. Expect an update shortly.

Exactly what i was talking about,and i didnt even know i could currently change the classnames to impliment custom units.I shall go digging for the classnames now and try to impliment it.

Although,if im not mistaken,Independant factions arent compatible rite?Just opf/bluf?

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TPW MODS 20140623: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20140623.zip

Changes:

[CORE 1.03, FOG 1.21] Support for Kalu Khan

[FALL 1.30] Reaction to bullet hits can be optionally disabled.

[sKIRMISH 1.08] Ability to call custom friendly and enemy units based on common strings in classnames.

Please update your tpw_mods.hpp

tpw_fall_bullet = 1; // Units will react to bullet hits. 0 = units will only react to falls from height

tpw_skirmish_friendlytype = 0; // 0 = NATO, 1 = FIA, 2 = AAF, -1 = user defined

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), -1 = user defined

tpw_skirmish_friendlyunitstring = ""; // Custom string to select friendly units from config

tpw_skirmish_friendlyvehiclestring = ""; // Custom string to select friendly vehicles from config

tpw_skirmish_enemyunitstring = ""; // Custom string to select enemy units from config

tpw_skirmish_enemyvehiclestring = ""; // Custom string to select enemy vehicles from config


The main change is that you may now specify custom factions, if you know some text unique to their classnames. For instance, to use the excellent ADF Uncut DPCU Australian forces as friendlies:

tpw_skirmish_friendlyunitstring = "ADF_DPCU"

tpw_skirmish_friendlyvehiclestring = "ADF_DPCU"

@redarmy, TPW SKIRMISH only applies to OPFOR and BLUFOR. You can spawn INDFOR as either enemy or friendly.

Edited by tpw

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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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TPW MODS 20140623: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20140623.zip

Changes:

[CORE 1.03, FOG 1.21] Support for Kalu Khan

[FALL 1.30] Reaction to bullet hits can be optionally disabled.

[sKIRMISH 1.08] Ability to call custom friendly and enemy units based on common strings in classnames.

Please update your tpw_mods.hpp

tpw_fall_bullet = 1; // Units will react to bullet hits. 0 = units will only react to falls from height

tpw_skirmish_friendlytype = 0; // 0 = NATO, 1 = FIA, 2 = AAF, -1 = user defined

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), -1 = user defined

tpw_skirmish_friendlyunitstring = ""; // Custom string to select friendly units from config

tpw_skirmish_friendlyvehiclestring = ""; // Custom string to select friendly vehicles from config

tpw_skirmish_enemyunitstring = ""; // Custom string to select enemy units from config

tpw_skirmish_enemyvehiclestring = ""; // Custom string to select enemy vehicles from config


The main change is that you may now specify custom factions, if you know some text unique to their classnames. For instance, to use the excellent ADF Uncut DPCU Australian forces as friendlies:

tpw_skirmish_friendlyunitstring = "ADF_DPCU"

tpw_skirmish_friendlyvehiclestring = "ADF_DPCU"

@redarmy, TPW SKIRMISH only applies to OPFOR and BLUFOR. You can spawn INDFOR as either enemy or friendly.

Man you work fast.Top modder TPW.

Excellent update will pour into it now:)

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@tpw: any chance you could shift your int keys to your type variable so that user defined is 0 and defaults go up from 1?

Also guys there is an error in the .hpp:

tpw_skirmish_spawntime = _this select 9;

should be

tpw_skirmish_spawntime =  9;

Yay!

Edited by Gliptal

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@tpw: any chance you could shift your int keys to your type variable so that user defined is 0 and defaults go up from 1?

Also guys there is an error in the .hpp:

tpw_skirmish_spawntime = _this select 9;

should be

tpw_skirmish_spawntime =  9;

Yay!

Oops, thanks for spotting that one! I have updated the archive. I will have a look at updating as per your suggestion. Thank Gliptal

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Ok TPW SETTINGS is ready, I'll just wait for that index thing and then push.

Yay!

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TPW SETTINGS

[1.11.4] | UPDATE YOUR PRESETS

- parameters matching FALL [1.30]

- parameters matching SKIRMISH [1.08]


Remember to update your presets:

- Add the line

tpw_fall_bullet = 1;

after

tpw_fall_player = 1;

- Add the lines

tpw_skirmish_friendlyunitstring = "";
tpw_skirmish_friendlyvehiclestring = "";
tpw_skirmish_enemyunitstring = "";
tpw_skirmish_enemyvehiclestring = "";

after

tpw_skirmish_spawntime = 9;


From the next update, embedded TPW SETTINGS should always be the latest version.

Yay!

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TPW MODS 20140624: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20140624.zip

Changes:

[sKIRMISH 1.09] Changed the order of unit types in the hpp for easier integration into TPW SETTINGS.

Please update your tpw_mods.hpp

tpw_skirmish_friendlytype = 1; // 0 = user defined, 1 = NATO, 2 = FIA, 3 = AAF,

tpw_skirmish_enemytype = 1; // 0 = user defined, 1 = CAF_AG, 2 = CSAT, 3 = AAF, 4 = CSAT modification project (CMP) arid, 5 = CMP semiarid, 6 = CMP urban, 7 = ISIS (mixed CAG Aggressors with shemags)


Thanks Gliptal, you are a legend!

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When using this mod, i notice fog disappears over time until only a small amount remains, this is when using zeus, though. It only happens on A3MP maps though.

Edited by Manlysloth

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When using this mod, i notice fog disappears over time until only a small amount remains, this is when using zeus, though. It only happens on A3MP maps though.
Try disabling FOG, that uses temperature and time of the day to simulate fog.

Yay!

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Try disabling FOG, that uses temperature and time of the day to simulate fog.

Yay!

Oh, thanks! i didn't even see that option.

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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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Hi TPW,

I have a rather small but tricky situation to fix regarding tpw fall.

Situation is like this,Im using the french forces pack(deus) and there is a quite good ragdoll pbo included(which i would prefer keep).

Im also using psychos wounding system.

And you tpw fall.

3Things there that have a minor conflict i hope i can correct with your help somehow.

Basically,My ai squad,take enough damage,go into wounding state(needing revive).Normally they stay down and dont fire,so enemy ignore them.Perfect!

But with tpw fall AND ragdoll pbo for french forces mod(with just one mod or the other theres no issue),My ai squad once going down into a revivable state,proceed to exhibit epeleptic seazures,and then stand up and shoot back,even though they have not been revived,thus leading them to doe upon next hit.

Is there a way i can disable fall for just my AI squad mates?Otherwise i must remove the feature as the ragdoll is proving alot of fun but your fall mod makes it extremely interesting to know i at least injured someone,or have been floored by a grenade:)

Thanks for any help

Redarmy

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Hi TPW,

I have a rather small but tricky situation to fix regarding tpw fall.

Situation is like this,Im using the french forces pack(deus) and there is a quite good ragdoll pbo included(which i would prefer keep).

Im also using psychos wounding system.

And you tpw fall.

3Things there that have a minor conflict i hope i can correct with your help somehow.

Basically,My ai squad,take enough damage,go into wounding state(needing revive).Normally they stay down and dont fire,so enemy ignore them.Perfect!

But with tpw fall AND ragdoll pbo for french forces mod(with just one mod or the other theres no issue),My ai squad once going down into a revivable state,proceed to exhibit epeleptic seazures,and then stand up and shoot back,even though they have not been revived,thus leading them to doe upon next hit.

Is there a way i can disable fall for just my AI squad mates?Otherwise i must remove the feature as the ragdoll is proving alot of fun but your fall mod makes it extremely interesting to know i at least injured someone,or have been floored by a grenade:)

Thanks for any help

Redarmy

At the moment there is no way in the hpp to disable fall for just you and your squad. You can disable the TPW FALL ragdolling, or disable TPW FALL for bullethits altogether.

Alternatively if you want to use the script version of TPW FALL then change line 607 from

if (((_x distance player) < tpw_fall_thresh) && (_x == vehicle _x)) then 

to

if (((_x distance player) < tpw_fall_thresh) && (_x == vehicle _x) &&  !(_x in units group player)) then

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Yeah i did a test with ragdoll: 0

Unfortunatly it didnt help.I might mess around with the fall time and threashold to see if it makes any difference.

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