Abuata 1 Posted September 11, 2014 How do i know if its updated? Share this post Link to post Share on other sites
tpw 2315 Posted September 11, 2014 How do i know if its updated? By reading the first post. Share this post Link to post Share on other sites
Abuata 1 Posted September 11, 2014 By reading the first post. Ive updated it and reinstalled it completely a few times and its still not working, i now get the black box with script errors and i stil cannot move when i go into combat walk or whatever. Share this post Link to post Share on other sites
gliptal 25 Posted September 11, 2014 Post the TPW_MODS.hpp content please. Yay! Share this post Link to post Share on other sites
Abuata 1 Posted September 11, 2014 Post the TPW_MODS.hpp content please.Yay! I dont know if there's a better way to do this because i dont come here often, but here are the contents of the .hpp file, http://pastebin.com/fCXK8ZvW Share this post Link to post Share on other sites
gliptal 25 Posted September 11, 2014 The .hpp seems fine. What is your folder structure? Yay! Share this post Link to post Share on other sites
Abuata 1 Posted September 11, 2014 The .hpp seems fine. What is your folder structure?Yay! This is my folder structure; http://gyazo.com/626c1facb299421c01932a4c61b1462f and these are my launch options; http://gyazo.com/55f90352a513e0fdc46b777f8d575f31 ---------- Post added at 11:38 PM ---------- Previous post was at 10:56 PM ---------- The .hpp seems fine. What is your folder structure?Yay! I just reinstalled it again and its still doing the same stuff, except the black box has disappeared. Share this post Link to post Share on other sites
tpw 2315 Posted September 11, 2014 Do you have CBA installed? EDIT: Sorry, I see that you have. Try moving CBA to be first loaded. TPW MODS won't be able to load the hpp if CBA is not already active Share this post Link to post Share on other sites
Abuata 1 Posted September 11, 2014 Do you have CBA installed?EDIT: Sorry, I see that you have. Try moving CBA to be first loaded. TPW MODS won't be able to load the hpp if CBA is not already active Just tried it and its the same result. Share this post Link to post Share on other sites
gliptal 25 Posted September 12, 2014 What about the userconfig folder structure? Yay! Share this post Link to post Share on other sites
Abuata 1 Posted September 12, 2014 What about the userconfig folder structure?Yay! http://gyazo.com/155791350fd534a7e7879c24dcfbfa12 Share this post Link to post Share on other sites
tpw 2315 Posted September 12, 2014 Yeah you've installed the hpp in the wrong place. Please copy @TPW_MODS\userconfig\TPW_MODS\TPW_MODS.hpp from the downloaded archive to \your_steam_location\steamapps\common\Arma 3\userconfig\TPW_MODS\TPW_MODS.hpp Share this post Link to post Share on other sites
Abuata 1 Posted September 12, 2014 Yeah you've installed the hpp in the wrong place.Please copy @TPW_MODS\userconfig\TPW_MODS\TPW_MODS.hpp from the downloaded archive to \your_steam_location\steamapps\common\Arma 3\userconfig\TPW_MODS\TPW_MODS.hpp Yeah, that did it, there was already a .hpp config in there, i copied the other one into it and it worked this time, thanks bro. Share this post Link to post Share on other sites
tpw 2315 Posted September 12, 2014 Yeah, that did it, there was already a .hpp config in there, i copied the other one into it and it worked this time, thanks bro. Excellent! Share this post Link to post Share on other sites
kecharles28 197 Posted September 12, 2014 New update v1.99 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
redarmy 422 Posted September 12, 2014 TPW, Im having another small issue. This time with TPW civs. When they are shot,there is sometimes a severe lag before they ragdoll and die. Other times they simply do not die.Point blank headshots and i see the impact,the civ dosent care and keeps walking away(not in combat mode) Im also using bcombat damage multiplier but using it to increase bullet damage,not decrease. Sometimes civs die as normal,most of the time they take 4-7 shots to down. Any ideas on this? Share this post Link to post Share on other sites
tpw 2315 Posted September 12, 2014 TPW,Im having another small issue. This time with TPW civs. When they are shot,there is sometimes a severe lag before they ragdoll and die. Other times they simply do not die.Point blank headshots and i see the impact,the civ dosent care and keeps walking away(not in combat mode) Im also using bcombat damage multiplier but using it to increase bullet damage,not decrease. Sometimes civs die as normal,most of the time they take 4-7 shots to down. Any ideas on this? Well I don't usually make a point of shooting civs but if I do, they usually go straight down. They'll behave the same as any other unit as regards falling from height or when hit with bullet/explosions (I've coded a a 10% chance that they won't fall from a given hit), and I have not changed anything regarding taking damage. Nor have I modified death behaviour via killed eventhandlers other than to register that they've been killed. What happens to civs just placed in the editor and then blasted? Do they drop immediately? Regardless, I've noticed that AI's reaction to bullets can be pretty inconsistent. Share this post Link to post Share on other sites
redarmy 422 Posted September 12, 2014 Well I don't usually make a point of shooting civs but if I do, they usually go straight down. They'll behave the same as any other unit as regards falling from height or when hit with bullet/explosions (I've coded a a 10% chance that they won't fall from a given hit), and I have not changed anything regarding taking damage. Nor have I modified death behaviour via killed eventhandlers other than to register that they've been killed.What happens to civs just placed in the editor and then blasted? Do they drop immediately? Regardless, I've noticed that AI's reaction to bullets can be pretty inconsistent. Haha nor me just got bored shooting rabbits ;) Civs placed via editor react differently,as in down in one shot.Its not a huge issue as i dont need to kill civs in mission. The problem is the error message i get in the bottom left of the screen every 5 seconds. it goes like this.... "bis_fnc_grp veihicles parameter must not be null" it only happens when civs is active.Is it not playing nice with another mod do you think? Share this post Link to post Share on other sites
tpw 2315 Posted September 12, 2014 Haha nor me just got bored shooting rabbits ;)Civs placed via editor react differently,as in down in one shot.Its not a huge issue as i dont need to kill civs in mission. The problem is the error message i get in the bottom left of the screen every 5 seconds. it goes like this.... "bis_fnc_grp veihicles parameter must not be null" it only happens when civs is active.Is it not playing nice with another mod do you think? I don't call bis_fnc_grp so I'd have to hazard a guess and say there is a confilict with something else. I certainly never see this message. Share this post Link to post Share on other sites
snowingjimbob 34 Posted September 12, 2014 Haha nor me just got bored shooting rabbits ;)Civs placed via editor react differently,as in down in one shot.Its not a huge issue as i dont need to kill civs in mission. The problem is the error message i get in the bottom left of the screen every 5 seconds. it goes like this.... "bis_fnc_grp veihicles parameter must not be null" it only happens when civs is active.Is it not playing nice with another mod do you think? I've seen that error also. I'm not sure what other mod it's conflicting with (thought it might have been MCC) but I only get it in the editor. When I access the editor via multiplayer menu instead of launching editor straight from the start, that error goes away. Also, when I'm in the editor and then save the mission as a single player mission and play it through the single player scenarios then it also goes away. Share this post Link to post Share on other sites
redarmy 422 Posted September 12, 2014 I've seen that error also. I'm not sure what other mod it's conflicting with (thought it might have been MCC) but I only get it in the editor. When I access the editor via multiplayer menu instead of launching editor straight from the start, that error goes away. Also, when I'm in the editor and then save the mission as a single player mission and play it through the single player scenarios then it also goes away. Yes its mcc,i think your correct.Mcc doesent play nice with alot of my mods/scripts.Its usually at fault with conflicts(still appreciate it though) And good to know it will dissapear when loaded up via scenario. Thanks for that info Share this post Link to post Share on other sites
stlassen 16 Posted September 12, 2014 TPW MODS 20140911: Changes: [FALL 1.38] No freefall noise when using GetTactical view. I confirm it has now been fixed. :) Thnx :) Suggestion: Add a switch to also add the HUD goggles to all AI team units, as there is a switch to enable/disable adding the HUD to the player unit. Cheers :) Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted September 13, 2014 @LSD - this bug should be squashed with this release. Let me know if not. Issue still present, noticed that the hud especially disappear when i flying an Aircraft and the AI is shooting to my position. Share this post Link to post Share on other sites
gliptal 25 Posted September 15, 2014 @tpw: Have you considered applying? http://makearmanotwar.com/ Yay! Share this post Link to post Share on other sites
CTulipano 10 Posted September 15, 2014 (edited) I'm using Nziwasogo map and trying to get a specific civilian faction only to spawn. I have it set for CAF Agressors for skirmish and its working fine to spawn specific enemy , but its sort of a melting pot for civies, is there a way to set it to spawn only the african civilians, or say russian only? Edited September 15, 2014 by CTulipano Share this post Link to post Share on other sites