kecharles28 197 Posted May 18, 2016 Updated mod v2016.5.18 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
GrooveDJ 38 Posted May 18, 2016 0 = [5,2,5,2,500,2000,1,0,7,30,"mas_usr","CUP_B_HMMV","",""] execvm "tpw\tpw_skirmish.sqf"; Try this for size GrooveDJ. Still no vehicles..... :( Could there be something else causing this? I know you are quit busy with the mod and other priorities, but if you have the time and appetite I would really appreciate if you could look into it Thnx in advance! Share this post Link to post Share on other sites
alky_lee 279 Posted May 18, 2016 Still no vehicles..... :( Could there be something else causing this? I know you are quit busy with the mod and other priorities, but if you have the time and appetite I would really appreciate if you could look into it Thnx in advance! I think there's a missing W in HMMWV. Share this post Link to post Share on other sites
taro8 806 Posted May 19, 2016 I think I found incompatibility with ACE. When I have "Fall" enabled when units go into wounded state (laying face on the ground) they are stuck in that state, be it AI or player. You can shake them out of that state if you use drag interaction and release them. I did some disabling and it only happened with TPW enabled, then after I disabled FALL (as it was the only thing affecting characters) the problem seems to be fixed. I need to play some more to be sure though. Share this post Link to post Share on other sites
GrooveDJ 38 Posted May 19, 2016 I think there's a missing W in HMMWV. Lol thnx! I will try it again, didn't notice it haha Share this post Link to post Share on other sites
tpw 2315 Posted May 19, 2016 I think I found incompatibility with ACE. When I have "Fall" enabled when units go into wounded state (laying face on the ground) they are stuck in that state, be it AI or player. You can shake them out of that state if you use drag interaction and release them. I did some disabling and it only happened with TPW enabled, then after I disabled FALL (as it was the only thing affecting characters) the problem seems to be fixed. I need to play some more to be sure though. Thanks for the report taro8. Can I just clarify: the wounded state where they lay face down, is that an ACE thing or a TPW MOD thing? I don't use ACE but I'd like to try to sort this out for those that do. Share this post Link to post Share on other sites
Jimmakos 168 Posted May 19, 2016 Hey tpw i was wondering if you can make the snow from the tpw_fog script doesn't fall underwater. Share this post Link to post Share on other sites
tpw 2315 Posted May 19, 2016 Hey tpw i was wondering if you can make the snow from the tpw_fog script doesn't fall underwater. Nice find! Will fix ASAP. PS Why are you swimming when it's so cold? You'll get hypothermia. EDIT: Fixed for next release 3 Share this post Link to post Share on other sites
Jimmakos 168 Posted May 19, 2016 Nice find! Will fix ASAP. PS Why are you swimming when it's so cold? You'll get hypothermia. EDIT: Fixed for next release I don't really, just happened once i had to cross a river and noticed that the snow continued to fall under the sea level. Another thing that also seemed to bugged me for a long time now is that i never got rain splatters with the RHS vehicles,but i dont think that this have to do with the rainfx script because i clearly remember seeing somewhere inside the scipt the if iskindof "car_f" value. Share this post Link to post Share on other sites
tpw 2315 Posted May 19, 2016 TPW MODS 20160520: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20160520.zip Changes: [FOG 1.34] Snow fx disabled underwater... [sKIRMISH 1.21] Modified explosion behaviour for less audio distortion. [sOAP 1.04] In-house ambient sounds: creaking doors and floors, with additional wind whistle and window rattling if windy. The main change you'll notice (or not) is the introduction of random door/timber creaking sounds when inside houses. If it's windy, then you'll also hear wind whistling around the house and rattling doors and windows. The windier it is, the louder all these noises will be. It's actually a reasonably subtle effect, you won't feel like you're in a haunted house movie! Many thanks to Evil Organ for this suggestion. 4 Share this post Link to post Share on other sites
Guest Posted May 20, 2016 New version frontpaged on the Armaholic homepage. TPW MODS v20160520 Community Base addons A3 Share this post Link to post Share on other sites
EO 11274 Posted May 20, 2016 Loving the added creaks and window rattles to tpw_soap, it's always the little things that make the biggest difference........How about some electrical ambience :icon_idea: Here are some samples for adding some electrical buzz......take them or leave them, use them or abuse them. ;) https://www.dropbox.com/sh/5jcqnt2290e65ui/AADmC7Vu9zrPpg4jC0xEhmYOa?dl=0 Share this post Link to post Share on other sites
tpw 2315 Posted May 20, 2016 Loving the added creaks and window rattles to tpw_soap, it's always the little things that make the biggest difference........How about some electrical ambience :icon_idea: Here are some samples for adding some electrical buzz to houses, factories, hangers and powerplants......take them or leave them, use them or abuse them. ;) https://www.dropbox.com/sh/5jcqnt2290e65ui/AADmC7Vu9zrPpg4jC0xEhmYOa?dl=0 Thanks EO, I'll see about adding them in. I think you'll like my next update, which involves the "sonic civilians" reacting to nearby gunfire. Any gunfire within roughly 50m of the player will result in barking dogs, screaming women and crying babies. Not Michael Bay levels, just subtle audio cues to let you know that the population are reacting to combat. 4 Share this post Link to post Share on other sites
taro8 806 Posted May 20, 2016 Thanks for the report taro8. Can I just clarify: the wounded state where they lay face down, is that an ACE thing or a TPW MOD thing? I don't use ACE but I'd like to try to sort this out for those that do. In ace, if you use the ace_medical, once unit receives enough damage they can be knocked unconscious. In that state they are considered civilians (at least thats how it looks in Zeus) and they are laying face down. Unit in such state can either wake up by themselves after some time, or they can be nursed back by using medical items. When unconscious you cant really do anything. The bug I noticed had an effect of units being stuck in the wounded state, the tunnel vision effect went away and you could call ACE menu's, even heal yourself, but you were stuck laying on the ground. One way of fixing that, during the game, was to interact with the unit and drag it and release it. My guess that dragging resets the animation and makes the bugged animation state go away. After I turned off TPW fall (I had it on for some reason) the problem appears to be gone. Share this post Link to post Share on other sites
tpw 2315 Posted May 20, 2016 Thanks for the detailed report taro8. I looked at TPW FALL's code and it's likely that the problem arises from when a unit takes a big hit and TPW FALL disables it on the ground for a while: _unit setunitpos "DOWN"; _unit disableai "move"; _unit disableai "anim"; _unit disableai "fsm"; _unit disableai "target"; _unit disableai "autotarget"; sleep ((damage _unit) * tpw_fall_falltime); _unit enableai "move"; _unit enableai "anim"; _unit enableai "fsm"; _unit enableai "target"; _unit enableai "autotarget"; More than likely one of the disableai commands is interfering. To be honest it's hard to know what to do about it because once mods start competing with each other for unit behaviour and animation etc , one or the other usually has to lose some functionality if you want them to keep working together. I'm pretty sure the ACE team won't neuter ace_medical, and I'm not about to remove falling behaviour since it won't be TPW FALL any more after that! I'll keep thinking about this one. Share this post Link to post Share on other sites
taro8 806 Posted May 20, 2016 I just disabled TPW FALL so Im fine and not complaining. Just giving you heads up. Share this post Link to post Share on other sites
EO 11274 Posted May 20, 2016 Regarding the latest addition of ambient sounds (creaks, rattles and wind)......in the userconfig, can the Greek/Mideast sounds be disabled leaving only the creaks, rattles and wind sounds? tpw_soap_volume = -2; // Volume of ambient sounds. (-2 to 2), where negative value = no music, only environmental fx Would setting this value to -2 achieve this objective? Share this post Link to post Share on other sites
GrooveDJ 38 Posted May 20, 2016 0 = [5,2,5,2,500,2000,1,0,7,30,"mas_usr","CUP_B_HMMV","",""] execvm "tpw\tpw_skirmish.sqf"; Try this for size GrooveDJ. It works!!!! Thnx a lot!! Althoguh they spawn without a gunner (the armed HMMVW's haha) And is it possible to eliminate enemy air choppers in the skirmish mod? Because as soon as i board a helicopter an hind moves in and blows me to .. well you know what i mean :) Thanks for all your help, you are so helpufull ! Share this post Link to post Share on other sites
EO 11274 Posted May 20, 2016 It works!!!! Thnx a lot!! One question though, now it spawns random CUP hmmwvs but i would like to center it down to one in particular, the m2 variant with the dome, but I cant find it, do you perhaps now how to make that happen? Thanks for all your help, you are so helpufull ! While not overly familiar with CUP classnames, give this a try.......no guarantees it will work tho' "CUP_m1151_m2_gpk" Share this post Link to post Share on other sites
GrooveDJ 38 Posted May 20, 2016 While not overly familiar with CUP classnames, give this a try.......no guarantees it will work tho' "CUP_m1151_m2_gpk" I can find thenmin the CFGvehicle list right? Then i know for 100% that I am scouring the right list. Thnx Share this post Link to post Share on other sites
tpw 2315 Posted May 20, 2016 Regarding the latest addition of ambient sounds (creaks, rattles and wind)......in the userconfig, can the Greek/Mideast sounds be disabled leaving only the creaks, rattles and wind sounds? tpw_soap_volume = -2; // Volume of ambient sounds. (-2 to 2), where negative value = no music, only environmental fx Would setting this value to -2 achieve this objective? At the risk of pissing Gliptal off, I've already made the volumes for sounds, music, azan, housefx and screams individually configurable by adding extra config entries. Setting the volume to 0 will disable that particular feature. Should be released today. 2 Share this post Link to post Share on other sites
tpw 2315 Posted May 20, 2016 It works!!!! Thnx a lot!! Althoguh they spawn without a gunner (the armed HMMVW's haha) And is it possible to eliminate enemy air choppers in the skirmish mod? Because as soon as i board a helicopter an hind moves in and blows me to .. well you know what i mean :) Thanks for all your help, you are so helpufull ! There are no enemy choppers spawned by TPW SKIRMISH GrooveDJ, only cars. I'm not sure why you are seeing any. Share this post Link to post Share on other sites
tpw 2315 Posted May 21, 2016 URGENT This morning the update to dev build 136239 coincided with a massive steam meltdown of some sort on my computer, which basically made steam think that none of my 100+ games we're actually installed. In the end I managed to get A3 installed after an annoying 12GB download (considering the all the files were still on my hard drive) again and have verified the install is OK etc The trouble is that this dev build is really not playing nicely on my computer. It looks like it's forcing the new lighting config onto all CUP maps which @#$%s up their skies. If someone else on dev136239 could please check if this behaviour affects their installation also, I'd be really grateful. I've got a feeling that it might be something to do with the CfgPatches overhaul, but can't be sure until I confirm that it's not just my specific problem. Thanks in advance. EDIT: OK, problem tracked down to misplaced pbos probably as a result of my frantic undeleting of files from the recycle bin after the steam meltdown. I think I need a lie down now... Share this post Link to post Share on other sites
khugan 24 Posted May 21, 2016 Downloading DEV build now... Share this post Link to post Share on other sites
khugan 24 Posted May 21, 2016 Arma3, on current dev branch will not start at all with the latest TPW and CBA ticked. I get an Arma 3 error "Config : Some input after EndOfFile" EDIT: 20160518 Seems to work fine on DB including the HUD. EDIT2: For what it's worth, 0520 loads and 'seems' to work fine with 0518's userconfig Share this post Link to post Share on other sites