tpw 2315 Posted September 11, 2019 9 hours ago, pvt. partz said: I've been hearing good thoughts about how the AI should react to a thrown grenade and this is my $0.02 worth. A grenade is "usually" and I say that in general terms, thrown during a skirmish. During a skirmish there is usually many other noises with plenty of confusion. When a grenade is thrown, I wouldn't think that all enemy AI would be fully aware or even be able to hear it unless someone yelled, "GRENADE!!!", even then I can picture some AI, as in a real fight, some who would not know where to turn, confused, temporarily deafened by gun fire. ...so imo, Some AI would bolt, while some would scurry randomly in circles. Of course you're right. There's a happy medium between the current system where almost no AI react, and the extreme where every AI reacts instantaneously and in the same manner. I'll keep plugging away. Share this post Link to post Share on other sites
scimitar 221 Posted September 11, 2019 2 hours ago, tpw said: Of course you're right. There's a happy medium between the current system where almost no AI react, and the extreme where every AI reacts instantaneously and in the same manner. I'll keep plugging away. I'm curious to know if it would be possible (or even feasible?) to create a sort of AI vision cone? The human vision cone is about 120 degrees. So if a grenade lands 60 degrees to the left or right of center, could something be coded in such a way that the AI would be considered to have "seen" the grenade and react appropriately? Things like wall corners (if a grenade lands just around the corner of a building that the AI couldn't possibly see) and such would need to be considered if possible but IMO that would be better than the AI being able to see a grenade no matter where it lands within a 25m radius. It would also be nice to be able to tweak the distance out that the AI can "see" the grenade as I think 25m is perhaps just a bit too much. I would be more comfortable with the AI being able to see a grenade no matter where it lands if I could tweak the distance to 15m or so. Share this post Link to post Share on other sites
froggyluv 2135 Posted September 12, 2019 14 hours ago, tpw said: Of course you're right. There's a happy medium between the current system where almost no AI react, and the extreme where every AI reacts instantaneously and in the same manner. I'll keep plugging away. Hey bud dont really play much anymore but last i did - really enjoyed the LOS site check for grenades and felt like it worked 'often enough' so that it still had a human effect to it -in which they didnt always know a grenade was nearby. Just for my own use also added a "Grenade!" shout and "!" icon if it was seen -kinda like Metal gear Solid 😄 What might be a nice middle ground would be to blend the two triggers - that of Line of Sight alongside distance but only use the distance or increase its effectivness depending on Skill level of detector. (im a big proponent of varying skill AI bonuses in case nobody noticed). Foe example if just a band of low level militia -they only get a LOS check. If trained troops, both and Elite troops almost 90% based purely on distance -or something to that effect 1 Share this post Link to post Share on other sites
ayjay 117 Posted September 12, 2019 I've installed TPW and keep getting a series of error messages which I would imagine might be caused by other mods I have installed. I made a new configuration and started adding mods to try to track down the problem but hoping to speed things up I was wondering if someone could tell me what type of mod might cause this, presumably not Terrains for a start. Share this post Link to post Share on other sites
Zakuaz 195 Posted September 19, 2019 No idea Ayjay, I've used TPW for years, never really had much conflict and I've been known to run way too many mods at once. I stick to vanilla with only a few mods these days, what are the error messages? I would love it if someone with some knowledge could show me what to put after this: tpw_skirmish_enemyvehiclestring[] = {.....???......} to get skirmish to use other vehicles. A visual example of the string would be awesome. I've tried {"I_Truck_02_transport_F","I_MRAP_03_hmg_F","I_APC_tracked_03_cannon_F"} and various other combos but I still only see the standard vehicles spawn. Is there another section of the hpp I need to address, add a line to or something? Ooh that line in the hpp mentions "string" and not just classnames... this is where my lacking skills end, I don't know what that is. Share this post Link to post Share on other sites
tpw 2315 Posted September 22, 2019 TPW MODS 20190922: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [HPP UPDATE REQUIRED] // ANIMALS tpw_animal_crows = 1; // crows will build up around dead bodies. 0 = no crows //>< [CORE 1.76, FOG 1.78, SOAP 1.50] Added Khoramshahr. [ANIMALS 1.56] Crows may be configured on or off. [CORE 1.76] More injury animations added. Units will immediately stop playing injury animation if killed. [DUCK 1.13] Improved AI reaction to nearby grenades by running away and diving to the ground - should improve grenade survivability (thanks Mickeymen). Player suppression deactivated in vehicles to prevent anomalous behaviour (thanks Mickeymen). [FALL 1.70] Prone units will ragdoll instead of flinching. Hit (by bullets or the ground) units will be temporarily "dazed" and less effective. Injured prone units will no longer soak up damage. [SKIRMISH 1.54] Adjusted speed of sound calculations so that camera shake is slightly delayed after hearing explosions. [SOAP 1.50] Added train sounds to Ruha. 2 2 Share this post Link to post Share on other sites
tpw 2315 Posted September 22, 2019 On 9/19/2019 at 6:59 PM, Zakuaz said: I would love it if someone with some knowledge could show me what to put after this: tpw_skirmish_enemyvehiclestring[] = {.....???......} to get skirmish to use other vehicles. A visual example of the string would be awesome. I've tried {"I_Truck_02_transport_F","I_MRAP_03_hmg_F","I_APC_tracked_03_cannon_F"} and various other combos but I still only see the standard vehicles spawn. Is there another section of the hpp I need to address, add a line to or something? Ooh that line in the hpp mentions "string" and not just classnames... this is where my lacking skills end, I don't know what that is. You need to make sure that you have a 0 (for user specified) in tpw_skirmish_enemytype, then it will use whatever vehicles matching the strings you specify in tpw_skirmish_enemyvehiclestring By default tpw_skirmish_enemytype is set to use CSAT vehicles (4) tpw_skirmish_enemytype[] = {4}; // OPFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, negative values will wear shemaghs. Multiple values may be selected eg {4,5} will spawn CSAT and CSAT PACIFIC OPFOR. Empty = CSAT default 2 Share this post Link to post Share on other sites
Morriski 90 Posted September 24, 2019 Can someone help me? I can't seem to stop IDAP vehicles and civs from spawning.. Same with vanilla cars. I basically just want the cup European civs and cars to spawn Share this post Link to post Share on other sites
froggyluv 2135 Posted September 25, 2019 All of those settings are in your Arma3/Userconfig/TPW settings. Youll have to scroll around but Civilian cars types can be set there Share this post Link to post Share on other sites
Morriski 90 Posted September 26, 2019 On 9/25/2019 at 1:13 AM, froggyluv said: All of those settings are in your Arma3/Userconfig/TPW settings. Youll have to scroll around but Civilian cars types can be set there I've tried adding "c_man" to the blacklist but it didn't seem to do anything.. I reckon I'm just being an idiot but I just can't seem to figure this out Share this post Link to post Share on other sites
banky 4 Posted September 26, 2019 It seems the blacklist may just apply to civilians. I think the "Cars" and "Park" sections of the userconfig have an "include" line where you can specify where it should pull cars from. Share this post Link to post Share on other sites
tpw 2315 Posted September 27, 2019 Yeah there's no way to exclude cars at present, I'll add it in. @Morriski have a look at tpw_core_mapstrings[] = {"c_man","c_man","cup_c_c","cup_c_tk","c_man","c_man"}; // civilian classname strings for Mediterranean, Oceanian, European, Mideastern, African, Asian maps respectively If you always want cup euro civs regardless of the map: tpw_core_mapstrings[] = {"cup_c_c","cup_c_c","cup_c_c","cup_c_c","cup_c_c","cup_c_c"}; Share this post Link to post Share on other sites
Morriski 90 Posted September 27, 2019 11 hours ago, tpw said: If you always want cup euro civs regardless of the map: tpw_core_mapstrings[] = {"cup_c_c","cup_c_c","cup_c_c","cup_c_c","cup_c_c","cup_c_c"}; I tried this originally, but it seems on European style maps IDAP civs ignore this and spawn regardless Share this post Link to post Share on other sites
ariel777111 12 Posted September 27, 2019 Hi, how do you use the mod with WW2 units? Or with CUP units only? I used this mod with vanilla units, to play WASTELAND missions on LAN (single player). but I would like to learn how to extend the experience Share this post Link to post Share on other sites
tpw 2315 Posted September 27, 2019 TPW MODS 20190928: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [ANIMALS 1.57, CORE 1.77, FOG 1.79, SOAP 1.51] Added Svartmarka. [CORE 1.77, CARS 1.70, PARK 1.30] tpw_core_excludestrings[] will now correctly exclude vehicles and civilians. E.g. "IDAP" will exclude IDAP civilians and vehicles. Thanks for the bug reports guys. I've now fixed things so that exclusion strings work properly. Apologies for the oversight. 2 3 Share this post Link to post Share on other sites
tpw 2315 Posted September 28, 2019 6 hours ago, ariel777111 said: Hi, how do you use the mod with WW2 units? Or with CUP units only? I used this mod with vanilla units, to play WASTELAND missions on LAN (single player). but I would like to learn how to extend the experience To do this you need to do two things: 1 - Have a look at the relevant parts of the HPP file: tpw_skirmish_friendlytype[] = {1}; // BLUFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, negative values will wear shemaghs. Multiple values may be selected eg {0,1,7} will spawn user selected, NATO and FIA BLUFOR. Empty = NATO default tpw_skirmish_enemytype[] = {4}; // OPFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, negative values will wear shemaghs. Multiple values may be selected eg {4,5} will spawn CSAT and CSAT PACIFIC OPFOR. Empty = CSAT default tpw_skirmish_resisttype[] = {6}; // INDFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, negative values will wear shemaghs. Multiple values may be selected eg {-6,-7} will spawn FIA and AAF resistance, wearing Shemaghs. Empty = AAF default tpw_skirmish_friendlyunitstring[] = {}; // Custom strings (comma separated) to select friendly units from config tpw_skirmish_friendlyvehiclestring[] = {}; // Custom strings (comma separated) to select friendly vehicles from config tpw_skirmish_enemyunitstring[] = {}; // Custom strings (comma separated) to select enemy units from config tpw_skirmish_enemyvehiclestring[] = {}; // Custom strings (comma separated) to select enemy vehicles from config tpw_skirmish_resistunitstring[] = {}; // Custom strings (comma separated) to select resistance units from config tpw_skirmish_resistvehiclestring[] = {}; // Custom string (comma separated) to select resistance vehicles from config You need to change the tpw_skirmish_XXXXtype[] = {0} so that they will use custom units You need to change tpw_skirmish_XXXXunitstring[] = {"STRING1","STRING2","ETC"} where the strings are present in the classnames of the units you want You need to change tpw_skirmish_XXXXvehiclestring[] = {"STRING1","STRING2",,"ETC"} where the strings are present in the classnames of the vehicles you want 2 - Find out the classnames of the units you want to add, and select the appropriate string that will best match them. You can easily do this in the editor. e.g "CUP_B_US_SOLDIER" will select CUP US Army units "CUP_B_HMMWV" will select US Humvees. Obviously I am not a mind reader and have no idea what WW2 forces you intend to use, but you should easily be able to do the same for them. Share this post Link to post Share on other sites
RL - AVE 21 Posted October 2, 2019 Error report: It might be a problem with my download, but we get error on "Sound: Error: File: TPW_SOUNDS\sounds\animal\chorus4.ogg not found !!!" and indeed this file is missing in the pbo. Share this post Link to post Share on other sites
tpw 2315 Posted October 2, 2019 34 minutes ago, RL - AVE said: Error report: It might be a problem with my download, but we get error on "Sound: Error: File: TPW_SOUNDS\sounds\animal\chorus4.ogg not found !!!" and indeed this file is missing in the pbo. Thanks mate, I’ll l look into that ASAP . 1 Share this post Link to post Share on other sites
AtomKrieg 0 Posted October 2, 2019 I'm so lost. I downloaded this mod to experiment with it. I went to remove it to play some zombie missions and such and kept getting an error that I was missing the UserConfig and then ARMA closed. I removed everything pertaining to the mod and the problem is still there. So today when getting home from work I completely uninstalled ARMA and deleted all files on my computer. After reinstalling everything fresh and having no files from this mod on my computer I'm still getting this UserConfig issue and can no longer play ARMA unless i go and re-download this mod. I have no idea what to do. I love this mod, but would like to play without it sometimes. I must have missed something because I can't find a solution or record of people having this issue anywhere. I hope you can help. Share this post Link to post Share on other sites
tpw 2315 Posted October 2, 2019 1 hour ago, AtomKrieg said: I'm so lost. I downloaded this mod to experiment with it. I went to remove it to play some zombie missions and such and kept getting an error that I was missing the UserConfig and then ARMA closed. I removed everything pertaining to the mod and the problem is still there. So today when getting home from work I completely uninstalled ARMA and deleted all files on my computer. After reinstalling everything fresh and having no files from this mod on my computer I'm still getting this UserConfig issue and can no longer play ARMA unless i go and re-download this mod. I have no idea what to do. I love this mod, but would like to play without it sometimes. I must have missed something because I can't find a solution or record of people having this issue anywhere. I hope you can help. So did you get TPW MODS working correctly in the first place? If it's correctly installed there will be the your_arma3_folder\@TPW_MODS folder containing all the pbos, and your_arma3_folder\userconfig\TPW_MODS folder containing the HPP configuration file TPW MODS does not install any other files, so if you remove the above folders you've essentially removed all trace of it. Share this post Link to post Share on other sites
AtomKrieg 0 Posted October 2, 2019 26 minutes ago, tpw said: So did you get TPW MODS working correctly in the first place? If it's correctly installed there will be the your_arma3_folder\@TPW_MODS folder containing all the pbos, and your_arma3_folder\userconfig\TPW_MODS folder containing the HPP configuration file TPW MODS does not install any other files, so if you remove the above folders you've essentially removed all trace of it. It worked perfectly after installing. I love the mod, but when playing zombie mods it just spawns in the random civvies and messes with the scripts. After removing both files I get "Include file userconfig\TPW_MODS\TPW_MODS.hpp not found" then ARMA closes itself. Share this post Link to post Share on other sites
pvt. partz 248 Posted October 2, 2019 If you don't want to use TPW while you are playing other scenarios, it's probably best to use the Arma Launcher found in the root of your Arma folder. There you can enable or disable mods as you see fit. Share this post Link to post Share on other sites
AtomKrieg 0 Posted October 2, 2019 I did that, but when loading the scenario it still loads the scripts. Share this post Link to post Share on other sites
tpw 2315 Posted October 3, 2019 29 minutes ago, AtomKrieg said: I did that, but when loading the scenario it still loads the scripts. If you create and save a scenario using mods, and then try to load the scenario without mods it usually leads to various problems. The mods are saved as part of the mission.sqm and the scenario will try to load them. BTW, welcome to the forum :) Share this post Link to post Share on other sites
AtomKrieg 0 Posted October 3, 2019 4 minutes ago, tpw said: If you create and save a scenario using mods, and then try to load the scenario without mods it usually leads to various problems. The mods are saved as part of the mission.sqm and the scenario will try to load them. BTW, welcome to the forum 🙂 Thank you! 🙂 My problem isn't running the scenarios it's just that when deleting the mod I get that before mentioned error when launching ARMA and then the game closes. When I just disable the mod ARMA runs but the scripts still run when starting the scenario. Ambient animals and civvies still spawn and such. Zombies crouch and take cover. XD Share this post Link to post Share on other sites