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

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3 minutes ago, tpw said:

Two words: deferred rendering. 

 

Can't wait for ARMA 4 just for this! :D

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Just now, Valken said:

 

Can't wait for ARMA 4 just for this! :D

Is that going to be a thing?

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BIS has stated they are making the Fusion engine (ARMA 3 + DayZ SA + upgrades) and it will be the next engine for the next game... ARMA 4 would be our guess what it may be. It could be DayZ 2.0 for all we know and if we can mod it like ARMA 3, I would buy it just for that alone!

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@tpw I do like the new simplified HUD, streamlines things a little and is much less intrusive. My only problem is that it disables the UAV and Squad networking to highlight known threats outside of your own eyeline. Is there a way to tinker the .hpp into doing this or do I have to cycle through to the full HUD for that?

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8 hours ago, RabidStoat said:

@tpw I do like the new simplified HUD, streamlines things a little and is much less intrusive. My only problem is that it disables the UAV and Squad networking to highlight known threats outside of your own eyeline. Is there a way to tinker the .hpp into doing this or do I have to cycle through to the full HUD for that?

Hi RS

 

Sorry mate, the simplified HUD actually runs a different set of code, you can't HPP wrangle any more functionality out of it. The UAV and squad networking emulation dramatically increases the amount of expensive line of sight calculations which is why I took it out of the simple HUD. If I can think of a way to reduce this overhead then I may reintroduce it. In the mean time, you'll just have to run the risk of getting RSI by pressing ctrl+alt+U :) 

 

EDIT: Lucky you, I've worked out an inexpensive way to do the network emulation, so it's back in for the next release

 

 

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19 hours ago, amonrada34 said:

hi could I add resist color for hud?

Not at present. The HUD basically simulates some kind of 2035 AI pattern recognition wizardry being able to determine if a given unit is friendly to you or not, so it works no matter what side you play as. For instance, shoot enough civs and they all turn enemy coloured in the HUD. 

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Hi.
I have a problem with the "fall" module.
When you kill a wounded soldier lying on stomach, some time after death, he throws and turns him on his back.

 

Please check it) Maybe, only I have such problem.

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On 1/27/2018 at 11:57 PM, Valken said:

 

 

Did you enable filepatching from steam launcher or the command line? You have to copy the TPW_MODS.HPP file into your x:\Arma 3\Userconfig\tpw_mods\ folder then enable filepatching to read the values.

It's not an issue but my goof: See downthread.

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On 30/01/2018 at 11:09 PM, 0Y0 said:

Hi.
I have a problem with the "fall" module.
When you kill a wounded soldier lying on stomach, some time after death, he throws and turns him on his back.

 

Please check it) Maybe, only I have such problem.

Tpw fall causes wounded soldiers to fall down then roll onto their backs to continue writhing, so you shouldn’t actually encounter many wounded soldiers lying on their stomach. I’m not sure why you see what you see, because tpw fall is not called when soldiers are already on the ground. I’ll keep my eye out for the behaviour you describe, thanks for the heads up.

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Yes) But if you kill soldier before hi roll onto their back, happens is what I described)

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11 hours ago, 0Y0 said:

Yes) But if you kill soldier before hi roll onto their back, happens is what I described)

Thanks for the clarification! I'll look into that shortly.

 

EDIT: I've added an additional check which should prevent this from happening, will release with next update on the weekend. Thanks 0Y0.

 

EDIT2: After a bit more checking, the flying in the air thing seems to be an Arma engine issue. Without  TPW MODS running, disabling a unit with setunconscious true, reenabling him with setunconscious false and shooting him before he regains his feet, there's about a 50% chance he'll fly into the air in an unrealistic manner. Not sure how I can get around this, but I'll have a play and see what I can come up with.   

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10 hours ago, tpw said:

Thanks for the clarification! I'll look into that shortly.

 

EDIT: I've added an additional check which should prevent this from happening, will release with next update on the weekend. Thanks 0Y0.

 

EDIT2: After a bit more checking, the flying in the air thing seems to be an Arma engine issue. Without  TPW MODS running, disabling a unit with setunconscious true, reenabling him with setunconscious false and shooting him before he regains his feet, there's about a 50% chance he'll fly into the air in an unrealistic manner. Not sure how I can get around this, but I'll have a play and see what I can come up with.   

NPCs who are shot by heavy caliber rifles do that in Modern Warfare 2..:drinking:

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Thank you, I'm waiting for a solution)

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TPW MODS 20180202: https://www.dropbox.com/s/z8ntxojtld80d5o/TPW_MODS_20180202.zip

 

Changes:

  • [BOATS 1.36] Sampans will be used on Prei Khmaoch Luong, Song Bin Tanh and Unsung map waterways, if using the Unsung mod.   
  • [CORE 1.49, ANIMALS 1.40, CIVS 1.57, CROWD 1.10, HOUSELIGHTS 1.15, PARK 1.17, SOAP 1.25] Replaced multiple redundant habitable house scanning code. 
  • [CORE 1.49, FOG.60, SOAP 1.25] Added Unsung maps to relevant climate and region lists (thanks to ReznikDeznik for classnames).
  • [FALL 1.59] Prone units will not use animated falls if hit.
  • [HUD 1.68] Reimplemented networked goggle simulation, so simplified HUD now shows icons for any units which any goggle wearers in the players squad have line of sight to. 
  • [SKIRMISH 1.42] Improved dead body removal code.


No major new features, but I continue my optimisation drive. I've been able to make a very big improvement by rationalising house scanning calls. Many TPW MODS periodically scan for nearby habitable houses to spawn various ambience features. This scan is quite expensive, so I've overhauled the system so that there is a single background house scanning process that runs only when the player has moved, and all the other mods just read the houselist returned by this process. You should see even less microstuttering and FPS hits, particularly around busy urban areas. 

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I talked about this) When the unit died, it turns over.

 

 

 

  And the "Fall" module affects on the playback of animations)
  On the video POLPOX's Calm Animations 3 script.

 

 

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13 hours ago, 0Y0 said:

I talked about this) When the unit died, it turns over.

 

 

I think this might be due to some code in TPW BLEEDOUT. I've modified this slightly for next release.

 

 

 

 

13 hours ago, 0Y0 said:

  And the "Fall" module affects on the playback of animations)
  On the video POLPOX's Calm Animations 3 script.

 

 

Are you sure it's TPW FALL? There's nothing in the code that will make units do that once a second.

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19 hours ago, tpw said:

Are you sure it's TPW FALL? There's nothing in the code that will make units do that once a second.

 

Absolutely. I touched everything)

You can check it yourself) Maybe it's something that's not right for me) But I think that's true)

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On 1/18/2018 at 8:07 PM, tpw said:

Like I said guys, you just need to know the classnames of the soldiers and vehicles from the factions you want to use. Although it's a fantastic mod I don't use RHS, but here are just some of the US  cfgvehicle  classnames I grabbed from http://class.rhsmods.org/usaf/0.4.5/0b46c9b0-0723-4876-b8fe-2c4f92312184 to give you an idea. I advise you to look at this page too because it's a useful resource, and I'm not about setting up everyone's TPW SKIRMISH for them :) : 


 

  Reveal hidden contents

 

rhsusf_army_acu_uniform
rhsusf_army_ocp_aa
rhsusf_army_ocp_arb_autorifleman
rhsusf_army_ocp_arb_autoriflemana
rhsusf_army_ocp_arb_engineer
rhsusf_army_ocp_arb_grenadier
rhsusf_army_ocp_arb_maaws
rhsusf_army_ocp_arb_machinegunner
rhsusf_army_ocp_arb_machinegunnera
rhsusf_army_ocp_arb_marksman
rhsusf_army_ocp_arb_medic
rhsusf_army_ocp_arb_rifleman
rhsusf_army_ocp_arb_rifleman_m590
rhsusf_army_ocp_arb_riflemanat
rhsusf_army_ocp_arb_riflemanl
rhsusf_army_ocp_arb_sniper_m107
rhsusf_army_ocp_arb_squadleader
rhsusf_army_ocp_arb_teamleader
rhsusf_army_ocp_autorifleman
rhsusf_army_ocp_autoriflemana
rhsusf_army_ocp_combatcrewman
rhsusf_army_ocp_crewman
rhsusf_army_ocp_driver
rhsusf_army_ocp_driver_armored
rhsusf_army_ocp_engineer
rhsusf_army_ocp_explosives
rhsusf_army_ocp_fso
rhsusf_army_ocp_grenadier
rhsusf_army_ocp_helicrew
rhsusf_army_ocp_helipilot
rhsusf_army_ocp_javelin
rhsusf_army_ocp_javelin_assistant
rhsusf_army_ocp_jfo
rhsusf_army_ocp_maaws
rhsusf_army_ocp_machinegunner
rhsusf_army_ocp_machinegunnera
rhsusf_army_ocp_marksman
rhsusf_army_ocp_medic
rhsusf_army_ocp_officer
rhsusf_army_ocp_rifleman
rhsusf_army_ocp_rifleman_101st
rhsusf_army_ocp_rifleman_10th
rhsusf_army_ocp_rifleman_1stcav
rhsusf_army_ocp_rifleman_82nd
rhsusf_army_ocp_rifleman_arb_m16
rhsusf_army_ocp_rifleman_m16
rhsusf_army_ocp_rifleman_m4
rhsusf_army_ocp_rifleman_m590
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rhsusf_army_ocp_riflemanl
rhsusf_army_ocp_sniper
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rhsusf_army_ocp_teamleader
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rhsusf_army_ucp_arb_autoriflemana
rhsusf_army_ucp_arb_engineer
rhsusf_army_ucp_arb_grenadier
rhsusf_army_ucp_arb_maaws
rhsusf_army_ucp_arb_machinegunner
rhsusf_army_ucp_arb_machinegunnera
rhsusf_army_ucp_arb_marksman
rhsusf_army_ucp_arb_medic
rhsusf_army_ucp_arb_rifleman
rhsusf_army_ucp_arb_rifleman_m590
rhsusf_army_ucp_arb_riflemanat
rhsusf_army_ucp_arb_riflemanl
rhsusf_army_ucp_arb_sniper_m107
rhsusf_army_ucp_arb_squadleader
rhsusf_army_ucp_arb_teamleader
rhsusf_army_ucp_autorifleman
rhsusf_army_ucp_autoriflemana
rhsusf_army_ucp_combatcrewman
rhsusf_army_ucp_crewman
rhsusf_army_ucp_driver
rhsusf_army_ucp_driver_armored
rhsusf_army_ucp_engineer
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rhsusf_army_ucp_fso
rhsusf_army_ucp_grenadier
rhsusf_army_ucp_helicrew
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rhsusf_army_ucp_javelin
rhsusf_army_ucp_javelin_assistant
rhsusf_army_ucp_jfo
rhsusf_army_ucp_maaws
rhsusf_army_ucp_machinegunner
rhsusf_army_ucp_machinegunnera
rhsusf_army_ucp_marksman
rhsusf_army_ucp_medic
rhsusf_army_ucp_officer
rhsusf_army_ucp_rifleman
rhsusf_army_ucp_rifleman_101st
rhsusf_army_ucp_rifleman_10th
rhsusf_army_ucp_rifleman_1stcav
rhsusf_army_ucp_rifleman_82nd
rhsusf_army_ucp_rifleman_arb_m16
rhsusf_army_ucp_rifleman_m16
rhsusf_army_ucp_rifleman_m4
rhsusf_army_ucp_rifleman_m590
rhsusf_army_ucp_riflemanat
rhsusf_army_ucp_riflemanl
rhsusf_army_ucp_sniper
rhsusf_army_ucp_sniper_m107
rhsusf_army_ucp_sniper_m24sws
rhsusf_army_ucp_squadleader
rhsusf_army_ucp_teamleader
rhsusf_army_ucp_uav

rhsusf_assault_eagleaiii_coy
rhsusf_assault_eagleaiii_coy_aa
rhsusf_assault_eagleaiii_coy_ar
rhsusf_assault_eagleaiii_coy_assaultman
rhsusf_assault_eagleaiii_coy_at
rhsusf_assault_eagleaiii_coy_demo
rhsusf_assault_eagleaiii_coy_engineer
rhsusf_assault_eagleaiii_coy_m27
rhsusf_assault_eagleaiii_coy_mg
rhsusf_assault_eagleaiii_ocp
rhsusf_assault_eagleaiii_ocp_ar
rhsusf_assault_eagleaiii_ocp_at
rhsusf_assault_eagleaiii_ocp_demo
rhsusf_assault_eagleaiii_ocp_engineer
rhsusf_assault_eagleaiii_ocp_maaws
rhsusf_assault_eagleaiii_ocp_medic
rhsusf_assault_eagleaiii_ocp_mg
rhsusf_assault_eagleaiii_ucp
rhsusf_assault_eagleaiii_ucp_ar
rhsusf_assault_eagleaiii_ucp_at
rhsusf_assault_eagleaiii_ucp_demo
rhsusf_assault_eagleaiii_ucp_engineer
rhsusf_assault_eagleaiii_ucp_maaws
rhsusf_assault_eagleaiii_ucp_medic
rhsusf_assault_eagleaiii_ucp_mg

rhsusf_usmc_marpat_d_autorifleman
rhsusf_usmc_marpat_d_autorifleman_m249
rhsusf_usmc_marpat_d_autorifleman_m249_ass
rhsusf_usmc_marpat_d_combatcrewman
rhsusf_usmc_marpat_d_crewman
rhsusf_usmc_marpat_d_driver
rhsusf_usmc_marpat_d_engineer
rhsusf_usmc_marpat_d_explosives
rhsusf_usmc_marpat_d_fso
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rhsusf_usmc_marpat_d_grenadier_m32
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rhsusf_usmc_marpat_d_helipilot
rhsusf_usmc_marpat_d_javelin
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rhsusf_usmc_marpat_d_jfo
rhsusf_usmc_marpat_d_machinegunner
rhsusf_usmc_marpat_d_machinegunner_ass
rhsusf_usmc_marpat_d_marksman
rhsusf_usmc_marpat_d_officer
rhsusf_usmc_marpat_d_rifleman
rhsusf_usmc_marpat_d_rifleman_law
rhsusf_usmc_marpat_d_rifleman_light
rhsusf_usmc_marpat_d_rifleman_m4
rhsusf_usmc_marpat_d_rifleman_m590
rhsusf_usmc_marpat_d_riflemanat
rhsusf_usmc_marpat_d_smaw
rhsusf_usmc_marpat_d_sniper
rhsusf_usmc_marpat_d_sniper_m107
rhsusf_usmc_marpat_d_sniper_m110
rhsusf_usmc_marpat_d_spotter
rhsusf_usmc_marpat_d_squadleader
rhsusf_usmc_marpat_d_stinger
rhsusf_usmc_marpat_d_teamleader
rhsusf_usmc_marpat_d_uav
rhsusf_usmc_marpat_wd_autorifleman
rhsusf_usmc_marpat_wd_autorifleman_m249
rhsusf_usmc_marpat_wd_autorifleman_m249_ass
rhsusf_usmc_marpat_wd_combatcrewman
rhsusf_usmc_marpat_wd_crewman
rhsusf_usmc_marpat_wd_driver
rhsusf_usmc_marpat_wd_engineer
rhsusf_usmc_marpat_wd_explosives
rhsusf_usmc_marpat_wd_fso
rhsusf_usmc_marpat_wd_grenadier
rhsusf_usmc_marpat_wd_grenadier_m32
rhsusf_usmc_marpat_wd_gunner
rhsusf_usmc_marpat_wd_helicrew
rhsusf_usmc_marpat_wd_helipilot
rhsusf_usmc_marpat_wd_javelin
rhsusf_usmc_marpat_wd_javelin_assistant
rhsusf_usmc_marpat_wd_jfo
rhsusf_usmc_marpat_wd_machinegunner
rhsusf_usmc_marpat_wd_machinegunner_ass
rhsusf_usmc_marpat_wd_marksman
rhsusf_usmc_marpat_wd_officer
rhsusf_usmc_marpat_wd_rifleman
rhsusf_usmc_marpat_wd_rifleman_law
rhsusf_usmc_marpat_wd_rifleman_light
rhsusf_usmc_marpat_wd_rifleman_m4
rhsusf_usmc_marpat_wd_rifleman_m590
rhsusf_usmc_marpat_wd_riflemanat
rhsusf_usmc_marpat_wd_smaw
rhsusf_usmc_marpat_wd_sniper
rhsusf_usmc_marpat_wd_sniper_M107
rhsusf_usmc_marpat_wd_sniper_m110
rhsusf_usmc_marpat_wd_spotter
rhsusf_usmc_marpat_wd_squadleader
rhsusf_usmc_marpat_wd_stinger
rhsusf_usmc_marpat_wd_teamleader
rhsusf_usmc_marpat_wd_uav

 

 

You could use rhsusf_usmc_ if you wanted to spawn US marines for example, and rhsusf_ to spawn a variety of US vehicles.

 

tpw_skirmish_friendlyunitstring = "rhsusf_usmc_". 
tpw_skirmish_friendlyvehiclestring = ""rhsusf_".
tpw_skirmish_friendlytype = [0,1,5] will then use RHHUSF, NATO and AAF as friendlies.

What line in the script is tpw_skirmish_friendlytype located?

 

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10 hours ago, jdot11 said:

What line in the script is tpw_skirmish_friendlytype located?

 

Line 103: tpw_skirmish_friendlytype = _this select 11; // 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. Empty = NATO default 
    Line 2460:     } foreach tpw_skirmish_friendlytype;
    Line 2676:                 _rnd = floor random count tpw_skirmish_friendlytype;
    Line 2678:                 _num = tpw_skirmish_friendlytype select _rnd;
    Line 2685:                 _rnd = floor random count tpw_skirmish_friendlytype;
    Line 2688:                 _num = tpw_skirmish_friendlytype select _rnd;

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15 hours ago, 0Y0 said:

 

Absolutely. I touched everything)

You can check it yourself) Maybe it's something that's not right for me) But I think that's true)

OK 0Y0, I've added a little bit of code to exclude any units who are animating via Polpox. This seems to have fixed the problem you showed me. However, because of this, animating units do not react to bullet hits from friendlies. They don't react to bullet hits from friendlies when TPW FALL isn't running, so you haven't lost anything. A pretty minor flaw in the scheme of things, and I'm probably not going to add additional code to deal with it.

 

One last thing, do you mind if I ask why you end all of your sentences with a ) ?

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Thanks for fixing the addon) I'm very used to it and it's not fun to play without it)

 

 

On 04.02.2018 at 2:43 AM, tpw said:

One last thing, do you mind if I ask why you end all of your sentences with a ) ?

 

The old habit of putting brackets at the end of the sentence) Do not pay attention, just smile a lot in real life)

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And when to wait for the update?)

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Stamina bar is not showing correctly, any idea?

And also, I want to know what changes you made to the stamina/fatigue system.

Did you remove stamina system?

 

Thanks,

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