Jump to content
tpw

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

Recommended Posts

12 hours ago, tpw said:

 

 

Thanks guys. It's an analytical biochemistry postdoctoral gig, doing mass spectrometry and informatics. Start tomorrow, hopefully won't be too brain fried to do Arma stuff after hours!

Excellent.  Considered doing some postdoc after my Ph.D but wanted to start making REAL MONEY first :)   Then I became a secondary school science teacher .... where the hell did I go wrong ;)

  • Like 1

Share this post


Link to post
Share on other sites
16 hours ago, tpw said:

 

No definitely not intended behaviour. Aircraft spawned by TPW AIR are always spawned as civilians with targetting and other AI disabled. In all the years I've run this mod I've never been attacked by an aircraft

 

Do you have TPW SKIRMISH running perhaps? If you are allowing enemy units to call support then you could be fired upon by a Kajman,

This is my TPW_MODS.hpp

 

AFAIK SKIRMISH is disabled. There were OPFOR around though, created by my own scripts, scattered across the map, but there's simply no code to spawn air units in those. I don't know then. I took a look at the AIR script and it seems everything is in order, as you said.

  • Like 1

Share this post


Link to post
Share on other sites
14 minutes ago, seba1976 said:

This is my TPW_MODS.hpp

 

AFAIK SKIRMISH is disabled. There were OPFOR around though, created by my own scripts, scattered across the map, but there's simply no code to spawn air units in those. I don't know then. I took a look at the AIR script and it seems everything is in order, as you said.

Two questions for you:
1. When do you use this? For SP only missions?
How about Campaigns?

2. Noticed you don't use HUD. Seems one of the non-hitting FPS features of the mod.

Why have you not activated it?
3. Lastly, what AI mods are you using with this? bCombat?

 

Just asking to get an idea of your playing methods.

Share this post


Link to post
Share on other sites
4 hours ago, Mordacai said:

Two questions for you:
1. When do you use this? For SP only missions?
How about Campaigns?

2. Noticed you don't use HUD. Seems one of the non-hitting FPS features of the mod.

Why have you not activated it?
3. Lastly, what AI mods are you using with this? bCombat?

 

Just asking to get an idea of your playing methods.

 

1 - It happened during a SP session. Custom mission. I understand you can't take my word for it, but I know for certain that I didn't write any code to spawn air units. The Kajman was this mod. If I wasn't 100% about this I wouldn't have reported it.

2 - Personal preference.

3 - None. Was very fond of ASR AI for years but nowadays I choose performance.

  • Like 1

Share this post


Link to post
Share on other sites

Hi seba1976

 

Nothing like a good mod mystery to piss off both the user and the author. Sorry I can't help. Please let me know if the issue persists and I'll dive into the code again.

Share this post


Link to post
Share on other sites

Hello tpw:

 

Can you add HUD  features into stealth balaclava (with goggles) of CTRG and special purpose helmet of Viper team of CSAT?

 

Both of they are elite specialist with good equpment, they should have a good tactical hud.

 

Thank you.

Share this post


Link to post
Share on other sites

You can add 'em yourself by editing the lines
tpw_hud_extragoggles
and
tpw_hud_extraheadgear
in the file
TPW_MODS.hpp
in the TPW_MODS userconfig folder.
This are the classnames:
Balaclava (goggles)
"G_Balaclava_TI_G_blk_F","G_Balaclava_TI_G_tna_F"

Viper helmet
"H_HelmetO_ViperSP_hex_F","H_HelmetO_ViperSP_ghex_F"

 

Hope it helps

  • Like 1

Share this post


Link to post
Share on other sites
On 2017/3/9 at 6:47 AM, gaverio said:

You can add 'em yourself by editing the lines
tpw_hud_extragoggles
and
tpw_hud_extraheadgear
in the file
TPW_MODS.hpp
in the TPW_MODS userconfig folder.
This are the classnames:
Balaclava (goggles)
"G_Balaclava_TI_G_blk_F","G_Balaclava_TI_G_tna_F"

Viper helmet
"H_HelmetO_ViperSP_hex_F","H_HelmetO_ViperSP_ghex_F"

 

Hope it helps

It is works, thank you.

Share this post


Link to post
Share on other sites

Hi! I recently picked up Arma 3 (been playing the series since OPF). It didn't took me long to start searching for mods. Yours is in quite some lists and when I read it, I thought I found the perfect immersive mod - so much love to detail! All in one package. Configureable in every detail... 

 

But it doesn't work for me. : (

I used the installer tool (.bat-script) and manual install after that, because after the first start (untouched config file) I didn't notice any of the features advertised in the mod. I then changed the load order in the Arma 3 launcher mod loader and after that deactivated every feature (everything ending with "_active = 1") and only left "tpw_los" with "tpw_los_debug = 1" - which is supposed to show yellow spheres over AI that has LOS with enemy AI. I thought that is something you can't possibly not see. Oh - I also left "tpw_hint_active" active, though I never saw a hint at startup. The mod shows up at main screen down left, with proper logo and everything. But I see no blue sphere, spawned BLUFOR and OPFOR squads next to each other and they started killing each other allright. I got one bCombat related warning about a missing resource.

 

Next I will start deactivating every mod but TPW and see if anything changes.

 

What am I doing wrong? Whom do I need to sell my soul to start using this gem? : )

Share this post


Link to post
Share on other sites

@strongground, you are running the latest version of CBA_A3 right?.....it's a requirement for TPW mod to function properly. 

Share this post


Link to post
Share on other sites
On 3/2/2017 at 6:48 PM, tpw said:

Yay I can finally see them, I'll work on something for you

 

With help from a friend I got done what I was looking for.

Share this post


Link to post
Share on other sites

Hi,

 

Question about multiplayer supported features. Are those userconfigs somehow synced between clients? For example If I have parked car probability for 100% and mate has 0, which one is used? Is it possible to override userconfig from (dedicated) server?

 

Thanks,

Lerbert

Share this post


Link to post
Share on other sites
2 hours ago, Jimmakos said:

@tpw can you please fix the dropbox link, it's broken, thanks!

Sorted. Sorry about that, Dropbox just totally changed the path for their downloads.

Share this post


Link to post
Share on other sites
On 3/20/2017 at 6:10 AM, lerbert said:

Hi,

 

Question about multiplayer supported features. Are those userconfigs somehow synced between clients? For example If I have parked car probability for 100% and mate has 0, which one is used? Is it possible to override userconfig from (dedicated) server?

 

Thanks,

Lerbert

TPW MODS are ostensibly SP only. Some of them have MP client functionality, none of them work on a dedicated server.

 

Userconfigs aren't synced sorry.

 

In the case of TPW PARK, your mate would still see cars since they're not spawned locally.

 

I know it's probably not what you want to hear, but I don't play MP and have no intention of it either. Any MP functionality I have put in there is just a bonus, not something that I intend to expand upon.

Share this post


Link to post
Share on other sites
On 3/14/2017 at 7:21 AM, strongground said:

Hi! I recently picked up Arma 3 (been playing the series since OPF). It didn't took me long to start searching for mods. Yours is in quite some lists and when I read it, I thought I found the perfect immersive mod - so much love to detail! All in one package. Configureable in every detail... 

 

But it doesn't work for me. : (

I used the installer tool (.bat-script) and manual install after that, because after the first start (untouched config file) I didn't notice any of the features advertised in the mod. I then changed the load order in the Arma 3 launcher mod loader and after that deactivated every feature (everything ending with "_active = 1") and only left "tpw_los" with "tpw_los_debug = 1" - which is supposed to show yellow spheres over AI that has LOS with enemy AI. I thought that is something you can't possibly not see. Oh - I also left "tpw_hint_active" active, though I never saw a hint at startup. The mod shows up at main screen down left, with proper logo and everything. But I see no blue sphere, spawned BLUFOR and OPFOR squads next to each other and they started killing each other allright. I got one bCombat related warning about a missing resource.

 

Next I will start deactivating every mod but TPW and see if anything changes.

 

What am I doing wrong? Whom do I need to sell my soul to start using this gem? : )

Please PM me if you are still having trouble. There's no reason why TPW MODS shouldn't work, all you need is the latest version of CBA for A3 and you're off to the races.

Share this post


Link to post
Share on other sites

Hello,

i get an Error Message ingame :

 

'..., 7, "MOVE", "SAFE", "GREEN", "LIMITED",/#/_form, "_this spawn CBA_fnc_searchNearby...'
Error not defined Variable in Ausdruck:_form
File TPW_MODS\tpw_skirmish.sqf, line 2655

 

i have latest CBA and latest TPW 20170304

 

someone can help please ?

 

Share this post


Link to post
Share on other sites

Based on duda123's amazing work .... is it possible to have train ambience in tpw mods ?

 

 

 

Share this post


Link to post
Share on other sites

Hey tpw, how ya doing mate. I stumbled upon the 'Advanced Train Simulator (ATS)' on the steam workshop.

https://steamcommunity.com/sharedfiles/filedetails/?id=891938535&searchtext=

 

I have not checked it out yet, though i don't whether it works properly or not and if it is something that might be feasible for tpw mods. But imagine you could make it work with all your other stuff to add one more moving part to arma's static world. Anyway, just wanted to drop that link here, maybe this interests you. Cheers.

Share this post


Link to post
Share on other sites

It's been a few months since I used these mods -- wow! The furniture addition is awesome and adding the Max Women mod to Civs is really great, too. You've really managed to turn these maps into living places. Well done @tpw.

 

This isn't a request -- is it possible in the config to place unit markers above units instead of centre mass? If so, I couldn't figure it out.

Share this post


Link to post
Share on other sites

Hi all

 

Yeah I've been following the trains with as much interest as everyone else. I'll see what I can come up with now it's released.

 

@ebarstad : unit markers can't be changed in config sorry. If you want to run the script version then you can adjust the _height variable from lines 1400-1423

 

@scooterperpetual : I've no idea, I've never used that mod. If it uses standard Arma building classes then the civs should worlk

  • Like 1

Share this post


Link to post
Share on other sites

Hey Mr TPW

...'Nother idea.

Say the wind has picked up to 10 miles an hour maybe 15, bits of trash blowing around the player now and then.

  • Like 1

Share this post


Link to post
Share on other sites

@tpw

 

It looks like all the documentation links on the front page are giving Dropbox 404 errors atm.

Share this post


Link to post
Share on other sites
21 hours ago, Evil Organ said:

@tpw

 

It looks like all the documentation links on the front page are giving Dropbox 404 errors atm.

Fixed, thanks for heads up EO. Bloody dropbox

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×