tpw 2315 Posted October 6, 2017 8 hours ago, Realthinged said: Thank you for your answer! Yes from 1.ogg to 10.ogg as you can see on image below https://imgur.com/a/lzmns P.S. I noticed only now! Maybe it doesnt' work because track number 9 has 3:00 duration? Your songs can actually be any length, they just won’t play for longer than 3 minutes. I am mystified why yours don’t play and don’t have an answer just yet. Please let me look into it further. 2 Share this post Link to post Share on other sites
Realthinged 44 Posted October 6, 2017 5 minutes ago, tpw said: Your songs can actually be any length, they just won’t play for longer than 3 minutes. I am mystified why yours don’t play and don’t have an answer just yet. Please let me look into it further. Okay, TPW! I will testing and will tell you if it will work. Share this post Link to post Share on other sites
badanov 116 Posted October 9, 2017 Suggestion for the sonic ambiance part of your program. Telephones ringing in buildings. You could have maybe three ring tones, one tradition and the others cell phone ringtones. I know you can't control what BIS does, but a cell phone animation for ambient civilians would be nice and would really add in immersion. I suggest variable ring times, 4 rings, ten rings, and the like. 1 Share this post Link to post Share on other sites
tpw 2315 Posted October 10, 2017 13 hours ago, badanov said: Suggestion for the sonic ambiance part of your program. Telephones ringing in buildings. You could have maybe three ring tones, one tradition and the others cell phone ringtones. I know you can't control what BIS does, but a cell phone animation for ambient civilians would be nice and would really add in immersion. I suggest variable ring times, 4 rings, ten rings, and the like. I love this forum, so many people contributing ideas that never would have occurred to me. This is a fantastic idea badanov, I will look into implementing something like this soon. Thanks. 2 Share this post Link to post Share on other sites
stlassen 16 Posted October 10, 2017 In your scripts, you have a loop running continuously at the end of every script. Why is that loop there? What would happen if that loop doesn't run? I'm asking because I've noticed in the save/load issue I've mentioned before, the scripts seem to be active, but that loop is just not running. E.g. in the HUD, after a load of a saved game, if I call the HUD reset function, it seems to work, even though that loop isn't. Share this post Link to post Share on other sites
tpw 2315 Posted October 11, 2017 3 hours ago, stlassen said: In your scripts, you have a loop running continuously at the end of every script. Why is that loop there? What would happen if that loop doesn't run? I'm asking because I've noticed in the save/load issue I've mentioned before, the scripts seem to be active, but that loop is just not running. E.g. in the HUD, after a load of a saved game, if I call the HUD reset function, it seems to work, even though that loop isn't. The loop was placed there long ago to facilitate save game reloading by ensuring that each script doesn't terminate and its handle remains active. To be honest, I fudged my way through that whole process so I can't even answer your questions with any real authority. Share this post Link to post Share on other sites
stlassen 16 Posted October 11, 2017 11 hours ago, tpw said: The loop was placed there long ago to facilitate save game reloading by ensuring that each script doesn't terminate and its handle remains active. To be honest, I fudged my way through that whole process so I can't even answer your questions with any real authority. hehe - Okay. :) It seems to me the loop is unnecessary. Reloading a saved game seems to stop it anyway as it doesn't run after a reload, but the HUD is still active. Well... Variables seem to be preserved, it is active and all, but no code or loops are running. In order to make it work after a reload, something has to be called to get it running again. With the HUD, if I call tpw_hud_fnc_reset on a reload event, it starts to work properly. I've been concentrating on the HUD for now, as that is what I use the most. I currently see two problems: The state it was in, are restored, but no loops or other code is running, so it need to be reset. The onTeamSwitch event doesn't get reinitialised, so the HUD stops working on other team members switched to. The loop at the end, resets the HUD periodically. It seems unnecessary, but I don't know what the consequences are if it is removed, though it seems like there should be none. I'm trying to alter the HUD script code to automatically handle loading and team switching and this is the code I've come up with: // TEAM SWITCH tpw_hud_fnc_teamswitch = { addMissionEventHandler [ "TeamSwitch", { [] spawn tpw_hud_fnc_reset; } ]; }; [] call tpw_hud_fnc_teamswitch; // Reinitialize script after reloading of saved game addMissionEventHandler [ "Loaded", { [] call tpw_hud_fnc_teamswitch; [] spawn tpw_hud_fnc_reset; // <<-- Problem: _display = uiNamespace getVariable "TPW_HUD_DISPLAY"; is "NO DISPLAY" } ]; I removed the onTeamSwitch even and replaced it with addMissionEventHandler since it should stack better. The problem with this code, and I'm right now at a lose as to why, is that when tpw_hud_fnc_reset is called in the "Loaded" event handler, there is no active display, but if I then do a team switch, there is an active display. Share this post Link to post Share on other sites
gladergaming 0 Posted October 13, 2017 Please Help! I am getting an error message ("Include file userconfig/TPW_MODS/TPW_MODS.hpp not found") that crashes Arma 3 while attempting to load the game with the TPW mod installed. I do not seem to have a steamapps folder on my computer at all. When I search the entire drive, I get a steam folder containing only the ".exe" shortcut, but no steamapps folder. As a result I have used the second folder location, described: Installing to the "My Documents\Arma3" folder. After extraction, your folder setup could than look like this: C:\Users\[YOURNAME]\Documents\Arma 3\@Mod_folder_2\Addons\[mod files (.pbo & .bisign)] This is reflected in screenshot number two, linked below. I have posted screenshots of the error message as well as the unzipped file for the mod in my windows file explorer. I feel that I am missing something easy/small here and any help would be much appreciated. Please let me know if you need more screenshots or information to help. Thanks! Share this post Link to post Share on other sites
EO 11275 Posted October 13, 2017 @gladergaming, your adding the mod folder and userconfig folder to the wrong place.... If your unsure where your Arma 3 root folder is... Open Steam, right click on Arma 3, go to "properties" > "local files" > "browse local files"......this is where you install @TPW_MODS and the userconfig folder. Hope this helps, and welcome to the forum!! 1 Share this post Link to post Share on other sites
gladergaming 0 Posted October 13, 2017 @Evil Organ Thanks, i was able to start the game now. How do I use these "modules" in the editor? I do not understand the instructions. In Zues there is a list of TPW modules. How do I make these work in the editor and/or Zues? Thanks so much! Share this post Link to post Share on other sites
ContheJon 245 Posted October 14, 2017 Hi TPW! I'm working on a mission that takes place on Napf Winter, and I was wondering if there was a way for me to set the island's climate to something cold, perhaps in the arctic category? I'm hoping to give it a good chilly feel with the snow system in your mod. Share this post Link to post Share on other sites
tpw 2315 Posted October 16, 2017 On 10/14/2017 at 9:53 PM, ContheJon said: Hi TPW! I'm working on a mission that takes place on Napf Winter, and I was wondering if there was a way for me to set the island's climate to something cold, perhaps in the arctic category? I'm hoping to give it a good chilly feel with the snow system in your mod. Can you please give me the worldname of the map, and I'll include it into the climate settings for the next release, which should be in a day or two. Unfortunately the climate can't be changed on the fly via script. 2 Share this post Link to post Share on other sites
badanov 116 Posted October 16, 2017 If you can find and download Thirsk winter map, you can use the snow modules that come with the map. I use all four snow strength modules, so it works great. Just make sure you set the sky to overcast. You also can use AliasCartoons snow storm module, but be advised that module will ground all fixed wing planes. Also, I use light rain in addition to overcast conditions in a personal setting I call TSW, or Truly crappy weather. 1 Share this post Link to post Share on other sites
ContheJon 245 Posted October 16, 2017 @tpw Thanks TPW! Sorry to sound like a complete fool, but is the world name in the PBO, followed by a .wrp or is it located somewhere else? If it is, it's just napfwinter all one word. @badanov Ah right, I didn't know the Thirsk map had modules that came with it. Thanks for letting me know that. Share this post Link to post Share on other sites
EO 11275 Posted October 16, 2017 38 minutes ago, ContheJon said: is the world name in the PBO, followed by a .wrp or is it located somewhere else? If it is, it's just napfwinter all one word. You got it man! ^^ Worldnames are indeed followed by .wrp 1 Share this post Link to post Share on other sites
ContheJon 245 Posted October 16, 2017 Oh sweet, I got it right first try! Normally it takes me an age and a half to find out these things. 1 Share this post Link to post Share on other sites
tpw 2315 Posted October 16, 2017 Good skillz. It’ll be in the next update. 1 Share this post Link to post Share on other sites
ContheJon 245 Posted October 16, 2017 Thanks a lot TPW! Keep up the awesome work with your mod! Share this post Link to post Share on other sites
gladergaming 0 Posted October 17, 2017 I am a bit confused. I have changed some of the values in the TPW_MODS.hpp file using notepad. These changes were saved multiple times. However I do not see any civilians or hear any noises now. Did I edit the file wrong or something? Thanks! Share this post Link to post Share on other sites
tpw 2315 Posted October 17, 2017 1 hour ago, gladergaming said: I am a bit confused. I have changed some of the values in the TPW_MODS.hpp file using notepad. These changes were saved multiple times. However I do not see any civilians or hear any noises now. Did I edit the file wrong or something? Thanks! If you can PM your HPP I'll have a look at it for you. Share this post Link to post Share on other sites
tpw 2315 Posted October 17, 2017 TPW MODS 20171017: https://www.dropbox.com/s/3fjjdwkavzmovwb/TPW_MODS_20171017.zip Changes: HPP UPDATE REQUIRED [CORE 1.46, FOG 1.57] Napf Winter added to region and climate lists. [DUCK 1.03] Grenade dodging may be configured on/off. [SOAP 1.20] Telephone noises added. Hi gents, back with an update incorporating a few requests I've received over the last couple of weeks. 4 2 Share this post Link to post Share on other sites
ContheJon 245 Posted October 17, 2017 (edited) Woohoo! Thanks TPW! EDIT: Just tried it out, works wonderfully! Started the mission up and already it's foggy and the snow's coming down heavy. It's got a nice wintery feel to it now. Edited October 17, 2017 by ContheJon 1 Share this post Link to post Share on other sites
badanov 116 Posted October 18, 2017 18 hours ago, tpw said: TPW MODS 20171017: https://www.dropbox.com/s/3fjjdwkavzmovwb/TPW_MODS_20171017.zip Changes: HPP UPDATE REQUIRED [CORE 1.46, FOG 1.57] Napf Winter added to region and climate lists. [DUCK 1.03] Grenade dodging may be configured on/off. [SOAP 1.20] Telephone noises added. Hi gents, back with an update incorporating a few requests I've received over the last couple of weeks. You may not be aware of this, and dunno if it is intentional, but your ambient civilians are using the residential interiors provided by the Open Chernarus Project. The bots don't all use buildings all the time. but in some limited cases they do use them. It is very cool to walk by a building and see a bot in one of the rooms. Your addition of ringing telephones is just about right, not too much; not too little. Very well done. Thank you for your efforts. 1 Share this post Link to post Share on other sites
JD Wang 352 Posted October 18, 2017 One thing I've noticed that I haven't seen here is that with tpw_air when the flyby aircraft is deleted it leaves an ejection set which then falls to the ground. Not a big deal, but after testing a persistent mission overnight last night I notice a fair few littered across the map :) Share this post Link to post Share on other sites
tpw 2315 Posted October 18, 2017 1 hour ago, badanov said: You may not be aware of this, and dunno if it is intentional, but your ambient civilians are using the residential interiors provided by the Open Chernarus Project. The bots don't all use buildings all the time. but in some limited cases they do use them. It is very cool to walk by a building and see a bot in one of the rooms. Your addition of ringing telephones is just about right, not too much; not too little. Very well done. Thank you for your efforts. Thanks mate. Civs are actually spawned into buildings if possible and will move between them, so any building they can enter will do. I'm loving the enterable Chernarus buildings personally! 2 Share this post Link to post Share on other sites