gatordev 219 Posted January 18, 2018 On 1/17/2018 at 12:25 PM, tiagobr6 said: it worked tpw, so what's the trick if i wanted to set it to rhs_faction_usarmy_d ? just remove faction from the name ? also , rhsusf_army didn't work with the vehicles. Was curious about this as well. Was going to try and use Ravage to do a sand box mission, but I think TPW Skirmish would be more what I was looking for, as long as I can tailor the mods/factions used. Share this post Link to post Share on other sites
tpw 2315 Posted January 19, 2018 3 hours ago, gatordev said: Was curious about this as well. Was going to try and use Ravage to do a sand box mission, but I think TPW Skirmish would be more what I was looking for, as long as I can tailor the mods/factions used. 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 :) : Spoiler 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 rhsusf_army_ocp_riflemanat rhsusf_army_ocp_riflemanl rhsusf_army_ocp_sniper rhsusf_army_ocp_sniper_m107 rhsusf_army_ocp_sniper_m24sws rhsusf_army_ocp_squadleader rhsusf_army_ocp_teamleader rhsusf_army_ocp_uav rhsusf_army_ucp_aa rhsusf_army_ucp_arb_autorifleman 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 rhsusf_army_ucp_explosives rhsusf_army_ucp_fso rhsusf_army_ucp_grenadier rhsusf_army_ucp_helicrew rhsusf_army_ucp_helipilot 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 rhsusf_usmc_marpat_d_grenadier rhsusf_usmc_marpat_d_grenadier_m32 rhsusf_usmc_marpat_d_gunner rhsusf_usmc_marpat_d_helipilot rhsusf_usmc_marpat_d_javelin rhsusf_usmc_marpat_d_javelin_assistant 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. 1 Share this post Link to post Share on other sites
tpw 2315 Posted January 19, 2018 TPW MODS 20180119: https://www.dropbox.com/s/d9ayxn5rd7t9ycj/TPW_MODS_20180119.zip Changes: [HPP UPDATE REQUIRED] [ANIMALS 1.39] Changed shark spawning parameters so they're more likely to be seen around the player - sharks are still highly unlikely to eat you since they use Feint's shark FSM and prefer to hunt fish rather than humans. [HUD 1.66] Added a simplified icon display mode for improved performance, this is now enabled by default. Improved range detection code (thanks Pierre MGI http://www.armaholic.com/page.php?id=30527), re-enabled by default. Re-enabled proximity detection. The main feature of this update is the implementation of simplified and optimised unit icon display for TPW HUD. In the previous update I'd turned off the full icon display with all the bells and whistles because it was pretty resource heavy with lots of calculations and a busy per frame event handler. I've gone back and added a much simpler version which basically just displays a green dot over any units that you have line of sight to. If you aim down sights or through optics then you'll get distance information too. The whole thing is much less cluttered and should give you back a lot of FPS if there are lots of units around or in dense areas. You can now choose an icon display that suits you and your CPU: tpw_hud_unit[] = {0,1,0.25,0.75}; -> no icons. tpw_hud_unit[] = {1,1,0.25,0.75}; -> simplified new icon display (this is the default). tpw_hud_unit[] = {2,1,0.25,0.75}; ->older more detailed and resource hungry display. I've also revamped the range calculation stuff, replacing my shit lineintersectsobjs with a much faster lineintersectssurface implementation (thanks to Pierre MGI http://www.armaholic.com/page.php?id=30527), and re-enabled this too, along with proximity detection. 6 2 Share this post Link to post Share on other sites
Guest Posted January 19, 2018 The Armaholic mirror has been updated with the new version: TPW MODS v20180119 Share this post Link to post Share on other sites
Rockapes 103 Posted January 19, 2018 Is there anyway to change the colours for enemies @tpw cause when I change the settings in the settings.hpp I see no difference in colour unless I go back to full hud. Enemies and friendlies all green dots regardless of what numbers I place And thanks for continually updating and improving this mod 1 Share this post Link to post Share on other sites
gatordev 219 Posted January 19, 2018 20 hours ago, tpw said: Like I said guys, you just need to know the classnames of the soldiers and vehicles 20 hours ago, tpw said: You could use rhsusf_usmc_ if you wanted to spawn US marines for example, and rhsusf_ to spawn a variety of US vehicles. Ah, I didn't realize you could manipulate the class trees that way. Admittedly I haven't really messed with Skirmish before, but that points me in the right direction to go fiddle. Thanks. 1 Share this post Link to post Share on other sites
tpw 2315 Posted January 19, 2018 6 hours ago, Rockapes said: Is there anyway to change the colours for enemies @tpw cause when I change the settings in the settings.hpp I see no difference in colour unless I go back to full hud. Enemies and friendlies all green dots regardless of what numbers I place And thanks for continually updating and improving this mod Gday Rockapes. At present the simplified hud doesn’t distinguish the sides of people, everyone is just a green dot. This is a conscious design decision to a) cut down on calculations and b) increase plausibility. I’m not intending to change this any time soon sorry, but I will make it so you can change the colour of the dot in the next update. If you read the tpw_hud.txt file, it details the differences between the full and simplified hud. Share this post Link to post Share on other sites
Rockapes 103 Posted January 19, 2018 1 hour ago, tpw said: Gday Rockapes. At present the simplified hud doesn’t distinguish the sides of people, everyone is just a green dot. This is a conscious design decision to a) cut down on calculations and b) increase plausibility. I’m not intending to change this any time soon sorry, but I will make it so you can change the colour of the dot in the next update. If you read the tpw_hud.txt file, it details the differences between the full and simplified hud. Thanks mate. I have reverted back to the full hud temporarily. Doesn't bother me so much but Wife cannot tell who to shoot....hehehe Share this post Link to post Share on other sites
tiagobr6 10 Posted January 20, 2018 5 hours ago, gatordev said: Ah, I didn't realize you could manipulate the class trees that way. Admittedly I haven't really messed with Skirmish before, but that points me in the right direction to go fiddle. Thanks. have u had any luck? Share this post Link to post Share on other sites
gatordev 219 Posted January 20, 2018 18 hours ago, tiagobr6 said: have u had any luck? I have not. If daily life and the sleep monster that lives in my couch allow, I'll try tonight. 1 Share this post Link to post Share on other sites
tpw 2315 Posted January 26, 2018 TPW MODS 201080126: https://www.dropbox.com/s/wvfxsle9ctqpwhv/TPW_MODS_20180126.zip Changes: [BOATS 1.35, CARS 1.57, CIVS 1.56, CROWD 1.09] Greatly reduced civs/traffic spawned between 2300 and 0400. [CORE 1.48] Fixed broken blacklist functionality. [HOUSELIGHTS 1.14] Optimised ceiling detection code for spawning lights. Less performance impact, more likely to spawn light in a plausible location. No houselights between 2300 and 0400. [HUD 1.67] Overhaul of simplified HUD: Units are coloured based on side as per full HUD; improved alpha-blended simplified HUD dot icon; range rounded to the nearest 5m; player can switch between none/simplified/full unit icon display with Ctrl+ Alt + U whilst in game. [SOAP 1.24] Adjusted volume multipliers so that sounds better match civilian numbers. Back with a raft of changes and improvements. The default HUD now looks pretty sweet, the icons look more like the dots on a scope, and you can tell the side. I figured based on advances in augmented reality and AI face and pattern recognition that this would be well within the scope of 2035 tech. I've also improved the civ stuff so that fewer (or no) civs spawn late at night. It increases immersion, and saves a few CPU cycles to free the computer up to choke over the dynamic lights :) 2 1 Share this post Link to post Share on other sites
pvt. partz 248 Posted January 26, 2018 Hi TPW Since you such a stickler for perfection, I'd like to show you something I noticed in the .hpp file // AIR tpw_air_active = 1; // 0 = inactive tpw_air_delay = 30; // delay before flybys start (sec) tpw_air_time = 10; // maximum time between flybys..........................Is this calculation based on minutes? tpw_air_max = 4; // maximum aircraft at a given time Share this post Link to post Share on other sites
tpw 2315 Posted January 26, 2018 2 hours ago, pvt. partz said: Hi TPW Since you such a stickler for perfection, I'd like to show you something I noticed in the .hpp file // AIR tpw_air_active = 1; // 0 = inactive tpw_air_delay = 30; // delay before flybys start (sec) tpw_air_time = 10; // maximum time between flybys..........................Is this calculation based on minutes? tpw_air_max = 4; // maximum aircraft at a given time Thanks for the heads up, it's actually seconds. By default it's set to 300 seconds. I'll update the HPP. 1 Share this post Link to post Share on other sites
ReznikDeznik 0 Posted January 26, 2018 Heya amigo, done some tweaking to the .hpp and I've got a pretty sweet setup with the Unsung vietnam War mod, towns are packed with civis meaning i've really gotta watch my fire when bullets start flying, plus the fog in the jungles looks great. Small request tho. I would use the BOATS module, but it only seems to spawn the vanilla ARMA 3 2035 boats instead of the rickety sampan boats fitting for the rivers of 'nam, would it be possible to add an option to black/whitelist strings and select only a certain pool of boats, like with CIVS, CROWDS, and CARS? Cheers for the great mod all the same. :D Share this post Link to post Share on other sites
Guest Posted January 26, 2018 The Armaholic mirror has been updated with the new version: TPW MODS v20180126 Share this post Link to post Share on other sites
tpw 2315 Posted January 26, 2018 5 hours ago, ReznikDeznik said: Heya amigo, done some tweaking to the .hpp and I've got a pretty sweet setup with the Unsung vietnam War mod, towns are packed with civis meaning i've really gotta watch my fire when bullets start flying, plus the fog in the jungles looks great. Small request tho. I would use the BOATS module, but it only seems to spawn the vanilla ARMA 3 2035 boats instead of the rickety sampan boats fitting for the rivers of 'nam, would it be possible to add an option to black/whitelist strings and select only a certain pool of boats, like with CIVS, CROWDS, and CARS? Cheers for the great mod all the same. :D Hi ReznikDeznik. If you can send me the classnames of the boats you want, and the worldname of the map you’re using, I should be able to whip up a custom tpw boats for you to use. 2 Share this post Link to post Share on other sites
ReznikDeznik 0 Posted January 26, 2018 Heya, The ship classnames are "UNS_Sampan" and "UNS_Skiff" and the two maps I use the most are "RungSat" and "prei_khmaoch_luong" Thanks for doing this Share this post Link to post Share on other sites
badanov 116 Posted January 27, 2018 I have a problem with TPW mods/Arma 3 Trying to start my own server, I removed TPW from the Arma 3 tree and even removed all references to it in the system registry, and yet whenever I start up the game and go into a server, TPW mods starts up. I twice have reinstalled Arma 3 along with all the attendant mods, except for TPW, and yet whenever I start up a MP game, be it locally or on a remote server, TPW starts up. Edit: Whenever I start up Arma 3 period, it complains about there being no hpp file, even before I switch to MP. Not only that, but since TPW is a dedicated SP mod, I can't run it as a server mod with a cpp file in which all elements of TPW mod are disabled, because there is no key for the mod, only for the individual addons. I am at my wit's end with the server. What good is it if I remove a mod from the Arma 3 file tree, if it starts up by itself. I can't even chase down or diagnose any problem because the server complains about not having a key for TPW mod. Share this post Link to post Share on other sites
tpw 2315 Posted January 27, 2018 8 hours ago, badanov said: I have a problem with TPW mods/Arma 3 Trying to start my own server, I removed TPW from the Arma 3 tree and even removed all references to it in the system registry, and yet whenever I start up the game and go into a server, TPW mods starts up. I twice have reinstalled Arma 3 along with all the attendant mods, except for TPW, and yet whenever I start up a MP game, be it locally or on a remote server, TPW starts up. Edit: Whenever I start up Arma 3 period, it complains about there being no hpp file, even before I switch to MP. Not only that, but since TPW is a dedicated SP mod, I can't run it as a server mod with a cpp file in which all elements of TPW mod are disabled, because there is no key for the mod, only for the individual addons. I am at my wit's end with the server. What good is it if I remove a mod from the Arma 3 file tree, if it starts up by itself. I can't even chase down or diagnose any problem because the server complains about not having a key for TPW mod. I really wish I could help you man, but I've never run an A3 server so wouldn't know the slightest bit of useful info. If anyone else can possibly step up to help badanov we'd both appreciate it I'm sure. Share this post Link to post Share on other sites
badanov 116 Posted January 27, 2018 Apparently back last October I unpacked some of your pbos in the Arma 3 main addon directory. Deleted those, so all is well. Sorry for the misunderstanding on my part. Just happy now I can still use TPW in the game. Once again, my apologies. Share this post Link to post Share on other sites
pvt. partz 248 Posted January 27, 2018 Here's something really wierd, (I'll make a short video if you need me to) I was messing around with the house lights and set my radius to 1500m. I know that's ridiculous, but "just to "f" around, and when TPW started, all the city lights started going out, block by block until everything went black with the exception of the TPW house lights. So... With TPW, City lights go out With out TPW, City lights stay on Share this post Link to post Share on other sites
tpw 2315 Posted January 27, 2018 1 hour ago, pvt. partz said: Here's something really wierd, (I'll make a short video if you need me to) I was messing around with the house lights and set my radius to 1500m. I know that's ridiculous, but "just to "f" around, and when TPW started, all the city lights started going out, block by block until everything went black with the exception of the TPW house lights. So... With TPW, City lights go out With out TPW, City lights stay on I’ve noticed it too, and mention it in TPW FIREFLIES docs. It seems that dynamic lights spawned by script over ride those in the game. Setting dynamic lights to ultra will help a bit, but the real solution is to have your settings to spawn judicious numbers of dynamic lights. I’m not sure there’s anything I can be doing script wise to get around the problem. Share this post Link to post Share on other sites
Valken 622 Posted January 28, 2018 12 hours ago, pvt. partz said: Here's something really wierd, (I'll make a short video if you need me to) I was messing around with the house lights and set my radius to 1500m. I know that's ridiculous, but "just to "f" around, and when TPW started, all the city lights started going out, block by block until everything went black with the exception of the TPW house lights. So... With TPW, City lights go out With out TPW, City lights stay on That problem is an ARMA engine limitation. There are only so many active lights it can turn on at anyone time, so if you have many streetlights, then turn ON, ADD or SPAWN other lights like car headlamps, flashlights or houselights, it will "cycle" all the lights creating the strobe effect. You can sorta minimize this by downloading and using this mod from Armaholic or Steam http://www.armaholic.com/page.php?id=33584 https://steamcommunity.com/sharedfiles/filedetails/1223309664 Then set the lights to Ultra+. It will increase the amount of lights allowed at any one time. Should not be a big performance hit if your GPU is very good. But once you hit the limit, all the lights around you will "cycle" strobe again. Nothing we can do to fix this unless BIS increases the hardlimits of the lights or upgrades to a future engine. It is a shame because other game engines are heads and tails above the ARMA engine in terms of lighting and particles. Share this post Link to post Share on other sites
Valken 622 Posted January 28, 2018 On 1/27/2018 at 10:55 AM, badanov said: I have a problem with TPW mods/Arma 3 Trying to start my own server, I removed TPW from the Arma 3 tree and even removed all references to it in the system registry, and yet whenever I start up the game and go into a server, TPW mods starts up. I twice have reinstalled Arma 3 along with all the attendant mods, except for TPW, and yet whenever I start up a MP game, be it locally or on a remote server, TPW starts up. Edit: Whenever I start up Arma 3 period, it complains about there being no hpp file, even before I switch to MP. Not only that, but since TPW is a dedicated SP mod, I can't run it as a server mod with a cpp file in which all elements of TPW mod are disabled, because there is no key for the mod, only for the individual addons. I am at my wit's end with the server. What good is it if I remove a mod from the Arma 3 file tree, if it starts up by itself. I can't even chase down or diagnose any problem because the server complains about not having a key for TPW mod. 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. Share this post Link to post Share on other sites
tpw 2315 Posted January 28, 2018 1 hour ago, Valken said: It is a shame because other game engines are heads and tails above the ARMA engine in terms of lighting and particles. Two words: deferred rendering. 1 Share this post Link to post Share on other sites