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

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Hi,

 

I know this question has probably been asked before, and I know it's been done in the script version, but I was wondering if there is a way to include armored vehicles (tanks, apcs) in tpw skirmish without using the script. 

 

Thanks.

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Hello @TPW!

 

I want to ask you what is the meaning of delays for orders addressed to AI subordinates?

Delays in TPW mod between orders arise spontaneously, not always and I can not understand what is the idea behind these delays?

 

For example, if I use an order to my  AI-subordinate at number 7 - "get down"! (on the keyboard this combination - F7 / 7/8) then after this key-combination my character does not say this order at once, only when it takes a few seconds, my character says the order - "get down"  But sometimes the few seconds are enough to lose my AI subordinate! He just does not have time to lie down on the ground and is killed

So it happens with any orders. I can order the AI explosive specialist to use "Claymore" at the right time and .... again the delay.

My commander-character is silent and only after 4-6 seconds he says the order and only after this the AI can use this order

 

However, sometimes there is no any delay! It seems to me that delays of orders arise only in combat mode or am I wrong?

In any case,  as seems to me such a delay complicates the control of AI. Today for me, it - the only reason that prevents me from enjoying your mod

 

Please:

 

1) Explain why delays is needed and how it works

2) Explain how the user can turn off this delays in your mod

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6 minutes ago, mickeymen said:

Hello @TPW!

 

I want to ask you what is the meaning of delays for orders addressed to AI subordinates?

Delays in TPW mod between orders arise spontaneously, not always and I can not understand what is the idea behind these delays?

 

For example, if I use an order to my  AI-subordinate at number 7 - "get down"! (on the keyboard this combination - F7 / 7/8) then after this key-combination my character does not say this order at once, only when it takes a few seconds, my character says the order - "get down"  But sometimes the few seconds are enough to lose my AI subordinate! He just does not have time to lie down on the ground and is killed

So it happens with any orders. I can order the AI explosive specialist to use "Claymore" at the right time and .... again the delay.

My commander-character is silent and only after 4-6 seconds he says the order and only after this the AI can use this order

 

However, sometimes there is no any delay! It seems to me that delays of orders arise only in combat mode or am I wrong?

In any case,  as seems to me such a delay complicates the control of AI. Today for me, it - the only reason that prevents me from enjoying your mod

 

Please:

 

1) Explain why delays is needed and how it works

2) Explain how the user can turn off this delays in your mod


Not him but the delay you describe is likely caused by TPW Radio. From my experience whenever a radio message plays it delays both ingame dialogue and orders to your teammates until it ends, which can definitely be a problem if you add in long .ogg files like myself to it like say radio samples from GK.

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7 hours ago, LarsAspra said:


Not him but the delay you describe is likely caused by TPW Radio. From my experience whenever a radio message plays it delays both ingame dialogue and orders to your teammates until it ends, which can definitely be a problem if you add in long .ogg files like myself to it like say radio samples from GK.

 

Probably you think that tpw background radio is the reason of these delays. 

Yes, I use this tpw feature, but at the moment of delays I can not hear the radio!

In my experience, order delays occur without background radio, however, I need to try disabling the tpw radio and see if there will be delays after that

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Hi everyone. Sorry about the long absence from the forum, been flat out like a lizard drinking.

 

Hmmm, I've never noticed the delay thing with TPW RADIO, but then again I disable player and squad voices. TPW RADIO uses the say3d command for the radio. I need to do this because it's the only way I know to make the radio calls move with the player. say3d will only play one sound at a time for the player.

 

I wouldn't have thought say3d would interfere with commanding your squad, but then again what the @#$% would I know. 

 

I'll investigate this issue a bit further using playsound

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TPW MODS 20180811: https://www.dropbox.com/s/tq8jpr6ajdx9ta4/TPW_MODS_20180811.zip

 

Changes: 

  • [CORE 1.59, FOG 1.64, SOAP 1.35] Added SE Angola and Ruha to region lists.
  • [FALL 1.65] Playsound now used for weapon raising/lowering noises.
  • [PARK 1.23] Reduced incidence of cars spawning in view of player.
  • [RADIO 1.31] Playsound now used for player radio.
  • [RAINFX 1.17] Playsound now used for rain droplet noises.

Hi everyone. Just a few additions and bug fixes. I'd be interested to know if this command delay thing still occurs for some of you.

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On 2018/8/11 at 1:20 PM, tpw said:

TPW MODS 20180811: https://www.dropbox.com/s/tq8jpr6ajdx9ta4/TPW_MODS_20180811.zip

 

Changes: 

  • [CORE 1.59, FOG 1.64, SOAP 1.35] Added SE Angola and Ruha to region lists.
  • [FALL 1.65] Playsound now used for weapon raising/lowering noises.
  • [PARK 1.23] Reduced incidence of cars spawning in view of player.
  • [RADIO 1.31] Playsound now used for player radio.
  • [RAINFX 1.17] Playsound now used for rain droplet noises.

Hi everyone. Just a few additions and bug fixes. I'd be interested to know if this command delay thing still occurs for some of you.

 

Hi TPW, thanks for the update!

Bad news though, I just tested this new version and the error messages still pop up.

However in one game session there won't be multiple error messages, e.g., if it's raining and you're aiming down sight, the popping-up of "rain_helmet_internalX.titles" seems to prevent "aimX.titles" from showing, and vice versa.

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On 8/11/2018 at 12:20 AM, tpw said:

TPW MODS 20180811: https://www.dropbox.com/s/tq8jpr6ajdx9ta4/TPW_MODS_20180811.zip

 

Changes: 

  • [CORE 1.59, FOG 1.64, SOAP 1.35] Added SE Angola and Ruha to region lists.
  • [FALL 1.65] Playsound now used for weapon raising/lowering noises.
  • [PARK 1.23] Reduced incidence of cars spawning in view of player.
  • [RADIO 1.31] Playsound now used for player radio.
  • [RAINFX 1.17] Playsound now used for rain droplet noises.

Hi everyone. Just a few additions and bug fixes. I'd be interested to know if this command delay thing still occurs for some of you.

Maybe you could add a variable that will increase the delay between command and performance.

 

Think about it.  You are a vehicle commander and your commander issues movement orders, from which there is a command delay.  You have to tell your driver where you want him to go, and he may or may not ask questions, then you have to wait, for a few seconds, before his driver gets underway.

 

Why not let players determine their own command delay, say randomized for up to two minutes or so, because you have the undealt with issues or unit morale and cohesion that varies from day to day, mission to mission? Set a base at three to five seconds. It would make SP scenarios much harder, and therefore much more fun.

 

In actual combat, were the AIs IRL men, they would delay before executing their orders.  Considerable delay as they ponder their own mortality.

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Hi tpw,

 

I currently use an edited version of tpw_air that spawns a specific aircraft, but rather than adding a classname, I would like to add a new vehicle (created by attaching a wrecked A6M to a Caesar BTT using the attachTo command, then detaching the Caesar BTT) to tpw_air_aircraft...would this be possible with your script?

// LIST OF AIRCRAFT - Thanks to Larrow for the code
tpw_air_aircraft = ["C_Plane_Civil_01_F"];

My idea is to have an ambient flyby of a plane which will be replaced by a wrecked model...

Spoiler

mD3fpeY.jpg

 

 

 

 

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On 11.08.2018 at 4:29 AM, tpw said:

Hmmm, I've never noticed the delay thing with TPW RADIO, but then again I disable player and squad voices. TPW RADIO uses the say3d command for the radio. I need to do this because it's the only way I know to make the radio calls move with the player. say3d will only play one sound at a time for the player.

 

I wouldn't have thought say3d would interfere with commanding your squad, but then again what the @#$% would I know. 

 

I'll investigate this issue a bit further using playsound

 

Hi @tpw, I checked @LarsAspra's assumption:

 

On 08.08.2018 at 2:33 AM, LarsAspra said:


Not him but the delay you describe is likely caused by TPW Radio. From my experience whenever a radio message plays it delays both ingame dialogue and orders to your teammates until it ends, which can definitely be a problem

 

 he was right,  when I turned off tpw radio, I stopped having delays during the orders to my subordinates.

If it possible, try to work on this issue, because it negatively affects the gameplay with ai-subordinates

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On 8/11/2018 at 7:24 PM, foxhound said:

The Armaholic mirror has been updated with the new version:

 

news_download_a3_3.png
TPW Mods v20180811

Thanks so much foxhound!

 

 

On 8/12/2018 at 5:59 PM, Sam Fisher said:

 

Hi TPW, thanks for the update!

Bad news though, I just tested this new version and the error messages still pop up.

However in one game session there won't be multiple error messages, e.g., if it's raining and you're aiming down sight, the popping-up of "rain_helmet_internalX.titles" seems to prevent "aimX.titles" from showing, and vice versa.

Hi Sam. As I mentioned to you earlier, this is an error I simply never see, in the RPT or popping up onscreen. So it's pretty hard for me to pin down. Are you running any other mods? Dev or stable build?

 

 

16 hours ago, badanov said:

Maybe you could add a variable that will increase the delay between command and performance.

 

Think about it.  You are a vehicle commander and your commander issues movement orders, from which there is a command delay.  You have to tell your driver where you want him to go, and he may or may not ask questions, then you have to wait, for a few seconds, before his driver gets underway.

 

Why not let players determine their own command delay, say randomized for up to two minutes or so, because you have the undealt with issues or unit morale and cohesion that varies from day to day, mission to mission? Set a base at three to five seconds. It would make SP scenarios much harder, and therefore much more fun.

 

In actual combat, were the AIs IRL men, they would delay before executing their orders.  Considerable delay as they ponder their own mortality.

Interesting idea mate, not sure how I'd achieve it but it's worth thinking about. To me, AI subordinates are already pretty sloppy about responding to my commands!

 

 

 

15 hours ago, EO said:

Hi tpw,

 

I currently use an edited version of tpw_air that spawns a specific aircraft, but rather than adding a classname, I would like to add a new vehicle (created by attaching a wrecked A6M to a Caesar BTT using the attachTo command, then detaching the Caesar BTT) to tpw_air_aircraft...would this be possible with your script?


// LIST OF AIRCRAFT - Thanks to Larrow for the code
tpw_air_aircraft = ["C_Plane_Civil_01_F"];

My idea is to have an ambient flyby of a plane which will be replaced by a wrecked model...

  Reveal hidden contents

mD3fpeY.jpg

 

 

 

 

I think I get what you're after EO, but I'd have to retool the script for you. PM me and I'll see what I can do.

 

EDIT: I can't seem to send you a PM, so try this:

Spoiler

 

    // Flyby
    tpw_air_inflight = tpw_air_inflight + 1;
    _aircraft enablesimulation true;
    _aircraft hideobject false;
    _aircraft domove _endpos;
    _aircraft flyinheight _height;

_wreckdist = 200 + random 500;
    waitUntil {sleep 5;(_aircraft distance _endpos < 1000 || !alive _aircraft || time > _time || _aircraft distance player >_wreckdist};
    deleteVehicle _aircraft;

_wreck = createSimpleObject [Land_HistoricalPlaneWreck_01_F, _pos]; 
        {
        deletevehicle _x;
        sleep 0.1;
        } count units _grp;    
    deleteGroup _grp; 
    tpw_air_inflight = tpw_air_inflight - 1;
    publicvariable "tpw_air_inflight";
    };

 

This just waits until the plane is a few hundred meters past the player and replaces it with a model of the wreck, which should then fall to the ground. You'd need to finesse it with smoke, a bit of forward speed etc etc, but you get the picture. I haven't tried it out yet but see how you go.

 

 

13 hours ago, mickeymen said:

 

Hi @tpw, I checked @LarsAspra's assumption:

 

 

 he was right,  when I turned off tpw radio, I stopped having delays during the orders to my subordinates.

If it possible, try to work on this issue, because it negatively affects the gameplay with ai-subordinates

I have tried to work on it mate. Did you try the latest version? I specifically removed the say3D commands which caused spoken player commands to queue up behind the current playing radio.

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3 hours ago, tpw said:

Thanks so much foxhound!

 

 

Hi Sam. As I mentioned to you earlier, this is an error I simply never see, in the RPT or popping up onscreen. So it's pretty hard for me to pin down. Are you running any other mods? Dev or stable build?

 

 

Interesting idea mate, not sure how I'd achieve it but it's worth thinking about. To me, AI subordinates are already pretty sloppy about responding to my commands!

 

 

 

I think I get what you're after EO, but I'd have to retool the script for you. PM me and I'll see what I can do.

 

EDIT: I can't seem to send you a PM, so try this:

  Reveal hidden contents

 

    // Flyby
    tpw_air_inflight = tpw_air_inflight + 1;
    _aircraft enablesimulation true;
    _aircraft hideobject false;
    _aircraft domove _endpos;
    _aircraft flyinheight _height;

_wreckdist = 200 + random 500;
    waitUntil {sleep 5;(_aircraft distance _endpos < 1000 || !alive _aircraft || time > _time || _aircraft distance player >_wreckdist};
    deleteVehicle _aircraft;

_wreck = createSimpleObject [Land_HistoricalPlaneWreck_01_F, _pos]; 
        {
        deletevehicle _x;
        sleep 0.1;
        } count units _grp;    
    deleteGroup _grp; 
    tpw_air_inflight = tpw_air_inflight - 1;
    publicvariable "tpw_air_inflight";
    };

 

This just waits until the plane is a few hundred meters past the player and replaces it with a model of the wreck, which should then fall to the ground. You'd need to finesse it with smoke, a bit of forward speed etc etc, but you get the picture. I haven't tried it out yet but see how you go.

 

 

I have tried to work on it mate. Did you try the latest version? I specifically removed the say3D commands which caused spoken player commands to queue up behind the current playing radio.

 

Hi TPW, I only use stable build, and when I run tests only CBA and your mods are loaded, but the error appears regardless.

It's a strange error indeed, but based on others' comments I'm definitely not the only one having this problem.

If it's difficult to pin down, a temporary workaround may be adding a config value to allow disabling the sounds? I don't mind the rainfall error but the weapon sound error is very annoying because it could appear just when you're about to shoot at someone, the error pops up and screws up your aim...

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On 13/08/2018 at 10:19 AM, tpw said:

I think I get what you're after EO, but I'd have to retool the script for you. PM me and I'll see what I can do.

 

I appreciate the code mate, but maybe I could have worded my idea slightly better, what I'd like is ambient flybys of wrecked aircraft, maybe a visual interpretation will explain a little better....

 

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On 13.08.2018 at 12:19 PM, tpw said:

I have tried to work on it mate. Did you try the latest version? I specifically removed the say3D commands which caused spoken player commands to queue up behind the current playing radio.

I still did not try it, I did not have time.

This is definitely good news when I try I will let you know. Thank you!

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On 13.08.2018 at 12:19 PM, tpw said:

Did you try the latest version? I specifically removed the say3D commands which caused spoken player commands to queue up behind the current playing radio.

I tried the latest version of TPW, but the delays are still there. It seems interesting to me, that during the command delay, I do not hear any radio messages of tpw! Logically there is no reason to delay the sound command of the player's character, but for some hidden reason, it still happens
 

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Hi, TPW, back here after long time, checking, what's changed, new stuff sound really cool, for example things making towns feeling more alive, namely town sounds, car alarms... One question - are custom HUD layouts definitions (structured text part) gone from the userconfig? Would be a pity. I see, my old layout doesn't look right anymore and can't alter it. 

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Would it be possible to add a blacklist for cars and park, as done with civs in a future version please?

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I get those issue command delays from time to time but they are not hindering my game play.  I, at times, will have a team of 16 ai dudes broke into 4 teams for vehicles and foot soldiers,  I am always issuing orders and have never come across a deal breaking situation where the team wipes because of the command delay.

 

This is with a whole lot of crap going on too.  I use TPW skirmish ( and the entire TPW suite ) layered over Haleks Ravage mod for some long ass asymmetrical play sessions.

 

By all means if TPW can work it so it has no more delay then great but IMO it's negligible.

 

I simply can not believe how many hours I have sunk into this game and TPW mods is one of the reasons its still so enjoyable, CHEERS!

I'd still love to see some form of "TPW Intel" implemented hehe =)

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Hi @TPW

One question -  are you able to work on the vanilla hit-reaction problems?

When a ai-soldier is in prone and he gets a deadly bullet, he sometimes flies up a few meters! 

Flying bugs happen for 5 years already and it seems to me that the BIS will never fix it. 
Are you able to neutralize this problem with the help of TPW?  It would be nice if TPW mod would fix this bug by default (regardless of the functions used)

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On 19.8.2018 at 7:28 AM, Rydygier said:

Hi, TPW, back here after long time, checking, what's changed, new stuff sound really cool, for example things making towns feeling more alive, namely town sounds, car alarms... One question - are custom HUD layouts definitions (structured text part) gone from the userconfig? Would be a pity. I see, my old layout doesn't look right anymore and can't alter it. 

 

Not sure about the userconfig - I load the mod, set all userconfig "...active = 0" and start scripts via execvm. The HUD definitions work this way, maybe that is an option for you. My HUD (on a 1920x1200 screen):

 

 

0 = [  
   [10,500],  
   [1,1,1],  
   [0,1,1],  
   [1,0.5,0],  
   [1,1,1],  
   [0.5,1,0],  
   0.8,  
   [1,0.58,0.72,1],  
   [1,0.51,0.769,1],  
   [1,0.42,0.72,1],  
   [0,0.42,0.67,1],  
   [1,0.58,0.67,1],  
   [1,0.42,0.77,1],  
   [1,0.51,0.72,1],  
   [1,0.58,0.77,1],  
   [1,0.51,0.719,1],  
   [1,1,0.25,0.25],  
   [-0.02,0.1],  
   1,  
   1,  
   1,  
   0,  
   1,  
   [24,23,30,29,24,23,30,29,22,20],  
   1.5,  
   1,  
   [],  
   ["H_HelmetB_TI_tna_F"]  
] execvm "\@TPW_MODS\scripts\tpw_hud.sqf";
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Thanks for continuing your work on this, TPW.

 

A couple of pop-up errors for your consideration that I've run into with the latest version:

 

Quote

Warning Message: Sound TPW_SOUNDS\sounds\radio\radio96.ogg not found
Warning Message: Sound TPW_SOUNDS\sounds\radio\radio21.ogg not found
Warning Message: Sound TPW_SOUNDS\sounds\radio\radio67.ogg not found

 

I'm also having those aforementioned errors when aiming, similar to:

 

Quote

Warning Message: No entry 'bin\config.bin/CfgSounds/aim6.titles'.

 

Spoiler

If my past experience with sounds is correct, these aimx sound entries in the description.ext just need:


titles[] = {0,""};

...inserted into their class under class cfgSounds.

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I'm also getting fun messages like this:

  • No entry 'bin\config.bin/CfgSounds/aim1.titles'
  • No entry 'bin\config.bin/CfgSounds/aim3.titles'
  • No entry 'bin\config.bin/CfgSounds/aim5.titles'
  • No entry 'bin\config.bin/CfgSounds/aim6.titles'

. . . when I bring up the weapon scope view.  The number (1 to 6) varies, but the message is the same.

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Hi tpw,

 

I've been having some issues with this error spamming my rpt:

 

19:01:55 Error in expression <ckVisibility [eyePos player, (getposasl _test)  vectoradd [0,0,0.5]] == 0} && {c>
19:01:55   Error position: <_test)  vectoradd [0,0,0.5]] == 0} && {c>
19:01:55   Error Undefined variable in expression: _test
19:01:55 Error in expression <  vectoradd [0,0,0.5]] == 0} && {count (_test nearentities ["car",20]) == 0}) th>
19:01:55   Error position: <_test nearentities ["car",20]) == 0}) th>
19:01:55   Error Undefined variable in expression: _test
19:01:55 Error in expression <Land_HelipadEmpty_F" createvehiclelocal _pos;
_test setpos _pos;


if (count tpw>
19:01:55   Error position: <_pos;
_test setpos _pos;


if (count tpw>
19:01:55   Error Undefined variable in expression: _pos

I suspect that it has something to do with civs, crowds and cars.

 

I've been playing a dynamic mission which spans for days. I only get this messages when I load its saves and I very rarely notice civilians or cars moving around. Airplanes, boats and parked vehicles seem to be working well though. 

 

One other thing, my civs often spawn with IDAP gear when they do seem to work. I've seen them running around donning white helmets, driving IDAP vans, wearing IDAP t-shirts etc.

 

On a final note, I don't know if it's intended or not but Tanoa seems to be getting excessive fog at least during the months of August and September. Most of the days start foggy and stay foggy even when it turns dark. 

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