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

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Hey TPW . . . here's another suggestion.  "TPW Interact", where you have a few simple commands to interact with the AI around you.  Such as:

 

1) "Stop", to get an AI civilian/friendly soldier within (10?) feet of you to stop walking for . . . maybe 15 to 30 seconds?

2) "Move", to get an AI within (10?) feet of you to move out of your way. 

 

For item #1, the reason I'd like to see a STOP command is to FORCE STOP a wounded NATO soldier from walking away, so I can have just enough time to "heal/bandage" him up!

 

The main problem to overcome would be the AI NATO soldiers who are not in "my" group/faction (or generally NOT under my control in any way), therefore, I can't give them ANY orders.  I'm hoping there's a way to temporarily over-ride it so you can force a person (within 10 feet?) to STOP.  Another problem is . . . obviously, you don't want ENEMY soldiers/factions to respond to these commands.  But I'd love to have civilians and friendly (NATO) soldiers (who are NOT under my command), STOP just long enough for me to heal/bandage them up!

 

For item #2, the reason I'd like to see a MOVE! command, is to force an AI civilian out of the way when they're standing in the middle of a narrow staircase, or hallway, or the middle of the road when cars are driving around.  Again, I assume the main difficulty would be getting NATO soldiers to respond to "stop" or "move" command when I have no control over them.  But still having the enemy AI soldiers/factions ignore these commands.

 

What do you think?  Is an option like this even remotely possible???  Or just too difficult?  Do you think "TPW Interact" or "TPW Interaction" is a good idea?  As always, just a suggestion based on my game-play experiences with AI that sometimes seem to SERIOUSLY lack common sense.  Take it or leave it.  :-)

 

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On 19.12.2018 at 9:27 PM, Valken said:

 

In the OPTIONS settings for ACE Medical, you can DISABLE from BASIC or ADVANCED medical model (thus using basic ARMA) and ENABLE REVIVE for both AI and player. This will give you what you are asking for. Try it.

 

If I follow your advice (DISABLE from BASIC or ADVANCED medical model), then I still can not call the medic for treat-commands (via button 6).
That is how it should be ? 

 

PS: This was the main reason, why I did not use ACE medicine.

 

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On 12/27/2018 at 4:59 AM, mickeymen said:

 

If I follow your advice (DISABLE from BASIC or ADVANCED medical model), then I still can not call the medic for treat-commands (via button 6).
That is how it should be ? 

 

PS: This was the main reason, why I did not use ACE medicine.

 

 

I am unsure about this because ACE also has an AI module that may have disabled that.

 

But I personally use ACE, TPW and C2 - Command and Control mod to tell my SQUAD to heal my team or myself:

 

 

Its a more advance version of what you are asking for, AI control, and suits my needs perfectly in SP to prevent the AI from going on its own.

 

Lastly, ACE3 is modular. You can actually remove bits and pieces of functions you do not want and keep the functionality you may want just by moving or keeping the PBO files in the folder. You need to read through all the ACE documentation yourself due to all of the variations possible. I suggest you try to move and backup the ACE_AI.PBO to see if that may give you what you are looking for.

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@tpwI've been playing with your mod in Ravage and have some ideas:

 

For the Radio chatter, can it do a check to see if a player actually has a radio on them? I love  it but would like it more if only the player had a radio or was near a radio. 

 

For animals - can we update the mod to detect and use the cows and boars  from this mod if loaded:

 

https://steamcommunity.com/sharedfiles/filedetails/?id=495749412

 

and wild horses from this mod:

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1470493486

 

It should optional but I though having a better range of animals.

 

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I like the mod so far, however, is there a possibility that I can turn the TPS HUD off on default, I rather like to turn it on manually since it shows in cutscenes and all which breaks immersion a bit on singleplayer missions. 

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52 minutes ago, KEVINMGXP said:

I like the mod so far, however, is there a possibility that I can turn the TPS HUD off on default, I rather like to turn it on manually since it shows in cutscenes and all which breaks immersion a bit on singleplayer missions. 

 

You can turn it off in game, just by putting the tactical glasses in your vest instead of wearing them. I use that method when taking screenshots.

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8 hours ago, alky_lee said:

 

You can turn it off in game, just by putting the tactical glasses in your vest instead of wearing them. I use that method when taking screenshots.

 

Ohw I hoped that I could change a specific true-false state in one of the setting files so it would be off at default  :s the thing is I am playing through the cold war campaign again and with the many cutscenes the hud shows through the scene at times and this doesn't really feel right :D  

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1 hour ago, KEVINMGXP said:

 

Ohw I hoped that I could change a specific true-false state in one of the setting files so it would be off at default  :s the thing is I am playing through the cold war campaign again and with the many cutscenes the hud shows through the scene at times and this doesn't really feel right :D  

 

In the .hpp file you can either change the hud_active value to 0 which will stop the HUD working, or change the tpw_hud_addtac to 0 so that it won't work unless the unit is wearing tactical glasses.

 

 

Spoiler

// HUD
tpw_hud_active = 1; // 0 = inactive
tpw_hud_range[] = {25,500}; // effective minimum and maximum range of goggles to scan for units
tpw_hud_vehiclefactor = 1.5; // Detection range multiplication factor for vehicles (eg 1.5 = 750m max detection range for vehicles vs 500m for units)
tpw_hud_colour[] = {1,1,1}; // HUD colour
tpw_hud_friendlycolour[] = {0,1,1}; // friendly colour
tpw_hud_civcolour[] = {1,1,1}; // civ colour
tpw_hud_enemycolour[] = {1,0.5,0}; // enemy colour
tpw_hud_squadcolour[] = {0.5,1,0}; // squad and marker colour. Default icon colour for all units in the default simplified HUD 
tpw_hud_alpha = 0.4; // initial transparency of HUD. 0 = invisible, 1 = opaque
tpw_hud_asl[] = {0,0.6,0.456,1}; // ASL = height above sea level. [1 = active ( 0 = inactive), 0.6 = X position, 0.45 = Y position, 1 = text size]
tpw_hud_azt[] = {0,0.5,0.452,1}; // AZT = azimuth (direction of gaze).
tpw_hud_grd[] = {0,0.4,0.45,1}; // GRD = GPS grid coordinates.
tpw_hud_lmt[] = {1,0.4,0.5,1}; // LMT = local mean time.
tpw_hud_tmp[] = {1,0.6,0.51,1}; // TMP = temperature (from TPW FOG) .
tpw_hud_hlt[] = {1,0.4,0.55,1}; // HLT= health.
tpw_hud_rng[] = {0,0.5,0.56,1}; // RNG = range to centre of player's gaze (performance heavy, disabled by default).
tpw_hud_vel[] = {0,0.6,0.57,1}; // VEL = speed of player (or player's vehicle).
tpw_hud_prx[] = {1,0.5,0.505,1}; // PRX = display numbers of nearby units.
tpw_hud_unit[] = {1,1,0.25,0.75}; // UNITS/MARKERS displayed on HUD, where 0/1/2 = disabled/simplified/full, 1 = icon max size, 0.25 = icon min size, 0.75 = text size ( 1 = same size as HUD text).
tpw_hud_offset[] = {0.34,0.26}; // HUD offset. [x,y] -0.5 to 0.5
tpw_hud_scale = 0.7; // HUD scale. > 1 = larger
tpw_hud_textscale = 0.7; // HUD text scale. > 1 = larger
tpw_hud_degradation = 1; // HUD performance reduced with distance. 0 = no degradation
tpw_hud_thirdperson = 1; // no HUD in 3rd person. 1 = HUD in 3rd person
tpw_hud_addtac = 0; // automatically add tactical glasses to the player's inventory if they are not already carrying/wearing them. 0 = don't add glasses
tpw_hud_audible = 1; // audible warning when enemies detected. 0 = no audible warning.
tpw_hud_icons[] = {24,23,30,29,24,23,30,29,22,20}; // HUD icon types, see key below

 

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On 9/1/2018 at 4:21 PM, CameronMcDonald said:

I'm also having those aforementioned errors when aiming
 

 

On 9/10/2018 at 8:26 PM, heyvern69 said:

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.

 

On 9/11/2018 at 3:48 AM, badanov said:

I get those messages as well.  But only one time, after scoping.

 

On 9/17/2018 at 12:58 AM, tpw said:

I've also been incredibly busy and not feeling motivated after a big day of Python wrangling at work to sit down and track down the ever increasing pile of bugs (thanks for submitting them by the way), especially since many of them (such as the dreaded No entry 'bin\config.bin/CfgSounds/aim6.titles') I can't replicate.

 

I also encountered this problem, it shows up if the "tpw_fall_sightnoise" option is enabled in the userconfig\TPW_MODS\TPW_MODS.hpp file. Setting that to 0, or disabling tpw_fall entirely fixed it.

 

Other mods I'm using, via Steam Workshop:

Spoiler

@All the weapons VERSION 2 - Players weapons stay the same but AI weapons change
@Anti-Materiel Rifle 25 KKiv Model 2035
@CBA_A3
@KA Weapons Pack NEW
@MCC Sandbox 4 -  Mission Making The Easy Way
@Specialist Military Arms (SMA) Version 2.7.1
@Thermal Vision Goggles by Rad

 

 

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On 1/18/2019 at 8:29 PM, alky_lee said:

 

In the .hpp file you can either change the hud_active value to 0 which will stop the HUD working, or change the tpw_hud_addtac to 0 so that it won't work unless the unit is wearing tactical glasses.

 

 

  Reveal hidden contents

// HUD
tpw_hud_active = 1; // 0 = inactive
tpw_hud_range[] = {25,500}; // effective minimum and maximum range of goggles to scan for units
tpw_hud_vehiclefactor = 1.5; // Detection range multiplication factor for vehicles (eg 1.5 = 750m max detection range for vehicles vs 500m for units)
tpw_hud_colour[] = {1,1,1}; // HUD colour
tpw_hud_friendlycolour[] = {0,1,1}; // friendly colour
tpw_hud_civcolour[] = {1,1,1}; // civ colour
tpw_hud_enemycolour[] = {1,0.5,0}; // enemy colour
tpw_hud_squadcolour[] = {0.5,1,0}; // squad and marker colour. Default icon colour for all units in the default simplified HUD 
tpw_hud_alpha = 0.4; // initial transparency of HUD. 0 = invisible, 1 = opaque
tpw_hud_asl[] = {0,0.6,0.456,1}; // ASL = height above sea level. [1 = active ( 0 = inactive), 0.6 = X position, 0.45 = Y position, 1 = text size]
tpw_hud_azt[] = {0,0.5,0.452,1}; // AZT = azimuth (direction of gaze).
tpw_hud_grd[] = {0,0.4,0.45,1}; // GRD = GPS grid coordinates.
tpw_hud_lmt[] = {1,0.4,0.5,1}; // LMT = local mean time.
tpw_hud_tmp[] = {1,0.6,0.51,1}; // TMP = temperature (from TPW FOG) .
tpw_hud_hlt[] = {1,0.4,0.55,1}; // HLT= health.
tpw_hud_rng[] = {0,0.5,0.56,1}; // RNG = range to centre of player's gaze (performance heavy, disabled by default).
tpw_hud_vel[] = {0,0.6,0.57,1}; // VEL = speed of player (or player's vehicle).
tpw_hud_prx[] = {1,0.5,0.505,1}; // PRX = display numbers of nearby units.
tpw_hud_unit[] = {1,1,0.25,0.75}; // UNITS/MARKERS displayed on HUD, where 0/1/2 = disabled/simplified/full, 1 = icon max size, 0.25 = icon min size, 0.75 = text size ( 1 = same size as HUD text).
tpw_hud_offset[] = {0.34,0.26}; // HUD offset. [x,y] -0.5 to 0.5
tpw_hud_scale = 0.7; // HUD scale. > 1 = larger
tpw_hud_textscale = 0.7; // HUD text scale. > 1 = larger
tpw_hud_degradation = 1; // HUD performance reduced with distance. 0 = no degradation
tpw_hud_thirdperson = 1; // no HUD in 3rd person. 1 = HUD in 3rd person
tpw_hud_addtac = 0; // automatically add tactical glasses to the player's inventory if they are not already carrying/wearing them. 0 = don't add glasses
tpw_hud_audible = 1; // audible warning when enemies detected. 0 = no audible warning.
tpw_hud_icons[] = {24,23,30,29,24,23,30,29,22,20}; // HUD icon types, see key below

 

 

Hey, this helped me out a bunch. 

 

Do you also know how to disable the notification popup on TPW load? It seems that there is a popup right upper side and when recording cutscenes this is rather annoying so I want to disable it if possible.

 

Edit: Never mind, I feel a bit stupid that I asked. If I only had taken a bit more time before I popped the question! I have been reading through the .HPP file and it was right on the top of it . ...

 

// STARTUP HINT
tpw_hint_active = 1; // 0 = inactive

 

best of regards 

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There's a bug with corpse despawning in skirmish mode, the "tpw_skirmish_deadtime" option is only used for the "WEST" faction soldiers, everything else gets removed after 300sec.

I fixed it in my local version, I can share the pbo and the fixed source file via PMs if anyone's interested.

 

The fix:

Spoiler

In "tpw_skirmish.sqf" file, there's several lines which contain this:


setvariable ["tpw_skirmish_removedead",diag_ticktime + 300]

search&replace it with:


setvariable ["tpw_skirmish_removedead",diag_ticktime + tpw_skirmish_deadtime]

 

 

I also modified the killed event handler to add markers where the soldier was killed, and remove them when bodies are despawned - neat for checking if stuff despawns as it should but also useful in gameplay, helps avoid going back for stuff that isn't there anymore.

 

The code to do that:

Spoiler

Add a "tpw_skirmish_killcount" var at the top of the file, set to zero

 

In killed event handlers add  a private var named "_markerName" to the private array then put code like this at the end of the function:


tpw_skirmish_killcount = tpw_skirmish_killcount + 1;
_markerName = format ["tpwkillmarker-%1",tpw_skirmish_killcount];
(_this select 0) setvariable ["tpw_skirmish_death_marker", _markerName];
createmarker [_markerName , position (_this select 0)];
_markerName setmarkertype "hd_dot";
_markerName setMarkerAlpha 0.5;
_markerName setmarkercolor "colorred";

Add code to remove markers after the body was removed, around line 2867, search for "tpw_skirmish_removedead"


private _deathMarkerName = _x getvariable["tpw_skirmish_death_marker",objNull];
if(!isNull _deathMarkerName) then {
   deletemarker _deathMarkerName;
};

 

 

BTW, the "All the weapons" mod works very well with the skirmish mode.

 

Edit: I just saw this error in the report file:

Spoiler

19:40:01 Error in expression <            

deletevehicle _heli;
deletevehicle _heli2;    
{
deletevehicle _x;
sleep 0.1;
>
19:40:01   Error position: <_heli2;    
{
deletevehicle _x;
sleep 0.1;
>
19:40:01   Error Undefined variable in expression: _heli2
19:40:01 File TPW_MODS\tpw_skirmish.sqf, line 960

It doesn't seem to be related to my modifications to the file.

Edited by syf
Add bug report
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Hi @TPW!

 

I use BLEEDOUT with the

 

tpw_bleedout_selfheal setting = 1; 

I carefully watched the AI behavior.

The AI-soldiers will automatically heal itself, but the problem is that the AI will try heals itself instantly after receiving the wound, during the battle, even under enemy fire! For this reason, part of the AI-soldiers will be killed before self-healing ends.

 

When AI-soldiers after receiving a wound instantly/immediately lay down their arms on the ground and try to heal themselves, under enemy fire, this makes them incapable durring battle and this looks not natural.

 

@TPW If you have the such opportunity, then make a random delay for self-treatment to activate self-healing! Or make it possible to self-healing only when there is no enemy nearby. Any solution (convenient for you and your users) would be very desirable. If it is difficult to add special scripting prerequisites, then a simple random delay could significantly improve the situation.


For example, If if after getting injured the AI will use the self-medication randomly,  in the range of 10-20 seconds, then that would be great!

 

Thank you for your mod)

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TPW MODS 20190330: https://www.dropbox.com/s/gsmu6ggbjybnama/TPW_MODS_20190330.zip

 

Changes:

  • [CORE 1.67, SOAP 1.44, FOG 1.73] Added St George and Summa to region lists.
  • [ANIMALS 1.47] Added pseudo reverb effect to animal calls.
  • [BLEEDOUT 1.36] Added random time before threshold injury triggers AI self healing, to prevent self-healing immediately after wounding (thanks mickeymen). 
  • [FIREFLIES 1.08] Adjusted default colour, brightness and size of fireflies. Removed BIS Fireflies which can appear in plague proportions on many maps (many thanks to .kju for help with this).
  • [RADIO 1.34] Player must have radio in inventory in order to hear radio messages when footbound (thanks Valken).
  • [SKIRMISH 1.48] Fixed dead unit despawn bug (thanks syf).

imbackbaby.jpg

Sorry about the long time off the tools. Every now and then my frustration at the total lack of meaningful development to address game's core deficiencies overcomes my enjoyment at being able to code for it. So I took a few months off to do other things and play other games. Coming back after nearly 6 months off demonstrated to me that although A3 is clunky, incomplete and horrifically optimised, there's nothing else even remotely like it. When everything comes together the degree of immersion is unbeatable. Anyway I've spent the last week or so dusting off my coding and addressing a few bugs found by me and others. Once I get my chops back I'll attempt a few more ambitious things I've got in mind.

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Good to have you back mate! Looking forward to seeing what you come up with. 

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On 3/30/2019 at 3:57 AM, tpw said:

Coming back ... there's nothing else even remotely like it.

 

This is what keeps me coming back after short hiatuses as well.  Glad you're back and thanks for continuing on with your mod!

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TPW MODS 20190406: https://www.dropbox.com/s/1o33fup9jpcbeu0/TPW_MODS_20190406.zip

 

Changes:

  • [ANIMALS 1.48, HUD 1.72] Will spawn ambient horses with custom horse sounds if dbo_horses is installed. Many thanks to LarsAspra for the suggestion and initial code.
  • [FALL 1.68] Hopefully a fix for the "No entry 'bin\config.bin/CfgSounds/aimX.titles" bugs some people are reporting. I say hopefully because I can't reproduce the bug, so the fix is guesswork. 


I bloody love it when someone not only has a feature suggestion for TPW MODS, but provides code too! In this case, many thanks to @LarsAspra for both of those things, which now allow ambient horses in TPW ANIMALS. Always nice to extend the ambient animals selection in the game, and now you'll occasionally see animated horses in pasture areas of the map, with some custom horse snorting noises added by yours truly. I did look into adding  MH_animals support so that we could have wild boar and cows back in game, but the mod is hopelessly broken and requires extensive post install jiggery pokery to make it work, and even then the animals are wonky. And lastly, please let me know if you're still getting "No entry 'bin\config.bin/CfgSounds/aimX.titles" errors when aiming. Cheers!

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17 hours ago, tpw said:

 

  • [FALL 1.68] Hopefully a fix for the "No entry 'bin\config.bin/CfgSounds/aimX.titles" bugs some people are reporting.

 

Still error(

 

http://images.vfl.ru/ii/1554580379/cf3b30b2/26086072.jpg
 

PS: seems to me, I found the location of the problem.

This is a FALL module. When I turn it off

 

tpw_fall_active = 0; 

 

then there is no error message

 

 

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@LarsAsprahas found the solution to the dreaded bug, which I will implement ASAP. 

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TPW MODS 20190413: https://www.dropbox.com/s/u0qx5jgzrvpr17y/TPW_MODS_20190413.zip

 

Changes:

  • [HPP UPDATE REQUIRED] tpw_animal_saddleperc = 10; // % of horses spawned with saddles (if using dbo_horses)
  • [ANIMALS 1.50] User may now specify the percentage of horses spawned with saddles (Thanks Alpha-Kilo). 


Just a small update allowing the spawning of rideable horses with saddles. Johnnyboy's fix for the  UAV controls bug is incorporated. Thanks to Alpha-Kilo for the suggestion.

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Hi @tpw Hope your well man.

 

Just got back to Arma after a break.Cool new features and great to see you still adding new stuff and refining the mod.

 

I use TPW fall lately,and iv noticed AI units who fall indoors,have a high chance of staying down indefenitely,and never getting up.

I tested this on AI team mates,and set a trigger to teleport them to my position. So in testing,they often while indoors,once hit,fall and stay in that animation forever...

 

As soon as i exit the building and use the trigger to teleport them to my position they get up rite away.

 

This is Altis buildings,happens more on destroyed models.Using default settings from user config(minus the aim down sites sounds).

 

Also,im just curious...in your time making TPW FALL,in your opinion is it CPU heavy?I have some scenarios with on hit event handlers on alot of AI(about 40-60 in combat) and just wondering if i will be making things considerably worse with FALL enabled.

 

I know its a quite difficult question to give an exact answer,but just looking for your opinion since iv not been using TPW in recent iterations.

 

Cheers man

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On 4/20/2019 at 12:44 AM, redarmy said:

Hi @tpw Hope your well man.

 

Just got back to Arma after a break.Cool new features and great to see you still adding new stuff and refining the mod.

 

I use TPW fall lately,and iv noticed AI units who fall indoors,have a high chance of staying down indefenitely,and never getting up.

I tested this on AI team mates,and set a trigger to teleport them to my position. So in testing,they often while indoors,once hit,fall and stay in that animation forever...

 

As soon as i exit the building and use the trigger to teleport them to my position they get up rite away.

 

This is Altis buildings,happens more on destroyed models.Using default settings from user config(minus the aim down sites sounds).

 

Also,im just curious...in your time making TPW FALL,in your opinion is it CPU heavy?I have some scenarios with on hit event handlers on alot of AI(about 40-60 in combat) and just wondering if i will be making things considerably worse with FALL enabled.

 

I know its a quite difficult question to give an exact answer,but just looking for your opinion since iv not been using TPW in recent iterations.

 

Cheers man

Hi @redarmy, thanks for getting in touch. I’m on Easter holidays with my kids and can’t get to my Arma box, so will answer your questions with a high probability of making a dickhead of myself. To my understanding event handlers themselves are not hugely cpu intensive, similar to spawning lots of sleep loops. Obviously what happens once the handler is fired off is a different kettle of fish. In my experience TPW FALL is not a cpu killer, but then again I tend to use modest numbers of AI (<20) so your mileage may differ.  As for the glitch with indoor units falling, you might be onto something there, since depending on the building the unit might never make it to ground level to complete the process.  I’ll look into it as soon as I’m back. Thanks again for the heads up.

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