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

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 Speaking of birds,

 As you guys know I'm a pilgrimage fan.

 That being said, the crows around dead bodies doesn't work after a saved game.  I don't know if that's the problem with other missions.

...And yes @TPW, We'll take what you give us. 🤣 Selfishly!

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Gday EO, thanks for the very kind words which I really appreciate. I don't do social media so I get all my online dopamine hits from my mod feedback...

TPW AIR is running as intended on my system. tpw_air_aircraft is initialised as an empty array and then filled based on the contents of tpw_air_include. If you're having an issue with TPW AIR feel free to drop me a PM.

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On 1/20/2023 at 10:20 AM, pvt. partz said:

 Speaking of birds,

 As you guys know I'm a pilgrimage fan.

 That being said, the crows around dead bodies doesn't work after a saved game.  I don't know if that's the problem with other missions.

...And yes @TPW, We'll take what you give us. 🤣 Selfishly!

Dear General Partz,

 

I'll have a look into the disappearing crow issue for you!

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Dear General Partz,

 

...oooh, a promotion. Finally!

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On 1/21/2023 at 12:23 AM, tpw said:

TPW AIR is running as intended on my system. tpw_air_aircraft is initialised as an empty array and then filled based on the contents of tpw_air_include. 

 

I should have mentioned I'm using the script version, I can get it too work now. (no idea what my previous issue was)

However the script version generates this error message upon loading a mission, the same error message also appears when the tpw_air_aircraft array is filled with a few custom classanmes, once clicked the mission loads and the script works as intended.

 

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On 1/24/2023 at 5:02 AM, EO said:

 

I should have mentioned I'm using the script version, I can get it too work now. (no idea what my previous issue was)

However the script version generates this error message upon loading a mission, the same error message also appears when the tpw_air_aircraft array is filled with a few custom classanmes, once clicked the mission loads and the script works as intended.

 

Hmmm, not sure what's going on here. I run from the script version (in fact I run all my mods from the script versions as part of the dev process). I use custom strings in TPW AIR too:

0 = [60,300,2,[100,250,500],0,["heli","plane","uav","rhs","gm"]] execvm "\scripts\tpw_mods\tpw_air.sqf";

Can you post your settings and I'll try them out.

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23 minutes ago, tpw said:

Can you post your settings and I'll try them out.

 

I pulled the script from the latest Dropbox link, launched A3 with no mods or CDLC other than CBA A3, added the script to a fresh mission, placed down one unit and called the script (as per the instruction) from the units init.

0 = [10,300,2,[50,250,500],0] execvm "tpw_air.sqf";

Previewing the scenario generates the error, but the script still works as intended.   

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5 minutes ago, EO said:

 

I pulled the script from the latest Dropbox link, launched A3 with no mods or CDLC other than CBA A3, added the script to a fresh mission, placed down one unit and called the script (as per the instruction) from the units init.

Previewing the scenario generates the error, but the script still works as intended.   

Yep you've followed the instructions perfectly, it's just the instructions are wrong! There needs to be the array of aircraft to include. I have updated the instructions in the script header accordingly. Sorry about that EO

0 = [10,300,2,[50,250,500],0,[str1,str2,etc]] execvm "tpw_air.sqf";
or if you don't want to include any
0 = [10,300,2,[50,250,500],0,[]] execvm "tpw_air.sqf";
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On 1/16/2023 at 2:32 AM, tpw said:


[PARK 1.34] Cars will not spawn closer than 50m to player

 

I've been running into some problems with Park for a while, enough so I had to stop using it.

 

Your documentation in the pas says (it doesn't say that now) that I can cut off aspects of TPW by inserting a command such as tpw_park_active = 0; to disable an aspect. It doesn't appear to be working. I use external files which are read and which select enemy forces from a list. At the bottom on that file is this directive:  tpw_park_active = 0; Do I need to place it on the player to make it work?

 

So, I was wondering: If I disabled TPW Park and only enabled it for non mobile scenarios, would that work better than the way I described?

 

I stopped using TPW Park on mobile scenarios because of several issues, one of them being the tendency to park vehicles in the middle of the road or an intersection.

 

Another problem for me, at least, has been the spawning of vehicles directly in the path of vehicles, such as the players, which causes a traffic accident. I see you added the no closer than 50 meters, but a BTR traveling at 40 kph will travel that distance in about six seconds, 7.5 seconds at 30 kph. When the spawning takes place, with enough latency, the BTR will be on top of the newly spawned vehicle faster than that.

 

Another thing: Would wild cards work in TPW park? Adding LOP_ includes every vehicle including military ones, which I don't want. I use eastern European terrains all the time. I can use LOP_CHR_Civ, so I was wondering if a wildcard would work: LOP*Civ

 

*** As an addendum, I tried it again in Leskovets, and this time it worked, for a time, then stopped working. By the time it stopped working, I was on foot anyway.

Edited by badanov
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Perhaps a better way to temper this behavior by Arma 3 would be a law that says vehicles can't spawn while the player is moving inside a vehicle. Dunno if that would even be possible, though.

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TPW MODS 20230211: Steam Dropbox

Changes:

[CORE 1.98, SKIRMISH 1.65, SOAP 1.74] Refactored unit disabling/enabling code, should largely eliminate artifacts such as units stuck kneeling, dodgy somersault transitions between animations, units falling through terrain etc ad nauseum. Added Sehreno support.
[AIR 1.34] Code cleanups
[ANIMALS 1.69] Added ambient bird flock flybys. Many thanks to LarsAspra for the idea and code. Added startled birds flying from trees when gunfire nearby.


Hi everyone. I'm very pleased to say that I have finally, after several years of frustration, got to the bottom of the issues causing glitches with disabled/re-enabled units. You're always fighting the engine when trying to override animations to get more realistic falling etc, which occasionally led to animations being applied to dead units, which caused the issues. A few extra lines of code later and they all behave themselves. 

TPW PARK is still a bit of a problem, as Badanov has noted. There's a reason why BIS pulled the original ambient parking module - it's difficult to get vehicles spawning exactly where and when is most appropriate. I'll keep looking into it now that I have the major glitch annoyance out of the way.

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Added startled birds flying from trees when gunfire nearby.

...das is gud

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Hi @tpw!

You still have not everything going smoothly with BLEEDOUT module

periodically I meet errors:

 

Error Undefined variable in expression: _skill
File TPW_MODS\tpw_bleedout.sqf..., line 237

if I try save and restart mission then I thave another error message:

23:56:12   Error Generic error in expression
23:56:12 File TPW_MODS\tpw_sanity.sqf..., line 44
23:56:13 Error in expression <ealeh",1];
};


if (tpw_bleedout_affect == 1) then
{

>
23:56:13   Error position: <== 1) then
{

>
23:56:13   Error Generic error in expression
23:56:13 File TPW_MODS\tpw_bleedout.sqf..., line 217

Also, at this moment fps drops a lot. I don't know if this is related

Edited by mickeymen
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