Valken 622 Posted January 28, 2018 3 minutes ago, tpw said: Two words: deferred rendering. Can't wait for ARMA 4 just for this! :D Share this post Link to post Share on other sites
tpw 2315 Posted January 28, 2018 Just now, Valken said: Can't wait for ARMA 4 just for this! :D Is that going to be a thing? Share this post Link to post Share on other sites
Valken 622 Posted January 28, 2018 BIS has stated they are making the Fusion engine (ARMA 3 + DayZ SA + upgrades) and it will be the next engine for the next game... ARMA 4 would be our guess what it may be. It could be DayZ 2.0 for all we know and if we can mod it like ARMA 3, I would buy it just for that alone! Share this post Link to post Share on other sites
amon11 8 Posted January 28, 2018 hi could I add resist color for hud? Share this post Link to post Share on other sites
RabidStoat 39 Posted January 29, 2018 @tpw I do like the new simplified HUD, streamlines things a little and is much less intrusive. My only problem is that it disables the UAV and Squad networking to highlight known threats outside of your own eyeline. Is there a way to tinker the .hpp into doing this or do I have to cycle through to the full HUD for that? Share this post Link to post Share on other sites
tpw 2315 Posted January 29, 2018 8 hours ago, RabidStoat said: @tpw I do like the new simplified HUD, streamlines things a little and is much less intrusive. My only problem is that it disables the UAV and Squad networking to highlight known threats outside of your own eyeline. Is there a way to tinker the .hpp into doing this or do I have to cycle through to the full HUD for that? Hi RS Sorry mate, the simplified HUD actually runs a different set of code, you can't HPP wrangle any more functionality out of it. The UAV and squad networking emulation dramatically increases the amount of expensive line of sight calculations which is why I took it out of the simple HUD. If I can think of a way to reduce this overhead then I may reintroduce it. In the mean time, you'll just have to run the risk of getting RSI by pressing ctrl+alt+U :) EDIT: Lucky you, I've worked out an inexpensive way to do the network emulation, so it's back in for the next release 1 1 Share this post Link to post Share on other sites
tpw 2315 Posted January 29, 2018 19 hours ago, amonrada34 said: hi could I add resist color for hud? Not at present. The HUD basically simulates some kind of 2035 AI pattern recognition wizardry being able to determine if a given unit is friendly to you or not, so it works no matter what side you play as. For instance, shoot enough civs and they all turn enemy coloured in the HUD. Share this post Link to post Share on other sites
0Y0 788 Posted January 30, 2018 Hi. I have a problem with the "fall" module. When you kill a wounded soldier lying on stomach, some time after death, he throws and turns him on his back. Please check it) Maybe, only I have such problem. Share this post Link to post Share on other sites
badanov 116 Posted January 30, 2018 On 1/27/2018 at 11:57 PM, Valken said: 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. It's not an issue but my goof: See downthread. Share this post Link to post Share on other sites
tpw 2315 Posted January 31, 2018 On 30/01/2018 at 11:09 PM, 0Y0 said: Hi. I have a problem with the "fall" module. When you kill a wounded soldier lying on stomach, some time after death, he throws and turns him on his back. Please check it) Maybe, only I have such problem. Tpw fall causes wounded soldiers to fall down then roll onto their backs to continue writhing, so you shouldn’t actually encounter many wounded soldiers lying on their stomach. I’m not sure why you see what you see, because tpw fall is not called when soldiers are already on the ground. I’ll keep my eye out for the behaviour you describe, thanks for the heads up. Share this post Link to post Share on other sites
0Y0 788 Posted January 31, 2018 Yes) But if you kill soldier before hi roll onto their back, happens is what I described) Share this post Link to post Share on other sites
tpw 2315 Posted February 1, 2018 11 hours ago, 0Y0 said: Yes) But if you kill soldier before hi roll onto their back, happens is what I described) Thanks for the clarification! I'll look into that shortly. EDIT: I've added an additional check which should prevent this from happening, will release with next update on the weekend. Thanks 0Y0. EDIT2: After a bit more checking, the flying in the air thing seems to be an Arma engine issue. Without TPW MODS running, disabling a unit with setunconscious true, reenabling him with setunconscious false and shooting him before he regains his feet, there's about a 50% chance he'll fly into the air in an unrealistic manner. Not sure how I can get around this, but I'll have a play and see what I can come up with. 2 Share this post Link to post Share on other sites
badanov 116 Posted February 1, 2018 10 hours ago, tpw said: Thanks for the clarification! I'll look into that shortly. EDIT: I've added an additional check which should prevent this from happening, will release with next update on the weekend. Thanks 0Y0. EDIT2: After a bit more checking, the flying in the air thing seems to be an Arma engine issue. Without TPW MODS running, disabling a unit with setunconscious true, reenabling him with setunconscious false and shooting him before he regains his feet, there's about a 50% chance he'll fly into the air in an unrealistic manner. Not sure how I can get around this, but I'll have a play and see what I can come up with. NPCs who are shot by heavy caliber rifles do that in Modern Warfare 2.. Share this post Link to post Share on other sites
0Y0 788 Posted February 1, 2018 Thank you, I'm waiting for a solution) Share this post Link to post Share on other sites
tpw 2315 Posted February 3, 2018 TPW MODS 20180202: https://www.dropbox.com/s/z8ntxojtld80d5o/TPW_MODS_20180202.zip Changes: [BOATS 1.36] Sampans will be used on Prei Khmaoch Luong, Song Bin Tanh and Unsung map waterways, if using the Unsung mod. [CORE 1.49, ANIMALS 1.40, CIVS 1.57, CROWD 1.10, HOUSELIGHTS 1.15, PARK 1.17, SOAP 1.25] Replaced multiple redundant habitable house scanning code. [CORE 1.49, FOG.60, SOAP 1.25] Added Unsung maps to relevant climate and region lists (thanks to ReznikDeznik for classnames). [FALL 1.59] Prone units will not use animated falls if hit. [HUD 1.68] Reimplemented networked goggle simulation, so simplified HUD now shows icons for any units which any goggle wearers in the players squad have line of sight to. [SKIRMISH 1.42] Improved dead body removal code. No major new features, but I continue my optimisation drive. I've been able to make a very big improvement by rationalising house scanning calls. Many TPW MODS periodically scan for nearby habitable houses to spawn various ambience features. This scan is quite expensive, so I've overhauled the system so that there is a single background house scanning process that runs only when the player has moved, and all the other mods just read the houselist returned by this process. You should see even less microstuttering and FPS hits, particularly around busy urban areas. 6 1 Share this post Link to post Share on other sites
Guest Posted February 3, 2018 The Armaholic mirror has been updated with the new version: TPW MODS v20180202 Share this post Link to post Share on other sites
0Y0 788 Posted February 3, 2018 I talked about this) When the unit died, it turns over. And the "Fall" module affects on the playback of animations) On the video POLPOX's Calm Animations 3 script. Share this post Link to post Share on other sites
tpw 2315 Posted February 4, 2018 13 hours ago, 0Y0 said: I talked about this) When the unit died, it turns over. I think this might be due to some code in TPW BLEEDOUT. I've modified this slightly for next release. 13 hours ago, 0Y0 said: And the "Fall" module affects on the playback of animations) On the video POLPOX's Calm Animations 3 script. Are you sure it's TPW FALL? There's nothing in the code that will make units do that once a second. Share this post Link to post Share on other sites
0Y0 788 Posted February 4, 2018 19 hours ago, tpw said: Are you sure it's TPW FALL? There's nothing in the code that will make units do that once a second. Absolutely. I touched everything) You can check it yourself) Maybe it's something that's not right for me) But I think that's true) Share this post Link to post Share on other sites
jdot11 10 Posted February 4, 2018 On 1/18/2018 at 8:07 PM, tpw said: 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 :) : Reveal hidden contents 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. What line in the script is tpw_skirmish_friendlytype located? Share this post Link to post Share on other sites
tpw 2315 Posted February 5, 2018 10 hours ago, jdot11 said: What line in the script is tpw_skirmish_friendlytype located? Line 103: tpw_skirmish_friendlytype = _this select 11; // 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, negative values will wear shemaghs. Empty = NATO default Line 2460: } foreach tpw_skirmish_friendlytype; Line 2676: _rnd = floor random count tpw_skirmish_friendlytype; Line 2678: _num = tpw_skirmish_friendlytype select _rnd; Line 2685: _rnd = floor random count tpw_skirmish_friendlytype; Line 2688: _num = tpw_skirmish_friendlytype select _rnd; Share this post Link to post Share on other sites
tpw 2315 Posted February 5, 2018 15 hours ago, 0Y0 said: Absolutely. I touched everything) You can check it yourself) Maybe it's something that's not right for me) But I think that's true) OK 0Y0, I've added a little bit of code to exclude any units who are animating via Polpox. This seems to have fixed the problem you showed me. However, because of this, animating units do not react to bullet hits from friendlies. They don't react to bullet hits from friendlies when TPW FALL isn't running, so you haven't lost anything. A pretty minor flaw in the scheme of things, and I'm probably not going to add additional code to deal with it. One last thing, do you mind if I ask why you end all of your sentences with a ) ? Share this post Link to post Share on other sites
0Y0 788 Posted February 5, 2018 Thanks for fixing the addon) I'm very used to it and it's not fun to play without it) On 04.02.2018 at 2:43 AM, tpw said: One last thing, do you mind if I ask why you end all of your sentences with a ) ? The old habit of putting brackets at the end of the sentence) Do not pay attention, just smile a lot in real life) 1 Share this post Link to post Share on other sites
0Y0 788 Posted February 5, 2018 And when to wait for the update?) Share this post Link to post Share on other sites
Dolen 0 Posted February 5, 2018 Stamina bar is not showing correctly, any idea? And also, I want to know what changes you made to the stamina/fatigue system. Did you remove stamina system? Thanks, Share this post Link to post Share on other sites