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  2. Tony Blond

    For the 2nd time now, not receiving my food crates

    Today I lost 10 000 food that I had donated that was over old boxes valua 😔
  3. Tony Blond

    All the food gone

    Today when I was claiming all the boxes From donating food I lost over 10 000 food that I have donated over those old demands. This is just too much bug for me!!!
  4. It's ZSH-1-2, not ZSH-1-2M) And no) No black variant)) So... release is delayed) Now I work with color correction of one color covers. Left old. Right new. Did it turn out better or worse? Grey Green Sand
  5. Today
  6. Hi I was trying to get the MouseEnter EH to work on control but it doesn't trigger. mousemoving EH works though. Here's my code: _id = _soldiersList ctrlAddEventHandler ["MouseEnter", { params ["_ctrl"]; systemchat "HOVER"; }]; _id = _soldiersList ctrlAddEventHandler ["MouseExit", { params ["_ctrl"]; systemchat "HOVER out"; }]; Anyone know whats wrong? thx!
  7. IvosH_cz

    WARMACHINE - Game mode - SP/Coop/PvP

    Hello @MichaelZFreeman and thank you for the feedback. Support heli for the WW2 scenarios is a mistake made in the last patch. (i think) About AI using vehicles I would like to rework the AI scripts to improve it. For too fast game, try to disable "ticket bleed" or increase amount of the "Respawn tickets" High command is not available, but you can use ZEUS.
  8. Afternoon chaps, I'm currently in the process of tweaking our server.cfg to enable third-person-view; however, the current config doesn't seem to want to take. As far as I can see, with "thirdPersonView=1;" it should be functional, however by the time we make it in-game the server seems committed to enforcing first-person. We've double-checked a few times to make sure we're using custom difficulty as well. // DIFICULTY difficulty = "Custom"; class DifficultyPresets { class CustomDifficulty { class Options { reducedDamage="false"; groupIndicators=0; friendlyTags=0; enemyTags=0; detectedMines=1; commands=0; waypoints=0; weaponInfo=0; stanceIndicator=0; staminaBar=0; weaponCrosshair="true"; visionAid="false"; thirdPersonView=1; cameraShake=1; scoreTable=0; deathMessages=0; vonID=0; mapContent=0; autoReport="false"; multipleSaves=0; }; }; }; Any thoughts?
  9. Xaphan Misanthrop

    VZ 58 and AKM need nerfing

    As said who wants to become better will also become better, who does not want to improve will help then also no strange weapons so simple! If I get a hit on the head no matter whether ADR or pistol it remains a hit on the head and dies whether the pistol a low fire rate or not last finally it depends only on where you aim and hit, the ADR is only dangerous because it can empty the magazine like a flash it has certain advantages and disadvantages but I find the shotgun as an example also not without, there is usually one shot and that's it times it needs 2 shots, for long distances it is unsuitable but for close combat conflicts extremely effective! The most dangerous of all weapons is and remains the experience, that can and a good tactic one masters a pair of simple points one gets out of each round with good booty if I run inattentively through a round to simply fill the pockets it should not surprise me if I am struck down
  10. baton1990

    Mission scenario tips

    You can get a lot ideas and info from military channels on Youtube.
  11. jonsmith7

    Printer...

    For printing the map and design what printer is suitable? My friends are telling me about the HP Designjet T520 printer. Actually I am looking for an inkjet printer usually the inkjet printer is better for design printing as well as nowadays the inkjet printer becomes cheaper. When I explore this printer I found lots of positive points of this printer like this printer is an inkjet printer, high resolution, IoT supported, wireless connection features, etc. Am I true about my knowledge? Please reply to me if anyone aware about this printer.
  12. stanhope

    AH-99 Blackfoot wings

    Yea, make sure neither the gunner nor the pilot has any weapon selected that's inside the bays.
  13. I see pictures around of the AH-99 Blackfoot with its weapons stored away. Is it possible to do this? And if it is, how so?
  14. Added 18 animations to react to a near explosion. Download new version.
  15. Started playing this game with a buddy last week; it's really fun being able to build your own empire from being a scrub. However, we got really frustrated when we went to load the game using the copy/paste method for "update-safe persistent saves" and none of our buildings or the gear we managed to stockpile was saved. Naturally we stored it in our warehouse and when we loaded the save the warehouse isn't there. Tried loading a couple times but no luck. Are we doing something wrong or is this broken?
  16. // CONFIGURATION VALUES FOR TPW MODS //>< // CORE FUNCTIONS tpw_core_active = 1; // cannot be deactivated tpw_core_mapstrings[] = {"c_man","c_man","cup_c_c","cup_c_tk","c_man","c_man"}; // civilian classname strings for Mediterranean, Oceanian, European, Mideastern, African, Asian maps respectively tpw_core_excludestrings[] = {}; // classname strings to filter out civilian and vehicles. e.g. "DAP" will exclude all IDAP civilians and vehicles tpw_core_morning = 5; // reduced ambience before this time (24 hr). Set to -1 to disable tpw_core_night = 22; // reduced ambience after this time (24 hr). Set to 25 to disable //>< // STARTUP HINT tpw_hint_active = 1; // 0 = inactive //>< // AIR tpw_air_active = 1; // 0 = inactive tpw_air_delay = 10; // delay before flybys start (sec) tpw_air_time = 300; // maximum time between flybys (sec) tpw_air_max = 2; // maximum aircraft at a given time tpw_air_heights[] = {50,100,155}; // randomly chosen aircraft flying heights tpw_air_exclude = 2; // exclusion. 0 = no aircraft excluded, 2 = civilian aircraft excluded, 2 = military aircraft excluded //>< // ANIMALS tpw_animal_active = 0; // 0 = inactive tpw_animal_delay = 10; // delay before animals start spawning (sec) tpw_animal_max = 0; // maximum animals near player. 0 = ambient animals disabled tpw_animal_maxradius = 200; // distance beyond which animals will be removed tpw_animal_minradius = 75; // minimum distance from player to spawn animals tpw_animal_noisetime = 60; // maximum time between dog/cat noises tpw_animal_saddleperc = 10; // % of horses spawned with saddles (if using dbo_horses) tpw_animal_crows = 1; // crows will build up around dead bodies. 0 = no crows //>< // BLEEDOUT tpw_bleedout_active = 0; // 0 = inactive tpw_bleedout_inc = 5; // unit damage will be increased by this % every 10 sec tpw_bleedout_ithresh = 0.85; // damage beyond which a unit will writhe around incapacitated (1 = dead) tpw_bleedout_heartbeat = 1; // Player heartbeat visible as slight screen shake (0 = no heartbeat shake) tpw_bleedout_selfheal = 1; // AI units will automatically try to stop their own bleeding if equipped with First Aid Kits (0 = no self heal) tpw_bleedout_affect = 1; // All injured units will have their speed and skill lowered according to the degree of injury (0 = units' speed/skill unaffected by injury) tpw_bleedout_geneva = 1; // Incapacitated units are set as non-combatants so that other AI will not fire on them (0 = incapacitated units can be fired upon by AI). //>< // BOATS tpw_boat_active = 0; // 0 = inactive tpw_boat_delay = 10; // delay before boats start spawning (sec) tpw_boat_radius = 1000; // radius (m) around player to check for water spawn boats tpw_boat_waypoints = 5; // how many waypoints to give each boat tpw_boat_num = 3; // max number of boats to spawn around player. 0 = ambient boats disabled //>< // CARS tpw_car_active = 1; // 0 = inactive tpw_car_delay = 10; // delay before cars start spawning (sec) tpw_car_waypoints = 15; // how many waypoints to give each car tpw_car_num = 3; // max number of cars to spawn around player. 0 = ambient cars disabled tpw_car_radius = 1000; // radius (m) around player to check for roads and spawn cars tpw_car_nocombatspawn = 1; // cars will not be spawned during combat. 0 = cars continue to spawn during combat tpw_car_include[] = {"RDS","LOP_","CIV","CUP_C","GM"}; // strings to select classnames of custom cars //>< // CIVS tpw_civ_active = 0; // 0 = inactive tpw_civ_delay = 5; // delay (sec) until civ spawning starts tpw_civ_radius = 150; // radius (m) around player to check for house and spawn civs tpw_civ_density = 5; // how many houses per civ. 0 = ambient civs disabled tpw_civ_maxsquadcas = 4; // maximum number of civilian casualties that can be inflicted by squad tpw_civ_maxallcas = 50; // maximum number of total civilian casualties tpw_civ_casdisplay = 1; // what to do if casualty threshold exceeded (0 -nothing, 1 - popup message, 2 - end mission) tpw_civ_maxciv = 20; // maximum number of civs to spawn regardless of tpw_civ_density tpw_civ_init = ""; // function or script to run when each civ is spawned. e.g. "_this call your_function", or "[_this,2] execvm 'your_script.sqf'", where _this is the civ //>< /* SUGGESTED CIV STRINGS --------------------- Civilian units matching these strings will be used if found in the config. Default BIS civilians ("c_man") will be used if strings can't be found (eg if the mod isn't loaded) African: CAF AGGRESSORS: caf_ag_afr_civ LEIGHT'S OPFOR: lop_afr_civ_man European CUP UNITS: cup_c_c RDS CIVILIANS: RDS Mideast CAF AGGRESSORS: caf_ag_me_civ LEIGHT'S OPFOR: lop_tak_civ_man CUP UNITS: cup_c_tk */ // COMPRESS tpw_compress_active = 0; // 1 = active tpw_compress_level = 0.8; // muting factor ( 0 = no muting, 0 = silence) tpw_compress_attack = 0; // time (sec) for full muting (0 = immediate) tpw_compress_hold = 0.1; // time (sec) for volume to remain muted tpw_compress_release = 0; // time (sec) for full unmuting (0 = immediate) //>< // CROWDS tpw_crowd_active = 0; // 0 = inactive tpw_crowd_max = 20; // maximum number of civs tpw_crowd_density = 2; // civs per house tpw_crowd_radius = 150; // radius to scan around player to spawn civs tpw_crowd_animradius = 80; // units closer than this will animate tpw_crowd_moveradius = 20; // units closer than this will disperse tpw_crowd_scantime = 1.5; // time (sec) between scanning, spawning and visibility checks //>< // DUCK tpw_duck_active = 0; // 0 = inactive tpw_duck_grenaderun = 1; // grenade avoidance ( 1 = AI run from unexploded grenades. 0 = units will ignore grenades) tpw_duck_sensitivity = 0.8; // sensitivity. 0 = suppressed units never duck, 1 = suppressed units always duck tpw_duck_nosquad = 0; // suppression applied to player squad. 1 = suppression not applied to player squad tpw_duck_player = 0; // audiovisual cues when player is suppressed. ( 0 - 1, where 0 = don't show , 1 - strong blurring) //>< // EBS tpw_ebs_active = 0; // 0 = inactive tpw_ebs_thresh = 5; // unit is suppressed if this many bullets pass by in 5 secs tpw_ebs_delay = 1; // how long until suppression functions start (sec) tpw_ebs_debug = 0; // 1 = debugging will colour the suppressed unit's uniform (green = own side, yellow = enemy <5 bullets, red = enemy >5 bullets) tpw_ebs_radius = 500; // units must be closer to player than this (m) for suppression to work tpw_ebs_playersup = 1; // suppression effects applied to player. 0 = no player suppression tpw_ebs_aisup = 1; // suppression effects applied to AI. 0 = no AI suppression tpw_ebs_findcover = 1; // AI will seek cover when suppressed. 0 = will not seek cover tpw_ebs_suptype = 0; // Suppression type. 0 = bullet centric, 1 = suppression shell object //>< // FALL tpw_fall_active = 0; // 0 = inactive tpw_fall_sensitivity = 100; // sensitivity of unit to falls (%). 50 = unit half as likely to fall over from a given height. tpw_fall_radius = 300; // unit must be closer than this (m) to player to realistically react to falls from height. tpw_fall_delay = 10; // delay until fall functions start tpw_fall_falltime = 45; // Maximum time on ground (sec) after falling from bullet hit. tpw_fall_threshold = 0.2; // Randomised damage threshold above which ragdolling will occur (0 - 1, 0 = no reaction to bullet hits, 0.01 = will almost never use animated falls, 1 will always use animated falls) tpw_fall_minfalltime = 10; // Minimum time on ground (sec) after falling from bullet hit. tpw_fall_sightnoise = 1; // Noises for looking down sights. (0 = no noises) //>< // FIRE tpw_fire_active = 0; // 0 = inactive tpw_fire_radius = 100; // radius (m) around player to scan for fires tpw_fire_intensity = 0.3; // fire intensity (0-1) tpw_fire_maxfires = 8; // maximum fires around player at any given time tpw_fire_types[] = {"metalbarrel","garbagebarrel","fire"}; // array of strings to match with "HIDE" terrain objects tpw_fire_exclude = 20; // only one fire in this radius (m) - use to prevent multiple adjacent barrels on fire for example tpw_fire_colour[] = {1,0.2,0} ; // fire colour {r,g,b} //>< // FIREFLIES tpw_firefly_active = 0; // 0 = inactive tpw_firefly_window =4; // How many hours after sunset will fireflies appear tpw_firefly_temp =18; // Minimum temperature (deg C) for fireflies to be active, if running TPW FOG tpw_firefly_trees = 5 ; // Number of trees needed within tpw_firefly_radius of player in order to spawn fireflies. 0 = fireflies everywhere tpw_firefly_radius = 25; // Firefies will be spawned within this distance (m) of player tpw_firefly_time = 5; // Max seconds between spawning each firefly/swarm tpw_firefly_maxflies = 50; // Maximum number of fireflies around player tpw_firefly_swarmsize = 5; // Maximum number of fireflies per swarm (must be less than tpw_firefly_maxflies) tpw_firefly_largeswarm = 0.1; // Chance of a large swarm (5 X tpw_firefly_swarmsize) spawning near player. 0 = never, 1 = always tpw_firefly_colour[] = {200,250,100}; // Firefly glow colour tpw_firefly_brightness = 0.4; // Brightness of each firefly (0 - 1) tpw_firefly_size = 0.02; // Apparent size of each firefly (0.01 - 0.2) tpw_firefly_blink = 1; // Flashing enabled. 0 = no flashing, 1 = brief flash with ~1 sec between flashes tpw_firefly_speed = 0.075; // Max time (sec) between firefly animation "frames". Larger = slower moving fireflies //>< // FOG tpw_fog_active = 0; // 0 = inactive tpw_fog_radius = 250; // units must be closer than this to show foggy breath (m). 0 = foggy breath disabled tpw_fog_delay = 0; // delay before fog functions start (sec) tpw_fog_breath = 1; // foggy breath enabled. 0 = disabled tpw_fog_groundfog = 1; // ground fog enabled. 0 = disabled tpw_fog_rainfog = 1; // rain fog enabled. 0 = disabled tpw_fog_heathaze = 1; // heat haze enabled. 0 = disabled tpw_fog_cansnow = 1; // snow enabled. 0 = disabled tpw_fog_mist = 0.05; // ground steam/mist fx in tropical/jungle and cold environments. 0 = no mist, 1 = extremely thick mist. Recommended = 0.05 //>< // FURNITURE tpw_furniture_active = 0; // 0 = inactive tpw_furniture_radius = 50 ; // radius (m) around player to scan for houses to furnish tpw_furniture_scantime = 5; // time (sec) in between house scans //>< // HOUSELIGHTS tpw_houselights_active = 0; // 0 = inactive tpw_houselights_delay = 10; // delay (sec) until houselights functions start tpw_houselights_radius = 75; // radius (m) around player to check for houses to spawn lights into //>< // 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 = 0.6; // initial transparency of HUD. 0 = invisible, 1 = opaque tpw_hud_asl[] = {1,0.6,0.456,1}; // ASL = height above sea level. [1 = active ( 0 = inactive), 0.6 = X position, 0.45 = Y position, 1 = text size] tpw_hud_azt[] = {1,0.5,0.452,1}; // AZT = azimuth (direction of gaze). tpw_hud_grd[] = {1,0.4,0.45,1}; // 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[] = {1,0.5,0.56,1}; // RNG = range to centre of player's gaze (performance heavy, disabled by default). tpw_hud_vel[] = {1,0.6,0.57,1}; // 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 = 0.9; // HUD scale. > 1 = larger tpw_hud_textscale = 1; // 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 = 1; // 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 /*ICONS {unit,hidden unit,vehicle, hidden vehicle, enemy unit, hidden enemy unit, enemy vehicle, hidden enemy vehicle,marker, predictor} 0: empty 1: 2px_cross 2: 2px_cross_open 3: 2px_cross_small 4: 2px_diamond 5: 2px_diamond_half 6: 2px_diamond_open 7: 2px_dot 8: 2px_line 9: 2px_line_open 10: 2px_square 11: 2px_square_half 12: 2px_square_open 13: 2px_x 14: 2px_x_open 15: 2px_x_small 16: 3px_circle 17: 3px_circle_half 18: 3px_circle_open 19: 3px_cross 20: 3px_cross_open 21: 3px_cross_small 22: 3px_diamond 23: 3px_diamond_half 24: 3px_diamond_open 25: 3px_dot 26: 3px_line 27: 3px_line_open 28: 3px_square 29: 3px_square_half 30: 3px_square_open 31: 3px_x 32: 3px_x_open 33: 3px_x_small */ tpw_hud_extragoggles[] = {}; // Classnames of additional goggles you want HUD to display on e.g. {"goggles1","goggles2"} tpw_hud_extraheadgear[] = {}; // Classnames of additional headgear you want HUD to display on e.g. {"headgear1","headgear2"} //>< // LOS tpw_los_active = 1; // 0 = inactive tpw_los_debug = 1; // 1 = blue balls will appear above units with line of sight to a visible enemy tpw_los_maxdist = 600; // maximum distance (m). LOS stuff only works for units closer than this. tpw_los_mindist = 25; // minimum distance (m). Enemies are considered "visible" no matter what, if less than this distance. tpw_los_delay = 10; // delay until los functions start (sec) //>< //PARK tpw_park_active = 0; // 0 = inactive tpw_park_perc = 30; // percentage of houses with parked cars. 0 = no cars tpw_park_createdist = 200; // cars created within this distance, completely removed past it. tpw_park_simdist = 20; // cars closer than this have simulation enabled tpw_park_include[] = {"RDS","LOP_","CIV","CUP_C","GM"}; // strings to select classnames of custom cars tpw_park_alarm = 1; // alarms may be set off in cars hit by gunfire or explosions. 0 = no alarm, //>< //PUDDLE tpw_puddle_active = 0; // 0 = inactive tpw_puddle_max = 8; // maximum puddles around player tpw_puddle_radius = 50; // max distance (m) from player to spawn puddles tpw_puddle_minradius = 10; // min distance (m) from player to spawn puddles tpw_puddle_gradient = 0.1; // how flat must spawn position be to spawn puddle 0 = absolutely flat, 1 = 45 degree gradient tpw_puddle_time = 600; // Sec after rain stops to continue spawning puddles tpw_puddle_rainthresh = 0.2; // rain threshold beyond which puddles will be spawned, -1 = puddles regardless tpw_puddle_ripple = 0; // 1 = use rippling water shader for puddles - will give visual anomolies, 2 = use decal puddles from Malden 2035 DLC //>< // RADIO tpw_radio_active = 0; // 0 = inactive tpw_radio_time = 90; // maximum time between messages (sec) tpw_radio_car = 1; // radio in/near vehicles (0 = no radio in vehicles) tpw_radio_foot = 1; // radio on foot (0 = no radio on foot) //>< // RAIN FX tpw_rain_active = 0; // 0 = inactive tpw_rain_noises = 1; // Raindrop noises on player helmet and raised weapons (0 = no noises) //>< // REPAIR tpw_repair_active = 0; // 0 = inactive tpw_repair_noise = 1 ; // random mechanic noises during repairs. 0 = no noises tpw_repair_time = 5; // Repair time (min). It will take up to this long to complete repairs. 30 sec is the minimum repair time regardless of this value. Maximum is 120 minutes //>< // SANITY tpw_sanity_active = 0; // 0 = inactive tpw_sanity_scanradius = 200; // radius around player to scan for vehicles tpw_sanity_slowradius = 25; // any footbound friendlies within this radius around each vehicle will cause a slowdown tpw_sanity_stopradius = 5; // any footbound friendlies within this radius around each vehicle will cause the vehicle to stop tpw_sanity_scanspeed = 15; // default speed of scanned vehicles (m/s) tpw_sanity_slowspeed = 7; // speed of slowed vehicles (m/s) tpw_sanity_affectall = 1; // 0 = will only affect TPW MODS generated vehicles tpw_sanity_collisiondisabled = 1; // collisions between AI vehicles and footbound friendlies disabled (0 = collisions enabled) //>< // SKIRMISH tpw_skirmish_active = 1; // 1 = active tpw_skirmish_friendlysquad_max = 2; // Maximum number of friendly squads around player tpw_skirmish_friendlyvehicles_max = 0; // Maximum number of friendly vehicles around player tpw_skirmish_enemysquad_max = 2; // Maximum number of enemy squads around player tpw_skirmish_enemyvehicles_max = 4; // Maximum number of enemy vehicles around player tpw_skirmish_resistsquad_max = 0; // Maximum number of friendly squads around player tpw_skirmish_resistvehicles_max = 0; // Maximum number of friendly vehicles around player tpw_skirmish_minspawnradius = 400; // Minimum distance from player to spawn units/vehicles tpw_skirmish_maxspawnradius = 800; // Maximum distance from player to spawn units/vehicles. Units/vehicles deleted beyond this distance tpw_skirmish_support = 0; // NATO units can call support tpw_skirmish_enemy_support = 0; // CSAT enemy units can call support tpw_skirmish_resist_support = 0; // AAF units can call support tpw_skirmish_friendlytype[] = {0}; // BLUFOR: 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. Multiple values may be selected eg {0,1,7} will spawn user selected, NATO and FIA BLUFOR. Empty = NATO default tpw_skirmish_enemytype[] = {0}; // OPFOR: 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. Multiple values may be selected eg {4,5} will spawn CSAT and CSAT PACIFIC OPFOR. Empty = CSAT default tpw_skirmish_resisttype[] = {0}; // INDFOR: 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. Multiple values may be selected eg {-6,-7} will spawn FIA and AAF resistance, wearing Shemaghs. Empty = AAF default tpw_skirmish_spawntime = 30; // Time (sec) between spawning each enemy/friendly squad/vehicle tpw_skirmish_friendlyunitstring[] = {SpiderOG,SWOP_332_shield,TuskenRaiders3}; // Custom strings (comma separated) to select friendly units from config tpw_skirmish_friendlyvehiclestring[] = {SWOP_Clonetrooper_P1,SW_BARC,O_CAA_TX225_1}; // Custom strings (comma separated) to select friendly vehicles from config tpw_skirmish_enemyunitstring[] = {SpiderOG,SWOP_Droideka,SWOP_327_Bly}; // Custom strings (comma separated) to select enemy units from config tpw_skirmish_enemyvehiclestring[] = {SWOP_Clonetrooper_P1,SpiderOG,SWOP_Scout_trooper}; // Custom strings (comma separated) to select enemy vehicles from config tpw_skirmish_resistunitstring[] = {SWOP_Droideka,SWOP_Mando_Protectors_serg,SWOP_Mando_Protectors_serg,SWOP_Mando_Protectors_serg}; // Custom strings (comma separated) to select resistance units from config tpw_skirmish_resistvehiclestring[] = {SWOP_Clonetrooper_P1,SW_BARC,swop_ywRed}; // Custom string (comma separated) to select resistance vehicles from config tpw_skirmish_casstring[] = {swop_delta7b_obi,sh_flyable,swop_arc_t,swop_yw}; // Classname/s of custom friendly CAS aircraft (comma separated). Empty = NATO default CAS tpw_skirmish_chsstring[] = {swop_LAATmk2_104,swop_HMP_droidgunship}; // Classname/s of custom friendly support heli (comma separated). Empty = NATO default CHS tpw_skirmish_uavstring[] = {Imperial_TurboLaser_UAV,O_JM_TX130_1}; // Classname/s of custom friendly UAV (comma separated). Empty = NATO default UAV tpw_skirmish_enemy_casstring[] = {swop_yw,swop_awch,swop_ywRed}; // Classname/s of custom enemy CAS aircraft (comma separated). Empty = CSAT default CAS tpw_skirmish_enemy_chsstring[] = {swop_LAATmk2_104,swop_LAATmk2_104}; // Classname/s of custom enemy support heli (comma separated). Empty = CSAT default CHS tpw_skirmish_enemy_uavstring[] = {Imperial_TurboLaser2_UAV,SWOP_interrogationdroid}; // Classname/s of custom enemy UAV (comma separated). Empty = CSAT default UAV tpw_skirmish_resist_casstring[] = {swop_delta7b_obi,swop_Scimitar,swop_Scimitar,swop_Scimitar}; // Classname/s of custom resistance CAS aircraft (comma separated). Empty = AAF default CAS tpw_skirmish_resist_chsstring[] = {swop_LAAT_cargo,Swop_Uwing}; // Classname/s of custom resistance support heli (comma separated). Empty = AAF default CHS tpw_skirmish_resist_uavstring[] = {Imperial_TurboLaser2_UAV,O_SWOP_HoverT_1,SWOP_Rebel_Dio_Droid}; // Classname/s of custom resistance UAV (comma separated). Empty = AAF default UAV tpw_skirmish_deadtime = 300; // Dead units will be removed after this amount of time (sec) //>< // SONIC AMBIENCE tpw_soap_active = 0; // 0 = inactive tpw_soap_ambientvolume = 1; // Ambient sounds volume (0-2) tpw_soap_musicvolume = 1; // Music volume (0-2) tpw_soap_azanvolume = 1; // Azan volume (0-2) tpw_soap_housefxvolume = 1; // House fx volume (0-2) tpw_soap_screamvolume = 1; // Screams volume (0-2) tpw_soap_usermusic = 0; // Number of user supplied music files in @TPW_MODS\music. 0 = no user music tpw_soap_usersounds = 0; // Number of user supplied sound files in @TPW_MODS\sounds. 0 = no user sounds tpw_soap_region = 0; // Region specific sounds. 0 = autodetect, 1 = Greek, 2 = Mideast, 3 = Fijian, 4 = French, 5 = Russian, 6 = German, 100 = polyglot tpw_soap_trafficmult = 6; // 0 = no traffic sounds, 20 = very loud tpw_soap_chainsawvolume = 1; // Chainsaw volume (0-2) //>< // STREETLIGHTS tpw_streetlights_active = 0; // 0 = inactive tpw_streetlights_factor = 10; // brightness factor. 3-15 should be ok for most maps tpw_streetlights_range = 1000; // radius (m) around player to scan for streetlights tpw_streetlights_colour = 0; // light colour. 0 = warm white incandescent, 1 = yellow sodium, 2 = blue/white fluorescent tpw_streetlights_moths = 1; // 0 = no moths around lights //>< // ZOMBIES tpw_zombies_active = 0; // 1 = active tpw_zombies_civambience = 0; // Civilian ambience (CARS, CIVS, CROWD, PARK, SOAP, HOUSELIGHTS) when zombies active. 0 = disabled. 1 = enabled tpw_zombies_infestationsize = 12; // Maximum number of zombies in an infestation (randomised up to this number). tpw_zombies_target = 1; // Zombie target. 0 = zombies just amble around, do not attack , 1 = zombies move towards/attack player, 2 = zombies move toward/attack any units tpw_zombies_time = 30; // Time (sec) before zombies enabled tpw_zombies_females = 1; // Female zombies. 1 = enabed, 0 = disabled //>< //animationsActivePlaceholder = 1; #define run_rifle 0.6 //default 0.685 #define tactical_rifleup 0.7 //default 0.786 #define tactical_jog 1.35 //default 1.55 #define unarmed_walkspeed 0.27 //default 0.35 #define rifledown_walkspeed 0.20 //default 0.3 #define rifleup_walkspeed 0.80 //default 0.85 #define roll_left 0.6 //default 1.1 #define roll_right 0.7 //default 1.2 //><
  17. @guttersnipe we had a few reports of this already but werent able to reproduce it on our end. note this is BI technology we use, so we can only forward this to BI to be solved now what we would need is exact setup and reproduction steps possibly its a locality problem - if you are not effectiveCommander, you cannot control it
  18. Japonica2s

    POLPOX's Artwork Supporter

    Np that problem has been resolve
  19. Seems to be all over the place: some runs you can fast-travel from home, some: you can only fast-travel from after you fast-travel to -- and in one of them my loot box disappeared in a puff of smoke when I arrived. (After a restart I didn't fast-travel and it still disappeared at some point while I wasn't looking.) Sometimes fast travel disappears after you sleep, sometimes: after you step out of the house... I too have the safehouses randomly not marked, even ones that were marked on other runs, so even when fast travel's available there's only a couple of places to fast travel to.. So far the funniest one's been the run that got progressively more sluggish: phone calls arriving out of sequence at 3 words per minute, inventories start filling up after 30 seconds... Until on the silo mission I walked in and drove all 4 vehicles out of there, then sat down on the hill and watched the guards spawn.
  20. Hham

    Wasted crowns

    Yes. Improvements have been made but it still sucks
  21. LITENING targeting pod rework old new
  22. Only just realized that the CUPdate circa. 21st December 2018 (v.1.11.0) broke the CfgPatches for Ambient Birds, all fixed now. Steam Workshop. 🦅
  23. 1. 3rd position in array 2. fir_f16d_cft = "cft_normal" or "cft_chute" for make CFT in game(not appear in eden editor)
  24. I found something you can try in a mod, check this out ----> Set Flight Height v1.0 https://steamcommunity.com/sharedfiles/filedetails/?id=1993862849
  25. Hham

    Animals

    Not necessarily a bad idea but they’d have to program ai and pathing And we still don’t have 100% functioning basic game. I guarantee you this will never happen
  26. Hham

    River bug

    Sometimes after I cross rivers in any of the maps that have rivers my character gets a bug where I either can’t jump or can’t lay down
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