disssident
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10 GoodAbout disssident
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When you open the map there is a mission statistics option, I am tyring to have ai statistics appear.
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I am playing around in the editor with AI mods and was trying to get AI statistics to display on the map screen but it only shows statistics for my player, is it even possible for ai stats to show up and if so how would I do it?
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
disssident replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for clearing that up, it was definitely early in mission. -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
disssident replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
DO IED's need to be linked to a TOAR? I ran a big SP mission and didnt encounter any. -
Even in Single Player if I run this with something like MCC I get unplayable FPS loss.
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Kunduz, Afghanistan [10km] v1.20
disssident replied to james2464's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Where can you place a Blufor Alive Base on this map? The debugger only lists one location and its full of rocks which explode everything. -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
disssident replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone know where to build a base on Kunduz? The debugger gives one location and its covered in rocks thus destroying every vehicle spawn. -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
disssident replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
From the userconfig, I deleted the zip.- 5767 replies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
disssident replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am also getting this error but the .hpp looks the same, not sure what else to look at... // CONFIGURATION VALUES FOR TPW MODS //>< // 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 tpw_air_max = 2; // maximum aircraft at a given time tpw_air_heights[] = {50,250,500}; // randomly chosen aircraft flying heights tpw_air_exclude = 1; // exclusion. 0 = all aircraft, 1 = civilian aircraft excluded, 2 = military aircraft excluded //>< // ANIMALS tpw_animal_active = 1; // 0 = inactive tpw_animal_delay = 10; // delay before animals start spawning (sec) tpw_animal_max = 15; // 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 //>< // BLEEDOUT tpw_bleedout_active = 1; // 0 = inactive tpw_bleedout_inc = 5; // unit damage will be increased by this % every 10 sec tpw_bleedout_cthresh = 0.5; // damage beyond which a unit will be forced into crouch tpw_bleedout_pthresh = 0.7; // damage beyond which a unit will be forced into prone 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) //>< // BOATS tpw_boat_active = 1; // 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 //>< // CIVS tpw_civ_active = 1; // 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_waypoints = 15; // how many waypoints to assign each civ 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 = 0; // 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_interact = 15; // civilian interaction radius. Civs closer than this to other civs will stop and talk (0 - no interaction). tpw_civ_nocombatspawn = 1; // civilians will not be spawned during combat. 0 = civilians continue to spawn during combat //>< // 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 = 1; // 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_threshold = 300; // distance threshold (m). Unit must be closer than this to player to realistically react to falls. tpw_fall_delay = 10; // delay until fall functions start tpw_fall_ragdoll = 1; // use ragdoll animations when unit is hit. 0 = no ragdoll. tpw_fall_falltime = 15; // Time on ground (sec) after falling from bullet hit. Animated fall: 0 to tpw_fall_falltime. Ragdoll fall: tpw_fall_falltime to 2x tpw_fall_falltime. tpw_fall_player = 1; // Player can fall from bullet hits and large drops. 0 = player will not fall. tpw_fall_bullet = 1; // Units will react to bullet hits. 0 = units will only react to falls from height //>< // FOG tpw_fog_active = 1; // 0 = inactive tpw_fog_radius = 250; // units must be closer than this to show foggy breath (m). 0 = foggy breath disabled tpw_fog_delay = 5; // 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 //>< // HOUSELIGHTS tpw_houselights_active = 1; // 0 = inactive tpw_houselights_delay = 10; // delay (sec) until houselights functions start //>< // 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 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. 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 1 = active ( 0 = inactive), 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 = 0; // 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 tpw_hud_extraheadgear[] = {}; // Classnames of additional headgear you want HUD to display on // HUD LAYOUT - ONLY EDIT THESE IF YOU KNOW WHAT YOU'RE DOING WITH STRUCTURED TEXT tpw_hud_asl_txt = "%1<t size='0.5'><br />ASL</t>"; // ASL tpw_hud_azt_txt = "%1<t size='0.5'><br />AZT %2</t>"; // AZT tpw_hud_grd_txt = "%1<t size='0.5'><br />GRD</t>"; // GRD tpw_hud_lmt_txt = "%1%2<t size='0.5'><br />LMT</t>"; // LMT tpw_hud_tmp_txt = "%1<t size='0.5'><br />TMP</t>"; // TMP tpw_hud_hlt_txt = "%2<t size='0.5'><br />BPM %1</t>"; // HLT tpw_hud_rng_txt = "%1<t size='0.5'><br />RNG</t>"; // RNG tpw_hud_vel_txt = "%1<t size='0.5'><br />VEL</t>"; // VEL tpw_hud_airvel_txt = "%1<t size='0.5'><br />VEL KTS</t>"; // VEL IN AIRCRAFT tpw_hud_prx_txt = "<t color='%5'>%1</t> <t color='%6'>%2</t> <t color='%7'>%3</t> <t color='%8'>%4</t><t size='0.5'><br />PRX</t>"; // PRX //>< // LOS tpw_los_active = 0; // 0 = inactive tpw_los_debug = 0; // 1 = blue balls will appear above units with line of sight to a visible enemy tpw_los_maxdist = 100; // 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 = 1; // 0 = inactive tpw_park_perc = 25; // percentage of houses with parked cars. 0 = no cars tpw_park_createdist = 300; // cars created within this distance, completely removed past it. tpw_park_hidedist = 150; // cars closer than this are shown, further than this are hidden tpw_park_simdist = 20; // cars closer than this have simulation enabled tpw_park_max = 15; // maximum cars to spawn regardless (not irregardless). //>< // RADIO tpw_radio_active = 1; // 0 = inactive tpw_radio_house = 0.75; // Radio in houses. 0 = no radio in houses, 1 = radio in all houses tpw_radio_car = 1; // Radio in vehicles. 0 = no radio in houses tpw_radio_time = 60; // maximum time between messages (sec) //>< // RAIN FX tpw_rain_active = 1; // 0 = inactive //>< // SKIRMISH tpw_skirmish_active = 0; // 1 = inactive tpw_skirmish_enemysquad_max = 5; // Maximum number of enemy squads around player tpw_skirmish_enemyvehicles_max = 2; // Maximum number of enemy vehicles around player tpw_skirmish_friendlysquad_max = 5; // Maximum number of friendly squads around player tpw_skirmish_friendlyvehicles_max = 2; // Maximum number of friendly vehicles around player tpw_skirmish_minspawnradius = 500; // Minimum distance from player to spawn units/vehicles tpw_skirmish_maxspawnradius = 2000; // Maximum distance from player to spawn units/vehicles. Units/vehicles deleted beyond this distance tpw_skirmish_support = 1; // NATO units can call support tpw_skirmish_friendlytype = 1; // 0 = user defined, 1 = NATO, 2 = FIA, 3 = AAF, tpw_skirmish_enemytype = 1; // 0 = user defined, 1 = CAF Aggressors (CAF_AG), 2 = CSAT, 3 = AAF, 4 = CSAT modification project (CMP) arid, 5 = CMP semiarid, 6 = CMP urban, 7 = ISIS (mixed CAF_AG with shemags), 8 = ISIS 2035 (CSAT + CAF_AG clothing + shemags) tpw_skirmish_spawntime = 10; // Time (sec) between spawning each enemy/friendly squad/vehicle tpw_skirmish_friendlyunitstring = ""; // Custom string to select friendly units from config tpw_skirmish_friendlyvehiclestring = ""; // Custom string to select friendly vehicles from config tpw_skirmish_enemyunitstring = ""; // Custom string to select enemy units from config tpw_skirmish_enemyvehiclestring = ""; // Custom string to select enemy vehicles from config //>< // 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 //>< //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 //><- 5767 replies
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- single player
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USSOCOM DEVGRU and 75th RANGER A3
disssident replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome units mate, having fun with these. -
Community Upgrade Project - CUP
disssident replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is the PlaywithSix update bugged for Cup Units? I keep getting file info not found after the download completes. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
disssident replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Playing with SP version and lately, whenever I create a mission, the building a mission screen won't disappear, is there anything I can check on my end to see whats causing this? The mission objectives and everything still function properly but this screen is highly annoying :blink: -
Kunduz, Afghanistan [10km] v1.20
disssident replied to james2464's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fun map here, also just read the city has fallen to the Taliban again. -
Great job here! Having fun setting up some interesting scenarios with MCC on this terrain.
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United States Air Force( 2015)
disssident replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone successfully able to run this mod with MCC Sandbox? When I try to spawn the units in this mod I get a myriad of error messages and it never works.