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heyvern69

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About heyvern69

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  1. 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. :-)
  2. Welcome back TPW. Earlier, I had this suggestion: "Would it be possible to separate the "spawn vehicles" from the "spawn troops"? That way, you could better control the amount/level of ambient combat by having more or less troops, or more or less armored vehicles. Different missions might require different levels of ambient combat. So, some missions you might want to start with TPW combat only spawning in troops and no vehicles. Other missions might have enough troops in the default mission, but you need some extra armored vehicles. I'm thinking of play balance here. Just a suggestion."
  3. I know this might sound pathetic, because it's the equivalent of saying "have you tried turning it off & turning it on again", but . . . have you tried disabling & deleting TPW mods, then re-downloading and re-installing a fresh copy of TPW? It might be worth a try.
  4. I used the last few versions, along with the current version now, and I haven't seen this problem occur. Do you have another mod that might add the "locked doors" feature?? Are there any mods you updated and/or changed from when the TPW park vehicles were not "locked"??
  5. Wow. I took some time away from ARMA3 and now I'm jumping back in. I LOVE all the new sounds and features of TPW. I have a suggestion though. In TPW Combat, would it be possible to separate the "spawn vehicles" from the "spawn troops"? That way, you could better control the amount/level of ambient combat by having more or less troops, or more or less armored vehicles. Different missions might require different levels of ambient combat. So, some missions you might want to start with TPW combat only spawning in troops and no vehicles. Other missions might have enough troops in the default mission, but you need some extra armored vehicles. I'm thinking of play balance here. Just a suggestion. As always, take it or leave it! :-)
  6. 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.
  7. BTW, my story telling took a detour off the road of truth, because I never called in an A-10 airstrike at the end of that video. It just randomly happened as a part of TPW mods. And at the last second . . . I realized that AFTER the A-10 gun run was going to be some BOMBS, so I suddenly tried to move my stolen vehicle off the hilltop (a little bit late). Hahaha. -V
  8. Hahaha. Okay. I created a vimeo account. But the video was too large for a free vimeo account. So I lowered the video quality and uploaded it. FYI, this video doesn't really showcase TPW mods. It's just that I have a ton of fun playing ARMA 3 because of TPW mods, so I grabbed a bunch of video clips that I found unique or interesting and threw them together with a song that I thought matched up with the combat fairly well and wanted to share it with you. I had fun making this video. I hope ya like it. Enjoy: -V.
  9. TPW, I just wanted to say "THANKS" again for all the fun. I regularly play the single player "Pilgrimage" mission with TPW mods and have tons of fun tweaking the enemy interaction for small firefights in towns and various locations with TPW SKIRMISH. I've done this mission tons of times, but your mod makes the world come alive, and adds countless options and little touches that make it endlessly entertaining. I've recently added a few custom cars thanks to your config. And btw, the repair function at gas stations works great. You were right . . . I just wasn't waiting long enough for the repairs to finish. Patience. Need more patience. Hahaha. I created a short video to show you the fun I've been having with ARMA 3, but youtube blocked it because of the music I chose. It's a large video specifically fit & timed to that music, so I guess it won't work. Sorry. -Vern.
  10. Awe, the exploding vehicles was half the fun! I considered it a car bomb going off. Hahahaha. JK. Thx for the improvements ! ! !
  11. heyvern69

    [Release] ExplosiveBreaching

    Awesome! Thanks. And if it doesn't work out, I still appreciate the effort!!!
  12. heyvern69

    [Release] ExplosiveBreaching

    Is there any chance of this also being turned into a mod, not just a script?
  13. Ahhhh. That's it. I've waited a few minutes, but not a full 5. So I probably wasn't patient enough. Thanks!
  14. TPW Repair works good, but I have a question: Is there a clear way to tell when the repairs are completely done? I don't see any text message pop-up saying: "Vehicle repair complete". And more importantly, the mechanic under the vehicle doesn't seem to disappear. That makes it difficult to leave the gas station without running over & killing the poor guy, because he's, you know, under the vehicle. I've waited a long time for him to disappear, but he doesn't seem to go away?? And I kinda feel bad running him over after all the great work he did for me. Hahaha. :-) -Vern
  15. Damn. Dude, you're on a roll. Thank you so much!!!!!!!!!! I love all the options in TPW mods, but I think the furniture is one of your best. Off the chart awesome! All the empty houses before you added furniture just sucked. Between the civilians walking around, parked and driving cars, animals, crowds, weather improvements, improved audio, furniture in the houses, repairs added to gas stations, and everything else . . . you have completely transformed this game into a living breathing world. I simply cannot thank you enough for all the fun/addiction you've added to ARMA 3. Thank you, thank you, thank you!!!!!!!!!!!
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