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heyvern69

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Everything posted by heyvern69

  1. Awesome!!! Thx for the update. I love it. The fact that you're still improving this indispensible mod blows my mind. Thank you, sincerely!!!
  2. Does anyone else have Military vehicles in TPW park? Or just me?
  3. Still love TPW mods. Can't live without it!!! However, I got the newest version and it appears that TPW park is placing some military vehicles along side the road. It shows some green camo NATO Hunters and IFRITs around the city. Is this a tiny bug or a new setting that I need to change to only get civilian cars in TPW park?
  4. Ok, never mind my last question. I re-started the mission with the newest TPW mods and skirmish re-spawn timer of 30 seconds. I set the TPW mods enemy soldiers to wear shemags, so I knew the difference between enemy troops spawned by the TPW mods (with shemags) versus the enemy troops spawned by the Pilgrimage mission itself (without shemags). The first mission re-start had the same problem. No TPW mods friendly/enemy soldiers or friendly/enemy vehicles spawning in after an hour of gameplay and the (tpw_skirmish_spawntime = 30 secs). But the second mission re-start worked fine. Suddenly I had tons of enemy (wearing she-mags), and a LOT of friendly and enemy vehicles everywhere. So I guess it's back to normal. -V
  5. FYI, I'm not sure if TPW Skirmish is working correctly in the newest versions?? Ever since TPW Mods version 20190515, I don't see spawning of combat vehicles like the Hunter, Ifrit, or Strider when I play the Pilgrimage (Altis) mission. Granted, I have a long respawn timer (tpw_skirmish_spawntime = 480) to spread out the combat intervals to 8 minutes real-time between spawning, but I used to see lots of friendly and enemy troops and vehicles before version 20190515, and at some point after that version, I don't see many troops or vehicles even over hours and hours of game-play. Perhaps I added a mod that conflicts with TPW Combat. I have so many mods it's kind-of crazy. So I'll keep checking. But this is just a heads-up to see if anyone else notices the same problem. When I go back to that older version (20190515), I get lots of vehicles and friendly/enemy troops in combat again. Again, the re-spawn is set for 8 mins (480 seconds), but over time I do see vehicles and friendly/enemy troops with the older version, but almost nothing with the newer versions of TPW mods. Anyone else notice a similar problem? Or is it just me? Now that I think about it, I should cut the timer down to 30 seconds and test more. (Duh.) I'll try that and report back in a few days. -V
  6. TPW, Thank you. The new "Sanity" module is fantastic. The AI civilians used to constantly commit suicide by jumping in front of my vehicle as I was driving through towns. Now, I almost NEVER hit them. It's amazing. I love it. Possible Bug: I tried MAX joiner's WOMEN. But when I add the women mod, for some reason I no longer see any evidence of TPW skirmish working. It says it's active, but I no longer see any A-10 Warthog gun/bomb runs, I no longer see the Comanche helicopter provide CHS (Combat Helo Support) for NATO forces, and I no longer see various factions fighting with each other. I also don't see evidence of TPW Air working (the helicopter fly-overs). But if I disable the MAX joiner women mod, all those items come back. Other TPW mod elements still work fine. Animals, Civilians, Park, Cars, Fire-flys, Trash can fires, etc., etc. When I have Max Joiner's women mod enabled, the only combat I see are the soldiers that are spawned in by the Pilgrimage mission. I know this because I set TPW Skirmish enemies to wear shemags. And there are no enemies wearing shemags anywhere when Max Joiner's women is enabled. FYI some background info on my game play style: I always use the "Pilgrimage" mission as an open world combat adventure. TPW skirmish adds a LOT of combat to the Pilgrimage world. But I always tweak various config file factors in TPW Skirmish to fit single player mode. Four examples of tweaks that I do for play balance in single player: 1) I significantly up the amount of time between spawning in new AI in skirmish, so I'm not overwhelmed by enemy forces. 2) I use the "in-cognito" mod to hide out as a civilian, to avoid combat when I'm not well armed and/or prepared for combat. 3) I increase the number of enemy AI in faction(s) that don't wear (much) armor, and decrease the number of enemy AI in faction(s) that DO wear armor. 4) I increase the friendly NATO vehicles and AI, and decrease the enemy AI and/or enemy vehicles, to give the friendly forces an edge in combat. I try to make it through the mission without dying even once, which is very difficult, mostly because I want to engage in combat. So I have to pick my battles very carefully, and spend most of my time hiding out and collecting weapons for when I will engage in firefights.
  7. 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. :-)
  8. 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."
  9. 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.
  10. 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"??
  11. 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! :-)
  12. 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.
  13. 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
  14. 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.
  15. 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.
  16. Awe, the exploding vehicles was half the fun! I considered it a car bomb going off. Hahahaha. JK. Thx for the improvements ! ! !
  17. heyvern69

    [Release] ExplosiveBreaching

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

    [Release] ExplosiveBreaching

    Is there any chance of this also being turned into a mod, not just a script?
  19. Ahhhh. That's it. I've waited a few minutes, but not a full 5. So I probably wasn't patient enough. Thanks!
  20. 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
  21. 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!!!!!!!!!!!
  22. Holy cow, that was fast. Thank you so much! Damn you're good! P.S. I've made a few suggestions for TPW mods in the past, but there's one I like more than the others: Would it be possible to add the ability to do a 30 second "auto-repair" for broken vehicles at gas station garages around the island? It seems like gas station garages would be the perfect area to automatically repair vehicles. Maybe TPW_Repair could have a 0 or a 1 (off/on) option in the config for people who didn't want gas station repairs? But I think it would be a cool, logical, & useful function to add.
  23. Is it just me, or has anyone else noticed that DEAD AI soldiers (from TPW mods - skirmish) seem to disappear much more quickly from memory? Might be good for memory management, but it makes it MUCH more difficult for me to scavenge weapons & supplies from them.
  24. Are you using the "All the Weapons" mod? I often see AI weapons disappear when my AI enemies die . . . but I *think* it's related to me using the "All the Weapons" mod. When the AI soldiers spawn in, that mod removes their default weapon(s) and immediately switches with random weapon(s) from the inventory for more variety in firefights. However, I think it ALSO tries to switch their weapons A SECOND TIME when they drop their weapon upon dying, but since they're dead, it refuses to "re-spawn" a new weapon. Thus, the weapon just disappears when the AI soldier dies.
  25. Here's a problem I frequently have: If a friendly AI soldier, or AI civilian, is not in your group (meaning not under your control), and the AI soldier/civilian is injured . . . sometimes the AI won't stand still while I treat them for their injuries. Does anyone know if there's a mod that will stop an AI from moving for 10 seconds if a "healing" process is started on them? I'd like to heal up some of these injured AI people . . . but they keep walking away from me! Hahahahaha. It would be nice if the game detected when you start a medical procedure and it stopped any AI within' 3 feet of you from moving for 10 seconds.
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