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tpw

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About tpw

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    Chief Warrant Officer

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  1. Thanks for the report @gatordev. I very occasionally get an error thrown by my mods, and do my best to track it down. Believe it or not I do my best to release tpw mods bug free. I haven’t seen anything like you’re describing and would be keen to know if others do too so I can address it. I’ll have a deep dive into the code today. I have changed nothing in the initialisation routines recently. Cheers mate
  2. How did you install the mod? Using the included batch script? It sounds to me like there's some TPW MODS files somewhere else within your installation. Search for tpw_ in your file explorer.
  3. If you create and save a scenario using mods, and then try to load the scenario without mods it usually leads to various problems. The mods are saved as part of the mission.sqm and the scenario will try to load them. BTW, welcome to the forum :)
  4. So did you get TPW MODS working correctly in the first place? If it's correctly installed there will be the your_arma3_folder\@TPW_MODS folder containing all the pbos, and your_arma3_folder\userconfig\TPW_MODS folder containing the HPP configuration file TPW MODS does not install any other files, so if you remove the above folders you've essentially removed all trace of it.
  5. Thanks mate, I’ll l look into that ASAP .
  6. To do this you need to do two things: 1 - Have a look at the relevant parts of the HPP file: tpw_skirmish_friendlytype[] = {1}; // 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[] = {4}; // 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[] = {6}; // 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_friendlyunitstring[] = {}; // Custom strings (comma separated) to select friendly units from config tpw_skirmish_friendlyvehiclestring[] = {}; // Custom strings (comma separated) to select friendly vehicles from config tpw_skirmish_enemyunitstring[] = {}; // Custom strings (comma separated) to select enemy units from config tpw_skirmish_enemyvehiclestring[] = {}; // Custom strings (comma separated) to select enemy vehicles from config tpw_skirmish_resistunitstring[] = {}; // Custom strings (comma separated) to select resistance units from config tpw_skirmish_resistvehiclestring[] = {}; // Custom string (comma separated) to select resistance vehicles from config You need to change the tpw_skirmish_XXXXtype[] = {0} so that they will use custom units You need to change tpw_skirmish_XXXXunitstring[] = {"STRING1","STRING2","ETC"} where the strings are present in the classnames of the units you want You need to change tpw_skirmish_XXXXvehiclestring[] = {"STRING1","STRING2",,"ETC"} where the strings are present in the classnames of the vehicles you want 2 - Find out the classnames of the units you want to add, and select the appropriate string that will best match them. You can easily do this in the editor. e.g "CUP_B_US_SOLDIER" will select CUP US Army units "CUP_B_HMMWV" will select US Humvees. Obviously I am not a mind reader and have no idea what WW2 forces you intend to use, but you should easily be able to do the same for them.
  7. TPW MODS 20190928: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [ANIMALS 1.57, CORE 1.77, FOG 1.79, SOAP 1.51] Added Svartmarka. [CORE 1.77, CARS 1.70, PARK 1.30] tpw_core_excludestrings[] will now correctly exclude vehicles and civilians. E.g. "IDAP" will exclude IDAP civilians and vehicles. Thanks for the bug reports guys. I've now fixed things so that exclusion strings work properly. Apologies for the oversight.
  8. Yeah there's no way to exclude cars at present, I'll add it in. @Morriski have a look at 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 If you always want cup euro civs regardless of the map: tpw_core_mapstrings[] = {"cup_c_c","cup_c_c","cup_c_c","cup_c_c","cup_c_c","cup_c_c"};
  9. @Temppa, your work to take a beloved but dated map and use Livonia assets to turn it into an overgrown a post-war wilderness is absolutely inspired. It looks absolutely spot on and the performance is phenomenal. Apart from a few missing pond objects and some misplaced ruins as noted, it's just a fantastic terrain, and deserves to be a standalone terrain too, like some of the others in your pack. Congratulations on another outstanding terrain, and thanks!
  10. You need to make sure that you have a 0 (for user specified) in tpw_skirmish_enemytype, then it will use whatever vehicles matching the strings you specify in tpw_skirmish_enemyvehiclestring By default tpw_skirmish_enemytype is set to use CSAT vehicles (4) tpw_skirmish_enemytype[] = {4}; // 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
  11. TPW MODS 20190922: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [HPP UPDATE REQUIRED] // ANIMALS tpw_animal_crows = 1; // crows will build up around dead bodies. 0 = no crows //>< [CORE 1.76, FOG 1.78, SOAP 1.50] Added Khoramshahr. [ANIMALS 1.56] Crows may be configured on or off. [CORE 1.76] More injury animations added. Units will immediately stop playing injury animation if killed. [DUCK 1.13] Improved AI reaction to nearby grenades by running away and diving to the ground - should improve grenade survivability (thanks Mickeymen). Player suppression deactivated in vehicles to prevent anomalous behaviour (thanks Mickeymen). [FALL 1.70] Prone units will ragdoll instead of flinching. Hit (by bullets or the ground) units will be temporarily "dazed" and less effective. Injured prone units will no longer soak up damage. [SKIRMISH 1.54] Adjusted speed of sound calculations so that camera shake is slightly delayed after hearing explosions. [SOAP 1.50] Added train sounds to Ruha.
  12. Of course you're right. There's a happy medium between the current system where almost no AI react, and the extreme where every AI reacts instantaneously and in the same manner. I'll keep plugging away.
  13. linvonia.pbo is in the addons_optional folder. Transfer it to the addons folder and it'll work. Be aware, the mod merely reduces the volume of the overly loud ambient "silence" that makes Linvonia sound like the inside of a waterfall. It doesn't remove any sounds and doesn't do anything to improve the (shithouse) performance of the terrain. YMMV :)
  14. The principle is that if now there's a grenade object within 25m of any AI they'll immediately turn away from the grenade, run for a few seconds then dive to the ground before it explodes. The current version of TPW DUCK you are using actually has AI vision active, so AI will run from the grenade if they have line of sight to it. However this is part of the reason for the current inability of most AI to react (pretty much anything blocks line of sight, even a single blade of grass, so I've removed it. So as you have guessed, the code now only works relative to radius, and does not take into account vision, hearing, or any other random factors. But at least it works. Having the AI react to grenades at all is a large boost in authenticity. Pretty much any aspect of Arma3 fails the realism test if you look at it closely enough, so I'm not really keen on writing in totally humanlike responses to grenades.
  15. Thanks guys for your support. @domokun I have filed a DMCA takedown (thanks for the link), let's see how that goes. I was a bit conflicted doing so, DMCA has been wielded pretty bluntly by big corporations. @gatordev I have added a crow switch, will release it shortly @mickeymen, I've massively sharpened up the AI response to grenades (by disabling various AI parameters so they just run instead of @#$%ing around).
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