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tpw

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  1. TPW MODS - ENHANCED REALISM AND IMMERSION FOR ARMA3 SINGLE PLAYER TPW MODS is a modular and highly configurable suite of nearly 30 addons designed to increase the civilian, environmental, sonic, climatic and military ambience and realism of the A3 single player experience without requiring any scripting or module placement. You can use the TPW MODS of your choice to enhance any existing missions and campaigns, or to simply turn any empty map into a living world a la Far Cry, with endless replayability and a host of subtle realism and immersion touches that you probably won't even notice until you play without them. All mods interoperate well, are light on resources and a lot of work has gone into optimising them so they should not cause undue slowdowns or framerate issues. TPW MODS has been under constant development since 2013, and continues to be refined and expanded largely due to user feedback and suggestions. Bonus content Download (154 MB) Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2586787720 - I will not support TPW MODS from unofficial versions. Dropbox: https://www.dropbox.com/s/h66z72l3ka3w8jf/TPW_MODS.zip - always the latest version PW6: http://play.withsix.com/arma-3/mods/1JrAgSIp4xGeWAAVF72WTA/TPW-MODS-enhanced-realism-immersion - many thanks to Sonsalt et al. Requires Community Base Addons (CBA A3): https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/ Latest Version Changelog 20230927 [CORE 2.00, ANIMALS 1.71, SOAP 1.76, FOG 2.01] Added support for Normandy, Lybor, Sa'hatra. Incapacitated units will use screams from SSD_DeathScreams if available. [ANIMALS 1.71] Fixed bug which spawned animals too far from player. Dogs now mainly spawn around buildings rather than out in the open. Full changelog Features TPW MODS consists of a number of independently configurable components: AIR - Ambient aircraft flybys ANIMALS - Ambient livestock, wildlife and animal noises BLEEDOUT - Progressive injuries BOATS - Ambient civilian boat traffic on waterways CARS - Ambient civilian traffic CIVS - Ambient ambulatory civilians COMPRESS - Volume compression of loud nearby gunfire CORE - Essential functions for TPW MODS CROWD - Larger stationary low-CPU civilian crowds DUCK - AI/player reaction to nearby projectiles FALL - AI/player reaction to bullet hits and falls from height FIRE - Fires in barrels and fireplaces at night FIREFLIES - Fireflies, houseflies, mosquitoes FOG - Region specific weather, fog, mist and dust storms, foggy breath FURNITURE - Automatic CPU friendly furnishing of default A3 buildings HOUSELIGHTS - Lights in houses at night HUD - Advanced heads up display for infantry PARK - Ambient parked cars and wrecked vehicles PUDDLE - Puddles on flat ground after rain RADIO - Ambient radio chatter in /near vehicles and on foot RAINFX - Raindrop FX on surfaces and goggles REPAIR - Automatic repair of player vehicle at service stations SANITY - Improved behaviour of AI drivers near footbound AI SKIRMISH - Ambient infantry combat SOAP - Region specific civilian sounds and music ZOMBIES - Ambient zombies You can use any or all of the 27 TPW MODS components, and depending on the mods you choose you can expect to see your game changed in the following ways: Infantry realism Units reacting realistically to suppressive fire by ducking/going prone, and running away from nearby unexploded grenades (TPW DUCK). Player experiencing audiovisual suppression effects under enemy fire (TPW DUCK). Units reacting to falls and bullet hits by falling/ragdolling to the ground (TPW FALL). Units continuing to bleed from injuries, resulting in decreased mobility and eventually incapacitation and death if not treated (TPW BLEEDOUT). Units able to self heal using First Aid Kits (TPW BLEEDOUT). Sounds for jumping, falling, rolling and turning prone, looking down sights (TPW FALL). Plausible 2035 mesh networked HUD with range and predictive targetting, bullet trajectory tracing, positional audio ping of nearest enemies, electrochromic tinting, and full colour night vision, when equipped with tactical goggles (TPW HUD). Highly configurable ambient infantry combat, with AI able to call in support (TPW SKIRMISH). Units only run around weapons raised when in combat (TPW SKIRMISH). Units adhere to less rigid formation, occasionally stop and exhibit relaxed animations (TPW SKIRMISH). Units do not abandon (and will try to heal) incapacitated and dead squadmates (TPW SKIRMISH). Automatic repair of player vehicle at fuel stations (TPW REPAIR). More realistic (slower) movement and stance change speeds. Automatic volume reduction of nearby gunfire, to simulate 2035 era active noise cancelling hearing protection (TPW COMPRESS). Civilians Region specific civilians in towns, walking from house to house and reacting to weather, cars and battle (TPW CIVS). Denser CPU friendly civilian crowds along the side of the road and near houses, reacting to weather, cars and battle(TPW CROWD). Civilian traffic, which you may commandeer (TPW CARS), playing music from their car radio (if using TPW SOAP). Drivable civilian cars parked by the side of the road near habitable houses (TPW PARK). Civilian boats (TPW BOATS). Civilian zombies, if using maxjoiner's zombies addon (TPW ZOMBIES). Civilian and military road vehicle AI will slow down/stop near footbound friendlies (TPW SANITY). You may specify which native Arma3 and mod civilians to use on different geographic regions. Maxjoiner's women will be used as female civilians on Greek and European maps, if the mod is present. Ambience Ambient furniture in enterable Tanoan, Altian, Maldenian and Livonian buildings and houses (TPW FURNITURE). Lights in civilian houses at night (TPW HOUSELIGHTS). Fires in barrels and fireplaces at night (TPW FIRE) Region specific ambient civilian environmental noises (voices, coughs and sneezes, traffic, music radio, telephones, domestic and construction noises, trains on appropriate maps), with support for user added sounds/music (TPW SOAP). Mosques playing the Azan call to prayer at appropriate times, with prayer response from nearby houses (TPW SOAP). Nearby gunfire eliciting screaming, babies crying and dogs barking, from houses near the player, and distant police sirens in built up areas (TPW SOAP). Creaking doors/timbers in houses, with whistling wind and rattling windows in windy conditions (TPW SOAP). Additional forest ambience such as creaking trees, falling branches, snapping twigs, small animals rustling undergrowth and leaves, occasional distant chainsaws (TPW SOAP). Ambient radio chatter on foot and in/near vehicles, with support for Russian radio chatter in RHS Russian vehicles (TPW RADIO). Appropriate sized flocks of baaing/bleating/clucking sheep/goats/chickens, and randomly barking dogs / yowling cats (TPW ANIMALS). Ambient Camels on Sefrou-Ramal (Western Sahara cDLC) Owls and foxes at night, dawn chorus of birds in the hour or so before sunrise (TPW ANIMALS). Distant howling wolves at night on remote areas of European/Nordic/Arctic maps - may be configured off, or forced on for other maps (TPW ANIMALS). Frogs croaking around reedy ponds and waterways (TPW ANIMALS). Sharks around the player in deeper water, if using Feint's Sharks addon and or THA_Sharks (TPW ANIMALS). Ambient wild and rideable horses if using the dbo_horses addon (TPW ANIMALS). Crows gradually flocking around dead bodies if there is no nearby combat (TPW ANIMALS). Wild boars with customised grunting sounds will spawn in forested areas, if using EO's ambient boar mod (TPW ANIMALS). Occasional brown bears on remote areas of European/Nordic/Arctic maps, if using walk3r's brown bear mod - may be configured off, or forced on for other maps (TPW ANIMALS). Water buffalo on various Asian maps, if using EO's ambient animals for Cam Lao Nam mod (TPW ANIMALS). Occasional helicopter and jet flybys, with automatic support for 3rd party aircraft mods (TPW AIR). Glowing blinking animated fireflies on warm summer evenings (TPW FIREFLIES). Buzzing flies gradually building up around dead bodies, rubbish piles and bins (TPW FIREFLIES). Whining mosquitos around the player at night (TPW FIREFLIES). Reduced engine and collision volume, increased wind/tyre volume of default Arma3 wheeld vehicles if using JSRS Soundmod (TPW_MUFFLER). Weather Region specific climate (TPW FOG). Ground fog, units with foggy breath, and a chance of snow, during colder weather (TPW FOG). Ground heat haze / mirage effects during hot weather (TPW FOG). Dust devils on treeless regions of desert / middle eastern / central asian terrains during hot weather (TPW FOG). Dust storm functionality which may be called via script or trigger (TPW FOG). Dynamic ground mist reacting to humidity, tree cover, and rainfall (TPW FOG). Dynamic snow which will not fall through buildings/ cover, snow goggle fx, snow fx in vehicles (TPW FOG). Rain droplet effects on most exposed ground and object surfaces near the player (TPW RAINFX). Refractive rain droplet effects on car windscreens and player goggles (TPW RAINFX). Raindrop noises on player's helmet and raised weapon (TPW RAINFX). Puddles on the ground around the player during and after rain (TPW PUDDLE). Documentation Full readme with installation and usage instructions Full changelog Configuration settings Air Animals Bleedout Boats Cars Civs Compress Crowd Duck EBS Fall Fire Fireflies Fog Furniture Houselights HUD LOS Muffler Park Puddle Radio Rainfx Repair Sanity Skirmish SOAP Streetlights Zombies Disclaimer / Licence I totally refuse to accept responsibility for anything that might happen to your game/computer/life as a result of using my mods. I'm not a BI developer, I don't force you to use the mods, I don't ask you to pay for them. If you don't like TPW MODS, don't use them - don't demand that I change them to suit you. If you accept this, then feel free to use and modify this code, on the proviso that you post back changes and improvements so that everyone can benefit from them, and properly acknowledge the original author (tpw) in any derivative works. Wrapping my unacknowledged work up inside your pbo addon and monetising it does not count as returning it to the community. Redistributing my work under your own name via Steam Workshop or elsewhere is expressly forbidden. I can't make you do the right thing, but I hope that you do.
  2. Alright all? Here's another simple script that just adds foggy breath to a specified unit. This adds a lot of immersion if you're playing on a cold map like Thirsk or Namalsk, especially at night. Save the script below as you wish. The easiest way to give everyone in your group foggy breath is to put this in your init.sqf: {nul = [_x, 0.01] execvm "nameofscript.sqf" } foreach units (group player); For any other unit just put this in their init: nul = [this, 0.01] execvm "nameofscript.sqf" 0.01 = slightly foggy breath 0.1 = fairly foggy 1 = very dense fog. Use on antarctic maps! This is a very simple script, I haven't synchronised the breathing rate with the sound of breathing etc. If you like it, good. If you can think of improvements, even better! Script below
  3. TPW MODS 20230927: Steam Dropbox Changes: [CORE 2.00, ANIMALS 1.71, SOAP 1.76, FOG 2.01] Added support for Normandy, Lybor, Sa'hatra. Incapacitated units will use screams from SSD_DeathScreams if available. [ANIMALS 1.71] Fixed bug which spawned animals too far from player. Dogs now mainly spawn around buildings rather than out in the open. Hi everyone, Happy 10th anniversary to TPW MODS, which I first put up September 13, 2013. I'd actually had a handful of mods prior to that, but thought it best to combine them for ease of maintenance (me) and ease of use (you). Thanks to everyone who has stuck around using my mods over the years, providing support, bug reports, code ideas and contributions, encouragement and friendship. I only play SP so all my interaction with other Arma3 users is via my mods. 2 years ago I finally transitioned TPW MODS over to Steam and was gratified with the rapid uptake (now 11000 subscribers) and relative decorum of the commenters. This 10 year mark gives me a chance to reflect on Arma3. The game was anything but state of the art on release, and has barely evolved since then. But while other games have come and gone from my hard drive, A3 has been a constant. I have 9487 hours in it, which is about 9000 hours more than anything else I've ever played. This game has given me a creative outlet and a hobby to disappear into during various tough patches in my life, including divorce, health issues, professional setbacks etc etc. While it's getting harder to find motivation for major additions and improvements, I still tinker away. And yes I do read your comments and suggestions even if I don't comment much or act on them in as timely a manner as you'd all like. It's hard to know what to think about Arma's future. Reforger is certainly impressive from an audiovisual standpoint but has absolutely nothing to retain my interest as an SP person. I drop in every month or so to notice that nothing has really changed except for the performance, which has tanked. I appreciate that there's lots of under the bonnet stuff that is happening and needs to happen, but the development pace and priorities doesn't bode well for Arma4. I guess that leaves people like me stuck with Arma3. I just have to bite down on the terrible optimisation and outdated presentation and content myself with playing with the incredible mod content that others create, and do my small bit to contribute to that. Thanks for reading, and thanks again to all of you who've supported me in one way or another over the years. TPW
  4. // HIDE RUBBISH _rubbish = nearestterrainobjects [position player, ["HIDE"],10000, false] select {["rubble",str _x] call bis_fnc_instring ||["junk",str _x] call bis_fnc_instring || ["garbage",str _x] call bis_fnc_instring}; { _x hideobject true; _x enablesimulation false; } foreach _rubbish; I don't know how to make modules but the code is pretty simple.
  5. Fantastic work as always jujurat, thanks very much for an amazing and very atmospheric terrain. I'll second keject's opinion on all of the rubbish lying around. It's pretty simple to remove by screening nearrestterrainobjects and I've written a script to do so which I'm happy to share. I think using bricks as surface clutter is also overdone, since the player can be in the arid regions far away from habitation and see bricks everywhere in the dirt. I know the map is not full release version yet so hopefully there's still some scope for you to make a few config changes 🙂
  6. I'm not a particular WW2 fan but the CDLC was an instabuy just for the beautiful and interesting map. A couple of observations: 1 - The map is extremely taxing on my system, and takes an inordinate amount of time to load. I'm sure this is not news to the devs and I hope there is some optimisation in the map's future. 2 - There are many many missing water texture tiles in the river system.
  7. I think I'm that guy. I suspect that devs using top of the line CPUs, 64+Gb RAM and 4090 GPUs may not even be aware that the update has tanked performance. As an exclusively SP person Reforger has limited appeal to me, but at least it looked next gen and performed well. Now it doesn't even have that going for it.
  8. TPW MODS 20230629: Steam Dropbox Changes: [CORE 1.99, SOAP 1.75, FOG 2.00] Added support for Novogorsk, Sumava, Kardazak, Jumo. Improved screening for uninhabitable buildings and ruins. [ANIMALS 1.70] Added support for MFR dogs [DUCK 1.16] Suppressed units will not go prone if moving. Hi champs. Sorry for the very long time in between drinks. It's been a rough few months real life wise, and my enthusiasm for Arma modding has been at a pretty low ebb. Making a few uniforms for TPW UNIFORMS, and some sporadic improvements to TPW MODS as new maps and content appear. I'd like to thank @Marc13Bautista and others for continuing the bug reports. I'm fully aware that TPW FALL and TPW BLEEDOUT do a bit of a balancing act together in order to bring my interpretation of realism to the game. It works well for me with my combination of mods and settings, but obviously it doesn't work for everyone. I'll do some CPR on my modding enthusiasm and see if I can do another deeper dive into FALL/BLEEDOUT/CORE. But no promises 🙂
  9. Hi all. I've been using setunconscious as a convenient way to ragdoll units (AI and player) when they take a hit. Just recently I noticed that my script to do this had stopped working for the player, but still dropped the AI no worries. The strange thing is that player setunconscious true works just fine from the debug console If in the console I run the command {_x setunconscious true} foreach units group player; then me and everyone in my squad will hit the deck. If I run the same command from a script then I will remain upright while the rest of the squad passes out. Anyone got any ideas? Is this a bug or a design decision? Thanks in advance.
  10. TPW MODS 20230211: Steam Dropbox Changes: [CORE 1.98, SKIRMISH 1.65, SOAP 1.74] Refactored unit disabling/enabling code, should largely eliminate artifacts such as units stuck kneeling, dodgy somersault transitions between animations, units falling through terrain etc ad nauseum. Added Sehreno support. [AIR 1.34] Code cleanups [ANIMALS 1.69] Added ambient bird flock flybys. Many thanks to LarsAspra for the idea and code. Added startled birds flying from trees when gunfire nearby. Hi everyone. I'm very pleased to say that I have finally, after several years of frustration, got to the bottom of the issues causing glitches with disabled/re-enabled units. You're always fighting the engine when trying to override animations to get more realistic falling etc, which occasionally led to animations being applied to dead units, which caused the issues. A few extra lines of code later and they all behave themselves. TPW PARK is still a bit of a problem, as Badanov has noted. There's a reason why BIS pulled the original ambient parking module - it's difficult to get vehicles spawning exactly where and when is most appropriate. I'll keep looking into it now that I have the major glitch annoyance out of the way.
  11. Yep you've followed the instructions perfectly, it's just the instructions are wrong! There needs to be the array of aircraft to include. I have updated the instructions in the script header accordingly. Sorry about that EO 0 = [10,300,2,[50,250,500],0,[str1,str2,etc]] execvm "tpw_air.sqf"; or if you don't want to include any 0 = [10,300,2,[50,250,500],0,[]] execvm "tpw_air.sqf";
  12. Hmmm, not sure what's going on here. I run from the script version (in fact I run all my mods from the script versions as part of the dev process). I use custom strings in TPW AIR too: 0 = [60,300,2,[100,250,500],0,["heli","plane","uav","rhs","gm"]] execvm "\scripts\tpw_mods\tpw_air.sqf"; Can you post your settings and I'll try them out.
  13. Dear General Partz, I'll have a look into the disappearing crow issue for you!
  14. Gday EO, thanks for the very kind words which I really appreciate. I don't do social media so I get all my online dopamine hits from my mod feedback... TPW AIR is running as intended on my system. tpw_air_aircraft is initialised as an empty array and then filled based on the contents of tpw_air_include. If you're having an issue with TPW AIR feel free to drop me a PM.
  15. Sorry people, I uploaded TPW UNIFORMS content instead of TPW MODS. I feel like a fucking idiot. I've fixed it now. Not a good look.
  16. TPW MODS 20230114: Steam Dropbox Changes: [CORE 1.97, FOG 1.99, SOAP 1.73] Added support for Elovyi, Polanek, Colombia, Project USA Limestone, Farbad, Isla Pera. Added support for Timmy Taliban's Generic Civilian Clothing. Reduced incidence of units stuck kneeling or prone. [ANIMALS 1.68] Added support for CSLA cattle. Added Camels to Farabad [CIVS 1.67, CROWD 1.24] Fixed civs walking too fast [FALL 1.78] Camera will no longer switch to 1st person after a fall/hit, if player is using 3rd person. Units will die if they take multiple consecutive hits - less bullet sponge behaviour [PARK 1.34] Cars will not spawn closer than 50m to player Hi everyone and belated happy 2023. Sorry about the long wait between drinks. Yes I'm still playing and developing for Arma3, just not at the pace I used to. Actually, recently I've been spending more time developing TPW UNIFORMS than TPW MODS, sorry. I have got some more MODS stuff lined up though. @LarsAsprarecently kindly sent me some ambient bird flocking routines that I will try to adapt to TPW MODS. I'm also working to integrate TPW UNIFORMS support directly into TPW MODS. Still haven't gotten around to exploring Reforger modding - until that game has anything at all to offer an SP person (especially in terms of the atrocious AI) I'm not going to waste my time on it. OK enough soliloquising, happy Arma-ing everyone.
  17. PIR animations are excellent, I’m not a fan of other aspects of it though. So I just turn off all PIR settings, and allow TPW FALL to use the animations. It’s hitpart driven so you still get the appropriate animated reactions.
  18. @Pvt. Parts, @osterizer8, thanks for the bug reports, which I have addressed for the upcoming release. Sorry about the delay.
  19. Nothing new. It's important that you set your civilian casualty thresholds to 0, to ensure that you'll trigger an increase. If you kill a civ and then type hint str tpw_skirmish_enemysquad_max then you should see it increase.
  20. TPW UNIFORMS: Steam Dropbox As well as TPW MODS I've made some pretty substantial changes to TPW UNIFORMS. The main change is that I have added support for the Ranger Danger mod, which although of doubtful provenance has IMHO some of the best uniform models out there. I've also added a little bit of RHS support, which will allow retextured covered opscore helmets and alice backpacks. I've completely overhauled the AMCU, OCP and MCAM stuff , and added an MTP texture for your UK needs. Putting multicam style camo into Arma3 is really bloody hard.
  21. Thanks for the kind words @Reticuli, I appreciate the sentiment. I'll have a look into the skirmish spawning suggestion of yours. As far as FALL and ACE, I don't use ACE so any feedback from you would be valuable. EDIT: If you set the number of enemy squads and vehicles to 0 in TPW SKIRMISH, then there will be no skirmish until you retire a few civilians, in which case enemies will start spawning.
  22. TPW MODS 20220821: Steam, Dropbox Changes: [CORE 1.96, BOATS 1.44, FOG 1.98, SOAP 1.72] Added support for The Bra, Kaska, Northern Takistan. [BLEEDOUT 1.42] Prevent revival anims playing twice on the same unit. Remove interference with units with customised animation speed. [CORE 1.96] Added PIR animation support. [FALL 1.77] Hit reactions from Project Injury Animation (PIR) will be used if the mod is present (and its hit and medical functions deactivated). [FOG 1.98] Climate correctly adjusts for northern and southern hemisphere terrains. Hi everyone. OK so I got over my A3 apathy for a while and have made a few nice little changes to TPW MODS. The most important one is that I have integrated the excellent hitpart specific animations of Project Injury Reaction. This is a fantastic mod but in its default setup interferes with TPW FALL and adds a lot of other noises and medical stuff that is not to everyone's taste, so it's usually PIR or TPW FALL, not both. If you install PIR and then disable all its hit and medical functions, then TPW FALL will use the animations so that player and AI will now react in one of three ways to a hit: 1- body part specific reactions (PIR anims), 2 - animated fall to ground and recovery, or 3 - brief ragdoll "knockout" followed by varying degrees of incapacitation. This adds a real degree of variety to combat. To further spice things up, the user can now select how often a hit will transfer its real damage to the unit (ie a potential kill shot). By default it's 20%. The rest of the time, a unit cannot be killed outright, but will bleed out. Of course you can put a few more rounds into a unit to finish the job, if you are so inclined. The other decent change is to TPW FOG, which now correlty identifies which hemisphere the map is in and adjusts the weather accordingly. Enjoy!
  23. I can't deal with the default movement speed of Arma3 AI (particularly the comincal walking speed) and usually add a setanimspeedcoef = 0.85 or so to each unit to slow them down to normal. I've just noticed now that this setting no longer sticks. The unit will play one cycle of an animation and then revert back to speed = 1 (as determined by getanimspeedcoef). Is this a bug or a recently implemented design decision? Either way, it's a massive pain.
  24. Thanks @pierre MGI. Not only was it a mod causing the problem, but it was one of my bloody mods!
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