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tpw

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Everything posted by tpw

  1. TPW ADF: https://www.dropbox.com/s/4m2cui1kkojsoq7/TPW_ADF.zip Hi people. As discussed a little earlier I've been working on texturing up some ADF uniforms and gear and they're at a stage where I thought I might upload them so you can try them out. A couple of things to note: Arma3 simply doesn't have uniforms that convey the upper body bulk and general lower body looseness of modern ADF combat gear. No amount of texturing is going to make uniforms look much like those of contemporary ADF. So these are basically just meant to fit in with the near future Armaverse vibe. I have textured the blufor combat uniform in short and long sleeve variants, and a range of backpacks, vest and helmets. There are newer looking and faded variants of AMCU and Multicam. There are also Multicam top/ AMCU bottom and Multicam bottom / AMCU top variants. I used the Arma3 templates available here: , and sourced my own AMCU and Multicam textures. I've spent an enormous amount of time getting them to blend in with the general Arma3 aesthetic, not looking brand new and oversaturated. I can't tell you how much google images time I spent trying to get an idea of appropriate colour, saturation etc. I have absolutely no intention of texturing anything other than a few uniforms and gear. Unless someone can recommend a uniform template that matches the bulk/looseness requirements I whinged about above! I don't know how to implement wounded textures onto uniforms. If someone can help in that department I'd be grateful. Ok, those points out of the way, you can find the units under BLUFOR/NATO/man - combat fatigues (AMCU NEW TPW) etc. They can be dressed up in the loadout editor, or you can easily run one of the four included scripts to randomise the loadout. Just pass the name of the unit to the script and you're golden. [_this] execvm "tpw_uniform_amcu_faded.sqf" in the init line of a unit will replace the unit's uniform, pack, hat and vest, whilst keeping everything else the same. {[-x] execvm "tpw_uniform_amcu_faded.sqf"} foreach (units group player) in the debug console will randomly dress you and your squad {[-x] execvm "tpw_uniform_amcu_faded.sqf"} foreach allunits in the debug console will randomly dress every bastard on the map Eventually I'll create a range of editor units with various gear setups, but these will tide you over. The scripts will tell you all the classnames in case you want to use them directly. Cheers guys.
  2. Well done mate, you found a bug for me. The scream setting wasn't being applied. Additionally, I have added a new parameter for the siren volume so you can set that to 0 if you wish. These will be in the next update soonish.
  3. They are disabled because they are not necessary now. If you feel a strong need to re-enable them please feel free, but you won’t see any benefits, and maybe some errors.
  4. It’s actually hard to do properly because the colours/saturation when you’re editing the .paa files don’t really tell you how they’ll look in game. Lots of repacking and reloading! As I’m sure you’re aware with all your units!
  5. I've got a few things up my sleeve regarding getting some kind of ambient mission system going as per an earlier suggestion. I've also been working on texturing up my own Australian Defence Force stuff in AMCU and Multicam. Trying to get a less saturated and more worn and dusty look to the uniforms and gear. It's coming along nicely https://www.dropbox.com/s/z8xbejqacl6zptd/adf1.jpg https://www.dropbox.com/s/0tts4nktt1gtt2y/adf2.jpg https://www.dropbox.com/s/0ikp0hl0wh49yo5/adf3.jpg
  6. Thanks for the link heads up guys. I've updated the link in the first post and removed the armaholic link. Shame to see it go, before Steam it was the place.
  7. Leave it empty if you just want to spawn the default heli. Remember that aircraft will only be spawned if you have tpw_skirmish_resist_support = 1; // AAF units can call support
  8. This is just a small config patch for the Livonia map which removes the (in my ears) very loud and distracting ambient silence on this map. Feel free to remove TPW_LIVONIA.pbo if you want.
  9. TPW MODS 20210520: https://www.dropbox.com/s/h66z72l3ka3w8jf/TPW_MODS.zip Changes: [INIT] Changed TPW MODS initialisation routines to prevent sporadic lockups when using Cam Lao Nam. [CORE 1.84, ANIMALS 1.63, FIREFLIES 1.11, SOAP 1.61] Optimised tree scanning code. Water buffaloes spawned on Cam Lao Nam, Prei Kmaoch Luong and Song Binh Tanh if using EO's Ambient Animals for Cam Lao Nam mod. [BLEEDOUT 1.40] Improved injury sounds for writhing units. [BOATS 1.42] SOG DLC Sampans spawned on Cam Lao Nam, Prei Kmaoch Luong and Song Binh Tanh. Hi everyone. Back with a few optimisations and additions as detailed above. One thing I didn't mention is that some sneaky code making suppressed units yell with SOG voices made it into last release. No one bitched about it, but I've pulled it anyway as it's not ready for prime time.
  10. Mate I downloaded your latest ambient animals release within 6 femtoseconds of it hitting steam - a masterpiece. I’m just working on the appropriate logic for the buffalo spawning and it’ll be in the next release for sure. Thanks so much for continuing to push the envelope. PS Any chance of getting a regular cow model one day?
  11. TPW MODS 20210517: https://www.dropbox.com/s/h66z72l3ka3w8jf/TPW_MODS.zip Changes: [INIT] Changed TPW MODS initialisation routines to prevent sporadic lockups when using CamLaoNam. OK, anyone who's having trouble with the game locking up with SOG, please try this version. It works for me, but that obviously doesn't mean a @#$%ing thing. If I can get some verification that it's working for others I'll update the first page accordingly. Thanks guys
  12. Hi guys. I think the freezes are due to TPW CORE having to work so much harder because SOG introduced an enormous amount of new and duplicated building classes which have to be scanned. I have fixed the issue for the script version of TPW MODS and am working on a version that will keep the addon version happy too. Sorry about that.
  13. @Cochise333 You can put multiple strings so that you select more specific groups of enemies. This is what I use: tpw_skirmish_friendlyunitstring[] = {"vn_b_men_army","vn_b_men_army","vn_b_men_army","vn_b_men_army","vn_b_men_sog","vn_b_men_lrrp","vn_b_men_cidg"}; tpw_skirmish_enemyunitstring[] = {"vn_o_men_nva","vn_o_men_vc"}; tpw_skirmish_resistunitstring[] = {"vn_i_men_army","vn_i_men_army","vn_i_men_army","vn_i_men_ranger","vn_i_men_sf"}; The more I play the SOG DLC the more I'm impressed by it
  14. TPW MODS 20210510: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [HPP UPDATE REQUIRED] [CORE 1.84, FALL 1.72, BLEEDOUT 1.39] Improved behaviour of previously injured / incapacitated units to subsequent injury [CORE 1.84, FOG 1.87, SOAP 1.60] Added SOG Cam Lao Nam support. Hi everyone. This is just a quick release basically to get preliminary support for the SOG Cam Lao Nam map. This now gets the appropriate tropical weather and the same ambient tropical noises as Tanoa. If you make sure to update the HPP, it'll also spawn the SOG civilians. A few things to note: 1 - Even though this map reuses lots of building assets, it's actually duplicated and renamed them all, so the existing house class scanning I used for TPW FURNITURE does not work 2 - I'll eventually add a more authentic Vietnamese voices/music soundpack but for the time being you're stuck with the Tanoan one. 3 - The map seems to override a few configs, especially related to sound, so I can't vouvh that there won't be conflicts or bugs. Personally I'm more than happy to pay a few bucks for this DLC, despite it being built on the creaky moribund (dare I say it abandoned) Arma3 engine.The map is large and performs well in most places, even though it doesn't scale the dizzy heights of immersive jungle realism as RHSPKL. There's a few nice new vegetation and building assets in addition to the large numbers of units and vehicles. And I'm glad that BIS is giving talented modders the change to make a few $.
  15. I've tried in the past to get this happening but Max Zombies just go to shit if you try to give them different uniforms using forceadduniform. Maybe it'll work with a config?
  16. At the moment they're just generic "western" radio message I'm afraid. So basically regardless of what side you play as you'll get the same messages. To be honest it's not high on my priority list to expand. If you were up to adding additional radio messages then you could indeed tweak the config to include them, but the TPW_RADIO.sqf script would also need to be tweaked. Alternatively if you wanted to send me the east and/or resistance samples, I could add them and make the appropriate ones player according to the side
  17. So there flies functionality is definitely working, I just double checked. Most of the parameters only apply to fireflies, normal flies just spawn around rubbish, bins, and bodies. It's worth noting that flies won't spawn if 1 -there's battle going on 2 - it's less than 10decC (according to TPW FOG) 3 - it's raining 4 - it's windy It's also worth noting that flies build up quite slowly, it takes several minutes for a body to be fully swarming with them Load up a warm map in the editor, add a person near the player, set that person setdamage 1 in its init line, and start the game. Wait a few minutes and you should see and hear them
  18. I'm working on the Prairie Fire support as we speak, so there's region appropriate weather, sounds and civilians. I'll release something once I'm sure it doesn't contain any hidden gotchas
  19. Hi everyone. Sorry about the long time between messages, it's grant writing season at work and I'm #$%^ing exhausted. Mate I'll look into this for you. TBH I very rarely use zombies, but it's worth extending the functionailty a bit. No You just need to copy your_arma_install/addons_optional/tpw_muffler.pbo to your_arma_install/addons/ Flies are part of tpw_fireflies, if you have this mod active then they will spawn around rubbish, dead bodies etc. There are no other variables you need to change.
  20. Well why didn't you say so then? I provide the scripts for those who might want to delve a bit deeper or customise missions, not as a standard alternative to running the mod. Hence the lack of detailed instructions. It's not as straightforward as running the mod, and I'm not entertaining any complaints about it. Assuming that you installed TPW MODS to your_arma_installation\@TPW_MODS : 1 - You need to rename your_arma_installation\@TPW_MODS\addons\tpw_mods.pbo to tpw_mods.bak or something like that, so that it won't run 2 - Keep the other pbos as is, the scripts will need various assets from them 3 - Create a folder your_arma_installation\scripts and copy all the scripts from your_arma_installation\@tpw_mods\scripts into the new folder 4 - In the scripts folder you made, create a file called tpw_mods.sqf, and add the calls to the scripts you want to run eg //TPW MODS // Only run the scripts if the tpw_mods.pbo is not active if !(isclass (configfile/"CfgPatches"/"TPW_MODS")) then { 0 = [["c_man","c_man","rds","afghan","c_man","c_man"],[],5,22,1] execvm "\scripts\tpw_core.sqf"; // you absolutely have to run this script regardless sleep 1; 0 = [60,300,2,[100,250,500],0] execvm "\scripts\tpw_air.sqf"; 0 = [10,5,250,75,120,20,1] execvm "\scripts\tpw_animals.sqf"; 0 = [2,0.5,1,1,1,0] execvm "\scripts\tpw_bleedout.sqf"; 0 = [60,2000,5,2] execvm "\scripts\tpw_boats.sqf"; #etc #etc }; The parameters for each script are explained in detail in their headers. 5 - You can call this script from the init of the player unit etc 0 = [] execvm "\scripts\tpw_mods.sqf" There's lots of other ways to do this, but this is more or less how it's set up on my system so that I can do the development.
  21. I do a similar thing in some of my scripts, but I just add a timer so that the unit has to wait a few seconds before it can say something else this addEventHandler ["Fired", { params ["_IS1"]; if (diag_ticktime > _IS1 getvariable["timer",0]) then {_IS1 say3D "akbar1";_IS1 setvariable["timer",diag_ticktime + random 5]}}];
  22. I'm on it EDIT: Could be trickier than I thought, I need to over-ride the repair truck autorepair
  23. TPW MODS 20210321: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [HPP UPDATE REQUIRED] [CORE 1.83, FOG 1.86, SOAP 1.59] Added Mull of Kintyre support. Extended AI animations after recovering from incapacitation may now be toggled with tpw_core_extended_enable (off by default). Added Art of War civilian clothing. Added support for clothing from Hunting Mod by krzychuzokecia. Removed occasional popup xxxmusic errors. As promised here's a small update which corrects the music errors, and adds support for a few more uniforms and terrains. I'll look further into TPW HUD.
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