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tpw

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Everything posted by tpw

  1. 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]}}];
  2. I'm on it EDIT: Could be trickier than I thought, I need to over-ride the repair truck autorepair
  3. 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.
  4. Hi gents. Sorry been off the tools for a few weeks. Got a free evening and have played around with a few things. TPW SOAP: I think I've fixed the sporadic xxxmusic errors. To be honest I haven't seen one for ages, but I made a few changes in good faith anyway. Will release over the weekend hopefully. TPW HUD: As mentioned, I haven't actually used this for years, but I turned it on and couldn't reproduce hieronymus' errors in SP. I think this requires a deeper dig than I've got time for at the moment. Just to clear a few things up: 1 - Steam I've given up policing TPW MODS on the Steam workshop. Thanks for the heads ups, and thanks to those who go in to bat for me there, but there's always gonna be some dickhead who thinks he's doing everyone a favour releasing it there against my express wishes, and there's always gonna be other dickheads leaving the kind of stupid comments (eg TPW MODS is abandonware?!?!?!? Look at the @#$%ing changelog) that keep me off there in the first place. If you came to this thread via Steam then good on you. Just don't expect my support for any versions you downloaded from Steam, since I can't vouch for them. Just take 5 bloody minutes to download from Armaholic or from my dropbox link and you'll be golden 2 - HPP files. Please read the tpw_mods_readme.txt, I didn't type it because my fingers need the exercise. You need to edit this file and this file only: \your arma install\userconfig\TPW_MODS\TPW_MODS.hpp Any changes you make won't be applied until you restart A3. Lastly, thanks for all the positive feedback which I really appreciate. I'm glad the old hands have stuck with TPW MODS, and I'm very happy that new people are discovering what it can offer those of us who can't/won't play MP. Rest assured TPW MODS is not abandonware even if I don't develop it at the pace you'd all like.
  5. Thanks gents for the HUD reports. To be honest I rarely even use it! I’ll fire up Arma soon and will look into the issues for you.
  6. Thanks @gatordev Here's a beta version of the main tpw_mods.pbo that allows you to toggle the additonal animations. They're off by default, but can be toggled on with tpw_core_extended_enable = true . Let me know how you get along with that, and I'll merge it into a proper release with a new HPP. https://www.dropbox.com/s/ayh619iqbnd8pb4/TPW_MODS.pbo
  7. Thanks gatordev, I appreciate your feedback mate. I put things like this in because I think they might add a bit of extra immersion, in this case the idea that after being incapacitated a unit doesn’t just jump straight up and resume normal programming. So I trawled through the animations to try to find on that approximated a unit being a bit worn out and the tiredness/stretching animation is the one you see. It’s obviously not perfect, and it’s only deployed randomly, but it worked for me. Thanks to the forum I see that not everyone else is onboard, so I’ll work on making it optional. Expect a new version with a new hpp soon. For what it’s worth, I welcome the criticism, feedback and suggestions that have enabled this mod to develop. I just don’t welcome passive aggressive condescension - I have an ex wife for that :)
  8. TPW MODS 20210214: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [ANIMALS 1.62] Added red grouse and red deer sounds to Scottish Highlands. [CORE 1.83] Additional code to prevent disable/reenable animations on player Just a small mod to add a bit of extra Scottish forest ambience, and to hopefully address post incapacitation injury animations applying to the player. I've personally never experienced them but I've added in a few more if (_unit == player) exitwith {} statements to TPW CORE just to be on the safe side. Please let me know if you continue to experience this.
  9. Hmm I thought I’d disabled this for the player. I’ll take a look and fix it ASAP. Thanks for the heads up and kind words.
  10. The automated scripts I use to prepare everything for upload work 100% of the time - provided I have the @#$&ing files in the right place to start with. That’s two uploads in a row I’ve bolloxed, third time’s the charm. Please redownload, I promise the files are there!
  11. TPW MODS 20210207: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [BLEEDOUT 1.38] Previously injured units will bleed out at an increased rate if injured again. [CORE 1.82, FOG 18.5, SOAP 1.58] Added Scottish Highlands (Corran) support. [FALL 1.71] Improved hit handling for prone units. Previously injured units more likely to be killed outright. The main focus of this update has been to add support to the inspired Scottish Highlands Corran terrain by Morriski / Big Jilm (depending on forum). It's just incredible how he's been able to use the limited Arma3 palette to produce a map so plausible and atmospheric and evocative. Something so obviously Scottish needs more than generic climate support, so I've had a lot of fun putting together a pack of young/old/male/female/happy/aggro Scottish voices and some representative popular and traditional music (I've resisted the urge to plaster bagpipes everywhere!). If you haven't downloaded this terrain I urge you to do so, and have fun ye wee basturds.
  12. The thing about my mods is that they're configurable. Don't like the compromises I have to make with FALL? Disable it. If you think the animation glitches are an improvement over units twitching while they soak up bullets and then drop dead, then enable it. At the end of the day, I write this shit for me. I absolutely cannot stand the default injury behaviours at the core of a so called military sim, so I write workarounds for them. I've just motivated myself back into dealing with this game, spent a @#$%load of my time trying to iron out bugs and really really really don't appreciate being told I should abandon it because it doesn't come up to a standard.
  13. Yeah mate I've been thinking about something like this for a long time. Just got to work out how to do it in a plausible way.
  14. Does it show up in your mod list in the launcher? Just installing the files and the HPP are not enough, you do need to activate it. Apologies if you have already done this. EDIT: Can you tell me what's the contents of your @TPW_MODS\addons directory?
  15. The new settings only affect units spawned by TPW SKIRMISH, and in any case can be toggled off with TPW_SKIRMISH_ORGANIC = False if you notice or are worried about conflicts. I'll look into additional improvements to TPW BLEEDOUT, thanks for the suggestions.
  16. Sigh. I'll have a look, thanks for the heads up mate.
  17. TPW MODS 20210130 (fixed missing file): https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Sorry about that guys! Insert facepalm image here...
  18. Stupid me @#$%ed up the upload. I've fixed it now, please try again.
  19. Hi mate. The organic behaviours only apply to TPW SKIRMISH spawned AI. I don't run any behaviour mods, please let me know if you find a problem though
  20. TPW MODS 20210130: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [BLEEDOUT 1.37] Fix for units occasionally being stuck writhing. [CORE 1.81] Refactored unit disable/reenable routines to prevent non responsive and bugged units. Removed bugged injury animations. Added additional animations after unit is re-enabled after injury. [DUCK 1.14] AI in the player's squad will return to formation after fleeing a grenade. [FOG 1.84] Snow can be properly toggled off/on using tpw_fog_snowflag false/true (Thanks AZCoder) [SOAP 1.57] Fixed sporadic car music errors. [SKIRMISH] Squads will not spawn outside map boundaries. Squads exhibit more naturalistic movement - occasional stopping, relaxed animations when stopped, looser formation adherence, less time with weapons raised when not in combat. Squads will not abandon dead and (will attempt to heal) incapacitated members. Added LDF, Spetnaz and NATO Woodland as user selectable (9,10 and 11 respectively). EDIT 20210131: Yesterday's upload was incomplete. Please redownload. Sorry for the mixup. Gday everyone! OK so this is a pretty big release, in which I've attempted to address a few of my long standing issues with AI behaviour and the code I use to deal with it. As we're all painfully aware, default A3 AI run constantly around from engagement to engagement with weapons raised , abandoning sick and dead squadmates, twitching as they soak up bullets til they just die, adhering to rigid movement formation and standing like robots otherwise. I'd already tried to modify this behaviour with TPW FALL / TPW BLEEDOUT / TPW SKIRMISH, but I've spent a few weeks really diving deep into it and have come up with a few (I think) improvements Under careless/safe/aware conditions SKIRMISH AI no longer follow each other like a perfectly spaced conga line, but move far more organically in little groups. If the leader up ahead turns 180 degrees they'll no longer just continue to walk to that spot and then turn (sheesh!). AI on foot patrol occasionally stop if not out in the open and not in combat. Stopped AI now exhibit a large range of much more interesting idle animations. AI in non combat conditions do not constantly move with their bloody weapons raised. I know they're not human but it's not humanly possible to walk for 30 minutes holding a 3-4kg rifle (let alone an antimateriel rifle) to your eye. So they now alternate between raised and lowered, in a more plausible fashion. AI only run constantly when under actual combat. You'll no longer see a squad sprinting towards their next engagement 2km away. AI do not crouch walk / crouch run with aforementioned heavy rifle raised constantly. AI will stay in the vicinity of incapacitated squadmates and will not abandon them to fight another engagement. In fact AI will attempt to heal incapacitated squaddies. AI don't just piss off to their next engagement and leave dead squadmates behind, but will stay in the vicinity until the dead units are removed (by TPW SKIRMISH cleanup routines). If you don't like these above new behaviours they can be toggled with tpw_skirmish_organic = False/True TPW BLEEDOUT / CORE / FALL no longer sporadically generates unresponsive unhealable units stuck in agony animations. Believe me when I say that it's VERY difficult over-riding the default behaviours and animations of AI to get some more authenticity into their behaviour. The animation system is extremely clunky, inconsistent and downright bloody bug ridden. Some animations can only be played by switchmove, others only by playmove. Some can be interrupted by death, some cannot. Some are smooth in the preview and glitchy when actually used, etc etc ad nauseum. Setunconscious can generate realistic fall, agony animations and get back up animations, but units incapacitated thusly cannot be recognised as injured by other units and will not be treated. The interplay of BLEEDOUT/CORE/FALL is very complicated and I've done my very best to iron out the game breaking glitches in this system, but some minor ones still remain - for instance if you shoot incapacitated units (naughty you), you'll occasionally see them flip 180 degrees end over. I think this is a bug in the animation/ragdoll physics, not of my system though. I'm really not interested in hearing about how I should have fixed the bugs in this system years ago (or why I haven't implemented your suggestions with sufficient alacrity). Given how shithouse the state of A3 is, it's amazing that I continue coding for it at all :) I will continue to refine these new additions and will implement some of the BLEEDOUT and other suggestions over the coming weeks, once I'm sure the current implementation is working properly for users other than me.
  21. Hi all. Looks like 2021 is off to an "interesting" start. I need to do less doomscrolling and play more Arma3 to distract myself. In fact that's what I've been doing, I've been working on refining, bug fixing and feature adding. Here's some stuff that should be released soon: Fixed bug that occasionally resulting in injured AI stuck writhing after being healed Added additional animations to AI after recovering from injury, so they don't just jump straight back into the fight Fixed some sporadic car music bugs Overhauled Skirmish AI behaviour so that they no longer walk around in the default robotic A3 way, and no longer stand like mannequins when not moving. Fixed the snow issue as reported by AZCoder
  22. TPW MODS 20201228: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [CORE 1.80,FOG 1.83, SOAP 1.54] Added support for Orglandes [ANIMALS 1.61] Added support for walk3r's ambient brown bears (includes custom bear noises) on densely forested European maps. [CORE 1.80,BOATS 1.41 CARS 1.71, CIVS 1.65, CROWD 1.22] Consolidated civ spawning code into CORE. Balanced male/female ratio. Improved support for Max Women, Max Women at Work, Cup Civs, Timberwolf Females, Crasus Shirt Mod, Aengus Civilians, SC Civilians, Arganiny Civilians. [SKIRMISH 1.55] Squads will not run everywhere if there are no nearby enemies. Hi everyone, I hope you managed to have a bit of joy this Christmas. A year defined by disease, geopolitical insanity and social media driven delusion has left me pretty anxious and not inclined to spend a lot of time playing or coding for A3. Nevertheless I've plugged away making small improvements here and there and largely ignoring feedback and complaints. No apologies for this or the long time in between releases. Let's hope 2021 is a vast improvement on 2020 and I can get some A3 mojo back.
  23. Loving the update, this map really is a triumph. One niggle: is there any chance of reworking the grass texture for the #CUP_CRSGrass1 surface? The turquoise texture really clashes with the darker green and dry grass. Here's the same texture working properly on Livonia:
  24. TPW MODS 20200627: https://www.dropbox.com/s/u7w3b1h0l0834un/TPW_MODS.zip Changes: [CORE 1.79,FOG 1.82, SOAP 1.53] Fix for Makhno maps throwing SafePositionAnchor errors. Added Halso. [ANIMALS 1.60] Added occasional flying bird noises [FOG 1.82] Will ignore hidden trees for dewpoint calculations. Increased mist on N'Ziwasogo [PUDDLE 1.04] Puddles aligned to ground surface correctly [SOAP 1.53] Fixed occasional "Cannot play XXXX_music0" bug Hi everyone. As promised here's a small update to get the ball rolling on TPW MODS development again.
  25. Hi everyone. Just to apologise for the lack of updates and communication, and assure you that I'm not dead. The last few months have affected everyone differently, in my case working at home (crunching scientific data via python) and trying to home school 2 kids full time I didn't leave me much enthusiasm for A3 coding. I did do a bit of sporadic terrain renovation just for fun though, so I haven't completely lost my touch. Luckily for us in Australia things didn't get as bad as in some places, so we are gradually getting a return to normality and with it my desire to jump on and address some of the things people have been reporting. I'll push out an update in the next week or so. PS I've fixed the SOAP bug...
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