osterizer8
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Posts posted by osterizer8
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I'm not sure if this is a fixable issue, but sometimes when I'm driving in a vehicle with TPW PARK enabled, a parked vehicle will try to spawn inside me and send my car flying (and instantly kill me!) Would lowering the simulation radius to 0 at least keep them from launching me?
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Elephant Island was one of the first addons I ever downloaded for Arma 2, so this brings back good memories. It's always been a favorite of mine, so it'll be a real treat to see it in Arma 3!
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On 3/23/2022 at 5:08 PM, lukaszk1987 said:a few, and is it important ?? we are not talking about how many people did what, I just asked hcpookie if he would help me
No, I was just commenting on my lack of experience with it causing me to make dumb assumptions lol
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22 hours ago, lukaszk1987 said:all animations and speed are done in cfg model already in arma. It's not that the animations are transferred from other games, they are made in the arma for a given model 🙂
Well, you can tell how many models I've exported lol, I stand corrected!
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23 hours ago, lukaszk1987 said:honestly, I have no idea about each one I got it in a package with a su-75 plane from a friend 🙂 And if it is so is it a bad model?
If it has the same functionality as in the WIC mod, it's probably completely unsuited for Arma. There's no suspension or animation of the wheels outside of turning at a set speed, for instance. There's certainly no articulation on the trailer. It'd need a ton of work to get it up and running most likely
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27 minutes ago, lukaszk1987 said:Yes, I use your addon s-400 is great, even mods a little into arma 3 such things as planes or tanks. I wanted to make the s 400 with a car but it is too complicated for me now, I have this model I have this model. Maybe you could help me do it for arma 3 ?? if you had time 🙂 https://ibb.co/chT6yK1
Did that come from the WIC Modern Warfare mod? It looks almost identical.
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10 hours ago, tpw said:Bahaha I aim to please. I have tracked the issue down to a broken steam upload. I've reuploaded the correct bloody data this time so you are all good to go. Sorry about that, the refund is in the mail.
Thanks for the quick fix! My $0 check should arrive any day now... 😉
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Using the Steam version of the mod, for some reason TPW MODS no longer shows up in the Addon Options dropdown, so it's not possible to change the options in-game at the moment. I'm not sure if it's related but I'm also getting a popup when launching that says, "Addon "tpw_muffler" requires addon "jsrs_soundmod_complete_edition."
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22 hours ago, alky_lee said:I have had that in Hetman War Stories where the commanding AI would utilise air units spawned in by TPW AIR. It is likely that other dynamic missions will be the same. It adds to the ambience even more.
Ah, that's probably it then. I mostly play HWS, though I had thought the air units would be excluded from HAL's control.
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Recently I've been encountering a bug where aircraft spawned by the AIR module will sometimes engage ground units they see along their flight path. They don't deviate from their flight path, so it mostly just applies to attack helicopters with turrets. I haven't seen anything be engaged with bombs or guided missiles, just turreted cannons and, in one particularly unlucky case, a passing Xian unloaded its rockets at me.
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1 minute ago, tpw said:Cool. That should give you an idea of what vehicles to put into the exclusion list then
Yes it will! I didn't even know that command existed, so that'll definitely make it easier than trawling the community wiki for spare classnames lol
Thanks for the help and for the awesome mods, they're a dream to run dynamic missions with!
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6 minutes ago, tpw said:This is what I see:
[snipped for size]
If you see nothing then it might be that your exclusion list has removed all vehicles. Don't know about the rogue truck though...
I am an idiot. CARS was disabled. I tried again and got an actual list, which looks very much the same as yours:
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2 minutes ago, tpw said:If you type that command into the debug shell once your mission is running and TPW MODS has fully initialised, then click "local exec" you should see the list of vehicles that TPW CARS will choose from
That's odd, that's what I was trying and it's not showing me anything at all.
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31 minutes ago, tpw said:@osterizer8Thanks for the heads up. Diving into the code I can see that for CARS, the trucks/vans are a separate list that doesn't get filtered by the exclusion list. I've amended this and will release a fix soon. In the mean time, if you type
hint str tpw_car_carlist
what do you see?
Where should I put that? It doesn't appear to do anything in the debug console (though to be honest I've never used it before lol)
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I'm using the Steam version of the mod, trying to exclude vanilla vehicles from spawning as part of the CARS and PARK modules (because it's pretty immersion-breaking to be driving through Vietnam and suddenly have a modern hatchback pull out in front of you!) I've successfully managed to exclude the vanilla vehicles from PARK, I'm only seeing the bikes and jeeps that come with SOG spawning there, but CARS is proving a more difficult one. Every vehicle CARS spawns currently is an orange Zamak truck- I appear to have managed to exclude all the other vehicles for the most part. However, when I specifically excluded the Zamaks, suddenly I began to see the generic Trucks again. I'm at a loss at this point as to what I need to do, aside from going through and blacklisting every single vanilla classname. I'm not sure if I'm missing something in the blacklist, or if this is a bug. I'll spoiler my current blacklist (which allows the Zamaks somehow) below.
Spoilerc_tractor, c_heli, c_van, c_uav, c_boat, c_offroad, c_quadbike, c_truck, c_hatchback, c_suv, suv, c_kart, c_plane, b_heli, b_uav, b_ctrg, vtol, b_plane, o_heli, o_uav, o_plane, i_heli, i_uav, i_plane, idap, c_truck_02
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If the creator hasn't said anything since 2015, the map is almost certainly dead and unfinished.
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11 hours ago, sarogahtyp said:what are you talking about?
On Armaholic, there was a Modules tab where large addons like Vilas' factions could often be found. Without it, there's quite a bit missing from the database unless the items in that tab were put under Addons somewhere.
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I've been using the ALIVE ORBAT creator to make some custom factions and I've put the resulting configs into pbos to use as mods. I've gotten them to where they work when I have a single one of them loaded, but when I put multiple faction pbos into one mod, or load more than one of them in separate mods, only a single one of the factions shows up in-game. Is there anything special you have to do to get factions made in the ORBAT creator to play nice with each other?
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2 hours ago, Chairborne said:yes, as long as you dont rip and repackage our content, but rather use CUP as a dependency
Thanks, that's my plan! They're just going to be ORBAT mods.
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CUP Team- I'm hoping to create some faction mods using your content, and I was wondering if you guys would be cool with that. I'm pretty sure it's kosher just from the amount of mods that use your stuff, but it's always best to make sure!
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6 hours ago, Rydygier said:Some types of GUI elements provide scrollbars. Unfortunatelly - this is not one of them.
Alright, makes sense. Thanks for checking!
6 hours ago, Rydygier said:BTW currently I'm implementing "whole map" mode using Big Boss
And that sounds like it'd be really cool. Having a dynamic AI-run CTI campaign where the player is a cog in the machine is something I've wanted for a while, and with HAL's implementation in HWS, this would be ideal for it except for the issues you stated.
And I second Scimitar's thanks- your dynamic missions are consistently my favorite ones to play, and HWS is probably my favorite Arma mission ever, thanks to its variety and customization ability. Your missions do a lot to put the player in a living battlefield, which is Arma at its finest in my opinion.
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I'm loving the new features! Allowing us to pick a battle location is very nice, paired with the territory control it makes War Stories a very fun "campaign" generator. The multi-faction feature is great too, it adds a ton of variety to the missions. My only request for that is to add some way of scrolling through the list when choosing the factions- I have a large number of faction mods and they actually go past the end of the list, making it impossible to select any factions below a certain point for the multi-faction feature.
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Ooo... Mirage! ;-) Looking great guys, keep it up! I'm looking forward to the release.
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I looked at the download links on the first page, and they have not worked. They also don't appear to be the same addon that was required, as they are for the later versions of p85 and are divided into nation packs.
TPW MODS: enhanced realism and immersion for Arma 3 SP.
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Your mods haven't left my load order since the days of TPWCAS back in Arma 2. They make the AI and world seem much more lifelike to the point that I never play Arma without them. Thanks for (more than!) 10 years of great mods! It's systems like TPW MODS that will keep me playing Arma 3 probably well into even the lifetime of Arma 4.