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Posts posted by alky_lee
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I've done another port of the mission to Tanoa.
Steam workshop version https://steamcommunity.com/sharedfiles/filedetails/?id=2230775394
pbo version at https://www.dropbox.com/s/sssbee3de38prxu/Pilgrimage_Tanoa_AK1.Tanoa.pbo?dl=0
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18 hours ago, pvt. partz said:For those who may not be aware, he had a great selection of play-throughs that deserve a look...
Spent last night watching through his Pilgrimage Malden playthrough.Sadly missed.
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16 hours ago, dmenor_gape said:I don't get why sometimes there are empty locations on the map and we cannot capture that area, the location bar is completely blue, but the text is still red when this happens. It doesn't look like a bug.
I have had this happen to me. It is to do with the unit cap. You may see a message at the bottom right of the screen in yellow that tells you the unit cap has been reached and lists the active sectors below it. They are the only sectors where the enemy have spawned. Any other sectors will be empty and you won’t be able to capture them.I have previously captured the active sectors but the next town was just the same as you say. I don’t know if the mission prevents enemies spawning in when you are occupying an empty sector to prevent you suddenly being surrounded by dozens of enemies. It may also be possible that reinforcements are keeping the old sectors active after you have left.
When you come back another day that sector will be active and available for capture as normal.
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Liberation playing with my emotions. Just got the message that we had captured the town, thinking that we only lost two men and hadn’t used much ammunition so we could go to the next town. Looked up and saw two gunships coming straight down the Main Street on rocket runs towards the Bradleys. Took out one Bradley and destroyed another. Time for a change of plan.
This is such an excellent mission. I love it.
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1 hour ago, pvt. partz said:I know we talked about the initial start where the group of vehicles populates the mission, usually near the center given a large enough empty space. I can't find the post now and was wondering how that spot is chosen AND how to change the number of vehicles to suit a smaller/larger terrain. They all explode and I need to "show/hide" terrain objects to make room. This will also be a bit of a test to see if the show/hide actually works on spawns or if that is just a visual benefit for the player.
Previously Rydygier has said this,
QuoteThe way to minimize it may be to reduce proportionally to map size compared to Altis (to the amount of not-in-the-city-free-space-not-so-far-from-some-road to be exact) number of spawned abandoned vehicles in JRInit.sqf
(Altis map size setting):
_softVAm = 30 + (floor (random 20));//30-49
_armVAm = ((3 + (floor (random 2)) - RYD_JR_Difficulty) max 0) min 3;//0-3 -
10 hours ago, xrayfg89 said:Got the mod from armaholic. When I install with batch, is there a way to uninstall it? Does the batch installer modify game files even without tpw loaded in launcher?
TPW Mods doesn't modify game files.
To uninstall it, there is a folder in your main Arma folder which should be called @TPW Mods and also a userconfig folder which will contain a folder called TPW Mods. There should not be any TPW Mod folders elsewhere in the main Arma 3 folder.
Just delete the two folders @TPW Mods and the TPW Mods folder from userconfig and that will completely uninstall it.
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7 hours ago, pvt. partz said:...Ha, I like to try to make my way up to a good vantage point and watch all the commotion around me. Then when everything simmers down and you decide to it's safe to move on, Bam, more action!
I was at a vantage point overlooking Chernogorsk trying to survey the area. “Truck, 100m” - there was a truckload of LDF in the trees. I didn’t know there was a CSAT checkpoint out of sight round the next corner. Mortar rounds were landing all around. Two CSAT fireteams came towards us. Then an AAF fireteam came from the opposite direction, There was also another CSAT checkpoint on the lower area with the Stomper near to it, looking a bit disabled but still alive, with an off-road crashed into the back of it.
All I had was a tree for cover, and nowhere to go. That kept me busy for a while.
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On 2/12/2020 at 3:10 AM, alky_lee said:I've been testing it. Turned everything up to 100% and FPS performance has been OK although I haven't been into any towns yet. It's only my performance that has been poor. Jeez I've been dying a lot. Had to deal with a squad that had the higher ground. Killed them all except for one which was the marksman somewhere in the trees. I don't know how many times he one shotted me.
I have seen one checkpoint. I know there is an airfield just over the next hill because I can hear the gunship taking off. Luckily they sent an AA team in an Ifrit which I have now captured so next time I will be prepared.
Took the mission to the end with 3 major battles and 27 reverts. No major issues, Everything seems to be working and CUP have released a stable version of the map which won't be updated as frequently. So I have put the ported mission on the Steam Workshop
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57 minutes ago, pvt. partz said:... barring low (known) fps's
I've been testing it. Turned everything up to 100% and FPS performance has been OK although I haven't been into any towns yet. It's only my performance that has been poor. Jeez I've been dying a lot. Had to deal with a squad that had the higher ground. Killed them all except for one which was the marksman somewhere in the trees. I don't know how many times he one shotted me.
I have seen one checkpoint. I know there is an airfield just over the next hill because I can hear the gunship taking off. Luckily they sent an AA team in an Ifrit which I have now captured so next time I will be prepared.
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The CUP Team have brought out an update to Chernarus called Chernarus 2020 which includes updated enterable buildings. Haven't tried it too much but it looks good.
I wondered if Pilgrimage would work on it, and it looks like it does. Everything seems to be there except for checkpoints maybe.
I've done a rough port for testing where nothing has been changed from Rydygier's version. If anyone wants to test it, the pbo is at https://www.dropbox.com/s/ogeta8ta8q3iquf/Pilgrimage_2020.cup_chernarus_A3.pbo?dl=0
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10 hours ago, CameronMcDonald said:No luck with your .hpp applied, pvt. partz, but thanks for your help regardless!
However, further testing seems to have revealed the problem. If I remove the TPW_Livonia.pbo, PKL runs with no issues. Replacing it reintroduces the CTD. Can anyone else confirm?
I started with a fresh download of TPW and RHSPKL ran without any problems, although I did have quite a few modules turned off. My hpp file below.
Spoiler// CONFIGURATION VALUES FOR TPW MODS
//><// CORE FUNCTIONS
tpw_core_active = 1; // cannot be deactivated
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
tpw_core_excludestrings[] = {}; // classname strings to filter out civilian and vehicles. e.g. "DAP" will exclude all IDAP civilians and vehicles
tpw_core_morning = 5; // reduced ambience before this time (24 hr). Set to -1 to disable
tpw_core_night = 22; // reduced ambience after this time (24 hr). Set to 25 to disable
//><// STARTUP HINT
tpw_hint_active = 1; // 0 = inactive
//><// AIR
tpw_air_active = 1; // 0 = inactive
tpw_air_delay = 10; // delay before flybys start (sec)
tpw_air_time = 600; // maximum time between flybys (sec)
tpw_air_max = 1; // maximum aircraft at a given time
tpw_air_heights[] = {50,250,500}; // randomly chosen aircraft flying heights
tpw_air_exclude = 1; // exclusion. 0 = no aircraft excluded, 1 = civilian aircraft excluded, 2 = military aircraft excluded
//><// ANIMALS
tpw_animal_active = 1; // 0 = inactive
tpw_animal_delay = 10; // delay before animals start spawning (sec)
tpw_animal_max = 5; // maximum animals near player. 0 = ambient animals disabled
tpw_animal_maxradius = 200; // distance beyond which animals will be removed
tpw_animal_minradius = 75; // minimum distance from player to spawn animals
tpw_animal_noisetime = 60; // maximum time between dog/cat noises
tpw_animal_saddleperc = 10; // % of horses spawned with saddles (if using dbo_horses)
tpw_animal_crows = 0; // crows will build up around dead bodies. 0 = no crows
//><// BLEEDOUT
tpw_bleedout_active = 0; // 0 = inactive
tpw_bleedout_inc = 5; // unit damage will be increased by this % every 10 sec
tpw_bleedout_ithresh = 0.85; // damage beyond which a unit will writhe around incapacitated (1 = dead)
tpw_bleedout_heartbeat = 1; // Player heartbeat visible as slight screen shake (0 = no heartbeat shake)
tpw_bleedout_selfheal = 1; // AI units will automatically try to stop their own bleeding if equipped with First Aid Kits (0 = no self heal)
tpw_bleedout_affect = 1; // All injured units will have their speed and skill lowered according to the degree of injury (0 = units' speed/skill unaffected by injury)
tpw_bleedout_geneva = 1; // Incapacitated units are set as non-combatants so that other AI will not fire on them (0 = incapacitated units can be fired upon by AI).
//><// BOATS
tpw_boat_active = 0; // 0 = inactive
tpw_boat_delay = 10; // delay before boats start spawning (sec)
tpw_boat_radius = 1000; // radius (m) around player to check for water spawn boats
tpw_boat_waypoints = 5; // how many waypoints to give each boat
tpw_boat_num = 3; // max number of boats to spawn around player. 0 = ambient boats disabled
//><// CARS
tpw_car_active = 0; // 0 = inactive
tpw_car_delay = 10; // delay before cars start spawning (sec)
tpw_car_waypoints = 15; // how many waypoints to give each car
tpw_car_num = 3; // max number of cars to spawn around player. 0 = ambient cars disabled
tpw_car_radius = 1000; // radius (m) around player to check for roads and spawn cars
tpw_car_nocombatspawn = 1; // cars will not be spawned during combat. 0 = cars continue to spawn during combat
tpw_car_include[] = {"RDS","LOP_","CIV","CUP_C","GM"}; // strings to select classnames of custom cars
//><// CIVS
tpw_civ_active = 0; // 0 = inactive
tpw_civ_delay = 5; // delay (sec) until civ spawning starts
tpw_civ_radius = 150; // radius (m) around player to check for house and spawn civs
tpw_civ_density = 5; // how many houses per civ. 0 = ambient civs disabled
tpw_civ_maxsquadcas = 4; // maximum number of civilian casualties that can be inflicted by squad
tpw_civ_maxallcas = 50; // maximum number of total civilian casualties
tpw_civ_casdisplay = 1; // what to do if casualty threshold exceeded (0 -nothing, 1 - popup message, 2 - end mission)
tpw_civ_maxciv = 20; // maximum number of civs to spawn regardless of tpw_civ_density
tpw_civ_init = ""; // function or script to run when each civ is spawned. e.g. "_this call your_function", or "[_this,2] execvm 'your_script.sqf'", where _this is the civ
//></*
SUGGESTED CIV STRINGS
---------------------
Civilian units matching these strings will be used if found in the config. Default BIS civilians ("c_man") will be used if strings can't be found (eg if the mod isn't loaded)African:
CAF AGGRESSORS: caf_ag_afr_civ
LEIGHT'S OPFOR: lop_afr_civ_manEuropean
CUP UNITS: cup_c_c
RDS CIVILIANS: RDSMideast
CAF AGGRESSORS: caf_ag_me_civ
LEIGHT'S OPFOR: lop_tak_civ_man
CUP UNITS: cup_c_tk
*/// COMPRESS
tpw_compress_active = 0; // 1 = active
tpw_compress_level = 0.8; // muting factor ( 0 = no muting, 0 = silence)
tpw_compress_attack = 0; // time (sec) for full muting (0 = immediate)
tpw_compress_hold = 0.1; // time (sec) for volume to remain muted
tpw_compress_release = 0; // time (sec) for full unmuting (0 = immediate)
//><// CROWDS
tpw_crowd_active = 0; // 0 = inactive
tpw_crowd_max = 20; // maximum number of civs
tpw_crowd_density = 2; // civs per house
tpw_crowd_radius = 150; // radius to scan around player to spawn civs
tpw_crowd_animradius = 80; // units closer than this will animate
tpw_crowd_moveradius = 20; // units closer than this will disperse
tpw_crowd_scantime = 1.5; // time (sec) between scanning, spawning and visibility checks
//><// DUCK
tpw_duck_active = 1; // 0 = inactive
tpw_duck_grenaderun = 1; // grenade avoidance ( 1 = AI run from unexploded grenades. 0 = units will ignore grenades)
tpw_duck_sensitivity = 0.8; // sensitivity. 0 = suppressed units never duck, 1 = suppressed units always duck
tpw_duck_nosquad = 0; // suppression applied to player squad. 1 = suppression not applied to player squad
tpw_duck_player = 0.2; // audiovisual cues when player is suppressed. ( 0 - 1, where 0 = don't show , 1 - strong blurring)
//><// EBS
tpw_ebs_active = 0; // 0 = inactive
tpw_ebs_thresh = 5; // unit is suppressed if this many bullets pass by in 5 secs
tpw_ebs_delay = 1; // how long until suppression functions start (sec)
tpw_ebs_debug = 0; // 1 = debugging will colour the suppressed unit's uniform (green = own side, yellow = enemy <5 bullets, red = enemy >5 bullets)
tpw_ebs_radius = 500; // units must be closer to player than this (m) for suppression to work
tpw_ebs_playersup = 1; // suppression effects applied to player. 0 = no player suppression
tpw_ebs_aisup = 1; // suppression effects applied to AI. 0 = no AI suppression
tpw_ebs_findcover = 1; // AI will seek cover when suppressed. 0 = will not seek cover
tpw_ebs_suptype = 0; // Suppression type. 0 = bullet centric, 1 = suppression shell object
//><// FALL
tpw_fall_active = 0; // 0 = inactive
tpw_fall_sensitivity = 100; // sensitivity of unit to falls (%). 50 = unit half as likely to fall over from a given height.
tpw_fall_radius = 300; // unit must be closer than this (m) to player to realistically react to falls from height.
tpw_fall_delay = 10; // delay until fall functions start
tpw_fall_falltime = 45; // Maximum time on ground (sec) after falling from bullet hit.
tpw_fall_threshold = 0.2; // Randomised damage threshold above which ragdolling will occur (0 - 1, 0 = no reaction to bullet hits, 0.01 = will almost never use animated falls, 1 will always use animated falls)
tpw_fall_minfalltime = 10; // Minimum time on ground (sec) after falling from bullet hit.
tpw_fall_sightnoise = 1; // Noises for looking down sights. (0 = no noises)
//><// FIRE
tpw_fire_active = 1; // 0 = inactive
tpw_fire_radius = 100; // radius (m) around player to scan for fires
tpw_fire_intensity = 0.3; // fire intensity (0-1)
tpw_fire_maxfires = 8; // maximum fires around player at any given time
tpw_fire_types[] = {"metalbarrel","garbagebarrel","fire"}; // array of strings to match with "HIDE" terrain objects
tpw_fire_exclude = 20; // only one fire in this radius (m) - use to prevent multiple adjacent barrels on fire for example
tpw_fire_colour[] = {1,0.2,0} ; // fire colour {r,g,b}
//><// FIREFLIES
tpw_firefly_active = 1; // 0 = inactive
tpw_firefly_window =4; // How many hours after sunset will fireflies appear
tpw_firefly_temp =18; // Minimum temperature (deg C) for fireflies to be active, if running TPW FOG
tpw_firefly_trees = 5 ; // Number of trees needed within tpw_firefly_radius of player in order to spawn fireflies. 0 = fireflies everywhere
tpw_firefly_radius = 25; // Firefies will be spawned within this distance (m) of player
tpw_firefly_time = 5; // Max seconds between spawning each firefly/swarm
tpw_firefly_maxflies = 50; // Maximum number of fireflies around player
tpw_firefly_swarmsize = 5; // Maximum number of fireflies per swarm (must be less than tpw_firefly_maxflies)
tpw_firefly_largeswarm = 0.1; // Chance of a large swarm (5 X tpw_firefly_swarmsize) spawning near player. 0 = never, 1 = always
tpw_firefly_colour[] = {200,250,100}; // Firefly glow colour
tpw_firefly_brightness = 0.4; // Brightness of each firefly (0 - 1)
tpw_firefly_size = 0.02; // Apparent size of each firefly (0.01 - 0.2)
tpw_firefly_blink = 1; // Flashing enabled. 0 = no flashing, 1 = brief flash with ~1 sec between flashes
tpw_firefly_speed = 0.075; // Max time (sec) between firefly animation "frames". Larger = slower moving fireflies
//><// FOG
tpw_fog_active = 1; // 0 = inactive
tpw_fog_radius = 250; // units must be closer than this to show foggy breath (m). 0 = foggy breath disabled
tpw_fog_delay = 0; // delay before fog functions start (sec)
tpw_fog_breath = 0; // foggy breath enabled. 0 = disabled
tpw_fog_groundfog = 1; // ground fog enabled. 0 = disabled
tpw_fog_rainfog = 1; // rain fog enabled. 0 = disabled
tpw_fog_heathaze = 1; // heat haze enabled. 0 = disabled
tpw_fog_cansnow = 1; // snow enabled. 0 = disabled
tpw_fog_mist = 0.05; // ground steam/mist fx in tropical/jungle and cold environments. 0 = no mist, 1 = extremely thick mist. Recommended = 0.05
//><// FURNITURE
tpw_furniture_active = 0; // 0 = inactive
tpw_furniture_radius = 50 ; // radius (m) around player to scan for houses to furnish
tpw_furniture_scantime = 5; // time (sec) in between house scans
//><// HOUSELIGHTS
tpw_houselights_active = 0; // 0 = inactive
tpw_houselights_delay = 10; // delay (sec) until houselights functions start
tpw_houselights_radius = 75; // radius (m) around player to check for houses to spawn lights into
//><// HUD
tpw_hud_active = 1; // 0 = inactive
tpw_hud_range[] = {25,500}; // effective minimum and maximum range of goggles to scan for units
tpw_hud_vehiclefactor = 1.5; // Detection range multiplication factor for vehicles (eg 1.5 = 750m max detection range for vehicles vs 500m for units)
tpw_hud_colour[] = {1,1,1}; // HUD colour
tpw_hud_friendlycolour[] = {0,1,1}; // friendly colour
tpw_hud_civcolour[] = {1,1,1}; // civ colour
tpw_hud_enemycolour[] = {1,0.5,0}; // enemy colour
tpw_hud_squadcolour[] = {0.5,1,0}; // squad and marker colour. Default icon colour for all units in the default simplified HUD
tpw_hud_alpha = 0.6; // initial transparency of HUD. 0 = invisible, 1 = opaque
tpw_hud_asl[] = {0,0.6,0.456,1}; // ASL = height above sea level. [1 = active ( 0 = inactive), 0.6 = X position, 0.45 = Y position, 1 = text size]
tpw_hud_azt[] = {0,0.5,0.452,1}; // AZT = azimuth (direction of gaze).
tpw_hud_grd[] = {0,0.4,0.45,1}; // GRD = GPS grid coordinates.
tpw_hud_lmt[] = {1,0.4,0.5,1}; // LMT = local mean time.
tpw_hud_tmp[] = {1,0.6,0.51,1}; // TMP = temperature (from TPW FOG) .
tpw_hud_hlt[] = {1,0.4,0.55,1}; // HLT= health.
tpw_hud_rng[] = {0,0.5,0.56,1}; // RNG = range to centre of player's gaze (performance heavy, disabled by default).
tpw_hud_vel[] = {0,0.6,0.57,1}; // VEL = speed of player (or player's vehicle).
tpw_hud_prx[] = {1,0.5,0.505,1}; // PRX = display numbers of nearby units.
tpw_hud_unit[] = {1,1,0.25,0.75}; // UNITS/MARKERS displayed on HUD, where 0/1/2 = disabled/simplified/full, 1 = icon max size, 0.25 = icon min size, 0.75 = text size ( 1 = same size as HUD text).
tpw_hud_offset[] = {0.34,0.26}; // HUD offset. [x,y] -0.5 to 0.5
tpw_hud_scale = 0.7; // HUD scale. > 1 = larger
tpw_hud_textscale = 0.7; // HUD text scale. > 1 = larger
tpw_hud_degradation = 1; // HUD performance reduced with distance. 0 = no degradation
tpw_hud_thirdperson = 1; // no HUD in 3rd person. 1 = HUD in 3rd person
tpw_hud_addtac = 1; // automatically add tactical glasses to the player's inventory if they are not already carrying/wearing them. 0 = don't add glasses
tpw_hud_audible = 1; // audible warning when enemies detected. 0 = no audible warning.
tpw_hud_icons[] = {24,23,30,29,24,23,30,29,22,20}; // HUD icon types, see key below
/*ICONS
{unit,hidden unit,vehicle, hidden vehicle, enemy unit, hidden enemy unit, enemy vehicle, hidden enemy vehicle,marker, predictor}
0: empty
1: 2px_cross
2: 2px_cross_open
3: 2px_cross_small
4: 2px_diamond
5: 2px_diamond_half
6: 2px_diamond_open
7: 2px_dot
8: 2px_line
9: 2px_line_open
10: 2px_square
11: 2px_square_half
12: 2px_square_open
13: 2px_x
14: 2px_x_open
15: 2px_x_small
16: 3px_circle
17: 3px_circle_half
18: 3px_circle_open
19: 3px_cross
20: 3px_cross_open
21: 3px_cross_small
22: 3px_diamond
23: 3px_diamond_half
24: 3px_diamond_open
25: 3px_dot
26: 3px_line
27: 3px_line_open
28: 3px_square
29: 3px_square_half
30: 3px_square_open
31: 3px_x
32: 3px_x_open
33: 3px_x_small
*/tpw_hud_extragoggles[] = {}; // Classnames of additional goggles you want HUD to display on e.g. {"goggles1","goggles2"}
tpw_hud_extraheadgear[] = {}; // Classnames of additional headgear you want HUD to display on e.g. {"headgear1","headgear2"}
//><// LOS
tpw_los_active = 0; // 0 = inactive
tpw_los_debug = 0; // 1 = blue balls will appear above units with line of sight to a visible enemy
tpw_los_maxdist = 100; // maximum distance (m). LOS stuff only works for units closer than this.
tpw_los_mindist = 25; // minimum distance (m). Enemies are considered "visible" no matter what, if less than this distance.
tpw_los_delay = 10; // delay until los functions start (sec)
//><//PARK
tpw_park_active = 0; // 0 = inactive
tpw_park_perc = 30; // percentage of houses with parked cars. 0 = no cars
tpw_park_createdist = 200; // cars created within this distance, completely removed past it.
tpw_park_simdist = 20; // cars closer than this have simulation enabled
tpw_park_include[] = {"RDS","LOP_","CIV","CUP_C","GM"}; // strings to select classnames of custom cars
tpw_park_alarm = 1; // alarms may be set off in cars hit by gunfire or explosions. 0 = no alarm,
//><//PUDDLE
tpw_puddle_active = 1; // 0 = inactive
tpw_puddle_max = 8; // maximum puddles around player
tpw_puddle_radius = 50; // max distance (m) from player to spawn puddles
tpw_puddle_minradius = 10; // min distance (m) from player to spawn puddles
tpw_puddle_gradient = 0.1; // how flat must spawn position be to spawn puddle 0 = absolutely flat, 1 = 45 degree gradient
tpw_puddle_time = 600; // Sec after rain stops to continue spawning puddles
tpw_puddle_rainthresh = 0.2; // rain threshold beyond which puddles will be spawned, -1 = puddles regardless
tpw_puddle_ripple = 0; // 1 = use rippling water shader for puddles - will give visual anomolies, 2 = use decal puddles from Malden 2035 DLC
//><// RADIO
tpw_radio_active = 1; // 0 = inactive
tpw_radio_time = 90; // maximum time between messages (sec)
tpw_radio_car = 1; // radio in/near vehicles (0 = no radio in vehicles)
tpw_radio_foot = 0; // radio on foot (0 = no radio on foot)
//><// RAIN FX
tpw_rain_active = 1; // 0 = inactive
tpw_rain_noises = 1; // Raindrop noises on player helmet and raised weapons (0 = no noises)
//><// REPAIR
tpw_repair_active = 1; // 0 = inactive
tpw_repair_noise = 1 ; // random mechanic noises during repairs. 0 = no noises
tpw_repair_time = 3; // Repair time (min). It will take up to this long to complete repairs. 30 sec is the minimum repair time regardless of this value. Maximum is 120 minutes
//><// SANITY
tpw_sanity_active = 0; // 0 = inactive
tpw_sanity_scanradius = 200; // radius around player to scan for vehicles
tpw_sanity_slowradius = 25; // any footbound friendlies within this radius around each vehicle will cause a slowdown
tpw_sanity_stopradius = 5; // any footbound friendlies within this radius around each vehicle will cause the vehicle to stop
tpw_sanity_scanspeed = 15; // default speed of scanned vehicles (m/s)
tpw_sanity_slowspeed = 7; // speed of slowed vehicles (m/s)
tpw_sanity_affectall = 1; // 0 = will only affect TPW MODS generated vehicles
tpw_sanity_collisiondisabled = 1; // collisions between AI vehicles and footbound friendlies disabled (0 = collisions enabled)
//><// SKIRMISH
tpw_skirmish_active = 0; // 1 = active
tpw_skirmish_friendlysquad_max = 2; // Maximum number of friendly squads around player
tpw_skirmish_friendlyvehicles_max = 1; // Maximum number of friendly vehicles around player
tpw_skirmish_enemysquad_max = 2; // Maximum number of enemy squads around player
tpw_skirmish_enemyvehicles_max = 1; // Maximum number of enemy vehicles around player
tpw_skirmish_resistsquad_max = 2; // Maximum number of friendly squads around player
tpw_skirmish_resistvehicles_max = 1; // Maximum number of friendly vehicles around player
tpw_skirmish_minspawnradius = 500; // Minimum distance from player to spawn units/vehicles
tpw_skirmish_maxspawnradius = 2000; // Maximum distance from player to spawn units/vehicles. Units/vehicles deleted beyond this distance
tpw_skirmish_support = 1; // NATO units can call support
tpw_skirmish_enemy_support = 0; // CSAT enemy units can call support
tpw_skirmish_resist_support = 0; // AAF units can call support
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_spawntime = 30; // Time (sec) between spawning each enemy/friendly squad/vehicle
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
tpw_skirmish_casstring[] = {}; // Classname/s of custom friendly CAS aircraft (comma separated). Empty = NATO default CAS
tpw_skirmish_chsstring[] = {}; // Classname/s of custom friendly support heli (comma separated). Empty = NATO default CHS
tpw_skirmish_uavstring[] = {}; // Classname/s of custom friendly UAV (comma separated). Empty = NATO default UAV
tpw_skirmish_enemy_casstring[] = {}; // Classname/s of custom enemy CAS aircraft (comma separated). Empty = CSAT default CAS
tpw_skirmish_enemy_chsstring[] = {}; // Classname/s of custom enemy support heli (comma separated). Empty = CSAT default CHS
tpw_skirmish_enemy_uavstring[] = {}; // Classname/s of custom enemy UAV (comma separated). Empty = CSAT default UAV
tpw_skirmish_resist_casstring[] = {}; // Classname/s of custom resistance CAS aircraft (comma separated). Empty = AAF default CAS
tpw_skirmish_resist_chsstring[] = {}; // Classname/s of custom resistance support heli (comma separated). Empty = AAF default CHS
tpw_skirmish_resist_uavstring[] = {}; // Classname/s of custom resistance UAV (comma separated). Empty = AAF default UAV
tpw_skirmish_deadtime = 300; // Dead units will be removed after this amount of time (sec)
//><// SONIC AMBIENCE
tpw_soap_active = 1; // 0 = inactive
tpw_soap_ambientvolume = 1; // Ambient sounds volume (0-2)
tpw_soap_musicvolume = 1; // Music volume (0-2)
tpw_soap_azanvolume = 1; // Azan volume (0-2)
tpw_soap_housefxvolume = 1; // House fx volume (0-2)
tpw_soap_screamvolume = 1; // Screams volume (0-2)
tpw_soap_usermusic = 0; // Number of user supplied music files in @TPW_MODS\music. 0 = no user music
tpw_soap_usersounds = 0; // Number of user supplied sound files in @TPW_MODS\sounds. 0 = no user sounds
tpw_soap_region = 0; // Region specific sounds. 0 = autodetect, 1 = Greek, 2 = Mideast, 3 = Fijian, 4 = French, 5 = Russian, 6 = German, 100 = polyglot
tpw_soap_trafficmult = 4; // 0 = no traffic sounds, 20 = very loud
tpw_soap_chainsawvolume = 0; // Chainsaw volume (0-2)
//><// STREETLIGHTS
tpw_streetlights_active = 0; // 0 = inactive
tpw_streetlights_factor = 10; // brightness factor. 3-15 should be ok for most maps
tpw_streetlights_range = 1000; // radius (m) around player to scan for streetlights
tpw_streetlights_colour = 0; // light colour. 0 = warm white incandescent, 1 = yellow sodium, 2 = blue/white fluorescent
tpw_streetlights_moths = 1; // 0 = no moths around lights
//><// ZOMBIES
tpw_zombies_active = 0; // 1 = active
tpw_zombies_civambience = 0; // Civilian ambience (CARS, CIVS, CROWD, PARK, SOAP, HOUSELIGHTS) when zombies active. 0 = disabled. 1 = enabled
tpw_zombies_infestationsize = 12; // Maximum number of zombies in an infestation (randomised up to this number).
tpw_zombies_target = 1; // Zombie target. 0 = zombies just amble around, do not attack , 1 = zombies move towards/attack player, 2 = zombies move toward/attack any units
tpw_zombies_time = 30; // Time (sec) before zombies enabled
tpw_zombies_females = 1; // Female zombies. 1 = enabed, 0 = disabled
//><//animationsActivePlaceholder = 1;
#define run_rifle 0.6 //default 0.685
#define tactical_rifleup 0.7 //default 0.786
#define tactical_jog 1.35 //default 1.55
#define unarmed_walkspeed 0.27 //default 0.35
#define rifledown_walkspeed 0.20 //default 0.3
#define rifleup_walkspeed 0.80 //default 0.85
#define roll_left 0.6 //default 1.1
#define roll_right 0.7 //default 1.2
//>< -
9 hours ago, Morbo5131 said:Changelog?
Added: Savegame settings dialog at the start
Added: Missing voice acting to some characters
Fixed: Temporary voice acting replaced by final versions
Fixed: Typos in localization string keys
Fixed: The static M2 optic is now hidden upon destruction
Fixed: FIA crews of the static M2
Fixed: Missing assembly string on the static M2
Tweaked: Compositions in some locations
Tweaked: Increased the minimal hit value on static M2 and increased shield protection so it can deflect MXC rounds from >20 meters
Tweaked: Static M2 gunner get in positions and fixed the floating animation on getting outSpoilerFixed: The task to meet Arthur is canceled if the player kills him
Fixed: Keystone's SDV could get stuck
Fixed: The Transport Plane task could not be finished
Fixed: Tasks Escape Tanoa and Destroy Silos communications
Fixed: Tasks Destroy Radar and Destroy Silos could not be finished
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12 hours ago, zukov said:today i had an update , notified me in launcher, i surprised too, to be picky 548 mb in download
The only update I have had was for Ace. As BI have gone away for the Xmas holidays I would not expect any updates for Old Man. -
Only played a few hours so far, but I am having difficulty reading text on the map markers, so I'm not really sure what some of the markers mean. I am using trial and lots of errors at times.
Also, when I receive a telephone call and I'm driving, I have to stop the vehicle and turn off the engine to hear what is being said. Muting the engine noise for the duration of the call would useful. (These could just be because I am blind and deaf)
The dogs barking at the house is really annoying. It would be more immersive if they were quiet and only barked when enemies are nearby.
The incessant radio chatter when attacking enemy positions is really distracting as well as being repetitive. I thought it was good at first, but the novelty has worn off very quickly. The chatter should be used more sparingly, and the language should reflect the enemies being faced rather than being a mixture of Chinese, French, etc.
I've found that the enemy bodies aren't persistent. I attacked a CSAT squad but a QRF turned up. Before I could deal with them, the original bodies were sinking into the ground in front of my eyes. Whilst this may be necessary in multiplayer, it does not need to be so aggressive in singleplayer. Bodies could be left around longer and shouldn't disappear within 600m of the player.
When assigning a task, the task isn't being highlighted on the map.
SpoilerWhen I entered the Police Station in Vagilala I was given a task to steal some money. When I assign the task, there is no task shown on the map.
I also am unsure of the mechanics of using a sleeping bag to save/rest. Some better explanation would be useful.
Just a few early observations.
When I save and resume the mission all map markers placed by me are gone.
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16 hours ago, Rydygier said:Such objects like this crossing, even, if passable for the player, may be still an obstacle for the AI anyway (like it was/is for gates, even when opened, for example). I would guess, if one would remove blocking map objects (module for hiding objects may work with any kind of possible path blockers, not sure, but I would guess so), AI should be able to pass unless there's some slope, that is too steep.
Using the editing module to hide the terrain object will hide the wall but AI pathfinding doesn't always recognise that there is a gap. By hiding part of the wall and part of the fence I was able to get AI to go through on a simple MOVE waypoint. This could provide some fierce action at these pinchpoints. Just need to pick some strategic points to do so.
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4 minutes ago, Rydygier said:Well, it was Cold War after all... Perhaps there are EDEN modules allowing to erase some map objects? Like the wall parts. But I never really went deep into EDEN tools myself, so not sure.
There is a border crossing mod https://steamcommunity.com/sharedfiles/filedetails/?id=1728352565 or should be able to hide things in the editor, but the biggest stumbling block is the raised obstacles which may still be a problem -
2 minutes ago, scimitar said:I plan to port the mission to some more terrains as well but I think I'll try to do it with some terrains that haven't been done for HWS before. I don't care for arid, semi-arid or tropical terrains though, so I just need to look around and see which ones would be good candidates for my needs. I also need to try porting some pre-A3 terrains as well as I haven't done that yet and I think there are some good ones that could benefit from HWS.
I have started with Weferlingen (Summer) but not recommended for Whole Map mission. I had the two sides on different sides of the Iron Curtain. Although OPFOR could cross, BLUFOR couldn't so when OPFOR retreated, that was pretty much the end, but a moral victory if nothing else.
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Quick question about the invisible officers. I was trying out the wip8 version and an enemy officer marker showed up on the map although I couldn’t actually see them. If I was to flatten that area, would it kill them?
On 12/16/2019 at 5:07 PM, scimitar said:Thanks for the 1.10 release. I ported the scenario to Livonia and posted it to the workshop should anyone want it.
https://steamcommunity.com/sharedfiles/filedetails/?id=1938318772
I will have to update all the ports I did too. That Multiplayer tag thing is a real nuisance.- 1
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8 minutes ago, Dedmen said:I guess because of that link, auto spam detection.
Looks like the post has been released now -
I am loving the whole map mode. There are a lot more units being moved around by helicopter without trying to land in the enemy strongpoint, which provides much more immersion.
In the couple of missions I have tried so far, time to first contact has been around 20 minutes which is good. The battlefield is much more uncertain as to enemy positions so keeps you on edge. Even waiting for the battlegroup to move up is edgy especially as an enemy armoured column comes over the horizon at you.
One thing I have noticed is that the morale of the players side drops without reason and we surrender just as we are pressuring the enemy strongpoint. I don’t know if it’s a bug or just the leader losing his bottle. It’s probably too early to say for sure. Looking forward to trying wip5.
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1 hour ago, Rydygier said:- then it's a bug.
It’s not a bug ... it’s a feature.- 1
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On 10/23/2019 at 8:04 AM, Rydygier said:Could be better on the smaller map though.
not sure, if one can simply paste new scripts into old ports to update them. Maybe so, but I wouldn't recommend it.
Tried porting to Fallujah and Livonia maps. In both cases initialisation failed due to insufficient locations found.
On 10/22/2019 at 11:51 AM, Rydygier said:PS also would be good to check, if/how latest code changes could break normal battles...
Tried some normal battles on Livonia (Looters vs Spetsnaz which works in 1.09) but the mission hangs at loading screen with this error
Spoiler22:52:02 Error in expression <t (_vehClass >> _x >> "faction"));
if (not ({_fac == ((_x select 0) select 0)} >
22:52:02 Error position: <not ({_fac == ((_x select 0) select 0)} >
22:52:02 Error not: Type Number, expected Bool
22:52:02 File missions\__cur_sp.enoch\init.sqf..., line 1574EDIT: Tried wip1 and wip2 missions on Altis for normal battles. wip1 works, it's just wip2 that doesn't work.
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12 hours ago, Rydygier said:Changes:
3. Added "WHOLE MAP" mode to the "Campaign" setting - such gameplay will be separated from normal campaign progress and will not affect it. Utilizes HAL's Big Boss mode (adapted slightly and set to be as dynamic, as possible). There will be randomized dozen or so locations amongst all viable on the island, that become strategic. Two sides, two leaders per side, each under Big Boss control, will try to take all of them. It's wip. Seriously. Expect any kind of weird occurences on this stage and please, let me know about them. Also let me know, how you like it in general, pros and cons, what needs to be changed, added, improved etc. Note: "scale" setting affects also this mode, for me anything above "small" seems too much for my CPU, please, let me know, how it looks performance-wise for you.
PS also would be good to check, if/how latest code changes could break normal battles...
Gave the whole map mode a trial run using Altis in the editor and without mods. Battle size was set to medium and starting FPS was 25 FPS and which later increased to 35+ FPS.
Opfor started in Molos. Blufor started in Neri, so about 30km apart. Playing as an OPFOR squad, we were picked up by helicopter and dropped outside Paros with Paros as our objective. Moved into Paros unopposed, and other units joined us by road to establish control. It was over 90 minutes before the first contact in Paros when a Hunter drove into town. There were losses on both sides but the Hunter crew was killed. Further contacts were had in Anthrakia before it all went quiet. I had to seek out a squad and engage them from 600-800m. Blufor were flanking left and right and popping up behind the front lines and inflicting casualties. I spotted one of their officers who was on his own so I hunted him down and killed him.
The two Blufor officers were Brute and Idiot. Brute suffered zero casualties so was probably still in Neri while the idiot was attacking and was the one I killed. Opfor were Dilatory and Genius, but Genius only had a small force.
I did notice that units patrolled and garrisoned in buildings, and that nobody suffered any losses at the start which was unusual. Blufor also established a small presence at the objectives on their side of the island whilst Opfor didn't, but that may have been strategic decisions made by the different officer personalities.
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I have had missions that have continued until the last man has died. The message is that the enemy withdrew. It may be that there are units spawned else on the map. I have found that sometimes units do spawn some distance away and make their way to the AO, but sometimes some stay away.
The new experimental version seems to work well. The only comment is that the factions are all intermingled. It would be better if they worked as self contained factions perhaps with one attacking from the flank .
It was wonderful to mix CSAT with Spetsnaz and have Persian, Chinese and Russian voices on the radio even though a Russian got Friendly Fired by a CSAT soldier.
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Pilgrimage - Ported
in ARMA 3 - USER MISSIONS
Posted
I’ve been running a few test missions and it’s been a bit different. When I port the mission, I do the strongholds first, but by the time that I’ve finished the port, I’ve forgotten where they are. It makes it interesting for me too.