Jump to content

alky_lee

Member
  • Content Count

    728
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by alky_lee


  1. 10 hours ago, pvt. partz said:

    Thanks alky !

    It's been a long time playing on Tanoa. Def' gonna go back down memory lane.

    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.


  2. 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.

    • Thanks 1

  3. 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.


    7BEF390EBEA6376A355FAD19D74F41EF80F939C7

    8CFACF87A6CEE0EDEA6A9C43FA9C3C01AC015B75

    • Like 3

  4. 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, 

    Quote

    The 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

     


  5. 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.

    • Like 1

  6. 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. 

    • Like 1
    • Haha 1

  7. 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


  8. 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.


  9. 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

     

    It requires the Dev CUP versions of Core and Maps 2.0

    • Thanks 1

  10. 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_man

    European
    CUP UNITS: cup_c_c
    RDS CIVILIANS: RDS

    Mideast
    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
    //><

     

     


  11. 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 out

    Spoiler

    Fixed: 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


     

    • Thanks 1

  12. 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.

    Spoiler

    When 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.


  13. 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.


  14. 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 


  15. 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.


  16. 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.

    • Like 1

  17. 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.

    • Like 1

  18. 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:

    HWS wip2

    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

    Spoiler

     

    22:52:02 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 1574

     

     

    EDIT: Tried wip1 and wip2 missions on Altis for normal battles. wip1 works, it's just wip2 that doesn't work.

    • Like 1

  19. 12 hours ago, Rydygier said:

    HWS wip2

     

    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.

    • Like 3

  20. 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.

    • Like 1
×