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Found 2 results

  1. Hello everyone, after a long time of waiting, I bring you "TPW","-Coulum-","fabrizio_T","Ollem" 's TPWCAS for ARMA 3. Description: Singleplayer, Multiplayer and Dedicated/Headless Server Compatible AI Suppression System Authors: TPW && -Coulum- && fabrizio_T && Ollem Latest Version: 5.5.3 First Released: 22-02-2012 Requirements: CBA Suggested: ASR_AI Previous Releases and Discussion:: http://forums.bistudio.com/showthread.php?136304-TPWC-AI-suppression-system Media Fire : TPWCAS_A3 Steam : TPWCAS_A3 Introduction: -------------- One of the things sorely missing from Arma2 is reaction to passing bullets. An AI unit will often stand quite happily whilst bullets whiz by. This makes effective suppression of AI enemies difficult - you basically always have to aim to kill them since you can't make them keep their heads down by shooting nearby. This addon aims to address this problem by making AI units react to passing projectiles. If a bullet snaps by within around 10m of an AI unit, it will crouch/kneel (depending on movement), and if more than around 10 bullets pass by a unit in 5 seconds, the unit will drop/crawl. After 10 seconds without bullets, the unit will return to its previous stance. Additionally, suppressive fire can alter the aiming shake, accuracy and courage of the suppressed unit. The more fire directed near a unit, the lower its skills will become. Nearby casualties will further decrease a unit's courage. After 5 or so seconds without bullets, the skills will gradually return to normal. Player units will optionally experience some visual effects if suppressed (camera shake, vision blur and darkening). Currently there is no "suppressed" eventhandler in the game engine, so TPWCAS aims to mimic one by constantly monitoring whether any active bullet/shell projectile objects have units within a 10m radius. This allows TPWCAS to work for any opfor, blufor or independent on the map, whether editor-placed or spawned. TPWCAS significantly changes gameplay, allowing for longer engagements and more thought required to survive them. In ARMA 3 they have added bullet detection and suppression of AI, however, if you feel that the Vanilla effect is not enough. This mod may be of assistance. This is the Port of the ARMA 2 version and as far as I know its fully Functional. Features: --------- * TPWCAS enables stance and skill modification under fire. * Units react to bullets passing within 10m. * Units on foot or operating vehicle or static guns are affected. * Units driving are unaffected. * Only uninjured units are affected. * Bullets fired from less than 25m away are ignored. * Bullets from small caliber pistols and SMG are ignored. * Units react differently according to the side of the shooter. * Friendly shooter: > 0 bullets --> kneel/crouch. * Enemy shooter: 1 - 10 bullets --> kneel/crouch, > 10 bullets -->drop/crawl. * Units regain previous stance after 10 or so seconds without nearby bullets. * Friendly shooter: no skill reduction. * Enemy shooter: skills reduced according to number of bullets. * Units gradually regain skills after 5 or so seconds without bullets. * Shooter may be "revealed" to the suppressed unit. * Units are more easily suppressed if there are nearby friendly casualties. * Player experiences visual effects if suppressed. * Units Will Roll in attempt to evade fire if out in open>prone. IMPORTANT NOTE: TPWCAS is not an all-in-one AI behavior modification mode. Its primary purpose at this time is to cause units to duck/drop and lose some shooting competence under suppressive fire. It's designed to play well with mods which DO alter AI behaviors under combat stress, and you are encouraged to use these if you require additional realism such as moving to cover. VERY IMPORTANT NOTE: TPWCAS started life as an SP only mod, but a large amount of effort has gone into modifying the bullet detection, suppression and visual debugging framework to work for MP and dedicated server. While every effort has gone into testing in SP, MP and dedi, we simply cannot vouch for perfect operation under all circumstances. ANOTHER VERY IMPORTANT NOTE: To get proper functionality out of this mod you need to insall on both the server and the client. CLIENT: 1: The mod folder contains a >userconfig folder. This goes into your ARMA 3 root folder. Just copy and paste. 2: Inside that folder is another folder named tpwcas. Inside that is the config file where you can change the valuse to what you like. 3: When launching your client you MUST Enable File Patching. SERVER: 1: Your server Needs to be "verifySignatures = 2;". (This goes in your Server.cfg On Your Server Root Dir) 2: You will need to enable File Patching for Headless and for Human Clients that setting is "allowedFilePatching = 2;". (This goes in your Server.cfg On Your Server Root Dir) This is NOT IDEAL and why you MUST use "verifySignatures = 2;". This will be until I get an INGAME UI put together. 3: You will need to install the userconfig folder into the Server Root Dir. (So the server.exe has access to the variables.) 4: You will need to install the KEY into the KEY folder in the Server Root Dir. (So Clients can join the server with @tpwcas_a3) 5: Make sure you have @CBA_A3;@TPWCAS_A3 in your server -mod= line.... ANOTHER VERY IMPORTANT NOTE: To get proper functionality out of this mod you need to install on both the server and the client. CLIENT: 1: The mod folder contains a >userconfig folder. This goes into your ARMA 3 root folder. Just copy and paste. 2: Inside that folder is another folder named tpwcas. Inside that is the config file where you can change the valuse to what you like. 3: When launching your client you MUST Enable File Patching. SERVER: 1: Your server Needs to be "verifySignatures = 2;". (This goes in your Server.cfg On Your Server Root Dir) 2: You will need to enable File Patching for Headless and for Human Clients that setting is "allowedFilePatching = 2;". (This goes in your Server.cfg On Your Server Root Dir) This is NOT IDEAL and why you MUST use "verifySignatures = 2;". This will be until I get an INGAME UI put together. 3: You will need to install the userconfig folder into the Server Root Dir. (So the server.exe has access to the variables.) 4: You will need to install the KEY into the KEY folder in the Server Root Dir. (So Clients can join the server with @tpwcas_a3) 5: Make sure you have @CBA_A3;@TPWCAS_A3 in your server -mod= line.... Debug Legend: Red Flag - Cover Position Actual. Yellow Smoke - Cover Pos found, Moving. Red Smoke - Moving Wrong Way. Abort. Get down. Green Smoke - Close to cover. / Move back to group. Blue Smoke - Reached Cover. Cyan / Light Blue Smoke - Already In Cover, Abort Move. Please be sure to tip your hat to the developers: "TPW","-Coulum-","fabrizio_T","Ollem" Please read the included readme for full details of TPWCAS, including features, installation, configuration, caveats, credits and the full changelog Known Issues: (I don't know of many any repeatable offenses will be listed here) 1: Rolling Animation - AI avatar will roll however, will not actually move... (This is a OLD ARMA 3 issue check the issue tracker and vote up. Ill track it down and post a link here some time) 2: Possible ACE issue with Unconscious state. Currently looking into. 3: Having to use File Patching I know I know... currently working on that as well.
  2. So I'm trying to make a mission for my community based in the Pacific during WW2 using FoW, IFA3, etc. specifically a defense mission based off this scene in The Pacific: One thing I'm really trying to capture from that scene and translate into Arma is that opening part of the battle when the Marines are all looking across the river trying to spot the Japanese who are just out of sight in the treeline and then all the Jap soldiers open fire all at once. However I haven't been able to get a good way to really simulate that intense initial opening fire where it almost feels like a wall of fire. I tried using the AI module from ACE in Zeus where you can tell them to suppress an area but that thing barely works (seems to be an issue of compatibility with one or more of the WW2 mods), with half or more of the AI firing in the complete wrong direction for no reason (even when they were pointed at it in the first place) and those that do fire at it are so wildly inaccurate that it's absolutely no threat. The next thing I was considering doing was using this: to record each soldier and some mortars one by one, with me putting the playback and activation in after each one so I could better sync them up but that'd be so incredibly time consuming and a pain in the ass that it'd much better if there was an alternative way that worked almost if not just as well. So if any of you have any suggestions, that'd be lovely.
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