Author: tpw
Author Website:

Requirements: Community Base addons A3

Version: 20170304
Signed: Yes

Short description: Enhanced realism/immersion for Arma 3 singleplayer

Date: 2017-03-04 13:08

Comments: (59)


TPW Mods


In the months following the release of Arma 3 alpha I wrote a number of mods which did different things, but all of which had a common goal of increasing the immersion and realism of the single player experience in Arma 3. As the number of mods and their complexity increased, I found it increasingly difficult to keep track of feedback on multiple threads and maintain them all separately, so I took the decision to bundle them all into one addon, imaginatively titled TPW MODS. TPW MODS consists of a number of independently configurable components, and if you use them all you'll get:

Infantry realism:
  • Units reacting realistically to suppressive fire by ducking/going prone and seeking cover (TPW EBS)*.
  • Units reacting to falls and bullet hits by falling/ragdolling to the ground (TPW FALL).
  • Units continuing to bleed from injuries, resulting in decreased mobility and eventually incapacitation and death if not treated (TPW BLEEDOUT).
  • Units able to self heal using First Aid Kits (TPW BLEEDOUT)
  • Units rapidly reacting to nearby enemies they have line of sight to (TPW LOS)*.
  • Sounds for jumping, falling, rolling and turning prone, sounds for freefalling and under canopy (TPW FALL).
  • Realistic HUD with bullet trajectory tracing when using tactical goggles (TPW HUD)
  • Ambient infantry combat, with AI able to call in support (TPW SKIRMISH).
  • More realistic (slower) movement and stance change speeds.
* Deprecated due to engine improvements
  • Region specific civilians in towns, walking around and interacting with each other (TPW CIVS).
  • Civilian traffic, which you may commandeer (TPW CARS).
  • Civilian cars parked by the side of the road near habitable houses (TPW PARK).
  • Civilian boats (TPW BOATS).
  • Ohally's CAF Aggressors Middle Eastern and African civilians, RDS A2 Eastern European civilians and cars, and Leight's Opfor Pack Middle Eastern civilians will be used appropriately if present.
  • Lights in civilian houses at night (TPW HOUSELIGHTS).
  • Working streetlights on A2/OA maps (TPW STREETLIGHTS)**.
  • Appropriate sized flocks of sheep/goats/chickens, and randomly barking dogs / yowling cats (TPW ANIMALS).
  • Occasional helicopter and jet flybys, with automatic support for 3rd party aircraft mods (TPW AIR).
  • Ambient radio chatter in/near vehicles, with support for Russian radio chatter in RHS Russian vehicles (TPW RADIO).
  • Ambient Greek music near/in habitable houses (TPW RADIO).
  • Ambient civilians/animals/cars easily excluded from areas such as runways or bases, using simple editor-placed named objects
  • Civs/animals/cars/parked cars/radio/houselights/streetlights easily excluded from entire areas of the map using triggers.
** Deprecated due to AllinArma implementing working streetlights
  • Region specific climate (TPW FOG).
  • Ground fog, units with foggy breath, and a chance of snow, during colder weather (TPW FOG).
  • Ground heat haze / mirage effects during hot weather (TPW FOG).
  • Rain droplet effects on the ground near the player (TPW RAINFX).
  • Refractive rain droplet effects on car windscreens and player goggles (TPW RAINFX).
All mods interoperate well, and share a common startup hint. All mods are light on resources and a lot of work has gone into optimising them so they should not cause undue slowdowns or framerate issues. You can use the TPW MODS of your choice to enhance existing missions and campaigns, or to simply turn any empty map into a living breathing combat zone with endless replayability.

To install the TPW Mods you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.

Included files:

For usage instructions and information of how to use the TPW Mods please refer to the included documentation and/or example mission.

Multiplayer compatibility:
TPW MODS are primarily designed with single player in mind, and are generally player centric, spawning ambience and behaviour around the player to conserve CPU and give the illusion of a living map. As I have stressed many times, they are advertised as SP mods. I only play SP, have little interest in playing MP, little skill in coding MP, and no ability to test it. What this means for you is that:
  • All mods will work as advertised in SP.
  • Some of them will work without issues in MP when running clientside on the players' computers, most will not.
  • None of them will work on a dedicated server, they will detect it and disable themselves.
MP client compatible:
These mods are specifically written so that spawned ambient people/animals/vehiles are shared between multiple players. If there are 10 players in a single small town, there won't be 10 times as many civilians/cars/parkedcars/animals/boats/aircraft.
MP Incompatible:
These mods have no specific MP code written into them and while some may appear to function in MP, they may give unpredictable results as each player's version of the script fights for variables, tries to assign randomness, assigns sounds/lights to objects etc etc.
If you desperately want a fully functioning MP or dedi version of any of my mods, and can't wait for me to make it happen, then you are welcome to grab the code and knock yourself out (see disclaimer below though).

Compatibility with other mods
TPW MODS encompasses a very wide range of Arma3 functionality and no doubt will run into compatibility issues with other mods that attempt similar things. I make zero apologies for this. I make every effort to ensure that TPW MODS does not cause undue conflicts with the mods I use, but I'm not a mind reader and can't allow for all the mods you use. TPW MODS provides an enormous amount of options and it's up to you to disable a particular TPW MOD or a facet of its behaviour.

Known issues:
  • TPW MODS is in constant development, and you are encouraged to regularly check for updates.
  • As stated in the title, these are single player mods. They might or might not work in MP client, and will definitely not work on a server.
  • As always I welcome feedback. My mods only improve due to your input. However, input which consists of asking me why there is no proper MP or dedicated server version, without offering help in this department, improves nothing, especially my temper.
  • For the record: I only play SP, have little interest in playing MP, little skill in coding MP, and no ability to test it. If you desperately want a fully functioning MP version of any of my mods, and can't wait for me to make it happen, then you are welcome to grab the code and knock yourself out (see disclaimer below though).
  • TPW MODS will work on Arma2 maps via All in Arma (AiA) and Arma3 Map Pack (@A3MP), though may not be optimal depending on the various house classes on these maps.

For the sake of my sanity, when you're reporting bugs and issues can you please tell me:
Arma3 version
Version of the specific mod
Script or addon version
Running on SP, MP or dedi

Credits & Thanks:
I have so many people to thank for their help, advice, support, feedback and friendship that I can't list them all. The incredible Arma community is what makes this game worth contributing to. Thanks everyone.

I totally refuse to accept responsibility for anything that might happen to your game/computer/life as a result of using my mods.

If you accept this, then feel free to use and modify this code, on the proviso that you post back changes and improvements so that everyone can benefit from them, and acknowledge the original author (tpw) in any derivative works. Wrapping my unacknowledged work up inside an encrypted pbo addon does not count as returning it to the community.

[BLEEDOUT 1.29] Fixed undefined variable error in MP.
[CORE 1.34, FOG 1.50] Added Abramia, Lingor and Dingor to region and climate list.
[RADIO 1.27] Fixed missing radio sound error.

[CORE 1.33, FOG 1.49] Added BSOC_Brasil to region and climate list.
[CARS 1.53] Vehicle waypoints will not be set near player.
[HUD 1.62] tpw_hud_active = true/false will properly enable/disable all HUD functions.
[SKIRMISH 1.39] Fixed stupid undefined variable error if TPW CARS was not running. Vehicle waypoints will not be set near player.
[SOAP 1.11] Added additional house ambience -you'll occasionally hear taps, thuds, banging and clanging, footsteps etc emanating from nearby houses. Slightly increased music volume. Adjusted house scanning code to work on any maps utilising Apex houses.

[CARS 1.52, SKIRMISH 1.38] All civilian cars will stop is there is gunfire around the player. Player vehicles can now flatten footbound units. Units should no longer briefly disappear when nearby cars are shot at. Collision removal may now be disabled by setting the variables tpw_car_nocollision = false and tpw_skirmish_nocollision = false.
[CIVS 1.52] "Chimp walking" civilians stuck in crouch walk will be removed. Civilian interaction is now disabled by default in the HPP.
[CORE 1.32] Added support for CUP civilians on European/Greek maps, and appropriate support for CUP Takistani / CUP African civilians if using Autigergrad's Takistani Civilians for CUP / African Factions for CUP respectively.
[FURNITURE 1.04] Added furniture template for Tanoa "Land_House_Small_05_F". Improved random template selection code, additional fuel station templates provided by Savage_Donkey.
[HUD 1.61] Optimised unit scanning code. Unit/marker scanning may be toggled using CTRL-ALT-U.
[SKIRMISH 1.38] Fixed sporadic undefined variable errors.
[SOAP 1.10] Additional Tanoan crowd ambience, many thanks to Autigergrad for offering me these samples.

[CORE 1.31, FOG 1.48] Added Isla Duala to region and climate lists.
[CARS 1.51] Improved vehicle collision disabling code: massively reduced chance of player and nearby AI being mown down by vehicles.
[CROWD 1.05] Fixed sporadic undefined variable errors.
[FURNITURE 1.03] Support for randomised furniture templates for each house: each now can now assigned a random furniture template from a list of templates, and will continue to use this template for the duration of a play session. No new templates are provided yet though!
[SKIRMISH 1.37] Spawned infantry squads will move towards the general vicinity of the nearest enemy infantry squads. Refactored support calling code for reduced CPU hit. General code cleanup and optimisations.

[FOG 1.47] Code optimisations.
[RAINFX 1.14] Particle based raindrop splashes on most exposed surfaces, not just ground. Optimised goggle drop fx. Optimised vehicle windscreen raindrop fx, should work in a wider range of vehicles, not just cars.

[FOG 1.46] Rain induced fog will clear properly when rain stops. Complete overhaul of snow functionality: snow will not fall through cover (buildings, trees etc) but continue falling outside it; snow goggle fx; snow fx in vehicles.
[HUD 1.60] HUD will no longer display icons for units/vehicles hidden by hideobject.
[RAINFX 1.13] Optimised ground droplet code.

[AIR 1.32, ANIMALS 1.36, BOATS 1.33, CARS 1.50, CIVS 1.51, CROWD 1.04, SKIRMISH 1.36] Improved despawning of units to prevent glitches related to the updated createunit command in build 1.67. Reduced incidence of close crowd civs despawning in front of the player.
[FURNITURE 1.02] Improved furniture despawning.
[RAINFX 1.12] Fixed bug where rain droplet fx occasionally persisted after rain stopped / player under cover. Ground raindrop fx now use miniature reflective puddle objects rather than refractive particles.

[CORE 1.30] Additional Tanoan buildings added to habitable building list
[FURNITURE 1.01] Furniture added to Altis/Stratis buildings. Fixed a few dodgy Tanoan object placement issues.

[CORE 1.29, FOG 1.45] Xcam_Taunus added to region and climate lists.
[FURNITURE 1.00] *NEW* Ambient furniture in enterable Tanoan houses and buildings. Stratis/Altis coming soon.

[CIVS 1.50, CROWD 1.03, CORE 1.28] Maxjoiner's female civilians will be used (only on Greek and European maps at present), if the mod is active. Approx 50% fewer civs will wear headgear.
[FIREFLIES 1.01] Fixed to display firefly lightpoints correctly when running the 64 bit exe.
[PUDDLE 1.01] Fixed issues with CUP Terrains and no entry 'bin\config.bin/cfgmodels.default' messages. Previous workarounds involving binarisation caused bad texture and RVMat issues.
[SOAP 1.09] Improved relationship between wind strength and shutter rattling in houses

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