Short description: TPW MODS is a modular and highly configurable suite of addons designed to increase the civilian, environmental, sonic, climatic and military ambience and realism of the A3 single player experience.
TPW MODS is a modular and highly configurable suite of addons designed to increase the civilian, environmental, sonic, climatic and military ambience and realism of the A3 single player experience. You can use the TPW MODS of your choice to enhance existing missions and campaigns, or to simply turn any empty map into an immersive living world a la Far Cry 3 or 4, with endless replayability. All mods interoperate well, are light on resources and a lot of work has gone into optimising them so they should not cause undue slowdowns or framerate issues. TPW MODS is under constant development, and continues to be refined and expanded largely due to user feedback and suggestions.
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).
Plausible 2035 mesh networked HUD with range and predictive targetting, bullet trajectory tracing, positional audio ping of nearest enemies, electrochromic tinting, and full colour night vision, when equipped with tactical goggles (TPW HUD).
Highly configurable 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, and reacting to weather and gunfire (TPW CIVS).
Denser CPU friendly civilian crowds along the side of the road and near houses (TPW CROWD).
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, Leight's Opfor Pack Middle Eastern civilians, and CUP civilians and vehicles will be used appropriately if present.
Maxjoiner's women will be used as female civilians on Greek and European maps, if the mod is 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 environmental noises (voices, traffic, radio music, loudspeakers), with support for user added sounds/music (TPW SOAP).
Mosques playing the Azan call to prayer at appropriate times, with prayer response from nearby houses (TPW SOAP).
Nearby gunfire eliciting screaming, babies crying and dogs barking, from houses near the player (TPW SOAP).
Creaking doors/timbers in houses, with whistling wind and rattling windows in windy conditions (TPW SOAP).
Ambient radio chatter on foot and in/near vehicles, with support for Russian radio chatter in RHS Russian vehicles (TPW RADIO).
Civs/animals/cars/parked cars/radio/houselights/streetlights/sounds easily excluded from entire areas of the map using triggers.
Glowing blinking animated fireflies on warm summer evenings (TPW FIREFLIES).
Ambient furniture in enterable Tanoan and Altian building and houses (TPW FURNITURE).
** Deprecated due to CUP Terrains 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).
Dust storm functionality which may be called via script or trigger (TPW FOG).
Dynamic ground mist reacting to humidity, tree cover, and rainfall (TPW FOG).
Dynamic snow which will not fall through buildings/ cover, snow goggle fx, snow fx in vehicles (TPW FOG).
Rain droplet effects on most exposed ground and object surfaces near the player (TPW RAINFX).
Refractive rain droplet effects on car windscreens and player goggles (TPW RAINFX).
Puddles on the ground around the player during and after rain (TPW PUDDLE).
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.
For usage instructions and information of how to use the TPW Mods please refer to the included documentation and/or example mission.
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 properly acknowledge the original author (tpw) in any derivative works. Wrapping my unacknowledged work up inside your pbo addon and monetising it does not count as returning it to the community. Distributing my work via Steam Worskshop is expressly forbidden.
[BLEEDOUT 1.30] Reduced incidence of units remaining stuck on their bellies.
[CORE 1.35, FOG 1.51] Added Carraigdubh to region and climate list.
[CROWD 1.06] Civs will no longer spawn in mid air on hilly terrain.
[RAINFX 1.15] Increased size/visibility of surface droplet fx.
[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.
[HPP UPDATE REQUIRED]
[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
[FALL 1.55] Fixed player movement bugs after ragdolling.
[FIRELIES 1.01] Fireflies won't appear until at least 1/2 hour after dusk (you'd never see them anyway).
[SKIRMISH 1.35] CAS will strafe targets in addition to dropping bombs on them (thanks CB65).
[HPP update required]
[FIREFLIES 1.00] New mod, adds glowing animated fireflies on warm evenings for some extra nighttime ambience.
[ALL] PBOs are now binarised, to prevent bin\config.bin/CfgModels.default errors with CUP Terrains. Thanks to Domokun for pointing this error out.
[SKIRMISH 1.34] Fixed init and script errors which resulted in incorrect assignment of units under certain circumstances. Many thanks to Valken for picking these up.
[BLEEDOUT 1.28] Fixed bug where AI would self heal even if tpw_bleedout_selfheal was set to 0.
[HUD 1.59] Injured (damage > 0.25) squadmates will display red icons.
[SKIRMISH 1.33] Improved cleanup of dead units, and "orphaned" units from vehicles. Dynamic vehicle waypoints, recalculated every minute or so, to prevent vehicles loitering around an area.
[HPP update required]
[BLEEDOUT 1.27] Removed force crouch since injured units now use limping animation. Removed force prone since writhing animations are more realistic. Improved interaction with TPW FALL for less anomalies. Significant reduction in animation glitches when entering or leaving prone state. AI speed and skill is (optionally) progressively reduced by bloodloss.
[BOATS 1.32] Boat waypoints are further apart so boats should do less aimless zigzagging
[CARS 1.49] Cars won't use waypoints on jungle tracks.
[CIVS 1.49] Civs won't spawn if it's raining.
[FALL 1.54] Sprinting units with a rifle will use correct dive to ground animation when taking a low damage hit. Units will not use animated fall if within 2m of walls etc, so should not clip through them when falling. Units will not be immobilised in crouching or standing positions. Setunconscious ragdolled units should no longer occasionally use incorrect launcher animation when regaining their feet.
[SKIRMISH 1.32] Adjustments to AI skill and accuracy for less aimbot behaviours.
[SOAP 1.08] Workaround for ambient sounds not playing on Tanoa with latest dev builds.
[BLEEDOUT 1.26] Reduced incidence of writhing units rotating to face targets (not 100% perfect, there's something dodgy going on at engine level).
[FALL 1.53] Units who have taken a big hit will have their subsequent movement speed decreased slightly.
[FOG 1.44] More ground mist wind sensitivity adjustments.
[HUD 1.58] Positional audio ping of nearest enemy (may be toggled with Ctrl-Alt-P). Beep volume dependent on distance to enemy, beep pitch dependent on whether enemy is in front of or behind player
[HPP update required]
[CARS 1.48] forcefollowroad deactivated for the time being.
[FALL 1.52] Damage threshold for ragdoll falls may now be user specified using the tpw_fall_bullet variable.
[FOG 1.43] Rain dependent fog working again. Decreased mist sensitivity to wind. Mist activated by default.
[SKIRMISH 1.31] Randomised skill levels for spawned infantry.
[BLEEDOUT 1.25] Increased length of time before units will self heal.
[CARS 1.47] Cars will use the new forcefollowroad command if using build 137962 or greater. Cars have collision disabled with nearby AI/players.
[CIVS 1.48] Civs should now properly acknowledge gunfire or rain and not stop to chat if either are happening.
[CORE 1.27] Iron Front maps will use European civilians.
[FALL 1.51] Units will use appropriate dive to ground animation if taking low damage hit whilst running. Improved randomisation of immobilisation time when on ground after taking a low damage bullet hit. Improved disabling of rotation when on ground. Randomisation of low/high damage threshold for different fall types. Setunconscious ragdolling of player has been replaced with physx ragdolling for the time being owing to problems with scripts running setunconscious for the player.
[FOG 1.42] Fixed ground fog error. Reduced the effect of overcast on temperature.
[HUD 1.57] Adjusted icon position for units with undefined stance (especially TPW CROWD civilians).
[SKIRMISH 1.30] Vehicles friendly to the player will stop if closer than 10 m. Vehicles will use the new forcefollowroad command if using build 137962 or greater. Vehicles have collision disabled with nearby AI/players.
[BLEEDOUT 1.24] Incapacitated units are set setcaptive true, so will not be fired upon.
[FALL 1.50] Low damage impacts should call correct animated fall. Reduced anomalous collateral damage from PhysX kludge falls. Units who have not fully stood upright from a fall should better use crouch fall animations.
[FOG 1.41] Adjusted ground mist particle size to reduce visual anomalies.
[CORE 1.26] Updated civilian classname selection for Leight's Opfor (many thanks to arma131 for the heads up and classnames).
[FALL 1.49] Units should no longer be invincible during kludged PhysX falls. Revive is temporarily disabled for the duration of a fall. Units should use appropriate animations if hit whilst crouching/kneeling (many thanks Sam Fisher).
[CIVS 1.47] Hardcoded limit of 100 civs.
[FALL 1.48] Fixed bug causing player to react to bullet hits regardless of settings.
[FOG 1.40] Proper cleanup up of mist logics.
[SKIRMISH 1.29] Can now use BLUFOR, OPFOR and INDFOR units and vehicles. All sides can now call in support (only NATO has it enabled by default). Multiple vehicles for close air, heli and UAV support can be specifed. Huge thanks to dakaodo for retooling TPW SKIRMISH to enable these features.
Please update your TPW_MODS.hpp
[ALL] Slightly randomised loop sleep times to alleviate synchronised resource hogging.
[AIR 1.31] A random subset of available aircraft are used. These are prespawned to cache them and reduce the microstuttering in game.
[FOG 1.39] Added dewpoint based ground mist fx for tropical/jungle and cold winter environments. Improved foggy breath relationship to stamina.
[CARS 1.46, PARK 1.15] User specified car classname strings can be used to add additional car types.
Please update your tpw_mods.hpp
[BLEEDOUT 1.23] Bleedout functions not applied to crowd civs.
[CIVS 1.46, CROWD 1.02] Optimised rain and gunfire dispersal code for significant decrease in CPU usage. Civs no longer call out (thanks nms).
[FALL 1.47] User selectable ragdolling. Those using builds > 137290 can use setunconscious ragdolling (default), physx & unit replacement kludge ragdolling, or no ragdolling. Those using builds < 137290 can choose physx & unit replacement kludge ragdolling, or no ragdolling. Units will use animated falls for low damage hits and falls from height. Increased yelling volume when hit.
Please update your tpw_mods.hpp
[CARS 1.45] Nearby cars stop driving and no new cars are spawned if there is gunfire near the player
[CORE 1.25] Civilians whose classnames contain strings as defined in tpw_civ_blacklist will now be excluded from all ambient roles (civs, crowd, cars, boats).
[CROWD 1.01] Further optimisations of crowd visibilty/animation/dispersal/despawning scanning code.
[FALL 1.46] TPW CROWD civs are ignored. Builds > 137290 will now use setunconscious to ragdoll hit units instead of physx kludges or animations. Animations are only used for falls from height.
[RADIO 1.26] Uses custom radio sounds instead of the built in A3 radio sounds. No more reports of a bike accident!
[SKIRMISH 1.28] Fixed squad consolidation and vehicle removal code.
Please update your TPW MODS.hpp
[ALL] Randomised movement speeds of all spawned AI.
[CROWD 1.00] *NEW* - Large CPU friendly civilian crowds.
[HUD 1.56] Civilian scanning and display may be toggled using Ctrl + Alt + C.
[SKIRMISH 1.27] Scanning disabled when player in fast moving vehicle. Dead units deleted afer 5 minutes if greater than 100 m from player. Squads will choose random formation types. Cars will stop to allow crew back in.
Please update your tpw_mods.hpp
[AIR 1.30] Improved spawning code - no more carnage at [0,0,0]!
[BOATS 1.31, CARS 1.45] Improved code for removal of vehicles.
[SKIRMISH 1.26] Complete code overhaul: optimisation of spawn, waypoint and removal code for infantry and vehicles -> massive decrease in microstuttering. Multiple factions for each side may now be specified -> you many now have NATA and FIA simultaneously slugging it out against CSAT and AAF for instance. Custom support helicopter and aircraft can be specified.
Please update your tpw_mods.hpp
[ALL] Complete overhaul and optimisation of spawn position and waypoint assignment code, for a significant decrease in microstuttering and CPU load spiking.
[BOATS 1.30, CORE 1.22, CARS 1.44, CIVS 1.45, PARK 1.15] Tanoan civilians, clothing, cars, and boats will be used as appropriate. Superseded exclusion object code removed. Tanoan sheds removed from habitable buildings list.
[HOUSELIGHTS 1.12] Further adjustments to light intensity and attenuation.
[CIVS 1.44] Civs will only spawn wearing shorts if temperature is above 20 degrees. Requires TPW FOG
[CARS 1.43] Further collision wrangling code to reduce carnage to people and the environment. Not 100% perfect.
[RADIO 1.25] Footbound ambient radio messages may be toggled with Ctrl+Alt+R.
[SOAP 1.07] Fijian music and ambience on Tanoa.
Please update your tpw_mods.hpp
[ALL] All PBOs updated to use author string instead of author array.
[CARS 1.43] Cars no longer forcibly slowed in towns or near AI, due to pathfinding improvements introduced in 136741.
[CIVS 1.43] Fixed bug where civilians occasionally did not despawn/respawn if player used teleport scripts. Civs will react to gunfire near player by running away. Civs will no longer stop to interact with each other if it's raining water or bullets.
[CORE 1.21] Will select African civs for Tanoa until BIS releases Fijian units.
[FOG 1.38] Fog values adjusted for Tanoa. Heavy optimisations to dewpoint and fog code.
[PARK 1.13] Fixed sporadic parking errors on Tanoan dead end dirt roads.
[RADIO 1.24] Random radio messages can be heard whilst on foot
[RAINFX 1.11] Code optimisations.
[SKIRMISH 1.24] Artillery flares (only those called by AI) modified to actually cast light.
Please update your tpw_mods.hpp
[CARS 1.42] Spawned cars can no longer kill people (collision disabled).
[CORE 1.20, FOG 1.37] Added Tanoa to civilian, houses and climate list. Improved worldname matching (case independent).
[RAINFX 1.10] Refactoring and code optimisation - massive decrease in CPU usage.
[PUDDLE 1.00] Puddles (small pond objects) spawned around player during and after rain.
[HUD 1.55] Added electrochromic goggle tinting - press ctrl + alt + a to cycle through progressive darkening.
[SOAP 1.06] Compatibility with non standard building behaviour on Kidal.
[HOUSELIGHTS 1.11] Modified light attenuation to provide better illumination with the changed night lighting configs with A3 1.60.
[SKIRMISH 1.23] Optimisations - less FPS hit when spawning new combatants.
[FOG 1.36] Added Gunkizli, Song Bin Tanh, Al Rayak and Kidal to climate list.
[CORE 1.19] Added Gunkizli,Song Bin Tanh, Al Rayak and Kidal to civilian list. Totally refactored civilian selection code. Map specific European, Greek, African and Asian civilians will be now chosen without need for external civ packs, with Greek civs chosen for Middle Eastern maps. Map specific civs will still be used from CAF Aggressors, Leight's Opfor and RDS civilians addons if present. Ethnically diverse civs will be spawned on unknown maps.
[FALL 1.46] Accomodates changes to reverted hit eventhandler array format in dev build 136391.
[FOG 1.35] Added dust storm function: tpw_fog_fnc_duststorm, which uses setfog, viewdistance and particles to simulate the reduced visibility and atmospheric colour changes of dust/smoke.
[BLEEDOUT 1.22] Badly injured units will now stay writhing until healed.
[SKIRMISH 1.23] Haze effects after HE, CAS and UAV bombardments. Bomb craters will glow slightly at night to simulate embers.
[FALL 1.45] Accomodates changes to hit eventhandler array format in dev build 136354 and greater
[ALL] tpw_settings.py, a small python program for quickly editing TPW_MODS.hpp
[HOUSELIGHTS 1.10] Improved colour of lights, less orange hue.
[FALL 1.44] Fix for animation bug causing unarmed units to briefly swim in the air instead of falling down when hit.
[CORE 1.18] Optimised house scanning code.
[SOAP 1.05] Nearby gunfire will elicit screaming, babies crying and dogs barking, from houses near the player. Volumes for ambient sounds, music, azan, house fx and screaming are now all independently configurable in the config and at any time in game using triggers etc.
[SKIRMISH 1.22] Properly delete aircrew when deleting spawned aircraft.
[FOG 1.34] Snow fx disabled underwater...
[SKIRMISH 1.21] Modified explosion behaviour for less audio distortion.
[SOAP 1.04] In-house ambient sounds: creaking doors and floors, with additional wind whistle and window rattling if windy.
[RADIO 1.24] House radio functionality removed - tpw_music.pbo no longer required. Azan functionality moved to TPW SOAP.
[SOAP 1.03] Refactored and optimised house scanning, more seamless transition between sounds from houses and better adherence to maximum sample limit. Fixed bug where a house could play 2 simultaneous samples. House scanning and sound spawning suspended when in vehicles.
[CORE 1.17] Added habitable Greek shops.
[SOAP 1.02] Increased the number of samples for increased variety, and optimised them for size vs quality. Greek sounds will now be used on Altis or Stratis by default, but sounds may be forced to Mideast/Greek for any map. Sounds and music will not spawn in a house currently occupied by the player. Hard limit of 12 or so simultaneous ambient sound/music samples at a given time. Code optimisations.
[RADIO 1.23] Azan samples optimised. Azan occurs regardless of house radio settings. Prayer will be heard in the nearest building in response. House radios have been superseded by TPW SOAP and are disabled by default.
[SOAP 1.01] Added separate support for up to 20 user defined music tracks (max 3 minutes per song) and 20 user defined sounds (max 30 sec per sound). Ambient noise is spawned at reduced volume for a minute or two after any deaths. Ambient noise and music volumes are independently modulated over the course of the day. Music can be configured off (environmental sounds only) by setting TPW_SOAP_VOLUME to a negative value. Additional Arabic music added.
[RADIO 1.22] Better integration with SOAP - no simultaneous ambient musc and radio in the same house. Reduced Azan volume.
[CORE 1.14] Additional mosque classes added for TPW RADIO.
[FALL 1.43] Falls no longer impact on unit skill.
[RADIO 1.21] Reduced incidence of simultaneous Azan calls.
[SOAP 1.00] Sonic ambience program. Adds middle eastern environmental ambience (voices, traffic, radio and loudspeakers), based on number of nearby habitable houses, for a significant boost in immersion. Will optionally also play the user's music/sounds, if they are converted to ogg format and placed in @TPW_MODS\music (this feature is switched off by default). Works most convincingly on middle eastern and central asian themed maps, but also works surprisingly well on other maps (though may not if you are an Arabic speaker!). ENORMOUS DEBT OF THANKS TO AUTIGERGRAD FOR KIND PERMISSION TO USE HIS ASTONISHING QUALITY SOUNDS FROM HIS REGIONAL AMBIENCE PACK.
[FOG 1.33, CORE 1.13] Diyala added to climate and civilian lists respectively.
[ANIMS] Config adjustments to prevent interference with limping.
[RADIO 1.20] Added Azan (call to prayer) to nearby Mosques at appropriate times of day. Code optimisations.
[BLEEDOUT 1.21] Units will begin to limp as damage increases from bleeding out.
I found an(other) issue and had to reupload it.
corrupted archive fixed
incorporate the new TPW SETTINGS by gliptal.
[HUD 1.54] User may specify 3rd party goggles and headgear for HUD to work with.
[BLEEDOUT 1.20] Units can be excluded from TPW BLEEDOUT by adding to their init: this setvariable ["tpw_bleedout_ignore",1].
[HUD 1.53] Fixed issue with optics identified units being counted multiple times.
[AIR 1.29] Delete pilots when despawning aircraft (thanks alky_lee!).
[HUD 1.52] HUD detection range increased when looking through optics (but only in the direction of the optics). Units detected through optics will display on the HUD at their last known position for 30 seconds if the optics are lowered.
[SKIRMISH 1.20] Orange artillery smoke to replace broken 120mm smoke shells.
[HUD 1.51] Changed key bindings for HUD actions: CTRL-ALT-N = full colour night vision; CTRL-ALT-B = night vision gain; CTRL-ALT-T = tracers off/projectiles/projectiles+grenades; CTRL-ALT-H = HUD brightness
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