Author: tpw
Author Website:

Requirements: Community Base addons A3

Version: 20171104
Signed: Yes

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.

Date: 2017-11-04 10:51

Comments: (59)


TPW Mods


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.

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).
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.

Included files:

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.

[CORE 1.47, FOG 1.58] Hunters Valley, Beketov, Ryderwood, Chernarus winter, Utes winter, Thirsk winter, Artic added to region and climate list
[DUCK 1.04] Editor placed units in crouch/kneel will stay that way until suppressed.
[FALL 1.58] You may now specify a minimum time for a hit unit to remain incapacitated.
[SOAP 1.22] No ambience from damaged houses.

[CORE 1.46, FOG 1.57] Napf Winter added to region and climate lists.
[DUCK 1.03] Grenade dodging may be configured on/off.
[SOAP 1.20] Telephone noises added.

[CORE 1.45, FOG 1.56, SOAP 1.20] Chernarus redux added to region, climate and sound list.
[DUCK 1.02] AI units will try to run away from nearby grenades.

[CARS 1.56, PARK 1.11] Added IDAP vehicles to car list.
[CORE 1.44, SOAP 1.19] Bozcaada added to region and sound lists. Added IDAP civilians to Mediterranean, European and Oceanian maps.
[DUCK 1.01] Suppression fx no longer affect player when switching units.
[FURNITURE 1.05] Added new BIS furniture content. Performance improvement by spawning furniture as simpleobjects.

[INSTALLER] Removed desktop shortcut for the TPW Settings.jar which is no longer packaged with TPW MODS.
[BOATS 1.33] Improved cleanup of dead and damaged boats and drivers/passengers.
[CIVS 1.54] Fixed sporadic "Error Undefined variable in expression: _house".
[CORE 1.43] Removed sport/surf clothing from civilians.
[DUCK 1.00] *NEW MOD* AI units will now properly keep their heads down when suppressed.
[HUD 1.65] Optimised perframe performance.

[BLEEDOUT 1.32, FALL 1.57] Finally squashed the bug causing completely frozen unresponsive units under certain rare conditions.
[CIVS 1.53, CORE 1.42, CROWD 1.07] User may now specify mod specific strings to select civilians for the 6 civilian regions TPW CORE assigns : Mediterranean (Altis/Stratis/Malden), Oceanic (Tanoa), Europe (eg Chernarus), Mideast (eg Takistan), Africa (eg N'Ziwasogo) and Asia (eg Prei Khmoach Luong). Will fall back to BIS civs if no units matching the strings can be found.
[FIREFLIES 1.05] Reduced volume of mosquitoes and flies around player.
[SKIRMISH 1.40] Massive performance overhaul: simplification of random spawn point and waypoint code - far less stuttering especially on extremely dense maps such as Prei Khmoach Luong. Removed binoculars from squad leaders to prevent them staying unmoving indefinitely scanning the surroundings. Frozen units (stuck on terrain etc) will be removed.
[SOAP 1.18] Slightly reduced chainsaw volume. Adjusted per map traffic volumes.

[CORE 1.41, FOG 1.55, SOAP 1.18] Added Prei Khmaoch Luong to region, sound and climate list.
[HUD 1.64] Fixed per frame icon display bug which caused performance degradation with dev build 1.73.142285

[CARS 1.55] Improved code to prevent cars too close to player.
[CORE 1.40, FOG 1.54, SOAP 1.17] Added Lythium to region, sound and climate list.
[SOAP 1.17] Occasional distant chainsaws in forested areas. Adjusted volume and duration of ISIS propaganda broadcasts for mideast maps. Adjusted volume of children on French maps. Added dynamic urban traffic ambience.

[BLEEDOUT 1.31] Streamlined code. Writhing units will occasionally gasp.
[CORE 1.39] Improved unit disabling/reenabling code. No more units stuck on the ground in BLEEDOUT or FALL!
[FALL 1.56] Streamlined and simplified code, removed redundant ragdolling code - AI always use setunconscious for ragdolling, player always uses PhysX. Hit units can immediately receive 1st aid.
[HUD 1.63] Altitude display changes from ASL to AGL when in aircraft.
[RADIO 1.28] Workaround for say3d command which broke in recent A3 releases, player radio is now audible again.
[SOAP 1.16] Distant sirens will sound during and after firefights in denser urban areas.

[CARS 1.54] Additional code to prevent cars from getting too close to players.
[CORE 1.38] Replaced inadvertently removed Greek house classes.
[SOAP 1.15] Added Eastern European / Russian ambience, and "tower of babel" polyglot ambience combining all ambient sounds and music. Improved automatic detection and assignment of correct regional sounds for many maps.

[ANIMALS 1.37] Animals will not spawn if it's raining too heavily. Clucking noises added to ambient chickens. Dog and cat noises are now local to each player in MP.
[CORE 1.37, FOG 1.53] Added N'Djenahoud and Malden to region and climate list.
[FIREFLIES 1.04] Randomised directions of spawned insects.
[FURNITURE 1.05] Malden furnished buildings added.
[PUDDLES 1.02] Option to use BIS decal puddles introduced with Malden DLC.
[SOAP 1.29] Added French ambience and music to Malden.

[CORE 1.36, FOG 1.52] Bushlurker's Island 51 added to region and climate list.
[FIREFLIES 1.03] Buzzing houseflies will gradually build up around dead bodies, and will occasionally buzz around the player's ears. Mosquitos will sporadically hum around the player on still nights.
[SOAP 1.12] Adjusted volume of ambient house noise. Fixed issue where Greek ambience was playing in addition to Mid East Ambience on Mid East maps.

[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.

[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

- Community Base addons A3

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