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.
Thank you for adding the subtleties that will help make ArmA III great. It has a long way to go to reach the level of ArmA II as a completel package, but TWP is helping get it there with these great mods.
Dude U R THE SHIT!, I love all these!
1 problem I am having though, I play on a server where I play with recruitment AI. I have turned off the mods for anything AT related and the 1 for AI with same loadout. However, when I recruit any AT AI they have no ammo.
What or which ones do I turn off?
Just a question, are the health and skill of AI, changed in the editor, by the game editor are keeped??? Using manual skill (30%) and 85% Health?????????
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. 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
Civilians
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.
Ambience
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
Weather
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).
Installation:
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.
Armaholic note:
.exe files can harm your PC! Before running this you should make sure you understand the risks!
Armaholic and its staff can never be held responsible when any file you download from our website causes any damages, disruption in services or anything else in any way! Downloading and installing these files is totally at your own risk!
Included files:
tpw_*.pbo
Usage:
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.
Disclaimer:
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.
Changelog: (30-01-2021 - updated as it happens, displayed in news once every month)
20210214
Changes:
[ANIMALS 1.62] Added red grouse and red deer sounds to Scottish Highlands.
[CORE 1.83] Additional code to prevent disable/reenable animations on player
20210207
Changes:
[BLEEDOUT 1.38] Previously injured units will bleed out at an increased rate if injured again.
[CORE 1.82, FOG 18.5, SOAP 1.58] Added Scottish Highlands (Corran) support.
[FALL 1.71] Improved hit handling for prone units. Previously injured units more likely to be killed outright.
20210130
Changes:
[BLEEDOUT 1.37] Fix for units occasionally being stuck writhing.
[CORE 1.81] Refactored unit disable/reenable routines to prevent non responsive and bugged units. Removed bugged injury animations. Added additional animations after unit is re-enabled after injury.
[DUCK 1.14] AI in the player's squad will return to formation after fleeing a grenade.
[FOG 1.84] Snow can be properly toggled off/on using tpw_fog_snowflag false/true (Thanks AZCoder)
[SOAP 1.57] Fixed sporadic car music errors.
[SKIRMISH] Squads will not spawn outside map boundaries. Squads exhibit more naturalistic movement - occasional stopping, relaxed animations when stopped, looser formation adherence, less time with weapons raised when not in combat. Squads will not abandon dead and (will attempt to heal) incapacitated members. Added LDF, Spetnaz and NATO Woodland as user selectable (9,10 and 11 respectively).
20201228
Changes:
[CORE 1.80,FOG 1.83, SOAP 1.54] Added support for Orglandes
[ANIMALS 1.61] Added support for walk3r's ambient brown bears (includes custom bear noises) on densely forested European maps.
[CORE 1.80,BOATS 1.41 CARS 1.71, CIVS 1.65, CROWD 1.22] Consolidated civ spawning code into CORE. Balanced male/female ratio. Improved support for Max Women, Max Women at Work, Cup Civs, Timberwolf Females, Crasus Shirt Mod, Aengus Civilians, SC Civilians, Arganiny Civilians.
[SKIRMISH 1.55] Squads will not run everywhere if there are no nearby enemies.
20200627
Changes:
[CORE 1.79,FOG 1.82, SOAP 1.53] Fix for Makhno maps throwing SafePositionAnchor errors. Added Halso.
[ANIMALS 1.60] Added occasional flying bird noises
[FOG 1.82] Will ignore hidden trees for dewpoint calculations. Increased mist on N'Ziwasogo
[PUDDLE 1.04] Puddles aligned to ground surface correctly
[SOAP 1.53] Fixed occasional "Cannot play XXXX_music0" bug
20200201
[ANIMALS 1.59, CORE 1.79, FOG 1.81, SOAP 1.54] Added RKSPKL and Chernarus 2020 support.
20191231
[SOAP 1.53] Added Finnish soundpack. Fixed car stereo errors on maps with undefined ethnicity.
20191215
Changes:
[ANIMALS 1.58, CORE 1.78, FOG 1.80, SOAP 1.52] Added Virolahti, Esseker and Uzbin Valley.
[CORE 1.78] Hidden houses ignored for all ambience.
[SOAP 1.52] Added car stereos to civilian traffic.
20190928
Changes:
[ANIMALS 1.57, CORE 1.77, FOG 1.79, SOAP 1.51] Added Svartmarka.
[CORE 1.77, CARS 1.70, PARK 1.30] tpw_core_excludestrings[] will now correctly exclude vehicles and civilians. E.g. "IDAP" will exclude IDAP civilians and vehicles.
20190922
Changes:
[HPP UPDATE REQUIRED]
// ANIMALS
tpw_animal_crows = 1; // crows will build up around dead bodies. 0 = no crows
//><
[CORE 1.76, FOG 1.78, SOAP 1.50] Added Khoramshahr.
[ANIMALS 1.56] Crows may be configured on or off.
[CORE 1.76] More injury animations added. Units will immediately stop playing injury animation if killed.
[DUCK 1.13] Improved AI reaction to nearby grenades by running away and diving to the ground - should improve grenade survivability (thanks Mickeymen). Player suppression deactivated in vehicles to prevent anomalous behaviour (thanks Mickeymen).
[FALL 1.70] Prone units will ragdoll instead of flinching. Hit (by bullets or the ground) units will be temporarily "dazed" and less effective. Injured prone units will no longer soak up damage.
[SKIRMISH 1.54] Adjusted speed of sound calculations so that camera shake is slightly delayed after hearing explosions.
[SOAP 1.50] Added train sounds to Ruha.
20190831
[CORE 1.75, FOG 1.77, RAINFX 1.21, SOAP 1.49] Added Cham Winter.
[MUFFLER] Reconfigured to patch JSRS_Soundmod_Complete.
[SKIRMISH 1.53] Any faction may be assigned civilian clothing by adding 0.1 to its number. e.g 7 = FIA, 7.1 = FIA in civilian clothing, -7.1 = FIA in civilian clothes + shemaghs. -0.1 = custom faction in civ clothes + shemaghs. Improved damage ambience around explosions: immediate terrain objects vapourised, nearby objects damaged, trees reduced to stumps, more persistent haze.
20190805
[ANIMALS 1.55] Wild boars with customised grunting sounds will spawn in forested areas, if using EO's ambient boar mod. Flapping wingbeat noises for nearby crows.
[CARS 1.69] Fixed bug when spawning mideast passenger clothing.
[CROWD 1.21] Fixed bug when spawning mideast clothing.
[CORE 1.74] Support for EO's Ravaged/Frithified civilians.
[CORE 1.74, FOG 1.76, SOAP 1.48] Support for Temppa's Cham terrain.
[DUCK 1.12] tpw_duck_nosquad should now properly exclude the players squad from suppression if set to 1.
[SKIRMISH 1.52] Proper 3D "Contact" craters at bombsites.
[SOAP 1.48] Lapping water noises near ponds and rivers.
20190704
Changes:
[ANIMALS 1.54] Crows will congregate above areas with dead bodies.
[CARS 1.68, CIVS 1.65, CORE 1.73, CROWD 1.20] Support for Aengus' Casual Civilian Clothing mod. Support for Arganiny's Civilian Project mod. Support for Weferlingen civilians.
20190623
Changes:
[ANIMALS 1.53] Frog support for Livonia.
[CORE 1.72] Prescanning available building types - massively reduced house scanning overhead. Added support for additional Livonian civilian clothing.
[FIREFLIES 1.10] Buzzing flies will spawn around Livonian manure piles.
[FURNITURE 1.06] Preliminary furniture support for Livonia.
[LIVONIA] *OPTIONAL NEW MOD* Patches out the overly loud ambient "silence" on Livonia.
20190529
[CARS 1.67] Orphaned drivers or passengers from commandeered or crashed vehicles will be deleted if out of sight of the player (thanks AirShark). Fixed setfuel error (also thanks AirShark).
[CROWDS 1.19] Civs will not despawn if closer than 20m to the player, even if not visible (thanks AirShark).
[DUCK 1.11] Degree of visual blur when suppressed may now be specified. 0 = no blur -> 1 = strong blur. Player will get slight blurring of vision when any bullets pass by, and stronger blurring and other FX when suppressed by enemy bullets (thanks mickeymen).
[SKIRMISH 1.51] Changed behaviour of units to prevent walking under combat conditions (thanks Zakuaz). Proper selection of multiple custom unit or vehicle strings (thanks Valken)
20190525
[CORE 1.71, FOG 1.75, SOAP 1.47] Added preliminary support for Livonia DLC terrain.
[ALL] Added global delay to all mods to allow all TPW CORE functions to complete initialising.
[CARS 1.66] Improved range of default Arma3 vehicles spawned (more vans and trucks). Prevent cars from running out of fuel. Better stuck car removal code.
[CROWD 1.18] Improved idle animation speeds. Distant simulation disabled civs will now disperse if cars nearby. Injured/dead crowd civs will now be removed after 30 seconds or so, if not in view of player.
[HUD 1.74] Simplified unit dots brightness will match overall HUD brightness (thanks Zakuaz).
[MUFFLER] Reduced engine/rpm pitch correlations (ie engines won't rev to such high rpm). Vans now get more appropriate diesel MRAP sounds. Trucks get more appropriate Ural sounds.
[PUDDLE 1.03] Will use Livonian puddle objects if available.
20190522
Changes:
[HPP UPDATE REQUIRED]
Reveal hidden contents
[ANIMALS 1.52] Will not spawn animal ambience if tpw_core_battle == True.
[CIVS 1.20] Code improvements
[CORE 1.70] Support for DADPAT uniforms for civs if available.
[DUCK 1.10] Player suppression effects may be enabled: pulsing slightly blurred peripheral vision, increased heartrate and panting.
[FIREFLIES 1.09] Will not spawn insects if tpw_core_battle == True.
[HUD 1.73] HUD display will temporarily turn red if player is suppressed (by TPW DUCK). Health display will turn red if player is actively bleeding.
[MUFFLER] *NEW MOD* Patches JSRS soundmod so that default Arma3 vehicles have reduced engine and car collision volume and range, and increased tyre/wind volume and range.
20190515
Changes:
[HPP UPDATE REQUIRED]
Reveal hidden contents
[ANIMS] Reduced speed of rolling onto front from injury (Thanks mickeymen).
[CARS 1.65] Drivers/passengers from commandeered vehicles will simply despawn.
[CIVS 1.63] Civs will move off the road if cars pass nearby, and will immediately head to the nearest building and stay there for the duration of battle or rain. Civ to civ interaction functions removed, since they are superseded by TPW CROWD. New automatic waypoint behaviour, no need for user to specify waypoint number. Reduced incidence of stuck civs. Civs closer than 25m to player will run if player's weapon is raised.
[CROWD 1.17] Fixed issue where crowd civs would occasionally fail to disperse. Civs closer than 25m to player will run if player's weapon is raised.
[DUCK 1.09] tpw_core_battle will be set to true every 10th suppression event, so that distant firefights will trigger civilian ambience changes.
[PARK 1.29] No car alarms on bicycles!
[SANITY 1.01] Collisions disabled between cars and friendlies for those occasions when the car doesn't stop in time (just to be sure!). Code improvements.
[SOAP 1.46] Added distant train noises for maps with rail (Weferlingen, Tanoa, Rosche, Chernarus). Please let me know if there are other maps you'd like added to this list.
20190509
Changes:
[HPP UPDATE REQUIRED]:
Reveal hidden contents
[CORE 1.69] A new global variable, tpw_core_battle, will be set to true for 1-2 minutes if nearby gunfire/grenades/HE to player. This will affect ambient civilians, cars, and noises.
[CARS 1.64] Footbound avoidance routines moved to TPW SANITY. Cars will stop if tpw_core_battle == true. Code cleanups.
[CIVS 1.62, CROWD 1.16] Civs will disperse if tpw_core_battle == true, using jogging animation rather than ridiculous running animation. Stationary civs will disperse if vehicle traffic is close by.
[DUCK 1.08] tpw_core_battle will be set to true after grenade explosions.
[SANITY 1.00] *NEW MOD* Vehicle AI will temporarily slow down or stop near footbound friendly players and AI.
[SKIRMISH 1.50] Footbound avoidance routines moved to TPW SANITY. tpw_core_battle will be set to true after HE explosions.
[SOAP 1.45] Ambient noises will be reduced if tpw_core_battle == true.
20190504
Latest changes:
[HPP UPDATE REQUIRED] tpw_park_include[] = {"RDS","LOP_","CIV","CUP_C","GM"}; // strings to select classnames of custom cars , tpw_car_include[] = {"RDS","LOP_","CIV","CUP_C","GM"}; // strings to select classnames of custom cars
[CORE 1.68, SOAP 1.44, FOG 1.174] Added Kujari, Summer and Winter Weferlingen to region lists.
[ANIMALS 1.51] Added frog support to Summer Weferlingen.
[CARS 1.63, PARK 1.28] Added support for Weferlingen civilian vehicles. Car alarms only triggered once when car damaged multiple times.
[CIVS 1.61, CROWD 1.15] Civilians disperse and flee properly when gunfire near the player.
[FALL 1.69] Fix for fallen units being stuck on the floor inside buildings.
[RAINFX 1.20] Fix for helmet and raised weapon rain noises failing to play when looking down sights. Will autodisable on Winter Weferlingen.
[SOAP 1.44] Ambient sounds disabled for several minutes if there is gunfire near the player.
[SKIRMISH 1.49] Added experimental support for tanks and armoured vehicles, which can be specified in tpw_skirmish_friendlyvehiclestring, tpw_skirmish_enemyvehiclestring and tpw_skirmish_resistvehiclestring in your TPW_MODS.hpp
20190413
Changes:
[HPP UPDATE REQUIRED] tpw_animal_saddleperc = 10; // % of horses spawned with saddles (if using dbo_horses)
[ANIMALS 1.50] User may now specify the percentage of horses spawned with saddles (Thanks Alpha-Kilo).
20190407
Changes:
[ALL] Proper fix for all 'bin\config.bin/CfgSounds/XXX.titles' bugs. Huge thanks to LarsAspra
[ANIMALS 1.49] Added panting noises to nearby dogs
20190330
[CORE 1.67, SOAP 1.44, FOG 1.73] Added St George and Summa to region lists.
[ANIMALS 1.47] Added pseudo reverb effect to animal calls.
[BLEEDOUT 1.36] Added random time before threshold injury triggers AI self healing, to prevent self-healing immediately after wounding (thanks mickeymen).
[FIREFLIES 1.08] Adjusted default colour, brightness and size of fireflies. Removed BIS Fireflies which can appear in plague proportions on many maps (many thanks to .kju for help with this).
[RADIO 1.34] Player must have radio in inventory in order to hear radio messages when footbound (thanks Valken).
[SKIRMISH 1.48] Fixed dead unit despawn bug (thanks syf).
20181117
Changes:
[CORE 1.66, SOAP 1.43] Added Montella to region lists.
[FOG 1.72] Improved heat haze effects. Dustdevils on treeless areas of hot desert / middle eastern / central asian maps.
[HUD 1.71] American players can now select temperature display in Fahrenheit using ctrl + alt + f.
[SOAP 1.43] Fixed errors for maps not on the SOAP list. Added additional winter maps. Improved traffic ambience.
20181018
Changes:
[CORE 1.65, FOG 1.71,SOAP 1.41] Added Mogadishu, Anizay to region lists. Duststorm fx are now disabled during rain.
[FALL 1.67] Reduced incidence and severity of prone units cartwheeling when killed.
[PARK 1.27] Trucks and vans no longer excluded from parked vehicles.
[SOAP 1.41] Improved German EQ, reverb and sound balancing. Fixed issues with polyglot sounds not playing correctly. Improved sound levels between regions. Improved balance of kid sounds and house noise sounds.
20181006
Changes:
[ANIMALS 1.45] Decreased shark density.
[CORE 1.64, FOG 1.70, SOAP 1.40] Added additional Rosche buildings. Added Rosche to region lists. Added German soundpack for Rosche and other German maps.
[PARK 1.26] Adjusted parking positions to better cope with narrower roads.
20180930
Changes:
[BOATS 1.40, CARS 1.62] Persian drivers/passengers in civilian clothing on mideast and central asian maps , if not using CUP civs or equivalent.
[CORE 1.63, FOG 1.68, RAINFX 1.19, SOAP 1.39] Added Vis, Trava, Pianosa, Winter 2035 Altis and Winter 2035 Stratis.
[PARK 1.25] Reduced incidence of unenterable (!alive) parked cars. Removed IDAP UGVs from parked vehicles list.
[ZOMBIES 1.04] Fixed parked car despawning to work with TPW PARK 1.24+.
20180924
Changes:
[ALL] Changed installer location and documentation to avoid confusion.
[CIVS 1.60, CROWDS 1.14] Will now spawn Persians in standard clothing as civs on mideast and central asian maps, if not using CUP civs.
[CORE 1.62, FOG 1.68, SOAP 1.38] Added Saint Kapaulio, Wamako to region lists.
[PARK 1.25] Parked cars always spawned undamaged.
[RADIO 1.33] Reduced player radio volume. Fixed random time between radio messages.
20180922
Changes:
[CORE 1.61, FOG 1.67, SOAP 1.37] Added Sennoe and Hebontes to region lists.
[CROWDS 1.13] Simplified visibility calculations for a massive decrease in CPU spiking.
[FALL 1.66] Noises for looking down sights can be disabled.
[FIREFLIES 1.07] Reduced fly volume and radius around rubbish bins.
[FOG 1.67] Reduced fog density on Tanoa.
[PARK 1.24] Totally refactored the code: uses prespawned cars for much lower CPU use and far fewer close vehicle popins.
[RADIO 1.32] Fixed the "Sound TPW_SOUNDS\sounds\radio\radioXX.ogg not found" error messages when radio played near vehicles.
[RAINFX 1.18] Rain droplet noises can be disabled.
[SOAP 1.37] Added conversational Greek sounds to complement the existing market and restaurant ambience. Added sounds of distant children.
20180811
[CORE 1.59, FOG 1.64, SOAP 1.35] Added SE Angola and Ruha to region lists.
[FALL 1.65] Playsound now used for weapon raising/lowering noises.
[PARK 1.23] Reduced incidence of cars spawning in view of player.
[RADIO 1.31] Playsound now used for player radio.
[RAINFX 1.17] Playsound now used for rain droplet noises.
20180630
Changes:
[HPP UPDATE REQUIRED]
[BLEEDOUT 1.35] Added the option to allow incapacitated units to be recognised as enemies and fired upon by AI.
[CORE 1.59 FOG 1.64 SOAP 1.35] Added Pulau to region lists.
[DUCK 1.07] Added option to exclude player's squadmates from suppression routines.
[FALL 1.64] Added noises for looking down weapon sights. Thanks to Lord Jarhead for the idea and sounds.
20180613
Changes:
[CORE 1.58, FOG 1.63, SOAP 1.34] Added Vidda to region lists.
[ANIMALS 1.44] Added delay to prevent wolves howling immediately on mission start if the other conditions for their spawning are met.
[RAIN FX 1.16] Rain drop noise on exposed helmets and raised weapons. Many thanks to the inimitable Lord Jarhead for the idea and the sounds.
20180525
Changes:
[HPP UPDATE REQUIRED]
[CORE 1.57, SOAP 1.33] Added Porquerolles to region lists.
[SOAP 1.33] Added additional forest ambience: creaking trees, small animals rustling leaves and undergrowth, twigs snapping etc.
[ZOMBIES 1.03] Updated to work with Max Joiners Zombies v1.0 (will not work with earlier releases), for smoother zombie animations and improved performance. No longer supports civilian zombies, only Max Joiner zombies. Zombies will spawn in nearby buildings as well as outdoor areas.
20180521
Changes:
[ANIMALS 1.43] Man eating sharks will occasionally spawn around the player in deep water (requires THA_Sharks). Wolves will occasionally howl at night on European maps (can be disabled, or forced on all maps). Hooting owls will be heard in forested areas at night. Fox screams will be heard occasionally at night. "Dawn chorus" of birds an hour before sunrise.
[CARS 1.61] Code improvements.
[RADIO 1.30] Added over 60 new radio calls for improved variety. Improved randomisation of calls.
20180407
Changes:
[FIRE 1.01] Prioritised fires based on distance, should prevent nearby fires going out/restarting.
[PARK 1.22] Totally refactored the fossilised code. Better performance, far less vehicle popin, no exploding vehicles.
[SKIRMISH 1.47] Improved screening of group leader code to further prevent anomalous behaviour of player squad AI, especially in vehicles (thanks Valken for the heads up).
[ZOMBIES 1.02] Changed ambience removal code to suit PARK 1.22.
20180402
Changes:
[HPP UPDATE REQUIRED]
[CROWD 1.12] Crowd civs lips move to simulate conversation.
[FIRE 1.00] *New* Highly configurable ambient fires in barrels and fireplaces at night.
[HOUSELIGHTS 1.17] Improved lit house removal code.
[PARK 1.21] Car alarms may be set off if parked cars are damaged by gunfire or explosions.
[SKIRMISH 1.46] Fixed bug with vehicle/civilian collision disabling code when TPW CIVS is inactive.
[SOAP 1.32] Chainsaw volume is now configurable.
[ZOMBIES 1.01] Zombies can (optionally) track all units. Zombies will not spawn in water.
20180324
[HPP UPDATE REQUIRED]
[CORE 1.54, BOATS 1.39, CARS 1.60, CIVS 1.59, CROWD 1.11] Mapstrings to enable region specific civilians have been consolidated into TPW CORE's init. All civilians spawned using CIVS, CROWD, CARS, BOATS, ZOMBIES will use these civilian types.
[CORE 1.54, ANIMALS 1.42, BOATS 1.39, CARS 1.60, CIVS 1.59, CROWD 1.11, HOUSELIGHTS 1.16, SOAP 1.31] Early morning and late evening times for reducing ambience have been shifted to TPW_CORE's init. tpw_core_morning and tpw_core_night -> setting these to -1 and 25 respectively will disable ambience reduction.
[BLEEDOUT 1.34, DUCK 1.06, FALL 1.63] Zombies (anything with "zomb" in their classname or assigned by TPW ZOMBIES) excluded.
[SKIRMISH 1.45] You may now use simple pattern matching to select units and vehicles. eg "ADF_*_D" will select "ADF_AR_D", "ADF_CLS_D", ADF_RFL_D" etc
[ZOMBIES 1.00] New mod. Ambient zombies will spawn around player. Requires maxjoiner's zombies addon.
20180317
Changes:
[HPP UPDATE REQUIRED]
[CIVS 1.58] User may now specify a script or function to call on each spawned civ.
[CORE 1.53] Added Chernarus Redux houses.
[HUD 1.70] HUD may be toggled on/off with CTRL + ALT + E. Removed redundant HUD text configuration from HPP.
[SOAP 1.30] Reduced pauses between sounds. Fixed issue where sounds would occasionally stop spawning around player.
20180310
[HPP UPDATE REQUIRED]
[ANIMALS 1.41, FIREFLIES 1.06, RADIO 1.29, REPAIR 1.01, SOAP 1.29] Consolidated all sounds and music into tpw_sounds.pbo. Please delete tpw_azan.pbo and tpw_ambience.pbo
[ANIMALS 1.41] Nearby sheep will baa.
[FALL 1.62] Removed superseded freefall and parachute noises.
[HUD 1.69] Added notification messages for all HUD keypresses. HUD properly deactivates standard NV goggles if activating full colour HUD NV. Thanks to Alpha-Kilo for the bug reports and suggestions!
[REPAIR 1.01] User may specify maximum repair time in minutes. Minimum repair time is 30 sec regardless. Thanks to Badanov for the suggestion.
[SOAP 1.29] Better balancing of ambient sounds and music. Improved playback variety - reduced incidence of identical sounds/songs playing from multiple houses. Reduced traffic volume for Chernarus Redux.
20180305
Changes:
[HPP UPDATE REQUIRED]
[BOATS 1.28,CARS 1.59] Reverted dev build fixes, which were bugging out on stable build!
[PARK 1.20] Reduced incidence of cars spawning directly in front of player
[REPAIR 1.00] New mod. Damaged vehicles will automatically be repaired when pulled up at fuel stations. Thanks to heyvern69 for the suggestion.
20180303
[PARK 1.19] Cars will spawn properly settled on their springs.
[SOAP 1.28] Additional traditional mid eastern music. Adjusted attenuation so that voices/music don't carry as far, to reduce "restaurant-like" ambience.
[SKIRMISH 1.44] User may now specify the time period (default 5 minutes) after which dead SKIMISH units will be removed.
20180224
[CORE 1.52, FOG 1.62, SOAP 1.27] Added Farkhar Valley to relevant climate and region lists.
[CORE 1.52] Fixed bug which occasionally prevented house scanning on mission start if using random start position.
[BOATS 1.37, CARS 1.58] Attempts to fix intermittent CTD bug when using CUP civilians on latest dev builds. Warning: I am sick and tired of dev builds breaking things, so am reverting to building and only guaranteeing support of TPW MODS against the latest stable build from now on.
[FOG 1.62] Increased visibility fade in/out time for tpw_fog_fnc_duststorm.
[PARK 1.18] Additional code to ensure the tpw_park_active toggle works correctly. Increased scanning frequency to reduce car popin.
[SKIRMISH 1.43] User may now specify multiple strings for custom factions and vehicles.
[SOAP 1.27] Adjusted telephone and respiratory ambience volume.
20180217
Changes:
[CORE 1.51, FOG 1.61, SOAP 1.26] Added Hellanmaa to relevant climate and region lists.
[FALL 1.61] Improved Polpox exclusion.
[SOAP 1.26] Edited out a few annoying repetitive sounds. Added additional respiratory ambience: coughs, sneezes, crying etc.
20180207
Changes:
[BLEEDOUT 1.33, CORE 1.50] Resolved anomalous behaviour where dead units flipped onto their backs.
[FALL 1.60] Units using Polpox Calm animations excluded from TPW FALL.
20180202
[BOATS 1.36] Sampans will be used on Prei Khmaoch Luong, Song Bin Tanh and Unsung map waterways, if using the Unsung mod.
[CORE 1.49, ANIMALS 1.40, CIVS 1.57, CROWD 1.10, HOUSELIGHTS 1.15, PARK 1.17, SOAP 1.25] Replaced multiple redundant habitable house scanning code.
[CORE 1.49, FOG.60, SOAP 1.25] Added Unsung maps to relevant climate and region lists (thanks to ReznikDeznik for classnames).
[FALL 1.59] Prone units will not use animated falls if hit.
[HUD 1.68] Reimplemented networked goggle simulation, so simplified HUD now shows icons for any units which any goggle wearers in the players squad have line of sight to.
[SKIRMISH 1.42] Improved dead body removal code.
20180126
[BOATS 1.35, CARS 1.57, CIVS 1.56, CROWD 1.09] Greatly reduced civs/traffic spawned between 2300 and 0400.
[CORE 1.48] Fixed broken blacklist functionality.
[HOUSELIGHTS 1.14] Optimised ceiling detection code for spawning lights. Less performance impact, more likely to spawn light in a plausible location. No houselights between 2300 and 0400.
[HUD 1.67] Overhaul of simplified HUD: Units are coloured based on side as per full HUD; improved alpha-blended simplified HUD dot icon; range rounded to the nearest 5m; player can switch between none/simplified/full unit icon display with Ctrl+ Alt + U whilst in game.
[SOAP 1.24] Adjusted volume multipliers so that sounds better match civilian numbers.
20180119
[HPP UPDATE REQUIRED]
[ANIMALS 1.39] Changed shark spawning parameters so they're more likely to be seen around the player - sharks are still highly unlikely to eat you since they use Feint's shark FSM and prefer to hunt fish rather than humans.
[HUD 1.66] Added a simplified icon display mode for improved performance, this is now enabled by default. Improved range detection code (thanks Pierre MGI http://www.armaholic.com/page.php?id=30527), re-enabled by default. Re-enabled proximity detection.
20180115
Changes:
[HPP UPDATE REQUIRED]
[ANIMALS 1.38] Sharks will spawn around player in deeper water (requires Feint's Sharks addon). Can be toggled with tpw_animal_shark = 1/0.
[CORE 1.48, FOG 1.59] Added Tembelan to region and climate list.
[CIVS 1.55, CROWD 1.08] Reduced incidence of civs spawning with IDAP backpacks.
[HOUSELIGHTS 1.13] User may now specify radius around player in which to spawn lights (default 75m).
[HUD 1.65] Unit scanning, proximity and range are now disabled by default in the HPP (performance reasons).
[SKIRMISH 1.41] Player will no longer spam move messages to AI squadmates.
[SOAP 1.23] Added Tembelan (French).
20171104
[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.
20171017
HPP UPDATE REQUIRED
[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.
20171003
[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.
v20170912
[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.
20170722
Changes:
[HPP UPDATE REQUIRED]
[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.
20170711
Changes:
[HPP UPDATE REQUIRED]
[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.
20170705
[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
20170702
[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.
20170619
[HPP UPDATE REQUIRED]
[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.
20170613
Changes:
[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.
20170603
[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.
20170429
[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.
20170415
Changes:
[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.
20170304
[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.
20170224
Changes:
[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.
20170216
[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.
20170208
[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.
20170127
[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.
20170120
[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.
20170111
[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.
20170107
[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.
20170105
[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.
20170101
[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
20161118
[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).
20161008
[HPP update required]
[FIREFLIES 1.00] New mod, adds glowing animated fireflies on warm evenings for some extra nighttime ambience.
20161001
[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.
20160930
[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.
20160924
[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.
20160910
[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
20160827
[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.
20160826
[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.
20160812
[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.
20160729
[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).
20160718
[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
20160714
[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
20160711
[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
20160708
[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
20160701
[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
20160625
[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
20160620
[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.
20160614
[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
20160613
[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
20160609
[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.
20160604
[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.
20160528
[FALL 1.46] Accomodates changes to reverted hit eventhandler array format in dev build 136391.
20160527
[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
20160525
[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.
20160520
Changes:
[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.
20160518
Changes:
[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.
20160517
Changes:
[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.
20160516
Changes:
[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.
20160515
[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.
20160512
Changes:
[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.
20160301-4
I found an(other) issue and had to reupload it.
20160301-3
corrupted archive fixed
20160301-2
incorporate the new TPW SETTINGS by gliptal.
20160301
[HUD 1.54] User may specify 3rd party goggles and headgear for HUD to work with.
20160224
[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.
20160222
[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.
20151230
[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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Awesome work buddy and thx for supplying the script versions of the mods.
i request you put them back to separate mods, some people cant open Hpp files (like me) and it really irritates them
Congrats on the TPW_MODs release. Your contribution to Arma 3 has been amazing! I highly recommend this man's work.
All we need now is tpw furnitures to spawn furnitures in buildings near player or visible.
you are the man ! great stuff, thank you.
T.
@SpiritWolf
You can use notepadd++ to open hpp files.
Thank you for adding the subtleties that will help make ArmA III great. It has a long way to go to reach the level of ArmA II as a completel package, but TWP is helping get it there with these great mods.
good job, but I would like the planes and helicopters landed and took off from the airport, sorry for my bad English, I'm Spanish. still, good job
Dude U R THE SHIT!, I love all these!
1 problem I am having though, I play on a server where I play with recruitment AI. I have turned off the mods for anything AT related and the 1 for AI with same loadout. However, when I recruit any AT AI they have no ammo.
What or which ones do I turn off?
You are the best! I cant stress you enough how different and alive altis looks with your mods. Keep up the good work.
I get a considerable amount of lag with this running. Is there any way to turn certain features off/on like the civilian life animals etc.
Any conflicts between this and ASR AI?
@ Snoozy: You can tweak ALL possible values via Userconfig (edit .hpp with notepad or similar)
@ thestuntman : No conflicts i m aware about
How do I use this?
Just a question, are the health and skill of AI, changed in the editor, by the game editor are keeped??? Using manual skill (30%) and 85% Health?????????
Total comments : 63, displayed on page: 15