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Found 7 results

  1. 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. Download (88MB) Dropbox: https://www.dropbox.com/s/zzpdslewpovizvf/TPW_MODS_20171104.zip Armaholic: http://www.armaholic.com/page.php?id=22592 - many thanks to Foxhound et al. PW6: http://play.withsix.com/arma-3/mods/1JrAgSIp4xGeWAAVF72WTA/TPW-MODS-enhanced-realism-immersion - many thanks to Sonsalt et al. Steam: This work is not to be made available on Steam. Any versions you find there do not have my support. Requires Community Base Addons (CBA A3): https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/ Latest Version Changelog 20171104 HPP UPDATE REQUIRED [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. Full changelog Features Infantry realism Units reacting realistically to suppressive fire by ducking/going prone, and running away from nearby unexploded grenades (TPW DUCK)*. 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. * TPW DUCK replaces TPW EBS, which has been deprecated due to native engine implementation of suppression. ** Deprecated due to improvements in native AI reaction. 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). You may specify which native Arma3 and mod civilians to use on different geographic regions. For example 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). Region specific 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). Buzzing flies gradually building up around dead bodies, rubbish piles and bins (TPW FIREFLIES). Whining mosquitos around the player at night (TPW FIREFLIES). Ambient furniture in enterable Tanoan, Altian and Maldenian buildings 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). Documentation Full readme with installation and usage instructions Full changelog Sample HPP Bleedout Civs Crowd Duck EBS Fall Fireflies Fog Furniture Houselights HUD LOS Park Puddle Radio Rainfx Skirmish SOAP Streetlights Disclaimer / Licence TPW MODS is an SP mod, portions of which may work in MP. I totally refuse to accept responsibility for anything that might happen to your MP 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 Workshop is expressly forbidden.
  2. "So gory, that Bohemia Interactive once banned it from the Workshop!" "The most badass mod you've ever used." Adds various elements of gore to ArmA3 such as blood splatters, blood sprays, blood pooling, bleeding, gibbing, and other misc details. For Multiplayer: Servers and clients must run the addon. Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=667953829 Github: https://github.com/zooloo75/BloodLust/ Requires CBA! The addon must be running on the server and all clients. YOU MAY NOT RUN BLOODLUST ON A MONETIZED SERVER WITHOUT MY PERMISSION! Support my endeavors with a generous donation using the "Donate" button below. Donations go towards coffee/beer and stuff. Thank you for your generosity! :) Changelog:
  3. Hi, I just created this account (for now) to make some noise about this thing that i'm missing for so long. We need simple vanilla flashlights.. at least I really wish there were some... I remember the first time I started playing arma 3... at that time there was only one map to chose, wich was Stratis. I joined a server and it was night. It was pitchblack, except for that impressive lightbeam coming from the lighthouse. And the lights far away from some houses, I loved it. Well meanwile I tend to play a lot on Altis Life servers, which are really fun on their own way. I really like the roleplaying part of it. On these servers you start of as a civilian, doing what a "civilian" does,... farm, farm and farm. Anyways, after night falls, gameplay could be really interesting especialy because you can't see anything without light. But... alas, we only have two options when it comes to take a walk in the dark. Being armed with a gun equiped with a flashlight or wear nightvision goggles and there fades the ambiance... I remember when I was a kid, I had that old military flashlight that had like 2 or 3 levers, you could either go with full light and be seen by the enemies from far away or you could pull a lever so most of the light would be cut off, only a small lightbeam would go through a slit covering only a small area in front of you. Then there were the other levers in which you could put a red or green filter. I really loved this flashlight. I remember doing some mors code with it. :) I like to imagine a scenario where noone would have acces to nightvision and would rely merely on flashlights to be seen by the enemy if not carefull or see the enemy from far away. Or one having to use his flashlight with a filter in order to check his map for navigation. I'm sure this is feasable, consider this a wish to the devs team. Please make it happen!! :)
  4. Hi I'm the leader of a group (Mastiff-Squad) we are looking for recruits as well as people who would like to join our servers and play with us. Anybody is welcome we just ask you remain mature and play nice with others as of right now we may be hosting a server in a hour or two if you need to contact me do so through my email: harlan201@hotmail.com or on steam as: nightblaze14 and on discord as: harlan201 thank you and we hope to see you soon
  5. So many of you might have noticed how the AI animates when stationary. You will for example, breech a building and find in one of the rooms an AI lying on their stomach, who then uses their freakish abdominal muscles to spin around at the speed of a falcon's sneeze without moving their legs at all and gun you down in the face. AI when stationary seems to act like a turret, very robotically and artificial looking, swiveling around on the spot with little to no animation other than where there gun is pointing. It's immersion breaking and kind of terrifying in a 'familiar made strange' terminator sort of way. And it's doubly strange because players appear to animate fine when swiveling around, (assuming their mouse sensitivity isn't 100%) Bohemia, please fix :(
  6. 4th Marine Raider Battalion Realism Unit The 4th Marine Raider Battalion Realism Unit, aka 4th MRB, is a realism unit in the Arma 3 community. We simulate a fictional unit within the Marine Special Operations Command (MARSOC) of the United States Marine Corps (USMC) and United States Special Operations Command (USSOCOM). The 4th MRB is structured and organized identical to a real life MARSOC battalion, with attached supporting USSOCOM units. The 4th MRB was founded by long-serving members of a different Arma 3 realism unit which emulates another real life United States Marine Corps Unit. The 4th MRB attempts to maintain the discipline, professionalism, and esprit de corps of real US Marine special operators. The fun and excitement members of this unit enjoy is the result of the difficult and challenging operations we are asked to perform and in developing skills and unique tactics commonly practiced by special operators within the special operations community. These typically include (though are not limited to) direct action missions, special reconnaissance, foreign internal defense, counter-insurgency, unconventional warfare, maritime interdiction, counter-narco terrorism, hostage rescue, preparation of the environment, security force assistance, gas & oil platform operations, and special clandestine operations. Based out of Marine Camp Currin, Bozacaada, Turkey - the unit currently consists 4th Marine Raider Battalion, 4th Marine Raider Support Battalion, and associated SOCOM supporting elements from 160th Special Operations Aviation Regiment (Airborne) and 27th Special Operations Group, 27th Special Operations Wing. The 4th MRB is an immersion-orientated, role-playing realism unit. By considering an application you have similar interests. Training: Weekly - every Tuesday 1900 US Central Time Operations: Twice monthly - first & third Sunday 1900 US Central Time Website: 4thmrb.net Forums: 4thmrb.net/forums TeamSpeak: 107.191.99.156:8550 (pw: 4thmrb) YouTube: youtube.com/c/4thmrbnet Arma 3 Units: units.arma3.com/unit/4thmrb Steam: steamcommunity.com/groups/4thmrb
  7. Improved grenade throwing and weapon switching actions script Version 1.2 Keys assigned to switch on primary/secondary/handgun weapon if corresponding weapon already in hands, allow to holster/move weapon on back Throwing distances of hand grenades can be controlled by holding throw key. After push and holding for short time, you hear the sound of pulled out grenade safety pin. At this moment, if you release the key, you just drop a grenade right under your feet. Holding button up to 1.5 seconds proportionally increases grenade initial speed and throwing distance. Version 1.2 Code refactored to release condition, removed early version restrictions, bugs and unwanted side effects. Demo mission updated. Download link.
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