Arma 3
TPW MODS
tpw  [developer] 31 Aug, 2021 @ 4:29pm
CONFIGURATION SETTINGS
This file contains the now deprecated arma3\userconfig\tpw_mods\tpw_mods.hpp, which is no longer used since TPW MODS now uses the in-game CBA settings menu for its configuration. However, the CBA menu leaves little room for explanatory text for each setting. Please use this file as a more detailed explanation of each setting.

IMPORTANT: In the HPP all strings are marked with quotes. In the CBA menu quotes should not be entered for any values.

ALSO IMPORTANT: In the HPP all lists of values are between curly braces e.g {50,250,500}. Do not use these braces in the CBA menu.

VERY IMPORTANT: The default settings for TPW MODS work well and should not place undue stress on your computer. I'm not responsible for you entering truly bizarre settings and crashing your game or computer.


// CORE FUNCTIONS
tpw_core_mapstrings[] = {"c_man","c_man","cup_c_c","cup_c_tk","c_man","vn_c_men"}; // civilian classname strings for Mediterranean, Oceanian, European, Mideastern, African, Asian maps respectively. Each one of these is a separate setting in the CBA menu
tpw_core_excludestrings[] = {}; // classname strings to filter out civilian and vehicles. e.g. "DAP" will exclude all IDAP civilians and vehicles
tpw_core_morning = 5; // reduced ambience before this time (24 hr). Set to -1 to disable
tpw_core_night = 22; // reduced ambience after this time (24 hr). Set to 25 to disable
tpw_core_extended_enable = 0// 1 = enable additional AI animations after recovering from incapacitation

// STARTUP HINT
tpw_hint_active = 1; // 0 = inactive

CONTINUE BELOW
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Showing 1-14 of 14 comments
tpw  [developer] 31 Aug, 2021 @ 4:51pm 
// AIR
tpw_air_active = 1; // 0 = inactive
tpw_air_delay = 10; // delay before flybys start (sec)
tpw_air_time = 300; // maximum time between flybys (sec)
tpw_air_max = 2; // maximum aircraft at a given time
tpw_air_heights[] = {50,250,500}; // randomly chosen aircraft flying heights
tpw_air_exclude = 1; // exclusion. 0 = no aircraft excluded, 1 = civilian aircraft excluded, 2 = military aircraft excluded

// ANIMALS
tpw_animal_active = 1; // 0 = inactive
tpw_animal_delay = 10; // delay before animals start spawning (sec)
tpw_animal_max = 15; // maximum animals near player. 0 = ambient animals disabled
tpw_animal_maxradius = 200; // distance beyond which animals will be removed
tpw_animal_minradius = 75; // minimum distance from player to spawn animals
tpw_animal_noisetime = 60; // maximum time between dog/cat noises
tpw_animal_saddleperc = 10; // % of horses spawned with saddles (if using dbo_horses)
tpw_animal_crows = 1; // crows will build up around dead bodies. 0 = no crows

// BLEEDOUT
tpw_bleedout_active = 1; // 0 = inactive
tpw_bleedout_inc = 5; // unit damage will be increased by this % every 10 sec
tpw_bleedout_ithresh = 0.85; // damage beyond which a unit will writhe around incapacitated (1 = dead)
tpw_bleedout_heartbeat = 1; // Player heartbeat visible as slight screen shake (0 = no heartbeat shake)
tpw_bleedout_selfheal = 1; // AI units will automatically try to stop their own bleeding if equipped with First Aid Kits (0 = no self heal)
tpw_bleedout_affect = 1; // All injured units will have their speed and skill lowered according to the degree of injury (0 = units' speed/skill unaffected by injury)
tpw_bleedout_geneva = 1; // Incapacitated units are set as non-combatants so that other AI will not fire on them (0 = incapacitated units can be fired upon by AI).

// BOATS
tpw_boat_active = 1; // 0 = inactive
tpw_boat_delay = 10; // delay before boats start spawning (sec)
tpw_boat_radius = 1000; // radius (m) around player to check for water spawn boats
tpw_boat_waypoints = 5; // how many waypoints to give each boat
tpw_boat_num = 3; // max number of boats to spawn around player. 0 = ambient boats disabled

// CARS
tpw_car_active = 1; // 0 = inactive
tpw_car_delay = 10; // delay before cars start spawning (sec)
tpw_car_waypoints = 15; // how many waypoints to give each car
tpw_car_num = 3; // max number of cars to spawn around player. 0 = ambient cars disabled
tpw_car_radius = 1000; // radius (m) around player to check for roads and spawn cars
tpw_car_nocombatspawn = 1; // cars will not be spawned during combat. 0 = cars continue to spawn during combat
tpw_car_include[] = {"RDS","LOP_","CIV","CUP_C","GM"}; // strings to select classnames of custom cars

// CIVS
tpw_civ_active = 1; // 0 = inactive
tpw_civ_delay = 5; // delay (sec) until civ spawning starts
tpw_civ_radius = 150; // radius (m) around player to check for house and spawn civs
tpw_civ_density = 5; // how many houses per civ. 0 = ambient civs disabled
tpw_civ_maxsquadcas = 4; // maximum number of civilian casualties that can be inflicted by squad
tpw_civ_maxallcas = 50; // maximum number of total civilian casualties
tpw_civ_casdisplay = 1; // what to do if casualty threshold exceeded (0 -nothing, 1 - popup message, 2 - end mission)
tpw_civ_maxciv = 20; // maximum number of civs to spawn regardless of tpw_civ_density
tpw_civ_init = ""; // function or script to run when each civ is spawned. e.g. "_this call your_function", or "[_this,2] execvm 'your_script.sqf'", where _this is the civ

// COMPRESS
tpw_compress_active = 0; // 1 = active
tpw_compress_level = 0.8; // muting factor ( 0 = no muting, 0 = silence)
tpw_compress_attack = 0; // time (sec) for full muting (0 = immediate)
tpw_compress_hold = 0.1; // time (sec) for volume to remain muted
tpw_compress_release = 0; // time (sec) for full unmuting (0 = immediate)

// CROWDS
tpw_crowd_active = 1; // 0 = inactive
tpw_crowd_max = 20; // maximum number of civs
tpw_crowd_density = 2; // civs per house
tpw_crowd_radius = 150; // radius to scan around player to spawn civs
tpw_crowd_animradius = 80; // units closer than this to the player will animate
tpw_crowd_moveradius = 20; // units closer than this to the player will disperse
tpw_crowd_scantime = 1.5; // time (sec) between scanning, spawning and visibility checks

// DUCK
tpw_duck_active = 1; // 0 = inactive
tpw_duck_grenaderun = 1; // grenade avoidance ( 1 = AI run from unexploded grenades. 0 = units will ignore grenades)
tpw_duck_sensitivity = 0.8; // sensitivity. 0 = suppressed units never duck, 1 = suppressed units always duck
tpw_duck_nosquad = 0; // suppression applied to player squad. 1 = suppression not applied to player squad
tpw_duck_player = 0; // audiovisual cues when player is suppressed. ( 0 - 1, where 0 = don't show , 1 - strong blurring)

// FALL
tpw_fall_active = 1; // 0 = inactive
tpw_fall_sensitivity = 100; // sensitivity of unit to falls (%). 50 = unit half as likely to fall over from a given height.
tpw_fall_radius = 300; // unit must be closer than this (m) to player to realistically react to falls from height.
tpw_fall_delay = 10; // delay until fall functions start
tpw_fall_falltime = 45; // Maximum time on ground (sec) after falling from bullet hit.
tpw_fall_threshold = 0.2; // Randomised damage threshold above which ragdolling will occur (0 - 1, 0 = no reaction to bullet hits, 0.01 = will almost never use animated falls, 1 will always use animated falls)
tpw_fall_minfalltime = 10; // Minimum time on ground (sec) after falling from bullet hit.
tpw_fall_sightnoise = 1; // Noises for looking down sights. (0 = no noises)

// FIRE
tpw_fire_active = 1; // 0 = inactive
tpw_fire_radius = 100; // radius (m) around player to scan for fires
tpw_fire_intensity = 0.3; // fire intensity (0-1)
tpw_fire_maxfires = 8; // maximum fires around player at any given time
tpw_fire_types[] = {"metalbarrel","garbagebarrel","campfire","fireplace"}; // array of strings to match with "HIDE" terrain objects
tpw_fire_exclude = 20; // only one fire in this radius (m) - use to prevent multiple adjacent barrels on fire for example
tpw_fire_colour[] = {1,0.2,0} ; // fire colour {r,g,b}

// FIREFLIES
tpw_firefly_active = 1; // 0 = inactive
tpw_firefly_window =4; // How many hours after sunset will fireflies appear
tpw_firefly_temp =18; // Minimum temperature (deg C) for fireflies to be active, if running TPW FOG
tpw_firefly_trees = 5 ; // Number of trees needed within tpw_firefly_radius of player in order to spawn fireflies. 0 = fireflies everywhere
tpw_firefly_radius = 25; // Firefies will be spawned within this distance (m) of player
tpw_firefly_time = 5; // Max seconds between spawning each firefly/swarm
tpw_firefly_maxflies = 50; // Maximum number of fireflies around player
tpw_firefly_swarmsize = 5; // Maximum number of fireflies per swarm (must be less than tpw_firefly_maxflies)
tpw_firefly_largeswarm = 0.1; // Chance of a large swarm (5 X tpw_firefly_swarmsize) spawning near player. 0 = never, 1 = always
tpw_firefly_colour[] = {200,250,100}; // Firefly glow colour
tpw_firefly_brightness = 0.4; // Brightness of each firefly (0 - 1)
tpw_firefly_size = 0.02; // Apparent size of each firefly (0.01 - 0.2)
tpw_firefly_blink = 1; // Flashing enabled. 0 = no flashing, 1 = brief flash with ~1 sec between flashes
tpw_firefly_speed = 0.075; // Max time (sec) between firefly animation "frames". Larger = slower moving fireflies

// FOG
tpw_fog_active = 1; // 0 = inactive
tpw_fog_radius = 250; // units must be closer than this to show foggy breath (m). 0 = foggy breath disabled
tpw_fog_delay = 0; // delay before fog functions start (sec)
tpw_fog_breath = 1; // foggy breath enabled. 0 = disabled
tpw_fog_groundfog = 1; // ground fog enabled. 0 = disabled
tpw_fog_rainfog = 1; // rain fog enabled. 0 = disabled
tpw_fog_heathaze = 1; // heat haze enabled. 0 = disabled
tpw_fog_cansnow = 1; // snow enabled. 0 = disabled
tpw_fog_mist = 0.05; // ground steam/mist fx in tropical/jungle and cold environments. 0 = no mist, 1 = extremely thick mist. Recommended = 0.05

// FURNITURE
tpw_furniture_active = 1; // 0 = inactive
tpw_furniture_radius = 50 ; // radius (m) around player to scan for houses to furnish
tpw_furniture_scantime = 5; // time (sec) in between house scans

// HOUSELIGHTS
tpw_houselights_active = 1; // 0 = inactive
tpw_houselights_delay = 10; // delay (sec) until houselights functions start
tpw_houselights_radius = 75; // radius (m) around player to check for houses to spawn lights into

// HUD
tpw_hud_active = 1; // 0 = inactive
tpw_hud_range[] = {25,500}; // effective minimum and maximum range of goggles to scan for units
tpw_hud_vehiclefactor = 1.5; // Detection range multiplication factor for vehicles (eg 1.5 = 750m max detection range for vehicles vs 500m for units)
tpw_hud_colour[] = {1,1,1}; // HUD colour
tpw_hud_friendlycolour[] = {0,1,1}; // friendly colour
tpw_hud_civcolour[] = {1,1,1}; // civ colour
tpw_hud_enemycolour[] = {1,0.5,0}; // enemy colour
tpw_hud_squadcolour[] = {0.5,1,0}; // squad and marker colour. Default icon colour for all units in the default simplified HUD
tpw_hud_alpha = 0.6; // initial transparency of HUD. 0 = invisible, 1 = opaque
tpw_hud_asl[] = {1,0.6,0.456,1}; // ASL = height above sea level. [1 = active ( 0 = inactive), 0.6 = X position, 0.45 = Y position, 1 = text size]
tpw_hud_azt[] = {1,0.5,0.452,1}; // AZT = azimuth (direction of gaze).
tpw_hud_grd[] = {1,0.4,0.45,1}; // GRD = GPS grid coordinates.
tpw_hud_lmt[] = {1,0.4,0.5,1}; // LMT = local mean time.
tpw_hud_tmp[] = {1,0.6,0.51,1}; // TMP = temperature (from TPW FOG) .
tpw_hud_hlt[] = {1,0.4,0.55,1}; // HLT= health.
tpw_hud_rng[] = {1,0.5,0.56,1}; // RNG = range to centre of player's gaze (performance heavy, disabled by default).
tpw_hud_vel[] = {1,0.6,0.57,1}; // VEL = speed of player (or player's vehicle).
tpw_hud_prx[] = {1,0.5,0.505,1}; // PRX = display numbers of nearby units.
tpw_hud_unit[] = {1,1,0.25,0.75}; // UNITS/MARKERS displayed on HUD, where 0/1/2 = disabled/simplified/full, 1 = icon max size, 0.25 = icon min size, 0.75 = text size ( 1 = same size as HUD text).
tpw_hud_offset[] = {0.34,0.26}; // HUD offset. [x,y] -0.5 to 0.5
tpw_hud_scale = 0.9; // HUD scale. > 1 = larger
tpw_hud_textscale = 1; // HUD text scale. > 1 = larger
tpw_hud_degradation = 1; // HUD performance reduced with distance. 0 = no degradation
tpw_hud_thirdperson = 0; // no HUD in 3rd person. 1 = HUD in 3rd person
tpw_hud_addtac = 1; // automatically add tactical glasses to the player's inventory if they are not already carrying/wearing them. 0 = don't add glasses
tpw_hud_audible = 1; // audible warning when enemies detected. 0 = no audible warning.
tpw_hud_icons[] = {24,23,30,29,24,23,30,29,22,20}; // HUD icon types, see key below
/*ICONS
{unit,hidden unit,vehicle, hidden vehicle, enemy unit, hidden enemy unit, enemy vehicle, hidden enemy vehicle,marker, predictor}
0: empty
1: 2px_cross
2: 2px_cross_open
3: 2px_cross_small
4: 2px_diamond
5: 2px_diamond_half
6: 2px_diamond_open
7: 2px_dot
8: 2px_line
9: 2px_line_open
10: 2px_square
11: 2px_square_half
12: 2px_square_open
13: 2px_x
14: 2px_x_open
15: 2px_x_small
16: 3px_circle
17: 3px_circle_half
18: 3px_circle_open
19: 3px_cross
20: 3px_cross_open
21: 3px_cross_small
22: 3px_diamond
23: 3px_diamond_half
24: 3px_diamond_open
25: 3px_dot
26: 3px_line
27: 3px_line_open
28: 3px_square
29: 3px_square_half
30: 3px_square_open
31: 3px_x
32: 3px_x_open
33: 3px_x_small

Have a look at hudicons_key.png for a visual guide
*/
tpw_hud_extragoggles[] = {}; // Classnames of additional goggles you want HUD to display on e.g. {"goggles1","goggles2"}
tpw_hud_extraheadgear[] = {}; // Classnames of additional headgear you want HUD to display on e.g. {"headgear1","headgear2"}

CONTINUE BELOW
Last edited by tpw; 31 Aug, 2021 @ 4:52pm
tpw  [developer] 31 Aug, 2021 @ 4:52pm 
//PARK
tpw_park_active = 1; // 0 = inactive
tpw_park_perc = 30; // percentage of houses with parked cars. 0 = no cars
tpw_park_createdist = 200; // cars created within this distance, completely removed past it.
tpw_park_simdist = 20; // cars closer than this have simulation enabled
tpw_park_include[] = {"RDS","LOP_","CIV","CUP_C","GM","CSLA"}; // strings to select classnames of custom cars
tpw_park_alarm = 1; // alarms may be set off in cars hit by gunfire or explosions. 0 = no alarm,
tpw_park_wreck = 0.2; // 0-1 , where 1 = 100% of spawned cars will be wrecks

//PUDDLE
tpw_puddle_active = 1; // 0 = inactive
tpw_puddle_max = 8; // maximum puddles around player
tpw_puddle_radius = 50; // max distance (m) from player to spawn puddles
tpw_puddle_minradius = 10; // min distance (m) from player to spawn puddles
tpw_puddle_gradient = 0.1; // how flat must spawn position be to spawn puddle 0 = absolutely flat, 1 = 45 degree gradient
tpw_puddle_time = 600; // Sec after rain stops to continue spawning puddles
tpw_puddle_rainthresh = 0.2; // rain threshold beyond which puddles will be spawned, -1 = puddles regardless
tpw_puddle_ripple = 2; // 1 = use rippling water shader for puddles - will give visual anomolies, 2 = use decal puddles from Malden 2035 DLC

// RADIO
tpw_radio_active = 1; // 0 = inactive
tpw_radio_time = 90; // maximum time between messages (sec)
tpw_radio_car = 1; // radio in/near vehicles (0 = no radio in vehicles)
tpw_radio_foot = 1; // radio on foot (0 = no radio on foot)

// RAIN FX
tpw_rain_active = 1; // 0 = inactive
tpw_rain_noises = 1; // Raindrop noises on player helmet and raised weapons (0 = no noises)

// REPAIR
tpw_repair_active = 1; // 0 = inactive
tpw_repair_noise = 1 ; // random mechanic noises during repairs. 0 = no noises
tpw_repair_time = 5; // Repair time (min). It will take up to this long to complete repairs. 30 sec is the minimum repair time regardless of this value. Maximum is 120 minutes

// SANITY
tpw_sanity_active = 1; // 0 = inactive
tpw_sanity_scanradius = 200; // radius around player to scan for vehicles
tpw_sanity_slowradius = 25; // any footbound friendlies within this radius around each vehicle will cause a slowdown
tpw_sanity_stopradius = 5; // any footbound friendlies within this radius around each vehicle will cause the vehicle to stop
tpw_sanity_scanspeed = 15; // default speed of scanned vehicles (m/s)
tpw_sanity_slowspeed = 7; // speed of slowed vehicles (m/s)
tpw_sanity_affectall = 1; // 0 = will only affect TPW MODS generated vehicles
tpw_sanity_collisiondisabled = 1; // collisions between AI vehicles and footbound friendlies disabled (0 = collisions enabled)

// SKIRMISH
tpw_skirmish_active = 0; // 1 = active
tpw_skirmish_friendlysquad_max = 2; // Maximum number of friendly squads around player
tpw_skirmish_friendlyvehicles_max = 1; // Maximum number of friendly vehicles around player
tpw_skirmish_enemysquad_max = 2; // Maximum number of enemy squads around player
tpw_skirmish_enemyvehicles_max = 1; // Maximum number of enemy vehicles around player
tpw_skirmish_resistsquad_max = 2; // Maximum number of friendly squads around player
tpw_skirmish_resistvehicles_max = 1; // Maximum number of friendly vehicles around player
tpw_skirmish_minspawnradius = 500; // Minimum distance from player to spawn units/vehicles
tpw_skirmish_maxspawnradius = 2000; // Maximum distance from player to spawn units/vehicles. Units/vehicles deleted beyond this distance
tpw_skirmish_support = 1; // NATO units can call support
tpw_skirmish_enemy_support = 0; // CSAT enemy units can call support
tpw_skirmish_resist_support = 0; // AAF units can call support
tpw_skirmish_friendlytype[] = {1}; // BLUFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, 9 = LDF, 10 = SPETZNAZ, 11 = NATO WOODLAND. Negative values will wear shemaghs eg -1 will spawn NATO with shemaghs. Decimal values with wear civilian clothes e.g. 1.1 will spawn NATO units wearing civilian clothes. Multiple values may be selected eg {0,1,7} will spawn user selected, NATO and FIA BLUFOR. Empty = NATO default
tpw_skirmish_enemytype[] = {4}; // OPFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, , 9 = LDF, 10 = SPETZNAZ, 11 = NATO WOODLAND. Negative values will wear shemaghs, decimal values will wear civilian clothing. Multiple values may be selected eg {4,5} will spawn CSAT and CSAT PACIFIC OPFOR. Empty = CSAT default
tpw_skirmish_resisttype[] = {6}; // INDFOR: 0 = user specified,1 = NATO, 2 = NATO PACIFIC, 3 = CTRG PACIFIC, 4 = CSAT, 5 = CSAT PACIFIC, 6 = AAF, 7 = FIA, 8 = SYNDIKAT, 9 = LDF, 10 = SPETZNAZ, 11 = NATO WOODLAND. Negative values will wear shemaghs, decimal values will wear civ clothes. Multiple values may be selected eg {-6,-7} will spawn FIA and AAF resistance, wearing Shemaghs. Empty = AAF default
tpw_skirmish_spawntime = 30; // Time (sec) between spawning each enemy/friendly squad/vehicle
tpw_skirmish_friendlyunitstring[] = {}; // Custom strings (comma separated) to select friendly units from config
tpw_skirmish_friendlyvehiclestring[] = {}; // Custom strings (comma separated) to select friendly vehicles from config
tpw_skirmish_enemyunitstring[] = {}; // Custom strings (comma separated) to select enemy units from config
tpw_skirmish_enemyvehiclestring[] = {}; // Custom strings (comma separated) to select enemy vehicles from config
tpw_skirmish_resistunitstring[] = {}; // Custom strings (comma separated) to select resistance units from config
tpw_skirmish_resistvehiclestring[] = {}; // Custom string (comma separated) to select resistance vehicles from config
tpw_skirmish_casstring[] = {}; // Classname/s of custom friendly CAS aircraft (comma separated). Empty = NATO default CAS
tpw_skirmish_chsstring[] = {}; // Classname/s of custom friendly support heli (comma separated). Empty = NATO default CHS
tpw_skirmish_uavstring[] = {}; // Classname/s of custom friendly UAV (comma separated). Empty = NATO default UAV
tpw_skirmish_enemy_casstring[] = {}; // Classname/s of custom enemy CAS aircraft (comma separated). Empty = CSAT default CAS
tpw_skirmish_enemy_chsstring[] = {}; // Classname/s of custom enemy support heli (comma separated). Empty = CSAT default CHS
tpw_skirmish_enemy_uavstring[] = {}; // Classname/s of custom enemy UAV (comma separated). Empty = CSAT default UAV
tpw_skirmish_resist_casstring[] = {}; // Classname/s of custom resistance CAS aircraft (comma separated). Empty = AAF default CAS
tpw_skirmish_resist_chsstring[] = {}; // Classname/s of custom resistance support heli (comma separated). Empty = AAF default CHS
tpw_skirmish_resist_uavstring[] = {}; // Classname/s of custom resistance UAV (comma separated). Empty = AAF default UAV
tpw_skirmish_deadtime = 180; // Dead units will be removed after this amount of time (sec)

// SONIC AMBIENCE
tpw_soap_active = 1; // 0 = inactive
tpw_soap_ambientvolume = 1; // Ambient sounds volume (0-2)
tpw_soap_musicvolume = 1; // Music volume (0-2)
tpw_soap_azanvolume = 1; // Azan volume (0-2)
tpw_soap_housefxvolume = 1; // House fx volume (0-2)
tpw_soap_screamvolume = 1; // Screams volume (0-2)
tpw_soap_usermusic = 0; // Number of user supplied music files in @TPW_MODS\music. 0 = no user music
tpw_soap_usersounds = 0; // Number of user supplied sound files in @TPW_MODS\sounds. 0 = no user sounds
tpw_soap_region[] = {0}; // Region specific sounds. 0 = autoselect based on region, 1 = force Greek, 2 = force Mid East, 3 = force Fijian, 4 = force French, 5= force Russian, 6 = force German,7 = force Finnish, 8 = force Scottish. Multiple sounds can be used: eg 5,6,8 = German and Russian and Scottish
tpw_soap_trafficmult = 6; // 0 = no traffic sounds, 20 = very loud
tpw_soap_chainsawvolume = 1; // Chainsaw volume (0-2)
tpw_soap_sirenvolume = 1; // Sirens when nearby battle. 0 = no sirens

// ZOMBIES
tpw_zombies_active = 0; // 1 = active
tpw_zombies_civambience = 0; // Civilian ambience (CARS, CIVS, CROWD, PARK, SOAP, HOUSELIGHTS) when zombies active. 0 = disabled. 1 = enabled
tpw_zombies_infestationsize = 12; // Maximum number of zombies in an infestation (randomised up to this number).
tpw_zombies_target = 1; // Zombie target. 0 = zombies just amble around, do not attack , 1 = zombies move towards/attack player, 2 = zombies move toward/attack any units
tpw_zombies_time = 30; // Time (sec) before zombies enabled
tpw_zombies_females = 1; // Female zombies. 1 = enabed, 0 = disabled
thelivingdoodoo 31 Aug, 2021 @ 5:30pm 
For the custom unit line under skirmish can we use units from CUP or RHS?
tpw  [developer] 31 Aug, 2021 @ 5:46pm 
Yep, you can use units from any mod if you know what the classnames are. So for RHSUSF if I want to spawn squads I use the string "rhsusf_army_ocp" or "rhsusf_army_ucp" in tpw_skirmish_friendlyunitstring
Strigon 7 Sep, 2021 @ 1:26pm 
Originally posted by tpw:
Yep, you can use units from any mod if you know what the classnames are. So for RHSUSF if I want to spawn squads I use the string "rhsusf_army_ocp" or "rhsusf_army_ucp" in tpw_skirmish_friendlyunitstring
Would this be the same for vehicles as well, or does the string need to be a specific vehicle?
tpw  [developer] 9 Sep, 2021 @ 1:45pm 
@Strigon, vehicles use string/s for pattern matching same as units
Crenc 13 Dec, 2021 @ 6:27am 
what's about the gendarmerie in skirmish?
Lielanthris 26 Dec, 2021 @ 1:22pm 
Is there a way to prohibit the spawning of certain vehicles? Such as banning GMG mounted MRAPs from spawning? Done some searching and cannot seem to find an answer for this
Crenc 23 Jan, 2022 @ 7:36am 
how to find out the class names? i want to make a ww2 skirmish with ifa3_aio_lite but i cant figure out how
@tpw, Do you have an up-to-date list of civilian clothing and animals that would be auto-placed with your ambient civilian and animal mods?

I've checked over your changelog on the BI forums and did find your mentions of the following: SOF_Uniforms, Project_BJC, Max Women, Max Women at Work, Cup Civs, Timberwolf Females, Crasus Shirt Mod, Aengus Aengus' Casual Civilians Clothing, SC Civilians, Arganiny Civilians, RDS civilians, EO's Ravaged/Frithified civilians...EO's Ambient Animals, walk3r's ambient brown bears (causes a nasty exploding bug I reported on the forums a while ago), Feint's Sharks, dbo_horses... and maybe a few others?

Are there any that no longer work with the latest version of this mod? Or if I'm missing any that aren't on this list (Like ToH Characters?). I've looked over your own TPW Collection and I'm unsure of what is actually being used for civs or for your own personal use.

I'm mainly asking since I've been often getting pop-up errors whenever I get near areas that civilians (crowds) can spawn from.

Edit: Disregard this. Thanks for the clarification!
Last edited by 󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈; 27 Jan, 2022 @ 3:36pm
Still been getting the occasional errors when loading up your recommended civilian mods.
"Picture panther_sof\data\cargo\cargopants_black_co.paa"panther_sof\data\cargo\cargopants_blue_co.paa"panther_sof\data\cargo\cargopants_green_co.paa not found"

and

"No entry 'bin/config.bin/CfgWeapons/H_Cap_grn.scope'."

The first one most likely coming from SOF_Uniforms... As for the second. I ain't so sure.

Also... sometimes I see in civilian crowds that there's... ravage zombies amongst them? They don't attack... but just slouch in place while another normal civ is talking to them. Lol. I guess Ravage zombie faces from frith's ruin mod are also being included? Not too sure on this one.
Last edited by 󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈; 29 Jan, 2022 @ 9:47pm
Reticuli 31 Jul, 2022 @ 12:08am 
I'd like the ability to have enemy skirmish/spawn only when I kill civilians, rather than a minimum of one squad at a time PLUS a squad per civilian killed. Then when adding something like insurgents to the list of allowed enemy spawn types, I can have the 'stirring up the hornet nest' phenomenon if I'm careless.
Crusader 26 Jul, 2023 @ 3:35am 
im trying to spawn RHS units under the skirmish section and it doesnt work, ive put rhsusf_usmc_marpat_wd and nothing, i tried rhsusf_army_ucp and ocp, still nothing except the vanilla NATO units
its the same as for opfor, i put rhs_vdv and just vanilla CSAT spawn
Reticuli 25 Aug, 2023 @ 9:38pm 
If I do user specified skirmish units, can I make them more zombies?
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