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In the months following the release of Arma 3 alpha I wrote a number of mods whi
ch did different things, but all of which had a common goal of increasing the im
mersion and realism of the single player experience in Arma 3. As the number of
mods and their complexity increased, I found it increasingly difficult to keep t
rack of feedback on multiple threads and maintain them all separately, so I took
the decision to bundle them all into one addon, imaginatively titled TPW MODS.
TPW MODS consists of a number of independently configurable components, and if y
ou use them all you'll get:
Infantry realism:
----------------- Units reacting realistically to suppressive fire by ducking/going pron
e and seeking cover (TPW EBS)*.
- Units reacting to falls and bullet hits by falling/ragdolling to the g
round (TPW FALL).
- Units continuing to bleed from injuries, resulting in decreased mobili
ty 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 (T
- Sounds for jumping, falling, rolling and turning prone, sounds for fre
efalling and under canopy (TPW FALL).
- Plausible 2035 mesh networked HUD with range and predictive targetting
, bullet trajectory tracing, electrochromic tinting, and full colour night visio
n, when equipped with tactical goggles (TPW HUD).
- Ambient infantry combat, with AI able to call in support (TPW SKIRMISH
- More realistic (slower) movement and stance change speeds.
* Deprecated due to engine improvements
---------- Region specific civilians in towns, walking around and interacting wit
h each other, reacting to weather and gunfire (TPW CIVS).
- Denser CPU friendly civilian crowds along the side of the road and nea
r houses (TPW CROWD).
- Civilian traffic, which you may commandeer (TPW CARS).
- Civilian cars parked by the side of the road near habitable houses (TP
- Civilian boats (TPW BOATS).
- Ohally's CAF Aggressors Middle Eastern and African civilians, RDS A2 E
astern European civilians and cars, and Leight's Opfor Pack Middle Eastern civil
ians will be used appropriately if present.
--------- Lights in civilian houses at night (TPW HOUSELIGHTS).
- Working streetlights on A2/OA maps (TPW STREETLIGHTS)**.
- Appropriate sized flocks of sheep/goats/chickens, and randomly barking
dogs / yowling cats (TPW ANIMALS).
- Occasional helicopter and jet flybys, with automatic support for 3rd p
arty aircraft mods (TPW AIR).
- Ambient environmental noises (voices, traffic, radio, louspeakers), wi
th support for user added sounds/music (TPW SOAP).
- Mosques playing the Azan call to prayer at appropriate times, with pra
yer response from nearby houses (TPW SOAP).

- Nearby gunfire eliciting screaming, babies crying and dogs barking, fr

om houses near the player (TPW SOAP).
- Creaking doors/timbers in houses, with whistling wind and rattling win
dows in windy conditions (TPW SOAP).
- Ambient radio chatter when 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 ea
sily excluded from areas of the map using triggers.
** Deprecated due to CUP Terrains implementing working streetlights
-------- Region specific climate (TPW FOG).
- Ground fog, units with foggy breath, and a chance of snow, during cold
er weather (TPW FOG).
- Ground heat haze / mirage effects during hot weather (TPW FOG).
- Dust storm functionality which may be called via script or trigger (TP
- Dynamic ground mist reacting to humidity, tree cover, and rainfall (TP
- Rain droplet effects on the ground near the player (TPW RAINFX).
- Refractive rain droplet effects on car windscreens and player goggles
- Puddles on the ground around the player during and after rain (TPW PUD
All mods interoperate well, and share a common startup hint. All mods are light
on resources and a lot of work has gone into optimising them so they should not
cause undue slowdowns or framerate issues. You can use the TPW MODS of your choi
ce to enhance existing missions and campaigns, or to simply turn any empty map i
nto a living breathing combat zone with endless replayability.
TPW MODS installation is no different to countless other mods, you need to merel
y install the addon folder and a folder containing the configuration files, and
activate the mod using the method of your choice.
- You'll need the latest version of Community Base Addons A3 (CBA A3) fo
r the addon to launch and function properly.
- The simplest way to install TPW MODS is to extract the contents of TPW to a temporary location and then click on install.bat to aut
omatically copy TPW MODS and its required files to the correct Arma3 location. T
he installer will also handle updating your TPW_MODS.hpp configuration file with
any new variables.
- Alternatively, manually extract the @TPW_MODS and @CBA_A3 modfolders t
o your preferred mod location. By default this would be \your_steam_location\ste
amapps\common\Arma 3
- The @TPW_MODS addon can be easily activated using the Arma3 launcher,
or in-game via the Configure -> Expansions menu. Alternatively, right click on A
rma3 in your Steam menu, select Properties and then select Set Launch Options in
the Arma3 Properties popup window. Add the following: -mod=@CBA_A3;@TPW_MODS in
to the field of the Launch Options popup.
By default your @TPW_MODS\addons directory should contain the following pbos and


TPW MODS is extremely configurable and has a lot of options which are available
in the TPW_MODS.hpp file. This file contains sensible defaults and is heavily an
notated so that you may configure the individual mods on/off and adjust their va
riables. Additional information and configuration options for each mod are conta
ined in @TPW_MODS\docs, and in the links at the bottom of the TPW MODS webpage h
Copy @TPW_MODS\userconfig\TPW_MODS\TPW_MODS.hpp to \Your_Arma3\userconfig\TPW_MO
DS\TPW_MODS.hpp. You may need to create the \Your_Arma3\userconfig\TPW_MODS\ dir
ectory if it does not already exist. Please be aware that installing TPW MODS us
ing PlaysWithSix may sometimes place TPW_MODS.hpp into the incorrect location.
You then have 3 choices for modifying tpw_mods.hpp
1 - Manually using a text editor such as Notepad++
2 -, a simple text based python script which allows you
to quickly make changes to any variables. You'll need Python 2.7 for Windows, 32
-bit: or 64 bit: http
s:// . Copy @TPW_MODS\us
erconfig\TPW_MODS\ to \Your_Arma3\userconfig\TPW_MODS\tpw_setting and double click to run it.
3 - TPW SETTINGS.jar, a full Java GUI written by Gliptal https://github.
Please do not try to edit your latest hpp using anything other than the
latest version of TPW SETTINGS.jar, as you may corrupt your tpw_mods.hpp. You wi
ll need Java 8 or greater to run TPW Settings.jar.
Many thanks to Gliptal for his continuing support for TPW Settings. TPW SETTING
S.jar is not included in the TPW MODS download by default, you will need to down
load and install it to \Your_Arma3\userconfig\TPW_MODS\TPW SETTINGS.jar
Please be aware that incorrectly editing or corrupting your tpw_mods.hpp may cra
sh TPW MODS or Arma3 itself. I take no responsibility for this.


In addition to the addon, the mods are provided as scripts which can be run on a
per mission basis, and examined and modified to suit you (see disclaimer below)
. TPW MODS scripts are not truly stand alone however. To successfully run TPW MO
DS scripts you will need to disable/remove tpw_mods.pbo from your Arma3 startup,
but retain tpw_azan.pbo, tpw_ambience.pbo, tpw_azan.pbo, tpw_hud.pbo and tpw_so
unds.pbo, which provide assets and config data that the scripts will require. Ru
nning script versions without disabling the addon versions can and will lead to
conflicts and unexpected behaviours as they fight for the same variables. You wi
ll also need to run the tpw_core.sqf, which provides functions that the other sc
ripts need. Instructions and parameters for launching each script are provided i
n the header of each script itself.
The following variables can be used to activate/inactivate the various TPW MODS
ambient life behaviours whilst the game is running:

tpw_animal_active = true/false
tpw_boat_active = true/false
tpw_car_active = true/false
tpw_civ_active = true/false
tpw_houselights_active = true/false
tpw_park_active = true/false
tpw_radio_active = true/false
tpw_skirmish_active = true/false
tpw_soap_active = true/false
tpw_streetlights_active = true/false

For example, setting tpw_animal_active=false in the debug shell will prevent new
animals from spawning (but won't remove existing animals). This behaviour can b
e automated using triggers. Let's say you want to exclude all ambient life stuff
from a 5km x 5km northeast corner of Altis. In the editor create a rectangular
5000x5000 trigger (but of course it can be any shape, size and angle you require
), place it over the appropriate northeast area of the map, and set it thusly:
Type: None
Activation: BLUFOR, repeatedly,present
Condition: vehicle player in thislist && time > 10;
On act. : tpw_animal_active = false;tpw_boat_active=false;tpw_car_active
= false;tpw_civ_active = false;tpw_houselights_active = false;tpw_park_active =
false;tpw_radio_active = false;tpw_skirmish_active = false;tpw_streetlights_act
ive = false
On dea. : tpw_animal_active = true;tpw_boat_active=true;tpw_car_active =
true;tpw_civ_active = true;tpw_houselights_active = true;tpw_park_active = true
;tpw_radio_active = true;tpw_skirmish_active = true;tpw_streetlights_active = tr
TPW MODS are primarily designed with single player in mind, and are generally pl
ayer centric, spawning ambience and behaviour around the player to conserve CPU
and give the illusion of a living map. As I have stressed many times, they are a
dvertised as SP mods. I only play SP, have little interest in playing MP, little
skill in coding MP, and no ability to test it. What this means for you is that:
- All mods will work as advertised in SP.
- Some of them will work without issues in MP when running clientside on
the players' computers, some will not.

- None of them will work on a dedicated server, they will detect it and
disable themselves.
MP client compatible:
--------------------These mods are specifically written so that spawned ambient people/animals/vehic
les are shared between multiple players. If there are 10 players in a single sma
ll town, there won't be 10 times as many civilians/cars/parked cars/animals/boat



These mods have no specific MP code, but should work anyway (warning - not teste
MP Incompatible:
---------------These mods have no specific MP code written into them and while some may appear
to function in MP, they may give unpredictable results as each player's version
of the script fights for variables, tries to assign randomness, assigns sounds/l
ights to objects etc etc.



If you desperately want a fully functioning MP or dedi version of any of my mods

, and can't wait for me to make it happen, then you are welcome to grab the code
and knock yourself out (see disclaimer below though).
TPW MODS encompasses a very wide range of Arma3 functionality and no doubt will
run into compatibility issues with other mods that attempt similar things. I mak
e zero apologies for this. I make every effort to ensure that TPW MODS does not
cause undue conflicts with the mods I use, but I'm not a mind reader and can't a
llow for all the mods you use. TPW MODS provides an enormous amount of options a
nd it's up to you to disable a particular TPW MOD or a facet of its behaviour.
- AGM: if you experience a frozen player character, please remove tpw_an
imspeed.pbo from your TPW MODS installation
- Blastcore: if you observe missing particle fx on HE and other explosio
ns, please remove ebs.pbo from your TPW MODS installation

TPW MODS is in constant development, and you are encouraged to regularly check f
or updates.
- As always I welcome feedback. My mods only improve due to your input.
However, input which consists of asking me why there is no proper MP or dedicate
d server version, without offering help in this department, improves nothing, es
pecially my temper.
- I'll repeat yet again - these are SP mods, some of which I've been abl
e to give MP functionality after many requests. Accordingly, I have zero interes
t in hearing your opinions about TPW MODS negatively impacting your MP gameplay
(eg TPW HUD is cheating).
- TPW MODS will work on Arma2 maps via CUP Terrains, though may not be o
ptimal depending on the various house classes on these maps.
- TPW MODS will cause up to 30 seconds of jerky framerates after mission
initialisation as it scans for houses and roads, and spawns and sets waypoints
for people and vehicles. Once fully initialised there should be no further inter
ruptions to framerate.
- TPW MODS may change the atmosphere/dynamics of the official campaign,
particularly as regards ambient civilians/traffic. Personally I'd advise playing
the campaign through once without any mods.
I've been solidly developing TPW MODS for three years and although my enthusiasm
waxes and wanes, I never stop thinking of ways to improve and extend it. Some o
f the things I'm considering:
- Ambient furniture
- Script version to over-ride/disable addon version
- Start collaborating with real coders so TPW MODS can be ported MP and
For the sake of my sanity, when you're reporting bugs and issues can you please
tell me:

Arma3 version (stable or dev)

Version of the specific mod
Script or addon version
Downloaded from Dropbox, Armaholic or PW6
Running on SP, MP or dedi

Also, please check that you have \your_steam_location\steamapps\common\Arma 3\us

I have so many people to thank for their help, advice, support, feedback and fri
endship that I can't list them all. The incredible Arma community is what makes
this game worth contributing to. Thanks everyone.
I totally refuse to accept responsibility for anything that might happen to your
game/computer/life as a result of using my mods.

If you accept this, then feel free to use and modify this code, on the proviso t
hat you post back changes and improvements so that everyone can benefit from the
m, and acknowledge the original author (tpw) in any derivative works. Wrapping m
y unacknowledged work up inside your pbo addon and monetising it does not count
as returning it to the community.