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Modset Changelog
Forum » Information and Rules » Announcements
Joined: 29th Aug 2015
Rank: Management
Likes 1006
23rd Oct 2018

ADDED: 2 Inch Mortar, modeled by lockoncap, config and scripts by me. It's a small platoon-level mortar for WW2 and Cold War operations with a small range and little punch. It's currently a beta version, you may notice the shells and explosions are a little large, plus there's an annoying scrollbar I cannot hide. Any criticism is welcome.




Signature Picture

Surprise - Anschlusszeit

Joined: 26th Jul 2016
Rank: Management
Likes 789
26th Oct 2018

CHANGED: IR Strobes will now stay illuminated through the night. Chemlights last much longer too.

CHANGED: Mastiffs are slightly less rolly, after finding out on public that people literally can't help themselves trying to drive them like rally cars.

ADDED: Open bolt mechanic moved to framework after successful testing on public. Open bolt MG's (L7 GPMG, L110 Minimi) can now jam before hitting battery, which means a round will never be fired. This is why closed bolt weapons are usually favoured for room clearing IRL.


I'm the public server manager. I might forget to remove that from this signature when I inevitably go insane.

Joined: 20th Jan 2013
Rank: Management
Likes 1955
29th Oct 2018

FIXED: AddToGroup should now be functional.

ADDED: Next time you're in spectator, hit the K key to hide something.


"Jokes on them, I was only pretending to be retarded."



"With the first link, the chain is forged. The first speech censured... the first thought forbidden... the first freedom denied – chains us all irrevocably."

Joined: 20th Jan 2013
Rank: Management
Likes 1955
11th Nov 2018

ADDED: TWC Incorporeal. This adds the new intro camera system for operations. This shows you the various elements, their composition (roles & names) and in the future will highlight command roles. If you connect in late, or it's turned off, it'll show the former (legacy) black-fade in method.

It also features a new song system, whereby the track changers per era and light setting. There's a special case too, for things like Christmas events. Plans to expand this are on the table, but low priority.

This also adds the death-screen. This will show you a best guess of how you died, when and fade in the spectator. In addition to this, I hide the compass and controls interface by default. To re-enable it, smash those 'K' and 'F1' keys.

You can also disable the intro entirely for testing, by placing the TWC debug module down. Just don't forget to remove it, once you're done.

ADDED: TWC Suppression. You'll flinch and lose focus when being shot at, or around. The amount you're suppressed varies on what you're being shot at by, whether or not you're deployed/turned out, and if you're in an exposed vehicle (config work required to add support to all vehicles). This also adds a module that can set up predefined suppression zones for AI, more info on how to set that up forthcoming once it's thoroughly tested.


"Jokes on them, I was only pretending to be retarded."



"With the first link, the chain is forged. The first speech censured... the first thought forbidden... the first freedom denied – chains us all irrevocably."

Joined: 26th Jul 2016
Rank: Management
Likes 789
30th Nov 2018

UPDATED: @TWC_Compatibility. The JSRS integration has been taken a step further, with full compatibility to our most commonly used enemy weapons. These include AKM, AK47, AK74, M16, RPG7, PKM and PKP of both ops and public repo, cup and RHS. While I was there I also made a bespoke sound config for the Polish Beryl assault rifle as well for public. The M2’s and MK19’s/L111’s and L134’s have been updated too.

ADJUSTED: British 50 cal machineguns have upgraded scopes to reflect what is most commonly required of them. This applies to WMIK, Jackal and Coyote, Mastiff is unchanged. The 3cb default was a low power close combat optic, whereas we (and most irl units) need something with a bit more oomf.


I'm the public server manager. I might forget to remove that from this signature when I inevitably go insane.

Joined: 20th Jan 2013
Rank: Management
Likes 1955
10th Dec 2018

ADDED: Dynamic caching ranges, allowing for urban unit caching. These units have much closer uncache ranges, allowing higher unit counts in certain scenarios. Only useful for units that can't be seen from far away (as they won't be, until within activation range).

ADDED: Triggerable uncaching of units. There's now a module you can place down, that once activated will uncache the linked unit(s). This allows you to cache a counter attack, and have them move in from outside activation range.

ADDED: Surgery and Field Surgery. These will be replacing PAK in operations in the future. Requires thorough testing at the moment. There's also an attribute under buildings to set a building as a field tent, which will mean surgical masks will be required and there will be no surgical team available. There's also a module to do this. More information here: http://www.thewreckingcre ... al-changes-mk-ii-wa9

ADDED: Several objects to the enhanced movement blacklist. They should make sense (e.g. covered in barbed wire). Please don't think it's broken when you can't climb an object like this.

ADDED: Defib sound.

ADDED: Zeus module to resuscitate an individual, without healing them. Zeus module to set a building as a field tent.

ADDED: Death-screen to indicate you was relocated during surgery, making you meet your maker.

ADDED: Full heal without log. Used by Surgery, as they have their own custom log information.

CHANGED: Suturing sound should now be louder.

CHANGED: Several performance increases on the medical system, including some caching and better function calls. Many locality concerns and initialise handlers have been adjusted, too. Probably won't be noticeable.

CHANGED: The way units are initially cached at mission start has been altered. The server will wait on them to be cached before progressing. This shouldn't be an issue for us, and will likely result in fewer oddities in regards to cached units (spawning inside each other, etc).

CHANGED: Medical Zeus modules have been relocated to the Medical pbo, with some overall adjustments added to them as well. Zeus Medical debug has been extended to track more variables.

CHANGED: Some tweaks have been made to suppress. Impact detection range is much closer, these are the ones that trigger the suppression the most. It'll be a little bit slower coming out of the blur, with overhead shots marginally adding to suppression.

FIXED: A potential fix has been put out to address stationary unit(s) breaking after hitting a certain number of AI. Requires further testing.

FIXED: Bleed out detection wasn't as accurate as it could be, this has now been adjusted.

FIXED: Certain medical actions (Defib, Suture, etc.) were available to individuals that shouldn't have had access. This has been now corrected.

REMOVED: Removed some old redundant bloodlust compatibility code that was executing.


"Jokes on them, I was only pretending to be retarded."



"With the first link, the chain is forged. The first speech censured... the first thought forbidden... the first freedom denied – chains us all irrevocably."

Joined: 20th Jan 2013
Rank: Management
Likes 1955
21st Dec 2018

ADDED: Potential fix for BI sling loading issue when there's passengers in the sling loaded vehicle. I now force ownership of the vehicle onto the helicopter pilot. Please test this out, and tell me if there's any issues.

ADDED: Ambient Sound module, for muh battlefield ambience. Once thoroughly tested, I'll make a short video on how to set it up for your mission.

ADDED: ACE Interaction Module. This module allows mission makers to add a custom ACE interaction to an object easily. You can specify the name, the condition of its appearance (or who can use it) and the code to execute when selected. For example, you could have a commander need to interact with some documents to collect it, where you add an item to their inventory and a counter attack fires.

CHANGED: twc_fnc_BattlefieldSounds now has two additional parameters, allowing you to specify your own array of custom songs (and their lengths), to be randomly picked from. I've left this function in as it's random based, where as the module is defined.

FIXED: Potential fix for DisableCaching module not working in some rare cases.

FIXED: removeMedicalItem was printing an error when trying to remove the last remaining item. It should now remove it correctly.

FIXED: I blundered hard, I meant to hide Handover Patient, not use Suture Kit. You should now be able to Suture once more, and the handover patient option is hidden until the functionality is thoroughly tested.

FIXED: Rik's put out a fix for ACRE intercoms being whacky when turning out.


"Jokes on them, I was only pretending to be retarded."



"With the first link, the chain is forged. The first speech censured... the first thought forbidden... the first freedom denied – chains us all irrevocably."

Forum » Information and Rules » Announcements
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[TWC] Bosenator 15th Jan
vote of no confidence tomorrow
[TWC] Bosenator 15th Jan
plan b vote in 3 days
[TWC] jayman 15th Jan
So is Brexit officially cancelled?
[TWC] Bosenator 15th Jan
Big oof. Big defeat.
[TWC] Harry 15th Jan
W\atching Live - Brexit Vote 2 Electric Boogaloo!
[TWC] Hobbs 15th Jan
Today's repo update affects optionals as well, namely an updated JSRS compatibility patch
[TWC] Rik 11th Jan
If you're attending the joint operation tomorrow, make sure you have the special joint operation repository installed and ready. For more info, see rolesheet thread.
[TWC] Hobbs 11th Jan
preop done, public time
[TWC] Hobbs 11th Jan
In case anyone's missed the thread, pre-op is tonight at 8pm
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