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Modset Changelog
Forum » Information and Rules » Announcements
Joined: 29th Aug 2015
Rank: Management
Likes 1097
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
Joined: 26th Jul 2016
Rank: Management
Likes 911
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 2141
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 2141
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 911
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 2141
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 2141
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."

Joined: 20th Jan 2013
Rank: Management
Likes 2141
26th Jan

I'd like to apologise for putting this update out now, but it was necessary to potentially fix a problem that was having a knock on effect and breaking many other scripts (why you could add to group the AI on public, etc.). As a result, many updates have been pushed out with the potential hotfix, as it was easier to push it all out than to just isolate the fix and upload that.

ADDED: AddToGroup notification for the person who was the target of said action. It should inform them it's happened, and who did it.

ADDED: TWC Signal Smoke/Flares. These rounds now fall slower, bounce a whole lot less and last longer. I am not happy with the smoke rounds currently, as it still behaves like a regular.smoke round effect wise, so please treat this as a first iteration.

ADDED: Buildings that are destroyed will now automatically delete objects in and on it. This should prevent scenarios like floating sandbags.

ADDED: Automated corpse handling, with overrides. AI corpses will now be deleted, on a first dead basis, once an internal number of corpses has been hit. Mission makers will be able to set a value on the unit to blacklist them from deletion, and a minimal existence time will be added in the future. The limit can be set on the fly by management. This replaces the behaviour of us going into Zeus to delete them, which wasn't always ideal, particularly if you're the medic dealing with a casualty and then the frames stutter.

ADDED: We now remove radios from AI vehicle crew. This should prevent smoke being utilised against them being rendered useless by an AI soldier that has sight lines.

ADDED: A TWC event for when cargo has been unloaded. "Where, what, how". Plans to create a module/function in the future, to allow mission makers create an objective/trigger of having a particular item delivered to a certain location.

ADDED: A bunch of utility functions to be utilised elsewhere. Things like isMember, isManagement, isHigherRank etc.

ADJUSTED: The ACE Wire Cutters have had their bag space used lowered, to account for them usually being placed on the side of a bag. This should make them a more viable commonplace piece of equipment, as the enhanced movement blacklist grows.

ADJUSTED: The framework was restructured to account for its growth. Core functions that are generic are now located within TWC_Core. The framework pbo is now slowly changing into a mission design pbo, with other functionality slowly being extracted. Sounds have been extracted and placed in their own pbo.

FIXED: Added missing icon that was throwing an error in the editor.

FIXED: The load-outs screen was missing from the briefing screen, it should now be back.



"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 2141
10th Feb

This update will be going out after the public session tonight, as I don't have the upload to do it beforehand.

ADDED: Unfolded maps will now feature a texture if the currently loaded terrain is supported. I will do my best to add them in the week prior to the operation, until all terrains are covered. I won't be hasty for Modern/Millennial, as we generally don't unfold for those. Additionally, as you unfold the map, you now flatten the grass around it (please note, this isn't going to work every single time, for technical reasons summed up as "ArmA" ).



Maps currently supported:
  • Altis
  • Malden
  • Stratis
  • Tanoa
  • Carraigdubh
  • Utes
  • Chernarus (Summer/Autumn/Winter)
  • Dariyah

If we're playing on a map that isn't above (as of the time of this post), it'll default to the current blue map.

ADJUSTED: Decreased impact suppression detection range, to help alleviate the fact we face sharpshooters in every encounter. Remember, fire-teams can support one another and to not blob up to make for an easy suppression target.

FIXES: Intro has had an infrastructural change that might have introduced issues, but is intended to fix unexpected behaviour (such as Load-outs duplicating on JIP). I will be testing this throughout the week.

FIXES: Added additional padding to the "Added To Group" notification.


"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 2141
13th Feb

These rode the updates yesterday. I've changed the way some of the mods are signed, which includes the introduction of the "twc_internal" key, for our most frequently updated mods. I've also removed all the keys from previously signed mods, where we now use their own keys. I'm hoping this might help speed up of checking the repo, by reducing the file count considerably.

ADDED: Unconscious sounds. Players and AI alike will now emit sounds of groaning, moaning and general "discomfort" whilst unconscious. This will help find players who are knocked out in long grass, and add a bit more PTSD overall, certainly in mass-casualty situations.

ADDED: DisableAI "MOVE" to AI Uncon. This should prevent the scenarios where they track us, whilst knocked out, and renable it once they wake up. However, ArmA being ArmA, this will probably still occur. Testing didn't provide the occasion where they did this, however it was quite rare prior.

ADDED: Back blast to the Spearpoint LAW 66.

ADDED: Invisible NVG object. The idea being that we can give this to AI, so they can perform better than a wet blanket in low light conditions, without people autistically screeching they're wearing NVGs. Should automatically be removed upon their death. If I spot any player/read any log of a player with these on, I will remove them from this community.

ADDED: Name to player function, for locating player objects based upon their name string.

ADJUSTED: I've changed the way the intro camera calculates the group pan. It should now do a breadth search, and find the two furthest elements, where as previously it was based on the BI provided squad list. This should mean those that connect in whilst we're on the map screen, will no longer be the stop of the pan. It will also now alternate directions between pans, too.

ADJUSTED: Increased the radius on the building clean up, for when it's set to ruin state.

REMOVED: Defunct CUP fix.

REMOVED: LAW 80, as UKCW has one now.


"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 2141
7th Apr

ADDED: Framework/Fixes; Add a check to players vertical velocity when exiting a vehicle, if it's abnormal it's reset to 0. This should prevent odd situations where the UK reinstates its rocket program unintentionally. Whilst this won't prevent the player shooting up, it should stop a medical situation from following (they'll do a weird jump, nothing I can do about that). This is in experimental mode at the moment (not enabled, unless in debug mode), as it needs to be tested in a MP environment.

ADDED: Config_Compatibility/ctab_fix; Fixes the cTab pop up error when joining a mission. If you notice any errors when using the cTab, give me a shout.

ADDED: Config_Compatibility/compat_rksl_pm_ii; This is the ACE compatibility for RKSL attachments, it's just been added to our repo as it's easier to manage than a custom update rule.

ADDED: Framework/Core; Rewritten the NightGear script. It's now done via Config entries, to give more granular control and less execution requirement at mission start/JIP. Please be vigilant on checking gear during Pre-OPs.

ADDED: Framework/Map; Added a bunch of map textures to the model.

RE-ADDED: Framework/Medical; Re-added the old Tourniquet UI code. When removing it for the one added in the ACE 3 update, I inadvertently re-enabled the false reporting "has lost a lot of blood".

ADJUSTED: Framework/UI; A rewrite and restructure of the TWC_UI system. It should have a lower overhead now. Added config support, so it's possible to define which seats should show the TWC Bearing, as part of that vehicle config (more granular control), still has legacy support for the current vehicle set.

ADJUSTED: Config_Compatibility/gearFixes; Tweaked AI usage flags for CUP RPG & M72, should be shot at more by those as infantry.

ADJUSTED: Framework/Medical; Lowered loosening chance on Elastic, and made it slightly faster to apply. Time changes have been reflected in the Suturing time, as well (should be a smidge faster).

ADJUSTED: Framework/Suppress; Made it half a second slower before starting to recover, and recovery is ever so slightly slower.

ADJUSTED: Framework/Parachute; Landing sound is slightly louder.

ADJUSTED: Config_Compatibility/gearFixes; NLAW now has more noticeable backblast.

FIXED: Framework/TWC_UI; Potentially fixed a weird double press requirement of toggling the compass in Spectator.

FIXED: Framework/Disposable; Fixed duplication of disposed rocket after firing an alternate muzzle (spotting scope on LAW 80 brought this to light).

REMOVED: *; Removed some unused signature files from some mods, that were causing some individuals issues in joining. Please tell me if you get any signature rejections after updating.


"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 2141
17th Apr

ADDED: Get out feature for Wildcats & Puma, to decide which side to get out on. It's early days, and very rough at the moment (looks janky, basically).

ADDED: Bad luck protection system to CPR, intrinsically linked with health of the patient.

ADJUSTED: Increased overall bleed speed, and have made avulsions & velocities wounds more painful and faster to bleed from on top of that. The minimum blood level required to be alive has also been increased.

ADJUSTED: Intro script pan times per group is now based on upon the amount of players in that group, with a small pause at the end. This should improve the feels.

ADJUSTED: Major reorganisation of the medical code base, starting to split out into its constituent parts, in preparation of the ACE 3 Medical Rewrite. Minor fixes and quality of life changes added when going through the code..

ADJUSTED: Bunch of improvements on the surgery system that’s upcoming, if you get the option (you shouldn’t normally, but it’s possible on the training server), please don’t click it, no matter how tempting it is. It’s very much in MP testing at the moment.

ADJUSTED: Added minor alternating sideways inertia to paradrops, to make us spread out a little to give us that ‘gasm aesthetics.

ADJUSTED: AI have been tweaked with the medical lethality changes in mind.

FIXED: There was a rare occasion where a round of CPR would complete, but fail to apply, because you were too far away when it completed prior to the teleport forward. You now move closer to the patient at the start of the action to prevent this from occurring.


"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 2141
26th May

ADDED: Custom TWC overdose function. Same values as taught, although impact should be more noticeable. Already have ideas how to make it more impactful on individuals without a heartbeat, stay tuned.

ADDED: TWC Core addItem. Adds an item in the order of: Uniform if space is free, if not trys vest, if not trys backpack, reports back if unable to. Should fix an odd Suture kit bug with full backpack.

ADJUSTED: Map should now be orientated according to the person who placed it.

ADJUSTED: Minor change in the copy markers function, might fix underlying issue. Hard to debug solo.

ADJUSTED: Field Surgery conditional slightly changed for better performance checking, and more consistent results.

ADJUSTED: OnPlayerConnected RPT error resolved, should now remove the players old body upon reconnect.

ADJUSTED: Added mass to Cargo Pallet. Should now respect the laws of gravity.

ADJUSTED: Minor change to intro sequence. End hold isn't as long.

ADJUSTED: Further dispersion on Jump Out, to make it feel a bit cooler.

ADJUSTED: Surgery audio should be audible, and takes into account earplug status.


"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 2141
12th Jun

ADDED: A "fix" by the ACE guys that suppresses the error message that shows up in Splendid camera if using a controller.

ADJUSTED: Pain values for small and medium sized velocity and avulsions now cause appropriately less pain than their large variant.

ADJUSTED: Morphine is slightly more effective, to help tune in with the more aggressive overdose checking.

ADJUSTED: A loop check was added for pain whilst concious, to see if they should perhaps not be. This threshold is much higher than the threshold required to wake up whilst unconcious, and has a degree of RNG to it as well. I'll propably add in the future a tapering off of the RNG effect for exceedingly high levels of pain. This was introduced to give functionality for future scripted pain sources, and probably won't matter for the most part.

ADJUSTED: The map when unfolded is now facing the person who unfolded it.

ADJUSTED: The medical tent that is now deployed directly in front of the medic, also has the opening directly facing the medic as well.

ADJUSTED: Hobbs has added a check to getOutSide to prevent the option from showing when at a reasonable altitude, to prevent sudden and unexpected encounters with gravity.

ADJUSTED: Hobbs has also added a check to the addToGroup to prevent those who are not on the same side from joining the same group.

ADJUSTED: Rik has added to the Air Assault module the ability for helicopters to take off, once they've delivered their troops.


"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."

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Public tonight, 1900
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Everyone is back, yay!
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Tonight's MVP award goes to the russian military, for calling in artillery on their own command post
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public time
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Reminder as well, do not download the next TS update until we can get the ACRE update out
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We ignoring all those points raised in the past again :Kappa:
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Because it is boring and unrealistic. No one has used LR in years. Foxhound would be the logical choice.
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Why not ?
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An army 2020 op with landrovers.Why
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Friday pub tonight
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