Arma 3
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KtweaK
   
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
4.105 MB
16 Sep, 2023 @ 7:20am
15 May @ 3:59am
42 Change Notes ( view )

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KtweaK

Description
Where feature creep is actually a feature!
A lot of quality of life and innovative features. Multiplayer and ACE compatible.

Features
In multiplayer, this mod (or addon, for the purists) is required by both clients and the server.
Regardless of being server or client, all features are available in singleplayer.
For a more detailed description, check this thread.

Client Features
  • Equip Next Weapon: Swap weapon from another in the player's inventory. The next rifle and launcher in the inventory to be equipped will be displayed on the player's unit.
  • Bodypart HUD: When damaged, a HUD will briefly appear in the bottom right corner.ACE Medical compatible.
  • Humidity Effects: (Only visual FX active by default) Blurry visuals and muffled sounds will be applied depending on fog settings and the location of the player respective to the fog.
  • Disable S.O.G. Prairie Fire Voices: Toggle activation of ambient voices for English speaking factions.
  • Cold Breath: (Disabled by default) Cold Breath intensity will increase or decrease based on current temperature and the unit's level of physical and mental stress.
  • Heat Haze: (Disabled by default) It will appear as long as the surface temperature is over a given threshold and the player is on a surface that easily accumulates heat (such as asphalt or sand).
  • Holster Equipped Weapon keybind: (Unassigned by default) Holsters the currently equipped weapon, leaving the hands free.
  • NV Effects: Visual effects when nightvision of any type is active.
  • Disable aiming when unconscious: Disables ADS or scope view when awakening.
  • Restrict Stance: (Disabled by default) AI units in the player's group won't be allowed to stand up when moving in stealth and/or combat mode.
Server Features
  • Add Lights to AI: Infantry AI units without NVGs, weapon lights or headlamps will be assigned a weapon light or headlamp. Only weapon lights will be distributed unless WebKnight Flashlights and Headlamps is installed.
  • Brighter Moonlight: Full moon nights will be brigther. It works on any terrain. It also works in the 3den editor. There's two modes: bright and brighter.
  • Slide in Slopes: (Disabled by default) Player infantry units have a chance of slipping when going up and down slopes. Only for players.
  • Rain Poncho Reacts to Water: Equipped rain ponchos by any unit will change to the wet or dry version whenever the poncho gets wet or dry. Only compatible with MGSR ponchos so far.
  • Map Icons Only with GPS: (Disabled by default) Hide all map icons (not markers) unless the player unit has a GPS or is in a vehicle with one.
  • AI Predator Defense: (Disabled by default) AI units will attack dangerous predators when they get too close. So far it only works with Edaly's crocodile (both manually placed and spawned via the Wildlife module).
  • Disable Voices for Creatures: Voice mods will be disabled for non humanoid AI units, such as zombies and animals. That means no more zombies asking for backup or horses warning about incoming grenades.
  • AI Stop for Healing: AI infantry will stop moving when being healed by the player, even if the group leader hasn't issued a heal order (which is the only way they stop for heals by default). It also gives the player some score points for being a good human being.
  • BettIR Auto Enable for AI: Automatically enable the NVG and/or weapon illuminator for all AI units, in the specified conditions. It has no effect if BettIR isn't installed.
  • AI Auto IR Laser: Infantry AI will briefly enable their IR laser when firing, emulating Active Aiming to some degree.
  • Recon Drone: (By default it requires the Recon Drone Dispenser) An action will be added to the player unit that will allow to automatically launch and control an AR-2 drone for a brief time. Inspired by the Ghost Recon game series.
  • Auto-add ACE Map Flashlights: ACE map flashlights will be added to all infantry units which don't have one already. No flashlight will be added if there's no room in the unit's inventory. This option has no effect if ACE flashlights addon isn't active.
  • Fatal Wounds: Units that have died stay dead (not unconscious) but have a chance of playing a fatally wounded animation. The animation played is based on the the damaged body part that killed the unit. If the head or chest is severely wounded, there's a chance that the unit just dies without animation. Fatally wounded units will scream in pain if using mods like 'SSD Death Screams'.
  • Auto-add ACE Clackers and Defusal Kits: An ACE M57 Firing Device will be added to all infantry units carrying explosives which don't have a firing device already (clackers or cellphone). Defusal kits will also be added to units able to defuse that don't have one already.


This is a collection of several scripts and functions, some brand new, and some others that I've been using for myself through the years. Most of them come from my own unpublished missions, where I found that particular feature interesting enough to have it enabled globally.

I myself don't have them all of them activated, or not all the time. I just pick and choose depending on the type of mission and setting I'm playing on. I encourage you to do the same, as most of them don't require a mission restart after toggling their activation status.



Default keybinds
Equip Next Primary:
Ctrl + 1
Equip Next Handgun:
Ctrl + 2
Equip Next Secondary:
Ctrl + 3
Holster Equipped Weapon:
<Unassigned>

You can change those keybinds by going to:
Options > Controls > Configure Addons (in the lower part of the controls window) > KtweaK (select it from the ADDON combo box)

Enabling and disabling features
You can change the default settings by going to:
Options > Addon Options > KtweaK (select it from the ADDON combo box)



Links
[github.com]

Credits
  • johnnyboy, for the initial code used to disable SOG US ambient voices and for exposing the SOG voices array
  • ACE Team, snooping through their code allowed me to understand how to properly add a new item with CBA
  • krzychuzokecia, testing and his "Wouldn't it be cool if the MGSR ponchos..." throwaway comment was the reason that feature and, based on that foundation, Equip Next Weapon were implemented
  • Tripod27, for the original NVG effects script mine is based on

Permissions

This project falls under the Arma Public License Share Alike (APL-SA)[www.bohemia.net].
Popular Discussions View All (3)
15
5 May @ 2:34pm
PINNED: [KTWK] Bugs & Feedback
kenoxite
4
16 Jul, 2024 @ 12:33pm
PINNED: Features - extended explanation
kenoxite
0
12 Oct, 2023 @ 3:53am
PINNED: Using the Recon Drone
kenoxite
81 Comments
kenoxite  [author] 20 May @ 10:06am 
The closest feature that would do anything close to what you mention is Fatal Wounds, and it doesn't work like that. You can check how it works in depth in the linked discussion post or by directly checking the code in the linked github repository.

In any case, if you suspect that's the culprit, then disable it (which of course you can) and use Webknight's Death Animations mod instead, which has all kind of custom animations for injured and dead and I personally use quite often.

Other than that, it looks like a conflict with other mod or script... or something totally unrelated to this mod, which is my bet.
itsniko 20 May @ 8:30am 
this would be a perfect mod if there wasnt a feature where ai dont die and instead they get stuck in the death animation and when the player dies they become unconscious and when they die they respawn as civilian it break most mp missions and theres no way to disable it
kenoxite  [author] 5 May @ 2:39pm 
Updated with some of the requested features.

This update includes a new nightvision effect, support for JCA and the latest Webknight flashlights and some other fixes and tweaks.
Thanks for update! :jake::steamthumbsup:
Valken 24 Apr @ 3:42am 
@kenoxite thx for looking into this!
kenoxite  [author] 24 Apr @ 2:53am 
@Valken: Thanks. I've checked BSP NVGs, but their system can't work with AI units, just players. Making it work with AI would require a rewrite of their system, which is not for me to do.

Regarding humidity, the effect you are witnessing is Arma 3's built-in "DynamicBlur" postprocessing effect, which at high enough values makes the screen look pixelated and low res. I guess that the particular fog settings they used for that mission makes the intensity detection to apply max humidity effects. Considering that the only visual effect applied for humidity is precisely the blur, deactivating it would deactivate the whole effect. You can lower the intensity yourself through the addon settings, though, or just disable it if you find it still is impacting your gameplay.
Valken 23 Apr @ 8:56pm 
I really like this mod and use it side by side with other tweaks such as fast ladder, fast swim and mountain goat.

Can I ask for an option to support BSP Night Vision in place or alternate to BettIR - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2946493876&searchtext=BSP+Night+Vision+-


Humidity effects for some reason lowers the render resolution down? It happens in the beginning during the cutscene from this campaign: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3442600541

Anyway to keep the effects without lowering the render resolution?

Keep it up.
kenoxite  [author] 5 Mar @ 12:49am 
All KtweaK does is to call a BettIR built-in function: [_x] call BettIR_fnc_weaponIlluminatorOn. I personally don't check if that item or weapon is supported, it's all handled by BettIR. I guess that unsupported means unsupported and it just will ignore those NVGs when passed to the function (as there won't be any attached light to the NVGs defined in the configs). Better ask BettIR author if you want full confirmation or explanation.
HBAOplus 4 Mar @ 7:10pm 
@kenoxite
Hi, I just wanna ask, when an AI unit is wearing a NVG not be Bettir compat, does its lluminator be still auto-enabled?