Arma 3
KtweaK
 This topic has been pinned, so it's probably important
kenoxite  [developer] 13 Oct, 2023 @ 10:31pm
Features - extended explanation
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.

Client Features
  • Equip Next Weapon: Changes the currently equipped weapon to another of the same type in the player's inventory. Default keybinds are: Ctrl+1, Ctrl+2 and Ctrl+3. The next weapon in the inventory to be equipped will be displayed in the player's unit, for rifles and launchers. Their position can be changed in the addon settings.

    If you swap a weapon and there's no space for it in your inventory, it will either be dropped to the ground or moved to your current vehicle's inventory. You'll be warned about it via systemchat text.

    Currently, weapons can only be swapped from the same container. While this was not the intended behaviour, I might not patch it, as it gives you some control over the weapon rotations (as in, if you have three pistols but you want to only swap between two, place them in different containers, such as in vest and in backpack).

  • Humidity Effects: (Only visual FX active by default) Blurry visuals and muffled sounds will be applied depending on the current fog settings and the location of the player respective to the fog. The effect is increased the deeper the player is into the fog and is lowered when inside a covered vehicle or building.

    The audio effects need to be enabled in the addon settings if you want to try them out, but they will be disabled (regardless of the settings) if 'ACE Hearing' or 'ACE Volume' are present and enabled.

    Also, due to the way 'ACE Nightvision' works, where it disables the current fog settings and applies its own, no effect will be used while ACE NVGs are active.

  • Bodypart HUD: A HUD displaying the damage suffered by the player will briefly appear in the bottom right corner. It will be displayed whenever the health status changes, or as long as the player inventory is opened. The position of the HUD can be changed in addon settings. ACE Medical compatible.

  • Disable S.O.G. Prairie Fire Voices: Ambient voices for English speaking factions can be enabled, enabled partially or silenced. No voices are silenced by default.
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.

    Units will be equipped with headlamps even if weapon has lights installed, unless there's no space left in their inventory. If WBK Headlamps isn't active, only weapon lights will be distributed and their activation will be forced (unless disabled in the settings). Weapons that don't have a light slot won't have a light, regardless.

    If WBK Headlamps is installed then the function used to control the activation of the headlamps will be replaced with a custom one which, among other things, makes use of KtweaK dusk and night detection.

  • Brighter Moonlight: Lighting in full moon nights will be brigther. There's two modes: bright and brighter. It works on any terrain. It also works in the 3den editor.
    Needless to say that this is balanced around vanilla lighting. Using lighting mods will give you undesired results.

  • Slide in Slopes: (Disabled by default) Player infantry units have a chance of slipping when going up and down slopes. Only for players.

    You have a chance of sliding when traversing terrains above 20º angle. Chances increase considerably beyond 45º.

    Slide chance is affected by current speed, fatigue, carried load and unit skill. The faster you go, more tired and more loaded, the higher the chance of slipping. If stamina is disabled then all those variables will be considered but fatigue, giving unit skill more importance.

    Example: a civilian will barely slip, unless in heavily angled terrain; a regular rifleman will only occassionally slip, unless very loaded or tired; an AT specialist will surely slip, regardless.

    How not to slide: Go up or down high gradient slopes by zig-zagging (Z), same as you'd do in real life. Or crawl. Or just keep this option disabled.

  • 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) and tactical pings, unless the player unit has a GPS or is in a vehicle with one. The icons to be hidden can be chosen in the addon settings.

    There's also an option to disable map autocentering on the player when opening it, which also disables the auto-center button on the top bar.

    You can also disable personal waypoints on the map (via Shift+Click), although that's only advised at mission level due to the potential risk of breaking other mods or scripts.

  • 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).

    This applies to all crocs, but you can exclude any if you set it to captive (this setCaptive true) in their init or via script just when spawning it.

  • 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.

    Supported creatures: Ravage, Webknight's Zombies, Drongo's Spooks, Zombies and Demons, Max Zombies, Devourerking's Necroplague Mutants, DBO Horses, all Edaly creatures (horse, dog, tiger, cattle, crab, crocodile, boar), Dino Mod.

    Supported voice mods: Unit Voice-overs, Stalker Voices, SSD Death Screams, Project SFX.

  • 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.

    You can find more info about this feature in this thread.

  • 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'.

    By default, the original corpse will be hidden (instead of deleted) and restored once the clone has played the animation. This is done to ensure compatibility with scripts that need to check for the original unit's corpse (such as for resurrecting it as a zombie). This option can be changed in the addon settings.

    Units can be excluded by adding this to the unit:
    this setVariable ["KTWK_FW_exclude", true];
Last edited by kenoxite; 8 May @ 11:50am
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Showing 1-4 of 4 comments
kenoxite  [developer] 26 Oct, 2023 @ 10:59pm 
[reserved]
kenoxite  [developer] 26 Oct, 2023 @ 10:59pm 
[reserved]
Hannibal 11 Jul, 2024 @ 9:37pm 
Hi I was wondering if you can explain how to set up the options on client side. I dont see in the addon list for mods. The sliding seems to be on by default as I was surprised I slipped down a gentle slope. Is this adjustable?
Cheers.
kenoxite  [developer] 16 Jul, 2024 @ 12:33pm 
Hi I was wondering if you can explain how to set up the options on client side. I dont see in the addon list for mods. The sliding seems to be on by default as I was surprised I slipped down a gentle slope. Is this adjustable?

Check this page for a thorough explanation of how CBA settings system works: https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System

There's also a bit more info here, which might help: https://www.misfit-company.com/arma3/mission_making/cba_settings/

Regardless, sliding should be off by default, both for clients and server. Unless you are talking just about adjusting the triggering of the slide. That's not planned so far, even though I'm aware that it might feel off in some instances. As I explain in the top post, it's all a mix of your current stamina level/load, speed and the gradient of the slope. Arma being Arma can lead to some odd behaviors, but after thorough testing the current settings were set to what I felt was the more realistic, without feeling way too silly or punishing. That said, I'm aware that it's all subjective in the end.
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