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Rydygier

[SP] Pilgrimage

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Small copy of a great adventure.

Pilgrimage-Stratis

https://yadi.sk/d/JCx3QnlJjVLXL

My second play through. You did a nice job with this, very well done.

 

Might have found a bug. Could not get a save at one location. I walked around the area of this save ? assuming "my brother" was near by to trigger the event. Could not find him or get save.

 

Any chance you could make this COOP?

 

Edit: Definitely a bug. I've eliminated all ? except the one shown in SS and brother not there. Oh well, was fun any way.

 

20r75sy.jpg

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I found the Stratis version really good to play, but some things need a little bit of fine tuning when porting the mission to smaller maps, The circle intel tends to cover the whole island, and the second stronghold was out in the open rather than around a military camp/factory/etc. It was also a bit crowded. As I attacked the gunship on the ground at LZ Baldy, the second gunship took off behind me from Rogain and the armour from each airfield was intermingled. I liked having a stronghold at Camp Maxwell, which I approached through a minefield, but, despite having a mine detector and a toolkit, I couldn't disarm the mines because Alex has been changed to a recon paramedic from the usual explosives specialist. 

 

It would be good if a small chapel could be added to the map at each possible location to give a physical location for the player to check. I don't know if Rydygiers code would work with editor placed buildings though.

 

After taking Camp Maxwell, the Stomper came to visit which was taken out with an RPG. Intel finally cleared all the possible locations for the body except for one which just happened to be smack bang in the middle of the second stronghold. A few rounds from a captured mortar took care of most of them.

 

I found that I couldn't go far by vehicle to begin with as the gunships were on me so quickly all the time. In fact one of them seemed to be in the air all the time and could hit me within seconds of my vehicle being spotted, so I stuck to travelling on foot. It wasn't until both gunships had been dealt with that I was able to move around a bit quicker. This map was captured just after I had taken Rogain and got my first circle intel. Asking civilians hadn't been much use as none of them had pointed me in the right direction.

 

All I have to do now is to find time to try this map again, to see what happens next time.

 

 

CQwtGODXAAA9Vjm.png:large

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So, is there a version for any of my islands out yet? I would love to play with my team...

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alky_lee

Who told you that it is necessary to look at the chapel?
Include imagination. Forget the chapel.
The "?" indicates the search area.
The radius of about 30 meters.

 

Trying to transfer to another map.
Mountain of the cars in the center of the island.

On the island of "Altis" this place is under water.

 

 Mountain%252520of%252520the%252520cars.j

 

Someone wrote about it.

 

Failure of the game when the
CIVILIAN POPULATION
-Specifies The number of civilians to be spawned in the vicinity

CIVILIAN SPREAD
-radius of how widely spread the civilian population above will be

 

P.S.

Я не знаю что напиÑал translate.google.com
на английÑком.
ÐадеюÑÑŒ Ð’Ñ‹ Ð¼ÐµÐ½Ñ Ð¿Ð¾Ð¹Ð¼Ñ‘Ñ‚Ðµ.

I do not know what to write translate.google.com
in English.
I hope you understand me.
 

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So, is there a version for any of my islands out yet? I would love to play with my team...

 

An attempt would be made few moths ago by myself, if not RL, which keep me out of Arma since April.

 

 

 

Mountain of the cars

 

For willing and able to debug this issue, here is relevant part of the code (JRINit.sqf):

_softVAm = 30 + (floor (random 20));
_armVAm = ((3 + (floor (random 2)) - RYD_JR_Difficulty) max 0) min 3;

_mapDefPos = getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition");
_mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "mapSize");

_rds = _mapSize/2;
_mapC = [_rds,_rds];

RYD_JR_mapSize = _mapSize * 1.4;

and then:

	{
	for "_i" from 1 to _x do
		{
		_isGood = false;
		_spawnPos = [];
		_ct = 1;
		
		while {not (_isGood)} do
			{
			_pos = [(_mapC select 0) - _rds + (random (2 * _rds)),(_mapC select 1) - _rds + (random (2 * _rds))];
			
			if not (surfaceIsWater _pos) then
				{
				_pos set [2,0];
				_nR = _pos nearRoads 200;
				
				if not ((count _nR) < 1) then
					{
					_roadS = _nR select (floor (random (count _nR)));
					_spawnPos = [(getPosATL _roadS),8,50,15,0,2,0] call BIS_fnc_findSafePos;
					_spawnPos set [2,0];
					
					if ((_mapDefPos distance _spawnPos) > 1) then
						{
						if not (isOnRoad _spawnPos) then
							{
							_isGood = true
							}
						}
					}
				};
			
			_ct = _ct + 1;
			if (_ct > 50) exitWith {}
			};
			
		if (_isGood) then
			{
			_vehType = "";
			
			switch (_foreachIndex) do
				{
				case (0) : {_vehType = RYD_JR_AllSoftV select (floor (random (count RYD_JR_AllSoftV)))};
				case (1) : {_vehType = RYD_JR_AllArmor select (floor (random (count RYD_JR_AllArmor)))};
				};
			
			_veh = createVehicle [_vehType, _spawnPos, [], 0, "NONE"];
			
			RYD_JR_AllEV pushBack _veh;
			
			_dir = random 360;
			
			if not (isNull _roadS) then
				{
				_nRSg = (roadsConnectedTo _roadS) - [_roadS];
				
				if ((count _nRSg) > 0) then
					{
					_segRef = _nRSg select (floor (random (count _nRSg)));
					
					_dir = [(getPosATL _segRef),(getPosATL _roadS),6] call RYD_JR_AngTowards
					}
				};
					
			_veh setDir _dir;
			
			clearItemCargo _veh;
			clearWeaponCargo _veh;
			clearMagazineCargo _veh;
			if ((random 100) > 0.25) then {_veh setFuel (0.3 + (random 0.7))};
			if ((random 100) > 0.25) then {_veh setVehicleAmmo (random 1)};
			if ((random 100) > 0.25) then {_veh setDamage (random 0.6)};
			
			if (RYD_JR_Debug) then
				{
				_m = "VMark_" + (str _spawnPos);
				_m = createMarker [_m,_spawnPos];
				_m setMarkerColor "colorGrey";
				_m setMarkerShape "ICON";
				_m setMarkerType "mil_triangle";
				_m setMarkerSize [0.5,0.5];
				_m setMarkerText _vehType
				}
			};
		
		}
	}
foreach [_softVAm,_armVAm];

Note, marked on the map above position seem to indicate exact center of the island, which may be some lead, like for some reason all positions randomized are same - in the middle of the map, like _rds was reduced to 0 or something. (BTW its Altis - question is, why it's not working for Altis, where original code still works well, I hope). 

 

At first I would check, if map config has proper "mapSize" entry. If not - proper value may be put manually (eg. _mapSize = 30720; (Altis value), depends on the map of course). If all OK here, I would debug via diag_logs what coords code randomizes and if/why those are(n't) approved as _isGood. If positions seem to be OK - valid, not suspicious, like negative coords, not all the same, then perhaps problem is hidden in the water/road/free space tests, if eg commands doesn't work properly with given map, not forgetting to anaylze, what's going on in the used BIS_fnc_findSafePos.

 

Anyway, this looks, like it's matter of time and some patience to figure out the reason of the issue with consistent debugging. 

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ho yes !! that's fine info and explain the "point of spawning of several vehicles" on the Bornholm port. ( this point is the center of the map, that's what we figured out with my son yesterday )

I'll try to set this for Bornholm 1.94 SP and 1.86COOP.

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    I really don't want to put a damper on your hard work concerning the Bornholm project but...

Every time I play on this terrain I find the fps quite low, for the most part. I like the feel and it has an impressive size to create a great mission but I wouldn't want you to spend a huge amount of energy in vain. I just wonder if the creator of this terrain still needs to optimize it....more....better....if it's possible.

Chernarus could be a better option.

 

I hope I don't offend anyone    :mellow:

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let's talk about Bornholm:

 

yes this map needs more resource than all the other maps I played

 

to many details (objetcs )  and it drops the FPS down if you play it with the same setting than Altis.

my Altis setting for my PC hardware config are:

 

Sampling: 100%

Texture: Ultra

Objects: Ultra

Terrain: Ultra

Shadow: standard

Particle: Ultra

Cloud: Ultra

PIP: Ultra

HDR: High

Dynamic Lights: Ultra

 

Overal visibility: 6500

Object visibility:5800

Shadow :50

 

that allow me to run with a 50/60 fps rate

 

for Bornholm if I want to run  at the same FPS rate  I need to lower the settings this way

 

Sampling: 100%

Texture: Ultra

Objects: Ultra  (or very high, depending on Ambient Combat intensity )

Terrain:very high

Shadow: disabled

Particle: High

Cloud: High

PIP: Ultra

HDR: Standard

Dynamic Lights: Ultra

 

Overal visibility: 3500

Object visibility:2700

Shadow :50

 

 

the Bornholm V1.4 is "lighter" than previous versions as the maker of this map deleted a lot of objects ( mainly trees )


about Chernarus map or all other I  played using All In Arma:

 

as discussed here a long time ago, all map using AiA I tested make the game to crash.

I had tested Piligrimage deeply with a lot of mods, removing mods one by one to figure out what was the mod  that make the game to crash ( I also uninstalled and reinstalled and updated all needed redists like DirectX, Microsoft Framework and Visual C++ to be sure  one of this needs wasn't the crash reason ).

my RPT are always full of errors since I started to play Arma III, BIS themself are unable to offer a bug free version of their game ( the 1.52 update is a real shit, lot of things are crashed now and I really wait for a repair patch )

so  after a lot of time spent, I realize (and Rydygier did to ) that All In Arma crashed Pilgrimage (but also other missions ) 

 

I letf AiA apart for a long time ago, last time I had it on my Arma 3 game, it was at a dead point as the main creator decided to give up on this mod.

 

I guess some guys are going on it as  there are a lot of new maps that still use the AiA terrain pack.

for now I'm focused on Bornholm as it doesn't crash the game even the FPS rate falls down. (you'll need to clean up bodies and wrecks, lower the civilians spread to go on with a decent FPS rate )
 

the "mountain of vehicles" at the center of the map made my son's PC drop to 2 to 4 fps this week end when we played there (there were at least 8 vehicles spawned)

so nothing is perfect.....

I might take a look to the others maps using AiA terrain pack if you tell me now it wouldn't crash Arma III.

 

 

By the way, I still need helps to upgrade 1.86 COOP with 1.94 functions... what ever the map is ....

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rydygier

I think I found the problem
1. BIS_fnc_findSafePos
_spawnPos = [(getPosATL _roadS), 8,50,15,0,2,0] call BIS_fnc_findSafePos;
_spawnPos = [1,2,3,4,5,6,7,8,9] call BIS_fnc_findSafePos;
Be careful when setting the parameters, should be a sufficient number of valid position, otherwise there can be errors during the installation of the object.
In the case of an erroneous calculation of the position of the object is located in the center of the land on the map or at the point specified in the ninth parameter.

On Altise hides all ocean

 

 

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These two parameters are optional AFAIK. Question is, if that's the problem, why pasted code worked fine for normal Pilgrimage on Altis (whe I tested it last time - I assume normal Pilgrimage works fine still?). 

 

Indeed however, this function seem to use "safePositionAnchor" if no sufficient flat∅ is found, which is a center of the map for Altis, perhaps also for the other maps. If indeed it is the case here, question is - what is causing this function behaving like that - I would diag_log _roadS (should hold an object - road segment), as its position is the only non-constant parameter, that might be broken somehow, and follow this lead backwards to the issue source. If no problem here - then maybe not this function is the problem (rather unlikely), or maybe it genuinely is unable to find flat∅ on the whole map (very unlikely, not explains Altis case). Also running Pilgrimage with RYD_JR_Debug = true may help to confirm, if all vehicles land at this center spot, or only part/majority of them. 

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if there an importance in expression " _anyword set [(count _anyword),_parameter]"  for MP scripting instead of "_anyword  pushback  _parameter "  ? :huh: 

 

as I noticed some commands for MP  are different in expression than for SP....

 

example:

 

for MP

 

clearItemCargoGlobal _veh;
clearWeaponCargoGlobal _veh;
clearMagazineCargoGlobal _veh;
 
 
for SP:
 
clearItemCargo _veh;
clearWeaponCargo _veh;
clearMagazineCargo _veh;
 
I found some PDF documents explaining the difference between MP and SP scripting for Arma , about "Local" and "Global", the BIS_fnc_MP call etc.....
 
The 1.86 COOP use the "set [(count),]" expression while 1.94 SP use the "pushback"....

so is it important ? (some pushback commands into the 1.86 COOP scripts but all are with // at the begining, so , until I'm wrong, // is to tell the command is not operational )

I'm learning, but not enough to fix the work done on 1.94SP turned to COOP 
 
:lol:

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The 1.86 COOP use the "set [(count),]" expression while 1.94 SP use the "pushback"....

 

 

Both variants do same thing in SP and MP, just pushback is a bit faster and compact. I replaced set with pushback some time after it was introduced, no relation with MP here.

 

Global versions of some commands from the other hand makes a difference in MP (SP versions wasn't working in desired way under MP). Learning SP scripting is one thing. But MP turns elegant logic of SP code into kind of cloudy voodoo, and what was simple and elegant in SP suddenly isn't anymore, when MP is involved - things become more complicated often without a real reason. Some commands have local effect, some global, some have to be run locally, some otherwise, just like that, some doesn't work at all, then there are remote executions, appears matter of synchronization and desync, net traffic delays are involved and affecting outcome, making some scripts not reliable, where result depends on ping, and on the top of that there are several possible MP net configurations, like server-client, dedi, headless.... One big mess. Never liked MP scripting because of that, it stinks, that's it.  

 

Anyway, all documented scripting commands + other stuff around may be found here. Most often used by me www during scripting work.

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Thank you.

I like the way you describe the difference between SP and MP scripting  :D 
 

thank you for the link.I have hours of reading now ;)

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alky_lee

Who told you that it is necessary to look at the chapel?

Include imagination. Forget the chapel.

The "?" indicates the search area.

The radius of about 30 meters.

 

 

I started another mission on very hard, and without a map, the locations were impossible to find, so some visual clue would go a long way.

 

I also spotted that one of the co-ordinates given by Tyrone for the strongholds was on Altis still.

 

At least this time, the airfields/strongholds were more spread out, but still very crowded for hidden camps. I had two examples where two camps had spawned with their camp fires in exactly the same position, so when you put out 1 fire, the 2nd keeps on burning. I would suggest anyone trying the Stratis version should turn down the hidden camp density to 50% or even less to try and avoid this.

 

I loved taking on a heavily defended Stratis Airfield, and some night time CQB in Agia Marina as well as a stronghold at Camp Maxwell again. Thanks for porting this mission to Stratis for us to enjoy. It might be a smaller island, but this last run through still took 11 hours.

 

Here's a few pics.

 

The first gunship I shot down when it joined in tracking me. When the second one came to help, I shot that down as well, Luckily it didn't explode on landing as I wanted the toolkit out of it's inventory.

 

A419A815B197B600C5C8C37EC0F0A6933D18EFBC

 

The Stomper blundered into my location and was despatched quickly as I was heading to the airfield. 

 

013CD550A47370A6309A53A749E5762F273BFEB3

 

Even on Stratis, the civilians took up arms to support me

 

43C0213873A7238ED355CAFC2AA089B079731AC0

 

The point on the airfield turned out to be unlucky, but after fighting through Agia Marina, I found the body on the road to the east of Agia Marina before I got to the second airfield. I had found an extra four boats including one in Agia Marina, so it was a short trip to get off the island and away.

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Well I continued my save last night. Like I had mentioned previously, I think I know the exact church to find my brother's body in/near. Making my way there (I'm close!), I got in quite the predicament.

If you remember I said I hadn't encountered much combat, well boy did that change. On my way to the city just south of the airport my vehicle became recognized and I got in the firefight of my life! LOL! I barely made it out alive but now I don't know if I screwed myself or not.

This enemy helicopter has had its eyes on me for the last few hours now. When it spawns, if I'm not lucky enough to be near some cover, I'm essentially DOA. It blows me up within a matter of seconds.

I have no anti-air weapons whatsoever and I've become everyone's favorite punching bag all of a sudden. :)

Does anyone have any advice for getting through this section? Note: I have the Incognito mod if that can help me.

I'm kind of new to the series. Will taking pot-shots at the heli do me any good? If not, where is a good location for a weapon that can take it down?

Also, I get what the red enemy markers on the map mean, but what do the green marks mean? Last night I assumed that meant "friendly" but they wanted to kill me on sight. Who are these people? And how do I get civilians to join me? I think I need their help if I have any hopes of success.

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 where is a good location for a weapon that can take it down?

 

You know, this mission is dynamic/semi-randomized. No one knows including myself, where the body will be next play, where who is located, where you start, where what loot is... All changes each try. AA launchers may be found as loot or at the bodies of some rare AA teams. Besides that vehicle mounted weapons could help. Vehicles are spottable by AI from very far, so if the chopper can see the vehicle, most likely can and probably will destroy it. If the area is under its eye, you can hide the vehicle in the some garrage or behind something and wait out in some building until chopper fly away... or try to escape on foot. Unless indeed you'll be lucky enough to find some AA-effective weaponry. Best chance is at some large military installations, but these often are heavily guarded (still abandoned also may be found). BTW choppers aren't spawned. Each of two has own airfield, where it bases. Range of their patrols can be set in the init settings. 

 

 

 

Also, I get what the red enemy markers on the map mean, but what do the green marks mean? Last night I assumed that meant "friendly" but they wanted to kill me on site! Who are these people? 

 

There are three sides on the map. Blue - you + optional comrades and some rare cases of allied guerrila depending on reputation/initial settings, red and green - hostiles. Depending on your Ambient Combat setting green and red may be allied or hostile to each other. 

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Thanks.

It's remarkable how you managed to create a mission like this. Everything was going so swimmingly for me and I was just soaking in the story until I reached this city with hostile patrols. I've only logged 100 hours into ARMA itself so far, but that firefight I had was easily the most intense and rewarding I've had in the game.

As I entered the town, I saw a military truck pull up about 200 meters up the road ahead of me. Being wary, I ejected out of my truck and nealed down on the pavement, pulled out my weapon, and zoomed in to get a better look. Sure enough, military fatigues and weapons. BAP! They took two shots so I ran to hide behind my truck as cover.

After taking one guy down, I suddenly hear this helicopter and I knew who they were after so I bee-lined it on foot to the nearest house.

I set up shop at an open window, took two more men down and waited there until the chopper gave up its search. Unbeknownst to me, two more enemies had flanked me so when I exited the house, two more guys were ready to greet me with open fire. I hit the dirt not having any clue where the shots were coming from, getting hit before seeing some tracer rounds coming at me from a guy also laying in the dirt.

I killed them and just ran the hell away as fast as I could making a huge circle around the town full of hostiles. After circling around back to my vehicle, in serious pain from the bullets I took, I got in my truck and retreated. Wouldn't you know it, the damn helicopter decided to have none of that. I could hear the thing again.

I made my way down to this beach in hopes to set up camp so I could heal but I think I must have left the tent in a previous vehicle or perhaps I'm just not allowed to unless I'm the woods? I know at one point I had a tent but for whatever reason, I couldn't set up camp. I guess I must have put it in a different vehicle but I could have sworn it was this one.

Anyway, after discovering to my dismay that I couldn't set up camp to heal, I scurried like to hell try and get to the church where I think the body is but the helicopter kept killing me. LOL! I was actually debating on starting over, making a more point in acquiring better gear as early as possible this time but I feel compelled to see this through! I think if I'm able to do it, it will make finishing my objective feel all the more sweet! :) I appreciate the advice. I like how this mission makes me think. I know I NEED a better scope and some AA weaponry, but I feel like I don't have enough firepower on me to get these things. :) So now, suddenly, what once was a task in simply finding my brother has temporarily become a task where I need to get better equipment and a tent in order to find him.

Question, and hopefully this will help me: Tyrone called and gave me a bunch of coordinates. I THINK they are also marked as red on my map (I noticed the new red marks on my map after the call). What do those new red circles mean (they're fully red, not clear with a red outline)?

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I guess I must have put it in a different vehicle but I could have sworn it was this one.

Or you were awared about some enemy presence (red or green marker visible on the map). Alex can unpack his camp only, when he thinks, it is safe, otherwise action at the vehicle isn't visible.

 

 

 

Tyrone called and gave me a bunch of coordinates. I THINK they are also marked as red on my map (I noticed the new red marks on my map after the call). What do those new red circles mean (they're fully red, not clear with a red outline)? 

 

Tyrone gave you all possible locations for the strongholds. Few of them are indeed used as strongholds, rest are empty (vary each play). No markers due to that though, so what you see have to be something else. Small circles with diagonal, red lines indicate enemy group rough position at the time, marker was generated. These can be purchased on ADM auction or come from the intel gathered any way. But not sure, if you're talking about them. Show me a screenshot perhaps. 

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You will find that a lot of options disappear when you get into combat. You will not be able to repair vehicles, establish hideouts, unpack hideouts, return to hideouts, hitch hiking or advance time. If you find yourself on foot in a battle you just have to deal with it or get away if you can. Don't get in a vehicle with a gunship around. That is suicide. It can take you out from over 2km away, so you're dead before you know it. The gunship will be on a seek & destroy assignment. Once they have completed it they will return to base after a few minutes. It could be longer if there are other enemies around for it to engage. Sometimes it will come out when you are being tracked. If you have obtained the CSAT radio frequencies you should see the radio message in the bottom left corner of the screen.

 

I love reading about your predicaments. We've all been there, and it brings back memories of our own predicaments in the past. Stick with it. You will find a way out of it and complete the mission. 

 

Anyway, after discovering to my dismay that I couldn't set up camp to heal,

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Searches in Chernarus.

A test version.

In Russian.

https://yadi.sk/d/HqXsdUprk2UzW

 Mission does not work in regular Chernarus map, you may have used Chernarus summer, after I changed this in "mission.sqm" file, I played about an hour in the western part of the map and I have not encountered any enemy, I bought a car at auction and its location appeared outside the map. I have to play more to see what errors may occur.

 

 

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Recently had a moment of peace, so managed to push forward a first beta of the first official Pilgrimage port - Chernarus. Link in the wip section of the first post. So far I had no time to play it really, only quick tests was done, so expect anything and please, report any odd or wrong things. Personally noted one thing, also for default Pilgrimage - seems, initial sound muting doesn't work for some reason anymore. 

 

Requires AiA TP of course.

 

Notes: There are only 19 churches/chapels on the map. If not enough - some additional places have to be added. Anyway - seem, gameplays will be quicker here, with bigger chance for finding the body at first or second chapel. Also not many suitable starting positions along the coast. Found six of them. Map is 0.25 of Altis area, but a bit more land mass comparing to sea. Anyway, amount of empty vehicles to find is about 3 times less, than on Altis. Too many of them together with a small code error, was responsible for "all the vehicles in the map center" issue. Also, as expected, cause of some problems was lacking "mapSize" config value for Chernarus. I replaced this with manually obtained value, also fixed another small code error (too large value of the variable defining map radius made selectBestPlaces command to search for good positions also on the out of map land, which was important for mortars placement only, as only for them empty spaces without trees was considered fine), that made no difference on Altis, but here it did - mortars was off the map. So finally all things was placed properly, in the map boundaries. 

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Recently had a moment of peace, so managed to push forward a first beta of the first official Pilgrimage port - Chernarus. Link in the wip section of the first post. So far I had no time to play it really, only quick tests was done, so expect anything and please, report any odd or wrong things. Personally noted one thing, also for default Pilgrimage - seems, initial sound muting doesn't work for some reason anymore. 

 

Requires AiA TP of course.

 

Notes: There are only 19 churches/chapels on the map. If not enough - some additional places have to be added. Anyway - seem, gameplays will be quicker here, with bigger chance for finding the body at first or second chapel. Also not many suitable starting positions along the coast. Found six of them. Map is 0.25 of Altis area, but a bit more land mass comparing to sea. Anyway, amount of empty vehicles to find is about 3 times less, than on Altis. Too many of them together with a small code error, was responsible for "all the vehicles in the map center" issue. Also, as expected, cause of some problems was lacking "mapSize" config value for Chernarus. I replaced this with manually obtained value, also fixed another small code error (too large value of the variable defining map radius made selectBestPlaces command to search for good positions also on the out of map land, which was important for mortars placement only, as only for them empty spaces without trees was considered fine), that made no difference on Altis, but here it did - mortars was off the map. So finally all things was placed properly, in the map boundaries. 

I tried to play this, downloaded the latest AiA TP. Installed it. Tried to launch it and was unable to load the mission  because it is dependant on downloadable content which has been deleted - aia_chernarus_config

 

Now I've run out of time.

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