Jump to content
Rydygier

[SP] Pilgrimage

Recommended Posts

6 minutes ago, pvt. partz said:

 

No. Only vehicles included in the "mods" will be used in the mission.

Oh Hi pvt. I'm playing your mission right now lmfao

 

I'm guessing the only compatible or mods that will appear are the ones in ifa3 only and not any other third party mods that require ifa3 too? For example armored cars would not appear? https://steamcommunity.com/sharedfiles/filedetails/?id=2811202098

Share this post


Link to post
Share on other sites
11 minutes ago, thehardcorenoobs1234 said:

I'm guessing the only compatible or mods that will appear are the ones in ifa3 only and not any other third party mods that require ifa3 too? For example armored cars would not appear? https://steamcommunity.com/sharedfiles/filedetails/?id=2811202098

...The classnames of those vehicles would likely need to be added to the mission files

 

...Unpredictability is Arma's greatest feature. Experiment at your own risk !

 

...and thanks for sharing. I hadn't seen that mod.

Share this post


Link to post
Share on other sites

Hi @Rydygier, I have a question.
As far as I remember, you posted (although now I can't find it) a script with which the coordinates of the "Holy Places" can be found on a specific map in order to port the mission. I would be grateful if you could repost the script, if it exists. I have the impression that at some point I had it, together with the script with the coordinates of the crossroads that I still have, but maybe I'm wrong..
Thank you in advance.

Share this post


Link to post
Share on other sites

This one?

 

 

Share this post


Link to post
Share on other sites
1 hour ago, Rydygier said:

This one?

 

 

I think so, but the mission you provided is much more efficient, especially since it also includes crossroads. Thank you very much.

Share this post


Link to post
Share on other sites

So I wanted to drop the WW2 effects into default Pilgrimage but it's not working...

1) drop the folder into the root of Pilgrimage

 

2) add this into JRInit.sqf

call compile preprocessfile "RYD_JR\JR_fnc.sqf";
call compile preprocessFile "Intro\cam_fnc.sqf";
call compile preprocessFile "RYD_JR\MainLoop.sqf";
call compile preprocessFile "WW2_background\WW2_back_fnc.sqf";
call compile preprocessFile "RYD_FFE\FFE_fnc.sqf";
Shellview = compile preprocessFile "RYD_FFE\Shellview.sqf";

 

...and add this

[] call RYD_WW2B_Init;

 

3)edit the MainLoop.sqf like so...

 

        if ((player distance2D _ww2cPos) > 150) then
            {
            _ww2cPos = position player;
            [] call RYD_WW2B_AnimalsLoop
            };
            
        [] call RYD_WW2B_Sfx;
        [] call RYD_WW2B_Flyby;
        [] call RYD_WW2B_Smokes;

        };
    //diag_log "------END OF MAIN LOOP------"
    };

 

...I know I will have to edit the aircraft to fit this but I wanted to get it functional first. I also wanted to see if I could get cows and horses to populate....restrict them to "meadows"

 

Edit: so I guess I wasn't actually posting the reason for the post, DOH!

 

Em1wu9L.jpg

 

Can you help me out?

Edited by pvt. partz

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×