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Rydygier

[SP] Pilgrimage

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IIRC the "gravedigger" script works on two variables, the number of bodies and the distance from the player. Basically the more bodies there are the less distance the player has to move away from them before they are automatically removed. It also takes any weapons that are on the ground in the vicinity.

I don't know if the latest version has affected this in any way.

I try to remove bodies manually when I have done with them or I am leaving an area, so that I don't lose new bodies that may be in my new area.

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I try to remove bodies manually when I have done with them or I am leaving an area, so that I don't lose new bodies that may be in my new area.

I like to see them lying around. I'd rather the script removed all their inventories and everything they drop but left the bodies.

---------- Post added at 17:05 ---------- Previous post was at 16:32 ----------

Also, if you need a new setting but still want to keep them aligned in perfect rows of three, I think you can get rid of the % Loot Value setting. I've tried it. So I can make a rifle bring me 100 ff instead of 1K, I can also make it so there is 10% loot, or just sell less looted stuff. Unless someone wants life to really suck and run a game with Realistic Loot, 10% loot and 10% value, I think this setting can be replaced.

Speaking of life that sucks, how does arty work? Any AIs can call in an arty strike on my position just like they can call an SAD, or only officers and forward observers? Is there a way to find the guns and disable them? Or disable a relay station so they stop targeting me? Because if I cannot disable it and it's just a random "you die" dice roll, I won't try a mission with arty enabled.

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I am also playing with 10% loot to see how it goes. I definitely get much less loot, but then I fall back to the conversation we already had for the Realistic Loot setting: when choosing this option, I have chosen to get less loot, not less options to sell . So maybe you can add the sellboxes that you have added to the checkpoints for the Realistic Loot option in the Normal Loot games?

Oh, that again. And maybe also I should fill these boxes with ff, chocolate, halva and Turkish delight? :)

But seriously, IMO better would be rather to enable in normal loot distribution mode that action for box generating, which now is available only for realistic mode. After all, you someday may want to turn off also all checkpoints for some unknown reason, and then again I'll read "I have chosen no checkpoints, but not less sellboxes. And sellboxes are gone with the checkpoints! Give me more sellboxes without checkpoints.". :P

Also, don't you think that a checkpoint officer would want at least one AT soldier in his team, in case an enemy APC comes along? (not a static launcher please)

Soldiers for the checkpoint are randomized from several types. AT is possible too. Not so often though. Checkoints IMO are mostly for controlling civilian population, not for repelling armored offensive. Well, officer indeed may want that. But so what? :) Apparently not enough AT weaponry they have to equip every checkpoint with redundant in fact there heavy weaponry of that sort. Yes, I'm awared, so hostile armored vehicle may come along the road any time with AC. So most of the checkpoints have screwed then and that's it.

I like to see them lying around.

But CPU not so much. For AC it is obligatory to remove everything, what was generated. For non-AC there is (B) mode in caching setting to make such bodies permanent (their lying on the ground gear still will be removed).

Readme, FAQ etc - you're great Doc, helping me with that. For me probably writing even text as long as this entry takes much longer, than for you, guys. I like the idea - you write it, I'll approve, as for meritum side. Then I could, why not, include such readme file to the mission package.

Speaking of life that sucks, how does arty work? Any AIs can call in an arty strike on my position just like they can call an SAD, or only officers and forward observers? Is there a way to find the guns and disable them? Or disable a relay station so they stop targeting me? Because if I cannot disable it and it's just a random "you die" dice roll, I won't try a mission with arty enabled.

It is assumed CFF nine-liner protocol in use for arty (or its future counterpart), so every grunt can call arty support, if you are in range of the mortar allied with actual FO. Each time, you are targeted, there is visible on the map temporary set of specialistic arty markers showing source of incoming fire, point of targeting, and final impact point for the salvo, after applying targeting errors due to several factors. Also TOF and ETA. So you know where (not) to run and where to go to silent those damn tubes early enough. Each shell of the salvo has also individual spread. Each fire mission, if possible, includes two parts: adjust fire and fire for effect. So even, if first shell was a surprsie, you still can (well, if you survived, but first shell kill is really not very probable due to rather big targeting erros set) after that wait for the main salvo markers. Using these markers you can easily find mortar's position, go there and take your revenge. Unless you play in the hardcore mode, then life really sucks and there isn't any map markers. In such case your best friend is vanilla knowledge factor, that often marks for you firing enemy mortar even on pretty long distancies.

More details you can find in this thread (package contains pdf manual)

Edited by Rydygier

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Oh, that again. And maybe also I should fill these boxes with ff, chocolate, halva and Turkish delight? :)

But seriously, IMO better would be rather to enable in normal loot distribution mode that action for box generating, which now is available only for realistic mode. After all, you someday may want to turn off also all checkpoints for some unknown reason, and then again I'll read "I have chosen no checkpoints, but not less sellboxes. And sellboxes are gone with the checkpoints! Give me more sellboxes without checkpoints.". :P

You can go ahead an humiliate me as much as you want. But if you just don't want to admit that obtaining loot and selling it are two different things, and that one may want to have different difficulty in doing each of them (and BTW, the harder it is to get loot, the easier you want to then sell it), I don't know what else to say.

Soldiers for the checkpoint are randomized from several types. AT is possible too. Not so often though. Checkoints IMO are mostly for controlling civilian population, not for repelling armored offensive. Well, officer indeed may want that. But so what? :) Apparently not enough AT weaponry they have to equip every checkpoint with redundant in fact there heavy weaponry of that sort. Yes, I'm awared, so hostile armored vehicle may come along the road any time with AC. So most of the checkpoints have screwed then and that's it.

It wasn't a rhetorical question. I thought the reasons were obvious:

* give the player another source of AT weapons (obviously)

* make CPs more lethal to the player, i.e. no more "I'll just cross my fingers and speed through it"

And BTW, I must now have about 150+ hours in Pilgrimage alone, and I NEVER saw an AT weapon at a checkpoint. It's always an officer and 3-4 riflemen. The only thing that is different is the amount and composition of the static weapons.

It is assumed CFF nine-liner protocol in use for arty (or its future counterpart), so every grunt can call arty support, if you are in range of the mortar allied with actual FO. Each time, you are targeted, there is visible on the map temporary set of specialistic arty markers showing source of incoming fire, point of targeting, and final impact point for the salvo, after applying targeting errors due to several factors.

Looks like the same arty as in the "Whole Lottas". They are never there even if you speed there with the fastest vehicle possible. I think I can without this aggravation. If there were some fixed arty positions or their transmitters to discover and destroy like we have with strongholds and airfields it would have been fun though.

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You can go ahead an humiliate me as much as you want.

Nah. Joking only (perhaps I shouldn't, too easy for misunderstanding with my language "skills"). Well, maybe with a bit of irony. Most of yours requests are IMO well justified, it's very valuable and appreciated feedback. Sure is, I never wanted to humiliate you (why should I?).

you just don't want to admit that obtaining loot and selling it are two different things

What I want, as said, is enabling "create a box" action for normal loot distribution too. I hope, this will satisfy your need of easy selling. :)

* give the player another source of AT weapons (obviously)

That's not good idea IMO. Such assets already are easier to obtain, than I would prefer.

* make CPs more lethal to the player, i.e. no more "I'll just cross my fingers and speed through it"

Really aren't lethal enough? Well, I explained, what I think about checkpoints and their role. If because of that player sometimes may succesfully pass such checkpoint on the full speed, then so be it. This IMO is possible also with AT equipment there.

And BTW, I must now have about 150+ hours in Pilgrimage alone, and I NEVER saw an AT weapon at a checkpoint. It's always an officer and 3-4 riflemen. The only thing that is different is the amount and composition of the static weapons.

That's strange but not impossible. I'll check that just in case. Probably I can increase a bit chance for AT soldier, as what you described is not exactly, what was intended. From time to time player should encounter also AT soldiers at some checkpoints.

Looks like the same arty as in the "Whole Lottas".

Sadly, never played this longer than few minutes, no time, so do not know, what arty is there.

They are never there even if you speed there with the fastest vehicle possible.

What do you mean? Mortars are static, so are on the same place, where was spawned - all the time there. There are 2-4 mortars on map, if arty enabled BTW.

If there were some fixed arty positions

So there are fixed. Well, rarely, if there is a Sochor SP mortar close enough to be not cached (<4000), it may want to join the party too, that's the only arty, that may reposition after shelling, but that not happens often.

Edited by Rydygier

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Been playing this mod for a while now, and I thought of putting down my opinions about it. Its one of my favorite scenarios and the main reason why I enjoy it so much is immersion. The way I play it, is with Hardcore + Realism, AC turned to Medium or High (depending on mood), Garrisons to 50% and Elite difficulty (basically to remove all HUD information), so you know where I'm coming from. Here it goes:

-I like the idea behind the “7 Samurai†effect you talk about in the forums. However I also greatly enjoy how AC makes things more unpredictable and force you to adapt yourself to unexpected situations. Therefore, “Limited AC†is a fantastic addition, looking forward to trying it out later.

-While being able to turn off 3D icons for loot is good. Would it be possible to make the icons marking civilians and surrendered enemies with info off as well? The icon marking the assassination target too. Not a big fan of seeing icons in my field of view that I'm not supposed to see with my own eyes, it breaks the immersion slightly. Yeah, I'm actually willing to run after every civilian to see if they have anything to say. Making it a selectable toggle in the start menu just like loot icons would do the trick maybe.

-By using Realism mode, where loot is found in military installations, is intel regarding the brother's body location that used to be found in houses also removed? I am not sure, I don't find any intel in houses anymore.

-Garrison settings affect both towns and bases yes? Not sure, however I find it strange to enter a totally unguarded military installation and finding weapons and gear there. Would it be possible to make these two separate parameters? Garrisons in towns vs. Garrisons in bases (I would set bases to 100% to always have someone occupying locations with loot.)

-The “inspect vehicle†function seems to be too “friendlyâ€. Maybe it should be removed when playing Realism style? Or make it so fixing a vehicle using FF only possible in towns and bases? It's really strange being able to repair a tank while it's in the middle of nowhere.

I think that's it! This is currently the mod I play the most. Looking forward for possitive results in the MANW contest. Keep up the awesome work man. Cheers!

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Well I quit my first quest because I didn't mark on the map where I left the boat! :j: I think I was down to having to search 21 more chapels so I was getting anxious to plan my exit strategy. I did have an ifrit absolutely packed with amo and weapons.

I know I have read over and over throughout this thread that co-op is simply never going to happen. I think you said that it might be possible but the amount of code would be through the roof. I'm still very happy to play this mission as it is the most fun I have had in a very long time but I keep thinking how much fun it would be to strategize with a buddy. Man that would be a hoot!

Just a little feedback from a dedicated Pilgrimage'er!

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Armaholic and Scott from Royal Gamers UK did a nice preview video of the mission:

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-While being able to turn off 3D icons for loot is good. Would it be possible to make the icons marking civilians and surrendered enemies with info off as well? The icon marking the assassination target too. Not a big fan of seeing icons in my field of view that I'm not supposed to see with my own eyes, it breaks the immersion slightly. Yeah, I'm actually willing to run after every civilian to see if they have anything to say. Making it a selectable toggle in the start menu just like loot icons would do the trick maybe.

Sure, I can add another option to loot markers setting, that will turn off every 3D icon. But I mean - every. This affects also 3d civilian commentaries, brother's body mark and blue markers for empty vehs in sight.

-By using Realism mode, where loot is found in military installations, is intel regarding the brother's body location that used to be found in houses also removed? I am not sure, I don't find any intel in houses anymore.

Yes. Intel is a sub-type of box loot, so everything, what affects boxes, affect also loot intel.

-Garrison settings affect both towns and bases yes? Not sure, however I find it strange to enter a totally unguarded military installation and finding weapons and gear there. Would it be possible to make these two separate parameters? Garrisons in towns vs. Garrisons in bases (I would set bases to 100% to always have someone occupying locations with loot.)

Regardless of garrison settings some military installations you may find unguarded. Why not? Additional garrisons are allocated to the bases marked on map as "military" and those close to the towns. Yes, it is affected by garrison setting and I prefer leave it as is. That not means, so for sure guards will stay at the compound, they may patrol quite wide area. Rest - bases far from the cities and not marked on map by name, are mostly not guarded except some, that randomly may be chosen for two strongholds. I'm not willing to search manually whole Altis for every place, that could be guarded. Used code is based on locations. No location, no garrison. Anyway, I have no room for more groups (144 groups per side are allowed, and for 100%+AC this limit is reached).

-The “inspect vehicle†function seems to be too “friendlyâ€. Maybe it should be removed when playing Realism style? Or make it so fixing a vehicle using FF only possible in towns and bases? It's really strange being able to repair a tank while it's in the middle of nowhere.

It is important to have such option everywhere regardless of the mode. Otherwise, when transporting the body to the boat, you may stuck permanently, if you immobilize your vehicle. What I can do for realism mode is, same, as it was done for refuelling, reduce vastly efficiency of repairng, leaving just enough to make a vehicle mobile again (so full repairing become eg 10 times more expensive). Apart from that just assume, so under this short fade out-fade in are happening any believeable (well...) actions needed to make the vehicle fixed. It may be searching and asking local mechanics for help, looting parts from wrecks, buing fuel from the locals etc.

I think that's it! This is currently the mod I play the most. Looking forward for possitive results in the MANW contest. Keep up the awesome work man. Cheers!

Thank you for your opinions and feedback. :)

Armaholic and Scott from Royal Gamers UK did a nice preview video of the mission

Wow. Thanks for the info. I think, I should link this in the first post...

Just a little feedback from a dedicated Pilgrimage'er!

Thanks. Yep, sadly coop is not likely to happen. Probably I will try when all else will be done, but I'm highly sceptical.

Edited by Rydygier

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"Dev branch" updated to 1.81c beta2:

- "preparing a box" action enabled also for normal loot distribution mode;

- seriously increased chance to find an AT soldier at checkpoint (50%);

- additional option for 3D icons setting to disable all 3D marks of any kind;

- reduced to 10% of normal efficiency of vehicle repairing in the hardcore mode.

This is probably last portion of changes for beta tests, thus also it's last beta before 1.81 release, but we'll see...

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Nice! Option to toggle -all- 3d icons off is welcome! Also, thanks for clarifying the bit about loot intel. And I see what you mean about garrisons. I guess the thing seemed odd for me when I walked into an abandoned (far away military compound) and they had a stock of 10+ assault rifles and ammo just lying there, and no guards in sight. I might try turning loot chance (while in Realism/Hardcore mode) down, and increase garrison percentage chance and see what happens. It's not really a problem. Why am I complaining about finding free guns lying around? Haha... Anyway, lowering the effectiveness of vehicle repairs in hardcore mode also sounds good.

Finally, I remembered 3 more things I forgot to put down on my first post, 2 thoughts and a question, hope you don't mind. :)

-Would it be possible to add a "random starting time" option in settings? When you start the game with no watch/map/compass etc, not knowing the time also makes it harder to gauge which direction you are going (N/S/E/W) based on the sun's position, so it makes hardcore more hardcore, and therefore more challenging I think.

-What would you think of an option to sleep a whole 6 hours? Currently there is a "wait one hour" action, but in a few playthroughs the sun set and I was not able to find a flashlight or NV goggles or scopes, so I chose to wait for sunrise instead of running though the dark. Passing time in 1 hour increments felt cumbersome. Though this is not critical either, I figured I could mention it for convenience's sake? Maybe there could be a "risk chance" of being found out if you sleep in an exposed or hostile area?

-And lastly a question: Is there a way of just pretending to be an ordinary civilian? Stowing a small weapon in the backpack, keeping distance from military personnel, not wearing military gear such as NV goggles, helmets, vests, etc... What are your thoughts on this. Would it make the experience too easy maybe? I was just wondering why everyone just targets you automatically even when just cruising around in a civilian vehicle, as if some kind of bounty was set on your head. Sometimes I just wanted to walk into town pretending to be a local, blending in and talking to the civvies, looking for information while seeming to be entirely unarmed and harmless (with gear stashed in the car or in the backpack maybe). I mean, I'm all for sneaking around like a lone wolf operative behind enemy lines but I wondered if subterfuge such as the aforementioned example could become a viable tactic. Or perhaps it goes entirely against the spirit of this particular scenario?

Aaaaand, that's it. For real this time, I promise.

Cheers man!

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-Would it be possible to add a "random starting time" option in settings? When you start the game with no watch/map/compass etc, not knowing the time also makes it harder to gauge which direction you are going (N/S/E/W) based on the sun's position, so it makes hardcore more hardcore, and therefore more challenging I think.

Sure. It is easy in fact. Just additional option for initial daytime setting.

-What would you think of an option to sleep a whole 6 hours? Currently there is a "wait one hour" action, but in a few playthroughs the sun set and I was not able to find a flashlight or NV goggles or scopes, so I chose to wait for sunrise instead of running though the dark. Passing time in 1 hour increments felt cumbersome. Though this is not critical either, I figured I could mention it for convenience's sake? Maybe there could be a "risk chance" of being found out if you sleep in an exposed or hostile area?

Well, sleeping 6 hours is possible at fireplace, if you established a hideout in the cleared hidden camp, but I understand, so if you don't found any light nor NVGs, then probably you can't find a camp either despite burning fire (maybe none near). From the other hand - if you chose to start at sunset, you had to know, what that may mean. Anyway, yes, I can add also 6 hours wait, but without any complications like beeing exposed.

BTW if you want (however what you wrote so far makes me nearly sure, you don't want :) ), you can play with better gear difficulty setting, that gives also NVGs at start.

Is there a way of just pretending to be an ordinary civilian?

No such way. Technically doable, but also complicated, even more complicated, if you play with the companion/hire mercs. Possibly in such case even not worthy of trying due to AI of your team mate, have to test that. This was requested earier BTW, so I can at least check the possibilities. Nothing like disguise, but perhaps walking unarmed should make you not engaged from larger distancies... But although logically it should be that way, it is right, and also main concern, so it may make whole gameplay very easy and dull in the same time, changing demanding pilgrimage into something like trivial touristic trip on Altis unless very well balanced with some risk of beeing recognized as hostile depending on distance - may be quite heavy for CPU such thing. BTW it would be great, if vanilla AI could work on the normal basis that way as for enemy spotting.

Edited by Rydygier

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Did some testing regarding "pretending a civilian" and it seems doable also for AIs. setCaptive makes so enemy will stop shooting right away (unlike it was in A2 IIRC) while setbehaviour and setCombatMode makes AIs from my group do not fire at enemy. Still, due to mentioned concerns, I will not implement this directly into the mission. Instead, I'll try to prepare an addon doing two things:

- if far enough, enemy will not shoot at player or his team mates if all unarmed (not sure, if possible and good is to add also no hostile side uniform condition, as this generates immediately several technical and design complications);

- same, if all inside civilian/friendly vehicle.

Both will be possible only, if unarming or entering such vehicle was performed when no enemy had any knowledge about player's group.

So everyone could play this or other missions with such mod at his discretion. Of course, if mission's code, or any other of used addons changes captive status, behaviour or combat mode for player's group, will break described effect.

That's the plan...

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Rydy, as tpwmods userconfig is so monolithic, I want to integrate tpw_ebs and some other aspects of tpwmods via scripts (TPW offers a script version). Where would you recommend to put the execvm calls - into the init.sqf in your missions root dir?

Calls are like:

0 = [] execVM "TPW\tpw_core.sqf";

Maybe I will use absolute paths pointing to the TPW folder. Still not sure if it works.

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IMO init.sqf (eg its beginning) is good place, although hard to be 100% sure not knowing TPW's code well enough. Perhaps end of JRInit.sqf is fine too...

But why exactly you are trying to do such strange thing instead of using TPW's addon version and choosing via userconfig, which components to enable, as I do without any problems?

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So true what you say about the AI, the one time I tried having a companion, the companion totally blew our stealthy approach on a checkpoint, by standing up and running to cover 100m away from the enemy, even though he was set to stealth/hold fire/prone. It was funny but sad, haha, Never used the companion after that.

This addon idea of yours could be an interesting workaround:

- if far enough, enemy will not shoot at player or his team mates if all unarmed (not sure, if possible and good is to add also no hostile side uniform condition, as this generates immediately several technical and design complications);

- same, if all inside civilian/friendly vehicle.

Both will be possible only, if unarming or entering such vehicle was performed when no enemy had any knowledge about player's group.

I'm thinking enemy soldiers would be willing to shoot at you even if entirely unarmed or even without wearing any obvious military gear like vests or NVGs if you get too close to them out of sheer paranoia. So avoiding checkpoints, patrols and keeping out of their path in towns and cities would still be necessary (risk would still be present). But at least with the addon idea, there would be no more cases of having your little civilian happy car shot from 1 km away by a psychopath soldier with an AT launcher, XD That alone is a big deal :)

In my mind, I can see a scenario where you approach a town in a van, stop far away and check it out with binocs. You spot troops in the streets, so you take off your military gear and stash it in the car trunk. Then you drive into town, park and walk around asking for intel from other civilians. The enemy soldiers ignore you from a distance but one wrong turn around a corner and you end up too close to a patrol. They open fire and you run for your life trying to reach your car.

In a scenario like this I would assume the soldiers opened fire on close proximity maybe because they actually know most of the locals maybe, they may have been garrisoned in a smallish town for a while. Or maybe they asked for ID and you didn't have any. Or maybe they are just paranoid and thought you were up to no good (which is partially true).

So yeah, thinking about it, I don't believe it will make Pilgrimage into a tourism trip, there would still be inherent risk and bring about a new tactical choice. Might have to test it out an see what happens yeah? I'm sorta just imagining things, all theory in this case.

Anyway, thanks for taking time to reply, I appreciate it. :thumb:

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"Undercover" code should be ready for tests soon, at least for now however uniform/headgear has no meaning, as so far didn't found any discriminant allowing to distinguish civilian/friendly stuff from non-civilian/hostile. There must be something for uniforms at least, if in vanilla you can't wear uniform of another side. However it is not crucial here. Crucial is visual look of the uniform, and this isn't "obtainable" via script. Example - FIA uniforms can pass as civilian, while are "western" by origin. Thus, at the end, unfirm will be not important. Only important factors are if (unit is armed AND on foot) OR (in civilian OR allied with observer vehicle) - if that is true, unit may be considered as undercover, until too close from observer. That's theory so far.

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But why exactly you are trying to do such strange thing instead of using TPW's addon version and choosing via userconfig, which components to enable, as I do without any problems?

Because messing with the userconfig is not as flexible as just chosing a mod=-@blah line. tpw_mods has different aspects (AI behaviour, HUD and environment), and in some missions I need AI only (if Bcombat is unwanted), in others I need to spawn civs etc... I always would have to change the one and only userconfig file. I've criticized that TPW chose to put it all into one one mod, but hey it's his decision.

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Another way may be to have several copies of userconfig file, each with settings profiled for given mission, and only copy&paste before you play. Easier to do, but if you "inject" TPW's scripts directly into the mission properly, then indeed you may just play then. Unless also for the scripts userconfig is read. For example for HUD, as I saw in TPW's instructions, even, if you are using script version, pbo component holding icons etc. must be loaded as addon (these scripts aren't 100% standalone).

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Because messing with the userconfig is not as flexible as just chosing a mod=-@blah line. tpw_mods has different aspects (AI behaviour, HUD and environment), and in some missions I need AI only (if Bcombat is unwanted), in others I need to spawn civs etc... I always would have to change the one and only userconfig file. I've criticized that TPW chose to put it all into one one mod, but hey it's his decision.

Surely using Gliptal's GUI for tpw's mods would be easier and faster than trying to inject the scripts into someone else's missions?

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Surely using Gliptal's GUI for tpw's mods would be easier and faster than trying to inject the scripts into someone else's missions?

It's alright, I'm fine with it... Yes Rydy I know tpw components need to be loaded except tpw_mods.pbo.

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Mission upgraded to 1.81c. Changelog:

- new "initial daytime" option - RANDOM;

- added 6 hours wait to the supports menu;

- "preparing a box" action enabled also for normal loot distribution mode;

- seriously increased chance to find an AT soldier at checkpoint (50%);

- additional option for 3D icons setting to disable all 3D marks of any kind;

- reduced to 10% efficiency of vehicle repairing in the hardcore mode;

- AC intensity now altered by local population/urbanization density;

- three new options for AC setting introducing limited mode (amount of AC groups spawned per area become limited, so each area may be cleared permanently. Limit depends on in intensity setting);

- ADM car markers easier to spot now;

- removed items (watch, compass,GPS, map) from civilians;

- new action visible, when player has assigned armed vehicle close enough, to search for any suitable magazines inside near empty vehicles and transfer into currently used vehicle;

- if Alex will obtain UAV terminal, can "hack UGV" (added explanation in "to do" entry of Alex' Notebook);

- locals now may sometimes comment the player by 3D text;

- reputation system noticeable affecting chance for useful intel from asked people and altering kind of comments and reaction of locals on the Alex presence;

- Alex' companions may now rarely comment currently visited town depending on reputation;

- reduced amount of the tanks in the tank groups, in most cases to only 1 machine. Only vanilla tank groups affected;

- increased average distance of AC activities from the player (a bit lower chance to be involved into AC);

- rare, additional "big battles in towns" for AC, with flare signals if at night;

- "mad" UGV now more active - should patrol surrounding area if no targets in range;

- added NVGoggles for "Better Gear" difficulty mode;

- actions added by the mission code now have different color than default;

- excluded from the populating pool groups with UGV;

- AC code improvements;

- various code improvements.

----------------------------------------

Also, if anybody want to participate in early tests of "Incognito" addon, here is the link:

INCOGNITO (alpha2)

Should work with other scenarios too.

Requirements: CBA

Description: Incognito addon changes the way, player's group is recognized as hostile by enemy AI. Adds possibility to be not engaged by enemy AI even, when spotted, if certain conditions are met. Recommended for use with player alone (no AIs in his group).

How to achieve "Incognito" status?

1. All units of player group must:

- be completely unarmed (for AI that means also removing anything throwable (grenades, chemlights...)) OR

- be inside proper vehicle;

2. No enemy must know about any unit of player's group during point 1, or attempt will fail.

Proper vehicle for incognito towards all enemies is civilian, while vehicle of one of hostile sides origin will prevent loosing incognito only, if all knowing about the unit enemy observers are allied with that original vehicle's side.

So, basically, if all player's group was completely unarmed or inside vehicle "not looking like hostile" at the moment, when enemies spotted this group, no hostile response will occur, unless group become recognized, if its member approach too close to the enemy, equip any weapon when on foot, leave "friendly looking" vehicle when armed, or use vehicle's gun when any enemy knows about him.

Under "incognito" status units are ignored by any enemy, additionally AI subordinates from player's group are set to "careless/blue".

"Incognito" is lost for entire group towards every hostile sides at once if any of above conditions aren't met OR if any of incognito units become recognized. That may occur, if unit is closer to the observer (an enemy awared about the unit) than 100 meters (or 50 if in the proper vehicle). The closer, the bigger chance for exposure.

Known limitations:

- uniforms and headgear has no meaning for incognito status. Not a big problem in the Pilgrimage though, as FIA uniforms are similar enough to civilian;

- exposure of single unit to one hostile side will expose entire group to all hostile sides, regardless of relations between those sides;

- addon's code will malfunction, if used in the mission, where player's group behavior/combat mode or captive status is changed or just important for something. And vice versa - addon may break mission using such code.

Beginning from first time achieved incognito status, player should be notified about following events regarding any member of his group:

- incognito status gained;

- unit under incognito is observed by hostiles (risk of exposure if too close);

- incognito at risk (conditions no met, but no enemy knows anything about the player's group at the moment);

- unit is exposed (conditions not met AND at least one member of player's group is known to the enemy).

It is eary testing version, so serious malfunctions may occur.

Edited by Rydygier

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That Incognito thing is what the ArmA community needs, it is ridiculous that the enemy can identify you as opposing faction IN ANY CASE. Wish you luck with that one.

---------- Post added at 13:44 ---------- Previous post was at 13:29 ----------

Rydy, don't you use dynamic weather? Because I did not find setOvercast in your scripts. I may already have asked you that :D - I must say I like the more cloudy Altis... And as it's a long mission, changes in weather are not a bad thing.

Edited by tortuosit

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I'm not using any weather dynamizer, so it is safe to play with any mod doing that. I'm only initially set ground fog, vanishing through next 30 minutes and are set sliders in editor weather settings. TPW's FOG component, IIRC was expanded into something like that.

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Thanks for continuing to update this excellent mission :yay:

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