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Rydygier

[SP] Pilgrimage

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Here's my planned schedule:

1. Till/through Easter holidays: do nothing :)

2. April 9th - analyzing new Arma version impact on the mission + possible fixing update

3. Ports. Most likely Chernarus will go first, but there is also second port, I'm doing with direct cooperation with map maker. Then Bornholm and maybe 1, 2 maps more, we'll see. Few weeks should be enough, I hope, to complete this.

4. Coop attempt: :smash:

5. Time for pushing forward some other project or maybe even think about something new.

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Something to add to your "todo" list Ryd'

In your MP version (when you get to it) of course we start with 2 players. Then as we liberate strongholds we have the option to free/buy? the captive and allow him to run with us. Would it be possible that once the captive has been freed he can be allowed to become another player, say "save game" and then let the scripts add another player slot? That way a third friend can join the hunt and again for a fourth, and fifth. I would prefer up to 5 players max but maybe others can chime in so you can get a sense of preferences.

You could also set up initially for 3, 4 or 5 playable's and on start Disable AI for those not playing from the start. Similar to how it is now in most MP.

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Yes, that sounds optimal.

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Hello Rydygier

first of all, congratulations ;)

I almost play only your mission on Arma 3 since the very first versions, experienced a lot of buggs I figured out by myself (most of time it is just some buggs from Mods I have installed on Arma)

There are also some strange things happening on the starting mission time since I went on 1.40 but i need more time to be sure it is from the 1.40 changes or the last mods I installed.

(nothing happened when trying to repair vehicle..1000FF gone but vehicle is still broken, fuel level is up by the way but even full level is reached, no repair on vehicles after several thousands FF spent..... strange counting on the upper corner of the screen, when beginning the mission or entering a new town/aera, in a black rectangle, like counting something spawning, etc...)

I already worked on idea for the port on Bornholm, changing a little bit the story (I know it is not the first port planned, but I prefer Bornholm instead of Chernarus , AiATP is crashing my system most of times with your mission, Arma is stable when AiATP is gone):

Bornholm have only a few churches and It will be almost impossible to follow your original story.

my idea was Alex brother (who is drone specialist) went there to set up a transmitting net on the whole island for the GVT /Military who want a unmaned ground vehicle (the UGV) to be able to defend the island

unfortunatly, just the day Phil and his men have done the job, a civil war came (local military took the power with helps of foreign armies) .

Phil have hidden the UGV somewhere on the island and tried to disable the system by sabotaging a few GSM antennas/transmitting towers with his men.

Both of them were caught, not Phil, but the "bad guys" have activated the UGV... we all know the story then. Phil was hurt, he might be dead or not

Churches and chapels are still places to look at, because Alex have told his brother he will extract him from Bornholm, RDV point was a church but Phil didn't specify the one (he should have told Alex once there but no communication since the last message ...)

GSM antennas aeras and transmitting towers ( there are many on the island ) are place to search too

Strongholds in military camps (a few on the islands, smaller to bigger ones) and airfield in airfields (at least 3 places)

By the way, I can't wait to see Pilgrimage on a new island/land

thank you again for your wonderfull work

there is not much work to do based on V1.91, just changing the coordonates points (holy places, starting points R/N/S/E/W, camps points....) maybe also the favorites places list for the loot as the island objects use ArmA 2/OA objects too.

Edited by rsoftokz

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nothing happened when trying to repair vehicle..1000FF gone but vehicle is still broken, fuel level is up by the way but even full level is reached, no repair on vehicles after several thousands FF spent.....

Now without repair kit effectiveness of repairing is reduced. Especially on higher difficulty levels gain may be tiny in such case. Just enough to make immobilized vehicle mobile again. That's may be the case here.

strange counting on the upper corner of the screen, when beginning the mission or entering a new town/aera, in a black rectangle, like counting something spawning, etc...

That's not mine. Sounds like nothing, I saw. Some mod? Maybe if you would show a screenshot of it someone could say, what's that or try vanilla to see, if it is gone...

Bornholm have only a few churches and It will be almost impossible to follow your original story.

Yes, in such case modifying the story is the way, and I have nothing against.

my idea

...is pretty interesting, I must admit. You wouldn't mind, if I'll use it? :)

thank you again for your wonderfull work

Thank you for playing and the feedback. Appreciated. :)

AiATP is crashing my system most of times with your mission, Arma is stable when AiATP is gone

That's also my concern about any map requiring AiATP. Since kju is no longer supporting it, I do expect growing amount of compatibility issues between it and subsequent A3 versions. Still - people want Chernarus. And I have nothing against to see it once more. Porting, as you said, should go pretty fast comparing to development, so also for the Bornholm we'll hopefully wait not so long.

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you already used some ideas of mines ( hacking the UGV, we discussed about it at the begining of this thread), and of course, It would be a great honor to me if you use a few more ;)

I'm actually discovering Bornholm, antennas are almost everywhere (the GSM are well indicated ont the map, TV and transmitting towers too)

here is a quick list of coordonates you might verify/use for Bornholm

airfields (or place to use like this for Helo)

[13915.8,10681,0],

[14806.7,5164.89,0],

[3357.47,5155.64,0],

[5749.44,17094.6,0]

Strongholds (might be more, some military camps I didn't see yet)

[1931.72,8911.1,0],

[9352.46,2534.82,0],

[16458.5,9527.39,0],

[10993.9,10941.3,0],

[3409.95,18919.1,0]

Churches

[3125.77,15144.4,127.961],

[1180.49,7731.7,10.1742],

[1164.39,7710.58,10.1546],

[4131.42,4472.47,14.3188],

[4299.18,4520.04,12.987],

[4486.26,4506.58,18.1621],

[5571.07,5802.47,57.1],

[11148.7,12283.6,100.2],

[11126.8,12268.3,100.316],

GSM tower and Transmitting towers/TV towers (might be several onces more, need a serious check with 3D editor)

[19229.1,22313.9,17.1768],

[4111.35,19708,65.8528],

[4897.62,19278.5,24.8864],

[4131.47,18629.9,83.7867],

[3455.27,18572.1,82.1507],

[5057.57,17918.6,91.5229],

[4532.81,17659.8,97.7413],

[3493.82,17652,112.192],

[3376.36,8386.1,73.1326],

[7650.22,9729,119.844],

[11344.7,14246.4,49.6064],

[11686.6,14246.1,22.343],

[10674.8,13872.7,100.443],

[10871.7,12697.7,93.5987],

[12474.5,12554.1,61.0076],

[13255.5,12093.5,65.8265],

[17899,8234.17,17.2731],

[17875.2,7986.79,24.6923],

[16799.7,6777.38,106.47],

[1366.18,7477.44,16.71],

[5324,5785.26,50.6703],

[12001.6,5151.23,94.7753],

[16816.7,6757.62,103.629],

[3690.57,20057.4,59.1658],

[8368.61,8309.06,161.465],

[2414.7,1591.9,78.8165],

[3848.64,17559.8,140.397],

[8397.71,15496.6,78.0242],

[14977,10987.9,42.5549],

[17432.4,8192.77,47.5549],

[16600.5,1601.46,13.7155],

[10421.5,2350.83,64.8525],

[4883.25,6221.97,54.8779],

[5402.54,7111.53,81.7882],

[2381.57,8233.05,118.714],

[1589.09,9540.84,13.5277],

[3003.93,9505.11,63.1223],

[4356.47,11901.7,102.943],

[3101.04,12649.5,80.9522],

[4643.64,13243.1,119.115],

[2723.6,14539.2,113.358],

[8081.89,14604.1,138.237],

[9962.85,13056.9,112.135],

[9315.64,11731.9,119.681],

[11655.2,11033.3,123.436]

checkpoints positions possibilities are too many ;) but as Bornholm is smaller than Altis, maybe we don't need that much than on Altis.

starting positions also need to be really checked close as there are a lot of rocks and cliffs al around the island and Alex might be spawned into a rock ;)

as for the bugg mentioned , I'll try to check where/when things happend.

good evening

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Wow! Thanks for this help. :)

checkpoints positions possibilities are too many

Not a problem, I have a nice piece of code, that gathers for me coords of all suitable crossroads.

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Yes, that sounds optimal.

One shot on a Socher and enemy gets out. I'm never that lucky. Shot one today with two RPG's and two PCML's and it just drove off mocking me. :j:

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One shot on a Socher and enemy gets out. I'm never that lucky. Shot one today with two RPG's and two PCML's and it just drove off mocking me.

Your probably not doing it right. You have to hold your left pinky straight up and your right foot on tippy toes.

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Lucky hit in the track, not planned. In Arma by default AI crew has often stupid (dependng on situation) habit to abandon vehicle, when immobilized, even if still armed and everything. With not guided weaponry you can try to aim at the vehicle's traction though.

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Lucky hit in the track, not planned. In Arma by default AI crew has often stupid (dependng on situation) habit to abandon vehicle, when immobilized, even if still armed and everything. With not guided weaponry you can try to aim at the vehicle's traction though.

Last night I took out a Tigris & a T100 with one RPG round each. The Tigris had lost one track, but the T100 had lost it's engine.

Rydygier, I have a request. Can the prepare/remove a prepared box action be moved to the supports menu? Only I collected all my loot into a prepared box and, in a bit of action menu confusion, removed it accidentally before I could find a vehicle to transfer it into. Luckily the Tigris contained lots of goodies, so we can still fight.

I'm hoping to come across some marksman DLC weapons in the game. I found some Cyruz ammunition, but lost it in the prepared box incident.

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Can the prepare/remove a prepared box action be moved to the supports menu?

Yes, such incidents are annoying (that's why no selling from the trunk). But moving this into 0-8 will make it IMO too awkward and unintuitive. Plus, there is limited space under 0-8, and some other mods need it too. Honestly, how often such accidents happen? Not even once to me so far. Nearly all accidental actions was "checking account".

Marksman DLC stuff, if not different from all other weaponry, should be included in the loot. I can forsee, how irritating this will be for those, who find one of these cool rifles, but don't own this DLC... :)

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Are you gonna change the backstory a bit as well for Chernarus? Not that I don't like Alex, but it would be kinda cool if we for example got to play his slavic/russian/polish counterpart. Perhaps a collegue of his that gets a random, unrelated call from Alex during the mission on Chernarus (as a nod to old Pilgrimage, hehe)?

Just throwing some ideas. Might sound stupid. :D

Also, apart from AiA Islands, doesn't A2MP island port pack from Reyhard offer the same plus additional fixes? I might be wrong on that one though.

Edited by Salvatore_Lee

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I think, if for one port plot will be changed, then most logical and IMO nice move would be change the plot for every port in some unique way. A bit more of work, that's all.

don't A2MP island port pack from Reyhard

Not sure, if I know this one. Knew one more apart from AiA, but AFAIK not developed anymore too. If what you mention is not abandoned, the yeah, could be an alternative.

---------- Post added at 13:51 ---------- Previous post was at 12:07 ----------

BTW I think, I found a reason, why lately is so rainy in Pilgrimage. If I'm right, after-8th version should be a bit more sunny, as intended.

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hello Rydygier

Back on Bornholm's port backstory:

I was thinking this morning of possible alternatives you might bring to the game:

-1/ as usual, Phil is dead, Alex needs to find the body to bring him back for burial.

-2/ as I told you yesterday, Phil was trying to sabotage the network he installed to communicate with the UGV: Phil is not dead but seriously hurt.

first goals for Alex:

-visit the few churches where Phil can have find save place.

-find brother alive and heal him : need a Lifesaver companion, countdown time once landed before brother is bleeding to death

for this option we can imagine Phil send a mesage to his brother to tell him he is in a church on the island and still alive but time is running out.

-exfiltre your brother (end of mission) or find the secured place to let him there to play alternatives goals and be back later for exfiltration.

alternative goals:

- find the strongholds, free Phil's men (one could be engineer or explosives specialist)

-destroy a definite amounts of antennas to destroy the network and disable the UGV (need an engineer/explosives specialist and explosives - to define on the loot - )

-or find the UGV terminal hidden somewhere to hack it. (this can be hidden into a stronghold too)

just a few ideas I had.

as I mentioned, there are a lot of very small GSM antennas into towns and military bases, much more than the coords I gave to you yesterday.

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-find brother alive and heal him :

This would be too far. I mean, it's a port, not remake. Plot changes may cover another back story and other kind of places to search, starting positions etc, maybe other adjustments of that kind, if map will force them, but that's it (maybe also own intro version, if not too time consuming). Key factors, like Phil dead, will stay same. Same, sadly, for destroying antennas. Nothing, that would require any changes in the mission mechanics, I'm affraid... Pilgrimage is final as for core changes, and for such changes I would need much more time, I want to spent on porting.

Edited by Rydygier

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Not sure, if I know this one. Knew one more apart from AiA, but AFAIK not developed anymore too. If what you mention is not abandoned, the yeah, could be an alternative.

Ah, well disregard my suggestion about the map. I just checked the dates when they were last updated, and it appears that AiA should be the better, actual one.

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This would be too far. I mean, it's a port, not remake. Plot changes may cover another back story and other kind of places to search, starting positions etc, maybe other adjustments of that kind, if map will force them, but that's it (maybe also own intro version, if not too time consuming). Key factors, like Phil dead, will stay same. Same, sadly, for destroying antennas. Nothing, that would require any changes in the mission mechanics, I'm affraid... Pilgrimage is final as for core changes, and for such changes I would need much more time, I want to spent on porting.

Yes you're right, it 'll be no more a port, it 'll be a new story :D

Pilgrimage on Bornholm (like the V1.91) will be a cool thing by the way.

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I was playing today and with over 700 hours playing this mod this is the first time seeing AI like this. They were in civ clothes and were shown as Marksman...they were non-hostile.

What spawns these guys?

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Sounds like FIA group. It's one of the latest features. If you have high reputation and the closest stronghold/airfield was cleared, there is a chance for single, additional FIA group spawned each time, ambient cobat groups are spawned. It's part of AC basically. Simulates, how Alex's actions may inspire local resistance to be more organized than some armed with pistols civilans in towns. If local warlord's control was removed from the area allowing emerging of such "partisans".

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Sounds like FIA group. It's one of the latest features. If you have high reputation and the closest stronghold/airfield was cleared, there is a chance for single, additional FIA group spawned each time, ambient cobat groups are spawned. It's part of AC basically. Simulates, how Alex's actions may inspire local resistance to be more organized than some armed with pistols civilans in towns. If local warlord's control was removed from the area allowing emerging of such "partisans".

Yup I had just cleared a stronghold and have good rep so that explains it. Pretty cool actually. Thanks.

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a civilian guy shooted me yesterday... I had to kill him, didn't had time to see if he was green or red side, but I guess he was green as he had a P07 .....

I already met some civilians with handguns but they never shooted me......

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Yep. May appear allied or hostile (green) armed civilians depending on reputation (but must be far from the 0 in + or -) instead of normal, neutral cititzens. Mostly immersion thing - they are highly incompetent.

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AWESOME!!!Very good work and Congratulations.I have a small problem and i dont know what is wrong.After a few hours of playng i realized that Optics and magazines i loot and try to use them disappear.When i try to reload nothing happens but the number of the magazines are reduced.Also the same happens with the optics.When i try to attach them in the weapon disappear.The game runs well without any problem with the fps.IF anyone have any idea i could use some help. (Sorry if my english are bad).keep up the good work.

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