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Rydygier

[SP] Pilgrimage

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IMHO Altis is the best amongst all, I saw. Optimal are maps, that:

 

1) are big (10x10 is minimal size, perhaps too small even), becuase of intended scale of the mission and some mechanisms, like SAD patrols or arty.

2) are in form of one, consistent landmass, not archipelago.

3) Include lots of locations (scripts use them as reference points for populating etc).

4) have lots of churches or some equivalent (characteristic points, eg antennas for Bornholm ports).

5) island are better than shores, shores are better than non-sea maps due to plot and its technical background (eg for takistan I would need to redone the start but also whole body extraction due to lack of water/boats).

6) have decent, well developed road network - roads, especially corssorads are again refference points for populating. 

7) provide rich topography, with many kinds of terrain, wilderness and urbanized in sensible proportions - question of loot density, hidden camps, flat areas for big bases etc.

8) with some airfields.  

9) Last, but not least, whole mission was developed on Altis, considering Altis specificity. In other ports some things sometimes doesn't fit perfectly. 

 

As mentioned, some points you may ignore, if you prefer fast, denser gameplay over vastness of space to travel across. 

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From a players point of view (me) here would be the con's for Altis.

 

The longer I play the map it gets more lag. (I cut back on CP's, garrisons, no SAD, no artillery, No Amb. combat, cut was back on Civ's just to help minimize lag + makes it harder to gain supplies)

Going into large urban areas cause lag. (low FPS)

Going out on small balconies on the second floor of houses usually causes my player to start floating and then drop to death.

Routinely have to change view and object distances to control FPS.

Other crazy issues with the BI engine that break immersion on this map.

No COOP.  :P

 

 

 

 

Pro's

It's Pilgrimage Stiffy .... so get over it !  :)

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Just having a "Hamlet" moment watching the sunset, when we have just realised we have killed the captive we came to free.

 

7FD601E518DA71EE2B708DA7C91C3DAABAEFB8CA

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You think that was a modders issue. What mod you think?

 

I can recall those goofy issues without mods.  :)

 

But hey, how bout that BI stamina, awesomeness ...  barf  ... :yuck:

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He does not say it's caused by a mod. Glitching out of walls, being stuck at stairs, balconies, plants... ArmA is ArmA, after all! Joy!

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Going into large urban areas cause lag. (low FPS)

Routinely have to change view and object distances to control FPS.

Other crazy issues with the BI engine that break immersion on this map.

 

Well it looks like BI is moving into the 21st century. Finally are looking to include occluders. This should have been included in the original game. Heck, even Crysis back in 2008 had occluders in its map editor. I wonder if existing maps will be updated to include them?

 

https://community.bistudio.com/wiki/Geometric_Occluders

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The black market arms dealers.
Purchase loot from civilians.

test



rydygier
Purchase of equipment.
Maybe make these changes.
Adding your elegance.

File

PayForStuff.sqf

if (RYD_JR_FuelFund < 20000) exitWith {hint "You don't have enough ff."};
_unit = _this select 3;
_unit removeAction (_this select 2);

RYD_JR_FuelFund = RYD_JR_FuelFund - 20000;
RYD_JR_FuelFundSpent = RYD_JR_FuelFundSpent + 20000;

_chanceForGoodStuff = 60 - (10 * RYD_JR_Difficulty);
_pos = _unit modelToWorld [1,1,0];
_pos = [_pos,150,250,3,0,10,0] call BIS_fnc_findSafePos;

TitleText ["Something valuable, I hope...","PLAIN DOWN", 2];

_i = "PayStuff_" + (str _pos);
_i = createMarker [_i,_pos];
_i setMarkerColor "ColorBlack";
_i setMarkerShape "ICON";
_i setMarkerType "hd_end";
//_i setMarkerType "mil_triangle";
//_i setMarkerSize [1,1];
_i setMarkerSize [0.7,0.7];
_i setMarkerText "Treasure!";

if ((random 100) < _chanceForGoodStuff) then
{
[nil,nil,nil,_pos] call RYD_JR_CreateBox;
_GoodStuff = false;
};
waitUntil
{
sleep 5;

((player distance (markerPos _i)) < 10)
};

deleteMarker _i;

File

MainLoop.sqf
Line

_acTxt3 = "<t color='#d0a900'>Treasure! (20 000 ff)</t>";

_aID = _x addAction [_acTxt3, "PayForStuff.sqf", _x, 1, false, true, "", "(((player distance _target) < 8) and {(alive _target))"];

Any ideas.

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All right, let's see...
 
1. Lacking } in the addAction's condition:
 
"(((player distance _target) < 8) and {(alive _target)})"
 
2. I wouldn't give the action to everybody, only to small, random minority, let's say:
 
if ((random 100) < (20 - ((RYD_JR_Difficulty + 3)^1.5))) then//15% for easy, 12% for normal, 9% for H, 5% for VH, 1,5% for Insane
	{
	_acTxt3 = "<t color='#d0a900'>Buy hidden stash location (20 000 ff)</t>";
	_aID = _x addAction [_acTxt3, "PayForStuff.sqf", _x, 1, false, true, "", "(((player distance _target) < 8) and {(alive _target)})"]
	};
But according to the MainLoop code, there will be no more, than 6 chances per 500 meters radius. So you may want the chance bigger. 
 
 
3. It's pretty risky gamble now, I would seriously decrease risk of empty stash, like 1-17% depending on difficulty. It costs 20000 after all. But together with point 2, to keep it balanced somehow. 
 
_chanceForGoodStuff = 99 - (RYD_JR_Difficulty^2);//99% for easy, 98% for normal, 95% for H, 90% for VH, 83% for Insane
 
So, only few have this action, but if have, most likely it's not empty. More "wow!" this way. :)
 
 
4. I would avoid placing boxes on the roads, if you like scatter them far from the seller. Perhaps this way:
 
_pos0 = _unit modelToWorld [1,1,0];
_pos = [_pos0,150,220] call RYD_JR_RandomAroundMM;
_pos = [_pos,0,30,2,0,10,0] call BIS_fnc_findSafePos;
_ct = 0;
while {isOnRoad _pos} do
	{
	_pos = [_pos0,150,220] call RYD_JR_RandomAroundMM;
	_pos = [_pos,0,30,2,0,10,0] call BIS_fnc_findSafePos;
	_ct = _ct + 1;
	if (_ct > 50) exitWith {}
	};

5. Perhaps add some small delay between the buy and the box spawn and some more sentences. 

TitleText ["Let's see, what you can tell me, friend for such a pile of money.\nSomething valuable, I hope... For your own sake. ","PLAIN DOWN", 1];
sleep 5;
TitleText ["All right, I should have the spot marked on my map.","PLAIN DOWN", 1];

 

But fo course do, as you like. :)

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But fo course do, as you like. :)

 

Rather, as far as my modest possibilities allow.

4. I would avoid placing boxes on the roads, if you like scatter them far from the seller. Perhaps this way:

cool

 

That is why it is a secret place in a radius of 200 m.

First I placed the box next to the player.

Imagine 20,000 FF and empty.

Ammo run out before the air seller regretted it.

As long as you run and you check the seller can slip away.

You can always say.

Maybe someone else has found a place.

Local people may well cash in on the stranger.

Just deceiving him.

 

P.S.

Thank you learned to understand my "English"

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Imagine 20,000 FF and empty.

Ammo run out before the air seller regretted it.

:) I imagine indeed. 

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What's this?

 

arma3_2016_02_14_22_32_21_011.jpg

 

Solved

 

   When I switch to and back from the companion, it leaves a green circle. Why is that?

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tvamvarg

 

I think I might have found a way around this. The no load saved game happened to me yesterday and I tried this.

Before you exit the game hit Save. Then ctl+alt+del to bring up Task Manager, go to Arma3.exe and "end task".

 

I did that yesterday on a new game and could resume today. Sounds goofy but worth a try.

 

Well, I'm convinced on my rig that all CUP or AiO-TP maps including Bornholm corrupt the saves.

 

I can play Pilgrimage Altis with X mods package and can continue for whenever. Use the same mod package on the other maps and saves get corrupt.

 

Shame because it was a nice change from Altis.

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@RYD

 

Is there different UAV terminals that will work or not. Sometimes they work and sometimes they don't. In this case it didn't.

 

arma3_2016_02_26_14_30_58_589.jpg
 

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Each faction has it's own UAV terminal. You need the BLUFOR one for it to work.

 

@RYD

 

Is there different UAV terminals that will work or not. Sometimes they work and sometimes they don't. In this case it didn't.

 

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They are all a slightly different shade of green. The easiest way to tell them apart is to equip it. If it connects it's the BLUFOR one, if not it's either CSAT or AAF. :)

OK Al

 

Makes sense but I don't know how to tell the difference.

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rydygier

How to make more aggressive civil?
Now only the killing 11-19 people
It is forcing them to take up arms.
This half of the village.
I want to 2-3.

 

all

I made the following changes

  1. You are a doctor friend of yours engineer.
  2. The island has only infantry and civilian vehicles.
  3. The cost of repairs, and purchase information above.
  4. The corpse has a UAV terminal.
  5. Perhaps buy loot from civilians.

anyone interested?

 

 

 

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all

I made the following changes

  1. You are a doctor friend of yours engineer.
  2. The island has only infantry and civilian vehicles.
  3. The cost of repairs, and purchase information above.
  4. The corpse has a UAV terminal.
  5. Perhaps buy loot from civilians.

anyone interested?

 

 

 

@a2012v

Of course, very interested; if you can share with us, it would be great :) (конечно, очень интереÑно; еÑли вы можете поделитьÑÑ Ñ Ð½Ð°Ð¼Ð¸, Ñто было бы здорово)

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How to make more aggressive civil?

Now only the killing 11-19 people

It is forcing them to take up arms.

This half of the village.

I want to 2-3.

 

 

Go to the KIA_fnc.sqf (KIA subfolder) and find those lines:

	if (_side in [civilian,west]) then
		{
		_val = -10 - (random 10)
		}

Make the _val much more below 0. It's basic reputation cost of killing one non-hostile unit (it will however be changed in complex way by time passed from the incident and distnace between incident position, and unit, for which your reputation is calculated). So hard to say, how big value will suffice, just experiment, maybe just multiply by 5 or even 10. Newly spawned civilian may become hostile, if your reputation for the last one was below -50, there is still not reached group limit for independent side (144 groups per side in Arma IIRC) and such randomized condition was met:

if ((random 100) < (((-50 - _reputation) min 50) max 5)) then

(SCA_fnc.sqf in SCA subfolder)

 

Which makes probability range from 5% (for reputation -50) to 50% (if reputation below -100) for hostile spawn. 

 

Yours reputation is calculated per each civilian by RYD_JR_CalculateRep function (JR_fnc.sqf, starting line 7705 in vanilla version), if you need deeper insight. 

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