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Rydygier

[SP] Pilgrimage

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Actually, I'm working on a version with RHS mod in Pilgrimage Chernarus; for now, it is in test phase (I was on vacation until now and I'm fresh :P ). RHS is very diversified in units and vehicles, even more than vanilla ArmA3.

Well that's fantastic news. I love using RHS, it's probably the best mod for a more current styled war zone and is definitely the most complete as well. Would you be able to make a version on one of the ARMA 3 maps (altis or tanoa, Stratis is meh lol)? I'm not too big on many arma 2 maps and prefer the A3 maps. My issue tends to be with unit mods like RHS thay are of quality, mixed with the low quality textures for the landscape makes things seem off in my eyes. This is a personal opinion of course. Either way I'm excited to check it out.

Also, if you wouldn't mind explaining the differences between your tanoa version and a2012v's?

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..................

What you propose is most likely doable in Pilgrimage and maybe even not so complex to do. As for mP scripting specificty I'm still pretty much a newbie though, so it will take some time to famiiarize. When I get time to start with it seriously anyway.  

 

Thanks for showing interest. If you find time that would be awesome. Thanks a bunch !

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How did you pull that off?

Using the camera in the debug console which I enabled for the Tanoa mission. I was trying to check the church, but the Stomper was only 200m away and there was also a Mora down by the quayside. I thought they might be engaging each other and there might be a photo opportunity so I went into the camera but then noticed a couple of birds flying round the church. This one was flying towards the church and was white. OK, it's a seagull, but they don't do white doves in Arma 3 as far as I know. I have then tried to emphasise the bird in the editor by adding slight blur to the picture. Taking quite a few screencaptures which I am putting up on Steam. http://steamcommunity.com/id/ajk3da/screenshots/ The original picture is there. F9458DE4F78B753148A1D63325721AD37D4DD877

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@Transflux

Pilgrimage Tanoa, my version, is a port; I have not changed any function compared to the original version. I just changed some classes using units and vehicles from Apex dlc. A2012v version is a bit more modified in terms of functions (is a description on the frontpage), but diversity does not hurt, I played his version and liked it.

 

 

 

Would you be able to make a version on one of the ARMA 3 maps (altis or tanoa, Stratis is meh lol)? 

 

This is not difficult, but first I have to do this for one of the maps, then is just a copy - paste thing.

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@Rydygier

Not much, but ... I tried in my spare time:

 

arma3_2016_08_18_12_54_16_80123.jpg
arma3_2016_08_18_12_54_16_801234.jpg
 
 

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Thanks. :) Not bad, not bad, especially those smoke columns together with far landscape - it's nice,how colors are mixing there. Interesting filters, bit grainy, one to consider.

 

If someone don't want to show anything in public - feel free to use private message (PM to me). 

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some variants processed in Photoshop:

 

arma3_2016_08_18_12_54_16_80.jpg

 

arma3_2016_08_18_12_54_16_80a.jpg

 

@Rydygier

I have some ideas, I will send PM; if I will be able to do it in Eden.

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Thanks Vafana, I'll be giving both of your versions a go at some point ( once I finish,writing out the lines in WLA to use all of the new IFA assets and test it out). And sounds good, it's not that I hate playing on A2 maps, they just seem out of place when you have a unit pack like RHS that is high quality

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I forgot and can't find the info: was there a specific setting that would allow me to receive missions from civilians? I usually play with most settings related to civs and military AIs  on random, and I cannot remember the last time I had a civilian with a conversation option other than "get/buy info about my brother".

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Well, "circle intel" frequency indirectly. If you set it higher - there should be bigger chance (dependent also on reputation - what this guy thinks about you currently, but up to +10% for "frequent" setting) for assassination task, as it often gives circle intel as a reward. 

 

But it's also hidden under "ask/buy info" action. There's no any separate "give me a quest" system in Pilgrimage besides that. 

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Aftermath of a 30 seconds of fierce fighting, Pilgrimage Chernarus RHS

 

mhy7u0.jpg

 

6 dead enemies, one BTR-60 destroyed, two buildings completely demolished, one GAZ damaged. I barely escaped with injuries .....

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If anyone is interested, "Pilgrimage Chernarus" with RHS mod:

 

Garrisons,  hidden camps,  checkpoints,  patrols  they consist of: Russian, ChDKZ and Militia units.

I played 2 times this version and I have not met any vanilla units, yet they may appear randomly.

 

PILGRIMAGE CHERNARUS RHS

 

Obviously, "RHS Escalation" mod is required.

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If anyone is interested, "Pilgrimage Chernarus" with RHS mod:

 

Garrisons,  hidden camps,  checkpoints,  patrols  they consist of: Russian, ChDKZ and Militia units.

I played 2 times this version and I have not met any vanilla units, yet they may appear randomly.

 

PILGRIMAGE CHERNARUS RHS

 

Obviously, "RHS Escalation" mod is required.

 

I'd like to download the file, but don't want to download the app that will download the file.

Could you link it with dropbox or something else, please?

 

Thanks

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@Mordacai

 

No need to download any app, download link is green.

But ... if it's easier for you:

 

 Pilgrimage Chernarus is updated with Dropbox link, in the signature to. ;)

 

Pilgrimage Altis RHS is coming soon (I hope) :)

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Rydygier
 
Yours reputation is calculated per each civilian by RYD_JR_CalculateRep function (JR_sqf, starting line 7705 in vanilla version), if yo need deeper insight.
File JR_fnc.sqf
...
 foreach RYD_JR_RepEvents;
 
 //diag_log format ["-------------Reputation: %1",_val];
 
 _val
 };

rydygier
you can comment (rpt file)

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14:41:46 "-------------Reputation: 11.7403"
14:41:46 "-------------Reputation: 4.86693"
14:41:46 "-------------Reputation: 2.90705"
14:41:46 "-------------Reputation: 5.09937"
14:41:46 "-------------Reputation: 11.6088"
14:41:46 "-------------Reputation: 12.7806"
14:41:46 "-------------Reputation: 2.82552"
14:41:46 "-------------Reputation: 5.28395"
14:43:52 "-------------Reputation: 11.2792"
14:43:52 "-------------Reputation: 0"
14:43:52 "-------------Reputation: 6.8008"
14:43:52 "-------------Reputation: 7.71041"
14:43:52 "-------------Reputation: 25.239"
14:43:52 "-------------Reputation: 14.716"
14:43:52 "-------------Reputation: 6.40492"
14:43:52 "-------------Reputation: 12.1874"
14:43:52 "-------------Reputation: 0"
14:43:52 "-------------Reputation: 3.15899"
14:43:52 "-------------Reputation: 3.45643"
14:43:52 "-------------Reputation: 16.6334"
14:43:52 "-------------Reputation: 16.0324"
14:43:52 "-------------Reputation: 7.33346"
14:43:52 "-------------Reputation: 15.7879"
14:43:52 "-------------Reputation: 12.3425"
14:43:52 "-------------Reputation: 3.15258"
14:43:52 "-------------Reputation: 30.496"
14:43:52 "-------------Reputation: 14.7718"
14:43:52 "-------------Reputation: 9.37158"
14:43:52 "-------------Reputation: 10.7168"
14:43:52 "-------------Reputation: 5.16917"
14:43:52 "-------------Reputation: 23.8895"
14:43:52 "-------------Reputation: 13.8558"
14:43:52 "-------------Reputation: 7.75943"
14:43:52 "-------------Reputation: 21.0835"
14:43:52 "-------------Reputation: 8.96559"
14:43:52 "-------------Reputation: 6.80115"
14:44:10 No speaker given for Мобуту Игви
14:44:10 "-------------Reputation: 8.89977"
14:44:11 No speaker given for КÑмерон Вуд
14:44:11 "-------------Reputation: 6.40562"
14:44:11 No speaker given for Мобуту Игви
14:44:11 "-------------Reputation: 1.42145"
14:44:11 No speaker given for Колин Эккер
14:44:11 "-------------Reputation: 4.99329"
14:44:11 No speaker given for Шаан Замбо
14:44:11 "-------------Reputation: 18.536"
14:44:12 "-------------Reputation: 10.3706"
14:44:29 No speaker given for Финли ДжонÑон
14:44:29 "-------------Reputation: 2.55897"
14:44:29 "-------------Reputation: 4.83572"
14:44:29 No speaker given for Кун Онг
14:44:29 "-------------Reputation: 2.21339"
14:44:30 No speaker given for Кваме Говон
14:44:30 "-------------Reputation: 2.17361"
14:44:30 No speaker given for Мао Вонг
14:44:30 "-------------Reputation: 16.6878"
14:44:30 "-------------Reputation: 3.69553"
14:44:30 "-------------Reputation: 5.12787"
14:44:30 No speaker given for Гула Секибо
14:44:30 "-------------Reputation: 4.44086"
14:44:31 No speaker given for Донг Вонг
14:44:31 "-------------Reputation: 7.85215"
14:44:31 No speaker given for Малик Ðзикиви
14:44:31 "-------------Reputation: 5.03627"
14:44:31 "-------------Reputation: 0"
14:44:31 No speaker given for Чень Жиу
14:44:31 "-------------Reputation: 3.74091"
14:44:32 No speaker given for Оринго Окадигбо
14:44:32 "-------------Reputation: 5.7859"
14:44:32 No speaker given for Грир Янг
14:44:32 "-------------Reputation: 5.03771"
14:44:32 No speaker given for Даву Иву
14:44:32 "-------------Reputation: 0"
14:44:32 "-------------Reputation: 0"
14:44:33 "-------------Reputation: 4.1012"
14:44:33 "-------------Reputation: 6.15481"
14:44:33 "-------------Reputation: 6.52279"
14:44:33 No speaker given for Джозеф ПрайÑ
14:44:33 "-------------Reputation: 0"
14:44:34 No speaker given for Ма Вонг
14:44:34 "-------------Reputation: 9.31124"
14:44:34 "-------------Reputation: 8.71879"
14:44:34 "-------------Reputation: 0"
14:44:34 No speaker given for ÐпоÑÑ‚Ð¾Ð»Ð¾Ñ Ð˜Ð»Ð¸Ð½Ð°ÐºÐ¸
14:44:34 "-------------Reputation: 5.89429"
14:44:35 No speaker given for Лю Онг
14:44:35 "-------------Reputation: 17.0532"
14:44:35 No speaker given for Ðзибо Говон
14:44:35 "-------------Reputation: 0"
14:44:35 No speaker given for Джек Кларк
14:44:35 "-------------Reputation: 5.07533"
14:44:35 "-------------Reputation: 14.136"
14:44:38 "-------------Reputation: 0"
14:44:38 "-------------Reputation: 4.42336"
14:44:38 "-------------Reputation: 3.60862"
14:44:38 "-------------Reputation: 6.16311"
14:44:38 "-------------Reputation: 0"
14:44:39 "-------------Reputation: 3.02755"
14:44:39 "-------------Reputation: 0.588436"
14:44:39 "-------------Reputation: 2.05783"
14:44:39 "-------------Reputation: 1.40555"
14:44:39 "-------------Reputation: 0"
14:44:39 "-------------Reputation: 2.04464"
14:44:39 "-------------Reputation: 10.8959"
14:44:39 "-------------Reputation: 6.88195

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Yes, that's how I designed it. Is there any problem with it?

 

Each event affecting reputation has three parameters: value, coordinates and time of occurence. Impact on given person's opinion about Alex depends on the value, how far given event happened and when. The farther - the lesser impact. As for the time, up to one hour the older, the bigger impact (spreading the news) but after an hour there's gradual decay applied too (gossip's live is short) down to 10% minimum. Total reputation for given person is the sum of such calculated values. But before it's applied to a person, there's a check, if that person even heard about given event and about Alex's deeds in general (value of given event is multiplied by a square root of the amount of other near events). On the top of that - there's some limited randomization.   

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Rydygier

There are somewhere in the average value?
smooth change
I can not adjust the degree of public hostility
They seemed neurotic
Their mood changes like a pregnant woman

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:)

 

Technically you can change the math of RYD_JR_CalculateRep function to smooth it out more, if you wish. Or maybe bind somehow one's opinion with opinions of other near people (after running that function through every civilian "post-process" results closer to their common average). Or save for the unit previous value and at calculating new - take an average between old and new reputation. That would add some nice inertia. 

 

BTW, as for values, here's some tresholds as for 3D civ's commentaries:

if (_reputation < -50) then {_pool = +RYD_JR_CivilComment_Hateful};
if (_reputation < -20) then {_pool = _pool + RYD_JR_CivilComment_Negative};
if (_reputation > 50) then {_pool = +RYD_JR_CivilComment_Enthusiastic};															
if (_reputation > 20) then {_pool = _pool + RYD_JR_CivilComment_Positive};

(MainLoop.sqf, l. 607) that shows the overall scale (which value means what and how much).

 

And if you want to be able to enforce set level of reputation for all civs all the time - just replace whole function's content with chosen value. 

If you wish, you could also apply a global multiplier to the result if you wish affect reputation manually but prserving its dynamic nature. 

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Pilgrimage Altis RHS

 

Garrisons,  hidden camps,  checkpoints,  patrols  they consist of: Russian, ChDKZ and Militia units and vehicles.

 

RHS Escalation mod, is required.

 

@Rydygier, If you want, you can put links from my signature on the front page. Thanks again for your work, I really like and appreciate it. :)

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...

 

Garrisons,  hidden camps,  checkpoints,  patrols  they consist of: Russian, ChDKZ and Militia units.

...

be careful

"Place FF decoy" calling function

All military will come running to you

Garrisons,  hidden camps,  checkpoints

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be careful

"Place FF decoy" calling function

All military will come running to you

Garrisons,  hidden camps,  checkpoints

Happened to you? why so? 

if ((_side in _sides) and {not (captive _ldr)}) then
		{		
		if (not (_x in RYD_JR_cached) and {(_dst < _maxDst)}) then
			{
			if (isNull (assignedVehicle _ldr)) then
				{
				if (({((damage _x) < 0.1) and {(canStand _x)}} count (units _x)) > 0) then
					{
					_busy = (_x getVariable ["RYD_JR_Decoyed",false]) or {(_x getVariable ["RYD_JR_Chasing",false]) or {(_x in RYD_JR_BusyPatrols)}};
					
					if not (_busy) then
						{
						_chance = 1 - (_dst/_maxDst);
						
						if ((random 1) < _chance) then
							{							
							_x setVariable ["RYD_JR_Decoyed",true];

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By design, as we can see in the code, there are certain conditions, group must meet to be "attracted", one of them is - group leader can't have any vehicle assigned, which should exclude all motorized/aerial groups and checkpoint staff too.  

  • Like 1

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I've found the previous Chernarus version very difficult to play on Very Hard, until you find a GPS. Since the AI can't drive, within a few minutes after start all the road signs with directions and location names are knocked down, and there is no "normal" way to find your position :). Playing without the ambient TPW traffic is not very interesting either. For some reason, of all the maps that I've played Pilgrimage with TPW on, Chernarus is the most affected.

 

But anyway, thanks for these versions. This week-end I've played a run of Pilgrimage-Lingor with CAF Aggressors, thinking I'd see some rebels in the jungle, but like 99% of patrols and Low Ambient Warfare enemies were bugmen and AAF. Meh.

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