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Rydygier

[SP] Pilgrimage

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Like Pergor I didn't pay much attention to your mission before and I just got done playing a pretty long session. Wow, this is pretty fun, very nice job.

I got lucky and stumbled across an Ifrit HMG in the first town I walked into, it's now loaded with stuff I picked up from enemies.

The only suggestion I can give is maybe give the mission critical actions a different color, like searching for intel. The same for the phone conversations, I think they can stand out a little bit more.

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Thanks for the suggestion. I'll think about it.

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I will most likely be wrapping up my current 1.78 mission tonight and am looking forward to starting another one with the latest version and a few changes to my startup options. Looking forward to more trunk capacity with the little side-mod.

- Doc

EDIT: Done. 21 hours, and that was with getting to skip about half of the map due to intel from one officer.

I may take a break until the weekend. Who knows... maybe another update will occur by then as well. :-)

Thanks again, Rydygier.

- Doc

Edited by Doc. Caliban

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EDIT: Done. 21 hours, and that was with getting to skip about half of the map due to intel from one officer.

I usually go for the two teammates then the two airfields because they are supposed to provide much fighting. So that's between 4 and 8 circles right there. Missions became way shorter since these officers and circles got implemented.

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I usually go for the two teammates then the two airfields because they are supposed to provide much fighting. So that's between 4 and 8 circles right there. Missions became way shorter since these officers and circles got implemented.

Ah, I was not complaining. :-) I was wanting to show anyone who might think the missions are too short that, even with half the map eliminated, it can still take a good amount of time to finish a mission.

I usually go for checkpoints as much as possible due to the officers on location, and I hit any stronghold I happen across. I usually skip the air bases if I don't happen across one or if they are outside of the initial green circle. This next play-through though I may go hit them for the fun of it. (and the bonus intel, but there have been a few times I've hit a big airbase or stronghold and never found the commander) I wonder if they do the same as the discussed Team Leader and Squad Leader behavior in combat ... hide and run away.

You mentioned "two teammates" in regards to intel ... are you talking about prisoners? I have taken down several strongholds and never found anyone other that once when there was a dead guy in a closed outbuilding.

Rydygier, this may have already been answered, but is it possible to move the body from one vehicle to another? If not, I can see when it might be desirable to do so ... for instance, coming across a better vehicle, having a damaged vehicle that you can't repair and going out and finding a replacement, etc.

- Doc

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Some AI units allocated to the building positions due to idiotic AI pathfinding sometimes tends to commit suicide by jumping from high. Once I found dead this way POW too (and several enemies killed same way of course). In the newest versions POW should be always located close to the ground because of that.

About moving the body - it was asken once. Even not quite remember, what I answered then. Decided to add some additional challenge and avoid problems with gameplay and technical overcomplication and this is not allowed. When you load the body main goal is to bring the body to the boat and vehicle must survive. So just pick carefully vehicle to load the body into it. Apart from that - every damage except 100% may be repaired by Inspection. And 100% means destroyed vehicle, body then is destroyed too, burned or whatever. In such case you can't complete main task, but you can play further, if you want... So there is no real need to move the body to another vehicle.

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Rydygier, as per usual great work here. Really liking the concept. I really need to download a non-steam version though because I just lost my save with an auto-update which was disappointing. Would be nice if you could have Steam not auto-update workshop items.

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I can't resume from workshop missions at all. Am I doing something wrong?

I then moved the mission pbo from the workshop download location to the missions folder and also moved my save games (they exist, I just don't seem to be able to load them when the mission is in the workshop section).

I managed to successfully load my save game, although it seems like some scripts are broken now. E.g. I have all the actions like "Check Account", "Ask about brother" etc. in my action menu, but when I use them nothing happens.

Guess I'll have to restart. At least I learned not to trust the workshop.

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Of course. That's happen, when is used Workshop version and mission is updated. Saves from given version aren't compatibile with any other version. Indeed, do not trust the Workshop. There are also other issues with saves in Workshop missions. It is IMO not trustworthy nor reliable platform at all. Non-steam version, where player has control over game updates, always recommended.

BTW, I have language question here. It is not first time, when someone asks me "Am I doing something wrong?" while does not provide any real information about, what he is doing actually. It is usual phrase in English in such context? It amazes me, so that many think, I'm some clairvoyant or what? :)

Would be nice if you could have Steam not auto-update workshop items.

Yes, that would be very nice, indeed. Lack of such possibility makes Workshop even more annoying place. Good thing is, mission should provide high replayability and starting from the beginning isn't a tragedy, as each gameplay looks differently. I'm glad, you liked it. :)

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By that I wanted to know if I'm the only one who has this problem (the problem is on my end) or if it's "normal" that you can't resume from workshop missions at all (problem not on my end and I can't do anything about it).

"I can't resume from workshop missions at all." It's not just your mission. I can resume workshop missions as long as I don't close Arma. If I exit Arma and restart all my workshop missions can't be resumed any more. There was no update of the mission in the meantime.

I guess this was not the right place for this question.

Anyways awesome mission, good luck with the contest!

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Yes, that would be very nice, indeed. Lack of such possibility makes Workshop even more annoying place. Good thing is, mission should provide high replayability and starting from the beginning isn't a tragedy, as each gameplay looks differently. I'm glad, you liked it. :)

Basically, one is shifting the blame upon themselves, to be polite, but actually asking "Is it on your side or mine?"

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OK. Thanks, guys for explanation. Suspected something like that. So, I guess, I'll no more answer like "I can't tell, if you are doing anything wrong, cause I do not know, what are you doing". :)

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OK. Thanks, guys for explanation. Suspected something like that. So, I guess, I'll no more answer like "I can't tell, if you are doing anything wrong, cause I do not know, what are you doing". :)

Maybe something like:"Well, everything is working on my side, so it seems to be something on your side.

Did you do this and that and that and this and blah blah? I hope that helps you troubleshoot your problem.":stuck:

So, by telling the person that all is well on your side, then it has to be on his side. We then shift the blame or problem on their side.:rofl:

Also, giving a few pointers or steps to help them troubleshoot the problem is a very kind gesture so as they don't lose interest in you and your mission. :thumb:

It shows that you have some genuine concern.:respekt:

cheers

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Rydygier

Sometimes there is a problem with the boat: If you touch the shores of Altis ever so gently the boat gets stuck and won't move. Obvious workaround: Make sure you stop the boat before you hit the sticky beach. Just by chance I found Push and Kill http://www.armaholic.com/page.php?id=19506 by Feint. It is a script not an addon. It has not been updated for a year so I don't know if it is still good. Do you think the features it offers (moving objects and a form of melee attack) could be useful for this mission?

By the way I have just started a new game with version 1.8c. I left all options at default and I really like the hardcore mode. Unfortunately I received a mere sub-machine gun and not the better weapons I had hoped for. I guess I will have to convince one of the NPCs to hand over his equipment. :)

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I guess I will have to convince one of the NPCs to hand over his equipment.

Yep, that's usual way. :) Other is to set better gear in the init settings ("Difficulty"). Otherwise you'll always start with some SMG.

Do you think the features it offers (moving objects and a form of melee attack) could be useful for this mission?

Not really, because seems enough this:

Obvious workaround: Make sure you stop the boat before you hit the sticky beach.

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The other workaround for a stuck boat is to gently nudge it free with the vehicle that you transport the body in

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Not really, because seems enough this:...

I thought you'd say this! :)

alky_lee

The other workaround for a stuck boat is to gently nudge it free with the vehicle that you transport the body in

Thank you, I didn't know this would work.

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The other workaround for a stuck boat is to gently nudge it free with the vehicle that you transport the body in

Reminds me of when I got my Marshal stuck in shallow water ... too shallow to propel itself with the props, too deep for the wheels to get traction. I had to "gently nudge" it at full speed over and over with a huge refueling truck.

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You mentioned "two teammates" in regards to intel ... are you talking about prisoners? I have taken down several strongholds and never found anyone other that once when there was a dead guy in a closed outbuilding.

I think we are mixing up teammates and intel here, though both are close from one another. Out of the 6 airfields, two are randomly chosen to have a strong garrison with an officer (the dudes with berets). Also two locations from about 10 are chosen to be a stronghold. Each of the latter have an officer, as well as a potential teammate, a medic and an engineer. So by hitting an airfield or a stronghold, one gets from the officer the locations of the remaining airfields and strongholds, as well as an intel circle. So that's 4 officers in total, 4 circles. If you are lucky enough to have all 4 surrender, you interrogate them for a circle, then kill and search them for another, so 8 circles.

Officers and potential teammates are in a building in a 300m circle around the airfield/stronghold. For instance, for the SE airfield, I once found the officer across the road in a metal shack by the gas station. Once a teammate was in a house with 2 CSATs, almost got killed. Once he was on top of one of those tall metal military "towers", could have been bombarded too. Also, this one on the tower, after being hired and told to follow, fell through the stairs to his death, thank god for the Team Switch feature.

Not sure I responded to the question because I didn't really understand it :). I just threw out there everything I knew about the subject just in case.

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I think we are mixing up teammates and intel here

Thank you for the in-depth reply!

I was misunderstanding the term "teammates" in your original post as I just thought of those guys as "hostages". I knew you could hire them, but I was also thinking you'd meant you could get intel from them ... my misunderstanding.

I do like hitting strongholds air airfields as well, but if I get a circle that eliminates a big portion of the map, I like to stretch the mission out by leaving it at that instead of trying to further reduce the search area with more circles. I do still search enemy for intel though.

It's fun to try different play styles each go through.

- Doc

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I found this body in Chalkeia, near to the church which I think is Phil the Greek. Can't see any injuries, and I thought he might just have been sunbathing, but no markers appearing or autosave at the church and no option to load him into the vehicle. Body disappears if you move away, and isn't a result of ambient combat. Screencaptures on the link.

https://plus.google.com/108396495895212158241/posts/7D2TnPGvVqe

I don't know what went wrong but looks like the script only partly executed.

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Rydygier,

I have a request, or perhaps there is a workaround.

I just lost a bunch of AT weaponry that I really needed. I killed two teams, between them which were at least 3 Titan AT missiles that I needed, but I was too loaded down to take. Vehicle was a click away, and there was more work I had to do before I could go get it so I just marked the bodies that had the missiles. You can probably guess where this is going.

I got back to them later and all that was there were their rifles. The bodies, launchers, packs, everything else was gone.

So I realized that they were AC generated, but of course I had no way of knowing that when I first go to them.

EDIT: This is several house later now - I was just now caught up in a ton of AC and was able to personally take out almost 30 enemy. It took a long time, they were never more than 800m from me, and in the end almost 2/3 of them disappeared before I could get to them to check for intel or loot.

I am playing with the -B mode default cacheing with the understanding that it automatically clears AC bodies, but not my own kills, correct? If I don't do the B mode, will it leave all of the bodies?

Ideally, is it possible to have the AC gravedigger script not run if the player is still within some distance of the bodies? That would have worked perfectly for me in this case as I was never more than a click away from them. In other words, regardless of who kills the AC-spawned enemy, if the player is with in 2-3 clicks, the bodies do not go away.

As a workaround, if I take the missiles, or whatever else I want, and then dump it on the ground next to them, will it still be there even after the gravedigger script removes the body? If so, that will work well enough if the script can't be tailored to run based on player proximity, though that would be the most desirable.

Thanks for your time!

- Doc

Edited by Doc. Caliban

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Body disappears if you move away, and isn't a result of ambient combat.

Clothes fits, as far, as I can tell for low res textures, only partially, headgear not, for me brother's body every time has a hat and no glasses (is not randomized, it is Hunter (Green) class of unit, this you can check by pointing on it, like on the first picture below), and there are heavy blood stains, so still it may be also accidentally died AI from civilian ambient (the only, but good explanation of disappearing). If that near church however was checked, and gave no red mark on map, then this should be the place. Perhaps the proper body is also near it, but it isn't that one? Expected situation and brother's look:

brother found 1

brother found 2

Rest I said in the Workshop comments. BTW "no sound" issue was added to the "known issues" section in the first post, as something, that happens, and can't be fixed from my side.

that it automatically clears AC bodies, but not my own kills, correct?

Not correct. AC bodies are always cleared, no matter, who killed them. Must be that way. In the settings you may only choose, so bodies from non-AC AIs will be not deleted (only bodies, their gear on the ground still should be deleted to save performance).

Ideally, is it possible to have the AC gravedigger script not run if the player is still within some distance of the bodies?

It is that way. How far, for AC bodies depends on amount of them though. The more AC bodies on map, the more aggressively gravedigger clears them. To be exact as for AC bodies:

Gravedigger first check age of the body. If it is above 10 minutes, it checks amount of the bodies and distance from the player. If there is <30 AC bodies currently on the map, that distance is 1200. As long there is >30 and <40, the distance is 600. Between 40 and 50: 300 meters. 50-60: 100 meters. As long there is left >60 bodies on the map, gravedigger will delete AC bodies older than 10 minutes at any distance from the player.

This way is necessary, as if player will stay long in the one spot with AC raging around, what often happens, as player tries to hide until battle is finished, in time there may accumulate more and more bodies, endlessly.

As for deletion of non-AC combat, one, you can disable at init, it was described some time earlier.

As a workaround, if I take the missiles, or whatever else I want, and then dump it on the ground next to them, will it still be there even after the gravedigger script removes the body?

Each body of armed soldier at death spawns around new object, invisible weaponholder, where you can find some gear of this soldier (rifle, launcher...), while rest is stored inside the body. Same invisible weaponholder is generated each time you put something on the ground, if not added to the existing weaponholder via inventory menu. These weaponholders of fallen AIs' gear must be cleared too, otherwise, as it was earier, with time AC will leave behind hundreds of these objects ruining gradually performance. To delete them, gravedigger looks for any object of such kind in the 20 meter radius around each body, that has to be deleted. All such objects will be removed. So, if you want to save gear of AC bodies from deletion, you can store them on the ground, but be sure, there is no any body in 20 meters radius, otherwise gravedigger will consider your stash as part of body's gear and will delete it. But best find some box to stash gear there.

Edited by Rydygier

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So, if you want to save gear of AC bodies from deletion, you can store them on the ground, but be sure, there is no any body in 20 meters radius, otherwise gravedigger will consider your stash as part of body's gear and will delete it. But best find some box to stash gear there.

I can appreciate the work and thought you put into the AC gravedigger conditional scripting ... very intricate.

Now that I know how the script works, I think I can find a solution that will work for me and my system personally. Thank you again for the informative answer!

---------- Post added at 17:33 ---------- Previous post was at 17:24 ----------

As for deletion of non-AC combat, one, you can disable at init, it was described some time earlier.

Yep ... I just do mine manually after I've finished with them, and make sure I never get more than a couple clicks away from them in the mean time. Works perfectly!

On another note, this is my first play through with 1.8C, my last being with 1.78 I think. I am playing with the same settings as last time with the exception of disabling civilians this time around. No new mods. The issue I'm seeing is a huge drop in framerate for 10-20 seconds from time to time ... like down into the teens from my normal 40-60. There is a great deal of lag when it's happening as well. I have not seen this with any versions before now. I'd say that it's happened 4-6 times in several hours of play. I could be wrong, but it seems like it happens around the time that AC vehicles / patrols are appearing.

I play without logging so there may not be much to do about it troubleshooting-wise, but thought I'd mention it just in case.

Still loving the mission though!

Thanks again,

-Doc

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Interesting these lags. Never encountered such problem so far, but I'm usually playing with AC at LOW, perhaps on higher settings and/or low-end machines spawning several groups may cause such drop, but seems unlikely. Also maybe certain mods with newest A3 patch may cause that, while on earlier Arma versions - no. There was increased drastically performance issues appearing at mission init present from 1.18 update, although not for all users, that forced me to implement "safe valves" to smoother distribution of CPU load due to putting into simulation >1000 AIs. For now no idea about the cause, so also about the solution. Nothing particular comes to my mind, that may happen 4-6 times per several hours.

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