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Rydygier

[SP] Pilgrimage

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Thank you Rydygier and Kushulain!

I am really looking forward to playing this new version of Pilgrimage and I will provide some feedback.

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Hi Rydygier,

Thanks for this wonderful mission, can't get enough of it. Got my vote in MANW.

Quick suggestion, please get rid of kart gear completely, had a few occasions when I was so excited to find a loot box (always play with 10%) only to find some racing suit inside.

Here's how I fixed it for myself:

		_dlc = getText (_weapClass >> _class >> "DLC");
	if (_scope == 2 && _dlc != "Kart") then

You can do the same for vehicles instead of comparing with array of blacklisted vehicles.

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Thanks Robalo. :) So far didn't tried to fight with DLC-origin loot, conisdered it rather funny, but played all the time with default, 50% loot. I have to agree, such loot is useless, and if loot is only on 10% could be frustrating finding such "treasure" while there is already enough useless possible vanilla loot. So thanks for the tip, I think, I'll use this advice.

Edited by Rydygier

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I just played with the AGM mod and it works great. It's cool to have morphine and bandages to use for certain injuries.

BTW, for anyone interested in MP, I welcome anyone to join me. Just look for a server by filtering Pvt. Partz

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So, I would like to thank all peole, that voted on Pilgrimage in MANW contest. I'm very happy, there was so many of them and lifted my mission so high. Big "THANK YOU" X 195. Big thanks also for all supporters (thus, I guess, some would get double thanks). :)

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So, I would like to thank all peole, that voted on Pilgrimage in MANW contest. I'm very happy, there was so many of them and lifted my mission so high. Big "THANK YOU" X 195. Big thanks also for all supporters (thus, I guess, some would get double thanks). :)

I would like to thank you Rydygier for such a great mission, have been away from ArmA3 for a while but just did a hardware upgrade (Intel i7 & MSI GTX 970) and the first thing i play is........Pilgrimage. Still as great as ever. Thanks man! ;)

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Rydygier, sent you a little update. Hope you don't mind, was tinkering with the Diary & Pilgrimage Guide. ;)

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Hey, thanks! :) I'l look at it soon.

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Dude - this mission is so much fun. Unfortunately the helo DLC update ruined my savegame..but I wrote this AAR about my experience with your great mission:

Pilgrimage

BeachAV8R

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Dude - this mission is so much fun. Unfortunately the helo DLC update ruined my savegame..but I wrote this AAR about my experience with your great mission:

Pilgrimage

BeachAV8R

Unfortunately the end of your mission has happened to us all on more than one occasion. I guessed that an update would accompany the release of the helicopter DLC so made sure that I finished my current mission the night before. Unfortunately that meant leaving 2 assassination missions at an airfield undone while I concentrated on the search instead. I had also managed to acquire 3 sniper rifles and 140 rounds between them and didn't get a chance to use them. Lack of AT was crippling, especially when I encountered the Stomper. I had to lead it through a rock field knowing that the AI in it wouldn't be able to cope and would end up immobilising itself. Even then it had a commanding view of the town, and there were four chapels to check. I couldn't speak to the locals as the Stomper was quite happily mowing them all down. It wasn't any of the chapels in town and turned out to be one outside town. Nearly six hours, only four kills, but surprisingly I managed it without dying. I think that is a first for me.

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Rydygier, i was playing this yesterday and spent 1000 ff on repairs etc but was wondering if you could implement having to have a toolbox and jerry can to make it a little more realistic. Or add it to HARD and INSANE. Just an idea nothing more. ;)

---------- Post added at 06:43 ---------- Previous post was at 06:42 ----------

Dude - this mission is so much fun. Unfortunately the helo DLC update ruined my savegame..but I wrote this AAR about my experience with your great mission:

BeachAV8R

Very nice mate! Reading it now! ;)

Man that must of taken an age to put together, well done. I too am a gear hoarder, got a Marid and an offroader with rear mounted gun stuffed with goodies. Guys and Gals i suggest you read BeachAV8R's AAR. Excellent! ;)

Edited by Law-Giver

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Dude - this mission is so much fun. Unfortunately the helo DLC update ruined my savegame..but I wrote this AAR about my experience with your great mission:

Pilgrimage

BeachAV8R

Wow. That's truly amazing playthrough. Very well done and entertaining. I'm wondering, how you made some of these great illustrating shots... Some notes:

- you can repair your vehicles, when safe, via "inspect" action. Costs ff.

- there is something called "legacy build" allowing to roll back to the previous A3 version.

A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.32). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy132

possibly could allow to finish the mission. Yeah, totally agree. Auto updates obsoleting hard worked saved progress are very demoralizing. I'm quite surprised, BI seems not treat this issue as priority matter, which obviously is.

- in fact by intention each assasinate side mission should give new circle intel. If it doesn't, it's the bug of some sort. Although maybe would be better that way... EDIT: now I remember, not really a bug. No circle after the mission may happen also due to low reputation. Did you perhaps killed accidentally any civilians? Well, IIRC captives also become of civilian side, so that could explain it too. :)

---------- Post added at 09:11 ---------- Previous post was at 09:09 ----------

Rydygier, i was playing this yesterday and spent 1000 ff on repairs etc but was wondering if you could implement having to have a toolbox and jerry can to make it a little more realistic. Or add it to HARD and INSANE. Just an idea nothing more.

I like that idea. The only problem - repairing is possible also to make sure, your vehicle with the body can be re-mobilized in any case except total destruction. That would become very difficult to near impossible if no toolbox around. Although, as now we have ability to reload the body to the another vehicle it isn't so vital anymore. So I'll think. Hmm. My to do list is pretty long now, not expected after that amount of versions. Good. :)

---------- Post added at 09:52 ---------- Previous post was at 09:11 ----------

Also added to the mission guide section all known to me playthroughs. If anyone know/made any more, I omitted, please, tell me. I want to gather there all available, well done playthroughs. :)

Edited by Rydygier

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I like that idea. The only problem - repairing is possible also to make sure, your vehicle with the body can be re-mobilized in any case except total destruction. That would become very difficult to near impossible if no toolbox around. Although, as now we have ability to reload the body to the another vehicle it isn't so vital anymore. So I'll think. Hmm. My to do list is pretty long now, not expected after that amount of versions. Good. :)

Hardly a game breaker but I understand fully. It's already an exceptional mission as it is. The only missions I've played more than this are Warfare & crCTI. ;)

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Dude - this mission is so much fun. Unfortunately the helo DLC update ruined my savegame..but I wrote this AAR about my experience with your great mission:

Pilgrimage

BeachAV8R

Great story, I was going along great to until I got the new Helo DLC and killed my savegame. But, in my new game I got a UVA Terminal!!!

---------- Post added at 10:13 ---------- Previous post was at 09:33 ----------

So, I would like to thank all peole, that voted on Pilgrimage in MANW contest. I'm very happy, there was so many of them and lifted my mission so high. Big "THANK YOU" X 195. Big thanks also for all supporters (thus, I guess, some would get double thanks). :)

It's a great single player mission. I love it! I imagine my character as a Special Forces Operative sent to the island by NATO to find the dead body of a British spy killed by a "super weapon" going crazy on the CSAT occupied island. He must find the weapon or destroy it, gather intel of what's going on on the island and investigate a strange looking research base that showed up on US spy satellites.

I am having a blast.

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Kushulain,

My group tried your AGM-friendly COOP version with more slots. We were five players and used a large set of mods including AGM. We started the game on a dedicated server with default options except loot distribution which we set to realistic. Unfortunately we had some problems with the mission:

- The black loading screen with the Pilgrimage logo was on for several minutes before we could start. Probably all the scripts loaded in the background but it lasted much much longer than in the SP-version. Is this normal and has to be accepted or is it a symptom of a bug or a user-error?

- Two of us spawned at the coast in cilivian clothes with a Scorpion sub-machine gun as expected. Three of us spawned on an uninhabited island in the north of Altis and had to be picked up by the boat. This group had military gear and weaponry. Shouldn't we all start in the same place?

- We could not save the game. Churches did not save the game and we didn't get the typical "Your brother isn't here" message. We could walk for miles without any sign of enemies. No patrols, no hideouts, nothing.

It seems to me that the mission didn't load properly. We aborted the game and started again, but to no avail. In fact we spent almost two hours with different experiments, restarting the mission, the client computers, the server. Maybe we used too many or wrong addons which interfered with the mission. The spawning of an AGM medical box worked well, by the way.

Do you have any idea what we may have done wrong? In case addons are to blame, which ones are the usual suspects? Could you (white)list the addons you use with your group or shall I provide a list of the stuff we used?

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Hi there,

quick question: does the gravedigger script runs automatically or should I run it manually every time I feel to?

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Gravedigger works fully auromatically. Apart from it you can also any time clear the bodies, their weapons and wrecks along with body map markers manually via 0-8 menu.

It seems to me that the mission didn't load properly.

Not sure, if same case, not MP specialist, but in one of our tests COOP for two one time also didn't moved client-side player at proper start position. IMO it was due to poor ping. Longer loading time is expected, as at least for clients, it is kept until code end with initial caching (unlike in SP, where this caching is done after removing loading screen). Not sure, how long it may take max though. For me MP scripting is kind of messy voodoo. Some things could be expected, there are some weird surprises and nothing seems sure.

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Dude - this mission is so much fun. Unfortunately the helo DLC update ruined my savegame..but I wrote this AAR about my experience with your great mission:

Pilgrimage

BeachAV8R

Nice one, thanks for sharing. Really a tragic cliffhanger.

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Does the coop not work with the latest update? Seems to take obscenely long for the mission to load in MP on a Dedi.

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How do you change the mission settings in the co-op version? Because when I start the mission I don't get the pop up to change the settings.

Maybe I'm running co-op the wrong way? I put the co-op pbo in my mp missions folder and go to play mp and click new. Is there some other way to play co-op?

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Does the coop not work with the latest update?

Can't say, didn't tested it last few weeks. Loading time is longer than in SP (for clients at least - code awaits until init caching is complete on the server before remove loading screen), and it's normal. But no idea, if is longer for 1.34 than before.

How do you change the mission settings in the co-op version?

Via default mission parameters option available on the screen that, I think, is named "lobby" (? Where playable slots are listed before play). GUI screen known from SP is removed because of technical differences between SP and MP, that made impossible for may knowledge keep it working in multiplayer.

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Hi everyone ! I've got a problem when i 'm playing long mission like Pilgrimage : when i press any key on the keyboard, the fps drops dramaticaly (60 fps to 30 fps ), and it's worse and worse after each saves .Even if i reload a save after a fresh reload of Arma .

I think it's keyloggers problem due to a Mods : the list of used mods is at the end of the post .

I checked keylogger with antivirus : no results .

mods i'm using :@TPW , @bCombat , @Fluid-incremental door opening , @INCOGNITO ,@JSRS2.2, @moduload ,@tao foldmap,@SwitchWeaponWhileMoving, @Blastcore-A3, @CBA_A3

Any suggestion ? thx

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If it's due to a mod, I would suggest find out, which exactly mod is causing that (narrow it down - play with one half of listed mods, if problem occurs, half this half and repeat procedure with it, if not - play with second half etc. until you find the one), then report that problem to the author of this particular mod. I was using TPW, bCombat, Incognito, CBA, Blastcore and JSRS without such problems, so only few are left. Unless it's about some latest change in the mods, I tried earlier.

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it's a long process of testing because the FPS drop is very gradual and becomes visible only after a few hours of play. I have not much time (i'm a casual gamer) and testing each mods takes a lot of . I google my problem but I have not seen anything interesting.

I've registered on this site and put my question here because it's the only mod i use when i play Arma (awesome mission ;-) ). Thx Rydygier !

EDIT : i'm wondering if it's "moduload" mod that create problems . Anyone else use moduload with pilgrimage ? Moduload is necessary to reload mods (e.g. "TAO folding mod") with long time mission like this one

EDIT : i've tested without @Fluid-incremental door opening @moduload ,@tao foldmap,@SwitchWeaponWhileMoving @CBA_A3 with my last saved by chance, but always this 20 fps drop when i hold any key :(

Edited by richydemars

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:)

Well, in such case you may:

1. try without: @Fluid-incremental door opening, @moduload, @tao foldmap, @SwitchWeaponWhileMoving, as the rest I tested at least once without such issues, so there is good chance, problem will be gone;

2. search threads of these mods for similar problem reports to find troublemaker. if thread is long without any such reports, it's probably not it.

I do not know these mods, never used them, but if the problem appears at any key press, then most suspicious would the mod, which sets custom keybord keys to do things.

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