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To do so, try the following. Go to the JR_fnc.sqf, and find RYD_JR_Icons3D function. Inside, below this line:

 

foreach RYD_JR_NearCivs;

 

Add this:

 

		{
		if not (isNil {_x}) then
			{
			if ((typeName _x) in [(typeName objNull)]) then
				{
				if not (isNull _x) then
					{
					if ((alive _x) and {not (_x in RYD_JR_MyPeople)}) then
						{
						_dst = _x distance player;
						_mDst = 500;
						
						if (_dst < _mDst) then
							{
							_pos = visiblePositionASL (vehicle _x);
							_pos set [2,(_pos select 2) + 3];
							_alpha = (25/_dst) min 1;
							_size = ((100/_dst) min 0.75) max 0.25;

							_cl = [0.1,0.8,0.3,(_alpha max 0.2)];
							_size = _size max 0.35

							drawIcon3D [_x getVariable ["RYD_JR_myIcon","\A3\ui_f\data\map\markers\military\warning_CA.paa"],_cl,ASLtoATL _pos,_size,_size,0,"",1,0.035,"PuristaMedium"];
							}
						}
					}
				}
			}
		}
	foreach RYD_JR_Recruitable;

 

(not tested, may not work). If this works, exclamation mark should be kinda green-ish, but if you want to change it, do it here: _cl = [0.1,0.8,0.3,(_alpha max 0.2)];//[R,G,B,alpha]. Also mark should disappear after recruitment (or death). Range: _mDst = 500;

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Pvt Partz has been busy. 

 

He has updated his Vidda mission, but he has also updated his Cabodia_REAL mission which is available again.

 

Not only that, but he has also provided an alternative version of Altis with bug fixes plus more.

 

All the updates are in the first post.

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Sending to Alky my version of Vidda.

 

30 churches/holyplaces.

Easier to unpack hideout on sloped terrain.

Reduced church save distance.

Removed animals.

Changed uniforms on spawn to suit colder weather.

Added GOM foggy breath. Looks good in the cold environment.

 

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10 hours ago, major-stiffy said:

Sending to Alky my version of Vidda.

 

Added GOM foggy breath. Looks good in the cold environment.

 

 

Mission added to the first post. 

 

Does foggy breath work on Vidda? I usually find the map temperature to be around 20 degrees which is too warm.

 

TPW Mods also has foggy breath. Will this cause a conflict?

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I only use some portions of TPW HUD only. FB does work on Vidda, I tested it. I felt regardless of temperature it just seemed fitting for the snowy map.

 

If you want to remove FB let me know and I can release a version without it or tell you how to disable it.

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Hello, is there anything wrong with the Lingor_1_95d3_3COOP.lingor3 file?

 

I play the coop missions with one other person, so i tend to delete the Autorifleman and Repair Specialist from the editor. I've done this with all the other maps, no problem. But when i load the server for Lingor i see the Explosive Specialist in both Alpha 1-1 and Alpha 1-2, even though i can't find Alpha 1-2 in the editor. 

 

Then on loading the mission the screens are 'blank'. I've done nothing except delete the two unit, which I've done with other ported versions. I have a consistent mod load-out, only adding mods as required for the map.

 

68zlsg.jpg

 

15honlk.jpg

 

 

35imx37.jpg

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@domithious

 

Not sure why you are deleting them in the editor. If you don't want them to appear use the disable AI button once your friend has selected their player.

Also at the time of release I used CUP Terrains 1.4.0 Complete. http://cup-arma3.org/download but I see it is now changed.

 

It's been awhile since that was released and I've learned a few things since then. Give me a few days to review/redo Lingor and I'll see if I can clean it up.

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Lingor COOP

 

I just launched MP > LAN and this is what I saw. Keep in mind the Autorifleman is not playable/can't die and was used as a spawn position if you or your friend died.

 

 

Here it shows 4 units. 3 playable and one not playable (can't be selected in role assignment). All are in the same group.

 

 

 

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14 hours ago, major-stiffy said:

@domithious

 

Not sure why you are deleting them in the editor. If you don't want them to appear use the disable AI button once your friend has selected their player.

 

 

Thanks major-stiffy, i really appreciate it. I really enjoy these missions. I will take your advice with the AI button. I did reinstall the mission file, as per the latest upload, and had the same issue with two groups. So maybe it's a Mod thing. 

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On 8/14/2018 at 9:34 AM, domithious said:

 

Thanks major-stiffy, i really appreciate it. I really enjoy these missions. I will take your advice with the AI button. I did reinstall the mission file, as per the latest upload, and had the same issue with two groups. So maybe it's a Mod thing. 

 

This has become more of a pain in the butt than I want to take on right now. The CUP requirements for this map are making it impossible for me to copy/paste the assets to be able to start over. I used CUP terrains complete which no longer is distributed that way but the Lingor map requires CUP terrains core. I tried making all the assets I placed into a composition but when the composition was placed on a bare Lingor map, they were not placed correctly making a lot of work to fix them.

 

So..please try to make the current release work if you can.

 

At some point all of the COOP maps need to be updated to Ryd's latest release anyway. A lot of work required which will make for a nice winter project later this year.

 

Wait...while I was typing this I had a brain fart.

If you have CUP Terrains Complete (if not I can upload it) and of course the latest Lingor please give this release a shot and let me know what you think please.

I changed it to two players, deleted the unplayable unit and added  Belbo's respawn script.

https://1drv.ms/u/s!Al4irMhnXznahXzQ1Wm0eVy45gKU

 

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On 8/16/2018 at 4:00 PM, major-stiffy said:

So..please try to make the current release work if you can.

 

I've managed to make it work, if we are both in Team Alpha 1-2 and Disable Alpha 1-1. I've give the new release a try. Thank  you for taking the time to look into this

 

 

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On 8/17/2018 at 12:13 PM, domithious said:

I've give the new release a try.

 

Any feedback?

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Altis CO-OP has been updated by Major Stiffy. 

Changelog:

Added holster in scroll wheel.
Added/changed spawn locations.
Added respawnmarker by belbo and tweaked respawning conditions. Critical for COOP.

Easier to unpack hideout in various terrain conditions.

Removed multiple markers put down by players .

On respawn removed shamag.

Added more equipment in boat. You don't have to take it  

Mission not tested to prove changes made by Rydygier in fact work.

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My Malden & Dingor ports now incorporate the latest version of Pilgrimage 1.95.

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Australia port has now been updated to Pilgrimage 1.95.

 

Also increased starting FF to allow hitch hiking further at mission start as some starting positions are a very long way from the nearest road, never min a town. 

Binoculars and 1 extra  mag provided on normal setting.

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New SP mission.

ANIZAY terrain by Temppa. Mid eastern desert type map. One of the better terrains out there IMO.

https://steamcommunity.com/sharedfiles/filedetails/?id=1537973181&searchtext=anizay

Requires CUP Terrains - Core.

 

Note:

It's a land locked terrain. You'll spawn with a 4WD.

I've found while testing that in order to finish the mission, load body in a vehicle. Locate another vehicle (abandoned) and it will load the body and give mission ending.

 

PM to Alky for link.

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Anizay has been added to the first post. Looks like a really good map.

 

Is anyone doing a mission for Rosche? That's another really good map that's come out. I don't have time at the moment.

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11 hours ago, alky_lee said:

Is anyone doing a mission for Rosche?

 

I'll check it out.

 

BTW, Anizay is ported off of Ryd's latest release.

Spoiler

latest fixes:

 

- content from DLC, player doesn't own, shouldn't be spawned as loot, vehicles or AI units;

- redone inspecting vehicle (each part treated separatelly insted of damage/setDamage approach, no FF taken, if inspecting not possible, for example no toolkit and difficulty at least Very Hard and fuel 100%);

- updated credits;

- significantly more doctors and mechanics, better chance for a doctor, than mechanic;

- body has to be actually spotted before loading action available;

- "NW" tooltip correction;

- main settings track for Chernarus port a bit louder;

- no more error message about lacking windMedium sound at the intro begin;

- added green exclamation mark 3D icon to indicate recruitable POWs positions;

- improved setting initial direction of the boat;

- blue-3D marked civilians offering special services will not loose their icons after asking them for the intel;

- Stuff sellers.

 

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Tried the Anizar port tonight. First try there was a checkpoint next to the spawn point. Just caught a glimpse of an Ifrit  before the Pilgrimage loading screen. I was dead before the mission finished loading.

 

After the restart I was plagued by armour. A close encounter with a Gorgon which sat at the first church, was resolved when a Tigris turned up and killed them all. Then the Tigris sat there instead. I headed north instead an found myself engaged by enemy infantry from 700m away. My Sting SMG was useless at that range.  There weren't any buildings to get loot from on realistic loot settings, so I headed to the airfield where I picked up a better rifle and some Titan AP rounds. I hit the gunship with a couple of AP rounds, hoping to damage the fuel lines, but it was still flying  ... sort of anyway. The next time it was called out, I think it crashed, but I had left by then as another Tigris came looking for me.

 

It's worth turning down the checkpoint density for this mission, as I found them everywhere. I also kept getting offered intel on enemy presence on Altis. Haven't seen any hidden camps, but I'm sure there's at least one out there, but as I found an abandoned T100  I probably don't need to worry about them too much. I can just go look for the body now, but I will need to deal with a stronghold/airfield or two to get back to the car, as the starting position was surrounded by them within 1km of the car.                             

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10 hours ago, alky_lee said:

It's worth turning down the checkpoint density for this mission,

Yes, At 100% there is a possibility of 250.

 

10 hours ago, alky_lee said:

Haven't seen any hidden camps

I found 3 but my mission was relatively short.

 

10 hours ago, alky_lee said:

I also kept getting offered intel on enemy presence on Altis

Dam, I thought I got all of those, will check it out, thanks.

 

Thanks for sharing. Here is my typical settings playing Pilgrimage.

anizay.jpg

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Sent link to Alky for update (Anizay)

Anizay_Pilgrimage_SP_RC2.tem_anizay

 

Fixed any reference to Altis.

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7 hours ago, major-stiffy said:

Sent link to Alky for update (Anizay)

Anizay_Pilgrimage_SP_RC2.tem_anizay

 

Fixed any reference to Altis.

 

Updated in first post.

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8 hours ago, major-stiffy said:
19 hours ago, alky_lee said:

It's worth turning down the checkpoint density for this mission,

Yes, At 100% there is a possibility of 250

But only if the road intersections allow correct?

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1 hour ago, pvt. partz said:
9 hours ago, major-stiffy said:
20 hours ago, alky_lee said:

It's worth turning down the checkpoint density for this mission,

Yes, At 100% there is a possibility of 250

But only if the road intersections allow correct?

 

Just finished the mission. I think I had a checkpoint every second junction. I wouldn't be surprised if there were 250. They  didn't seem to have any trouble placing the checkpoints. I think I will turn them down to 25% next time.

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I used Ryd's script to generate the checkpoint locations. Being that it's a fairly wide open terrain, with lots of roads, created a lot of possible locations. I recall Ryd saying even though there is a coordinate for a "possible" checkpoint noted in the scripts doesn't mean there will be one there. But yea, that's a shit load for a small terrain. 10 to 25% would probably be the max.

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