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rg123

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Posts posted by rg123


  1. So... looking at the "main.sqf" file I'm seeing a bunch of code I don't understand.

     

    zbe_aiCacheDist = _this select 0;
    zbe_minFrameRate = _this select 1;
    zbe_debug = _this select 2;
    zbe_vehicleCacheDistCar = _this select 3;
    zbe_vehicleCacheDistAir = _this select 4;
    zbe_vehicleCacheDistBoat = _this select 5;
     
    zbe_allGroups   = 0;
    zbe_cachedGroups   = [];
    zbe_cachedUnits   = 0;
    zbe_allVehicles   = 0;
    zbe_cachedVehicles = 0;
    zbe_objectView   = 0;
    zbe_players = [];

     

     

     

    What options am I setting? And how? Change "0" to "1"? What do the brackets "[]" mean?

     

    EDIT: Disregard, I think I'm just looking at main.sqf instead of init.sqf.


  2. As far as the weapons go: I started my game on Very Hard, and set the loot option as... "realistic", I think it was? Essentially, no weapons spawn in cities. I was only able to loot them from enemies I killed.

    Even on Insane, where you start completely naked with no weapons with Realistic loot settings, you'd simply have to be patient and scavenge the aftermath of a CSAT/AAF skirmish. You could make it so that skirmishes are disabled, but then you're just making it so that you're unarmed for the entirety of the game unless you sneak onto a military base and get lucky with a loot box... which is possible, I can think of an abandoned military outpost I found on a hilltop near a town.... this was nearly 12 hours into my first playthrough, however. That would be a long time to be defenseless.

    I don't think there's a way to make the "late game" section of the mission more difficult. You can only make the beginning of the mission more difficult. Eventually the player will discover that one weapon that changes the game, and it's smooth-sailing from then on out (in my first playthrough, it was looting an MXM 6.5mm rifle, along with a silencer and an ARCO).

    You could possibly add an optional food/water requirement as an additional burden upon the player who wishes for such a thing. It wouldn't necessarily increase the difficulty of the game, but it would create an additional task for the player to take care of. "Oh, my character's hungry, let me head into town for some food and water".


  3. As for removing things from the mission once its already loaded it, I can attest that it crashes the application entirely. I wanted to remove JSRS sound pack (as nice as the sounds were, the scripts bogged my CPU down), but it crashed repeatedly upon loading the save.


  4. I finished it. I'm on my second run through.

    In my first ever bit of "coding" for ArmA, I figured out how to spawn characters in with custom loadouts using the Virtual Arsenal. I can see why coding is rewarding, because seeing Alex spawn with my custom loadout without problems (after many abortive attempts) was thrilling! (I'm essentially roleplaying Alex and his medic buddy as Spetsnaz soldiers trying to find his brother, who disappeared on a recon mission trying to find that special device after the island devolved into chaos... as such, they're decked out with Russian uniforms and AK-12s and such).


  5. Thanks!

    Honestly, I think this kind of ambience mods add a little in change of a lot issues to solve.

    When this mission is 1.0 Ill think on making special editions for this kind of mods. Atm it would be a hell, as I would have to check any bugfix,new feature etc.. In every version....

    You're right. What I think I'll do is simply add a Virtual Ammo Box... script... somewhere. That way I can play Man-Barbie and dress up Stavros however I like. And again, I really appreciate you making this mission. :)

  6. Hi, Barbolani. Thanks for making this mission, it was exactly what I hoped someone would eventually make.

    Question: for my personal modification of the mission, would it be incredibly difficult for me to switch out the FIA for another faction of my choosing? (No offense, it's just that I like tinkering with the Virtual Armory and create some cool looking guerillas I'd love to use). CSAT/NATO/3rd Party Faction (like CAF aggressors or whatever).

    Honestly, I wouldn't bother if I could simply use the headgear I selected in the Armory. The mission adamantly spawns me as Mr. Black Beret Guy.


  7. The save/load freeze isn't a deal-breaker, just unusual.

    I've completed one mission (kill an HVT). I started well down at the southern tip of the eastern-most peninsula. Through the course of my adventures, I've ended up at the west coast with an Ifrit.

    This mission is engrossing. Thanks again for making it, Rydygier. My wife dislikes you, however. :)


  8. Khugan and Law-Giver: thanks.

    My issue was an old config file (probably from beta or something). I deleted that as it referenced modifications I no longer had installed (included what was probably an old CBA version). I've deleted that, started a new profile, etc, everything (so far) works.

    Also thanks for telling me to move the userconfigs from Dynamic Weather and TPW MODS into the 'userconfig' folder in the Arma 3 directory. I would've never figured that one out.

    ---------- Post added at 21:58 ---------- Previous post was at 21:08 ----------

    Uh.... WOW. I clearly had some conflicting mods before. I dropped into the mission and within five minutes was experiencing a full-blown warzone. Jets roaring in above on airstrikes against tanks, multiple enemy squads below, helicopters roaring about...


  9. *sigh*

    So, Pilgrimage itself runs fine (with no add-ons installed).

    - Tort Dynamic Weather never seems to do anything; I've referenced it in my command line, have configured the "config" file with -1800 as Rydygier stated in the original post, and ran the .cmd file as Tort stated. Never seems to fire. This may be my fault, as the Armaholic page install instructions were... confusing, with "script" instructions and "addon" instructions and blahblahblah. I followed the "Addon" instructions.

    - CAF Aggressors; still haven't seen those guys, but perhaps that's just my luck.

    With CBA_A3 installed (Release Candidate version does not matter, I've tried RC1, 2, and 4), I can NOT resume the mission, nor can I load a user save within the mission (loading a save within the mission brings up what I assume is the "Mission Complete" dialog box since it contains things like how many times I've reverted and such).

    TPW_MODS I gave up on completely; with it installed, the mission hangs on the initial "PILGRIMAGE" splash window. If the gods are benevolent and I get past that splash screen with TPW_MODS installed, the mod has no discernable effect in-game. Perhaps this is just a configuration issue on my part.

    I tried the 3rd Party A3 launcher referenced by Law-Giver, but it refused to recognize my ArmA 3 executable, so I nuked that program from my HDD. I've tried the Moduload program, but as I can't actually load a save, Moduload's intended function is wasted on me.

    EDIT: the final configuration of mods I tried before posting here was CBA_A3, Modifications (containing visual mods), Tort Dynamic Weather, CAF Aggressors... and I think that's it. Still didn't work. No resume, no loading saves within the mission.


  10. Rydygier, thank you making this SP mission.

    A question: to have different (add-on) units active in this mission, is anything required on my part beyond activating the mod that adds them? Does Pilgrimage automatically add them in?

    ---------- Post added at 00:52 ---------- Previous post was at 00:23 ----------

    Also, I've googled this endlessly, but I simply cannot resume the mission, regardless of "unlimited saves" being active or not. (disregard, this error apparently has to do with profiles).

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