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108 ExcellentAbout vafana
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Well, from what I have tested so far, it spoils things in Pilgrimage, for example the helicopter no longer takes off, it stays on the airfield with the engine running, the revive system spoils almost all the beauty of the game in SP, I tried to disable it by adding to the mission the module provided by CDLC, no success, CDLC has auto-implemented AI system that breaks some things, eg. body markers no longer appear, etc. I haven't tested much, but there are already many problems, the craziest being that the eastern faction does not exist, only the western and independent one. Out of curiosity, I've changed the units on the Altis map for now, including the plane instead of the helicopter, I'm curious if the plane will take off. On the Normandy map it's a real mess, around strongholds and airports, all the bushes have loot crates. edit: Surprisingly, the plane took off.
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I have already made a port, for now as a test, without assets from CDLC, this is because I don't like certain things about this CDLC, and Pilgrimage behaves strangely on Normandy map, then the map optimization is very weak for now. So, at this stage, it's not worth it for me. However, I would like to do some tests on the Altis version (or another map), in the sense of changing assets with those from CDLC, from what I understand, some modules are needed to disable the things that make Pilgrimage not work as it should. I will see.
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General Discussion (Spearhead 1944 RC Branch)
vafana replied to Nillers's topic in ARMA 3 - CREATOR DLC
Is there any way to disable revive system in SP? -
I have already tried it for the Normandy map, it works perfectly; of course, at first I changed the name of the map from .Altis to .SPE Normandy, I placed the folder in Documents/Arma3/Missions and opened in the editor on the specific map, I selected from the menu which coordinates I wanted and they appeared in the RPT after a few minutes. Simple and effective.
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I think so, but the mission you provided is much more efficient, especially since it also includes crossroads. Thank you very much.
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Thank you very much, I really appreciate it!
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There is a code for this, @Rydygier posted a link that goes to a previous post, but I can't find the code there...
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I think it's a little different, the script that identifies the coordinates of crossroads has certain conditions applied, for example the distance between crossroads and objects, or the intersection of two roads, etc. I don't think it works only by a simple substitution of classnames. RYD_AllCross = { startloadingscreen ["Pilgrimage","RscDisplayLoadCustom"]; _mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "mapSize"); _rds = _mapSize/2; _mapC = [_rds,_rds]; diag_log format ["mapS: %1",_mapC]; _nR = _mapC nearRoads (_rds * 1.42); _nC = nearestLocations [_mapC, ["NameCityCapital","NameCity","NameVillage"],_rds * 1.42]; _crossr = []; _cnt = count _nR; diag_log format ["cntNR: %1",_cnt]; { _con = count (roadsConnectedTo _x); if (_con > 2) then { _pos = getPosATL _x; _pos resize 2; _tooClose = false; { if (_pos in _x) exitWith {_tooClose = true}; if ((_pos distance _x) < 500) exitWith {_tooClose = true}; _nBuilding = nearestBuilding _pos; if ((_pos distance _nBuilding) < 50) exitWith {_tooClose = true}; } foreach _nC; if not (_tooClose) then { _pos set [2,0]; _crossr set [(count _crossr),_pos] } }; progressLoadingScreen ((_foreachIndex + 1)/_cnt) } foreach _nR; { _i = "cMark_" + (str _x); _i = createMarker [_i,_x]; _i setMarkerColor "colorOrange"; _i setMarkerShape "ICON"; _i setMarkerType "mil_box"; _i setMarkerSize [0.6,0.6]; diag_log format ["%1",_x] } foreach _crossr; diag_log format ["amount: %1",count _crossr]; endLoadingScreen; hint format ["done: %1",_cnt]; };
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Hi @Rydygier, I have a question. As far as I remember, you posted (although now I can't find it) a script with which the coordinates of the "Holy Places" can be found on a specific map in order to port the mission. I would be grateful if you could repost the script, if it exists. I have the impression that at some point I had it, together with the script with the coordinates of the crossroads that I still have, but maybe I'm wrong.. Thank you in advance.
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I have the script for finding the coordinates of the crossroads; as far as I know @Rydygier posted a script with which you can find the coordinates of specific buildings on the map, in this case, chapels, churches. Maybe I'm wrong, but at one point it seems to me that I had both, because I ported this mission on a dozen maps. I will ask in the original topic of the mission.
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I am interested in replacing the helicopter with a fighter plane, well, in this CDLC there is only one fighter plane, there is no plane for paratroopers, and I thought of using it instead of a helicopter.
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Thanks for the response, but it's about something else, maybe I didn't make myself understood, but it's about the script that identifies the coordinates of the "Holy Places" on the map.
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I was thinking of making a Pilgrimage port for the Normandy map and even replacing the units; I was wondering if it is possible to replace the helicopters with planes... not sure if it will work. But a regular port is not difficult to do.
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Anyone have the code for marking coordinates for "Holy Places"? I unfortunately lost it...
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I will try the stable version, thanks a lot for the reply.