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vafana

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Everything posted by vafana

  1. vafana

    [SP] Pilgrimage

    @Rydygier Not much, but ... I tried in my spare time:
  2. vafana

    [SP] Pilgrimage

    @Transflux Pilgrimage Tanoa, my version, is a port; I have not changed any function compared to the original version. I just changed some classes using units and vehicles from Apex dlc. A2012v version is a bit more modified in terms of functions (is a description on the frontpage), but diversity does not hurt, I played his version and liked it. This is not difficult, but first I have to do this for one of the maps, then is just a copy - paste thing.
  3. vafana

    [SP] Pilgrimage

    Actually, I'm working on a version with RHS mod in Pilgrimage Chernarus; for now, it is in test phase. RHS is very diversified in units and vehicles, even more than vanilla ArmA3. My thought is to use only the RHS units and vehicles, but I think I need help to do this (something like to disable vanilla units), we will see...
  4. vafana

    [SP] Pilgrimage

    Pack with this www.armaholic.com/page.php?id=1434
  5. vafana

    [SP] Pilgrimage

    @neofit For so small change , no need to be saved in the Editor.
  6. vafana

    [SP] Pilgrimage

    I would be glad to be helpful.
  7. vafana

    JSRS4 - APEX 1.2

    Thanks, I already did that :)
  8. vafana

    JSRS4 - APEX 1.2

    Same problem for me today, but with another scenario, I don`t know if the problem is from JSRS mod, I solved it after I removed the ace_tracers.pbo and zbe_cache.pbo files, It may be a conflict between these mods...
  9. vafana

    JSRS4 - APEX 1.2

    Thanks for the new release, Well done! :) I noticed, however, that when the character goes through bushes, is no sound of leaves rustling; it happens in the jungle of Tanoa. Someone can confirm this?
  10. vafana

    [SP] Pilgrimage

    OK, now it works, thanks a lot @Rydygier :) and the RPT file, look like this: 15:32:17 "type: Land_PillboxBunker_01_hex_F isM: true" 15:32:28 "--2" 15:32:28 "type: Land_PillboxBunker_01_hex_F isM: true" 15:32:39 "--2" 15:32:49 "--2" 15:32:49 "type: Land_PillboxBunker_01_hex_F isM: true" 15:32:57 "--2"
  11. vafana

    [SP] Pilgrimage

    Yes, if it is activated "abundant" then the loot appears in bunkers. But I remember that in Chernarus, appear loot in a wall hole, also with "abundant" enabled, and I suspect that also was not in the "House" class I will try with the code you provided, thanks a lot :) .
  12. vafana

    [SP] Pilgrimage

    I placed the code, I approached 7 Japanese bunkers and 3 military buildings; buildings are seen in RPT, but not bunkers ...
  13. vafana

    [SP] Pilgrimage

    I did activated in connection with the issue that loot does not appear in Japanese bunkers. From what is seen in RPT, it means that the bunkers are still recognized as military buildings in "BetterLootBuildings"? diag_log "--2"; { _loot = _x getVariable "RYD_JR_Loot"; _isMilitary = (typeOf _x) in RYD_JR_BetterLootBuildings;
  14. vafana

    [SP] Pilgrimage

    I got this in RPT file, every time I get close to military buildings, including Japanese bunkers. Has someting to do with diag_log "--2"?
  15. vafana

    [SP] Pilgrimage

    Personally, I'm not interested in another thread with "Pilgrimage Tanoa" is @Rydygier`s work. My contribution is too little to grant this to myself. All my links with "Pilgrimage Tanoa" containing the new version; at most, I can add a link in my signature. (Done)
  16. vafana

    [SP] Pilgrimage

    Just these three, I added a building that is part of the industrial buildings, and loot appears; So, it's very odd... Classes are correct, I checked, this was the first thing I thought about. @a2012v Yes, I know a little, I learned at school (Я знаю немного, Ñ Ð½Ð°ÑƒÑ‡Ð¸Ð»ÑÑ Ð² школе)
  17. vafana

    [SP] Pilgrimage

    Thanks for the tips @Rydygier. :) In Tanoa, I have not seen "pile" of vehicles for now; but when I was doing some testing about density of "Syndicat" patrols on the map, in one of the airport (Aeroport de Tanoa, is in the center of the archipelago), were about 8 groups of enemies, 2 or 3 groups of each faction from ArmA; but since then I have never seen such a situation. I noticed that the number of hidden camps is quite low, most are on the main island, but in the small islands they are very few, sometimes none. Also, I have not seen two or more hidden camps in the same place (this is not a problem for me, just something I noticed). One problem for me is that in three of the buildings set as "BetterLootBuidings" (when I play with the setting "realistic" regarding the loot distribution) loot does not appear, but when playing with the setting "abundant" then loot appears. In the editor these buildings are as part of military buildings. :confused: "Land_PillboxBunker_01_big_F", "Land_PillboxBunker_01_hex_F","Land_PillboxBunker_01_rectangle_F", These are those Japanese bunkers from WW2.
  18. vafana

    [SP] Pilgrimage

    Of course, everything you know about the "Pilgrimage" is also in Tanoa version.
  19. vafana

    [SP] Pilgrimage

    Pilgrimage Tanoa Start time in "Dawn" is tweaked. Markers of "holy places" are now visible in Hard difficulty and above. (thanks @Rydygier)
  20. vafana

    [SP] Pilgrimage

    @a2012v This is @Rydygier`s choice if he wants ... (Это выбор @Rydygier еÑли он хочет ... )
  21. vafana

    [SP] Pilgrimage

    There isn`t a new addition in Pilgrimage Tanoa, I have not changed anything but the locations (in terms of longitude and latitude), neither the way in which markers appear or not appear. Does anyone else have this problem?
  22. vafana

    [SP] Pilgrimage

    @neofit The "time" problem, I think it can be solved easily. Unmarked holy places, It is because you play with mission settings on hard maybe. Loot in non-enterable buildings, it happens in Chernarus to, but I can`t do anything about it. In some of them loot are on the roof or on the stairs at the entrance. I chose to add several buildings in addition to the holy places to minimize the chance of appearing the body too early. In Tanoa are 3 types of holy places: churches, temples and mausoleums. I will set them (temples and mausoleums) as holy places, to be more easier to identify without the map. Thanks for the feedback. edit I saw your picture with markers now, I think the problem is in your side, somehow, I notice that there are some markers of churches, and several are missing, I mean default makers.
  23. vafana

    [SP] Pilgrimage

    My fault, I never played with Ambient Combat activated :) Hitchhiking only works on the roads.
  24. vafana

    [SP] Pilgrimage

    Helicopter parachuting troops .... I have not seen something like this in Pilgrimage; you play with other mods? If @Rydygier adds in Pilgrimage such possibility ..... but to get on another island is simple, use hitchhiking, or a boat (even the one you arrived on the island) or use a Strider.
  25. vafana

    [SP] Pilgrimage

    A small update for "Pilgrimage Tanoa": - Updating the class names of military buildings from Tanoa. (In the previous version function "RYD_JR_BetterLoot Buildings" it dint work properly for military buildings on Tanoa). - Increasing presence of "Syndicat" patrols instead of AAF, although AAF patrols will be present randomly. - Treasure loot will contain more weapons from Apex. - Checkpoints objects now are from Apex. As I said before, I have not changed anything in specific functionalities of "Pilgrimage" (I like the way they are created by @Rydygier); I just changed the class names, in order to be ported in Tanoa map and of course for immersion. All credit for creating "Pilgrimage", goes to @Rydygier. (Thank you again for your really hard work). PILGRIMAGE TANOA Any feedback is appreciated.
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