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Everything posted by vafana
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Well, you can plant a new one in place, they tend to grow quite quickly :)
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@Rydygier That birch tree is dead, it will dry out .. Yes, I think that one of the starting points is somewhat close to a crossroad, I don`t remember which one. It happened to me once, as soon as I arrived on the beach I was killed by a patrol.
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Thanks BI for this:
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Yeah .... very annoying this bug, it is already a ticket for it: https://feedback.bistudio.com/T118395 - apparently it is taken into account.
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Possible mod conflict. Try and see how it works without mods. Only in "Pilgrimage" is this happening? Now I tried a little experience in "Pilgrimage Chernarus," I added some new units from Apex, they fit quite well in the new environment, especially with their camouflage. ;)
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The same bug in the latest dev build, after I get back in the game and load a save game, vehicles have no engine sound. :(
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Does anyone have this bug: vehicles have no sound after leaving the game, then go back and load a save game, I tried in editor without any mods, same thing happened. Is there a ticket for this?
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Well...you did hitchhiking on your own risk, especially to an airfield... (recon first) ;) .
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Yes, you need Tanoa map and other assets from Apex to play this version of Pilgrimage. Apex has around 8 Gb and will be installed in the main directory of Arma 3 (Expansion folder, Just like OA in Arma 2). @Stormforge I also had this "bug", even in Altis and Chernarus, is something rare but it happens. I usually play without loot in civil buildings, my loot comes from dead enemies, checkpoints and hidden camps, It is more challenging in this way :ph34r: .
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@Stormforge Today I finished "Pilgrimage Tanoa" for the first time, everything worked well, I encountered three hidden camps with bandits. So, I suppose due to mods you use, you met Russian guerrillas, because Apex does not contain such units. The mines are near airports and strongholds, it is part of "Pilgrimage". You should try to play without mods containing units or weapons, already with Apex, Arma 3 contains a large variety of weapons and units, but of course, it's your choice :) .
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I had no problems so far, I have met a few new patrols, 3 CSAT Pacific and 1 Viper (they said something in Jackie Chan's style :P ) Yet for 2 hours of playing I have not found any hidden camp with bandits, and I'm injured from the first fight with Viper patrol fight was so fierce that I had no time to save.
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Considering that "Apex" came out, I made some changes in "Pilgrimage": In "Strongholds" are units from CSAT Pacific; In "checkpoints" there are units from CSAT Pacific and AAF; in "hidden camps" are bandits. in spec ops patrols are CSAT Pacific and Viper Team. However, there will still be patrols consisting of regular CSAT. I would be glad if you will try the new version and ghive some feedback if it works or not. I would like to remind you that I have not changed anything in specific functionalities of this mission, only locations and classes; all credits goes to @Rydygier for this mission. :clap: Pilgrimage Tanoa
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I think it's a matter of preference. "Pilgrimage" in Tanoa is a real challenge, indeed the AI does not see through vegetation and you don`t see them for too long. In Altis, it's simple, you just need a good position with a sniper rifle; in Tanoa the contrary: movement, assault rifle, a lot of grenades and eyes wide open :ph34r: (and good headsets). Finally, for who loves a good fight in an exotic island, "Pilgrimage" is a real challenge (and a real craze, as you said) .
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@alky_lee You're lucky .. now I'm in Laikoro in southwestern island without armor, 3 mags, hidden in a wooden house under mortar fire and two patrols trying to "clean" me from the bushes ... (I like to play without loot in civil buildings...)
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Until now, I had no problem with healing, it works for me ...
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@distorsion Well, it's a very high chance that for 1200 ff to buy information about a boat, just pay attention at ADM messages ;) or use your landing boat. Thanks to @Rydyger for this mission.
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@Rydygier For me, after a hard working day, your mission is relaxing :) . Yes, oriental music, it seemed suitable for Tanoa, especially with the upcoming faction (units and Chinese weapons). New HUD is dev branch thing.
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@alky_lee OK... ADM messages, very easy to fix; I used 'Chernarus' version as template, That "healing" bug, I had the same when I used RHS mod but in "Pilgrimage Altis' only have you tried a hidden camp for healing? I will try to replicate for me. I did not changed anything in the scripts, only locations. Fixed ADM`s : Pilgrimage Tanoa
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I made, on the run, a version of this mission for the Tanoa map; Of course, all the credit goes to @Rydygier, for his work with this wonderful mission. Anyway, is not fully tested (I have worked on it this evening for 2 hours), I would like to play a version made by @Rydygier, but until then if you want to try, here is the link : Pilgrimage Tanoa
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Tanoa version ...... nice. You will share with us? :mellow:
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@Cosmic10r Great mission, I like it very much, thanks for your work. It would be great if you could do a SP version for Esseker map. ;)
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"News are so close you don't even know! Hold on just a little longer! ;)" This reminds me of The 9th company-The final battle
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The most annoying for me:
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Guys, the hotfix is out. https://forums.bistudio.com/topic/142728-spotreps/page-3#entry3016355
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OK, I played about 2 hours with the last fix from Dwarden, I used Fred41`s malloc and had no problems yet; thanks a lot.