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vafana

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Posts posted by vafana


  1. 21 minutes ago, rsoftokz said:

    I tried a simple mission with Ravage Mod and I had a lot of lags when some stuffs are spawning.....

    I will wait for a further update of this map to try again a port.
     

     

    A few days ago was an update for Taunus (version 1.1). I tried a mission with @Von Quest's S.C.A.R.and it worked.

     

     

    Thanks for the tips, @rsoftokz I replaced everywhere boat with the car, I also took care of "water" stuff. 

    Thanks again for sharing, I really appreciate. I'll try that.

     


  2. 1 hour ago, rsoftokz said:

    I tried to make a port on TAUNUS (Xcam map ) , changing the boat to a car, with all the files from the hotfix....

    games crashes to death once I hit "begin your pilgrimage".
     

    I rewrited the JRInit twice (one from the Altis 1.94 Hotfix, one from my Tanoa Edition 1.22H).......

    same result.....
     

     

    The same thing happened to me with "Taunus" port. I tried to replace the boat with a quad bike. After "begin your Pilgimage", loading screen for about 75% and then it crashes or freezing....

    • Like 1

  3. Exactly the same problem for me,  I reported this in 64-bit Feedback topic, nobody answered ...Well, now are holidays probably BI will pay more attention after January 2.

     

     

    Edit:

     If you have an audio card, you try to set the number of channels on 2, from the audio card settings. I had them on 8 channels, I changed on 2, and for now I notice that the error has disappeared; I will test this further.


  4. DESCRIPTION:
     
    Pilgrimage, a great scenario created by Rydygier, winner of the "Make Arma Not War" contest, whose description and mission can be found in the original tread,
     
    was initially created for Altis and with Rydygier permission:
     


    @Rydygier
     
    I'm always open to good ideas, feedback is appreciated and mission is easy to enhance with new features. Anybody can depack this mission and change it for own needs, even release such changed version, as long proper credits are given: it is released under APL-SA license. Enjoy  :)

     
    I ported Pilgrimage on the island of Tanoa, adapting this mission to the Apex, using specific units, vehicles and weapons from this DLC.
     
    I also modified the original versions of Pilgrimage Altis and Pilgrimage Chernarus, changing the vanilla Arma 3 units with those from RHS Escalation mod.
     
    I did not change anything in the scenario or the specific functions of the original mission, only the location and class names.
     
    All credit and gratitude goes to Rydygier.
     
    PILGRIMAGE TANOA
     
    PILGRIMAGE RHS CHERNARUS  (require RHS Escalation)
     
    PILGRIMAGE RHS ALTIS  (require RHS Escalation)
     
    Changelogs:
     

    Fixed: crash at the start of mission thanks to Robalo (in all 3 versions)
     
    Added: ww2 japanese bunkers as military buildings and some fixes for Tanoa version

     

    Any comments or feedback about these versions, please express them in this thread.

    • Like 4

  5. Nice addition, looking forward to the next update.

     

    I get this error when I shoot enemies with static weapons:

    `...le ["asr_nolegs", time];
    _unit spawn[
    |#|while (!isNil {_this getvariable "asr_no...`
    Error while: Type Bool, expected code
    File x\asr_ai3\addons\main\fnc_handlehit.sqf, line 28
    

  6. @Mercenary11

     

    I guess I was not clear enough, I don't have between 10 - 15 fps, I wanted to say that in this scenario I have with 10-15 fps less than in other similar scenarios (usually 45-30, but in your scenario I have around 20 -25) and I can't change the view distance, is blocked in some script?

    I can not use the flashlight: "Undefined item Her_Flashlight_01_F"

     

    this is the error from the beginning of the mision 

    '..tch command do
    {
    case "hell":
    File missions\...cur_sp.chernarus\JBOY_DOG\JBOY_handlerspeak. line 73
    {
    if (#) (language =="boomer") then {dummy =
    Error:undefined variable in expresion: _language
    
    • Like 1

  7. OK, I gave it a try, nice scenario, similar to Dayz  :icon14:

     First of all performance is very affected (compared to other similar scenarios, around 10-15 fps minus), I think because it's heavy scripted. And I can't change the view distance from the game menu; I get an error at the beginning of the script, and another one when I give to the dog the order to attack (I will post later these errors). 


  8. Hi, @Robalo.

     

    Great job you did with AI, thanks.

     

    I get an error when the enemy gets in the danger mod:

    (this, _dangercausedby] call
    Error undefined variable in expresion: _asr_ai_main_stoptoshot
    

    I'm in dev-branch, It appears every time you shoot toward AI.


  9. Yup, I use it all the time and with stamina OFF, but it doesn't always work in COOP.

    There is also this mod https://forums.bistudio.com/topic/186503-ultimate-soldier-2/?hl=stamina#entry2951630

     

    @rsoftokz

     

    I'm trying a specific map with specific buildings not from arma 3 (customized once) 

    is there a way to make then lootable ???

     

    I think is in "JRInit" around 281 line, defines buildings that will be with better loot, usually military buildings:

    RYD_JR_BetterLootBuildings = 
    

    and in "MainLoop.sqf" 153 line, 

    _blds = _pos nearObjects ["House",_radius];
    

    if you have customized buildings, I think it's good that the code It should look like this so that the new buildings to be recognized by the script, (thanks to @Rydygier): 

     _blds = (_pos nearObjects ["House",_radius]) + (_pos nearObjects ["BagBunker_base_F",_radius]);
    

  10. can you tell me how I can disable fatigue then? Can I open up your MP mission and add lines in each players init to disable? If so, what is the script? Or Is there an easier way?

     

     

    I also don't like the "stamina" thing, and to avoid having to write each time in the init line, I packed a script in PBO file and use it in singleplayer (for a long time so far). Since the new respawn system (I do not like at all), I did not have used it into coop, but I want to know if it works.  

     

    nofatique

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