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vafana

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Posts posted by vafana


  1. @rsoftokz

     

    The starting time "dawn" is at 4 am, which in Tanoa is as midnight darkness.

    So far I love it, I see new bases at airports, nice. :) Tanoa also has several new military buildings, with new class names, I do not see them in " BetterLootBuildings", but it's your choice.

    • Like 1

  2. @neofit:

     

     

    Yanukka holy place in the screenshot which is element 3 in the array, maybe there is some trigger somewhere else that reacts on RYD_JR_allHolyPlaces[3] to spawn something nearby, or (I checked all occurrences of RYD_JR_allHolyPlaces) maybe through a pointer to RYD_JR_allHolyPlaces with another name, or to RYD_JR_allHolyPlaces[35] 

    as I said above, if you remove one or more of these coordinates, those positions will no longer exist on the map as "HolyPlaces", that's it; they have no connection with any script to trigger an event, the only downside is that the with less "HolyPlaces" gameplay time could be shorter because you can find the "body" more quickly.


  3. @neofit:

     

    Well, those "locations" are represented by coordinates, something like:

    [5848.35,9810.03,0]
    

    meaning their position on the map in terms of longitude and latitude, and for this reason, it is hard to find the exact position of these coordinates manually, also I think @rsoftokz used a script to find the coordinates for locations, I have placed them manually, so ... unlikely to be the same coordinates. Maybe there is a script for this, or any method in the editor. These locations are not connected to another script, if you remove a coordinated, it just will not be valid on the map.


  4. Thanks @rsoftokz for this release, definitely I'll try it :).

    @neofit:

     

     

    The last two are not shown on the map, are they? My first "enhanced interrogation" placed a red cross on a couple churches and on one unmarked building.

     

    It is possible that @rsoftokz has not activated markers for "very high" settings.

     

    in JRInit.sqf:

    if (RYD_JR_Difficulty < 5) then
    			{
    			_alpha = 1;
    			_color = "ColorBlack";
    			_size = [0.85,0.85];
    			_type = "loc_Chapel";			
    			};
    

  5.  

     

    I've found the previous Chernarus version very difficult to play on Very Hard, until you find a GPS

    Well, I think this is the purpose of "very hard"  setting, to be very hard... ;)

     

     

     

     Pilgrimage-Lingor with CAF Aggressors, thinking I'd see some rebels in the jungle, but like 99% of patrols and Low Ambient Warfare enemies were bugmen and AAF.

    This was also my motivation to make a version with RHS, and now their presence is 99.99%, yesterday I saw one officer CSAT (maybe was visiting) at an airport in Altis full of Russian units (I was amazed by his inhospitable presence) ...

    I tried once, "CAF Aggressors" and I have not even seen any unit, it's probably something with class names; It is not hard to add new units, but in order not to change the atmosphere of the original "Pilgrimage", those units need to be more diverse in terms of equipment, weapons, vehicles, groups and so to be able to equip garrisons, checkpoints, and so on ..


  6. be careful

    "Place FF decoy" calling function

    All military will come running to you

    Garrisons,  hidden camps,  checkpoints

    Happened to you? why so? 

    if ((_side in _sides) and {not (captive _ldr)}) then
    		{		
    		if (not (_x in RYD_JR_cached) and {(_dst < _maxDst)}) then
    			{
    			if (isNull (assignedVehicle _ldr)) then
    				{
    				if (({((damage _x) < 0.1) and {(canStand _x)}} count (units _x)) > 0) then
    					{
    					_busy = (_x getVariable ["RYD_JR_Decoyed",false]) or {(_x getVariable ["RYD_JR_Chasing",false]) or {(_x in RYD_JR_BusyPatrols)}};
    					
    					if not (_busy) then
    						{
    						_chance = 1 - (_dst/_maxDst);
    						
    						if ((random 1) < _chance) then
    							{							
    							_x setVariable ["RYD_JR_Decoyed",true];
    

  7. @Mordacai

     

    No need to download any app, download link is green.

    But ... if it's easier for you:

     

     Pilgrimage Chernarus is updated with Dropbox link, in the signature to. ;)

     

    Pilgrimage Altis RHS is coming soon (I hope) :)

    • Like 1

  8. @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.

     

     

     

    Would you be able to make a version on one of the ARMA 3 maps (altis or tanoa, Stratis is meh lol)? 

     

    This is not difficult, but first I have to do this for one of the maps, then is just a copy - paste thing.

    • Like 1

  9. This mission looks great. I'm curious how the usage of faction/weapon mods works. If say I have a couple faction mods in, will it only spawn units for OPFOR and IND from the mods or a mix of all factions available to the side? Are all faction and weapon mods compatible?

    Im not a big fan of the futuristic/experimental style of vanilla Arma 3 and would prefer a more current styled setting.

     

    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...

    • Like 1

  10. How then? Eliteness creates a directory called pilgrimage.bornholm\. If I copy it to Arma3\Missions\, the game itself doesn't find it, it seems to be looking for .pbo files only. The only way I found is to copy it to Documents\ and use the editor to re-pbo it.

    Pack with this

    www.armaholic.com/page.php?id=1434


  11. Yeah-same thing here. In the meantime if you really want movement sounds through bushes etc back, you can remove the jsrsapex_c_movement and jsrsapex_c_movementapex pbo's then you will have vanilla movement sounds again. BI have actually done an amazing job with movement sounds on tanoa in my opinion.

     

    Thanks, I already did that :)

    • Like 1
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