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Posts posted by vafana
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Yeah mate I can understand that you have no influence on Ai performance, but it is something that I am looking into with another mod (Ai not smoke) that changes Ai
I use these two (Pooter`s enhanced ASR AI, R3F AIcomTarget) and AI works well using supressing fire through the smoke.
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It is true what @a2012v says; I had the same problem, more units than it should, appear in the center of the map (at the airport). @alky_lee https://forums.bistudio.com/topic/163307-sp-pilgrimage/page-146#entry3072766 first noticed it and @a2012v fixed it in this post https://forums.bistudio.com/topic/163307-sp-pilgrimage/?view=findpost&p=3070118
Thank`s again Andrey :)
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I noticed that the voice of the enemy, located nearby, is heard with a very low volume level and as if would sound via radio. Is this intentional, a new feature or something?
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It is really very impressive @zabuza, thanks for good work!
I was wondering if you can modify the smoke from the campfire, in my opinion, really needs some improvement.
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Tried the altis and bornholm version. Got stuck at huge pilgrimage logo. Anyway to solve that??
Maybe it's a problem with one of the mods, what mods you run?
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@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.
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@neofit:
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.
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@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.
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Thanks @rsoftokz for this release, definitely I'll try it :).
@neofit:
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"; };
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Yes, thank you, I already found, but if he is the warlord fits somehow.. :) I'll replace it if I find something equivalent.
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Well, I think this is the purpose of "very hard" setting, to be very hard... ;)
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 ..
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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];
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Garrisons, hidden camps, checkpoints, patrols they consist of: Russian, ChDKZ and Militia units and vehicles.
RHS Escalation mod, is required.
@Rydygier, If you want, you can put links from my signature on the front page. Thanks again for your work, I really like and appreciate it. :)
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@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) :)
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If anyone is interested, "Pilgrimage Chernarus" with RHS mod:
Garrisons, hidden camps, checkpoints, patrols they consist of: Russian, ChDKZ and Militia units.
I played 2 times this version and I have not met any vanilla units, yet they may appear randomly.
Obviously, "RHS Escalation" mod is required.
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Aftermath of a 30 seconds of fierce fighting, Pilgrimage Chernarus RHS
6 dead enemies, one BTR-60 destroyed, two buildings completely demolished, one GAZ damaged. I barely escaped with injuries .....
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@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.
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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...
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Pack with thisHow 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.
www.armaholic.com/page.php?id=1434
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@neofit
For so small change , no need to be saved in the Editor.
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I would be glad to be helpful.
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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 :)
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Splendid Smoke
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
R3F AIcomTarget is created specially for multiplayer (see description in the link) and makes the AI not to give up as soon as the target is no longer in sight, and Pooter`s enhanced ASR AI make AI`s suppressing fire to be very effective along with flanking maneuvers. Smoke only help you to get out from a bad situation, or to do some maneuvers, but for a short time because AI don`t give up watching you.