Wurstkoffer
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Wow @topden, these com centers look absolutely sick! Would love to see them in the mission. The weapon depots may also be a bit larger. Sometimes I miss the possibility for close quarter combat. Often it is very easy to eliminate all enemies from a long distance. However, I realize that this is a bigger challenge for the code to find larger flats on the map. The mortars are another subject. A mortar launcher and a few sandbags somewhere in the wilderness I find quite unrealistic. I once played around with the Map Builder, but unfortunately I am too unimaginative. For the motor pools I would know a small improvement possibility. They should contain such a small repair station (Land_RepairDepot_01_tan_F) where you can repair your vehicle completely. This would make absolute sense and give the motor pools additional gameplay functionality. So, and to make not only demands, but also to contribute something small: My mates and I were a bit annoyed by other players (mostly strangers), who like to sit down in Ifrits or Marids and shoot everything until the rest of the troop has nothing more to do. That took some of the fun away from us. So we wrote a small script which minimizes the ammo of vehicles (but also turrets) as soon as a player occupies them. We are bloody beginners when it comes to Arma Scripting, but it works as intended. And I could imagine that it would be easy for @NeoArmageddon to embed it into the mission and perhaps give players the ability to set the amount of reduction per mission parameter. The next thing I wanted to look at is to implement a functionality to punish players who shoot at the Evac helicopters or even kill the pilots to fly themselves. At least as a first step only punishment. However, it would be perfect if there was a non-violent possibility that players could fly the helicopters themselves. @NeoArmageddon: maybe you can give some tips on how to do this.
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Is there any guide for porting pilgrimage to other maps?
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Had another playthrough. Unfortunately, your hand placed boats doesn't work. There is no "load body into boat" appearing in the scroll menu. I just could "move body into your current vehicle" after entering the boat.
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You wot, mate?
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I just had an enjoyable ~6hrs long playthrough, even though i couldn't finish it. Found the body on that island south east. Got there with the boat. Although he was close to the coast, he couldn't be transferred directly into the boat. And due to the fact that there are no streets on that island, no single car spawned there. Only chance to save him from that island is to get there with a Strider or Marid i guess.
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Cool, but it's still required through mission.sqm, though. ;)
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Yeah you can enter those houses now natively. They must have included the DS_Houses in the terrain now.
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Thx for the new Cherno Version guys. Just one question. DS_Houses isn't a requirement for the terrain anymore. Is it still included for mission related reasons?
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Wurstkoffer started following Pilgrimage - Ported
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@Rydygier @major-stiffy @alky_lee @vafana Hey, i just want to leave some love here for you guys. I rarely post on forums and i think a lot of people are like me. I frequently check this thread for updates and played a lot of these ports and i absolutely love them. But i feel you, when you miss the feedback you all deserve. You guys did a hell of a job with creating and porting this great mission. Don't stop being awesome! :) That's the reason why i checked for updates today. Chernarus Redux is my favorite terrain for pilgrimage. But the last times i tried, it started with a wrecked boat.
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Thanks, will try that. But i doubt it will affect parked vehicles, right? Yeah we left choppers and gunships in the mission. The trucks full of specops will break the experience eventually, because ... people. If there is any vehicle, someone will use it. You can count on that ;-) But tracked vehicles could work. You have to disable them anyways. And if you prevent toolkits from spawning, no one can repair them. The mission parameter could have 3 states: Normal Tracked Vehicles only No Vehicles at all Yeah of course. A "Fußrunde" on Altis could take a whole day, if you can manage to survive. Small maps like Stratis or Ruha are perfect. Especially Ruha where you can find cover in all these ditches/trenches or the bumpy terrain in the forests. Cool, will create the ticket. But my Arma scripting skills are way to limited to contribute proper code to the project.
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Hey there. Love Escape. Play it a lot with mates. We even tweak it with some different Equipment/Weapon Mods. What we also like from time to time, on small maps, is a "Fußrunde". Means we don't use vehicles. The last days i ported Escape to Ruha map and left the vehicle arrays in UnitClasses.sqf completely blank. So no vehicles are spawning. There are of course some errors in server logs, but nothing in game and it works just fine. There are no civilian cars, no MRAPs, no tanks, no nothing. It's quite immersive, to play it like that. Which brings me to a feature request. You think you can include a mission parameter in future releases, which allows to play the mission without vehicles?