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1296 ExcellentAbout Rydygier
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Poland, Pomerania
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This. It simply can happen. There's no balancing mechanism ensuring, your forces are a match to your opponent. Numerically forces should be roughly adequate, but that's it. Think about it in this way: not every war story is about a fair fight and not all has a happy end so don't feel bad about loosing a battle, just immerse into another war story. A part of being a cog in war machine is, sometimes you'll be ground to ashes between bigger cogs.
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No problem. 🙂 Of course, this can be applied to any map, simple changing folder's map name should do it, I believe.
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Here's a small mission, where you have scripts to find both, holy sites and potential checkpoints positions. Each under mouse action for the convenience. Coords land into RPT and into the clipboard. https://drive.google.com/file/d/1vIqp297YM3U6qpVB6GaTftjyRjsTA4qp/view?usp=sharing In case of holy site search, you can try to find also other types of map objects by editing this line: _aID = player addAction ["<t color='#d0a900'>Find all map objects</t>", RYD_AllChurches,["CHURCH","CHAPEL"]]; With desired types as defined here: https://community.bistudio.com/wiki/nearestTerrainObjects Note, if the list of coords is very long, it may not be copied entirely into the clipboard - not sure... Also note, it searches per map markings type, not actual object class. User can disable this line: private _list = nearestTerrainObjects [_mapC,_categories,(_rds * 1.42)]; and instead enable this one: //_list = _mapC nearObjects ["Church",(_rds * 1.42)]; and use object (parent) class, he want to find.
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This one?
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Well, I can only tell, same "lib" class limitation is applied to weaponry, you can loot or buy.
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Ah, indeed this is special WW2 edition, and if normal Pilgrimage way would be used (taking all the stuff from the config), also vanilla modern assets would appear. So there are some blacklists and filters on place. I didn't read this code for years though, and it is not obvious which assets would be rejected. The one general rule, I see, is that the asset class must contain ["lib"] and must not contain ["DAK","dak","_w"], which, IIRC, means it is limited to IFA3 except desert and winter variants, at least that was the intent. There may be more to it, also IFA3 could change since then, but I've no time now to analyse that code. Maybe just play and see... 🙂
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It's Pilgrimage. Meaning, any non-static playable land vehicle from used mod(s) should have a chance to be present.
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In the map view in the scenario you have special diary entries making an internal guide. Yes, those should work same way, as in vanilla version. Paradrop ones replace helicopter response.
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Mortars should work same way as in vanilla IIRC. Since there was no helis yet back then, I devised an alternative. Quoting internal guide, perhaps worth reading for learning about other differences:
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Well, they... do a fly by. 🙂 It's part of the ambient. The situation depicted in this scenario is the Eastern Front closing in. Increased airforce presence is part of that context, so they obviously have more important tasks than trying to spot and attack some guy wandering about.
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If you see any enemy marker on the map (if you have enabled those in game settings) - it is "known enemy", hence no buy action. Also, there may be no enemy marker, but some enemy somewhere still has some knowledge about you, also in that case no buy action until he "forget" about you (can take some minutes if he will not see or hear you anew). The idea is to limit certain actions until it is "safe". That was my way to define, when it's safe.
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Not sure, what you mean exactly by "can't trade", but reputation is not involved. In general here are "Buy stuff" action visibility conditions for civilian merchants: "(((player distance _target) < 8 ) and {(alive _target) and {not ((RYD_JR_inStealth) or {RYD_JR_inCombat})}})" So must be closer, than 8 meters, merchant must be alive, you don't know about any enemy and no enemy knows about you. It is similar also for other services, like doctors or mechanics.
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elpreguntadoro started following Rydygier
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No, there was no such attempts. This is some unused crew handling code.
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AI uses other file - AIOnlyCommands. The relevant part is almost same, around line 900, but there are few small differences. If you compare them side by side you shold spot them. BUT having multiple vehicles in a single group is bad idea in general due to AI, which treats vehicles like they are infantry so tries to use same formations etc. with terrible results. Sadly, I do not have time for diving into this code myself.
- 120 replies
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- real time strategy
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When you have a hideout, there will be a mouse action when you aim at fireplace: Rest 6 hours and heal yourself (first aid kit or medkit needed) However this action is visible only, when you don't know about any enemy AND there's no enemy, that knows about you at the moment (which may be not obvious).