Big_Jas
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Posts posted by Big_Jas
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Mate can I request that you please re-enable the "Skip" intro button. It's good to watch once or twice but after then ...
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Hi Rydygier,
are there by any chance any boats located around the map, other than the boat at the start and end location? The reason is that in my latest mission (ver 1.86c) the body is located (along with a UGV) on an island. For reference the island is in Pyrgos Gulf, across the water west from Pyrgos, north of the peninsula, and just west of Sagonisi island. (yep the little island with the chapel on it). How do you get there and back with the body? I did a search a few km in either direction up and down the coast and could not find a boat that wasn't a wreck. Ideas?
Thanks,
Jas.
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Great feedback thanks guys. I think Pilgrimage is one of the best missions on Arma 3 Steam (and here) at the moment. I enjoy playing it. I was dissappointed when changes with the 1.24x release caused a conflict and impacted game play. Now I think the standard approach is to play the game with only the minimal mods turned on and only enable them when required for a specific mission.
Thanks Rydygier and Kavoriken. :)
Jas.
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HI Guys,
I noticed 2 problems that have occurred with the recent mainline 1.24x update:
1. When you load the mission (eg v1.85c beta3) you get the "Pilgrimage" graphic on the screen but it does not then fade out and move into the mission, and
2. The 'sound bug' that has occurred in some earlier versions is back.
Issue 1. When you load you get the intro graphic, which does then not disappear. I't doesn't fade into 1st person view, the logo just stays on the screen with a black background. You can work around this by hitting the "ESC" key and saving the mission then hitting "ESC" again and loading that saved progress point. Also you can save and exit then resume and it has the same effect (just takes longer). I worked back a few versions (I think to 1.79c) in order to find a version that was not affected by this issue under the current mainline Arma3 release.
Issue 2. When you load the mission there are no in game sounds, other than the system sounds associated with selecting options in the menu system. So, in the context of issue 1 above, you get the black screen with the logo and silence. After you implement the workaround above, the issue persists. So you can run around and shoot your weapon but there is no sound.
I would be interested if anyone else has the same issue and any ideas work working around or solving the problem.
Thanks,
Jas.
---------- Post added at 10:58 ---------- Previous post was at 10:46 ----------
Further to the above I disabled the following add-ons and got it to work: @A3MP, @CAF_AG1.5, @sud_russians_v36, @Switch weapons while moving. So I assume one of these has an add-on conflict with the mission. I will update when I have time to test them all. My money is on @A3MP.
---------- Post added at 11:20 ---------- Previous post was at 10:58 ----------
Interesting. I'm in the mission and some of the AI factions appear to be fighting each other. Cool. :cool:
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Hmm, I'm not sure what is going on in Dev 12 or whether it is an issue with the new update of A3 or a combination of the two, however last night we found two issues:
1. that the AI have an uncanny sense of where you were all the time. On many occasions we moved through cover to positions where there were no AI, and pretty sure none saw us, and within a few minutes enemy patrols from all directions would home in on our location. It was like all enemy had 100% awareness of our location regardless of whether they could see us or not. For example you could hear enemy call out target indications for us when there was no way they could have seen us through multiple walls in buildings.
2. that after only a few seconds many of the dead enemy would disappear (eg around the camp after being shot). Maybe 2-3 bodies would remain but the rest would vanish. Like there was a battlefield cleanup script running.
We were able to replicate both problems with dedicated servers and hosting it "in-game". We used different computers to serve the game. We used a version of the mission from steam as well as offline. We had the same problem with Dev 11 when we tested that later as well.
So we are now looking to roll back to much earlier versions of the mission to see if the same problems exist.
Has anyone else had the same problems?
Does anyone have any ideas of how to 'fix' it if there is one?
Thanks.
Jas.
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An excellent script. Thank you. Great for situational awareness in game as well as for mission building. I appreciate the time and effort you took to make this. Thanks. Jas.
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I second this sentiment. Awesome mission.
RoyWheels, hey it sounds pretty awesome if you have a working Escape Chernarus with the v1.6 code. My team plays Escape Altis v1.6 almost every week and it is still our go-to mission when our other weekly downloads are too bug-ridden, boring or downright silly. Perhaps you can join the development team and it can be released as an informal Alpha/Beta release on this forum to give us old Chernarus junkies the fix we so desperately crave. We would be happy to test it further and let you know of any bugs. It may also give Neo & Vorm the time they need to work their wizardry on the new code so that it can be more easily ported to the many islands they have planned.My team and I are big fans of the work being done here as this is more than just a mission. It creates a fully-occupied enemy island that does not take kindly to the appearance of intruders and sends out an appropriately hostile and persistent reaction to deal with it. We believe the mission has enormous further potential as the basis for many other behind-enemy-lines scenarios.
---------- Post added at 10:48 ---------- Previous post was at 10:47 ----------
Hey man, if you have versions to share, I'm sure there would be many willing fans who would appreciate your fine work.
Hi Vormulac,I've sunk many many hours into the A2 and A3 escape missions. I think your port is great btw, so full credit to you (and the original guys inc Engima) on one of the best scenarios available for Arma
While I don't profess to be an expert at scripting, I've made modifications to original missions for use with my lan group. Some key ideas implemented include:
> Randomising searchchopper, russianattackchopper and dropchopper from a WIDE variety of aircraft as per Iceman's A2 edit of Escape. In my current A2 escape build there's around 16 different aircraft (split across the three 'chopper' functions) including GNT's B52 'attackchopper', C130 for dropchopper, GNT's Cessna for searchchopper, plus a ton more. Obviously these are drawn from available aircraft mods. This really makes each run very different (the B52 is a blast...literally).
> Increasing the dropchopper drop number to ~36, reducing each drop spawn time so they are tightly clustered, changing the skins of the drop chop crew to be distinct, changing the skill level much higher than average.
> Adding the bus and other vehicles to the civilian and reinforcement surprises. The bus drops ~24 guys off, hilarious
> Reducing the cycle time for dynamic weather significantly (I haven't been able to get Tonic's fast day / night cycle working on dedicated server however...)
> Increasing the speed of pursuit units ie searchgroup from "Normal" to "Full". Makes foot chases more meaningful
> Edits to unitclass to increase weapon probabilities (given higher difficulty)
>I've built a A3 Chernarus build using A3MP and your Altis script. Great stuff
Plus much more stuff
Anyway, one issue with both editing the A2 build and your A3 Altis build (to incorporate the above) is although we host the game on a dedicated box (4.8ghz 3550k) late game performance is reduced, although still playable. The key issue appears to be 'residual' searchgroups in the map. I note most of the other functions like ambientinfantry and traffic have functions that delete groups if their distance to the party exceeds a certain point. Searchgroup doesn't appear to have this. Thus particularly on a map like Altis (or even Chernarus), if you 'flee' on area of the map quickly, there appears to be residual searchgroups in the area ie. you could be on one side of Altis or Chernarus and there could be 10-20 groups or 100+ units searching on the other side of the map with really no practical way of re-engaging the party thus are spending CPU cycles for no profitable reason. Removing redundant searchgroups, like the other functions do, would no doubt free up significant resources to add more units where they may be a factor. I was hoping you might consider this in your build. I'm attempting to transfer some code in from the other functions into searchgroup but so far haven't been able to get it working. Cheers and thanks again :)
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Has anyone come up with a solution to this in Arma 3?
The idea is sound. Not everyone has the same mods and nor should they. It makes sense to package the mods / addons required in the mission itself, in the same way you package scripts into a mission.
Thanks in advance.
Jas

[SP] Pilgrimage
in ARMA 3 - USER MISSIONS
Posted
Awesome thanks mate.