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alky_lee

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Everything posted by alky_lee

  1. alky_lee

    Pilgrimage - Ported

    I must have had more than 1 copy of the file which Windows kindly renamed automatically for me. Unfortunately it introduced a space into the filename which you can't have in a pbo name and therefore wouldn't work. Should be fixed now.
  2. alky_lee

    [SP] HETMAN: War Stories

    I tried but the mission hangs at mission start on this terrain.
  3. alky_lee

    [SP] HETMAN: War Stories

    I've ported this to Isla Abramia if anyone is interested, https://www.dropbox.com/s/5zlxgw6ffma5dfc/HWS_1.abramia.pbo?dl=0
  4. alky_lee

    Pilgrimage - Ported

    Pvt Partz has ported to Namalsk providing SP & CO-OP versions. Straight port to Namalsk. A smaller island so I made a few adjustment but no mods. Also, being a much smaller island, things might be quite overwhelming but could be a "cool" change. 1) Smell smoke, reduced radius 2) holy place intel, reduced radius 3) Adjusted TOD and weather intel 4) tweaked "better loot buildings" because Namalsk has their own models (CUP) 5) added a few more holy places so that you explore the whole island. 6) added some artillery to the boat inventory. (would like to get feedback/opinion)
  5. alky_lee

    Pilgrimage - Ported

    Chernarus_Redux_Pilgrimage_B3_SP.ChernarusRedux by Major Stiffy updated. 1. Added checkpoints based on RYD's script procedure. Possible 424 locations at 100% setting in GUI. Scripts will eliminate unsuitable locations so this number likely to be reduced. 2. Added/fixed general assets. 3. Tweaked boat spawn, boat on land on spawn sometimes. Still boat appears slightly above ground at waters edge and can still be used if get in drivers seat and try to drive. Boat drops to water. Must be a map thing. This map is still a WIP by Redux team. 4. Reduced distance the amount of churches eliminated by intel check. 5. Fixed my asset locations due to map modders changes. 6. Added a potential stronghold. 7. Added churches. 8. Removed most wrecks on roads to allow AI driving and garrison movement. AI always got stuck! 9. Added rocks and rock map markers.
  6. alky_lee

    Pilgrimage - Ported

    Cambodia_REAL CO-OP has been added to the first post
  7. alky_lee

    Pilgrimage - Ported

    Cambodia REAL information has been updated.
  8. alky_lee

    Pilgrimage - Ported

    Or I could do without Intel and just visit every chapel in Cambodia till I find the right one.
  9. alky_lee

    Pilgrimage - Ported

    Links have now been updated for the above and for Chernarus Redux to the latest versions.
  10. alky_lee

    Pilgrimage - Ported

    Sorry, can't update until Saturday when I get home.
  11. alky_lee

    Pilgrimage - Ported

    I managed to get the first post updated before going away. Enjoy.
  12. alky_lee

    Pilgrimage - Ported

    I am away from my computer for a few days. I will have to update when I get back.
  13. The problem with Steam is that the workshop makes it easy to download and use mods without really understanding how it all works. The power of TPW Mods lies in the config.hpp file and being able to customise it to suit the mission. The regular readers of this forum will understand how to do that. On Steam, many users won't understand or will fail to modify the file and will quickly complain or become abusive. The Steam forums seem to be highly toxic and could use some diluting but we don't want one of our favourite content creators to get poisoned by it. Better off with the forum and we'll just point people in its direction and try and educate them as to where to put the hpp file.
  14. alky_lee

    [SP] Pilgrimage

    That's always been the case (on realistic loot setting anyway) and at the box at checkpoints too.
  15. alky_lee

    [SP] Pilgrimage

    It can be done, but the chopper needs 2.831 in the Z axis when it is spawned.
  16. alky_lee

    Pilgrimage - Ported

    The chainsaw sounds are from TPW Mods SOAP module which provides ambient sounds including flies and mosquitoes. I never go into the jungle without it. I am also using JSRS.
  17. alky_lee

    Pilgrimage - Ported

    The end of the mission where the body is in the temple ruins.
  18. alky_lee

    Pilgrimage - Ported

    Here is a little taster of the Cambodia Port by Major Stiffy and Pvt Partz
  19. alky_lee

    Pilgrimage - Ported

    To get the body out of the ruins it would be a car. My boat was 4km away.
  20. alky_lee

    Pilgrimage - Ported

    A couple of points about the Cambodia Port. I found the body in the ruins at 019980, but there was no way to get a vehicle near it. The only way to get it out would be to carry it to the vehicle. The other point is about hidden camps. Around the edge of the map, there is a margin that is clear of trees and vegetation. I had a camp that was right on the very edge of the map. Perhaps hidden camps are attracted here.
  21. alky_lee

    Pilgrimage - Ported

    Warlords are sometimes quite cowardly and will hide themselves in civilian buildings. Sometimes they are impossible to find. This could be because you just haven't looked in the right place, but it is possible that they were killed earlier and their bodies removed by the gravedigger script, unless you have ambient combat turned off. CSAT often leave the captive in harms way. I have even killed them myself during the assault, despite trying to be extra careful. Even on Altis I've had to leave a stronghold without finding the captive and/or the Officer. Sometime the Officer is among the bodies littering the ground after the assault. I like to think that the captive managed to get away in the confusion. I too struggle with FPS on Tanoa, so I was trying to re-work Major Stiffy's version to reduce the amount of added buildings and objects, but it requires more work doing on it and I've wandered onto the dev branch at the moment.
  22. alky_lee

    Pilgrimage - Ported

    IIRC when it was originally ported by Vafana, there weren't many military buildings to provide loot so the script was changed to include other buildings within the vicinity of occupied strongholds/airfields. Because Lijnhaven is close to the airfield, this means half the town. It is the same at other locations on Tanoa, and the same on the Chernarus & Sahrani maps. In Major Stiffy's version, he has added military buildings that normally produce loot on realistic settings, so the loot script could be changed back.
  23. alky_lee

    Pilgrimage - Ported

    OP has been updated. I tried this a couple of times. Good fun but there are long distances involved.
  24. alky_lee

    Pilgrimage - Ported

    Well I was, but Arma have released a netcode hotfix tonight and changed the version of Arma from 1.72 to 1.74 so I can't load any saved missions. I'll have to start again.
  25. alky_lee

    Pilgrimage - Ported

    I will try and add a bit of info for each one as and when I find out, but for some I haven't tried them yet so I don't know. I love the Cambodia map, and Pilgrimage seems so right for it. I have found 1 camp but not seen any checkpoints, but I don't normally travel by road (I use the boats). Currently trying out Major Stiffy's version and trying to drive around the map for a change, so I may come across one.
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