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alky_lee

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Posts posted by alky_lee


  1. 7 minutes ago, thehardcorenoobs1234 said:

     

    How about you alky and stiffs missions? How different are they in comparison to rydiers version?

     

    The mission mechanics are the same across the board (loot, intel, etc). In some ports the circle intel may be smaller to counter for a smaller map, but the number of churches checked off when you speak to civilians can be greatly reduced depending on map size. Also the number/type of abandoned vehicles may be tweaked to try and avoid the spawn bonfire at mission start where a number of vehicles try to spawn at the same point. Equipment/cash at mission start may also be tweaked. I may also may have added a minefield or two on certain maps, not just around strongholds/airfields.

     

    Major Stiffy also adds in some other mods such as holster weapon, and his own tweaks to strongholds.

    • Like 1

  2. 4 hours ago, thehardcorenoobs1234 said:

    ... t there seems to be a lot of unofficial scenarios covering the same maps (multiple ones for lingor, chern etc). Wanting to just see whivh scenarios for each the maps are worth trying out in terms of offering something new. The ones listed in this thread and in ported, which one would offer a somewhat different exp from official? Aside ww2 and vietnam

     

    When the mission is ported to another map, whoever carries out the porting has to decide where the airfields and strongholds are and perhaps add additional buildings and chapels that are not on the original map and perhaps other surprises that you may or may not find. As a result two different ports to the same map can be entirely different in playstyle and challenges that different terrains present.


  3. 11 hours ago, thehardcorenoobs1234 said:

    Been having a blast with this game so far. So far playing with mostly vanilla with small amount of QOL mods (Enhanced movement, no stamina, and bigger trunks). What mods can you guys recommend that can add more content and a better SP experience for this mod for my next playthrough? Aside from the recommended ones already in the OP.

     

    Was also wondering if there are any good SP scenarios similar to this, which I doubt since I heard that pilgrimage is one of its kind. Antistasi is too hard for solo and same for liberation.


    You don’t need a no stamina mod as stamina effects can be turned off in the mission settings in game (0-8-5). 
     

    Other mods that I use are Improved Grenades, Advanced Rappelling, Advanced Towing, More Readable Map, VTS Weapon Resting as well as the ever present TPW Mods. VTS Weapon Resting provides more usability on top of vanilla weapon deployment (Have you ever tried to deploy your rifle at the top of a hill or on a rock?). Simple Single Player Cheat Menu is another good mod to have. It provides access to Zeus, Virtual Arsenal, Virtual Garage and other stuff. Handy for dealing with stuff when you get bored with waiting for the gunship to RTB or an armoured vehicle parks outside the only exit from your building and is still there when you return from putting the kettle on. (It is a game intended to entertain after all). 

     

    Hetman War Stories (also by Rydygier) is a single player battle creator where there is an AI commanders in charge of each faction. If you can stand the AI behaviour which quite often becomes annoying these is a campaign mode or whole map mode which can be played out over multiple sessions. As with Pilgrimage there are a number of adjustable settings used to generate the battle.

    • Like 1

  4. 2 hours ago, lv1234 said:

    can I just leave the body there and pick it up after I fully explore the map? Will it ever despawn too?

     

    The body will not despawn, and if you leave it where it is, I believe you can still fast travel if you want to and come back and pick it up later.

    • Like 1

  5. 13 hours ago, lv1234 said:

    Unfortunately I wish there was a way that I can teleport to various hideouts without spawning in my vehicles that I stored. I just want to spawn there on foot and not on vehicle

    edit: I think vehicle towing mods may overcome this


    If you are beyond a certain distance from your vehicle when you quick travel, the vehicle will not travel with you. I can’t remember if it is 200m or 500m.


  6. 1 hour ago, lv1234 said:

    So any bought "abandoned vehicles" (the ones that have a tractor/vehicle icon on the map after u buy them) won't despawn then? Does this apply to modded vehicles?

     

    The ones with the icon on the map, that you bought for 1200ff, won't despawn, although you may also come across these in your travels without the need to pay for their location to be revealed. They should have a blue circle around them when you look at them. Modded vehicles will depend on the mod. If you are running mods with vehicles, they may be added to the abandoned vehicle pool, but should have the blue circle around them.

    • Like 1

  7. 9 hours ago, lv1234 said:

    Another question, can we have multiple vehicles placed at our hideout? Or will those despawn after a certain amount of time similar to items dropped on the ground?

     

    If the vehicles are abandoned vehicles (blue circle), they will not despawn. If they are vehicles spawned by mods, it is possible that they may despawn. For example, cars spawned by TPW cars, shouldn't despawn, but may if they were damaged and the occupants were dead when you commandeer them. Vehicles spawned by TPW Park will despawn if the player moves more than a certain distance away, even if you leave your AI companion inside it.


  8. 31 minutes ago, froggyluv said:

     

     Funny - unless something changed within last few years thats the exact reason I left and/or modded for myself AI skill settings -that being that the game did not favor Spec ops/special forces at all. You needed either an AI Skill mod like ASR or create your own (like I did) to pickup special classes of units and give them a skill advantage. Funny enough the original OFP did a good job of creating proper unit disparity and Spetz Natz with their red Berets were definitely more lethal. I did alot of testing with early Arma 3 and that was never the case so I made my own scripts.

     

    To be fair it wasn't very noticeable with the original Arma factions. Recon were a little better but not remarkably so. I too looked for mods to enhance the AI such as bCombat, Vcom, ASR, etc. When the vipers came with the Apex DLC they were another notch up. I thought the Spetsnaz from Contact DLC were on a par with them until I started using Herne. I couldn't really rate the Blufor groups as I haven't played enough Opfor against them and I don't come up against them in Pilgrimage. When I play as Blufor they are all as bad as each other and totally infuriating. Trying to keep them alive during the East Wind campaign was an achievement in itself. I suppose I could reverse the factions using Herne and  see how the Blufor groups perform.


  9. 6 hours ago, froggyluv said:

    @alky_lee Although I just briefly checked the code I didnt see anything that would make it react differently to different faction's types of units

     

    It's just the vanilla skill/accuracy settings for different groups of units. I usually find that recon and "speshul" forces groups are more skilful/accurate and more aggressive in their approach to dealing with a threat. They tend to react and manoeuvre more quickly. The Herne script amplifies these differences. I started off with a mix of CSAT and Vipers. The Vipers were always front and centre in climbing and entering the tower. When I replaced them with Spetsnaz, they were almost suicidal in their approach. Whereas I could survive fairly well against CSAT/Vipers, Spetsnaz proved more of a challenge than I expected.


  10. I have found with this script that different groups of enemies are more aggressive than others. I thought that vipers would be most aggressive but it turns out that Spetsnaz are even more aggressive by a significant amount. Trying to defend a tower against 40 Spetsnaz in six hunting groups until support can arrive is very challenging. 

     

    • Like 2

  11. 3 hours ago, vafana said:

    After some time I tried to play '' Pilgrimage '' again, but I get this error in any map I would try, during the game, when I approach buildings that have a loot.

     

    
    '...ineCargo [_stuff,_am]]:
    Case (2) : [_vh /#/addItemCargo [stuff,_am]]
    }
    }
    foreach (...'
    Error Type Array, expected String

    Anyone had the error?

     

    I've not experienced that error. I use the realistic loot setting. Which setting are you using?


  12. On 7/27/2022 at 8:07 PM, FlatDarkSpace said:

     

    @alky_lee, you should definitely do a recording of a Cam Lao Nam or PKL playthrough. A very hard start with no friendly/enemy markers on map and no shift-click waypoint in the HUD makes for an interesting challenge!

     

    That would be a very long video with not a lot happening apart from me dying a lot. I like to fight the AI on equal terms. That means I get to know their last known location. The map is not always accurate or up to date. I often see enemies that don't show on the map or get called out. The AI do cheat. They open fire before they come round a corner as they know you are there, as in this Malden run.. Friendly markers remind me where I last left my medic, especially when resuming a mission a day or two later. (They also help me avoid killing friendlies later in the mission). I play the mission for fun, not to drag things out by having to orienteer my way around and count my paces to measure distance travelled and waste time going the wrong way. I'm quite capable of doing that in any case, especially following intel from a single civilian who sent me that way. I did do a couple of videos back in 2017 on PKL. The joys of trying to navigate around that temple deep in the jungle, and I definitely couldn't get a vehicle to the body.

     

     


  13. 11 hours ago, FlatDarkSpace said:

    I tried Cam Lao Nam. No matter how much I reduced the mod set, including turning TPW off altogether, I just can't get consistent enough frames. Wondering if it was just me,

     

    Obviously I don't use any mods while testing/editing the mission. My frames were on the low side even then. Obviously the map is the whole of Vietnam and not just a simple island. I wondered at the amount of detail in the map considering the overall size. Some hit on FPS is inevitable on such a terrain in Arma 3. I have yet to try it with my modset, but they should only have a minimal impact on FPS.


  14. On 7/19/2022 at 7:15 PM, FlatDarkSpace said:

    I'm also very interested in a Cam Lao Nam port.

     

    A rough and ready ported version of Cam Lao Nam can be downloaded at https://www.dropbox.com/s/hva15bz19eo1o80/Pilg_Vietnam.cam_lao_nam.pbo?dl=0 The radio messages still refer to Altis and Tyrone doesn't have a clue what is going on. but there are a selection of landing places, around 50 chapels/churches/temples, and a full set of checkpoints, strongholds and airfields. Please be aware that some of the Vietnamese squads can be around 20 odd soldiers. It should lead to some challenging firefights.

     

    EDIT: Updated to use SOG assets. Ambient combat still spawns modern units though. Tyrone has been updated as to the situation.

    • Like 2

  15. 2 hours ago, Micky Nub said:

    Should we unsubscribe before installing this mod using your install bat file?

     

    more control over how much rain and wind would be nice

    when in a game I hardly get any rain and no wind


    There is no need to unsubscribe. I have the Steam version and a locally installed version both installed at the same time. They show up together in my list of mods in the launcher. Just be sure only to run just one version at a time.

     

     I use one set of settings in the Steam version for use in general missions and another set of settings in the local mod. Depending what mission I am on , I can quickly change from one to the other just by running the correct version from the launcher.


  16. 5 hours ago, osterizer8 said:

    Recently I've been encountering a bug where aircraft spawned by the AIR module will sometimes engage ground units they see along their flight path. They don't deviate from their flight path, so it mostly just applies to attack helicopters with turrets. I haven't seen anything be engaged with bombs or guided missiles, just turreted cannons and, in one particularly unlucky case, a passing Xian unloaded its rockets at me.

    I have had that in Hetman War Stories where the commanding AI would utilise air units spawned in by TPW AIR. It is likely that other dynamic missions will be the same. It adds to the ambience even more.


  17. 5 hours ago, Caldeira_ said:

    Hi guys, apologize if someone already asked this ... Does anyone has HWS for Prairie of Fire CDLC  map ?

     

    Thank you

     

    I did port the mission to Cam Lao Nam, but the DLC factions weren't properly configured, so I found pilots on static weapons but no helicopters, so it hasn't progressed any further than that. But the mission will work on the new map.


  18. 41 minutes ago, major-stiffy said:

    Need help porting Taviana.I've done many ported missions to terrains but this has me stumped. When I play the port in the editor while having debug on, all I see are the airfields, mcamps, body and checkpoints showing in the map for both SP and MP. I don't see the various enemy or abandon cars, etc

     

    Any ideas?

     

    The things you see are given co-ordinates in JR_Init. The things that are missing are entirely produced by scripts that require certain things from the map config as to town and building locations. Something is missing in the map config which is causing the scripts to fail to provide values.

     

    Is anything showing up in the RPT log?


  19. 4 hours ago, Need-To-Know said:

    My apologies in advance as I am sure this is covered somewhere but I have not found it w/ Google, Forum search or support docs. Prob right in front of me.

     

    How do I create an area (like around my airport) that excludes TPW effects. Potentially disruptive effects like traffic, animals, civis.
    I love them everywhere else. 🙂

     

    Thanks in advance!

     

     

     

    From the " readme with installation and usage instructions" in the first post, you can place a trigger over the area to exclude and disable the modules as below.

     

    ASSIGNING TPW MODS TO DIFFERENT PARTS OF A MAP
    ==============================================
    The following variables can be used to activate/inactivate the various TPW MODS ambient life behaviours whilst the game is running:
    
    - tpw_animal_active = true/false
    - tpw_boat_active = true/false
    - tpw_car_active = true/false
    - tpw_civ_active = true/false
    - tpw_compress_active = true/false
    - tpw_crowd_active = true/false
    - tpw_duck_active = true/false
    - tpw_fire_active = true/false
    - tpw_firefly_active = true/false
    - tpw_fog_active = true/false
    - tpw_furniture_active = true/false
    - tpw_houselights_active = true/false
    - tpw_park_active = true/false
    - tpw_radio_active = true/false
    - tpw_repair_active = true/false
    - tpw_sanity_active = true/false
    - tpw_skirmish_active = true/false
    - tpw_soap_active = true/false
    - tpw_streetlights_active = true/false
    - tpw_zombies_active = true/false
    
    For example, setting tpw_animal_active=false in the debug shell will prevent new animals from spawning (but won't remove existing animals). This behaviour can be automated using triggers. 
    
    Let's say you want to exclude all ambient life stuff from a 5km x 5km northeast corner of Altis. In the editor create a rectangular 5000x5000 trigger (but of course it can be any shape, size and angle you require), place it over the appropriate northeast area of the map, and set it thusly:
    
    	Type: None
    	Activation: BLUFOR, repeatedly,present
    	Condition: vehicle player in thislist && time > 10;
    	On act. : tpw_animal_active = false;tpw_boat_active=false;tpw_car_active = false;tpw_civ_active = false;tpw_civ_active = false;tpw_firefly_active = false;tpw_houselights_active = false;tpw_park_active = false;tpw_radio_active = false;tpw_skirmish_active = false; tpw_soap_active = false; tpw_streetlights_active = false
    	On dea. : tpw_animal_active = true;tpw_boat_active=true;tpw_car_active = true;tpw_civ_active = true;tpw_civ_active = false;tpw_firefly_active = true; tpw_houselights_active = true;tpw_park_active = true;tpw_radio_active = true;tpw_soap_active = true; tpw_skirmish_active = true;tpw_streetlights_active = true

     

    • Like 1

  20. 20 hours ago, grrl267 said:

    Been there, done that! I'm so glad to see this scenario is still being played. I put so many hours into it on so many maps/ports (thanks everyone!). I still daydream about playing it.


    Even when I play other scenarios I still note the churches even though I don’t need to.

    • Like 5

  21. I've tried the Vidda version RC3 (from the first post in this topic) and it starts normally for me without delays. 

     

    Quote

    16:22:44 "CP count: 31"
    16:22:44 "Garr count: 96"
    16:22:49 "EG: 76 IG: 53 All units: 499"

     

    It seems that your mission is hanging when putting down the abandoned vehicles. If you can get into the game world through the savegame you have, try pressing ESC and then restart and see if that makes any difference.


  22. 1 hour ago, major-stiffy said:

    Abandoned vehicles:

     

    In SP & MP if I find an abandoned vehicle it stays blue on the map screen even when I'm not inside it. So the enemy makes a B line for it to try and destroy it. I spend my time trying to defend it. Anyone else seeing this?

     

    It might be VcomAI mod, I'll have to test it.

     

    It happens to me and I don't use VComAI. It's a nightmare with the gunship. I think it's to do with being spotted by enemy and has a timeout on the map the same as if you had spotted enemy with their markers. It's no longer sufficient to break line of sight for them to forget about your vehicle. I have to hide it in thick trees or inside a building to be safe. I don't like to lose my hard earned mobile arsenal. The other alternative is to kill all the enemies in the area.

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