Jump to content

pvt. partz

Member
  • Content Count

    728
  • Joined

  • Last visited

  • Medals

Community Reputation

195 Excellent

1 Follower

About pvt. partz

  • Rank
    Master Sergeant

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

2281 profile views
  1. pvt. partz

    FOG increases over time

    In my case I just zeroed the height.
  2. pvt. partz

    Pilgrimage_Cambodia_Co-op

    @domokun ...2 player Co-op, BUT, you can add more. ...running short on time but finally go around to it. 24 crummy hours in a day. 😏
  3. https://i.imgur.com/O6aWZDU.jpg Pilgrimage-Co-op Prei Kamaoch Luong| ព្រៃខ្មោចលង Developed & Created by bludclot RHSPKL Distributed by Red Hammer Studios This is a Co-op version of the great mission called Pilgrimage to be played on the terrain which I will refer to as Cambodia. This port has all of the weapons, units, vehicles used in the Asian conflict that raged during the 1960's, thus mod use is required. Every possible detail has been implamented for authenticity. Nothing will dampen your enjoyment, I promise, except getting shot! Warning, don't eat the rice! NOTE: This port is a WIP as is the original that Rydygier made for us. It remains a WIP with limited support. If something breaks, it may or may not get fixed but I’ll do my best. Requirements: ArmA 3 Apex RHSPKL Unsung Vietnam War Mod CUP Units CUP Weapons CUP Vehicles CBA Asian Factions for CUP Notes about this port: 1) There are 5 churches very close together in the town of Le Coq d'or. They were already on the terrain and are part of future plans by the map maker. Only one will save and only one will show as marked. 2) This port is based off the WIP version that is played on Altis, which is much larger than Cambodia so settings set to high in the GUI will result in overwhelming odds against you. I suggest setting the Garrison, Check Points, & Hidden Camps be set to 50%. Ambient combat to low/low-L. 3) Cambodia continues to be developed so there will be changes necessary for Pilgrimage as well as new features are added to PKL. 4) Cell phones did not exist during this time period so phone calls will seem a bit out of place. Phones have been disconnected. Player will rely on radio messages for communications. 5) For in depth information about how to play Pilgrimage, please visit the forums Pilgrimage Guide . (thanks alky_lee) ! Features/Issues: 1) Added random paradrops / rapelling paratroopers / river patrols. 2) Rebuilt some of the ancient ruins that were removed, although not nearly as extensive as the originals. The rebuilt ruins still give the illusion of a once holy place location relevant to the mission. 3) Added asset details to the map where holy places exist. 4) Hidden camps may at times spawn in a rice paddy. This may prevent you from “put out fire”/establish hideout. 5) The hide/show modules don’t always work properly. This will result in spawning assets at mission start not showing. This feature is only for aesthetics and does not affect game play. credits: Bohemia Interactive-------------For Arma III Rydygier-------------------------------For his award winning mod (mission), Pilgrimage. Blutclot--------------------------------For this gorgeous terrain. CBA-------------------------------------Community Based Addons Phanton Wolf----------------------Hoster Weapon Sgt. Justin---------------------------Lock/Unlock Vehicles Community Upgrade Project The Unsung Vietnam War Mod DOWNLOAD: STEAM DROPBOX
  4. pvt. partz

    Pilgrimage - Ported

    🎆 Pilgrimage in Cambodia Co-op! 🎇 STEAM BI Forums https://i.imgur.com/tWglfcN.jpg
  5. I've been looking for the trapkit but can't seem to spot it in the Editor. https://i.imgur.com/q5BcmKk.jpg
  6. pvt. partz

    Pilgrimage, Silent---Unseen

    ...there have been times when the body might be hidden under a building. I don't ever recall this happening on Altis but it has happened on other ported terrains. Maybe non-default (older) buildings might be hiding it under floors and such. Sorry I can't give a solid answer.
  7. Pending you have it installed correctly... ...try this: Look for this line... tpw_soap_region = 0; // Region specific sounds. 0 = autodetect, 1 = Greek, 2 = Mideast, 3 = Fijian, 4 = French, 5 = Russian, 6 = German, 100 = polyglot ...in your root ArmA/userconfig/TPW_MOD.hpp file and set it to "0".
  8. pvt. partz

    FOG increases over time

    I've been going over this for hours now. Read everything there is to read, zero'd out fog forecast. When I start my mission I have the fog set just the way I want it but then over the course of say 5 minutes, the ground is white with fog. If I wait longer, the entire map is covered.
  9. pvt. partz

    Pilgrimage in Cambodia (RHSPKL version)

    ...ah yes, I forgot to disable forecast. Thanks! Edit: I have a couple other things I want to look at as well so the new one might be a bit.
  10. pvt. partz

    Pilgrimage - Ported

    Pilgrimage in Cambodia (RHSPKL version) This port has been a work in progress for a long time. There are a lot of things I wanted to change to get the best feel for the time and place. Kinda my guinea pig. As the title says, this is for the original PKL terrain and I plan on finishing the RHSPKL as well. Edit: Pilgrimage is now on the newest version of Prei Khmaoch Luong from (bludclot) Red Hammer Studios. Edit: fixed fog so it doesn't get thicker over time. reworked the spawn points. Download link Steam
  11. -Pilgrimage-the real Gi-Joe! Prei Khmaoch Luong-RHSPKL version Distributed by Red Hammer Studios This is a REAL! single-player port of the great mission called Pilgrimage to be played on the terrain which I will refer to as Cambodia. This REAL! port has all of the weapons, units, vehicles used in the Asian conflict that raged during the 1960's, thus mod use is required. Every detail has been reworked for authenticity. Nothing will dampen your enjoyment, I promise, except getting shot! Warning don't eat the rice! Requirements: ArmA 3 Apex. Prei Khmaoch Luong-RHSPKL version. Unsung Vietnam War Mod 3.1 GOLF. CUP Units. CUP Weapons. CUP Vehicles. CBA. Asian Factions for CUP. Recommendations: JSRS Sound Mod Anrop Unsung JSRS Sound Patch Notes about this port: 1) There are 5 churches very close together in the town of Le Coq d'or. They were already on the terrain and are part of future plans by the map maker. Only one will save and only one will show as marked. 2) This port is based off Altis which is much larger than RHSPKL so settings set high in the GUI will result in overwhelming odds against you. I suggest that you set the Garrison, Check Points, & Hidden Camps be set to 50%. Ambient combat to low/lowL. 3) The author of this terrain has stated that development is ongoing. When updates are released, Pilgrimage may require updates as well. 4) Please try to keep in mind when playing Pilgrimage in Cambodia, this mission was initially designed to be played in modern to future times. That said there are things that develop while you play that you may think are a bit out of place. One example, cell phones did not exist during this time period so getting phone calls will seem a bit out of place. I have disabled phones. 5) For in depth information about how to play Pilgrimage, please visit the forums Pilgrimage Guide. (thanks alky_lee) ! Features: 1) Added random para-drops / repelling paratroopers / river patrols. 2) Rebuilt some of the ancient ruins that were removed, although not nearly as extensive as the originals. The rebuilt ruins still give the illusion of a once holy place location relevant to the mission. 3) Added asset details to the map where holy places exist. credits: Bohemia Interactive----------------For Arma III. Rydygier----------------------------------For his award winning mod (mission), Pilgrimage. Blutclot-----------------------------------For this gorgeous terrain. CBA----------------------------------------Community Based Addons. Phanton Wolf--------------------------Holster Weapon. Sgt. Justin-------------------------------Lock/Unlock Vehicles. Community Upgrade Project. The Unsung Vietnam War Mod. HINT! Set your water reflection to Very High ! Download: Steam DropBox change log: 4/4/20 fixed the fog so it doesn't get thicker over time. reworked all the spawn points. 5/26/20: fixed holy place saves didn't function properly. removed holy place that no longer could exist at it's current location (RHSPKL update). improved player uniforms.
  12. pvt. partz

    Pilgrimage - Ported

    ...you must have a good filing system to find it so quick. ...so I understand that it will look for a suitable spot close to the center of the map, which is what I always thought. ...my old number was already at 10 so it not really the quantity in my case but the position. Thanks! ...well "show/hide" terrain objects doesn't work. They always spawn in the same spot even though it really isn't anywhere near the center but to be fair, anywhere close to the center is quite dense with few open areas. I may have to figure what Ryd' was saying about V1,V2,V3. and make more than one spot with only one or two in each. I really truly don't think that for Cambodia it's all that important to have many vehicles just because of the lack of roads. There are enough vehicles to grab by other means to. Solution? _softVAm = 0 + (floor (random 0)); _armVAm = ((1 + (floor (random 1)) - RYD_JR_Difficulty) max 0) min 1; ...all we really need is the .......youknowwhat. 😋
  13. pvt. partz

    Pilgrimage - Ported

    I know we talked about the initial start where the group of vehicles populates the mission, usually near the center given a large enough empty space. I can't find the post now and was wondering how that spot is chosen AND how to change the number of vehicles to suit a smaller/larger terrain. They all explode and I need to "show/hide" terrain objects to make room. This will also be a bit of a test to see if the show/hide actually works on spawns or if that is just a visual benefit for the player.
  14. pvt. partz

    ARMA 3 : Freezes !!!

    ....post your specs so we can see what's under the hood.
  15. @barccy ...in your root ArmA/userconfig/TPW_MOD.hpp file you will see that in some entries you can set the delay in sec's, but not all. example, ...tpw_air_delay = 10; // delay before flybys start (sec)
×