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pvt. partz

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About pvt. partz

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  1. I am placing a "campfire" on an area of burnt grass. I have edited the fire to be spread out over an area of 100m so that you only see a few tiny flames pop up here and there (along with some light smoke). what I want to know is if the glow that you see at night can be removed somehow. Even better, if a smaller glow can be created to pop up where ever a flame shows up. It's bit difficult to show with a SS but...
  2. ....Hey Johnnyboy Thanks for getting back to me. I'll go wake up Rydygier and see what he says 😄
  3. ...so Johnny, if I wanted to put this in Rydygiers Mission, "Pilgrimage", can you tell me how I can do this? @zagor64bz had the question about "spawned AI". In Pilgrimage there are numerous spawned garisons (Patrols). Would you be able to provide me with a easy to understand (zeeeeero scripting ability) method to get this to work in Pilgrimage OR should I try to work this out in reverse by asking Rydygier to look at your mod and see what he might do? Thanks!
  4. I thought you could only disable "environment" as they are are all grouped together. Yay or nay? 🐍🐇🦋
  5. pvt. partz

    [SP] Pilgrimage

    I have been running some tests on the Cambodia port and I have noticed that every once in a while I see default ArmA assets. Sometimes a vehicle, sometimes a "asian"Ai with a default weapon. I'm wondering if the latest patch might have an effect on that blacklist function. Also, should the blacklist function action take place in the init,...before the JRInit executes? Secondly It has been quite a while but when I take all of the blacklist commands and look at them together I see they vary in script. I can't remember if you gave some to me and maybe I found one or two but I want to know what you think is the best way way to write them. Since your update, I wonder too if the location of these scripts might change. if ((toLower _class) in _myWeaponBlackList) exitWith {}; if ((toLower _class) in _myAmmoBlackList) exitWith {}; if (_lowClass in _myVehBlackList) exitWith {}; if ((toLower (configName _class)) in _myGroupBlackList) exitWith {}; if ((toLower _fc) in _myFactionBlackList) exitWith {}; They all sorta say the same thing but are def' varied. Once again, thanks for the nudges in the right direction!
  6. pvt. partz

    [SP] Pilgrimage

    I was wondering why you included Blufor in your FFE. My only guess is maybe if your reputation is high enough, they might shell your enemies for you?
  7. pvt. partz

    Project injury reaction

    ...VcomAI uses random suicide mine placements either on their body if they become near or fatally injured or in the area of combat if they remain alive (uninjured). I don't mean for this post to steer away from the topic.
  8. pvt. partz

    Better Sound Option

    Something I found that might be of use to Asus MB owners https://rog.asus.com/forum/showthread.php?105341-DRIVERS-Realtek-HD-Audio-(UAD) PS: you still need to go into your Control Panel/Sound and set your surround option if need be.
  9. pvt. partz

    Project injury reaction

    ....I was just testing it out in the Editor and was rushing back to edit my comment. Sorry 'bout that. Man this a really is great mod!
  10. pvt. partz

    Project injury reaction

    I'd like to propose another addition as you progress. If more than one AI are present and one is injured, a team-mate, preferably a medic but could be anyone, start tossing smokes to cover the injured. I'm going to try this RIGHT now!
  11. pvt. partz

    Pilgrimage - Ported

    Again, thanks to Alky_Lee for tidying up the port page. Much better!
  12. pvt. partz

    Forgotten Fronts: Holland 40-45

    I'm really keen on seeing your new Maps! If they are suited (big enough) I have a cool idea for a mission.
  13. pvt. partz

    Pilgrimage - Ported

    Hey Pilgrims I have updated all my favorite ports. Links in my sig'
  14. pvt. partz

    Pilgrimage - Ported

    @vafana Hello Vafana I am assuming by reading your latest post that you have already ported Tanoa. I found a few spots that need to be corrected in your Tanoa port. Here are the files that need to be checked JRInit.sqf all of the "isOwned DLC" data needs to be copied MainLoop.sqf I see Ryd's reads as _blds = _pos nearObjects ["House",_radius]; and your reads as _blds = (_pos nearObjects ["House",_radius]) + (_pos nearObjects ["BagBunker_base_F",_radius]); GUI.hpp This is nothing more than just a way to show what version of Pilgrimage is running. Certainly no biggy as far as game play is concerned. Ryd's version reads as text = "PILGRIMAGE version 1.951"; and your reads as text = "PILGRIMAGE version 1.95"; SettingCamp.sqf look for the following line... if ((count _pos) < 2) exitWith {hint "No suitable place nearby."}; //existing line ...and enter the following new line... _pos set [2,0]; //new line I'm guessing this line might solve elevated campfire issues. NOTE: Rydygier did post an unofficial patch in the main Pilgrimage thread addressing the a load-out issue related to one of the difficulty settings. The post reads as... Tiny update: 1.951. Changelog: Post found here... https://forums.bohemia.net/forums/topic/163307-sp-pilgrimage/?do=findComment&comment=3331802 - fixed: if mission starts at night, always should be given SMG compatible with added flashlight (normal difficulty). Not counting version number, the only change was made in the JRInit.sqf, at this line: if ((daytime < 4.5) or (daytime > 19)) then into: if ((RYD_JR_Daytime < 4.5) or (RYD_JR_Daytime > 19)) then