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pvt. partz

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Everything posted by pvt. partz

  1. pvt. partz

    Pilgrimage, Silent---Unseen

    ...I think you are talking about the "gardens" located in the yards of houses. These are Iron Front objects and they have been reported. Yes, they will make your (any) vehicle go flying, lol. The dirt objects I have placed are BI default. BTW, thanks for the reminder. I have posted this feature on the first post of the release page. 👍
  2. pvt. partz

    Pilgrimage, Silent---Unseen

    ...so, for some reason all objects that contain the word "dirt", somehow got cut/pasted, and ended up in a heap at the bottom left corner of the map. All fixed now. ...no idea! 😵
  3. Hello I got this error a couple of days ago... ...if there is anything else you need such as other mods used and such, let me know. ARGH!, I thought I was subscribed (and up to date) but alas, I was not. Updating now. Apologies!
  4. pvt. partz

    Pilgrimage, Silent---Unseen

    ...also turn off air, we have our own version of ambient aircraft formation fly-overs. ...also turn off animals, we have our own scripted placement of animals. Herds will spawn only in fields, flocks will only spawn in barnyards, and dogs will only spawn in towns. ...I am also finding that if you enable the fog settings, the "tpw_fog_mist" can be heavy on your fps, even if it's set to very low. With fog, I only have breath and heat haze enabled. You'll have to experiment to decide. OH SHIT !!!
  5. pvt. partz

    Pilgrimage, Silent---Unseen

    Mission update, first post edited.
  6. pvt. partz

    Pilgrimage, Silent---Unseen

    @shoki ...Your words are very kind. I'm glad the mission is working like it is supposed to. Bugs are expected but nevertheless when they are found, I still grimace just a little. Most of the time it's simply trying to get things done too quickly. I worked most of yesterday going over everything that had been changed for this port and fine tuned a few things such as the coordinates for the churches. Most were spot on but a few were within, say 20 to 50m's. They should all be exact now. ...Your second point about "war stories" is exactly what we wanted to bring to ArmA! There were many things we discussed regarding what would be beneficial vs what would be overkill, "no pun intended". Particularly the ambience. We hope that the game play gives the player the best WW2 experience whereby the story being told in Pilgrimage, Silent_Unseen, seems like it could have actually happened. Many thanks to your military family members!
  7. pvt. partz

    Pilgrimage, Silent---Unseen

    ...Just to be sure, for max' civilians possible you should have your "civilian population" set to 50 and the "civilian spread" set to 100. by the same token, for the least amount of civilian you would then set "civilian population" to 10 and the "civilian spread" set to 600 ...Firstly, do you have the "3D icons" switched to All? Check that and then let us know if you are still having the issue. I am getting the "he is not here...etc and then the red marker appears a short time later. You say you are not getting the "he is not here...etc so I cannot say what is wrong because I do get that icon, but I want to ask you, are not getting an icon as well? you may be playing on Difficulty = Hard or above in which case you have to mark the churches yourself. ...That looks like a very cool mod but Pilgrimage is created with (no mods in the original version) and as few mods needed to make this port function as was intended. For such a complex mission, mods often cause more problems. You could mod your own Pilgrimage to add the forces yourself if you wanted though. HINT: look through the JR_Init.sqf and find the section that deals with the Groups and change the classnames that coincide with the faction mod you are wanting to add. Example: RYD_JR_AllGuardGroups = [ [east,configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "UInfantry" >> "OIA_GuardSentry"], [east,configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "UInfantry" >> "OIA_GuardTeam"], [east,configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "UInfantry" >> "OIA_GuardSquad"] ];
  8. pvt. partz

    Pilgrimage - Ported

    Pilgrimage Silent-Unseen.....has been updated.
  9. pvt. partz

    [SP] Pilgrimage

    The latest port can be found on the front page of the "ported" thread found here, Pilgrimage Ported or in my sig' Pilgrimage in Staszów
  10. pvt. partz

    Pilgrimage - Ported

    Here is the latest port for Staszów Pilgrimage in Staszów Alky_lee will update front page soon.
  11. pvt. partz

    [SP/Coop] The ISIL Foothold

    ....sounds like something I might enjoy! Thanks for your hard work.
  12. pvt. partz

    Namalsk for Arma 3

    I was getting my ass handed to me last night when a tank showed and knocked over some walls. I've seen the explanation for this somewhere but can't remember so here a SS. They just sorta roll over on their ends. BTW, you can find Rydygiers' mission "Pilgrimage" ported to Namalsk in my sig, in case you missed it.
  13. pvt. partz

    Pilgrimage - Ported

    Small update for Namalsk: I'm not sure if my port will work if you just add the mods to your list and play. I saved my port with the mods active and sent the updated version to Alkey so either way you should be good to go. The authors of this terrain have made two patches: 1) Lighting as well as many fixes, 2) Railway lines AI movement fix These are two separate mods and you can find them here https://steamcommunity.com/sharedfiles/filedetails/?id=1618441957 and here https://steamcommunity.com/sharedfiles/filedetails/?id=1618365602 (file sent to Alky-Lee)
  14. ....Hey Johnnyboy Thanks for getting back to me. I'll go wake up Rydygier and see what he says 😄
  15. ...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!
  16. I thought you could only disable "environment" as they are are all grouped together. Yay or nay? 🐍🐇🦋
  17. 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!
  18. 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?
  19. 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.
  20. 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.
  21. 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!
  22. 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!
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