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pvt. partz

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Everything posted by pvt. partz

  1. I want to recolor some vegetation. I have looked through the optoin in the Editor searched all through teh Discord threads but I cannot find anything that states whether this can be done or not. The BI wiki as far as I can see does not have any intructions. Asking for direction if I missed something or a tutorial showing the very basics to, for example: change a diciduous tree from green to orange/red, i.e: fall colors.
  2. pvt. partz

    I need help with creating a map.

    I don't understand some of your termanology, I have a about 5 or 6 that I started and would be willing to upload one of them so that you have a working terrain with just the heightmap and satmap in place.
  3. ...interesting...and thanks
  4. Yes, in fact, that page + the Atlas were the first two resources I started with. I'm just now guessing that the OP's data might be a bit dated, especially with a much more efficient Engine but I'm not sure. I tried starting 4 different terrians and just couldn't get the heightmaps to play nice, thus my retreat back to square one and trying to figure out how this stuff works. If I could get lucky and have at least one of my starters work (shear luck on my part) I could then reverse engineer and see what went right. ...kinda light tearing open my first transistor radio just to see how it worked. 😁 ...I can get the SatMAp quite easily but that friggin HeightMap, jeeze!
  5. So I am having a lot of trouble getting a new project started in Reforger Enfusion. I've been diving into the deep end hoping things will somehow work and I can finally start seeing something that looks like a terrain. I'm failing miserably so I decided that I would step back and try to learn how terrains are made (structured). My search for "grid, cell, square km's (final area of a terrain) and I found this, somewhat old page. My question, is the data listed above still relavant and secondly, what choice is the most efficient depending on whether I start with a really small one or in the future if I decide to go a bit larger. It seems like a great guide to go by. I would also be grateful for more direction on figuring out the process.
  6. I started making a terrain about six years ago. I still have all the data but I don't know how to reassemble everything and continue. I think I gave up because it just got to complex for me to understand. If anyone want to take over you are welcome to all the files. Once the base map is finished I wouldn't mind hand placing objects and such.
  7. pvt. partz

    Ravage

    ...so I've been searchig quite a bit for Ravage without zombies. Should I be looking for a separate Ravage version? update, I just made my own mission with the Ravage mod.
  8. pvt. partz

    [SP] Pilgrimage

    So I wanted to drop the WW2 effects into default Pilgrimage but it's not working... 1) drop the folder into the root of Pilgrimage 2) add this into JRInit.sqf call compile preprocessfile "RYD_JR\JR_fnc.sqf"; call compile preprocessFile "Intro\cam_fnc.sqf"; call compile preprocessFile "RYD_JR\MainLoop.sqf"; call compile preprocessFile "WW2_background\WW2_back_fnc.sqf"; call compile preprocessFile "RYD_FFE\FFE_fnc.sqf"; Shellview = compile preprocessFile "RYD_FFE\Shellview.sqf"; ...and add this [] call RYD_WW2B_Init; 3)edit the MainLoop.sqf like so... if ((player distance2D _ww2cPos) > 150) then { _ww2cPos = position player; [] call RYD_WW2B_AnimalsLoop }; [] call RYD_WW2B_Sfx; [] call RYD_WW2B_Flyby; [] call RYD_WW2B_Smokes; }; //diag_log "------END OF MAIN LOOP------" }; ...I know I will have to edit the aircraft to fit this but I wanted to get it functional first. I also wanted to see if I could get cows and horses to populate....restrict them to "meadows" Edit: so I guess I wasn't actually posting the reason for the post, DOH! Can you help me out?
  9. ... nice touch tpw. ...the random flock of birds, as subtle as it is, adds so much life to the scene. A little while back I touched on the issue that crows around dead bodies are not working after a saved game. Do you mind looking into that if you have time? ...btw, I think I noticed that when crows are circling and you fire a weapon or toss a 'nade, they disappear. If that's right, I'm glad because if there are a lot of deadies around, to many crows might be overhelming. ...and so grateful for your mod!
  10. Staszów wita! Niniejszą adaptację scenariusza Pilgrimage dedykuję przyjacielowi - Rydygierowi. Ported by Pvt. Partz and Rydygier Mod’ Requirements CUP Terrains - Core IFA3_AIO_Lite CBA_A3 Great news for all you pilgrims out there! Players will now have, the opportunity to experience a completely new Pilgrimage theme. Every detail has been scrutinized and edited to give Pilgrimage during WW2 the most authentic experience possible. Pilgrimage is set during WW2 in an area near Staszow, Poland. In the south, the area is still picturesque with small villages and quaint farms, but the front is drawing closer. In the northern parts fierce fights have put the scars on the landscape. Both the Germans and Russians have been fighting bitterly recently. The loss of life and property has been high, and it is expected to become much higher before Germans will be forced to retreat. Meanwhile, the Polish Home Army cells and other partisan groups in the region continue the struggle to regain Poland’s independence and to speed up German defeat. Aleks and his brother had become separated a few days earlier. Now it is rumored that Filip has indeed been killed. …and Aleks must now risk everything to find his beloved brother. Download: DropBox Steam Credits Rydygier------------------------------Award Winning Pilgrimage Mission Cup Terrains Team CBA_A3 IronFront Lite Team-------------AFA3_AIO_LITE Phantom Wolf----------------------Holster Action Sgt Justin-----------------------------Lock/Unlock Vehicle Installation: To play Pilgrimage, copy the .pbo file to your ArmA 3/Missions folder. Place the required mods into a place of your choosing, then include them into your start parameters or subscribe via Steam. Bonus Features: Garden textures collisions do not work properly and have been mentioned to the nice folks at IF. (driving onto them will result in your vehicle being destroyed) Change Logs: 05-06-2019 Changed: script so that hidden camp loot box is no longer packed full of loot. changed: the intro pic to allow all the info to be properly displayed fixed: church marker was slightly off, moved it to the proper location fixed: diary script so now grave markers work 05-09-2019 fixed: civilians not spawning fixed: German & Russians will now engage each other in combat 06-23-2019 Improved the caching system. Improved holy place coordinates. Corrected POI intel' script. Changed: Polish enemy radio chatter is now English, (takes away from the authenticity of the mission but we felt it was needed for the players benefit). Private conversations are still Polish. Removed a lib_kfz1_mg42_sernyt vehicle from the CP. array as it was giving many .rpt errors Replaced airport tower “w./interior” to airport tower “w.o./interior”. (interior objects consisted of PC’s). Optimized all scenery objects. Disabled "decoy" action. 07-13-2019 Fixed: all objects containing the word "dirt", were accidentally placed at the bottom left corner of the map. 04-24-2020 Fixed: typo that might prevent a side mission from activating. Download Link Updated
  11. pvt. partz

    Pilgrimage, Silent---Unseen

    ...no changes can be made mid-mission, at least for Pilgrimage.
  12. pvt. partz

    Pilgrimage, Silent---Unseen

    ...Look in the RYD\JRInit.sqf file for This section. You'll need to find the classnames of your mod factions and replace what you need. ...HERE is the list if you find a mod with more (better) tanks.
  13. pvt. partz

    Pilgrimage - Ported

    ...that seems quite doable. Could you improvise that script where you can find the crossroads, and substitute with a building classname? maybe crossroads looks at x-y coordinates where buildings look for classnames which might require modifying the script, which is something I cannot do.
  14. pvt. partz

    Pilgrimage - Ported

    ...you'll have to find the classname of the fighter plane and replace the Helicopter entries that was mentioned. ... correct You will place a church or whatever type of structure you wish on your map Then place a marker, usually a cross looking icon. Then copy the coordinates of that marker to the script as mentioned in the file above. ...there is no script perse that creates a holy place.
  15. pvt. partz

    Pilgrimage - Ported

    RYD_JR/JRInit.sqf Search for... RYD_JR_allHolyPlaces = ...enter what ever coordinates you use when placing your holy places on your map ...not sure if Rydygier did anything with the code but for starters, look in the JRInit.sqf and search for, RYD_JR_Choppers = [ "O_Heli_Attack_02_F", "O_Heli_Attack_02_black_F" ]; Change or add whatever planes you like but, as I say you will have to figure out whether to use fighter planes (with weapons) or "C" planes that drop paratroopers. If you decide to go with the latter you will have to study and reverse engineer what Rydygier did in Staszow. There is probably some use of code that intructes the AI to drop from the planes. ...I would be interested to know if fighter planes would actually shoot at you if that was the route you decide to take.
  16. pvt. partz

    Pilgrimage, Silent---Unseen

    I"m not sure what you are asking...You got an m3 scout, Sd.Kfz.251, and the white and green panzer iv tanks. lol. That is a variety of vehicles already. Since mods were used for this port, the variety of vehicles is less than what Arma 3 has in it's inventory. Paratroopers
  17. pvt. partz

    Pilgrimage, Silent---Unseen

    ...Sorry I can't help you this one. My hunch is that Traders may not be active on this port. Rydygier would be able clear this up for you.
  18. pvt. partz

    Pilgrimage - Ported

    continue in the relevant thread so that others might find information useful. In fact if you have quesstions about a particular port (if it happens to one that is in my Sig') just click on that one and continue the topic there.
  19. pvt. partz

    [SP] Pilgrimage

    ...The classnames of those vehicles would likely need to be added to the mission files ...Unpredictability is Arma's greatest feature. Experiment at your own risk ! ...and thanks for sharing. I hadn't seen that mod.
  20. pvt. partz

    Pilgrimage - Ported

    This is a list of mods I use but many more are able to be used. You just have to experiment. I would also suggest you use mods in moderation particularily with the Stazsow version. I think many of the objects are quite old and are probably not optimized very well. ... Blastcore Murr Edition, http://steamcommunity.com/sharedfiles/filedetails/?id=2257686620 BloodLust, http://steamcommunity.com/sharedfiles/filedetails/?id=667953829 CBA_A3, http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 CH View Distance, https://steamcommunity.com/sharedfiles/filedetails/?id=837729515 CUP Terrains - Core, http://steamcommunity.com/sharedfiles/filedetails/?id=583496184 Enhanced Movement, http://steamcommunity.com/sharedfiles/filedetails/?id=333310405 Enhanced Movement Rework, http://steamcommunity.com/sharedfiles/filedetails/?id=2034363662 Enhanced Soundscape, https://steamcommunity.com/sharedfiles/filedetails/?id=825179978 IFA3_AIO_LITE, http://steamcommunity.com/sharedfiles/filedetails/?id=660460283 JSRS SOUNDMOD, http://steamcommunity.com/sharedfiles/filedetails/?id=861133494 JSRS SOUNDMOD - IFA3 Mod Sounds, http://steamcommunity.com/sharedfiles/filedetails/?id=1848649183 Project injury Reaction (PiR), http://steamcommunity.com/sharedfiles/filedetails/?id=1665585720 Quick- & Autosave, http://steamcommunity.com/sharedfiles/filedetails/?id=489296873 reduced haze, https://steamcommunity.com/sharedfiles/filedetails/?id=1397683809 TPW MODS, https://steamcommunity.com/sharedfiles/filedetails/?id=2586787720 ...I also use TPW (via Steam) but my settings are very light. Just open the game and go into settings, find TPW and edit your preferences there, (before you actually start the mission). // TPW MODS tpw_air_active = true; tpw_air_delay = 10; tpw_air_exclude = 1; tpw_air_heights = "100,250,500"; tpw_air_include = "heli,plane,uav,rhs,gm"; tpw_air_max = 2; tpw_air_time = 300; tpw_animal_active = true; tpw_animal_crows = true; tpw_animal_delay = 10; tpw_animal_max = 5; tpw_animal_maxradius = 250; tpw_animal_minradius = 75; tpw_animal_noisetime = 300; tpw_animal_saddleperc = 0; tpw_bleedout_active = true; tpw_bleedout_affect = true; tpw_bleedout_geneva = true; tpw_bleedout_heartbeat = false; tpw_bleedout_inc = 5; tpw_bleedout_ithresh = 0.85; tpw_bleedout_selfheal = true; tpw_boat_active = false; tpw_boat_delay = 10; tpw_boat_num = 2; tpw_boat_radius = 2000; tpw_boat_waypoints = 5; tpw_car_active = false; tpw_car_delay = 10; tpw_car_include = "RDS,LOP_,CIV,CUP_C,GM"; tpw_car_nocombatspawn = true; tpw_car_num = 2; tpw_car_radius = 1000; tpw_car_waypoints = 15; tpw_civ_active = false; tpw_civ_casdisplay = 1; tpw_civ_delay = 10; tpw_civ_density = 5; tpw_civ_init = ""; tpw_civ_maxallcas = 50; tpw_civ_maxciv = 5; tpw_civ_maxsquadcas = 5; tpw_civ_radius = 200; tpw_compress_active = false; tpw_compress_attack = 0; tpw_compress_hold = 1; tpw_compress_level = 0.8; tpw_compress_release = 0.5; tpw_core_afrstring = "c_man"; tpw_core_asiastring = "vn_c_men"; tpw_core_eurostring = "cup_c_c"; tpw_core_excludestrings = ""; tpw_core_extended_enable = false; tpw_core_greekstring = "c_man"; tpw_core_mideaststring = "cup_c_tk"; tpw_core_morning = 5; tpw_core_night = 22; tpw_core_oceaniastring = "c_man"; tpw_crowd_active = false; tpw_crowd_animradius = 80; tpw_crowd_density = 2; tpw_crowd_max = 20; tpw_crowd_moveradius = 5; tpw_crowd_radius = 200; tpw_crowd_scantime = 1.5; tpw_duck_active = true; tpw_duck_grenaderun = true; tpw_duck_nosquad = false; tpw_duck_player = 0.5; tpw_duck_sensitivity = 0.8; tpw_fall_active = false; tpw_fall_delay = 10; tpw_fall_falltime = 30; tpw_fall_minfalltime = 10; tpw_fall_radius = 600; tpw_fall_sensitivity = 50.2796; tpw_fall_sightnoise = true; tpw_fall_threshold = 0.2; tpw_fire_active = true; tpw_fire_colour = [0.918205,0.393477,0.0545911]; tpw_fire_exclude = 40; tpw_fire_intensity = 0.3; tpw_fire_maxfires = 2; tpw_fire_radius = 125; tpw_fire_types = "metalbarrel,garbagebarrel,campfire,fireplace"; tpw_firefly_active = true; tpw_firefly_blink = true; tpw_firefly_brightness = 0.4; tpw_firefly_colour = [0.8,1,0.2]; tpw_firefly_largeswarm = 0.240432; tpw_firefly_maxflies = 50; tpw_firefly_radius = 25; tpw_firefly_size = 0.02; tpw_firefly_speed = 0.075; tpw_firefly_swarmsize = 5; tpw_firefly_temp = 18; tpw_firefly_time = 5; tpw_firefly_trees = 5; tpw_firefly_window = 4; tpw_fog_active = true; tpw_fog_breath = true; tpw_fog_cansnow = false; tpw_fog_delay = 10; tpw_fog_groundfog = false; tpw_fog_heathaze = true; tpw_fog_mist = 0.05; tpw_fog_radius = 250; tpw_fog_rainfog = true; tpw_furniture_active = false; tpw_furniture_radius = 50; tpw_furniture_scantime = 5; tpw_hint_active = true; tpw_houselights_active = true; tpw_houselights_delay = 10; tpw_houselights_radius = 80; tpw_hud_active = false; tpw_hud_addtac = true; tpw_hud_alpha = 0.6; tpw_hud_asl = "1,0.6,0.456,1"; tpw_hud_audible = true; tpw_hud_azt = "1,0.5,0.452,1"; tpw_hud_civcolour = [1,1,1]; tpw_hud_colour = [1,1,1]; tpw_hud_degradation = true; tpw_hud_displaytype = 1; tpw_hud_enemycolour = [1,0.5,0]; tpw_hud_extragoggles = ""; tpw_hud_extraheadgear = "H_HelmetB_TI_tna_F"; tpw_hud_friendlycolour = [0,1,1]; tpw_hud_grd = "1,0.4,0.45,1"; tpw_hud_hlt = "1,0.4,0.55,1"; tpw_hud_iconmax = 1; tpw_hud_iconmin = 0.25; tpw_hud_icons = "24,23,30,29,24,23,30,29,22,20"; tpw_hud_icontext = 0.75; tpw_hud_lmt = "1,0.4,0.5,1"; tpw_hud_offset = "0.34,0.26"; tpw_hud_prx = "1,0.5,0.505,1"; tpw_hud_range = "25,500"; tpw_hud_rng = "1,0.5,0.56,1"; tpw_hud_scale = 0.9; tpw_hud_squadcolour = [0.5,1,0]; tpw_hud_textscale = 1; tpw_hud_thirdperson = false; tpw_hud_tmp = "1,0.6,0.51,1"; tpw_hud_vehiclefactor = 1.5; tpw_hud_vel = "1,0.6,0.57,1"; tpw_mods_active = true; tpw_park_active = false; tpw_park_alarm = true; tpw_park_createdist = 200; tpw_park_include = "RDS,LOP_,CIV,CUP_C,GM,CSLA"; tpw_park_military = 0.2; tpw_park_perc = 30; tpw_park_simdist = 20; tpw_park_wreck = 0.2; tpw_puddle_active = false; tpw_puddle_gradient = 0.05; tpw_puddle_max = 8; tpw_puddle_minradius = 10; tpw_puddle_radius = 50; tpw_puddle_rainthresh = 0.2; tpw_puddle_ripple = 2; tpw_puddle_time = 600; tpw_radio_active = true; tpw_radio_car = true; tpw_radio_foot = false; tpw_radio_time = 240; tpw_rain_active = true; tpw_rain_noises = true; tpw_repair_active = true; tpw_repair_noise = true; tpw_repair_time = 5; tpw_sanity_active = true; tpw_sanity_affectall = true; tpw_sanity_collisiondisabled = true; tpw_sanity_scanradius = 150; tpw_sanity_scanspeed = 15; tpw_sanity_slowradius = 25; tpw_sanity_slowspeed = 7; tpw_sanity_stopradius = 3; tpw_skirmish_active = false; tpw_skirmish_casstring = ""; tpw_skirmish_chsstring = ""; tpw_skirmish_deadtime = 300; tpw_skirmish_enemy_casstring = ""; tpw_skirmish_enemy_chsstring = ""; tpw_skirmish_enemy_support = false; tpw_skirmish_enemy_uavstring = ""; tpw_skirmish_enemysquad_max = 2; tpw_skirmish_enemytype = "4"; tpw_skirmish_enemyunitstring = ""; tpw_skirmish_enemyvehicles_max = 1; tpw_skirmish_enemyvehiclestring = ""; tpw_skirmish_friendlysquad_max = 2; tpw_skirmish_friendlytype = "1"; tpw_skirmish_friendlyunitstring = ""; tpw_skirmish_friendlyvehicles_max = 1; tpw_skirmish_friendlyvehiclestring = ""; tpw_skirmish_maxspawnradius = 1500; tpw_skirmish_minspawnradius = 350; tpw_skirmish_resist_casstring = ""; tpw_skirmish_resist_chsstring = ""; tpw_skirmish_resist_support = false; tpw_skirmish_resist_uavstring = ""; tpw_skirmish_resistsquad_max = 2; tpw_skirmish_resisttype = "6"; tpw_skirmish_resistunitstring = ""; tpw_skirmish_resistvehicles_max = 1; tpw_skirmish_resistvehiclestring = ""; tpw_skirmish_spawntime = 30; tpw_skirmish_support = true; tpw_skirmish_uavstring = ""; tpw_soap_active = true; tpw_soap_ambientvolume = 0; tpw_soap_azanvolume = 0; tpw_soap_chainsawvolume = 0; tpw_soap_housefxvolume = 1; tpw_soap_musicvolume = 0; tpw_soap_region = "0"; tpw_soap_screamvolume = 0; tpw_soap_sirenvolume = 0; tpw_soap_trafficmult = 0; tpw_soap_usermusic = 0; tpw_soap_usersounds = 0; tpw_zombies_active = false; tpw_zombies_civambience = false; tpw_zombies_females = true; tpw_zombies_infestationsize = 12; tpw_zombies_target = 1; tpw_zombies_time = 30;
  21. pvt. partz

    [SP] Pilgrimage

    No. Only vehicles included in the "mods" will be used in the mission.
  22. pvt. partz

    [SP] Pilgrimage

    ... "Custom" made ports or missions may or may not work properly as time goes on. Some ports use mods or addons and they may get updated so there is always the possibility for errors.
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