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pvt. partz

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Posts 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. 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. 😁

     

    Quote

    Have you checked out the WIKI?....  lots of info on how to get setup correctly.

     

    Well, true but not really much on the cell, grid etc, which is where I am relly stuck.

    ...I can get the SatMAp quite easily but that friggin HeightMap, jeeze!

     

     

     


  3. 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.

     


  4. 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!

     

    Em1wu9L.jpg

     

    Can you help me out?


  5. Quote

    Dogs now mainly spawn around buildings rather than out in the open.

    ... 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!

    • Like 2

  6. Quote

    want the mod to feature more ww2 ambient factions. Any way to edit it in a way so that it allows other factions to appear?

    ...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.

     

    Quote

    I have seen tanks from the german side, are there any tanks present from the russian side in this mission? Was hoping to see some t-series russian tanks and lend lease shermans

    ...HERE is the list if you find a mod with more (better) tanks.

     


  7. Quote

    as far as I know @Rydygier posted a script with which you can find the coordinates of specific buildings on the map,

    ...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.


  8. Quote

    in this CDLC there is only one fighter plane

    ...you'll have to find the classname of the fighter plane and replace the Helicopter entries that was mentioned.

     

    Quote

    it's about the script that identifies the coordinates of the "Holy Places" on the map.

    ... 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.


  9. Quote

    Anyone have the code for marking "Holy Places"? I unfortunately lost it...

    RYD_JR/JRInit.sqf

     

    Search for...

    RYD_JR_allHolyPlaces =

    ...enter what ever coordinates you use when placing your holy places on your map

     

    Quote

    I was wondering if it is possible to replace the helicopters with planes

     

    ...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.


  10. Quote

    are there a variety of tanks and armored vehicles I can get?

     

    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

     

    PMeV7NY.jpg


  11. 2 hours ago, thehardcorenoobs1234 said:

    Upon starting I can't seem to buy stuff from traders. This related to the rep system? So far i'm neutral with the civies

    ...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.

    • Thanks 1

  12. 11 minutes ago, thehardcorenoobs1234 said:

    I'm guessing the only compatible or mods that will appear are the ones in ifa3 only and not any other third party mods that require ifa3 too? For example armored cars would not appear? https://steamcommunity.com/sharedfiles/filedetails/?id=2811202098

    ...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.


  13. On 6/10/2023 at 6:23 PM, thehardcorenoobs1234 said:

    for the ww2 ones, what mods are compatible and not compatible?

     

    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;


  14. 6 hours ago, thehardcorenoobs1234 said:

    Another question, when it comes to modded vehicles (aside from the default supported ones like cup), do they also get added into the vehicle spawn pool or "abandoned vehicle" pool similar to modded weapons?

     

    Ex, pilgrimage stazow ww2, will other non ifa3 ww2 vehicles and tanks be part if the vehicle spawn?

     

     

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


  15. Quote

    custom pilgrimage missions

     

    ... "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.

    • Like 1
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