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rsoftokz

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Everything posted by rsoftokz

  1. rsoftokz

    [WIP] French Army Mod : ArmaModFrance

    actually it is a prototype, manufactured on own funds by the french company ARQUUS for the VBAE project.
  2. rsoftokz

    Arma 3 Apex: Old Man Feedback

    nothing new for me neither since DEC 18th
  3. rsoftokz

    Arma 3 Apex: Old Man Feedback

    I've played this mission several times I experienced several bugs as mentionned in previous posts by other players. It is a cool scenario, largely inspired by Rydygier's Pilgrimage mission on many aspects. (that's fine for me, my almost only way to play Arma is Pilgrimage ) As Said by others, Saving method is not the best choice and it kills action on my opinion. I noticed you can be killed by objects if you stand to close of them, that is boring. (crate, sofa, beds, etc....) I firstly played this mission on Arma with all DLC activated ( Contact and GM) and then you cannot have acces to the phone menu and action ( unable to call for the bomb activation ) so I played it only with Apex and some other mods. BTW it is a nice mission that needs tweaks and improvements remember that is a Beta version.
  4. Pilgrimage Ported Variations Hello this topic is about the famous mission Pilgrimage by Rydygier and the port and variations I made with it there are all "unofficial" versions, meaning this is my work based on Pilgrimage mission, with permission from Rydygier, but there is no Rydygier support on thoses versions. I will provide all support on those versions. I'll try to upload as fast as possible the several port I made. the topic will present each variation ported to a particular map NEW UPDATE MAY 8th 2019 WEFERLINGEN Port Pilgrimage 1.951 based missions ported to Weferlingen GM terrain from the latest Arma3 DLC on summer terrain on winter terrain four versions: two standard Pilgrimage on summer and winter maps two RHS mod tweaked Pilgrimage on summer and winter maps winter version tweaked for winter clothing at mission start boat replaced by a car mission should end when brother's body is loaded in the car (not enought time to test it to the end of the mission) some previous mistakes fixed ( wrong spawn points coordinates, wrong churc coordinates) need to fix: random Ryd_JR_Cars spawning points ( all similar cars spawned in the river ) next goal: to tweak a Pilgrimage version with GM uniforms, units and cars only as I was requested by private message. here it is Here on Google Drive TAUNUS Port based on Rydygier's Pilgrimage 1.95 WIP and Vafana's Taunus Port WIP. from Rydygier's work: Features - whole map reasonably yet dynamically each play initially populated with enemy garrisons and patrols with few possible behavioral patterns. Nothing is spawned later, every kill counts and has meaning; - dynamical adding of random loot to some buildings. Such buildings are, until checked, marked by 3D icon if player close enough; - cameral plot with some small, nasty surprise; - across whole island may be found few dozens of empty vehicles ready to use. If known to player, for easier spotting, also marked by 3D icons if close enough; - context-sensitive jukebox playing with reasonable intervals A3's tracks depending on situation (safe/enemy spotted by player/player spotted by enemy); - simple caching system to keep performance on decent level despite many groups on map; - fuel fund used for fast travelling and repairing or refueling player's vehicle; - kept as high as possible compatibility with mods. latest fixes: - AC paradrop into the sea when player near shore - still may happen, should be better now - not tested; - wild growth of the array holding taken house positions (not emptied?) - should be fixed (not emptied was positions taken by deleted civilians); - rare main loop breaks due to "0" elemnts of said array (test solution) - should be fixed; - restore persistent chapel markers for all difficulty levels - not tested; - direct body-to-boat loading should take Alex to closest boat, not the original one - should be fixed, not tested; - sometimes too big values of player's speed read by hunters from his tracks - should be fixed, not tested; - own boat countes as abandoned vehicle for ADM - should be fixed, not tested; - check, if there isn't a gap in the LOS checks of AC code in case of town battle event (LOS check should be peformed using players's position, not town's location) - should be fixed, not tested; - in MP player can drag only own waypoints - only one player should be able to place them - not tested; - another loot distribution options to make also weaponry of fallen foes vanishing, to make completing optimal gear more challenging - not tested; - chance for civilian doctors and mechanics across town population, service available depending on player's reputation; - removed "game logic" from the side chat, replaced globalChat with customChat, colored headers depending on source (ADM, phone, radio neutral, radio alarm, other); - redone respawn in coop wip - removed boat, last chapel and hideout respawn positions. Present are: teammate position and safe position. from Vafana's work: - original mission.sqm file - some of the starting points coordinates - ideas about specifics versions like RHS troops instead of original BI units from my work: - replacement of the boat by a car on mission start - ability to push the car in any direction if needed - ability to attach chemlight on the gear at night ( chemlight needed in inventory, automatically attached to vehicle when driving) - ability to holster weapon - modified map by scripting to add some military buildings (to play "realistic" setting) unlike Tanoa Edition, there is no "blackout " option and Incognito is not included in the setting neither, those modification seems to CTD the game on starting mission for now. if you want to play Incognito, you'll have to add it as a mod. SCENARIO: Taunus is "land only" map, there is no sea around so Pilgrimage story need a change: you are arriving on Taunus by road with an unarmed civilian car. the mission starts where you are almost fuel dry in an almost broken car. the goal will be to find your brother's body as usual..... SP files Taunus port offers two differents versions of Pilgrimage SP 1.95 WIP: Pilgrimage_195_Taunus.xcam_taunus.pbo is Pilgrimage 1.95 WIP with all standards units from Arma 3 (CSAT and AAF units as opponents) the only requirements are Taunus map and CUP terrain complete ( needed for Taunus map ) Pilgrimage_195_TaunusRHS.xcam_taunus.pbo is Pilgrimage 1.95 WIP with RHS units to replace original Arma 3 units in addition of the required mods already told, all RHS units mods are required: @RHSAFRF;@RHSUSAF;@RHSGREF;@RHSSAF both Taunus SP missions are barely TESTED but yet some updates have been done: March 17th 2017 - fix on mission ending ( not teested yet, deep search into the whole files to change "has_body_boat" to "has_body_car" - fix for decoy.sqf March 16th 2017 - change on " _mapsize" parameter in JRInit.sqf to try better scenario mechanism (WIP on test) - scripting corrections to be able to end the mission. (WIP on test) MP Files March 17th 2017 Both MP version added, same features than SP missions but in COOP format (2 players 😞 Pilgrimage_COOP_1_95_wip7.xcam_taunus.pbo Pilgrimage_COOP_1_95RHS_wip7.xcam_taunus.pbo both Taunus SP missions are NOT TESTED today March 17th when uploaded (only tested RHS version to start fine) I highly recommand those mods also: -MOCAP -Enhanced movement -Tryk's Uniforms -Military Gear Pack -Incognito Download Link to Taunus Port Here on Google Drive To do on Taunus Port as Taunus is a map with no sea, Pilgrimage mechanism might need some improvement/ change. here are ideas I might work on in a further update of the mission: spawn point could be a DZ where Alex (and Buddy if present) have been dropped on by Helo. as it is not "stealth" way for insertion, DZ is burned and we might think of a enemy squad coming in the very next minutes, as made for ROADS starting, to see why an helo went here. so you have no usable vehicle right now at mission start. brother's body to be found and vehicle needed as usual, but once you have the body, you'll need to go to a random exflitration point you'll have to find. several options here: Yorre call you back to give you coordinates when you have called him to tell you found the body. (option "call Yorre to exfil " in menu once body found ) you need to pay civilian to give you an exfiltration point/ or join a specific resistance squad on the map (before they get killed eventually ). you have to ask for surrenders for a secured exfiltration point (leak in defense lines where you might cross the border) you might have civilian / logisitic helos on seized airfield you have to find to escape you might have to find randomly spawned helo somewhere to escape with difficulty level, we might think to increase/decrease chances to have this exfiltration point by paying/asking. we might think to add minefields randomly around this point ( as done with strongholds and airfields) TANOA PORT Both SP and MP missions based on Pilgrimage 1.94 version setting Improvements: Black Out and Incognito mods added (Black out will switch off 99% of lights at night, Incognito will allow you to appear "stealth" to enemies in some conditions) map modification by scripting ( military bases and camps added) Apex Units priority for Units ability to push all boats if beached ability to use and attach chemlights to gear ( chemligt in inventory required, automatically attached to vehicle when driving) Pilgrimage Tanoa Edition is here enjoy and report any issue or idea you might have
  5. rsoftokz

    Pilgrimage Ported Variations

    Dependencies fixed ( Unlocked Uniform deleted from mission file) sorry for the matter you can reupload the mission from the updated link known issues: - might spawn naked with equipement (one listed Contact uniform can be from OPFOR class only) - Lot of abandoned vehicles spawned on the same point (Lukow airfield), and burning at mission start Modifications : - radio chat adapted to Livonia/Contact story background - new telephon calls ..... - what else ?........
  6. rsoftokz

    Pilgrimage Ported Variations

    PILGRIMAGE CONTACT by Rsoftokz Hi Guys and Girls... Here is my own version of LIVONIA ported Mission : Pilgrimage 1.951 based missions ported to ENOCH/LIVONIA terrain from the latest Arma3 DLC CONTACT contents tweaked for LIVONIA CONTACT DLC: - Contact uniforms at mission start - Boat replaced by a car and mission end fixed : body have to be transfered in the original mission start spawned car to end mission ("move body in the car" command) - Livonia Army stand as "green faction" in camps and checkpoints - Russian Spetsnaz stand as "red faction" with the help of chinese army for armored vehicles ( TANOA DLC) - WARZONE option added to start menu (like I add Black out and Incognito options): this add several military camps and structures all over the map if WARZONE is ON. - Light vehicles on Checkpoints changed to UGVs for Green and Red Factions. RED and GREEN UGVs are possibily spawned all over the map even far from the checkpoints. They are not self decisive and autonomous like the Pilgrimage UGV that killed Alex 's bro. need latest "ARMA 3 CONTACT" version with CONTACT and TANOA DLCs at least. here it is enjoy. Here on Google Drive UPDATED FILE: Unlocked Uniform dependency fixed (Sept 4th 2019)
  7. rsoftokz

    [SP] Pilgrimage

    PILGRIMAGE CONTACT by Rsoftokz Hi Guys and Girls... Here is my own version of LIVONIA ported Mission : Pilgrimage 1.951 based missions ported to ENOCH/LIVONIA terrain from the latest Arma3 DLC CONTACT contents tweaked for LIVONIA CONTACT DLC: - Contact uniforms at mission start - Boat replaced by a car and mission end fixed : body have to be transfered in the original mission start spawned car to end mission ("move body in the car" command) - Livonia Army stand as "green faction" in camps and checkpoints - Russian Spetsnaz stand as "red faction" with the help of chinese army for armored vehicles ( TANOA DLC) - WARZONE option added to start menu (like I add Black out and Incognito options): this add several military camps and structures all over the map if WARZONE is ON. - Light vehicles on Checkpoints changed to UGVs for Green and Red Factions. RED and GREEN UGVs are possibily spawned all over the map even far from the checkpoints. They are not self decisive and autonomous like the Pilgrimage UGV that killed Alex 's bro. need latest "ARMA 3 CONTACT" version with CONTACT and TANOA DLCs at least. here it is enjoy. Here on Google Drive
  8. rsoftokz

    White Phosphor NODs (NVGs)

    quite simple I play a mission on arma 3, for example " Pilgrimage". it's night time and I got my brand new WP NVGs !!!! for some reason I have to leave the mission and the game.so I save and exit. when I'm back on my mission with the save game, my NVGs are green, no more WP. It is the same if I got shot to death and I'm back in the mission on the last save. so it seems the WP effect is no longer activated. you might need to keep it "alive" on saves with eventhandlers or extended eventhandlers ( but once again, I'm not expert in scripting ) thank anyway for the reply and what you can do to fix this as I really like the effect you did (I use NVG's in the real life sometimes and have a chance to test WP once and it looks like exactly what you did ) EDIT: sorry I didn't mentioned I use the NON ACE WP version. EDIT 2: I just came back in the mission, the green night effect last about a minute and then I was back to white phosphor effect. it seems the WP effect need some time to come back after the mission restart from a save game.
  9. rsoftokz

    White Phosphor NODs (NVGs)

    HI I just loaded your mod and I have to say it is awesome WP effect.... The only matter I had experienced is the NV color is back to green when I get back in the mission on a saved game. as far as I remember it is a known issue on some mods and Eventhandlers on mod init. ( but I'm not expert in scripting ) is there a way to fix it in a further update of your mod? thank you and keep on the good work.
  10. rsoftokz

    Pilgrimage Ported Variations

    Weferlingen ported Missions have been tweaked and updated: Pilgrimage 1.951 based missions ported to Weferlingen GM terrain from the latest Arma3 DLC on summer terrain on winter terrain four versions: two standard Pilgrimage on summer and winter maps two RHS mod tweaked Pilgrimage on summer and winter maps winter version tweaked for winter clothing at mission start boat replaced by a car mission should end when brother's body is loaded in the car (not enought time to test it to the end of the mission) some previous mistakes fixed ( wrong spawn points coordinates, wrong churc coordinates) need to fix: random Ryd_JR_Cars spawning points ( all similar cars spawned in the river ) next goal: to tweak a Pilgrimage version with GM uniforms, units and cars only as I was requested by private message. here it is enjoy. Here on Google Drive
  11. rsoftokz

    [SP] Pilgrimage

    Weferlingen ported Missions have been tweaked and updated: Pilgrimage 1.951 based missions ported to Weferlingen GM terrain from the latest Arma3 DLC on summer terrain on winter terrain four versions: two standard Pilgrimage on summer and winter maps two RHS mod tweaked Pilgrimage on summer and winter maps winter version tweaked for winter clothing at mission start boat replaced by a car mission should end when brother's body is loaded in the car (not enought time to test it to the end of the mission) some previous mistakes fixed ( wrong spawn points coordinates, wrong church coordinates) need to fix: random Ryd_JR_Cars spawning points ( all similar cars spawned in the river ) next goal: to tweak a Pilgrimage version with GM uniforms, units and cars only as I was requested by private message. here it is enjoy. Here on Google Drive Files updated @ 10.00 Paris/Madrid Time May 8th error in scripting line 431 in RYD_JR_Init.sqf..... missing a simple ,
  12. rsoftokz

    [SP] Pilgrimage

    yes... this and that.... RHS version has to be tweaked. It seems I have one wrong spawning point where the player is somewhere and the car is....... I don't know 😁😂 I plan to make a Weferlingen winter version too .... I'll upload and update the links further in the week.
  13. rsoftokz

    [SP] Pilgrimage

    yes it is the new terrain with the latest DLC Global Mobilisation Weferlingen. https://arma3.com/dlc/creator
  14. rsoftokz

    [SP] Pilgrimage

    Hello Guys I made two GM - Weferlingen "Pilgrimage" missions (beta test ), just finished a few hours ago and barely tested. if you want to test/play with it. boat replaced by a Car, N, E, W, S or Random spawning points Mission should be completed once you put the body into your spawning car Here on Google drive one is standard Pilgrimage mission the other one is a RHS custom mod. booth are latest 1.95 release version with my usual upgrades (included INCOGNITO mod, Holster weapon, push car.... ect.) might have some errors or mistakes as I made it quick. enjoy !!!
  15. rsoftokz

    [SP] Pilgrimage

    Hi Guys Merry Christmas to all of you from my special location of" Pilgrimage in real Life " might be the chopper burning down on this one ... or an armoured vehicle, or maybe the UGV ??????? Grapewines fields on Malden
  16. rsoftokz

    [SP] Pilgrimage

    all of those boats are "abandonned" vehicles. some are on the pierce in Kavala's harbor, some are levitating mid air. I have no clue how it is possible as, as you said, objects should fall down. but here they are... not really a matter, just funny thing. the Mi-48 was called there , I wanted to see if it will collide with one of the boats but no.... should have been nice as I had no AA missile
  17. rsoftokz

    [SP] Pilgrimage

    I found the " shop"..... the guy offer a few stuff you'll pay for then all appear in a box where you can pick up what you just bought otherwise, still boats spawning problems in kavala... Boats are flying in the sky upon Kavala's harbour.
  18. SP and MP Pilgrimage "Tanoa Edition" Welcome on this new thread about the "non official" Pilgrimage Tanoa Edition. Pilgrimage is a free roam, semi-randomized open whole map SP mission with optional plot to follow set on Altis , made by RYDYGIER, winner of the "Single Mission Arma 3 Contest 2015". due to success of this mission and players requests, "official" ports to another Arma 3 maps have been made and Pilgrimage has been extended to a COOP version too. Mods friendly built, it has been updated and upgraded to open the mission to a wide choice of game level options and is very submersive to Arma 3 worlds. some Arma 3 community fellows, like me, have made their own versions of Pilgrimage, with the respect of Rydygier's initial work and sight about the mission atmosphere and offer thoses versions as "non official" ports as those have not been made by Rydygier itself. PILGRIMAGE Tanoa Edition is the SP and COOP versions of Pilgrimage 1.94 Beta6 mission ported and optimized for Tanoa with several news options brang to the wide choice of options the mission already offers. as this version is specific, in agreement with Rydygier on the initial Pilgrimage thread, I decided to open this thread to discuss about specific Tanoa Edition issues, updates and more. this way, it avoids any "pollution" on the original Pilgrimage thread about issues or discussions for "non official ports" that Rydygier didn't made itself. you'll find the original Changelog from Pilgrimage Thread, links to the latest versions of Pilgrimage Tanoa Edition: Download from Google Drive SP and COOP for Arma 3 1.64 version V1.22a updated 24 and 28 September 2016 SP and COOP for Arma 3 1.66 version V1.22H 22 december 2016 for SP and COOP both versions updated (some scripts errors on SP ) Download from Armaholic SP and COOP for Arma 3 required Addons: Arma 3 Apex Tanoan Armed Forces mod. Pilgrimage Tanoa Edition brings you on Pilgrimage mission into Tanoa map with specific Apex contents in priority. Changes have been made to offer the choice of a full dark world ( war zone ) at night without any external lights (streetlights are down ) or standard night lightened world, Incognito status (including now directly in the mission build) gives you the opportunity to play incognito or not in some situations, helping you to be considered by enemies as a civilian as long you are not acting as a threat ) the main change is a special modification of the whole map, with the help of Xcam (not required to play ), to offer a better "militarization" of the Archipelado. several new bases and a lot of jungle camps have been added on the islands. most of those camps can be seen on the map (once you have one ) for "hard structures" only. "soft" structures camps like tents are not shown AIs behavior has been scripted to bring some occupation into a random quantity of thoses camps and bases so you might encouter heavy forces sometimes. Changelog: V1.22H 22/12/2016 - Hotfix version for Arma 3 V1.66: Game crashes to death for memory reason with 1.22a after Arma 3 update. - some scripting errors fix in SP (some missing commands due to hurry in the Hotfix build process ) - Inactive UGV should be fixed now in COOP version (untested) V1.22a release 24/09/2016 (fix) -Fix Update for V1.22 to V1.22a -scripting error fix for "addaction" menu in MP version -"Attach Chemlight" functionality added player can now attach a chemlight to his shoulder (if at least one chemlight in inventory ) chemlight can be removed (then spent and lost as fired ) lifespan approx 900 seconds chemlight automatically fixed to Vehicle when player gets in chemlight automatically fixed to shoulder when player gets out V1.22 release 23/09/2016 - New Options on Starting menu (SP and MP) -Blackout option is now a specific choice in the menu (no more dependency with difficulty level) default is ON, can be set to OFF -Incognito Mod by Rydygier is now INCLUED into Pilgrimage as an option (so @RYD_INCOGNITO is no longer needed if you want to play with Incognito functions) also specific choice in the Start menu , default is ON, can be set to OFF -MP version is now WIP5 standard with new BIS_Respawn menu -still on test (BIS debug for some errors in next 1.64 update) - Tanoa Camps upgraded for a better gameplay -Modmap now shows added military bases and camps on the default map. main structures are visible on map, some are not ( like tents, sand bag bunkers ect...) -Reworked script for AI garrison spawn random occupation of a percentage of those added camps by AIs (OPFOR and/or Bandits) this adds AI units in the jungle randomly around and in camps locations those occuped camps may appear now as "intel about enemy presence" or specificaly as "there is a camp in this aera" with specific marker when interrogating/asking/searching for intel with civilians/prisonners/intel holders -Updated Pilgrimage Guide menu in Diary about all new specification in Tanoa Edition - some corrections in scripts V1.2 : release 9/9/2016 - Improved and checked list of "holyplaces"; some were missing, now 40 places to search. - Difficulty levels " Hard", "Very Hard", "Insane" will now put Tanoa Archipelado in full black-out at night. all lights on the island (99%) are switched off. Date setted for full moon night. for SP and MP versions -"Holster weapon" now for SP and MP versions in default Pilgrimage menu. - Intels upgraded to point you to military camps when interrogating civilians, prisonners, checking dead team leader or as reward after a succesfull kill mission. (with % of chance) intels containers type modified to avoid invisible containers sunk in floor of buildings - Upgraded Military camps map modification, still WIP . - AIbuddy is now always native from Tanoa, with random Tanoan face and Name and Surname (mostly Fijian typical names, some French or Dutch too), same as speaker into "French English" with 2/3 of chance V1.1 : release 26/8/2016 - Modded map after Tanoa has been invaded by Chinese CSAT troops: this will add a few military bases, watch towers, jungle camps, military facilities... may help to play in Reaslistic bases are not visible on the map, you'll need to explore the whole map to find all the places - Original content adapted to Tanoa Apex assets: all the new assets of Apex are scripted to be spawned in priority before previous Arma 3 assets. some Apex uniforms and weapons added to "initial spawn list items". - More than 35 random initial spawn points on the whole map - player (in SP only) can holster his weapon: can help in you use INCOGNITO mod by Rydygier - Holyplaces to search in : Churches in towns Natives temples in villages Mausoleums in cemeteries - RHIB boat as default boat. can be pushed if shored on the beach - CSAT Chinese troops mainly, some CSAT Altis remaining...for OPFOR - Bandits troops mainly, AAF remaining also for Independent - Tanoan Armed Forces, FIA remaining too for BluFor and more ....... better to play on Arma 3 as vanillia as possible, adding more mods will drastically slow the computer due to map modding with military bases and eventually crash the mission. recommanded mods: (missions tested with thoses following mods on two different PC, one I5-4690K with 16GO and GTX-960 and SSD , one with Intel Core 2 Duo with 8GO and a GTX660 and HDD.) Enhanced movement Incognito inclued directly in Pilgrimage Tanoa Edition since V 1.22, so no more required as a " @mod " DES Elevator and I use to play with PG services, EricJ weapons and all the Robert Hammer RH mods for weapons and TRYK for uniforms and vests... known issues: SP/MP: -for some reasons in a few of Tanoa buildings, you cannot "read" the intel from a device -Loot crates spawning on roof oF Patrol Military House of added military bases on the sea side. MP: - UGV seems to be inactive in V1.22a latest version. Work in Progress. -respawn after autosave teleports player to initial spawn point with his boat. (save before leaving with both players in the same vehicle, best choice is to save in the boat) -content cannot be sold after checking intel on dead bodies sometimes. -AIBuddy player don't have access to the action menu on initial spawning (need respawn to activate the actions menu) -AIBuddy can't sale a loot crate when main player have checked it before (sometimes ) WORK in Progress. enjoy!! special Thanks to: RYDYGIER for this wonderfull mission and permission to mod and port it : all credits to him VAFANA who is the first to port the mission to Tanoa here and to clear the path ..... ;) TIPS - none of the Mausoleum nor Native temple have "marker" on the map like churches ( those on vanilla Arma map ) you should have "Piligrimage scripted markers" in low levels of difficulty (the dot with a cross on the top) and it seems those markers in low level of difficulty are not showing all the types of churches on Tanoa. -this is a Mausoleum, located in cemetery (not all of the cemeteries but a few in Tanoa....cemeteries are easy to locate on a map close to towns) - this is a Native Temple, in almost all of the biggest native villages on the islands. MEDIAS
  19. rsoftokz

    SP-COOP Pilgrimage TANOA Edition

    Hi Guys... long time no see nor talk with your here. I moved several months ago from home and I didn't have much time to find an internet connexion where I live until... now. so I haven't worked on the missions files but I hope to find time soon to do it ( based on the lastet release Piligrimage 1.95 stable) I just want to say hello and leave you some pictures of the special place where I am ..... that will certainly remind you about a place we all love.... I hope to come back soon Rsoftokz
  20. rsoftokz

    [SP] Pilgrimage

    Hi Guys... long time no see nor talk with your here. I moved several months ago from home and I didn't have much time to find an internet connexion where I live until... now. just want to say hello and leave you some pictures of the special place where I am ..... that will certainly remind you about a place we all love.... hope to come back soon Rsoftokz
  21. rsoftokz

    [SP] Pilgrimage

    will try I played, and did "save and exit" with 3.3.0. just updated to 3.3.1. Iwill see what it does . anyway my saves are on the play to test newest Pilgrimage Tanoa Edition V1.23 before release, so it doesn't matter if I have to start a new play
  22. rsoftokz

    [SP] Pilgrimage

    I actually run the one edited last wednesday, I didn't know it was updated 4 hours ago ;)
  23. rsoftokz

    [SP] Pilgrimage

    my saves run perfectly after the update. but I don't use TPW....
  24. rsoftokz

    [SP] Pilgrimage

    Hello Guys I'm working on an update of Tanoa Edition, bringing the latest improvements of Pilgrimage to the missions. -SP runs fine and in testing -MP has big issue as "client" doesn't stop to wait on "receiving data" and game seems to be frozen, I have to check the whole scripts and folder to try to find the issue. did you see a new version of CBA_A3 is available today ??? changelog is interesting: Changelog: v3.3.0.170502 ADDED: Function to .... FIXED: CBA_fnc_addClassEventHandler broken for respawning units (#622) PabstMirror FIXED: A inconsistency with the initPost eventhandler (#628) commy2 FIXED: .... this might explain some respawn issues in the MP game for now. as we focused on Pilgrimage MP scripting possible issue where the matter might be from CBA_A3. I'll try to test this asap. take good care of all of you.
  25. rsoftokz

    [SP] Pilgrimage

    as I always play insane or very hard setting, I always respawn without a single thing and need to get all the stuff back from my previous body (sounds like narco-voodoo-hippie thing too )
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