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kushulain86

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About kushulain86

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  1. kushulain86

    [SP] Pilgrimage

    Alpha-Kilo, here is my editable modified version (to extract in \Documents\Arma 3 - Other Profiles\AplhaKilo?\missions and to export to MPMissions) : https://dl.dropboxusercontent.com/u/57159442/PilgrimageCOOPwip3MoreSlotsAGM.Altis.zip Modifications : -11 Playable slots (instead of 2), you can add as much as you need. -Added AGM Medical/Misc Boxes, which the team leader can teleport at any time using radio messages (0-0-4 iirc)
  2. kushulain86

    [SP] Pilgrimage

    We tried Coop version this evening with some friends. We played with a lot of mods, weapons & gameplay. (AGM, Task Force Radio, which worked both, and many others) I also modified your mission, to add new playable slots. I thought i had to go through your code, or put a script on them, but actually no need for that : new playable units are recognized automatically, teleported on the beach with Alex, respawn when die, and all have "prepare box" and "check account" action menu (which are synced). It's really great ! We finished the mission relatively quick, 3h (so didn't have to save/load the game back). And we encountered some bug indeed when player connect back : -Action menu disapears (at least "prepare box" and "Check Account" ones). -When a player connect back in, all the others players are teleport to the beach. (Looks like the annoying init problem : http://feedback.arma3.com/view.php?id=16485 which is executed several times) other people should confirm that, it may also be due to my mod set) Fortunately, it doesn't seems to reset game progress. (chapel count down especially) The mission was fullly playable for us. I will keep you informed, if we play it again and encounter new bugs.
  3. kushulain86

    [SP] Pilgrimage

    Thanks Rydygier. I'm happy you could take time to answer my questions ! As it seems to equalize damages, damage icons sometime go more red than it was before. And when repairing again color doesn't change. But as i was playing in "hard" difficulty, it repairs only 10%, maybe not enough to make a color difference. And about destroyed vehicle, it was shortly after a fight, so maybe not due to your repair function. My bad then. But maybe an extra feedback about done repairs would be slighlty more user friendly. I thought it was, my bad. As some intel messages showed up right after i found out tracks leading toward near units. Figured out the suggested addon list shortly after posting this last thread. Sorry ><. Alright then ! I played in realistic mode for loots. So no loots in civilian buildings. Having inhabited military building with weapons inside is not really realistic, but yes we could figure out any reason for that. Not a big problem. I took out a stronghold and didn't find any prisoner. I might have missed him. Is there a "Known Issues" regarding the Coop Version ? I know there are missing "action menu item" from what i read in steam comments. But could find anymore infos. You could add MP version "known issues" in the first post of this thread maybe ? I hope you will go on mission making for Arma 3 ! Thanks again !
  4. kushulain86

    [SP] Pilgrimage

    Hello, I've just finished your mission (I found with PC Gamer). I really enjoyed it ! Didn't have so much fun in arma for a long time. It took 7hours (mission time) Veteran/Hard. Here are some details about my game experience : I started with a medical Kamaz next to the boat, it was really helpful. Then attacked a little city, found some gears, and went from chapels to chapels. I found the first hideout at the first quarter of the game. I found intel about the area were my brother would be from a prisoner, at half of the game. I damaged a tank (MBT52 Kuma) with Titan Rocket launcher, and ended the last third of the game inside. I found a second area where the body could be, that helped me narrow the area down, from a corpse of the stronghold I attacked, at last quarter of the game. Then when i found the body, I went through the 10km to the boat with the Kuma. Did not get any further intel about the UAV than what Tyronne told us. But once at the score screen I discovered that i apparently killed it. With a hundred+ units. Bugs : (Arma's or yours) -Repairing a vehicle by paying the 1000ff actually damage it, most of the time, and somtimes blow it up. -A stronghold appears 2 times in Tyronne's intel message (14210.... and 14201...) -It seemed like when paying for intel about near enemy units, no marker ever showed up. -Manage to get rid of my uniform, and couldn't get a new one, ended the game naked :o Incoherences : -I thought it was a really clever idea that we must visit chapels to save the game. But the more you get intel the less you can save, as chapels are marked on the map. It would be great to be able to save anyway. And when the body is found, we find ourself unable to save the game anymore. (If i'm right about that) -Lot of place where you find ammo, but no enemies defending it. (It's a personnal POI of course) -Who's friend who's foe ? Of course I figured out pretty quick that everyone where enemies. But i don't remember any mention of that in the guide. Maybe it would be welcome ? -You talk about reputation in the guide, but i didn't experienced any of its effects. But maybe it was just because it's only my first game. Ideas/Suggestions : -Find AI mates -More Civilian/phone Call/dialogue reacting to player's past actions. (Cleanning a city, a Stronghold, killing the UAV...) -Getting additionnal Intel from time to time when you have a radio, by listening to radio calls. (e.g. When borrowed enemy vehicle is not icognito anymore, didn't experienced icognito state though, just discovered that in the forum posts) -Civilian vehicles roaming around. -Higher prices for repair/refuel combat vehicles. -The game could go on a new plot when the body is discovered. But, well ... all good things must have a end at some point. :( Pilgrimage is already a lot of fun as it is. I hope you will find this post useful. I'm really impressed by your work, I know developing a bugless arma mission can be really hard >< Kush.
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