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Pilgrimage Ported Variations
rsoftokz posted a topic in ARMA 3 - USER MISSIONSPilgrimage 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
Global Mobilization Weferlingen Mission File
Thomas TKO posted a topic in Exilemod (Unofficial)'s Maps - Mission FilesMission File with all what you need to Run the Cold War DLC Map Weferlingen . https://github.com/ThomasTKO/Weferlingen Initserver, initPlayerLokal, mission.sqm und trader Config , CFG Building for Weferlingen . Redy to use , add all stuf on PBO`s only change Rcom on exile_server_config, you need EBM mod ore delete the stuff from mission,sqm