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Been a long while when I played this last time but if I remember correctly you can sell dead man inventory by looking at corpse and using action menu. No need for box transfer.
And pershaps also for those that have a pre-update save: confirm that a save file made under 2.16, but having the builtin version number corrected to 2.18 with the tool save.arma3.io from Dedmen/Lou Montana), can be loaded into 2.18?
I get a white text box saying the continue.Arma3Save cannot be loaded and ends the game. (no proper crash message from Arma 3.)
https://ibb.co/RQ72xPb
Several times when I played this mission and save the game, the saves are gone again when I come back a few hours later and I have to start a new game... Anyone else been having this issue ?
:) by Mondkalb, who wrote original WOO for Arma 2.
Here is Ragnarok Workshop entry:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=785830374
[[POWERcost, CRATEscost,BuildTIME,"Display Name", "Icon","PanelPicture"],["unit", "unit", "unit"], "Vehicle","vehicle","vehicle","vehicle "]
Logic is not prepared for this. There's an assumption, there's always a single vehicle produced at a time. You'll need to edit the spawning code to change that. So it is not about rewritting this array, it is about rewritting the logic, that uses this array.
If you want to figure this out, the logic responsible for the vehicle spawn is located in MBG_WOO_F_UnitInteration.sqf, line 499 and below:
if (_IcantBelieveItsNotButter) then {
So you would need to make this part to be executed many times. How many - can be determined in various ways, for example by passing another parameter with that number via the above array.
in MBG_WOO_UnitConfig.sqf
[[POWERcost, CRATEscost,BuildTIME,"Display Name", "Icon","PanelPicture"],["unit", "unit", "unit"], "Vehicle"]
where could the origin of this formula of this line be rewritten for a version that produces more vehicles?, where is this defined?,(as if I had found it before but at this time I hadn't touched it yet)
for example:
[[POWERcost, CRATEscost,BuildTIME,"Display Name", "Icon","PanelPicture"],["unit", "unit", "unit"], "Vehicle","vehicle","vehicle","vehicle "]
that's all I need just for the ragnarok44 to be perfect.
Thanks
Mission never starts, cannot select options or click start mission button, esc key does nothing, had to kill arma process to exit it
Maybe could have been the same for you.
Exception code: C0000005 ACCESS_VIOLATION at 9033F3F9
Fault time: 2022/07/19 09:57:52
Fault address: 9033F3F9 00:9033F3F9 Unknown module
file: Pilgrimage (__cur_sp)
world: altis
Prev. code bytes: 0F 2F 41 1C 72 06 0F 2F 41 28 73 10 48 8B 41 60
Fault code bytes: 83 B8 4C 03 00 00 00 7D 03 32 C0 C3 B0 01 C3 CC
let me know if there's any other info i can provide.
I merely scratch the surface for this awesome scenario!
im wondering will you be able to make it for cam_lao_nam map from sogpf cdlc?
Thanks.
Anyways, i will keep trying. Thanks for your help!
Works for me... Check, if you see this field on your game -> layout settings:
https://i.postimg.cc/DfYtfRrG/chat-2.png
Also perhaps some mod did something with it, so try vanilla - no any mods. I've no other ideas...
But I've just played it after some absence and noticed that enemy radio, intel, and money notifications have dissapeared that used to be located at the bottom left of my display. I've looked all over the settings but nothing worked. I can hear pinging sound for intel notifications and can hear the distinct radio static noise but cannot see them. Can you kindly help?
When scoped the reticle and what is around it is out of focus.
I am not using any night vision mods.
However some weapon scope are okay.
The red dot scope is the worst.
what makes all the other pilgrimage mods different?
Thanks for quick response
(- content from not owned DLC shouldn't be spawned as loot, vehicles or AI units (some mods altering vanilla content may break that filter);)
I wasnt expecting it to be fixed, especially that fast.
Thank you so much for all the effort you´ve put into the mod community. you´re awesome!
"BackgroundTrack03_F_EPC",
"BackgroundTrack02_F_EPC",
"BackgroundTrack01_F_EPC",
"LeadTrack03_F_EPC"
First is the one with organs. Titles in order: Altis Requiem, Just Another Day, Alone, The Trap.
IT WORKS! Thank you so much
Usually happens, when scenario spawns in an asset, that has config errors, that appear on screen. That breaks loading screen, so all the rest of loading continues under simulation pending, which takes ages, because of busy CPU etc. (hence loading screen is used), only then the logo will disappear and the sound will appear. Same thing may probably cause low FPS, at least as long initial loading isn't complete.
First thing to do is to try without ANY mods and compare. If the issues are gone - it's one or few of used mods causing your problems. And in general avoid mods adding stuff into game with broken configs.