tvamvarg 0 Posted January 13, 2016 From a playthrough on Winter Chernarus. Ooh, four(!) vehicle locations in Nizhnoye - really time to go there and pick out a good one! Oh, really?!? :) This is still the best SP stuff ever. Thanks again Rydygier! Share this post Link to post Share on other sites
a2012v 30 Posted January 14, 2016 rydygier After I put the terminal.RYD_JR_Brother linkItem "B_UavTerminal"; https://forums.bistudio.com/topic/163307-sp-pilgrimage/page-126#entry2957323There is an irresistible urge to crack UGVUnfortunately, it is almost always:"Fuck! So this was true. Although it is scrap already ..."The UGV should have power armor.Help1 Add UGV invulnerability2 Add to HackUGV action deprotection3 Remove the UGV invulnerability BetterSubmit information on the body where the terminal is locatedSuch a place is, remember the broken helicopter with loot File JR_fnc.sqf Line 3530:Land_Wreck_Heli_Attack_02_FSelecting the player1 take the body2 complete the mission of his brotherSo I see the end of this story P.S. I wonder what I wrote?not knowing the language Share this post Link to post Share on other sites
Rydygier 1309 Posted January 14, 2016 Unfortunately, it is almost always:"Fuck! So this was true. Although it is scrap already ..." Not sure, why. From my experience mostly UGV is still alive, when I see it, although it's intedned to be random, dependent on dynamic circumstancies, I don't want make UGC ilvurnerable just to allow player see it alive for sure and do hacking every play. If you want to try yourslef, check allowDamage command. Hacking is ment to be rare, bonus opportunity if accidentally all circumstancies are favorable. Terminal is ment to be hard to find (or purely at random with small probability to be exact), so also no hints on terminal locations planned. Helicopter wreck is a treasure location - 10% chance to exist per gameplay anyway. Rest of the loot is spawned when player is close, so no one knows, where terminal may be. No time to write more now - work calls. :) Share this post Link to post Share on other sites
a2012v 30 Posted January 15, 2016 rydygier You can change the encoding of the file linux on Windows?File JR_fnc.sqf Pilgrimage_1.94.altis.pbo-----------linuxPilgrimage_1.94.Bornholm.pbo----WindowsPilgrimage_1.94.Chernarus.pbo---WindowsPilgrimage_1.94.lingor3.pbo--------Windows When translating krakozyabrami Share this post Link to post Share on other sites
Rydygier 1309 Posted January 15, 2016 I've no experience with Linux and even don't really know, what means "change the encoding of the file linux on Windows", sorry. If you know, what you're asking for, then you know more, than I and could do this better yourself. :) Share this post Link to post Share on other sites
a2012v 30 Posted January 16, 2016 rydygier The contents of the file JR_fnc.sqf are the same and do not depend on the card.Excluding the island's name. (Bornholm, Chernarus, lingor3)At Altis two effects of smokeLine: 4743RYD_JR_CampFire_Smoke = Line: 4785RYD_JR_CampfireSmoke =It is important? I think I can take the translated file to another map? Share this post Link to post Share on other sites
Rydygier 1309 Posted January 16, 2016 RYD_JR_CampFire_Smoke = This one is unused and even not finished - abandoned approach. Just forgot to delete. Ignore it. think I can take the translated file to another map? If given file is identical for two different official ports - that file may be taken "as is" from one map to another also after translation to save you translating same file again for another port. In general - depends, which file. For example - there are many manual changes per map in each JRInit.sqf. Except Init.sqf and JRInit.sqf, for most of them it should be OK. Well, also BodyBoat is changed manually per map, as it contains outro sequence with hand-picked music, credits and camera coordinates. Share this post Link to post Share on other sites
a2012v 30 Posted January 16, 2016 rydygier Only file JR_fnc.sqf Share this post Link to post Share on other sites
Rydygier 1309 Posted January 16, 2016 Well, I compared in KDiff JR_fnc.sqf from Altis and Bornholm Pilgrimage and found no relevant differences, thus yes, you should be able to successfully copy your translated JR_fnc across all the ports. Share this post Link to post Share on other sites
dayglow 2 Posted January 21, 2016 Playing on. The Chernarus map. I had a vehicle and was driving it when I got a message about smoke. Stopped my vehicle as it was through the woods. Found the camp and some sweet supplies, but now I'm burdened to the max. Went back to where I left my cart and is disappeared. Didn't lose any loot, but know I'm in the middle of nowhere burdened with no car. Did I do something wrong to cause it to disappear? Share this post Link to post Share on other sites
Rydygier 1309 Posted January 21, 2016 Do you perhaps play with any mod adding ambient cars, like TPW's? If so, it was one of such cars, or regular Pilgrimage vehicle (with blue circle 3D icon before taken)? Share this post Link to post Share on other sites
major-stiffy 279 Posted January 21, 2016 It happens only with TPW cars in my experience. Share this post Link to post Share on other sites
dayglow 2 Posted January 22, 2016 That would be if it. Forgot I even had it on. Share this post Link to post Share on other sites
alky_lee 279 Posted January 22, 2016 It happens only with TPW cars in my experience. That would be if it. Forgot I even had it on. With TPW Cars, if it is a vehicle that you Commandeer through the command, then it will not despawn. If they have crashed it or abandoned it, then it will despawn once you get far enough away. Cars from TPW Park will despawn, even if your AI companion is still sitting in it. Share this post Link to post Share on other sites
Rydygier 1309 Posted January 22, 2016 I'm curious. Anyone found "FF Decoy" feature useful or tried it at least? If so - what impressions? Share this post Link to post Share on other sites
major-stiffy 279 Posted January 23, 2016 Yup I tried it a few times. It works. The first time I tried it I set a bunch of mines around the decoy area to see how the AI would react to them. No one was killed. LOL I don't use it routinely because I mostly enjoy the beginning of the game trying to gear up with my first encounter or kills with low ammo and weak rifle. It's fun scratching and clawing for every bit of ammo/armor. I set CP, camps and garrison's to low to try and make it harder. I don't think it was a waste of your time and I will use it again probably as a way of gathering supplies early on. Share this post Link to post Share on other sites
major-stiffy 279 Posted January 23, 2016 There are three UAV controllers, one per side. Each work only with UAV/UGV of the same side origin. Mad stomper is blufor by origin. Other controllers still may be used for short-range scripted hacking IIRC. Not sure about not disabled stamina for a group memeber. Command is run per each group member, so it's not expected. Unless that group member was recruited after last stamina switch usage. Or maybe something weird about the command behavior itself. I'll check this after Christmas... Have a chance to look into this, still curious. Share this post Link to post Share on other sites
pvt. partz 248 Posted January 23, 2016 I'm curious. Anyone found "FF Decoy" feature useful or tried it at least? If so - what impressions? I love it. I use it all the time, particularly when the intel tells me about enemy presence but I can't spot them. A good example would be if I was informed about enemy and they were the type that are just standing inside various buildings, ready to ambush you as you carelessly stroll through, I'll con them out in the open with some cash. One thing I think I have noticed is that the decoy only works at around 400m or less. Could be just a my findings and not really true every time. @Ryd I know you said many times that you were done with the mission but I would like to make a suggestion. I play on very hard which seems to only make the beginning of the mission more difficult, which is quite alright. Once I obtain the few basic items that fill out my gear, the rest of the mission is basically now on "easy". I was wondering if it would be possible to remove the enemy presence intel hints that you get, say from the UI settings at the start of the mision. I've done away with the hud altogether and would like to experience the, searching for enemy, at a more difficult level. One other thing that comes to mind is, I haven't noticed helo's or patrol boats dropping off reinforcements. Was that some other version that got scrapped or maybe added by one of the other users that got involved a little while ago? I can't keep track of all this stuff. Share this post Link to post Share on other sites
Rydygier 1309 Posted January 23, 2016 decoy only works at around 400m or less. Could be just a my findings and not really true every time. Here is the mechanism: maximal range of possible decoy affection is calculated by formula (sqrt _amount) * 10 meters with hardcoded maximum for 1500 meters for 22500 FF. A chance per group is 100% for 0 meters of distance and 0% for maximal distance and beyond, changing linear way inbetween (so eg. 50% chance, so group will be attracted for half of max distance). I was wondering if it would be possible to remove the enemy presence intel hints that you get You can quite easily disable them by editing a single line in MainLoop.sqf. Find there this piece of code (lines 3055-3057): //diag_log "--12"; if not (true in [RYD_JR_inStealth]) then and change this way: //diag_log "--12"; if not (true) then Voila. One other thing that comes to mind is, I haven't noticed helo's or patrol boats dropping off reinforcements. Was that some other version that got scrapped or maybe added by one of the other users that got involved a little while ago? I can't keep track of all this stuff. There never was troops from the boats in Pilgrimage, unless added by some mod, as for paradrop - it's rare and even if happen, it's easy to miss. There is 25% chance per AC foot infantry group to be paradropped instead of normal spawn. And AC groups spawns aren't often. Anyway, didn't touched this, should be possible, as earlier. BTW official versions aren't affected by other people's own changes in any way, these are independent and parallel. Share this post Link to post Share on other sites
major-stiffy 279 Posted January 23, 2016 Yea, he must be playing without AC, I do too. Share this post Link to post Share on other sites
major-stiffy 279 Posted January 24, 2016 Bug? Lingor, normal mode. Could not get church save. Walked a good radius around the church but no brother or save. Rosalia town. Share this post Link to post Share on other sites
Rydygier 1309 Posted January 24, 2016 Its coords are in the pool, so it's not omitted. I went there just now and got the save&marker. Hm. If not the body, then I don't know, unless RPT says something... Or maybe somehow BIS_fnc_findSafePos failed, and body was placed inside? Seems not enterable, so this would be unfortunate. But that's just a blind guess, not likely at all. EDIT: I did a test, left only this one coordinates, so body was there, and ran the mission in debug mode. Appeared, body was placed inside this strange, wooden building on the right, next to the church, a corner of the first floor. like findSafePos didn't recognized this building as unsafe position to place an object there. Weird, but anyway, interiors are worthy of checking then. EDIT2: after 3 tries - for some reason, body is each time inside or very close to that particular building. I wonder, why... EDIT3: at fourth try I also got mad stomper inside this building. :D. I can't recognize model of this house, curios, from where it's origining and why works like a magnet for safe position checks. Share this post Link to post Share on other sites
pvt. partz 248 Posted January 24, 2016 curios, from where it's origining and why works like a magnet for safe position checks. I heard they just hired a couple of new strippers, :P Share this post Link to post Share on other sites
major-stiffy 279 Posted January 24, 2016 At least I know I'm not nuts (well maybe a little). Maybe I can blow up a few buildings then..... :) Share this post Link to post Share on other sites
major-stiffy 279 Posted January 24, 2016 Found him, he was in that tall wooden building to the left of the church if you're facing the front of the church. You were right. I'm able to load the body if I get vehicle real close to the back door BTW. Share this post Link to post Share on other sites