rsoftokz 288 Posted October 11, 2016 yes i'm aware of the betterlootbuilding list, but those are "military places" like you said and my targets are civilians buildingsI went on the Mainloop line 153 and turn it this way: _blds = nearestObjects [_pos, ["classname","classname","classname",".....very long list of all buildings classnames as generuc class name like "house" didn't seem to work","classname"], _radius]; I might try your solution _blds = (_pos nearObjects ["House",_radius]) + (_pos nearObjects ["specific general class name of those buildings",_radius]); thank for the cluethis specific map usually use a different loot system with a part of code I might try to include, to find proxies in the buildings and define those proxies to spawn the loot Share this post Link to post Share on other sites
major-stiffy 280 Posted October 11, 2016 I also don't like the "stamina" thing, and to avoid having to write each time in the init line, I packed a script in PBO file and use it in singleplayer (for a long time so far). Since the new respawn system (I do not like at all), I did not have used it into coop, but I want to know if it works. nofatique All right, what do I do with this pbo? Assume create a folder in arma root called @nofaitgue > create folder addons > put pbo inside that folder. Add @nofaitgue in launcher. Share this post Link to post Share on other sites
vafana 110 Posted October 12, 2016 All right, what do I do with this pbo? Assume create a folder in arma root called @nofaitgue > create folder addons > put pbo inside that folder. Add @nofaitgue in launcher. Yes exactly Share this post Link to post Share on other sites
major-stiffy 280 Posted October 14, 2016 Due to lack of any points to choose from, or lack of respawn button or infinite timer or...? Anything particular happened, that could explain this? That sounds like respawn function itself malfunction. In cases, where an issue happens to one player, and to the other - doesn't, finding any clue is difficult. Anyone else had such problem? We were able to get supports after spawning, dying and respawning. It's a workaround but it works. Server/group leader spawn options after dying are boat or client. Client spawn option after dying are boat or last church (not server). Would be nice some day to have both able to spawn like server can. BUT! the main issues of initial spawning and respawning/resuming together is fixed..... :D 1 Share this post Link to post Share on other sites
major-stiffy 280 Posted October 15, 2016 Rydygier I was looking through Altis 1.94MP to see what changes you made to help with spawning. I see a new onPlayerKilled.sqf and onPlayerRespawn.sqf but they are empty. Can you give us info on what you did so that this same fix can be ported to other maps? Thanks Share this post Link to post Share on other sites
Rydygier 1317 Posted October 15, 2016 Mentioned files are not used, at least for now, but may be useful in the future. Changes are too scattered, to list all fot hem one by one. In general: 1. Description.ext contain such lines: respawn = 2; respawnOnStart = 0; respawnDelay = 30; respawnTemplates[] = {"MenuPosition"}; 2. Changes in various scripts: Search all the scripts for these two functions calls: BIS_fnc_addRespawnPosition and BIS_fnc_removeRespawnPosition, and also follow global variables around them, mostly: RYD_JR_ChapelRespawn. Should be easy for example with Notepad++'s search tool. To get "know how" I was reading these: https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Types https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen Share this post Link to post Share on other sites
major-stiffy 280 Posted October 16, 2016 I'll give it a shot unless some one else beats me to it *hint hint*. :rolleyes: Share this post Link to post Share on other sites
alky_lee 279 Posted October 18, 2016 A not so hidden camp. https://twitter.com/aky071/status/788297006544551936 Share this post Link to post Share on other sites
major-stiffy 280 Posted October 20, 2016 rsoftokz Just an FYI for what it's worth, no biggie though. Could not get a save or find brother at this location. SP > Pilgrimage194B6V122aTE.Tanoa.pbo Share this post Link to post Share on other sites
major-stiffy 280 Posted October 21, 2016 EDIT: I did find him in the grass 100m north of the church. Doh! 1 Share this post Link to post Share on other sites
pvt. partz 248 Posted October 21, 2016 I did find him in the grass 100m north of the church ... The objective coordinates may be off just a tad. I'll look at those this weekend and check to see that those points are right on top of the objectives. Share this post Link to post Share on other sites
major-stiffy 280 Posted October 22, 2016 I think this code or part thereof locates body. RYD_JR_allHolyPlaces = RYD_JR_allHolyPlaces - [0]; _bodyPos = [(RYD_JR_holyP select 0),10,50,3,0,3,0] call BIS_fnc_findSafePos; if ((_bodyPos distance (RYD_JR_holyP select 0)) > 100) then { _bodyPos = [(RYD_JR_holyP select 0),10,100,3,0,3,0] call BIS_fnc_findSafePos; }; RYD_JR_Brother setPos _bodyPos; RYD_JR_Brother setDir (random 360); _aiPos = [_bodyPos,1,50,5,0,3,0] call BIS_fnc_findSafePos; Share this post Link to post Share on other sites
rsoftokz 288 Posted October 23, 2016 hello Guys thanks for the report but.... latest version of Pilgrimage Tanoa Edition have been checked and elaborated for Holly Places and potentials crossroads for Check points with the codes given in this thread by Rydygier (the codes help to find every holy places and cross roads and give the coordinates list in the RPT file) so it should be 99.99% right. as those coordinates are given by the script, I guess they are exactly where the center of the marker is.as you can see, the script use the function BIS_fnc_findSafePos with range parameters 10 meters minimum, 100 meters maximum....all depends then of the geography around the place. Share this post Link to post Share on other sites
major-stiffy 280 Posted October 24, 2016 We were able to get supports after spawning, dying and respawning. It's a workaround but it works. Server/group leader spawn options after dying are boat or client. Client spawn option after dying are boat or last church (not server). Would be nice some day to have both able to spawn like server can. BUT! the main issues of initial spawning and respawning/resuming together is fixed..... :D Just an FYI to Ryd so I don't confuse him about the work he did in COOP. Server/group leader spawn options after dying are boat or client (and I think last church save, just don't remember dam it). Client spawn option after dying are boat, last church save and server. Pvt. Partz, correct me if I'm wrong. Very pleased with the changes made, although not perfect, are very acceptable in playing COOP. Thanks again. 1 Share this post Link to post Share on other sites
major-stiffy 280 Posted October 26, 2016 rsoftokz First thanks for incorporating Ryd's COOP spawn changes into Tanoa. We started a COOP game yesterday using Pilgrimage_COOP_194B6V122aTE.Tanoa.pbo. We did not use incognito. For the sever/group leader it did work and was switched off. For the client incognito was in affect, it was not disabled. We never plan to use incognito so I was wondering if you could tell me the easiest way to remove it. Would removing the folder RYD_INCOGNITO and repacking it to .pbo work? Share this post Link to post Share on other sites
rsoftokz 288 Posted October 26, 2016 you could remove the folder yes, you'll have a error message or twice but it shouldn't affect the game I think. Incognito is just here to modify the AI skills and to interact with the way you are moving (with rifle hidden into you backpack and handgun holstered, they should consider you as a civilian, not as a threat most of time until you are too careless ) the command lines are in RYD_JR/ JRInit.sqf lines 3509 to 3512 if (RYD_JR_INC) then { [] execVM "RYD_INCOGNITO\INCInit.sqf"; }; just delete the lines, repbo all the mission without the RYD_INCOGNITO folder and it should work fine no need to dig in the init.sqf and description.ext and GUI.hpp to remove the buttons/ options lines then. Share this post Link to post Share on other sites
major-stiffy 280 Posted October 27, 2016 Excellent, thanks. The problem for us is if client is in incognito I can't find him on the map screen which is important for me to know where he is. :) Share this post Link to post Share on other sites
rsoftokz 288 Posted October 27, 2016 I'm not 100%affirmative it is absolutly linked with Incognito, might be also a setting in the game. for me it is not a real matter as I like to play the more realistic I can and in the real life you won't have a spot on you paper map to show you where are your team mates but I understand. as far as I remember, incognito wasn't written with MP specifications in mind and no further tests were made in this way but on my own experience it works for what it was made for: changing the super power of AIs to spot you at night with no moon at 2.5 km of distance and to be able to one shoot you before you even notice there were an AI somewhere. Share this post Link to post Share on other sites
major-stiffy 280 Posted October 27, 2016 I understand too. Everyone has their own play style. I've used incognito several times in SP and it can be fun. Share this post Link to post Share on other sites
major-stiffy 280 Posted October 31, 2016 I always play with garrison at 100% but this "Hold on we are on our way" was more than I've ever seen before. :lol: screen shot pc Video One got away. Two of of three ain't bad. image hosting over 5mb Share this post Link to post Share on other sites
Caites 10 Posted October 31, 2016 1. Is it possible to eliminate all the loot for fallen AI units or leave it scarce like from boxes in buildings? Right now you getting all essential gear from the first cleared guard post, so looting makes no sense as well as difficulty setting. 2. Companion does not want to listen to Hold FIre command sometimes. Any way to fix it? Thank you! Share this post Link to post Share on other sites
major-stiffy 280 Posted October 31, 2016 Set loot distribution to none or realistic or just don't pick up the fallen AI stuff. :) Only sure way for AI to hold fire is take his gun lol. Share this post Link to post Share on other sites
Caites 10 Posted November 1, 2016 Set loot distribution to none or realistic or just don't pick up the fallen AI stuff. :) Only sure way for AI to hold fire is take his gun lol. Loot occurrence and Loot Distribution options change only loot from boxes with exclamation marks, which is great like as it is (way better then checking every corner in Ravage). The problem is soldiers and you right I can just leave them on the ground, but I would prefer some legit option that leaves maybe ammo or one item per soldier. I understand that is not very realistic but that would make mods mechanic 10 times better. Share this post Link to post Share on other sites
rsoftokz 288 Posted November 1, 2016 the fallen soldiers loot is generated by the function RYD_JR_DecimateGear in JR_Fnc.sqf. RYD_JR_DecimateGear = { private ["_unit","_death","_mod","_chance","_am","_mgs","_mag","_removed","_hg","_mpl"]; _unit = _this select 0; _death = _this select 1; _mod = 0; if ((count _this) > 2) then {_mod = _this select 2}; _wD = _unit getVariable ["RYD_JR_WD",false]; if (_wD) exitWith {}; _removed = []; _mpl = 1 - _mod; if (RYD_JR_RealLoot) then { _mpl = (1 - _mod)/(1 + (RYD_JR_CargoDensityM/2)) }; switch (_death) do { case (false) : { if ((random 100) < 10) then { _hg = headGear _unit; if not (_hg in [""]) then { _removed pushBack _hg; _unit unlinkItem _hg } }; { _chance = 25 * _mpl; if (_x in ["itemMap","itemGPS"]) then { _chance = 85 * _mpl } else { if (_x in ["itemMap","itemGPS","NVGoggles","NVGoggles_OPFOR","NVGoggles_INDEP","Binocular","Rangefinder"]) then { _chance = 95 * _mpl } }; if ((random 100) < _chance) then { _removed pushBack _x; _unit unlinkItem _x } } foreach (assignedItems _unit); _unit setVariable ["RYD_JR_MyRemovedGear",_removed] }; case (true) : { _unit setVariable ["RYD_JR_WD",true]; _am = count (magazines _unit); for "_i" from 1 to _am do { _mgs = magazines _unit; _mag = _mgs select (floor (random (count _mgs))); if not (((count _mgs) * _mpl) > ((random 2) + (random 2) + (random 2))) exitWith {}; _unit removeMagazine _mag }; }; }; }; you can try to rewrite the function, lowering the % of chance an item will be present or removed.or the easier way is to go on your way and let the bodies on the ground , only checking the Team/Squad leaders or surrenders for intels Share this post Link to post Share on other sites
Rydygier 1317 Posted November 1, 2016 No, no such possibility to limit/remove loot from the bodies unless you are ready to edit the code. Realism or gameplay in this case isn't that simple dilemma, because sense of realism affects gameplay experience too. Sure, making body loot scarce could limit the problem, you mentioned, but instead introduces problem of another kind - now some may, which is valid point, complain, so they too quickly gather lots of everything. Otherwise - I would expect many complaints, so the hard-won spoils are vanishing magically just like that. It could and will produce quite a bit of frustration IMO and will spoil the immersion as an eye-catching hint, it's all not serious thing and actions may not have logical consequences (killing bearer of given weaponry may not give you access to it). Current solution is a slight compromise with emphasis on realism - decimated is the ammo and secondary gear only. It's just what I found personally optimal. That being said - since next version hopefully will come sooner or later, there's a possibility, say, to add next loot distribution option, which could make also weaponry disappearing, the more valuable, the rarer will be or whatever you, people like. And for those able to script, this one is fairly easy, because all is decided within a single function, you can find in the JR_fnc.sqf, called RYD_JR_DecimateGear, near the end of the file, as quoted above. As you can see, some mags are taken at death, while other gear is taken away at unit spawn, so no miraculously vanishing helmets etc. So there's at least no visually obvious realism breaker in current solution. It's just assumed, they're no longer regulars with regular equipment. Share this post Link to post Share on other sites