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Rydygier

[SP] Pilgrimage

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On 10/7/2017 at 4:02 PM, Rydygier said:

This is the last thing I want to try to remedy,....honest!

 

   I'm such a liar!

 

Removing NVG's

I put this,...

 

{
    private _unit = _x;
    { _unit unlinkItem _x } forEach ["NVGoggles_OPFOR","NVGoggles_INDEP","NVGoggles"];
} forEach allUnits;

 

in the init.sqf but no joy,...at least in SP

Do you see anything that might need to be changed and/or should this be further up in the data so that it gets seen first?

 

btw,...no players spawn with NVG's in Coop

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Assuming, code is right, you probably put it before all the units was spawned, so for empty (yet) map. This affect only units, that are already present, not those, that only will be created later. Try after all spawns, at the end of JRInit code. Maybe just above: endloadingscreen; line. Note, AC units spawned on the fly will be still unaffected, unless you put similar code somewhere inside Warmonger function (but not foreach allUnits, just for spawned AC group units). 

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This mission works amazing in SP, however the coop one doesn't seem to work that well...

I've tried both Rydygier's and Major Stiffy's Altis Pilgrimage COOP missions and they don't seem to even init properly, since I can't see the "Check account" action after spawning, nor can I do "Sell content" on bodies.

No errors in the RPT, running on a Linux dedicated server.

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Yep, COOP still is WIP, and since I've no time for Arma, sadly, my version will stay in current state for now. 

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4 hours ago, napalm00 said:

This mission works amazing in SP, however the coop one doesn't seem to work that well...

I've tried both Rydygier's and Major Stiffy's Altis Pilgrimage COOP missions and they don't seem to even init properly, since I can't see the "Check account" action after spawning, nor can I do "Sell content" on bodies.

No errors in the RPT, running on a Linux dedicated server.

 

For Pilgrimage SP and COOP missions look here because it's updated regularly.

Usually clients have to respawn in order to get scroll menu yellow actions. But definitely check the link above for missions first and try those.

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Hello,

 

Can I find detailed info on how to find those hidden camps?  I've just spend some hours to follow the trails but never found a camp... !   I'm not shure how far I should be looking for those camps.  Once I hade 4 different reports of a trail.  I thought they would give me the exact location but even then I did not find it...

 

2 Years ago I played this one,  I remeber it was not easy to find a camp but just now I spend about 5 hours finding one and did not succeed sow any advice would be great!

 

Thanks

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24 minutes ago, fragmentpruts said:

Hello,

 

Can I find detailed info on how to find those hidden camps?  I've just spend some hours to follow the trails but never found a camp... !   I'm not shure how far I should be looking for those camps.  Once I hade 4 different reports of a trail.  I thought they would give me the exact location but even then I did not find it...

 

2 Years ago I played this one,  I remeber it was not easy to find a camp but just now I spend about 5 hours finding one and did not succeed sow any advice would be great!

 

Thanks

 

There is no foolproof method, but generally when you first get the message about smelling smoke the camp will be around 500m away in the direction stated. Check the map and look for any suitable locations in that direction, then flank those locations using suitable vantage points. Often you can see smoke rising above the trees, otherwise you have to spot the camp yourself. It's not always where you think it might be.

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10 hours ago, alky_lee said:

 

There is no foolproof method, but generally when you first get the message about smelling smoke the camp will be around 500m away in the direction stated. Check the map and look for any suitable locations in that direction, then flank those locations using suitable vantage points. Often you can see smoke rising above the trees, otherwise you have to spot the camp yourself. It's not always where you think it might be.

 

Thanks,  that's already very good to know.  And when I first see the trail going some direction,  how far should one go looking then?   Yesterday I went more than 2-3 km's and then came back.  When I came back I got another message about a trail,  this time in an other direction,  I suppose those 2 messages are for the same camp?   Strange thing is that I got 4 messages that way narrowing out the place but even then I never got a message about smoke..  and I never found a camp.   What is a suitable place for a camp in this game?

 

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2 hours ago, fragmentpruts said:

 

Thanks,  that's already very good to know.  And when I first see the trail going some direction,  how far should one go looking then?   Yesterday I went more than 2-3 km's and then came back.  When I came back I got another message about a trail,  this time in an other direction,  I suppose those 2 messages are for the same camp?   Strange thing is that I got 4 messages that way narrowing out the place but even then I never got a message about smoke..  and I never found a camp.   What is a suitable place for a camp in this game?

 

 

If you don't have a message about smoke then it may be a patrol on the move which you could chase for hours and never see. There may even be more than one patrol moving around and numerous messages. If you've gone 500m in the correct direction and not got a message about smoke then it's probably not a camp.

 

Camps are normally in an area that is relatively flat and clear of trees and away from towns. Some are less hidden than others. I've had some in the middle of a road, but often they are in dips or just over a piece of higher ground so you don't get a clear line of sight on them. Looking for smoke is the big give away when you see it rising out of dead ground or vegetation. There may also be other camps nearby as certain parts of the map provide more opportunities for camps than others. NW Altis tends to have more than its fair share. On occasions I have had two camps occupying the exact same spot, so twice as many occupiers to deal with.

 

https://i.imgur.com/QlxTlqB.png

 

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1 hour ago, alky_lee said:

 

If you don't have a message about smoke then it may be a patrol on the move which you could chase for hours and never see. There may even be more than one patrol moving around and numerous messages. If you've gone 500m in the correct direction and not got a message about smoke then it's probably not a camp.

 

Camps are normally in an area that is relatively flat and clear of trees and away from towns. Some are less hidden than others. I've had some in the middle of a road, but often they are in dips or just over a piece of higher ground so you don't get a clear line of sight on them. Looking for smoke is the big give away when you see it rising out of dead ground or vegetation. There may also be other camps nearby as certain parts of the map provide more opportunities for camps than others. NW Altis tends to have more than its fair share. On occasions I have had two camps occupying the exact same spot, so twice as many occupiers to deal with.

 

https://i.imgur.com/QlxTlqB.png

 

 

Thank you very much for your answer!   Exactly was I was looking.  No more running arround without knowing what to look for!   It where patrols then, thats for shure because I encoutered them.    Cheers.

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Ryd..

 

I hope you enjoyed your time off not dealing with this mod much but I have a question.

I'm trying to get a heli flyby and paradrop action going without turning on AC. I've search through the scripts looking for BIS_fnc_spawnVehicle, assuming that's what you used to call the heli and I could not find anything. I see no script dedicated to AC.

 

I can figure out how to spawn the heli, make it go to a waypoint but I can't figure out how to get the heli loaded with AI paratroopers and have them eject. The heli spawns with two pilots and two gunners using this script I've found in the web.

myscript.sqf

_crew1 = creategroup WEST;
_crew1 = creategroup WEST; _UH80 = [getMarkerPos "marker_1", 180, "B_Heli_Transport_01_F", _crew1] call BIS_fnc_spawnVehicle;
_wp1 = _crew1 addWaypoint [(getmarkerpos "marker_2"), 0];
_wp1 setWaypointType "MOVE";
_wp1 setWaypointSpeed "LIMITED";

We are trying to just spawn paradrops via triggers at various locations in Pilgrimage. nul = execVM "myscript.sqf"; within the triggers activation.

Do you recall where in your scripts you trigger the flyby/drops or do you have a script from memory that achieves what we want?

 

Thanks

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Well, if you would call 2,5 years of intense scripting for VBS enjoyable... :P It is, at times. 

 

Look for RYD_JR_Warmonger function, inside JR_fnc.sqf, then, in my version, lines below 6833, and here is:

 

Spoiler

				if ((_gpKind isEqualTo "inf") and {(random 100) > 75}) then
					{
					if (({(side _x) == _side} count allGroups) < 144) then
						{
						_gp setVariable ["RYD_JR_NotDel",true];
						_heliC = "I_Heli_Transport_02_F";
						if (_side == east) then
							{
							_heliC = "O_Heli_Transport_04_covered_F"
							};
							
						_dir = random 360;
						
						_spawnP = [_pos,_dir + 180,(((viewDistance + 100) max 5000) min 10000) * (1 + (random 1))] call RYD_JR_PosTowards2D;
						
						if (RYD_JR_Debug) then
							{
							_mk = "shMark_" + (str _spawnP);
							_mk = createMarker [_mk,_spawnP];
							_mk setMarkerColor "colorRed";
							_mk setMarkerShape "ICON";
							_mk setMarkerType "mil_box";
							_mk setMarkerSize [0.6,0.6];
							_mk setMarkerText (_heliC);
							};						
						
						_flyP = [_pos,_dir,(((viewDistance + 100) max 5000) min 10000)] call RYD_JR_PosTowards2D;
						
						if (RYD_JR_Debug) then
							{
							_mk = "fhMark_" + (str _flyP);
							_mk = createMarker [_mk,_flyP];
							_mk setMarkerColor "colorGreen";
							_mk setMarkerShape "ICON";
							_mk setMarkerType "mil_box";
							_mk setMarkerSize [0.6,0.6];
							_mk setMarkerText (_heliC);
							};
						
						_spawnP set [2,40];
						_flyP set [2,40];
							
						_heli = createVehicle [_heliC, _spawnP, [], 0, "FLY"];
						createVehicleCrew _heli;
						_hGp = group (assignedDriver _heli);
						//_hGp setVariable ["RYD_JR_myEjectPos",_pos];
						
						_heli setDir _dir;
						
							{
							_x assignAsCargo _heli;
							_x moveInCargo _heli
							}
						foreach (units _gp);
						
						_spd = (getNumber (configFile >> "cfgVehicles" >> _heliC >> "maxspeed") + getNumber (configFile >> "cfgVehicles" >> _heliC >> "landingSpeed" ))/7.2;
						_heli setVelocity [(sin _dir) * _spd,(cos _dir) * _spd,0];
						
						_wp = _hGp addWaypoint [_flyP,0];
						_wp setWaypointType "MOVE";
						_wp setWaypointStatements ["(player distance this) > (viewDistance min 5000)","[this] call RYD_JR_DelVeh"];
						_heli setBehaviour "CARELESS";
						_heli setCombatMode "YELLOW";
						_heli flyInHeight 60;
						
						[_heli,_posL,_gp] spawn
							{
							_heli = _this select 0;
							_pos = _this select 1;
							_gp = _this select 2;
							
							waitUntil
								{
								_dst1 = _heli distance _pos;
								sleep 1;
								_dst2 = _heli distance _pos;
								
								((_dst2 > _dst1) and {_dst2 < 1000})
								};
								
							_gp setVariable ["RYD_JR_NotDel",nil];
								
							_dir = getDir _heli;
								
								{
								unassignVehicle _x;
								//_x action ["EJECT", _heli];
								
								_x allowDamage false;
								
								_x setPos (_heli modelToWorld [(random 4) - (random 4),-4,-2]);
								
								_vel = velocity _heli;
								
								_x setVelocity [(_vel select 0)/2,(_vel select 1)/2,-1];
								
								_x disableCollisionWith _heli;
								
								waitUntil
									{
									sleep 0.01;
									(_x == (vehicle _x))
									};
								
								[_x,_heli,_dir] spawn
									{
									_unit = _this select 0;
									_heli = _this select 1;
									_dir = _this select 2;
									
									waitUntil
										{
										sleep (0.15 + (random 0.5));
										((_heli distance _unit) > 25)
										};
									
									_chute = createVehicle ["Steerable_Parachute_F", position _unit, [], (_dir + 175 + (random 10)), "FLY"];
									_chute disableCollisionWith _heli;
									_chute setPos (position _unit);
									_vel = velocity _unit;
									_unit moveInDriver _chute;
									_chute setVelocity _vel;
									
									_unit allowDamage true;
									};
									
								sleep (0.75 + (random 0.25));
								}
							foreach (units _gp);
							}
						};
						
					};

 

 

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Yea..well. I'm too noobish :dummy: put that into a script and no go. 

 

Thanks anyway. Off to keep searching!

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4 hours ago, Rydygier said:

Well, if you would call 2,5 years of intense scripting for VBS enjoyable... :P It is, at times. 

 

Look for RYD_JR_Warmonger function, inside JR_fnc.sqf, then, in my version, lines below 6833, and here is:

 

  Reveal hidden contents


				if ((_gpKind isEqualTo "inf") and {(random 100) > 75}) then
					{
					if (({(side _x) == _side} count allGroups) < 144) then
						{
						_gp setVariable ["RYD_JR_NotDel",true];
						_heliC = "I_Heli_Transport_02_F";
						if (_side == east) then
							{
							_heliC = "O_Heli_Transport_04_covered_F"
							};
							
						_dir = random 360;
						
						_spawnP = [_pos,_dir + 180,(((viewDistance + 100) max 5000) min 10000) * (1 + (random 1))] call RYD_JR_PosTowards2D;
						
						if (RYD_JR_Debug) then
							{
							_mk = "shMark_" + (str _spawnP);
							_mk = createMarker [_mk,_spawnP];
							_mk setMarkerColor "colorRed";
							_mk setMarkerShape "ICON";
							_mk setMarkerType "mil_box";
							_mk setMarkerSize [0.6,0.6];
							_mk setMarkerText (_heliC);
							};						
						
						_flyP = [_pos,_dir,(((viewDistance + 100) max 5000) min 10000)] call RYD_JR_PosTowards2D;
						
						if (RYD_JR_Debug) then
							{
							_mk = "fhMark_" + (str _flyP);
							_mk = createMarker [_mk,_flyP];
							_mk setMarkerColor "colorGreen";
							_mk setMarkerShape "ICON";
							_mk setMarkerType "mil_box";
							_mk setMarkerSize [0.6,0.6];
							_mk setMarkerText (_heliC);
							};
						
						_spawnP set [2,40];
						_flyP set [2,40];
							
						_heli = createVehicle [_heliC, _spawnP, [], 0, "FLY"];
						createVehicleCrew _heli;
						_hGp = group (assignedDriver _heli);
						//_hGp setVariable ["RYD_JR_myEjectPos",_pos];
						
						_heli setDir _dir;
						
							{
							_x assignAsCargo _heli;
							_x moveInCargo _heli
							}
						foreach (units _gp);
						
						_spd = (getNumber (configFile >> "cfgVehicles" >> _heliC >> "maxspeed") + getNumber (configFile >> "cfgVehicles" >> _heliC >> "landingSpeed" ))/7.2;
						_heli setVelocity [(sin _dir) * _spd,(cos _dir) * _spd,0];
						
						_wp = _hGp addWaypoint [_flyP,0];
						_wp setWaypointType "MOVE";
						_wp setWaypointStatements ["(player distance this) > (viewDistance min 5000)","[this] call RYD_JR_DelVeh"];
						_heli setBehaviour "CARELESS";
						_heli setCombatMode "YELLOW";
						_heli flyInHeight 60;
						
						[_heli,_posL,_gp] spawn
							{
							_heli = _this select 0;
							_pos = _this select 1;
							_gp = _this select 2;
							
							waitUntil
								{
								_dst1 = _heli distance _pos;
								sleep 1;
								_dst2 = _heli distance _pos;
								
								((_dst2 > _dst1) and {_dst2 < 1000})
								};
								
							_gp setVariable ["RYD_JR_NotDel",nil];
								
							_dir = getDir _heli;
								
								{
								unassignVehicle _x;
								//_x action ["EJECT", _heli];
								
								_x allowDamage false;
								
								_x setPos (_heli modelToWorld [(random 4) - (random 4),-4,-2]);
								
								_vel = velocity _heli;
								
								_x setVelocity [(_vel select 0)/2,(_vel select 1)/2,-1];
								
								_x disableCollisionWith _heli;
								
								waitUntil
									{
									sleep 0.01;
									(_x == (vehicle _x))
									};
								
								[_x,_heli,_dir] spawn
									{
									_unit = _this select 0;
									_heli = _this select 1;
									_dir = _this select 2;
									
									waitUntil
										{
										sleep (0.15 + (random 0.5));
										((_heli distance _unit) > 25)
										};
									
									_chute = createVehicle ["Steerable_Parachute_F", position _unit, [], (_dir + 175 + (random 10)), "FLY"];
									_chute disableCollisionWith _heli;
									_chute setPos (position _unit);
									_vel = velocity _unit;
									_unit moveInDriver _chute;
									_chute setVelocity _vel;
									
									_unit allowDamage true;
									};
									
								sleep (0.75 + (random 0.25));
								}
							foreach (units _gp);
							}
						};
						
					};

 

 

for 2.5 years I have never seen parachutists:down:
So it was in version 1.94
      [_heli,_pos,_gp] spawn
       {
       _heli = _this select 0;
       _pos = _this select 1;
       _gp = _this select 2;

became in version 1.95

[_heli,_posL,_gp] spawn
       {
       _heli = _this select 0;
       _pos = _this select 1;
       _gp = _this select 2;

Is this correct?

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This is correct. They aren't often sight, but they definitelly may appear, I even have video footage proving that. :)

 

Quote

 I'm too noobish

 

I could point parts directly answering your questions. Here are previously spawned AIs put into the heli:

 

							{
							_x assignAsCargo _heli;
							_x moveInCargo _heli
							}
						foreach (units _gp);

 

where _gp is the group of AIs, and here kicked out with the chutes when time is right:

 

								{
								unassignVehicle _x;
								//_x action ["EJECT", _heli];
								
								_x allowDamage false;
								
								_x setPos (_heli modelToWorld [(random 4) - (random 4),-4,-2]);
								
								_vel = velocity _heli;
								
								_x setVelocity [(_vel select 0)/2,(_vel select 1)/2,-1];
								
								_x disableCollisionWith _heli;
								
								waitUntil
									{
									sleep 0.01;
									(_x == (vehicle _x))
									};
								
								[_x,_heli,_dir] spawn
									{
									_unit = _this select 0;
									_heli = _this select 1;
									_dir = _this select 2;
									
									waitUntil
										{
										sleep (0.15 + (random 0.5));
										((_heli distance _unit) > 25)
										};
									
									_chute = createVehicle ["Steerable_Parachute_F", position _unit, [], (_dir + 175 + (random 10)), "FLY"];
									_chute disableCollisionWith _heli;
									_chute setPos (position _unit);
									_vel = velocity _unit;
									_unit moveInDriver _chute;
									_chute setVelocity _vel;
									
									_unit allowDamage true;
									};
									
								sleep (0.75 + (random 0.25));
								}
							foreach (units _gp);

This code contains some temporary safeties against harmful colliding between unit/parachute and the heli. So, basically, they are one by one "unassignVehicled" then simply "setPosed" in the air, then after a while the parachute is spawned at their position, then they are moved "into" the parachute as "drivers" (parachute is "a vehicle"). 

 

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Well, messing around some more there is actually a show\hide module in the editor. I've got the heli to hide on start, put 4 guys in it by putting this in the group leader Init.

{_x assignAsCargo UH80_1; _x moveInCargo UH80_1;} forEach units group this;

When I hit a trigger, which is what I want to start the heli moving, the heli, shows and heads towards its waypoint. Perfect!

Now I want the 4 guys (paratroopers) to eject when the heli reaches another trigger. I put this On Act in trigger (by Blufor)

A action ["Eject",UH80_1]; B action ["Eject",UH80_1]; C action ["Eject",UH80_1]; D action ["Eject",UH80_1];

A, B, C and D being Varibable names. Doesn't work.

 

Since I already have them incargo and with chutes and don't care about safeties ..... going to add this instead and try it.

 

_x action ["EJECT", _heli];

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_x action ["EJECT", _heli];

 

Editor didn't like that. "Local variable in global space".  Tried x action ["EJECT", UH80_1]; but it didn't work.

 

Off to search some more.

 

Thanks !

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Yes, _heli is local variable. Need to be replaced with heli name without _, like you did, but also _x exist only inside foreach loop. Instead put there a name of the unit, you want to parachute, unless you are using foreach loop there. BTW this line is behind //, which means - unused and inactive, for some reason I didn't use this approach. Glad to help. :)

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Well, if I'm understanding right then this should work but it doesn't.

On Act in trigger:

A action ["EJECT", UH80_1]; B action ["EJECT", UH80_1]; C action ["EJECT", UH80_1]; D action ["EJECT", UH80_1]; hint "Eject";

A, B, C and D being Variable names for paratroopers in UH80_1. I confirmed they do move incargo (UH80_1) on start.

I set the UH80_1 to the trigger owner, get the hint "Eject" when the UH80_1 passes though it...but those Lil fuckers won't come out. LOL

 

I need a break, beer, nap........ more beer

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Well I finally got it to work. Found a script on the net.

Put this on the waypoint On Act where you want them to drop out.

 

null = [] spawn { { if(((assignedVehicleRole _x)select 0) =="Cargo") then { removeBackpack _x; _x addBackpack "B_Parachute"; [_x] ordergetin false; [_x] allowGetIn false; unassignvehicle _x; moveout _x; sleep 0.3; }; } forEach(crew Uh80_1); }; 

Don't need to be paratroopers either the script gives them one. :icon14:

Easy :drinking:

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Finally Ryd....whew. Thanks for helping me push through this. LOL

 

 

 

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1 hour ago, major-stiffy said:

Finally Ryd....whew. Thanks for helping me push through this. LOL

 

 

 

 

Don't forget to delete the crew when you delete the helicopter. Stops the map from being littered with dead pilots

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Great. 

 

Quote

Don't forget to delete the crew

 

Indeed, these two at the end didn't have very good fun without parachutes. :)

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