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Rydygier

[SP] Pilgrimage

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Also added 1.95coop_wip8

 

The only change comparing with wip7 is an proper attempt to solve this "No ADM after respawn" issue.

 

Changes occured in two files:

 

JRInit.sqf, at lines 4139-4144:

 

	publicVariable "RYD_JR_Conv";
	publicVariable "RYD_JR_RadioNeutral";
	publicVariable "RYD_JR_RadioAlarm";
	publicVariable "RYD_JR_RadioPhone";
	publicVariable "RYD_JR_RadioADMn";
	publicVariable "RYD_JR_RadioADMa";

(basically activated commented-out lines, that send custom radio channel indexes to the clients)

 

and onPlayerRespawn.sqf:

 


_player = _this select 0;

_channels = 
	[
	RYD_JR_Conv,
	RYD_JR_RadioNeutral,
	RYD_JR_RadioAlarm,
	RYD_JR_RadioPhone,
	RYD_JR_RadioADMn,
	RYD_JR_RadioADMa
	];
	
	{
	_x radioChannelAdd [_player]
	}
foreach _channels;

 

Explanation:

 

In customChat only units added to given channel by script will actually see it. Figured out, because apparently at respawn old player unit is gone, and new is spawned, that newly spawned unit has to be added to each used custom channel at respawn. 

 

Wip8 wasn't tested at all, but hopefully this will help and nothing was broken. 

 

Of course, if this solves the issue, there's no need to do this editing in init.sqf. 

 

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Quick test of 1.95wip8.

 

Purple ADMClient and Cyan ADM worked on , resume, respawn. Did not play long enough for other ADM text to trigger. Looks like these changes work. You the man, thanks !

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Cool. I wonder, if analogously could be treated some other possible after-respawn issues. But IIRC other was specific to client-side player. Like missing yellow actions... Something else? 

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Client on respawn was usually missing yellow action + supports. Server/group leader normally had yellow action but was missing supports. (we typically have server play as group leader). In both cases, a respawn by all players once in game, reactivated both yellows and supports so you might be on the right track.

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Also weird for client, they can not see smoke from hideout's fire.

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I haven't figured out how to copy paste a complete sentence on my Android but concerning the smoke since we have great frame rates out in the woods where the fires are typically located is it possible to increase the volume of smoke?

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Volume of smoke of course may be increased, but since I'm happy with current settings (I don't want make spotting camps too easy), in basic Pilgrimage it will stay, as is. If anyone would like to juggle with parameters of these particles on his own, go to the JR_fnc.sqf and find RYD_JR_CampfireSmoke function. 

 

All right, did more bold changes, it's highly experimental, not tested, thus link only here for now. I'm curious, how these changes will affect mentioned issues and if will break something more? Added also some RPT debug, so I'll be interested also in RPT logs from the machine, where respawn was local. Just hope, syntax isn't broken by some typo, no time to test myself:

 

Pilgrimage1.95coop_wip8b

 

Adressed issues:

 

1. Vanishing yellow actions on client after respawn

2. Vanishing supports on client after respawn

3. Smoke particles not visible on client. 

 

 

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Excellent. Will test when have a friend available to play. I'm retired and my co-players have to work (the poor bastards). :tongue:

 

Quote

Added also some RPT debug, so I'll be interested also in RPT logs from the machine, where respawn was local.

 

Does server need to have "no logs" enabled in Arma launcher or is RPT generated by Pilgrimage and stored some where?

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Don't know, if no logs affect scripted diag_log debug, which I use, but it puts logs into the same RPT, also if no logs is enabled, AFAIK, there will be no RPT logs from script errors, which is bad. So IMO don't use noLogs anywhere, to get as much logs, as possible. Thanks. :) Hopefully I didn't break the code with some typo...

 

EDIT: ran quick server side test. Seems, now server has doubled yellow actions (but is OK after respawn) and supports (also after respawn). Hm. Don't know about the client. Unfortunate, but anyway such data is helpful. 

 

Seems, onPlayerRespawn is executed also at mission start for me, thus doubled stuff. Hm. I'll try to prevent that.  

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Ok, so will keep no logs disabled (unchecked) to create a more detailed report.

We also noticed double yellows but although not intended by you, it was never a game breaker.

We also noticed client spawned with their gear from previous save/resume but in addition had more gear added in clothing. Bonus!  LOL.

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Seems, for me issue with doubled stuff is solved for this version:

 

Pilgrimage1.95coop_wip8d

 

I think, last one today. Doubled gear have to wait. :) It's a weird though, in my onPlayerRespawn I put gear removal code. Something to test more. 

 

Good thing, now I know, how to somewhat affect something, that was complete mystery previously. 

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Since you are on a roll just pointing this out FYI. Icon above civ head is not circle as usual. Noticed this on first 1.95 branch.

 

Arma3_x64_2017_03_27_15_34_04_265.jpg

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He's a mechanic, that can fix your near vehicles for a price (apart from usual asking for intel). It's a new feature. :) There are also doctors possible. Sadly, didn't found any better icons in the vanilla game. 

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AHHHHH.  I remember you describing that in 1.95. Duh.  :hehe:  I just didn't realize nor did it hit me what it was.  Sweet!

 

Makes sense now and I think I saw one as a medic IIRC.

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FYI regarding latest COOP.

Client spawns with 60 bullets not 90.

Client can not see hideout smoke.

 

G'nite

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So, we were playing Chernarus COOP yesterday and came upon an airfield that was a stronghold. Little did we know there would be 4 tanks plus a checkpoint nearby with an Ifrit GMG. The battle ensued.

As you can imagine the tanks were running all over looking for us, destroying trees, fences, etc. At one point I turned the corner, looked over a fence and saw this. I kid you not this was real while playing  Pilgrimage Chernarus.

I have over 3500 hours playing and have never seen this before. The tank did not spawn there it got there some how.  LOL

 

 

Right after I took this SS the tank backed up and came back down.

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I already experienced some things like this!

mostly Stronghold's tanks spawned into buildings.... sometimes they just stay stuck there, sometimes they explode .....(but I play on a Chernarus 0.61  forbiden map  :whistle:)

I don't remember a tank on a roof :tounge_o:

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On 3/27/2017 at 11:22 AM, Rydygier said:

All right, did more bold changes, it's highly experimental, not tested, thus link only here for now. I'm curious, how these changes will affect mentioned issues and if will break something more? Added also some RPT debug, so I'll be interested also in RPT logs from the machine, where respawn was local. Just hope, syntax isn't broken by some typo, no time to test myself:

 

Pilgrimage1.95coop_wip8b

 

Adressed issues:

 

1. Vanishing yellow actions on client after respawn

2. Vanishing supports on client after respawn

3. Smoke particles not visible on client. 

 

 

 

Client spawns without clothes on resume from save. We think it is due to 1.68 X64 because there wasn't any issues like this using the same mods before the update. Unfortunately I did not have logs turned on, will turn it on tonight when we resume.

 

Will double check items 1,2,3 tonight. Will check 3 if find a hideout.

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10 hours ago, major-stiffy said:

1. Vanishing yellow actions on client after respawn

2. Vanishing supports on client after respawn

3. Smoke particles not visible on client. 

1. On respawn and resume of game client had yellow actions.

2. Same as 1.

3. Have not found a hideout yet.  :)

 

Group leader/server had yellow but no supports on resume of save but does after getting into game and respawning (kills self).

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Thanks. 

 

Quote

Client spawns without clothes on resume from save.

 

Right... Seems, onPlayerRespawn is executed not only at respawn, as IMO should be, but also on mission start and also on mission resume from save file. But with some inconsitent/obscure rules as for server/client (for example why server side player doesn't spawn naked after resume, if client does?). Perhaps there will be a way to distinguish, which case it is and exit that code, if not respawn. That would allow to workaround mentioned weird cases, where file is executed, while shouldn't. I'll check that, when free time appear again. RPT (both server's and client's), where these weird cases occure, would help, there's special RPT logs left in onRespawn especially to gather more data. 

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