major-stiffy 279 Posted November 10, 2018 2 hours ago, alky_lee said: OK, I've removed DS Houses as a requirement from the first post I will have to remove it from the mission.sqm or you'll get an error of a missing mod. I'll test and report back. Edit: Just tested and it was fine even tho the sqm shows it required (DShouses). Good to go I guess. Spoiler addons[]= { "A3_Modules_F", "A3_Boat_F_Gamma_Boat_Civil_01", "A3_Characters_F", "A3_Ui_F", "A3_Characters_F_Common", "A3_Drones_F_Soft_F_Gamma_UGV_01", "CUP_Church_01", "A3_Structures_F_Civ_Dead", "A3_Structures_F_EPB_Civ_Dead", "A3_Structures_F_Exp_Walls_Bamboo", "A3_Structures_F_Civ_BellTowers", "A3_Structures_F_Civ_Calvaries", "CUP_CAStructuresHouse_Church_05R", "CUP_CAStructuresHouse_Church_02", "A3_Structures_F_Civ_Chapels", "CUP_CAStructures_E_HouseK", "A3_Structures_F_Exp_Cultural_Church_03", "A3_Structures_F_Exp_Cultural_AncientRelics", "A3_Structures_F_Exp_Infrastructure_Pavements", "A3_Structures_F_Mil_Helipads", "CUP_Misc3_Config", "CUP_Editor_Plants_Config", "A3_Structures_F_Mil_Flags", "A3_Structures_F_Civ_Constructions", "CUP_Buildings_Config", "CUP_CAStructuresHouse_HouseV", "CUP_CAStructuresHouse_HouseV2", "A3_Rocks_F_Sharp", "A3_Rocks_F_Argo_Limestone", "A3_Structures_F_Mil_BagFence", "A3_Structures_F_Mil_Cargo", "A3_Structures_F_Mil_Barracks", "CUP_Editor_Rocks_Config", "A3_Props_F_Exp_Naval_Boats", "A3_Structures_F_Naval_RowBoats", "A3_Structures_F_Exp_Civilian_Accessories", "A3_Structures_F_Wrecks", "A3_Structures_F_Households_WIP", "A3_Structures_F_Households_Addons", "A3_Structures_F_Exp_Civilian_Sheds", "CUP_CAStructuresBarn_W", "CUP_CAMisc", "A3_Structures_F_Argo_Military_Fortifications", "A3_Structures_F_Walls", "A3_Structures_F_Mil_Shelters", "A3_Rocks_F", "A3_Structures_F_Mil_Offices", "CUP_CAStructures_Mil", "A3_Structures_F_Exp_Walls_Tin", "A3_Structures_F_Ind_Cargo", "CUP_CAMisc_E_WF", "CUP_Misc_e_Config", "CUP_WarfareBuildings", "CUP_StandaloneTerrains_Core_Faction", "A3_Structures_F_Exp_Military_Fortifications", "A3_Structures_F_Ind_FuelStation_Small", "CUP_CAStructuresHouse_A_FuelStation", "CUP_Ind_Tank", "CUP_CA_Config", "A3_Structures_F_Kart_Civ_SportsGrounds", "CUP_Editor_Sidewalks_Config", "CUP_CAStructures_E_Misc_Misc_powerline", "CUP_CAStructures_E_Wall_Wall_L", "CUP_ibr_plants", "CUP_Editor_Structures_Config", "A3_Props_F_Orange_Items_Decorative", "A3_Structures_F_EPA_Items_Food", "A3_Structures_F_Heli_Items_Food", "A3_Props_F_Orange_Humanitarian_Supplies", "A3_Structures_F_Bootcamp_Items_Food", "A3_Structures_F_Items_Food", "A3_Structures_F_Civ_Camping", "A3_Structures_F_Civ_Accessories", "A3_Structures_F_EPA_Civ_Camping", "A3_Structures_F_EPC_Civ_Garbage", "CUP_CAStructures_E_Misc_Misc_Interier", "A3_Structures_F_Civ_Garbage", "CUP_CAStructures_E_Misc_Misc_Garbage", "A3_Structures_F_EPB_Naval_Fishing", "chernarusredux_buildings_cup", "A3_Structures_F_Exp_Civilian_Slum_01", "A3_Structures_F_System", "A3_Structures_F_Items_Documents", "A3_Weapons_F_Exp", "A3_Structures_F_EPC_Civ_InfoBoards", "A3_Structures_F_Items_Electronics", "A3_Structures_F_Items_Stationery", "A3_Structures_F_Items_Valuables", "A3_Structures_F_Exp_Infrastructure_WaterSupply", "A3_Structures_F_Training", "A3_Structures_F_Civ_Market", "A3_Props_F_Exp_Commercial_Market", "A3_Structures_F_Exp_Walls_Railings", "CUP_CAStructures_E_Wall", "CUP_A_statue", "chernarusredux_buildings_a2", "CUP_CAStructuresShed_Small", "A3_Weapons_F_Ammoboxes", "A3_Structures_F_Exp_Cultural_Church_02", "chernarusredux_chz", "CUP_CAStructures_E_Misc_Misc_Market", "A3_Props_F_Exp_Civilian_Garbage", "A3_Structures_F_Argo_Cultural_Statues", "A3_Structures_F_Exp_Cultural_Cemeteries", "A3_Props_F_Exp_Industrial_HeavyEquipment", "DSHouses", "A3_Rocks_F_Exp_Cliff", "A3_Structures_F_Ind_WindPowerPlant", "A3_Structures_F_Orange_Signs_Mines", "CUP_Editor_Signs_Config", "A3_Rocks_F_Water", "A3_Structures_F_Ind_Shed", "A3_Structures_F_Argo_Decals_Horizontal", "chernarusredux_trees", "chernarusredux_bushes", "A3_Characters_F_Exp", "A3_Characters_F_Mark", "A3_Modules_F_ObjectModifiers" 1 Share this post Link to post Share on other sites
Wurstkoffer 6 Posted November 10, 2018 I just had an enjoyable ~6hrs long playthrough, even though i couldn't finish it. Found the body on that island south east. Got there with the boat. Although he was close to the coast, he couldn't be transferred directly into the boat. And due to the fact that there are no streets on that island, no single car spawned there. Only chance to save him from that island is to get there with a Strider or Marid i guess. Share this post Link to post Share on other sites
major-stiffy 279 Posted November 10, 2018 Ha! Getter dun.... Share this post Link to post Share on other sites
Wurstkoffer 6 Posted November 10, 2018 You wot, mate? Share this post Link to post Share on other sites
Wurstkoffer 6 Posted November 11, 2018 Had another playthrough. Unfortunately, your hand placed boats doesn't work. There is no "load body into boat" appearing in the scroll menu. I just could "move body into your current vehicle" after entering the boat. Share this post Link to post Share on other sites
Rydygier 1309 Posted November 11, 2018 Placing a boat by hand in editor will not work by itself indeed. Each boat has to be added into RYD_JR_Boats array to make body loading logic to see it. One of possible ways to achieve that may be pasting below code (not tested) into init field of each placed by hand boat except Alex's own RYD_JR_boat (because it is added by default into said array): nul = this spawn {waitUntil {sleep 0.1;not (isNil "RYD_JR_Boats")};RYD_JR_Boats pushBack _this;}; 3 Share this post Link to post Share on other sites
major-stiffy 279 Posted November 11, 2018 I'll update and test it and advise in next few days. Thanks 1 Share this post Link to post Share on other sites
major-stiffy 279 Posted November 11, 2018 1 hour ago, Rydygier said: Alex's own RYD_JR_boat (because it is added by default into said array): I assume abandoned boats (Motorboats) are also in an array because body can be loaded into those. Share this post Link to post Share on other sites
Rydygier 1309 Posted November 11, 2018 Yes, those 12 boats are added to the same array at spawn: _boat = createVehicle [_vehType, _pos, [], 0, "NONE"]; _dir = [_pos,_nB,10] call RYD_JR_AngTowards; _boat setDir _dir; RYD_JR_Boats pushBack _boat; Share this post Link to post Share on other sites
major-stiffy 279 Posted November 11, 2018 Tested in the editor while in debug. Was able to load body and get ending. Thanks Ryd. Will PM Alky to update OP. 2 Share this post Link to post Share on other sites
Wurstkoffer 6 Posted November 11, 2018 Is there any guide for porting pilgrimage to other maps? Share this post Link to post Share on other sites
major-stiffy 279 Posted November 12, 2018 Not really. I learned from reading through here and this thread. Share this post Link to post Share on other sites
alky_lee 279 Posted November 12, 2018 3 hours ago, major-stiffy said: Tested in the editor while in debug. Was able to load body and get ending. Thanks Ryd. Will PM Alky to update OP. First post has been updated. 1 hour ago, Wurstkoffer said: Is there any guide for porting pilgrimage to other maps? I have written not so much a guide, but an aide memoire for myself. Porting is not a quick job especially if the map does not have many churches or military areas, as you have to place them yourself before you can even start. Share this post Link to post Share on other sites
Vidikk 9 Posted November 14, 2018 Would be really cool to get an updated Tanoa port so we would have 1.95 Final on all official terrains Share this post Link to post Share on other sites
alky_lee 279 Posted November 14, 2018 Just now, Vidikk said: Would be really cool to get an updated Tanoa port so we would have 1.95 Final on all official terrains I was thinking of doing one once I've finished playing with Rosche. I know that some porters are planning to update theirs. It's just a question of time. 1 Share this post Link to post Share on other sites
major-stiffy 279 Posted November 15, 2018 On 11/11/2018 at 2:50 PM, major-stiffy said: I'll update and test it and advise in next few days. In my haste to update Chernarus Redux, I left in on my own personal version the ability to heal completely with a FAK. If you don't want that unpbo the mission and delete initPlayerLocal.sqf then repbo. Rant: IMO if I'm shot I die. If I'm shot and wounded then get me off the battlefield. The moaning, groaning and fuzzy screen is ridiculous. Share this post Link to post Share on other sites
a2012v 30 Posted November 15, 2018 To fix The moaning, groaning and fuzzy screen can be changed in the JR_fnc.sqf file the string RYD_JR_Wait = { ***** RYD_JR_isWaiting = false; }; RYD_JR_Wait = { if (RYD_JR_inStealth) exitWith {hint "You can't wait - enemies nearby."}; RYD_JR_isWaiting = true; _health = (floor((1 - (damage player)) * 1000))/10; //Health in % from 0 to 100 _items = items player; _txt = format ["Waiting...Health %1%2",_health,'%']; if ("FirstAidKit" in _items) then { if ((_health >= 75) and (_health < 100)) then { player setDamage 0; player removeItem "FirstAidKit"; //player addItemToBackpack "FirstAidKit"; _health = 100; //100% } }; //_txt = format ["Waiting...Health %1 %",_health]; 0.5 fadeSound 0; TitleText [_txt,"BLACK OUT",0.55]; sleep 1; skipTime 1; 0.5 fadeSound 1; TitleText [_txt,"BLACK IN",0.55]; _txt = format ["One hour later...Health %1%2",_health,'%']; sleep 0.6; TitleText [_txt,"PLAIN",0.55]; RYD_JR_isWaiting = false; }; replace all 1 Share this post Link to post Share on other sites
alky_lee 279 Posted November 16, 2018 Vafana has updated his Tanoa mission to the latest version of Pilgrimage. Link is in the first post. 1 Share this post Link to post Share on other sites
major-stiffy 279 Posted November 19, 2018 I'm working on new Lingor 3.9 release to latest 1.95. 1 Share this post Link to post Share on other sites
major-stiffy 279 Posted November 20, 2018 Nice ! A whole new Lingor. Expanded areas plus a bunch of changes, looks way better. Change log here Requires https://steamcommunity.com/sharedfiles/filedetails/?id=718649903 and https://steamcommunity.com/workshop/filedetails/?id=583496184 SP ready, PM to Alky for link. Share this post Link to post Share on other sites
major-stiffy 279 Posted November 21, 2018 I completed Lingor mission and there is at least one change I should make if I update it. When the mission ends the TOD is set to 5 AM which makes the ending have darkness. Since I've changed the camCreate position to show an overview of the landscape while "the ending" takes place, a dark screen ruins the mood. In bodyboat.sqf setDate [2030, 6, 24, 5, 0]; //change the 5 to 12. Share this post Link to post Share on other sites
alky_lee 279 Posted November 21, 2018 6 hours ago, major-stiffy said: I completed Lingor mission and there is at least one change I should make if I update it. When the mission ends the TOD is set to 5 AM which makes the ending have darkness. Since I've changed the camCreate position to show an overview of the landscape while "the ending" takes place, a dark screen ruins the mood. In bodyboat.sqf setDate [2030, 6, 24, 5, 0]; //change the 5 to 12. 0500 is the time set for dawn, but on Lingor it doesn't get light till 0600 or later, so if you set the start time to dawn, it is DARK. I think Lingor is southern hemisphere, so June is the middle of winter. Changing the date instead could provide some sort of daylight at 5am. Share this post Link to post Share on other sites
major-stiffy 279 Posted November 22, 2018 Understood. Just easier and quicker I thought this way. Just played another mission, found body on 2nd church. Had to be my all time quickest. Stomper was upside down when I got there but then, walked in my area a group of greenies. Had to wait for them to march around and walk away, didn't feel like messing with them at that point. Luckily there was a Prowler only 500m away from the church. 1 Share this post Link to post Share on other sites
alky_lee 279 Posted November 22, 2018 3 hours ago, major-stiffy said: Understood. Just easier and quicker I thought this way. Just played another mission, found body on 2nd church. Had to be my all time quickest. Stomper was upside down when I got there but then, walked in my area a group of greenies. Had to wait for them to march around and walk away, didn't feel like messing with them at that point. Luckily there was a Prowler only 500m away from the church. I've had a couple of run throughs. The first couple were quite short. I also found the boy at the second chapel I checked. Unfortunately a Kamysh parked outside my hiding spot. It was a waiting game till the crew turned out and I shot the gunner, an I managed to get away. Following the intel I ended up at El Villon where I found the body. Unfortunately it was next to an active airfield and I had to make it safe to bring in a vehicle to collect the body. It took me 3 hours to complete. My current run through is taking a lot longer. Still don't know where the boy is. Just heading north, but I did find a sweet spot to take on a squad from. 1 Share this post Link to post Share on other sites