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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"

 

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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.

 

VLHlpAE.jpg JsLsJFF.jpg

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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. :sad:

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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;};  

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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.

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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;

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Tested in the editor while in debug. Was able to load body and get ending.

 

Thanks Ryd.

 

Will PM Alky to update OP.

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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.

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Would be really cool to get an updated Tanoa port so we would have 1.95 Final on all official terrains

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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.

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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.

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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

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Vafana has updated his Tanoa mission to the latest version of Pilgrimage. Link is in the first post.

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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.

 

 

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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.

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Understood. Just easier and quicker I thought this way.  :tounge_o:

 

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.

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3 hours ago, major-stiffy said:

Understood. Just easier and quicker I thought this way.  :tounge_o:

 

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.

 

qRGNTCp.png

 

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.

 

rAkRGuF.png

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