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domithious

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About domithious

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  1. domithious

    Pilgrimage - Ported

    I saw this post and i thought i would set myself a "little" challenge: instead of hard coding the variables in the init.sqf file i would update the menu to have drop downs for Friendly, Hostile A and Hostile B. I quickly realised i'm out of my depth, so this may go no where 🙂This is just for fun, and a bit of learning. I don't know much of the coding terminology. I've already done the find and replace. Then.... I've added the 3 buttons in RYD_TakeValues, and also updated the GUi.hpp file _ix = lbCurSel 2121; // Dropdown ID for Friendly Side switch (_ix) do { case 0 : {RYD_JR_AlexSide = west; _txt = "West"}; case 1 : {RYD_JR_AlexSide = east; _txt = "East"}; case 2 : {RYD_JR_AlexSide = resistance; _txt = "Resistance"}; default { RYD_JR_AlexSide = west; _txt = "Default: West" }; // Default case for safety }; profileNamespace setVariable ["RYD_JR_AlexSide", RYD_JR_AlexSide]; systemChat format ["Friendly Side selected: %1", _txt]; _ix = lbCurSel 2122; // Dropdown ID for Main Enemy switch (_ix) do { case 0 : {RYD_JR_HostileSideA = west; _txt = "West"}; case 1 : {RYD_JR_HostileSideA = east; _txt = "East"}; case 2 : {RYD_JR_HostileSideA = resistance; _txt = "Resistance"}; default { RYD_JR_HostileSideA = east; _txt = "Default: East" }; // Default case for safety }; profileNamespace setVariable ["RYD_JR_HostileSideA", RYD_JR_HostileSideA]; systemChat format ["Main Enemy selected: %1", _txt]; _ix = lbCurSel 2123; // Dropdown ID for Secondary Enemy switch (_ix) do { case 0 : {RYD_JR_HostileSideB = west; _txt = "Enemy B: West"}; case 1 : {RYD_JR_HostileSideB = east; _txt = "Enemy B: East"}; case 2 : {RYD_JR_HostileSideB = resistance; _txt = "Enemy B: Resistance"}; default { RYD_JR_HostileSideB = resistance; _txt = "Default: Enemy B: Resistance" }; }; profileNamespace setVariable ["RYD_JR_HostileSideB", RYD_JR_HostileSideB]; systemChat format ["Secondary Enemy selected: %1", _txt]; if (RYD_JR_AlexSide == RYD_JR_HostileSideA || RYD_JR_AlexSide == RYD_JR_HostileSideB || RYD_JR_HostileSideA == RYD_JR_HostileSideB) then { hint "Error: All selected factions must be unique!"; systemChat format [ "Conflict detected: Player = %1, Enemy A = %2, Enemy B = %3", RYD_JR_AlexSide, RYD_JR_HostileSideA, RYD_JR_HostileSideB ]; }; I've used switch again with the roadblocks, camps and Warlord bases (in JRint.sqf) e.g. // Define the faction-specific units based on RYD_JR_HostileSideA switch (RYD_JR_HostileSideA) do { case west: { // West (NATO) units RYD_JR_Choppers = [ "B_Heli_Attack_01_F" ]; RYD_JR_Armored = [ "B_APC_Tracked_01_rcws_F", "B_APC_Wheeled_01_cannon_F", "B_APC_Tracked_01_AA_F", "B_MBT_01_cannon_F", "B_MBT_01_TUSK_F" ]; RYD_JR_Static = [ "B_HMG_01_high_F", "B_GMG_01_high_F", "B_static_AT_F" ]; }; case east: { // East (CSAT) units RYD_JR_Choppers = [ "O_Heli_Attack_02_F", "O_Heli_Attack_02_black_F" ]; RYD_JR_Armored = [ "O_APC_Tracked_02_cannon_F", "O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_AA_F", "O_MBT_02_cannon_F", "O_MBT_04_cannon_F", "O_MBT_04_command_F" ]; RYD_JR_Static = [ "O_HMG_01_high_F", "O_GMG_01_high_F", "O_static_AT_F" ]; }; case resistance: { // Resistance (AAF/FIA) units RYD_JR_Choppers = [ "I_Heli_light_03_F", "I_Heli_light_03_dynamicLoadout_F" ]; RYD_JR_Armored = [ "I_APC_Wheeled_03_cannon_F", "I_APC_tracked_03_cannon_F", "I_MBT_03_cannon_F" ]; RYD_JR_Static = [ "I_HMG_01_high_F", "I_GMG_01_high_F", "I_static_AT_F" ]; }; default { // Default to East (CSAT) units if no valid side is provided RYD_JR_Choppers = [ "O_Heli_Attack_02_F", "O_Heli_Attack_02_black_F" ]; RYD_JR_Armored = [ "O_APC_Tracked_02_cannon_F", "O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_AA_F", "O_MBT_02_cannon_F", "O_MBT_04_cannon_F", "O_MBT_04_command_F" ]; RYD_JR_Static = [ "O_HMG_01_high_F", "O_GMG_01_high_F", "O_static_AT_F" ]; }; }; I took a crude approach to setting RYD_JR_Alex by creating 3 playable characters (with their own variable names), setting one to Player, based on RYD_JR_AlexSide, and removing the other 2. RYD_JR_Alex = objNull; private _bluforUnit = RYD_JR_AlexBlufor; private _opforUnit = RYD_JR_AlexOpfor; private _indepUnit = RYD_JR_AlexIndep; switch (RYD_JR_AlexSide) do { case west: { // Blufor selected RYD_JR_Alex = _bluforUnit; selectPlayer _bluforUnit; deleteVehicle _opforUnit; deleteVehicle _indepUnit; }; case east: { // Opfor selected RYD_JR_Alex = _opforUnit; selectPlayer _opforUnit; deleteVehicle _bluforUnit; deleteVehicle _indepUnit; }; case resistance: { // Resistance selected RYD_JR_Alex = _indepUnit; selectPlayer _indepUnit; deleteVehicle _bluforUnit; deleteVehicle _opforUnit; }; default { hint "Error: Invalid side selected!"; }; }; This all works fine, using the hard coded values. For the life of me, what i can't work out is how to update these dynamically, based on the values form the dropdowns. RYD_JR_AlexSide = west; RYD_JR_HostileSideA = resistance; RYD_JR_HostileSideB = east; I've tried to point the variables to the dropdowns output. I've tried to set the variable to Nil, so they would then be picked up from RYD_TakeValues. Updating RYD_JR_Alex is the main issue, everything else seems to be OK. Maybe i could move RYD_JR_Alex to a function or JRint.sqf. I starting looking into how to create a function ,which i could call having set the values to nil, and then processing the dropdown values... that's when i had to take a break lol I'll keep working at it. I thought It would be nice to be able to share something like this with the community 🙂
  2. domithious

    Pilgrimage - Ported

    Would it help to update the KilledMark.sqf so that west is changed to east? if (_side in [civilian,west]) then { _val = -10 - (random 10) } else
  3. domithious

    Pilgrimage - Ported

    Besides Altis i like Al Rayak and Rosche. I also use the "Winter 2035" mod, plus other winter mods to play Altis in the snow. Makes a nice change to the map. Tanoa is always good, but can hit fps issues in the city (probably my PC).
  4. domithious

    Pilgrimage - Ported

    Great to see new people finding this amazing mission. I've been playing some maps i haven't tried before. Yesterday I finished Isla Duala, it's a really nice map, but i got bad FPS drops. Currently playing Al Rayak, which I'm really enjoying 🙂
  5. domithious

    Pilgrimage - Ported

    Hello, I'm trying to add a 3rd player spot to the MP mission - "Altis by Major Stiffy (wip 10)" I can add the player position in editor, and they can join and play the mission fine, but they don't function well as part of the team. For example, if i hitch-hike, the 3rd player doesn't come with players 1 and 2. They can't interrogate surrendered enemies or create ammo boxes... like something is missing. Do i have to give player 3 a specific name? Or do i have to add init commands?
  6. domithious

    Pilgrimage - Ported

    Hello, any ideas why the shop function doesn't work in multiplayer?. I've compared the Shop.SQF file in both SP and MP Altis and they are the same. The mechanic and the medic works fine, and the marker for the seller appears, but if I try to buy anything it doesn't work. I've had a look in the MainLoop.sqf but i can't see anything obvious.
  7. domithious

    Pilgrimage - Ported

    It's the only reason i still play Arma. Pilgrimage is a true Masterpiece and I'm so glad you continue to look to "mess things up" 😁 I've posted on the thread a few times. Would definitely be interested. Would love to help, but i don't have any mission making skills, not to the level of Pilgrimage. Can offer to help test if you decide to go ahead with the port. I need to keep the notification turned on 🙂
  8. domithious

    Pilgrimage - Ported

    Great, thank you Rydygier!! ☺️ 'true' was added in the line below which makes the difference.
  9. domithious

    Pilgrimage - Ported

    I'm so sorry for posting again. I know this thread is very old, but i still love Pilgrimage. There was an update between 1.95 beta 1 and 1.95 which fixed a waypoint issue (you'd get to a waypoint and it would still say "waiting"). Is there an easy i can implement that fix on the Tanao SP, which has been save under 1.95 beta 1?
  10. domithious

    Pilgrimage - Ported

    Been playing for years, it finally happened 🙂
  11. domithious

    Pilgrimage, Silent---Unseen

    Would it be possible to make a MP two player version of this?
  12. domithious

    Pilgrimage - Ported

    Has Altis been updated? Not showing in either list :-)
  13. domithious

    Pilgrimage - Ported

    Thank you so much for adding the green icon to identify the POW's location. He can be a real pain to find at times! :) Is it possible to trigger this, only after interrogating the nearby officer? I've spotted the POW, even though i'm still a distance from a stronghold.
  14. domithious

    Pilgrimage - Ported

    Thanks major-stiffy, i really appreciate it. I really enjoy these missions. I will take your advice with the AI button. I did reinstall the mission file, as per the latest upload, and had the same issue with two groups. So maybe it's a Mod thing.
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