Jaime 10 Posted January 5, 2012 In mission editor, at right, there is a square with some info like INTEL, time, date and with clouds then click on that, in "Name:______________" type what you want or you can open mission.sqm with notepad and find briefingName="MISSION NAME". Thx a lot mate going to check it out. Share this post Link to post Share on other sites
WOLFSM 1 Posted January 6, 2012 Hey mate are you using dmination 2.6 what letter. In the newer update you need a different tool to unpbo the file. Greetings folks, my first post here (joined today)... I´m a really big fan of domination missions (Thanks to Xeno!) and I decided to modify somethings to enhance my gameplay, which is not a big problem on HOW TO, but what is the new tool used to unpbo the new version DOM 2.60w - 1.60 Edition ? I´d like to extract the mission co40_Domination_2_60w_Carrier_CO.Chernarus Thanks in advance whoever help me! Share this post Link to post Share on other sites
Matosh 34 Posted January 6, 2012 I use Eliteness to depbo Share this post Link to post Share on other sites
WOLFSM 1 Posted January 7, 2012 (edited) Eliteness isn´t working to DEPBO the new Domination 1.60 Edition, even with the most updated DLLs. Don´t know why that is occurring but I found a way to open the mission within the pbo file and edit the mission.sqm directly...so I could found what I was looking for... Does anyone know how I can change the color of the players name ingame (not on the map)? They are by default in blue color, which sometimes isn´t a good color for reading. I wanna change to white or something. Gonna research a bit in the files to see if I can find where the function is located... Edited January 7, 2012 by WOLFSM Grammar correction and a new question. Share this post Link to post Share on other sites
Matosh 34 Posted January 7, 2012 It works, i was depboing domination 1.60 many times. Share this post Link to post Share on other sites
xeno 234 Posted January 7, 2012 Makes me wonder why you guys invest so much time into trying to unbin mission.sqm instead of simply using the mission.sqm files in dom_maker. The only difference between them and the ones in the pbo files is the briefing name. Anyway, extractpbo (mikero tools) works just fine. Xeno Share this post Link to post Share on other sites
PELHAM 10 Posted January 7, 2012 (edited) Not much changed...Just fixed a problem in the HALO code which could lead to a wrong animation, artillery could be blocked if AI version was enabled, some sounds added (specially for revive, good old hit sounds from OFP :p), repair stations do now work in OA too, RespawnGroups problem fixed, last remaining visiblePosition issues fixed (don't use older versions if you want to have smooth spectating cameras, revive spect for example) and if you scroll the mouse wheel while looking at a vehicle or if you are in a vehicle a little resource gets displayed with the names of the crew inside it. Xeno We put Domination 2_60w on the server last night - thank you for the updates, HALO and spectating cameras are looking good again. The vehicle passenger identifier is a good idea - I am constantly getting in the wrong Humvee. That would make a good script for all of Arma2. We like the hit sounds too! Edited January 7, 2012 by PELHAM Share this post Link to post Share on other sites
Tankbuster 1747 Posted January 7, 2012 Makes me wonder why you guys invest so much time into trying to unbin mission.sqm instead of simply using the mission.sqm files in dom_maker.The only difference between them and the ones in the pbo files is the briefing name. Anyway, extractpbo (mikero tools) works just fine. Xeno But if we're working with, for example Two Teams, does dom_maker build those version too? Share this post Link to post Share on other sites
Hud Dorph 22 Posted January 7, 2012 I still see the wrong animation after a halojump in ver 2.60w arnt there 2 different halo scripts ? Share this post Link to post Share on other sites
xeno 234 Posted January 7, 2012 But if we're working with, for example Two Teams, does dom_maker build those version too? Yes. Dorph;2085653']I still see the wrong animation after a halojump in ver 2.60w arnt there 2 different halo scripts ? Hm, seems to be a 1.60 patch problem then because I saw the same issue in another non Dom mission too. Xeno Share this post Link to post Share on other sites
BlackSheep 0 Posted January 8, 2012 Hi Xeno, How to use the dom_maker ? Share this post Link to post Share on other sites
avibird 1 155 Posted January 11, 2012 (edited) I have a question on some domination missions there is a round black circle with GROUPS: and a # ALIVE UNITS and a # When you pull up the game map you can see the enemy locations with a military symbol of the type of unit with a black line that moves towards a green x on the map. The difficulty setting for the mission is set to veteran so it's not that. 1. how can you turn it off 2. can you turn it off only for enemy units and not bluefor units. 3. Where is this code/setup for this. which file/folder? Thanks AVIBIRD. Edited January 11, 2012 by AVIBIRD 1 Share this post Link to post Share on other sites
HazJ 1289 Posted January 11, 2012 Where can I find the file for the camo nets at base ? I want to add this to each init, can I call this from the init.sqf if I name each camo net at base ? E.g. camonet1 addEventHandler ["HandleDamage", {false}]; this addEventHandler ["HandleDamage", {false}]; Share this post Link to post Share on other sites
xeno 234 Posted January 11, 2012 Hi Xeno,How to use the dom_maker ? Hm, depends on if you want to edit just one mission folder :). I have one folder, co30_Domination.Takistan, which has the code of all versions in it (it's the same which is in the 7z download except the .git folder) and it's the one where I make all changes. For different islands, like Chernarus for example, I just copy the correct mission.sqm in the co30_Domination.Takistan folder, adjust some x_setup.sqf settings if needed and rename it to *.Chernarus (once done, I go back to the Takistan version again as it is used as the "master" or base version to build the other versions). dom_maker has to be in the same folder as co30_Domination.Takistan, so normally your (editing) missions folder. Make sure you have the fsmcompiler.exe from the BI Tools in the dom_maker folder, edit make_dom.bat, change the version in set D_VER=2_60w and set D_BNVER=2.60w, run make_dom.bat. A few seconds later you will find all mission pbo files in the dom_maker folder, all made from the same code base. So basically instead of fiddeling around with different folders for the different versions and applying changes to all versions it's just one source folder from which all versions are built. 1. how can you turn it off Comment #define __GROUPDEBUG__ in x_setup.sqf (or remove the __GROUPDEBUG__ define) It's just meant for debugging purposes so you can see where the groups are, which type they have, how many units and where their next waypoint is (small black line with a green x at the waypoint pos). Made it a little bit easier for me to find them and check what they are doing plus seeing where their current waypoint is (was needed for Dom4 which was never released :)) 2. can you turn it off only for enemy units and not bluefor units. No, like written already, only meant for debugging purposes. Where can I find the file for the camo nets at base ? x_server\x_vrespawn2.sqf Xeno Share this post Link to post Share on other sites
HazJ 1289 Posted January 11, 2012 I do not know how to use dom_maker because it is not explained enough. I looked in that file and could not find where to paste it, I am looking for an easy way to put it in. Share this post Link to post Share on other sites
mycatsaid 13 Posted January 12, 2012 (edited) I've had no answers on the offical thread pages so I'll ask here since I run a domi mission. Wondering if any of you can help me with these problems. http://forums.bistudio.com/showthread.php?t=114679&highlight=force+time Does anyone know how to get this script working with domination? I think the script conflicts with the weather/time system already in the game. Does anyone know how to fix this?Thanks! http://forums.bistudio.com/showthread.php?t=103525 Did anyone ever get this working with this script? _box addAction ["Save gear layout" call d_fnc_BlueText, "x_client\x_savelayout.sqf"]; _box addAction ["Clear gear layout" call d_fnc_BlueText, "x_client\x_clearlayout.sqf"]; Would be good to get it thanks. Also I created a new mission on Chernarus CO and for some reason the spawn shield don't work. I have the same code for the spawn shields in the playersetup and serversetup but no luck with getting it working even though it works fine with the same code on my OA Takistan map. Example shorter one I have it set on helipad1. #ifndef __A2ONLY__ if !(__TTVer) then { _shield = GVAR(ProtectionZone) createVehicleLocal (position FLAG_BASE); _shield setDir -211; _shield setPos (position FLAG_BASE); _shield setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"]; _shield = GVAR(ProtectionZone) createVehicleLocal (position helipad1); _shield setPos (position helipad1); _shield setDir -211; _shield setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"]; if (GVAR(ShowBaseSafeZone) == 0) then { _shield = GVAR(ProtectionZone) createVehicleLocal (position FLAG_BASE); _shield setDir -211; _shield setPos [getPosASL FLAG_BASE select 0, getPosASL FLAG_BASE select 1, -28.48]; _shield setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0.7,ca)"]; }; }; #endif Sorry for long post but need some help urgently. Thanks for anyone who helps! Edited January 12, 2012 by mycatsaid Share this post Link to post Share on other sites
Strikor 10 Posted January 12, 2012 Weather script: Try disabling internal weather system in description.ext. Spawn shield: Try using the object name itself rather than GVAR(ProtectionZone). I don't know why he did that when it's the only one of its type, but the actual object class is "ProtectionZone_Ep1". Share this post Link to post Share on other sites
HazJ 1289 Posted January 12, 2012 Is there a way to turn the safe zone colour to green ? Share this post Link to post Share on other sites
mycatsaid 13 Posted January 12, 2012 (edited) Weather script: Try disabling internal weather system in description.ext.Spawn shield: Try using the object name itself rather than GVAR(ProtectionZone). I don't know why he did that when it's the only one of its type, but the actual object class is "ProtectionZone_Ep1". Hey that fixed my shield problem, thanks! But I searched in i_common and I think it says this. #ifdef __OA__ GVAR(ProtectionZone) = "ProtectionZone_Ep1"; #endif Could change that to CO? But it's fixed anyway by changing what you said. Also I already tried that disabling the weather system in the description but didn't fix it unfortunatly. Edited January 12, 2012 by mycatsaid Share this post Link to post Share on other sites
Hud Dorph 22 Posted January 15, 2012 (edited) In doomi it was earlier so that radiotower could only be destroyed with c4 only. Now it can be destroyed with other stuff too. Kind of changes the whole plot when players can take towns in 5mins by starting taking down tower with a laser and an harrier-lgb. Any know what happened ? Must have been some BIS-change as it ealier was only c4 that could be used. Also sidemission like destroy oilpump are over in 1min as peps just hit it with 1 or 2 AT-rounds. Some peoples aim unfort are get thing over as quick as pos in stead of having some fun... Edited January 15, 2012 by [HUD]Dorph Share this post Link to post Share on other sites
xeno 234 Posted January 17, 2012 Dorph;2089792']In doomi it was earlier so that radiotower could only be destroyed with c4 only. Now it can be destroyed with other stuff too. Naah' date=' not a BIS change. Some people asked for it so it went in. I've changed it for the next version again. Default then is satchels only, can be changed in the lobby. Dorph;2089792']Also sidemission like destroy oilpump are over in 1min as peps just hit it with 1 or 2 AT-rounds. Some peoples aim unfort are get thing over as quick as pos in stead of having some fun... That shouldn't happen. Sidemissions still use the previous behaviour, so damage is only allowed when the ammo simulation type is either shotPipeBomb or shotTimeBomb. Xeno Share this post Link to post Share on other sites
medic8402 10 Posted January 20, 2012 Xeno, in relation to Bug#27795 that I reported to you in DE, is there a way I can fix this issue on the Dom 2.60w mission I am currently using or do I need to redownload the 2.6w again and port everything over? Share this post Link to post Share on other sites
WOLFSM 1 Posted January 20, 2012 (edited) Hm, depends on if you want to edit just one mission folder :).I have one folder, co30_Domination.Takistan, which has the code of all versions in it (it's the same which is in the 7z download except the .git folder) and it's the one where I make all changes. For different islands, like Chernarus for example, I just copy the correct mission.sqm in the co30_Domination.Takistan folder, adjust some x_setup.sqf settings if needed and rename it to *.Chernarus (once done, I go back to the Takistan version again as it is used as the "master" or base version to build the other versions). dom_maker has to be in the same folder as co30_Domination.Takistan, so normally your (editing) missions folder. Make sure you have the fsmcompiler.exe from the BI Tools in the dom_maker folder, edit make_dom.bat, change the version in set D_VER=2_60w and set D_BNVER=2.60w, run make_dom.bat. A few seconds later you will find all mission pbo files in the dom_maker folder, all made from the same code base. So basically instead of fiddeling around with different folders for the different versions and applying changes to all versions it's just one source folder from which all versions are built. Xeno Thank you very much for your attention Xeno. I´m doing the right thing now and it´s even better. I am using your mission to understand some functions and to have some fun also hehe, thanks once again for those information. Edit: I notice we had a new update to 2.60z, does anyone know the main changes on that release? Also, I´m having problems to use the R3F Arty & Log with this new version, is there a "safe" procedure to insert custom/third party scripts besides the original script instructions ? Thanks for the help! Edited January 30, 2012 by WOLFSM 2.60z Third Party Script Problem. Share this post Link to post Share on other sites
Dogsbd 0 Posted February 2, 2012 In the past I have been able to make changes to the Domination mission.sqm file without any issues. But recently I was going to edit the mission.sqm file found in "co30_Domination_2_60y_West_OA_DLC.Takistan.pbo" and upon opening the file in notepad it looks nothing like any previous mission.sqm file I've ever opened, it is just line after line of unorganized text and "code". Am I doing something wrong or has something changed? Share this post Link to post Share on other sites
mousetrap 10 Posted February 2, 2012 Hello Think you need to Derapify the mission.sqm I use EliteNess v2.90 and in the options ,,When extracting a pbo Derapify content check box Share this post Link to post Share on other sites