theblueone 1 Posted February 20, 2013 (edited) can you change the time from parameters ??if you edit the mission.sqm , notice that the time must set to 00:00. edit: my setup (v2.60) class GVAR(TimeOfDay) { title = "Time of day:"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23}; #ifdef __OA__ default = 16; #endif #ifdef __CO__ default = 17; #endif texts[] = {"00:00","01:00","02:00","03:00","04:00","05:00","06:00","07:00","08:00","09:00","10:00","11:00","12:00","13:00","14:00","15:00","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23:00"}; }; allways working Thank you, I will give this a try! EDIT: It works!! Thanks man! Edited February 20, 2013 by theblueone Share this post Link to post Share on other sites
dragonsyr 21 Posted February 20, 2013 i mglad that help you ... :-) Share this post Link to post Share on other sites
xx-LSD-xx 10 Posted February 21, 2013 I have a heavily modified version of Domination 2.71 DLC Takistan And Chernarus maps. I'm not new to editing but again I'm no expert either. I can't get the Artillery computer to work and I do not wish to add a script or worst run a Mod when the game already has it as a Module in the editor and it's in the Mission already just not working. I'm assuming that it has been coded so it no longer works for static weapons. I added the M252 in the call paradrop and removed the M119. Everything works like expected well almost just no arty computer. I've attempted several different edits with no luck and now I have a headache to boot. Any help would be appreciated. Thank you in advance. :butbut: Share this post Link to post Share on other sites
dragonsyr 21 Posted February 21, 2013 (edited) I have a heavily modified version of Domination 2.71 DLC Takistan And Chernarus maps. I'm not new to editing but again I'm no expert either. I can't get the Artillery computer to work and I do not wish to add a script or worst run a Mod when the game already has it as a Module in the editor and it's in the Mission already just not working. I'm assuming that it has been coded so it no longer works for static weapons. I added the M252 in the call paradrop and removed the M119. Everything works like expected well almost just no arty computer. I've attempted several different edits with no luck and now I have a headache to boot. Any help would be appreciated. Thank you in advance. :butbut: i have a heavy edited domi mission too and i had problems with the artillery . i found only 1 artillery script that works on dedi server. sam support the name....im not on my pc right now .give me few hours and i post you the link.... edit: i found the link .... http://forums.bistudio.com/showthread.php?104980-SAM-Nordin-addons this works fine (only the a10 and av8 is not working on dedi.....you can remove those without problems) Edited February 21, 2013 by dragonsyr Share this post Link to post Share on other sites
diesol 1 Posted February 21, 2013 (edited) I have a heavily modified version of Domination 2.71 DLC Takistan And Chernarus maps. I'm not new to editing but again I'm no expert either. I can't get the Artillery computer to work and I do not wish to add a script or worst run a Mod when the game already has it as a Module in the editor and it's in the Mission already just not working. I'm assuming that it has been coded so it no longer works for static weapons. I added the M252 in the call paradrop and removed the M119. Everything works like expected well almost just no arty computer. I've attempted several different edits with no luck and now I have a headache to boot. Any help would be appreciated. Thank you in advance. :butbut: I had this problem for awhile you need to add the units name so they can use the artillery computer. I_client.sqf line 308 add the units name just like mine and they will be able too use the artillery computers. GVAR(can_use_artillery) = ["RESCUE","RESCUE2","Aplha_1","Aplha_2","Aplha_3","Aplha_4","Aplha_5","Aplha_6","Aplha_7","Aplha_8","bravo_1","bravo_2","bravo_3","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","charlie_1","charlie_2","charlie_3","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","delta_1","delta_2","delta_3","delta_4","delta_5","delta_6","foxtrot_1","foxtrot_2","p_1","p_2","p_3","p_4","p_5","p_6"]; This wont allow all the units too call in artillery its so they can use static guns. Edited February 21, 2013 by diesol Share this post Link to post Share on other sites
xx-LSD-xx 10 Posted February 21, 2013 @diesol, Thank you so very much that worked. I just assumed that variables was for calling in arty drops only so I never tried modifying it. You made my day my friend. I've spent so much time optimizing the mission I didn't want to add a script and an addon was out of the question. If your ever in So. California hit me up. I owe you a tall cold frosty beer. CHEERS!...............:cool::bounce3::cool::bounce3::cool::bounce3::cool::bounce3::cool::bounce3: Share this post Link to post Share on other sites
shona 10 Posted February 26, 2013 Hello everyone, i have a small/big question about the lock/unlock system from xeno. So is it posible to change the script that i can say Player with the UID can lock/unlock vehicles/aircrafts? The problem is i don't want to give out the rcon pw but we 2-3 players which can handle this also as we admin but the problem is the rcon... So we searched the internt but found nothing about domination and such a feature ;( Cheers Shona Share this post Link to post Share on other sites
dragonsyr 21 Posted February 27, 2013 (edited) check under fsms/isadmin.fsm. there you find the addaction lock/unlock. line 133 i think that you can add this addaction into this code http://forums.bistudio.com/showthread.php?145266-only-pilots-with-specific-names-can-fly i cant help you more..... edit: when i go home i check for another script that i think help you.......... i post later edit2: i found it , uid_array.sqf // uid_array.sqf waitUntil {(getPlayerUID player) != ""}; _uid = getPlayerUID player; switch(_uid)do { case "11111111": // user id { wbg = "Administrator"; hint parsetext format["<t color='#3366ff' size='2.2' shadow='1' shadowColor='#000000' align='center'>Welcome to Base</t><br />%1", name player]; }; case "1222222": // user id. { wbg = "Admin"; hint parsetext format["<t color='#0000cc' size='2.2' shadow='1' shadowColor='#000000' align='center'>Welcome to Base</t><br />%1", name player]; }; case "2222222","3333333","1444444": // members { wbg = "Member"; hint parsetext format["<t color='#0000cc' size='2.2' shadow='1' shadowColor='#000000' align='center'>Welcome to Base</t><br />%1", name player]; }; default { hint parsetext format["You are not Subscribed to Squadron. Contact for details... %1", name player]; }; }; switch(wbg)do { case "Administrator": { act1 = player addaction ['<t color="#00D000">' + "LoadOut Menu" + '</t>', "Scripts\loadoutmenu.sqf", [], 5, false, false]; this = [player,"on"] execVM "scripts\pxs_satcom_oa\init_satellite.sqf"; player removeweapon "ItemRadio"; player addWeapon "ACRE_PRC148_UHF"; player addweapon "ACE_GlassesLHD_glasses"; player addweapon "ACE_Earplugs"; arty_init = true; }; case "Admin": { act1 = player addaction ['<t color="#00D000">' + "LoadOut Menu" + '</t>', "Scripts\loadoutsn.sqf", [], 5, false, false]; player removeweapon "ItemRadio"; player addWeapon "ACRE_PRC148_UHF"; player addweapon "ACE_GlassesLHD_glasses"; player addweapon "ACE_Earplugs"; }; case "Mod": { player removeweapon "ItemRadio"; player addWeapon "ACRE_PRC148_UHF"; }; case "Member": { player removeweapon "ItemRadio"; player addWeapon "ACRE_PRC148_UHF"; player addweapon "ACE_GlassesLHD_glasses"; player addweapon "ACE_Earplugs"; }; case "Regular": { player removeweapon "ItemRadio"; player addWeapon "ACRE_PRC148_UHF"; player addweapon "ACE_GlassesLHD_glasses"; player addweapon "ACE_Earplugs"; }; default { player removeweapon "ItemRadio"; player addWeapon "ACRE_PRC148_UHF"; player addweapon "ACE_GlassesLHD_glasses"; player addweapon "ACE_Earplugs"; }; }; sleep 0.5; you can run this with the help of a trigger .cont: alive player ,onact: null= [] execvm "scripts\uid_array.sqf" (i have this script on my domi mission and working perfect) this may work for you .the only thing you need to find is how you define the addaction to all vehicles.. i dont have the knowledge to do that . someone else? Edited February 27, 2013 by dragonsyr Share this post Link to post Share on other sites
shona 10 Posted February 27, 2013 check under fsms/isadmin.fsm.there you find the addaction lock/unlock. line 133 i think that you can add this addaction into this code http://forums.bistudio.com/showthread.php?145266-only-pilots-with-specific-names-can-fly i cant help you more..... edit: when i go home i check for another script that i think help you.......... i post later edit2: i found it , uid_array.sqf // uid_array.sqf waitUntil {(getPlayerUID player) != ""}; _uid = getPlayerUID player; switch(_uid)do { case "11111111": // user id { wbg = "Administrator"; hint parsetext format["<t color='#3366ff' size='2.2' shadow='1' shadowColor='#000000' align='center'>Welcome to Base</t><br />%1", name player]; }; case "1222222": // user id. { wbg = "Admin"; hint parsetext format["<t color='#0000cc' size='2.2' shadow='1' shadowColor='#000000' align='center'>Welcome to Base</t><br />%1", name player]; }; case "2222222","3333333","1444444": // members { wbg = "Member"; hint parsetext format["<t color='#0000cc' size='2.2' shadow='1' shadowColor='#000000' align='center'>Welcome to Base</t><br />%1", name player]; }; default { hint parsetext format["You are not Subscribed to Squadron. Contact for details... %1", name player]; }; }; switch(wbg)do { case "Administrator": { act1 = player addaction ['<t color="#00D000">' + "LoadOut Menu" + '</t>', "Scripts\loadoutmenu.sqf", [], 5, false, false]; this = [player,"on"] execVM "scripts\pxs_satcom_oa\init_satellite.sqf"; player removeweapon "ItemRadio"; player addWeapon "ACRE_PRC148_UHF"; player addweapon "ACE_GlassesLHD_glasses"; player addweapon "ACE_Earplugs"; arty_init = true; }; case "Admin": { act1 = player addaction ['<t color="#00D000">' + "LoadOut Menu" + '</t>', "Scripts\loadoutsn.sqf", [], 5, false, false]; player removeweapon "ItemRadio"; player addWeapon "ACRE_PRC148_UHF"; player addweapon "ACE_GlassesLHD_glasses"; player addweapon "ACE_Earplugs"; }; case "Mod": { player removeweapon "ItemRadio"; player addWeapon "ACRE_PRC148_UHF"; }; case "Member": { player removeweapon "ItemRadio"; player addWeapon "ACRE_PRC148_UHF"; player addweapon "ACE_GlassesLHD_glasses"; player addweapon "ACE_Earplugs"; }; case "Regular": { player removeweapon "ItemRadio"; player addWeapon "ACRE_PRC148_UHF"; player addweapon "ACE_GlassesLHD_glasses"; player addweapon "ACE_Earplugs"; }; default { player removeweapon "ItemRadio"; player addWeapon "ACRE_PRC148_UHF"; player addweapon "ACE_GlassesLHD_glasses"; player addweapon "ACE_Earplugs"; }; }; sleep 0.5; you can run this with the help of a trigger .cont: alive player ,onact: null= [] execvm "scripts\uid_array.sqf" (i have this script on my domi mission and working perfect) this may work for you .the only thing you need to find is how you define the addaction to all vehicles.. i dont have the knowledge to do that . someone else? You missunderstand me we search no new script, we want to expand the script from xeno with an uid request Something like uids_moderator_ulock = ["UID here", "UID here"]; And the request is changed to something like if(isadmin || uids_moderator_ulock){} Our problem is only that we don't know what we must change and where we put in the line with the uids. Before i forget in line 133 in the fsms/isadmin.fsm file is only a { i think you mean line 144 cheers shona Share this post Link to post Share on other sites
dragonsyr 21 Posted February 27, 2013 my mistake then.... btw the line 133 is in my domi script, so i think we have differend version.... i have 2.60 for the modification of the fms i cant help you...... Share this post Link to post Share on other sites
OldFox_FI 10 Posted March 2, 2013 (edited) I need a help of scripts (Domi 2.60zc). My question is When anyone of players is not a present the enemy will respawn back to this current main target. I do not really like it. I would like to disable this feature. How can I remove it? BR OldFox_FI Edited March 2, 2013 by OldFox_FI Share this post Link to post Share on other sites
maxx2504 10 Posted March 2, 2013 (edited) Hi ! Questions: 1. Can i change the size of the Safezone at base ? When yes, how can i do that ? :) 2. I can bring up the domination menu by pressing "T" or "U". How can i change it that the menu is showing everytime (like in other versions) ? I have Domi 2.60 maxx Edited March 2, 2013 by maxx2504 Share this post Link to post Share on other sites
dragonsyr 21 Posted March 3, 2013 (edited) Hi !Questions: 1. Can i change the size of the Safezone at base ? When yes, how can i do that ? :) 2. I can bring up the domination menu by pressing "T" or "U". How can i change it that the menu is showing everytime (like in other versions) ? I have Domi 2.60 maxx 1 open mission in editor and you will see a grey rectancle over the base...just expand it. (you must press markers tab on the right) or open mission sqf and find d_base_marker and edit there the values you want to change 2 i dont know Edited March 3, 2013 by dragonsyr Share this post Link to post Share on other sites
maxx2504 10 Posted March 3, 2013 Hi ! @dragonsyr: Thanks for your help but thats not the safezone itself. Thats only the basezone for restoring your repair capability. It also delimit the zone where u not allowed to shoot to get a kick from the server. The safezone i mean is round and can be shown on the server, when u set this parameter in description.ext: class GVAR(ShowBaseSafeZone) { title = "$STR_DOM_MISSIONSTRING_1131"; values[] = {0,1}; default = 1; But you only can enable/disable a visual circle at the base...not the safezone itself or change the height or diameter.... Understand ? maxx Share this post Link to post Share on other sites
dragonsyr 21 Posted March 4, 2013 no safe zone in my description ... (maybe i have other version) Share this post Link to post Share on other sites
shona 10 Posted March 4, 2013 (edited) no safe zone in my description ... (maybe i have other version) Safezone is only in Version 2.71 in Version 2.6 is only the Basezone thats why you don't have this parameter Edit: The circle is created from D_FLAG_BASE because if you put the flag on a other position the circle is there. Search for this and i think you can find something Edited March 4, 2013 by Shona Share this post Link to post Share on other sites
dragonsyr 21 Posted March 5, 2013 i found this on x_client\x_setupplayer.sqf Line 13: _shield = GVAR(ProtectionZone) createVehicleLocal (position FLAG_BASE); Line 15: _shield setPos (position FLAG_BASE); Line 18: _shield = GVAR(ProtectionZone) createVehicleLocal (position FLAG_BASE); Line 20: _shield setPos [getPosASL FLAG_BASE select 0, getPosASL FLAG_BASE select 1, -28.48]; maybe this helps... Share this post Link to post Share on other sites
davex 1 Posted March 17, 2013 I know this has been talked about before but what script do you modify so the lift choppers can lift tanks, I noticed you are able to in the online games Share this post Link to post Share on other sites
dragonsyr 21 Posted March 17, 2013 I know this has been talked about before but what script do you modify so the lift choppers can lift tanks, I noticed you are able to in the online games i_client.sqf edit :you can lift tanks with sling rope , but you need assistance Share this post Link to post Share on other sites
shona 10 Posted March 24, 2013 @dragonsyr i have a problem with "kick_base_satchel" which i set on "yes" but everyone can place a satchel in the base and get not kicked :( I tried everythink to get this function to work but nothing :( Share this post Link to post Share on other sites
dragonsyr 21 Posted March 26, 2013 later i ll try to set the kick base satchel to yes and i post the result... i never use the kick option.... Share this post Link to post Share on other sites
davex 1 Posted March 28, 2013 i_client.sqfedit :you can lift tanks with sling rope , but you need assistance Thanx dragonsyr, worked like a charm Share this post Link to post Share on other sites
1para{god-father} 105 Posted April 11, 2013 Hi guys where would i find the Base defense scripts i.e stop shooting at base ? Share this post Link to post Share on other sites
dragonsyr 21 Posted April 14, 2013 (edited) Hi guys where would i find the Base defense scripts i.e stop shooting at base ? try description.ext the shooting is in x_setupplayer.sqf -----search for FUNC(KickPlayerBaseFired)------ Edited April 14, 2013 by dragonsyr Share this post Link to post Share on other sites
Senshi 10 Posted April 18, 2013 A "trickier" question, at least tricky enough so I couldn't solve it. We run a modified version of Domination 2.71 on our server that utilizes the DomDatabase. Connection to the database works like a charm, scores etc. are stored persistently and are dynamically loaded whenever a player connects to the server. However, as we run a ranked version of Domination, it would be awesome if the stored score could be retrieved and applied to the returning player. I already figured out where the data is loaded and stored (player_stats), as you already can look at your overall perfomance in the Dom-Menu->Player Stats tab. The code for adding the score should be fairly straightforward: player addScore (GVAR(player_stats) select 0); The thing is, the database connections are done client-side (I think, it's all launched from the x-intro.sqf). And the addScore command only works when it's launched serverside. So, my question is: How can I listen to new players connecting from the server's side and then make the database call and the "addScore" from the server's end? I find it quite difficult to discern the script flow of the Domination mission, it's grown to be quite a mess of files. Would be great if someone could help me, it's perfectly reasonable that this is very easy, but I never really had to trouble myself with client vs. server stuff on that level before. Share this post Link to post Share on other sites