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Editing, Expanding and Modifying Domination

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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 by theblueone

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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:

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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 by dragonsyr

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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 by diesol

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@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:

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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

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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 by dragonsyr

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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

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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......

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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 by OldFox_FI

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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 by maxx2504

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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 by dragonsyr

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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

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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 by Shona

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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...

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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

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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

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@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 :(

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later i ll try to set the kick base satchel to yes and i post the result... i never use the kick option....

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i_client.sqf

edit :you can lift tanks with sling rope , but you need assistance

Thanx dragonsyr, worked like a charm

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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 by dragonsyr

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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.

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