Mirek 166 Posted December 31, 2015 Hi Reviving old thread, but it seems to be only suitable thread. Does anyone have any idea where the hell i find the code that decides what spawns at markers d_base_radar_pos; d_base_wreck_fac; d_base_anti_air1; d_base_anti_air2? i would expect something like _something = createVehicle ["someclassname", [(getMarkerPos "somemarker" select 0),(getMarkerPos "somemarker" select 1),0], [], 0, "CANCOLLIDE"]; but for all i can search i cant find anything like that. where i find the rest of the sqfs that make the player base? i have american patrol patroling my base, i have american AA defence i have american radar etc i dont want any of them there i want all to be Czech! Share this post Link to post Share on other sites
Mirek 166 Posted January 1, 2016 OK partialy figured. No more Mericans in my base. :) Share this post Link to post Share on other sites
Tankbuster 1747 Posted January 1, 2016 If I remember correctly, and I don't work on this mission much anymore, I've removed most of those markers and replaced them with my own code. i_common.sqf has references to the anti air markers, which leads to (in my build) (if you're using a headless client) line 52 of \x_shc\x_shcinit.sqf or if you're not using a HC, to line 28 of x_server\x_init.sqf. As you can see, just removing that marker is a safe way of preventing those units from spawning. The variable that is passed to the createvgroup function is d_base_aa_vec which is defined (in my build) in fn_preinit.sqf at line 462. Share this post Link to post Share on other sites
Mirek 166 Posted January 1, 2016 Hey thanks, but i didnt find it there there. Share this post Link to post Share on other sites
Mirek 166 Posted January 2, 2016 I see there is ACRE settings in DOMI how can i change it to TFAR? Share this post Link to post Share on other sites
Tankbuster 1747 Posted January 2, 2016 We run TFAR on my 2 servers that run the mission and it seems to run just fine. Search server browser for Domination Redux and you can get the mission from the public one. Share this post Link to post Share on other sites
Mirek 166 Posted January 2, 2016 I searched Domination Redux, but thats for Arma 3. I need it for Arma 2. Anyway i searched ACRE in the files and here is what i find: Search "ACRE" (83 hits in 12 files) C:\Users\Mirek\Documents\ArmA 2 Other Profiles\K%20Mirek\MPMissions\Black_Lion_Chernarus_Dominatio.Chernarus\crates\acre.sqf (1 hit) Line 3: // null = this execVM "crates\acre.sqf"; C:\Users\Mirek\Documents\ArmA 2 Other Profiles\K%20Mirek\MPMissions\Black_Lion_Chernarus_Dominatio.Chernarus\description.ext (4 hits) Line 902: title = "------------------------------ ACRE -------------------------------"; Line 908: class GVAR(WithAcre) { Line 915: class GVAR(AcreSignalLoss) { Line 922: class GVAR(AcreRadioOnBackWorks) { C:\Users\Mirek\Documents\ArmA 2 Other Profiles\K%20Mirek\MPMissions\Black_Lion_Chernarus_Dominatio.Chernarus\d_init.sqf (3 hits) Line 78: GVAR(WithAcre) = (GVAR(WithAcre) == 0); Line 78: GVAR(WithAcre) = (GVAR(WithAcre) == 0); Line 347: [QGVAR(f_ru_i), {[_this] execFSM "fsms\XFacRebuild.fsm"}] call FUNC(NetAddEventCTS); C:\Users\Mirek\Documents\ArmA 2 Other Profiles\K%20Mirek\MPMissions\Black_Lion_Chernarus_Dominatio.Chernarus\fsms\XFacRebuild.fsm (1 hit) Line 3: fsmName = "XFacRebuild"; C:\Users\Mirek\Documents\ArmA 2 Other Profiles\K%20Mirek\MPMissions\Black_Lion_Chernarus_Dominatio.Chernarus\init.sqf (3 hits) Line 65: acre allowDamage false; Line 66: acre lock false; Line 67: acre setVehicleLock "UNLOCKED"; C:\Users\Mirek\Documents\ArmA 2 Other Profiles\K%20Mirek\MPMissions\Black_Lion_Chernarus_Dominatio.Chernarus\i_common.sqf (5 hits) Line 34: if (GVAR(WithAcre)) then { Line 35: [GVAR(AcreSignalLoss) / 100] call acre_api_fnc_setLossModelScale; // there is /100 as conversion from %, because propper value is from 0.0 to 1.0, but "description.ext" does not support float numbers, so value in params is percentual Line 35: [GVAR(AcreSignalLoss) / 100] call acre_api_fnc_setLossModelScale; // there is /100 as conversion from %, because propper value is from 0.0 to 1.0, but "description.ext" does not support float numbers, so value in params is percentual Line 36: if (GVAR(AcreRadioOnBackWorks) == 1) then { Line 37: ["onBack", true] call acre_api_fnc_toggleAceFeatureCompat C:\Users\Mirek\Documents\ArmA 2 Other Profiles\K%20Mirek\MPMissions\Black_Lion_Chernarus_Dominatio.Chernarus\mission.sqm (1 hit) Line 3329: init="null = this execVM ""crates\acre.sqf""; _rsloaa = [this] execVM ""RSLO\RSLO_addaction.sqf""; this addEventHandler [""handleDamage"", {0}]; this setPosATL (this modelToWorld[0,0,0]);"; C:\Users\Mirek\Documents\ArmA 2 Other Profiles\K%20Mirek\MPMissions\Black_Lion_Chernarus_Dominatio.Chernarus\readme.txt (1 hit) Line 31: * Added: If ACRE is activated move player into "dead" channel when he is unconscious C:\Users\Mirek\Documents\ArmA 2 Other Profiles\K%20Mirek\MPMissions\Black_Lion_Chernarus_Dominatio.Chernarus\stringtable.xml (54 hits) Line 4767: <English>With ACRE: </English> Line 4768: <German>With ACRE: </German> Line 4769: <Italian>With ACRE: </Italian> Line 4770: <Spanish>Con ACRE: </Spanish> Line 4771: <Czech>With ACRE: </Czech> Line 4772: <Russian>With ACRE: </Russian> Line 4773: <Polish>With ACRE: </Polish> Line 4774: <French>With ACRE: </French> Line 4775: <Hungarian>With ACRE: </Hungarian> Line 4778: <English>ACRE signal loss: </English> Line 4779: <German>ACRE signal loss: </German> Line 4780: <Italian>ACRE signal loss: </Italian> Line 4781: <Spanish>ACRE pérdida de señal: </Spanish> Line 4782: <Czech>ACRE signal loss: </Czech> Line 4783: <Russian>ACRE signal loss: </Russian> Line 4784: <Polish>ACRE signal loss: </Polish> Line 4785: <French>ACRE signal loss: </French> Line 4786: <Hungarian>ACRE signal loss: </Hungarian> Line 4789: <English>ACRE radio on back: </English> Line 4790: <German>ACRE radio on back: </German> Line 4791: <Italian>ACRE radio on back: </Italian> Line 4792: <Spanish>ACRE radio parte posterior: </Spanish> Line 4793: <Czech>ACRE radio on back: </Czech> Line 4794: <Russian>ACRE radio on back: </Russian> Line 4795: <Polish>ACRE radio on back: </Polish> Line 4796: <French>ACRE radio on back: </French> Line 4797: <Hungarian>ACRE radio on back: </Hungarian> Line 11466: <English>With ACRE:</English> Line 11467: <German>With ACRE:</German> Line 11468: <Italian>With ACRE:</Italian> Line 11469: <Spanish>Con ACRE:</Spanish> Line 11470: <Czech>With ACRE:</Czech> Line 11471: <Russian>With ACRE:</Russian> Line 11472: <Polish>With ACRE:</Polish> Line 11473: <French>With ACRE:</French> Line 11474: <Hungarian>With ACRE:</Hungarian> Line 11477: <English>ACRE signal loss (in percent):</English> Line 11478: <German>ACRE signal loss (in percent):</German> Line 11479: <Italian>ACRE signal loss (in percent):</Italian> Line 11480: <Spanish>ACRE pérdida de señal (porcentaje):</Spanish> Line 11481: <Czech>ACRE signal loss (in percent):</Czech> Line 11482: <Russian>ACRE signal loss (in percent):</Russian> Line 11483: <Polish>ACRE signal loss (in percent):</Polish> Line 11484: <French>ACRE signal loss (in percent):</French> Line 11485: <Hungarian>ACRE signal loss (in percent):</Hungarian> Line 11543: <English>ACRE radio on back:</English> Line 11544: <German>ACRE radio on back:</German> Line 11545: <Italian>ACRE radio on back:</Italian> Line 11546: <Spanish>ACRE radio en la parte posterior:</Spanish> Line 11547: <Czech>ACRE radio on back:</Czech> Line 11548: <Russian>ACRE radio on back:</Russian> Line 11549: <Polish>ACRE radio on back:</Polish> Line 11550: <French>ACRE radio on back:</French> Line 11551: <Hungarian>ACRE radio on back:</Hungarian> C:\Users\Mirek\Documents\ArmA 2 Other Profiles\K%20Mirek\MPMissions\Black_Lion_Chernarus_Dominatio.Chernarus\x_client\x_playerammobox.sqf (2 hits) Line 54: if (GVAR(WithAcre)) then { Line 57: _acbox = "ACRE_RadioBox" createVehicleLocal _acbpos; C:\Users\Mirek\Documents\ArmA 2 Other Profiles\K%20Mirek\MPMissions\Black_Lion_Chernarus_Dominatio.Chernarus\x_client\x_settingsdialog.sqf (4 hits) Line 181: __str (localize "STR_DOM_MISSIONSTRING_433") + (if (GVAR(WithAcre)) __tyn); Line 182: if (GVAR(WithAcre)) then { Line 183: __str (localize "STR_DOM_MISSIONSTRING_434") + str(GVAR(AcreSignalLoss)) + "%" + "\n"; Line 184: __str (localize "STR_DOM_MISSIONSTRING_435") + (if (GVAR(AcreRadioOnBackWorks) == 1) __tyn); C:\Users\Mirek\Documents\ArmA 2 Other Profiles\K%20Mirek\MPMissions\Black_Lion_Chernarus_Dominatio.Chernarus\x_revive\xr_main.sqf (4 hits) Line 1543: if (d_WithAcre) then { Line 1544: [false] call acre_api_fnc_setSpectator; Line 1740: if (d_WithAcre) then { Line 1741: [true] call acre_api_fnc_setSpectator; I gues simply revriting the word ACRE with Word TFAR wouldnt work? 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Mirek 166 Posted January 2, 2016 Another thing i need to get rid of the JSRS distance dependency because for some reason it prevents the mission to be run on dedicated server. I found that the JSRS dependency is probably hardcoded in I_common.sqf Search "jsrs" (3 hits in 1 file) C:\Users\Mirek\Documents\ArmA 2 Other Profiles\K%20Mirek\MPMissions\Black_Lion_Chernarus_Dominatio.Chernarus\i_common.sqf (3 hits) Line 58: if (!isNil "JSRS_Distance_Killed") then { Line 59: JSRS_Distance_Killed = {}; Line 60: //JSRS_Distance_Fired = {}; What happends if i just delete theese lines? Share this post Link to post Share on other sites
Mirek 166 Posted January 11, 2016 I deleted the lines and nothing happend. Mission still Works ok on my computer, but cannot be played on dedicated server, due to "you cannot play/edit this mission is dependent on content that had been removed jsrs_distance" bullshit. Mission runs OK when tested on hosted server. There is no more JSRS even mentioned in any of the mission files, including all the sqf and sqm scripts. JSRS mod is present in Dedicated server and in Dedicated server startup parameters along with all other required mods. JSRS mod is present and enabled with all the required mods on the client connecting to the server. Mission still cannot be played on Dedicated server, due to supposedly missing JSRS_Distance. i think Arma did just grown consciousnes and is making fun of me. Share this post Link to post Share on other sites
SavageCDN 231 Posted January 12, 2016 Check the beginning of mission.sqm - does it have any JSRS entries in Addons sections? If so delete the JSRS lines. Share this post Link to post Share on other sites
Mirek 166 Posted January 12, 2016 Nothing there. i searched all the files in the mission folder for JSRS, using notepad++ search in files function. There is no reason for the mission to require JSRS. But it stil does. I just stopped my work on this Domination edit and started working on Edit of Patrol ops. because clearly domination isnt supposed to work for me. Share this post Link to post Share on other sites
opusfmspol 282 Posted January 12, 2016 Do you have a test .pbo of the mission which is sharing the same folder name as the editor mission perhaps? That gave me similar problems with editing campaign missions, I couldn't figure out why edits I was making to mission in editor wouldn't work. Example: 1) edit a mission in editor. 2) save editor mission to multiplayer, it creates a .pbo. 3) test the .pbo, identify corrections to make. 4) edit the mission in editor a little more. 5) if you launch the editor mission, the .pbo will run instead, since it uses the same folder name inside. In this situation, the tested .pbo has to be moved or deleted before the editor mission will run again. Share this post Link to post Share on other sites
Mirek 166 Posted January 13, 2016 I know that, Opus, thats not a problem, problem is that the mission works on a test computer, but doesnt work on the server. Share this post Link to post Share on other sites
Tankbuster 1747 Posted January 13, 2016 This test machine.. is this the same machine the mission is made on? Share this post Link to post Share on other sites
Mirek 166 Posted January 13, 2016 This test machine.. is this the same machine the mission is made on? Indeed it is. But this mission is the only one with that problem. All other missions i made or edited and tested on this computer, work on the server with no problems. Only this one is different. Share this post Link to post Share on other sites
Tankbuster 1747 Posted January 13, 2016 Very odd. The mission never had JSRS in it until you got it, so we have to assume it's a dependency you introduced and given that it works on the authoring machine but not on a different machine server. Perhaps you are accidentally loading the addon? Any way, send me the mission folder or pbo. A fresh set of eyes often sees something an older set misses. Share this post Link to post Share on other sites
Mirek 166 Posted January 22, 2016 Strange is getting even stranger! Turns out, that the mission can be run on the server. BUT! There is one specific Player, who if he connects on the server himself alone, (no one else can be on the server) he can start the domination mission, and after that the rest of us can join and play the mission. Anyone else tryes to run the mission, or the one lucky player is not alone on the server, results in missing jsrs_distance error. We all use the same modlist, made in PWS using mods downloaded trough PWS. Iam not sure if i should laugh or cry. Share this post Link to post Share on other sites
Tankbuster 1747 Posted January 22, 2016 Is sig checking turned on on the server? Share this post Link to post Share on other sites
Tankbuster 1747 Posted January 22, 2016 Strange is getting even stranger! Turns out, that the mission can be run on the server. BUT! There is one specific Player, who if he connects on the server himself alone, (no one else can be on the server) he can start the domination mission, and after that the rest of us can join and play the mission. Anyone else tryes to run the mission, or the one lucky player is not alone on the server, results in missing jsrs_distance error. We all use the same modlist, made in PWS using mods downloaded trough PWS. Iam not sure if i should laugh or cry. I don't use JSRS, but I wonder if the player who first joins IS using JSRS, and when he joins and starts the mission, JSRS is placing it's objects on the map, thereby making JSRS required for later players? Share this post Link to post Share on other sites
Mirek 166 Posted January 22, 2016 We all use JSRS, and server runs JSRS. We al have JSRS, JSRS_ACE and JSRS_ACR. Signature checking is not enabled on the server, because we use our own mod wich is not signed because i dont know how to sign mod. I am not able to understand this, iam starting to thing that all this is some joke the JSRS autors made, or Xeno made or i dont know. We should all be able to start the mision. But still only this one guy can run it. And if he dies or stops playing arma or his computer burns, we will be all screwed, our entire clan. Share this post Link to post Share on other sites
Mirek 166 Posted February 19, 2016 How do i disable the effects in domination? I mean like the snowing, the fog clouds, etc. It kills performance, and renders the mission unplayable for half of my clan. Share this post Link to post Share on other sites
Tankbuster 1747 Posted February 19, 2016 IIRC, you're playing an old version? Is there an option in the mission parameters to turn the weather off? Share this post Link to post Share on other sites
Mirek 166 Posted February 19, 2016 Where do i find mission parameters? If you mean mission parameters like in patrol ops, then thats not here. Share this post Link to post Share on other sites
Jungfaha 0 Posted June 25, 2018 (edited) @Mirek Yeh... its a settings things under "Parameters" just before u launch the server if ur using client. Otherwise its possible to change the default values under "description.ext" file. _____________________________________________________________________________________________ To whom it may concern. Hello and thank you for reading this post. Be advised although this thread may be old. "In good faith" I post on behalf of the community I'm part of. Revival of this thread imminent. We use "co40_Domination_2_11A2_West.Chernarus.pbo" & sometimes the AI version. - If there is an updated version of this please advise. Due note: Going around killing people both in real life and in game .. well just doesn't suit everyone's taste. Thus we seek help from those whom have experience with modding DOMINATION 2 on the Chernaus map. Although its a map that is not often used we figured an alien invasion (instead of Russian take over) seemed far more suitable. Going in as liberators both as West & East to LIBERATE the civilians from an unknown enemy has proven to be rewarding in its own way. If shooting is going to happen, we would rather shoot Zetaborn (fictional creation) instead of some "local"s, "Forester"s, "farmer"s, "gamekeeper"s, "woodman"s, & "villagers" defending their home land (see file i_server.sqf line 159). Though, here comes why the thread is being revived. We have a few recurring issues that prevent domination from proceeding.Server: - Arma 2 Combined operations - PMC, BAF, ACR - CBA: CO, jayarma2lib, AlienZ mod v1.1"co40_Domination_2_11A2_West.Chernarus.pbo" Replacing east units with Alien units works for about 2 cities and either on the 3rd or 4rth city the "camps" which need to be captured don't work. - To be precise normally capturing a camp requires a friendly unit to stay in the camp for a period of time. The GUI shows a bar filling up from left to right. -- In this particular situation the bar gets smaller instead of bigger. ---Thus unable to proceed to next city even after clearing out MTsidequests. "co40_Domination_2_11A2_West_AI.Chernarus.pbo" Replacing east units with Alien units the mission does not recognize that we took over everything and completed MTsidequest. - To be precise the city we try to take over does not trigger and we are stuck on the 1st city. Attempt to resolve the issue: Have tried to replace east units with alienz one at a time. We have found up to what point in each version where the mission stops responding. I can post the change logs and the files that have been modded. Please advise. Considered changing the AlienZ mod and making the units SIDE=EAST After changing the config.bin into PAA unable to successfully convert back into .bin due to errors. Results game does not even show the alienz in editor. Reverted to original version of the mod. Sincerely, Respectfully, regards. Many thanks in advance. :) Edited July 5, 2018 by Jungfaha added server mods Share this post Link to post Share on other sites
Jungfaha 0 Posted July 25, 2018 We have had the same results with the 2.28 AI WEST takistan version. anytime we replace the units with ALIENZ the Main target will not trigger complete. Suppose now it would be great to find a way to change the trigger and either manually trigger the next target or have it recognize the ALIENZ units. Have found a few interesting files: x_server\X_target_clear.sqf x_server\X_creatnexttarget.sgf Does anyone know how to modify the trigger and where exactly s the trigger for the main target? Sincerely, respectfully, regards Share this post Link to post Share on other sites