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Editing, Expanding and Modifying Domination

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Do you remember which side mission it was?

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Do you remember which side mission it was?

Doesn't matter, its to do with the prize array and the "", the array has a prize in it that has a gap... such as " B_APC_Wheeled_01_cannon_F", and the rest of the array will work and it will give you a empty message when that prize is called.

Champy_UK

Can a Mod move this thread to Arma 3 or should we start a new thread??

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Oh yes, you're right. There's an errant space in one of the prize array entries.

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fixed - typo by me :(

called B_MRAP_01_gmg_F for B_MRAP_gmg_01_F - switched the gmg and 01

---------- Post added at 17:33 ---------- Previous post was at 17:26 ----------

But i did have an error on sidemission 06.

The hangar could not be destroyed.

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Hello, i would need help to modify the bonus point attribution of one of the side mission on Domination Takistan.

the side mission consisting to steal the chopper and bring it back to base.

currently the bonus points are given to the players near the side mission marker. i would like to change it to give the points to the players near their flag base. (like for the flag side capture mission.)

the file to modify is probably the x_missions/common/x_sidesteal.sqf

-------------------------------------------------------

ok I found how to modify this side mission.

in the x_sidesteal.sqf there is 3 differents lines containing : call FUNC(NetCallEvent)};

when the lines have this form the bonus points are given to players being near the side mission marker area.

to give the points to the players near the Flag Base instead, the lines must be modified into : call FUNC(NetCallEventToClients)};

this modification only work for Domination Takistan (v2.71)

Domination on Chernarus (in v2.60) use different init script and the modification doesn't work.

Edited by cychou

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Anyone knows how to get the ammobox marker back in 2.61? And could anyone point me to the "original" 2.61. Seems devheaven site is dead :(

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Why do you want the 2.61 version the 2.71 has of the errors fix and just runs better overall.

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because im using Arma 2 Free, and afaik 2.71 doesnt support A2, only CO or OA. ;)

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lol for a few bucks go get ARMA2/CO it is very cheap! Support bohemia plus so much better then the ARMA2 free.

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problem is im running a dedicated server, and afaik it requires x2 arma then. 2x20£. Besides i already have a 2.61 HEAVILY modified domination, which i honestly dont want to start over. other than that iirc there was problems with FARBs in 2.71, and respawning of trucks. I prefer no ammomarkers to that.

I might get Arma III in the future, but right now all I was asking was if someone knew where to find 2.61 and if anyone knew how to fix the missing ammobox markers?

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Does anyone remember where the code lines to edit the paratrooper reinforcements at the main target is located. I think it is in the i_server.sqf but I can't find it again lol.

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Is there a way to increase the number of attack planes and/or helicopters?

If I mod this line to read anything but 1, nothing happens GVAR(number_attack_planes) = 1; and GVAR(number_attack_choppers) = 1;

Did some poking around but couldn't see where I could increase the numbers. any help would be great thanks again

@rowdied yes you can. When I get time I will look at what file you need to edit the code.

Have you found the file to do it? I have poked around more but don't seem to see the script where the planes/helicopters are spawned.

thanks

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@ rowdied go to I_server.SQF look for this block of codes

// type of enemy plane that will fly over the main target

GVAR(airki_attack_plane) = switch (true) do {

case (__OAVer): {

switch (GVAR(enemy_side)) do {

case "EAST": {if (__ACEVer) then {["Su25_TK_EP1","L39_TK_EP1","ACE_L39_TK_FAB250"]} else {["Su25_TK_EP1","L39_TK_EP1"]}};

case "WEST": {["A10_US_EP1"]};

default {[]};

};

};

case (__ACEVer): {

switch (GVAR(enemy_side)) do {

case "EAST": {["Su34","Su39","ACE_Su27_CAP","ACE_Su27_CAS","ACE_Su27_CASP"]};

case "WEST": {["A10","AV8B2","AV8B","F35B"]};

default {[]};

};

};

case (__COVer): {

switch (GVAR(enemy_side)) do {

case "EAST": {["Su34","Su39"]};

case "WEST": {["A10","AV8B2","AV8B","F35B"]};

default {[]};

};

};

};

GVAR(number_attack_planes) = 2; and change the number as goes for the choppers just below that code

I also change the enemy parachute troops transport choppers to two but I forgot where I edit the number lol.

Here is the code that calls the type of choppers but not the number. I need help with this lol.

// enemy parachute troops transport chopper

GVAR(transport_chopper) = switch (true) do {

case (__OAVer): {

switch (GVAR(enemy_side)) do {

case "EAST": {["Mi17_TK_EP1"]};

case "WEST": {["CH_47F_EP1","UH60M_EP1"]};

case "GUER": {["UH1H_TK_GUE_EP1"]};

};

};

case (__COVer): {

switch (GVAR(enemy_side)) do {

case "EAST": {["Mi17_rockets_RU"]};

case "WEST": {["MH60S"]};

case "GUER": {["Mi17_Civilian"]};

};

};

};

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I have a file of Domination Chernarus AI 2.1g. How to get it from restarting at the beginning, every time I play it. I have the Domination_West-AI.Chernarus.pbo file installed at

C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\MPMissions\Domination_West-AI.Chernarus.pbo

Plus I need to find out if I can have this put in as well.

 Mk17 Sniper SD            SCAR_H_LNG_Sniper_SD    20Rnd_762x51_SB_SCAR 
Mk17 TWS SD               SCAR_H_STD_TWS_SD       20Rnd_762x51_SB_SCAR

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@cychou I tried to do that it did show up. I must be doing something wrong. This is what it looks like. I trying to put Mk17 TWS SD SCAR_H_STD_TWS_SD & Mk17 Sniper SD SCAR_H_LNG_Sniper_SD with the some ammo type 20Rnd_762x51_SB_SCAR. So what am I doing wrong? I'm using this Domination Chemarus ai 2.1g

clearWeaponCargo _vec;

if (d_player_faction in ["USMC", "CDF"]) then {
__awc(M9,1)
__awc(M9SD,1)
__awc(Colt1911,1)
__awc(M16A2,1)
__awc(M16A2GL,1)
__awc(M16A4,1)
__awc(M16A4_GL,1)
__awc(M16A4_ACG,1)
__awc(M16A4_ACG_GL,1)

__awc(M4A1,1)
__awc(M4A1_HWS_GL,1)
__awc(M4A1_HWS_GL_camo,1)
__awc(M4A1_HWS_GL_SD_Camo,1)
__awc(M4A1_RCO_GL,1)
__awc(M4A1_Aim,1)
__awc(M4A1_Aim_camo,1)
__awc(M4A1_AIM_SD_camo,1)
__awc(SCAR_H_LNG_Sniper_SD,1)
__awc(SCAR_H_STD_TWS_SD,1)

__awc(G36a,1)
__awc(G36c,1)
__awc(G36_C_SD_eotech,1)
__awc(G36k,1)

__awc(M1014,1)
__awc(MP5A5,1)
__awc(MP5SD,1)

__awc(M8_carbine,1)
__awc(M8_carbineGL,1)
__awc(M8_compact,1)

__awc(MG36,1)
__awc(Mk_48,1)
__awc(M240,1)
__awc(M249,1)
__awc(M8_SAW,1)

__awc(M24,1)
__awc(DMR,1)
__awc(M107,1)
__awc(M40A3,1)
__awc(M4SPR,1)
__awc(M8_sharpshooter,1)

__awc(M136,1)
__awc(SMAW,1)

__awc(Laserdesignator,1)
__awc(Binocular,1)
__awc(NVGoggles,1)
__awc(JAVELIN,1)
__awc(STINGER,1)

__amc(HandGrenade_West,50)
__amc(HandGrenade_Stone,50)
__amc(Smokeshell,50)
__amc(Smokeshellred,50)
__amc(Smokeshellgreen,50)
__amc(SmokeShellYellow,50)
__amc(SmokeShellOrange,50)
__amc(SmokeShellPurple,50)
__amc(30Rnd_9x19_MP5,50)
__amc(30Rnd_9x19_MP5SD,50)
__amc(7Rnd_45ACP_1911,50)
__amc(15Rnd_9x19_M9,50)
__amc(15Rnd_9x19_M9SD,50)
__amc(20Rnd_556x45_Stanag,50)
__amc(30Rnd_556x45_Stanag,50)
__amc(30Rnd_556x45_StanagSD,50)
__amc(30Rnd_556x45_G36,50)
__amc(200Rnd_556x45_M249,50)
__amc(100Rnd_556x45_BetaCMag,50)
__amc(20Rnd_762x51_SB_SCAR.50
__amc(20Rnd_762x51_SB_SCAR.50
__amc(8Rnd_B_Beneli_74Slug,50)
__amc(5Rnd_762x51_M24,6)
__amc(20Rnd_762x51_DMR,6)
__amc(10Rnd_127x99_M107,3)
__amc(100Rnd_762x51_M240,50)
__amc(FlareWhite_M203,50)
__amc(FlareGreen_M203,50)
__amc(FlareRed_M203,50)
__amc(FlareYellow_M203,50)
__amc(1Rnd_HE_M203,50)
__amc(M136,10)
__amc(SMAW_HEAA,2)
__amc(SMAW_HEDP,2)
__amc(Pipebomb,5)
__amc(Mine,30)
__amc(Laserbatteries,20)
__amc(JAVELIN,1)
__amc(STINGER,2)
__amc(30Rnd_545x39_AK,50)
__amc(PG7V,3)
__amc(PG7VR,3)
__amc(PG7VL,3)
__amc(100Rnd_762x54_PK,50)
__amc(75Rnd_545x39_RPK,50)

1) modify ammobox content :

find this :

your domination folder/x_client/x_weaponcargo.sqf or

x_client/x_weaponcargor.sqf

(x_weaponcargor.sqf if you use ranking system, and x_weaponcargo.sqf if you don't)

inside this you will have a list of weapon classname (the rank distinction is only taken into account for x_weaponcargor.sqf)

add whatever you want, but the most important is to maintain the text shape (one single error will make the ammobox to not work).

for example when using ranked version :

//privates rifles

[["M16a4",1],["M16A2",1],["M4a1",1]],

//Corporal

[["M40A3",1]],

//Sergeant

etc....

- don't forget [[ and ]] at the begining and at the end of each rank weapon list.

- don't forget "" arround each weapon name.

- don't forget the , between each weapon.

at the bottom end of this file you have _awc and _amc line

__awc is for additional object ex : _awc(Laserdesignator,1)

__amc is for magazines. ex : __amc(30Rnd_9x19_MP5,50)

use this site to find all the classname you need (Including all ACE weapons classname if you use ACE)

http://browser.six-projects.net/cfg_weapons (press search and find what you want (weapon, Magazines, vehicles...)

the object name is the one displayed in the "name" column)

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I have a file of Domination Chernarus AI 2.1g. How to get it from restarting at the beginning, every time I play it. I have the Domination_West-AI.Chernarus.pbo file installed at

C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\MPMissions\Domination_West-AI.Chernarus.pbo

Plus I need to find out if I can have this put in as well.

 Mk17 Sniper SD            SCAR_H_LNG_Sniper_SD    20Rnd_762x51_SB_SCAR 
Mk17 TWS SD               SCAR_H_STD_TWS_SD       20Rnd_762x51_SB_SCAR

Hey all you need to do is to look in the Init.SQF in the main mission folder. I AM using 2.71 version it looks like this

#define THIS_FILE "init.sqf"

diag_log format ["############################# %1 #############################", missionName];

diag_log [diag_frameno, diag_ticktime, time, "Executing Dom init.sqf"];

#include "x_setup.sqf"

// just a check to prevent init.sqf running more than once

// shouldn't happen, but we want to be sure :)

if (!isNil QGVAR(init_started)) exitWith {

diag_log [diag_frameno, diag_ticktime, time, "Dom init.sqf executed more than once"];

};

GVAR(init_started) = true;

if (!isDedicated && isMultiplayer) then {

enableRadio false;

0 fadeSound 0;

titleText ["", "BLACK FADED"];

};

if (!isDedicated) then {

GVAR(client_init_trig) = createTrigger ["EmptyDetector", [0,0,0]];

GVAR(client_init_trig) setTriggerArea [0,0,0,false];

GVAR(client_init_trig) setTriggerActivation ["NONE", "PRESENT", false];

GVAR(client_init_trig) setTriggerTimeout [1, 1, 1, false];

GVAR(client_init_trig) setTriggerStatements ["X_INIT && !isNil 'd_init_processed'", "diag_log [diag_frameno, diag_tickTime, time, 'Executing Dom local player JIP trigger'];call compile preprocessFileLineNumbers 'x_client\x_jip.sqf'", ""];

onPreloadFinished {GVAR(preloaddone) = true; onPreloadFinished {}};

};

//enableSaving [false,false];

enableSaving [true,true]; just change this code line.

enableTeamSwitch false;

It works however after a while some of the internal scripts may stop working and other issues may happen. I have played for multiple days using the same function while sometimes things may not work within the mission it is still playable. Domination was never made to be played with save so you may not have may issues but others who join your game may. PS I don't play on a dedicated server only a host server there may be more issues on a dedicated server let me know how it works out for you. AVIBIRD

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Here is what is in init.sqf

#include "x_setup.sqf"
diag_log format ["############################# %1 #############################", missionName];

if (!isNil "d_init_started") exitWith {};
d_init_started = true;

enableSaving [false,false];
enableTeamSwitch false;

#ifdef __ACE__
if (isServer) then {
ace_sys_aitalk_enabled = true;
publicVariable "ace_sys_aitalk_enabled";
ace_sys_aitalk_radio_enabled = true;
publicVariable "ace_sys_aitalk_radio_enabled";
ace_sys_tracking_markers_enabled = false;
publicVariable "ace_sys_tracking_markers_enabled";
};
#endif

#ifdef __CARRIER__
d_with_carrier = true;

// Spawn of the LHD Carrier
if (isServer) then {
_LHDspawnpoint = [getPosASL LHD_Center select 0, getPosASL LHD_Center select 1, -0.9];
{
	_dummy = createVehicle [_x, _LHDspawnpoint, [], 0, "NONE"];
	_dummy setdir 270;
	_dummy setPos _LHDspawnpoint;
} foreach ["Land_LHD_house_1","Land_LHD_house_2","Land_LHD_elev_R","Land_LHD_1","Land_LHD_2","Land_LHD_3","Land_LHD_4","Land_LHD_5","Land_LHD_6"];
};
#endif

#include "i_common.sqf"

if (isServer) then {skiptime d_TimeOfDay};

X_INIT = false;X_Server = false; X_Client = false; X_JIP = false;X_SPE = false;X_MP = isMultiplayer;

#define __waitpl [] spawn {waitUntil {!isNull player};X_INIT = true}
if (isServer) then {
X_Server = true;
if (!isDedicated) then {
	X_Client = true;
	X_SPE = true;
	__waitpl;
} else {
	X_INIT = true;
};
} else {
X_Client = true;
if (isNull player) then {
	X_JIP = true;
	__waitpl;
} else {
	X_INIT = true;
};
};

if (X_Client) then {
[] spawn {
	waituntil {X_INIT};
#ifndef __ACE__
	d_phd_invulnerable = true;
	__pSetVar ["d_p_ev_hd_last", time];
	__pSetVar ["d_p_ev_hd", player addeventhandler ["HandleDamage", {_this call XfHitEffect}]];
#else
	player setVariable ["ace_w_allow_dam", false];
#endif
	execVM "tasks.sqf";
};
};

#ifdef __CARRIER__
// fix for delayed LHD creation on clients
if (X_Client) then {
[] spawn {
	private ["_dirp", "_posp"];
	waituntil {X_INIT};
	_dirp = direction player;
	_posp = [position player select 0,position player select 1, position player select 2];
	if (isNull (nearestobject [player, "Land_LHD_4"])) then {
		player setPos [markerPos "d_c_safepos" select 0, markerPos "d_c_safepos" select 1, 0];
		waituntil {!isNull (nearestObject [_posp, "Land_LHD_4"])};
	};
	player setPosASL [_posp select 0, _posp select 1, 9.26];
	player setDir _dirp;
};
};
#endif

if (isNil "x_funcs1_compiled") then {
__cppfln(x_reload,x_common\x_reload.sqf);
__ccppfln(x_common\x_f\x_functions1.sqf);
__ccppfln(x_common\x_f\x_netinit.sqf);
};

[0, "d_AirD", {[_this] spawn BIS_Effects_AirDestruction}] call XNetAddEvent;
[0, "d_AirD2", {_this spawn BIS_Effects_AirDestructionStage2}] call XNetAddEvent;
[0, "D_Burn", {_this spawn BIS_Effects_Burn}] call XNetAddEvent;
[0, "rep_ar", {_this setDamage 0;_this setFuel 1}] call XNetAddEvent;
[0, "setcapt", {(_this select 0) setCaptive (_this select 1)}] call XNetAddEvent;
[0, "d_say", {(_this select 0) say3D (_this select 1)}] call XNetAddEvent;
[0, "d_flav", {[_this] spawn x_flares}] call XNetAddEvent;
[0, "d_del_ruin", {_ruin = nearestObject [_this, "Ruins"];if (!isNull _ruin) then {deleteVehicle _ruin}}] call XNetAddEvent;
if (isServer) then {
[1, "d_dam", {_this call XDamHandler}] call XNetAddEvent; // different handling
[1, "d_m_box", {if (!(__TTVer)) then {if (!AmmoBoxHandling) then {(_this select 0) spawn XCreateDroppedBox} else {[(_this select 0), (_this select 1)] spawn XCreateDroppedBox}} else {if (!AmmoBoxHandling) then {[(_this select 0), (_this select 1)] spawn XCreateDroppedBox} else {[_this select 0, _this select 1, _this select 2] spawn XCreateDroppedBox}}}] call XNetAddEvent;
[1, "d_p_group", {if (!(_this in d_player_groups)) then {d_player_groups set [count d_player_groups, _this]}}] call XNetAddEvent;
[1, "d_p_a", {_this spawn XGetPlayerPoints}] call XNetAddEvent;
[1, "d_air_taxi", {_this execVM "x_server\x_airtaxiserver.sqf"}] call XNetAddEvent;
[1, "d_r_box", {_this spawn XRemABox}] call XNetAddEvent;
[1, "unit_tk", {_this spawn XfTKKickCheck}] call XNetAddEvent;
[1, "d_pas", {(_this select 0) addScore (_this select 1)}] call XNetAddEvent;
[1, "mr1_l_c", {if (!isNull _this) then {[_this, 1] spawn x_checktransport}}] call XNetAddEvent;
[1, "mr2_l_c", {if (!isNull _this) then {[_this, 2] spawn x_checktransport}}] call XNetAddEvent;	
[1, "d_p_varn", {_this spawn XGetPlayerArray}] call XNetAddEvent;
[1, "d_ad", {__addDead(_this)}] call XNetAddEvent;
[1, "d_ad2", {(_this select 0) setVariable ["d_end_time", _this select 1];d_allunits_add set [count d_allunits_add, _this select 0]}] call XNetAddEvent;
[1, "d_p_o_a", {d_placed_objs_store setVariable [_this select 0, _this select 1];((_this select 1) select 0) setVariable ["d_owner", _this select 0];((_this select 1) select 0) addEventHandler ["killed",{_this call XfPlacedObjKilled}]}] call XNetAddEvent;
[1, "d_p_o_r", {d_placed_objs_store setVariable [_this select 0, nil]}] call XNetAddEvent;
[1, "x_dr_t", {_this execVM "x_server\x_createdrop.sqf"}] call XNetAddEvent;
[1, "d_f_ru_i", {[_this] execFSM "fsms\XFacRebuild.fsm"}] call XNetAddEvent;
[1, "ari_type", {_this spawn x_arifire}] call XNetAddEvent;
[1, "l_v", {if (!((_this select 0) in d_wreck_cur_ar)) then {(_this select 0) lock (_this select 1)}}] call XNetAddEvent;
[1, "d_mhqdepl", {(_this select 0) lock (_this select 1);d_allunits_add set [count d_allunits_add, (_this select 0) getVariable "D_MHQ_Camo"]}] call XNetAddEvent;
[1, "d_g_p_inf", {_this spawn XGetAdminArray}] call XNetAddEvent;
[1, "d_ad_deltk", {_this spawn XAdminDelTKs}] call XNetAddEvent;
#ifdef __TT__
[1, "d_a_p_w", {d_points_west = d_points_west + _this}] call XNetAddEvent;
[1, "d_a_p_e", {d_points_east = d_points_east + _this}] call XNetAddEvent;
[1, "mrr1_l_c", {if (!isNull _this) then {[_this, 1] spawn x_checktransport2}}] call XNetAddEvent;
[1, "mrr2_l_c", {if (!isNull _this) then {[_this, 2] spawn x_checktransport2}}] call XNetAddEvent;
#endif
};

#include "i_server.sqf"
#include "i_client.sqf"

#include "x_missions\x_missionssetup.sqf"

if (X_SPE) then {d_date_str = date};

if (isServer) then {
["d_mt_radio_down",true] call XNetSetJIP;
["mt_radio_pos",[0,0,0]] call XNetSetJIP;
["target_clear",false] call XNetSetJIP;
["all_sm_res",false] call XNetSetJIP;
["the_end",false] call XNetSetJIP;
["mr1_in_air",false] call XNetSetJIP;
["mr2_in_air",false] call XNetSetJIP;
["ari_available",true] call XNetSetJIP;
["ari2_available",true] call XNetSetJIP;
#ifndef __TT__
["d_jet_s_reb",false] call XNetSetJIP;
["d_chopper_s_reb",false] call XNetSetJIP;	
["d_wreck_s_reb",false] call XNetSetJIP;
#else
["mrr1_in_air",false] call XNetSetJIP;
["mrr2_in_air",false] call XNetSetJIP;
#endif
["current_target_index",-1] call XNetSetJIP;
["current_mission_index",-1] call XNetSetJIP;
["ammo_boxes",0] call XNetSetJIP;
["sec_kind",0] call XNetSetJIP;
["resolved_targets",[]] call XNetSetJIP;
["jump_flags",[]] call XNetSetJIP;
["d_ammo_boxes",[]] call XNetSetJIP;
["d_wreck_marker",[]] call XNetSetJIP;
["para_available",true] call XNetSetJIP;
["d_dam",[]] call XNetSetJIP;
#ifndef __TT__
["d_campscaptured",0] call XNetSetJIP;
["d_searchbody",objNull] call XNetSetJIP;
["d_searchintel",[0,0,0,0,0,0,0]] call XNetSetJIP;
#else
["d_campscaptured_w",0] call XNetSetJIP;
["d_campscaptured_e",0] call XNetSetJIP;
#endif
["d_currentcamps",[]] call XNetSetJIP;

execVM "x_bikb\kbinit.sqf";

X_DropZone = createVehicle ["HeliHEmpty", [0, 0, 0], [], 0, "NONE"];
["X_DropZone",X_DropZone] call XNetSetJIP;

D_AriTarget = createVehicle ["HeliHEmpty", [0, 0, 0], [], 0, "NONE"];
["D_AriTarget",D_AriTarget] call XNetSetJIP;

D_AriTarget2 = createVehicle ["HeliHEmpty", [0, 0, 0], [], 0, "NONE"];
["D_AriTarget2",D_AriTarget2] call XNetSetJIP;

#ifdef __TT__
d_points_west = 0;
d_points_east = 0;
d_kill_points_west = 0;
d_kill_points_east = 0;
["points_array",[0,0,0,0]] call XNetSetJIP;
#endif

__ccppfln(x_server\x_initx.sqf);

if (d_weather == 0 && d_FastTime == 1) then {
	_ranover = random 1;
	["d_overcast",_ranover] call XNetSetJIP;
	_ww = if (_ranover > 0.5) then {if (rain <= 0.3) then {1} else {2}} else {0};
	["d_winterw", _ww] call XNetSetJIP;
	execFSM "fsms\WeatherServer.fsm";
} else {
	d_weather = 1;
	["d_overcast",0] call XNetSetJIP;
};

// create random list of targets
#ifndef __DEFAULT__
d_maintargets_list = (count d_target_names) call XfRandomIndexArray;
#else
if (d_number_targets_h < 50) then {
	d_maintargets_list = (count d_target_names) call XfRandomIndexArray;
} else {
	switch (d_number_targets_h) do {
		case 50: {d_maintargets_list = [24,14,0,13,19];};
		case 60: {d_maintargets_list = [5,25,7,26,1];};
		case 70: {d_maintargets_list = [10,8,9,4,15,11];};
		case 80: {d_maintargets_list = [21,22,12,2,23];};
		case 90: {d_maintargets_list = [6,14,5,17,18,0,13,19,1,7,16,2,12,11,8,10,9,4,15,3,20];};
	};
};
#endif

__DEBUG_SERVER("init.sqf",d_maintargets_list)
// create random list of side missions
if (d_random_sm_array) then {
	d_side_missions_random = sm_array call XfRandomArray;
} else {
	d_side_missions_random = sm_array;
};

__DEBUG_SERVER("init.sqf",d_side_missions_random)

d_current_counter = 0;
d_current_mission_counter = 0;

d_side_mission_resolved = false;

d_counterattack = false;

extra_mission_remover_array = [];
extra_mission_vehicle_remover_array = [];
d_check_trigger = objNull;
d_create_new_paras = false;
d_first_time_after_start = true;
d_nr_observers = 0;
#ifndef __TT__
if (!(__ACEVer)) then {
	// editor varname, unique number, true = respawn only when the chopper is completely destroyed, false = respawn after some time when no crew is in or chopper is destroyed
	[[ch1,301,true],[ch2,302,true],[ch3,303,false,1500],[ch4,304,false,1500]] execVM "x_server\x_helirespawn2.sqf";
} else {
	if (d_enemy_side == "EAST") then {
		[[ch1,301,true],[ch2,302,true],[ch3,303,false,1500],[ch4,304,false,1500],[ch5,305,false,600],[ch6,306,false,600]] execVM "x_server\x_helirespawn2.sqf";
	} else {
		[[ch1,301,true],[ch2,302,true],[ch3,303,false,1500],[ch4,304,false,1500]] execVM "x_server\x_helirespawn2.sqf";
	};
};
// editor varname, unique number
//0-9 = MHQ, 10-19 = Medic vehicles, 20-29 = Fuel, Repair, Reammo trucks, 30-39 = Engineer Salvage trucks, 40-49 = Transport trucks
[
	[xvec1,0],[xvec2,1],[xmedvec,10],[xvec3,20],[xvec4,21],[xvec5,22], [xvec7,23],
	[xvec8,24], [xvec9,25], [xvec6,30], [xvec10,31], [xvec11,40], [xvec12,41]
] execVM "x_server\x_vrespawn2.sqf";
#else
if (!(__ACEVer)) then {
	[
		[ch1,301,true],[ch2,302,true],[ch3,303,false],[ch4,304,false],
		[chR1,401,true],[chR2,402,true],[chR3,403,false],[chR4,404,false]
	] execVM "x_server\x_helirespawn2.sqf";

	_helper = [];
	for "_i" from 1 to 32 do {
		_v = missionNamespace getVariable format ["vecvec%1", _i];
		_helper set [count _helper, _v];
	};
	_helper execVM "x_server\x_vrespawnn.sqf";
} else {
	[
		[ch1,301,true],[ch2,302,true],[ch3,303,false],[ch4,304,false],[ch5,305,false,600],[ch6,306,false,600],
		[chR1,401,true],[chR2,402,true],[chR3,403,false],[chR4,404,false],[chR5,405,false,600],[chR6,406,false,600]
	] execVM "x_server\x_helirespawn2.sqf";
};
[
	[xvec1,0],[xvec2,1],[xmedvec,10],[xvec3,20],[xvec4,21],[xvec5,22],[xvec6,30],[xvec7,40],
	[xvecR1,100],[xvecR2,101],[xmedvecR,110],[xvecR3,120],[xvecR4,121],[xvecR5,122],[xvecR6,130],[xvecR7,140]
] execVM "x_server\x_vrespawn2.sqf";
#endif
#ifdef __ACE__
if (!(__TTVer)) then {
	[HC130, 300] spawn x_vehirespawn;
	[towtrac1, 280] spawn x_vehirespawn2;
	[towtrac2, 280] spawn x_vehirespawn2;
	[towtrac3, 280] spawn x_vehirespawn2;
	[towtrac4, 280] spawn x_vehirespawn2;
};
#endif
execFSM "fsms\Boatrespawn.fsm";
[d_wreck_rep,"Wreck Repair Point",x_heli_wreck_lift_types] execFSM "fsms\RepWreck.fsm";
#ifdef __TT__
[d_wreck_rep2,"Wreck Repair Point",x_heli_wreck_lift_types] execFSM "fsms\RepWreck.fsm";
d_public_points = true;
#endif
d_check_boxes = [];
d_no_more_observers = false;
d_main_target_ready = false;
d_mt_spotted = false;
execVM "x_server\x_setupserver.sqf";
execVM "x_server\x_createnexttarget.sqf";
d_player_store = "HeliHEmpty" createVehicleLocal [0, 0, 0];
d_placed_objs_store = "HeliHEmpty" createVehicleLocal [0, 0, 0];
if (d_with_ai) then {d_player_groups = []};
if (d_FastTime == 0) then {execFSM "fsms\FastTime.fsm"};

__cppfln(X_fnc_serverOPC,x_server\x_serverOPC.sqf);
__cppfln(X_fnc_serverOPD,x_server\x_serverOPD.sqf);
onPlayerConnected "xhandle = [_name,_uid] spawn X_fnc_serverOPC";
onPlayerDisconnected "xhandle = [_name,_uid] spawn X_fnc_serverOPD";

#ifdef __ACE__
if (!(__TTVer)) then {
	[] spawn {
		private ["_pos", "_no"];
		_pos = position d_peasa;
		_no = _pos nearestObject "ACE_EASA_Vehicle";
		while {isNull _no} do {
			_no = _pos nearestObject "ACE_EASA_Vehicle";
			sleep 1;
		};
		_no allowDamage false;
	};
};
#endif
};

#ifdef __REVIVE__
execVM "r_init.sqf";
#endif

if (!X_Client) exitWith {};

if (!isMultiplayer) then {
d_player_stuff = [AutoKickTime, time, "", 0, str(player), name player, 0];
d_player_store setVariable ["", d_player_stuff];
};

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ok just change the code like I did in the above and put // in front of the old codelines. You should never delete anything from domination just // in the front and the code will not run for that line and if you need a large block of code then do this

/*code

code

code

code ect

*/

You should always back up any file you are messing with when working on domination it will save you weeks if not months if you mess up the files and it is very easy with this mission to do that(:

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Thanks, that worked like a charm. Now I'm able to save it with out having to restart it. I'm able to add Mk17 Sniper SD or Mk17 TWS SD to it. Cause I tried to put it in domination folder/x_client/x_weaponcargo.sqf and it didn't show up.

__awc(SCAR_H_LNG_Sniper_SD,1)

__awc(SCAR_H_STD_TWS_SD,1)

__amc(20Rnd_762x51_SB_SCAR.50)

I found out how to put in the weapons that I wanted in Domination_West-AI.Chernarus. I just took x_weaponcargo_oa.sqf from co40_Domination.Takistan file. Then replaced it with x_weaponcargo.sqf, by removing _oa from the equation. Like this: x_weaponcargo_oa.sqf - _oa = x_weaponcargo.sqf. I know that I could of just type what I wanted. But after I tried this, I see that now. 3,2,1 Duh " we tried to tell you ,But " I'm able to use those weapons now. Thank you, to the guys that where trying to help me.

Edited by barrett217

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@Tankbuster. Is there any way to change Engineer ability repair features to unlimited. As well as medical heal self for everyone and unlimited.

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I have a strange issue. I jump in a main mission vehicle, like and MHQ or Lift chopper. I move it and get out. After a minute or so they disappear and reappear at their original starting location. When I am at the base I see the vehicles disappear and reappear even when they haven't been moved. This only happens to vehicles that have text="xvec4"; in mission.sqm. Does anyone have any ideas? Is there a timer I could change?

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I feel like this should be simple, but its giving me some trouble:

I'd like to add another map click respawn point. I've added the marker to the map, but it shows up as one of the red unusable ones (like having an undeployed MHQ). How would I go about making it usable?

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Does anyone know where the GVAR for the side mission convoy vehicles can be found, as well as the isle defense vehicle types?

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Does anyone know where the GVAR for the side mission convoy vehicles can be found, as well as the isle defense vehicle types?

Do two searches using Notepad++ or similar... one for an Opfor Truck and the other for a Guerrilla Pickup... thats if your running the GITS domi

..

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