Matosh 34 Posted July 1, 2011 If this shouldnt be deleted then how to remove it ? Share this post Link to post Share on other sites
Matosh 34 Posted July 2, 2011 Is it possible to make some AIs to spawn inside of the buildings for ex. mission is to kill enemy officer but he usually spawns outside so can i make that officer spawns inside of the building ??? Share this post Link to post Share on other sites
xeno 234 Posted July 2, 2011 (edited) ;1969311']Dunno if it's me' date=' but it seems dom_maker doesn't create fsms folder in Dom pbo... o_0[/quote']You have to install the BI Tools suite and specially the FSM editor part of it and then copy the FSMCompiler.exe into the dom_maker folder. http://community.bistudio.com/wiki/BI_Tools_2.5 I can't add the FSMCompiler.exe to the download, sorry. Please be also aware that the mission.sqm files in the various mission.pbos are getting binarized with make_dom.bat. The ArmA engine can handle binarized sqm files better (all non binarized mission.sqm files are part of the download). d up. Xeno Edited July 2, 2011 by Xeno Share this post Link to post Share on other sites
Max255 59 Posted July 2, 2011 I have it installed, guess I missed the part about copying .exe to the folder. :) BTW, what I have to do to binarize sqm back again? I'm a noob when it comes to all that binarized stuff... Share this post Link to post Share on other sites
xeno 234 Posted July 2, 2011 (edited) Nothing, like written above all the the non binned sqm files are in the download. Btw, the d version has an anti teamkill system (enabled by default, can be disabled in the lobby). I'm playing a lot Team Fortress 2 currently and I really like that you can't kill your team mates and neither can they. I joined some A2Free servers running Dom lately and no matter which server it was, a few idiots were lying right near the spawn point at base and killing everybody who joined or respawned. Not the best advertising for the game (A2 only versions are also in the download package). Xeno Edited July 2, 2011 by Xeno Share this post Link to post Share on other sites
Max255 59 Posted July 2, 2011 Yes, I know. But if I modify sqm to my own likings and then want to binarize it again (since you're saying it works better) what I have to do? Share this post Link to post Share on other sites
xeno 234 Posted July 2, 2011 (edited) Use the rapify tool from Mikero which is in dom_maker: rapify mission.sqm This will create mission.sqm.bin Simply rename it to mission.sqm (don't forget to backup your unbinned version first :)) Pack the mission with makepbo: makePbo -N -E yournameofthemission.pbo Xeno Edited July 2, 2011 by Xeno Share this post Link to post Share on other sites
KC Grimes 79 Posted July 3, 2011 Xeno, did you change anything within the revive system for version d? I saw there were some single line changes, but couldn't tell if they actually did anything gameplay-wise. Also to anyone interested, a while back someone modified the x_marker.sqf file to make it so that when a vehicle was immobilized it's marker on the map faded (1.0 to 0.5). Obviously with all the variable name and macro changes between 54 and 60, it was broke. But with a little bit of swapping around in good ol' Notepad++, it now works in 60: x_client\x_marker.sqf: FUNC(X_XMarkerVehicles) = { private "_rem"; _rem = []; { if (!isNull _x && alive _x) then { _m = GV(_x,GVAR(marker));_m setMarkerPosLocal (getPosASL _x); if (GVAR(v_marker_dirs)) then {_m setMarkerDirLocal (direction _x)}; if (!canMove _x) then { _m setMarkerAlphaLocal 0.5; } else { _m setMarkerAlphaLocal 1.0; }; }; if (isNull _x || !alive _x) then {_rem set [count _rem, _x]}; } forEach GVAR(marker_vecs); if (count _rem > 0) then { for "_i" from 0 to count _rem - 1 do { _m = GV((_rem select _i),GVAR(marker)); _m setMarkerAlphaLocal 0.0; }; GVAR(marker_vecs) = GVAR(marker_vecs) - _rem; }; }; Just copy and paste over the original FUNC(X_XMarkerVehicles), and you're set. Share this post Link to post Share on other sites
Tankbuster 1746 Posted July 3, 2011 That's nice, Grimes. I might nab that. :) Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 3, 2011 Hmm, looks familiar :) Btw, I'm using same setMarkerAlpha thing on base buildings to indicate if they need repairs etc. Share this post Link to post Share on other sites
xeno 234 Posted July 3, 2011 ;1972554']Xeno' date=' did you change anything within the revive system for version d? I saw there were some single line changes, but couldn't tell if they actually did anything gameplay-wise.[/quote']Yes, there was a locality issue with selectLeader when a player was group leader. Specially annoying in the AI version. Btw, when AI is enabled an AI medic in your group will automatically try to revive you (if he is up to 50 m away). Xeno Share this post Link to post Share on other sites
bigpickle 0 Posted July 4, 2011 Not sure if this is the right place to post about this but here goes. I really like how domination has the C130 arrive to drop in your requested support option such as an ammo crate or a hummve etc. on your map position. I'd really like to add this function into a MP mission, but i cant find the relavant files within domination. Share this post Link to post Share on other sites
KC Grimes 79 Posted July 4, 2011 (edited) I've added, removed, and switched around helicopters within Xeno's respawn system before without a problem, but now that I am trying it with ground vehicles (the xvec's) I am having an issue. changes to i_client.sqf: GVAR(p_vecs) = [ ["MRR1",0,"mobilerespawn1","HQ","ColorYellow","1","MHQ One"],["MRR2",1,"mobilerespawn2","HQ","ColorYellow","2","MHQ Two"], ["MEDVEC",10,"medvec","n_med","ColorGreen","M",""],["TR1",20,"truck1","n_maint","ColorGreen","R1",""], ["TR2",21,"truck2","n_support","ColorGreen","F1",""],["TR3",22,"truck3","n_support","ColorGreen","A1",""], ["TR6",23,"truck4","n_maint","ColorGreen","R2",""],["TR5",24,"truck5","n_support","ColorGreen","F2",""], ["TR4",25,"truck6","n_support","ColorGreen","A2",""],["TR7",30,"truck7","n_service","ColorGreen","E1",""], ["TR8",31,"truck8","n_service","ColorGreen","E2",""],["TR9",40,"truck9","n_support","ColorGreen","T2",""], ["TR10",41,"truck10","n_support","ColorGreen","T1",""][color="Red"], ["TR11",50,"truck11","n_mech_inf","ColorYellow","H1",""],["TR12",51,"truck12","n_mech_inf","ColorYellow","H2",""], ["TR13",52,"truck13","n_mech_inf","ColorYellow","H3",""],["TR14",53,"truck14","n_mech_inf","ColorYellow","H4",""], ["TR15",54,"truck15","n_mech_inf","ColorYellow","H5",""],["TR16",55,"truck16","n_mech_inf","ColorYellow","H6",""], ["TR17",60,"truck17","n_armor","ColorYellow","S1",""],["TR18",61,"truck18","n_armor","ColorYellow","S2",""], ["TR19",62,"truck19","n_armor","ColorYellow","S3",""],["TR20",63,"truck20","n_armor","ColorYellow","B1",""], ["TR21",64,"truck21","n_armor","ColorYellow","B2",""],["TR22",65,"truck22","n_armor","ColorYellow","B3",""], ["TR23",66,"truck23","n_armor","ColorYellow","T1",""],["TR24",67,"truck24","n_armor","ColorYellow","T2",""][/color] ]; changes to d_init.sqf: [ [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][color="Red"], [xvec20,50],[xvec21,51],[xvec22,52],[xvec23,53],[xvec24,54],[xvec25,55], [xvec30,60],[xvec31,61],[xvec32,62],[xvec33,63],[xvec34,64],[xvec35,65],[xvec36,66],[xvec37,67][/color] ] execVM "x_server\x_vrespawn2.sqf"; Error received after Continue screen: Error in expression <ialog.sqf",[],-1,false]; _index = _car select 1;_vec setVariable ["d_choppertyp> Error position: <select 1;_vec setVariable ["d_choppertyp> Error Zero divisor File C:\Users\KC Grimes\Documents\ArmA 2 Other Profiles\CPL%20Grimes\mpmissions\co30_3ID_Domi_2_60d_West_OA.Takistan\x_client\x_initvec.sqf, line 205 The markers for the original vehicles appear and work fine, only markers for my added vehicles don't work. Haven't tested respawnability. I'll keep looking into it, but it says the error is in x_initvec.sqf, which is a confusing file. So any help here would be appreciated, thanks guys! Edit: Nevermind, I think I fixed it. Finally figured out what d_vec is doin' in x_initvec.sqf. Edited July 4, 2011 by Grimes [3rd ID] Share this post Link to post Share on other sites
fasterthanlight 10 Posted July 7, 2011 I'm having trouble getting the West air defense to spawn where I want them to. I have this in my icommon; // position of radar and anti air at own base #ifdef __DEFAULT__ if (__OAVer) then { GVAR(base_radar_pos) = [4367.61,10772.61,0]; GVAR(base_anti_air1) = [4367.51,10720.6,0]; GVAR(base_anti_air2) = [4409.75,10712,0]; } else { GVAR(base_radar_pos) = [4367.61,10772.61,0]; GVAR(base_anti_air1) = [4367.51,10720.6,0]; GVAR(base_anti_air2) = [4409.75,10712,0]; }; #endif #ifdef __EVERON__ GVAR(base_radar_pos) = [4367.61,10772.61,0]; GVAR(base_anti_air1) = [4367.51,10720.6,0]; GVAR(base_anti_air2) = [4409.75,10712,0]; #endif Can anyone lend a hand? Share this post Link to post Share on other sites
AntalopeAUT 10 Posted July 7, 2011 (edited) -done- Edited July 8, 2011 by AntalopeAUT Share this post Link to post Share on other sites
fasterthanlight 10 Posted July 7, 2011 (edited) Deleted. Dup post. Edited July 7, 2011 by fasterthanlight Share this post Link to post Share on other sites
f2f_bho 10 Posted July 7, 2011 (edited) Quick Question.... Does anyone know why the teleport feature would be inop after adding R3F Arty&Log Script to any Dom Mission, we are having this artifact which is abit puzzling Edited July 7, 2011 by F2F_BHO typo Share this post Link to post Share on other sites
Darkguerilla 10 Posted July 8, 2011 @Grimes there are two places that these are affected 1.your i_client.sqf 2.and init.sqf Share this post Link to post Share on other sites
KC Grimes 79 Posted July 9, 2011 @Grimesthere are two places that these are affected 1.your i_client.sqf 2.and init.sqf There was more to it than that because of the way I'm going about it, but thanks. Share this post Link to post Share on other sites
fasterthanlight 10 Posted July 10, 2011 Hey again... How can I change Dom 2 to generate the OD assets instead of the Desert ones? Camo nets for the AA and Base defense? Also, Where can I change the "sleep" so that the first Main AO starts at 60 seconds instead of around 30? Share this post Link to post Share on other sites
Vircz 10 Posted July 13, 2011 Its possible to edit mission.sqf in domi 2.60 ? i see only: raP ąz version Mission Z Intro —x OutroWin My OutroLoose z ąz addOns cacharacters2 chernarus CAAir CAWheeled2_LAV25 camisc3 CABuildings Share this post Link to post Share on other sites
KC Grimes 79 Posted July 14, 2011 (edited) It is possible. If its binarized you just have to use Eliteness or something to get the real text. Edited July 14, 2011 by Grimes [3rd ID] Share this post Link to post Share on other sites
KC Grimes 79 Posted July 15, 2011 Did anyone notice a while back when it started taking 4-6 satchels to destroy a radio tower? Any idea on how to change that number to 1 or 2 satchels? Share this post Link to post Share on other sites
mousetrap 10 Posted July 17, 2011 ;1981783']Did anyone notice a while back when it started taking 4-6 satchels to destroy a radio tower? Any idea on how to change that number to 1 or 2 satchels? look in x_server\x_f\x_serverfuncs.sqf look at lines 865 to 876 think line 870 is the one _r = (_this select 2) / 5; someone may can read the code and tell us for sure. good luck FUNC(CheckMTShotHD) = { private ["_tower", "_r", "_val"]; PARAMS_1(_tower); _r = 0; if ((getText(configFile >> "CfgAmmo" >> (_this select 4) >> "simulation") in ["shotPipeBomb", "shotTimeBomb"]) || ((_this select 4) == "ACE_PipebombExplosion")) then { _r = (_this select 2) / 5; }; _val = _tower getVariable QGVAR(damt); if (isNil "_val") then {_val = 0}; _r = _r + _val; _tower setVariable [QGVAR(damt), _r]; _r }; Share this post Link to post Share on other sites
KC Grimes 79 Posted July 17, 2011 Thanks for that. This is what I did. Changed the red variable: _r = (_this select 2) / [color="Red"]5[/color]; Which resulted in: 5 - 4-5 satchels 2 - 2-3 satchels 1 - 1-2? satchels 10 - 5+satchels So that was it. Thanks again! Share this post Link to post Share on other sites