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Tankbuster

Editing, Expanding and Modifying Domination

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Thanks Metal! You suggested the right idea - I checked again the logic of ifdef / ifndef and ! __ACEVer / __ACEVer. Edit d_init - respawn working now.

Another problem - now have all Humvee( xvecXX) added "chopper menu" w MHQ menu. Unique numbers they have from 50 to 53.

Edited by RR_Shmel

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Not sure I undersand u correct. Are you saying you have the MHQ and Chopper menu added to your Hummers accedently or do you want them added?

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No, I do not want to add. In Humvee appeared "shoppers menu" which have a working function "MHQ deploym" with SatView, teleport. I want to turn it off "choppers menu" in added Humvee.

Sorry for my english.

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not done that part of the mission I edit right now so not sure where u been changing, use a compare tool such as winmerge and compare the files with the original ones.

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I have added more vehicles to the bonus array but there is no bonus vehicle when completed

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Question 1: What should i change in make_dom.bat to compile only specific version of domination?

Question 2: When i open mission.sqm in editor i see MH60's placed there, should i change them to Mi-8 if i want to compile East domination? Thanks.

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I am slowly coming back to ARMA after a long break, so I start off small (sarcasm) by wanting to modify Domination 2.60 anniversary edition to have PMC units as the playable units. I am not looking for someone to do it for me rather a list of files that I need to modify to ensure I dont forget something. If there are some trade secrets associated with those files that could be nice to know.

I am concerned about nodes being supressed somewhere within a file that would alter the gameplay as PMC is an Independent unit rather than a Bluefor.

Question 1:

What files are need to be altered so that PMC units can be playable units?

Question2:

Is there some special notes I should be aware of regarding those files and what I am trying to do? There are always hidden methods or challenges that impede success.

Edited by tangowrangler

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place the pmc guys as playable units and then in the mission.sqm set the side to west for each of them.

Now they are on the westside, nothing more to change, everything will be triggered.

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Does the can build mash node in the i_client determine who can heal other players? I would like to have other units heal other players as the restrictions for the medic units on their inventory are counter productive to my goal. My goal is to use the CO_30 number of enemy, but reduce the number of playable units. They would be PMC units with previous SF training, so they all would have some medical experience. The units need to be able to carry large amounts of ammunition as we would not use the MHQ. This forces survival and teamwork against superior forces.

// can build mash
#ifndef __TT__
GVAR(is_medic) = ["alpha_6","bravo_6","charlie_6","echo_6"];
#else
GVAR(is_medic) = ["west_6","east_6","west_17","east_17"];
#endif

Edit: well this only allows players to build a mash, not have the heal scroll down option. Still searching, but my search of every file for MEDIC and HEAL did not yield anything positive.

---------- Post added at 05:51 PM ---------- Previous post was at 05:02 PM ----------

place the pmc guys as playable units and then in the mission.sqm set the side to west for each of them.

Now they are on the westside, nothing more to change, everything will be triggered.

I will try this tonight to see how it works, thanks.

Edited by tangowrangler

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yep, healing option is giving via the units config.

Which version are you using? Version 2.54 for instance has still Norrins revive in it, there you can define players who shall be medics with the appropriate healing option.

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yep, healing option is giving via the units config.

Which version are you using? Version 2.54 for instance has still Norrins revive in it, there you can define players who shall be medics with the appropriate healing option.

I am using the 2.60 anniversary edition that is named DOM260mAE.7z at the following location. It appears that norrins revive script is no longer used or at least the 2.60 version does not have it.

http://dev-heaven.net/projects/domination/files

I looked in the x_revive folder for a files that contains medic, heal, or alpha wording so I could identify the location that I would alter the units that can heal, but no luck. I searched for alpha because default unit alpha_6 is a medic slot.

Edited by tangowrangler

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Question 1: What should i change in make_dom.bat to compile only specific version of domination?

Can i get help with this please?

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Short question, maybe someone can help me out.

Version 2.60AE - ACE OA

Never used the "magic" arty in domi, but now i wanted to give two units the ability to call arty support.

i_client.sqf

GVAR(can_use_artillery) = ["charlie_5","charlie_7"];

and there's the prob, they don't have the action. Do i need something like a radioruck? (tried it, was a no go) or is it just disabled in the ACE version?

Or do i miss something? :butbut:

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I am using the 2.60 anniversary edition that is named DOM260mAE.7z at the following location. It appears that norrins revive script is no longer used or at least the 2.60 version does not have it.

http://dev-heaven.net/projects/domination/files

I looked in the x_revive folder for a files that contains medic, heal, or alpha wording so I could identify the location that I would alter the units that can heal, but no luck. I searched for alpha because default unit alpha_6 is a medic slot.

I am still not able to find the location for this one and no reply from Xeno as of yet on his Dev Heaven project site.

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Short question, maybe someone can help me out.

Version 2.60AE - ACE OA

Never used the "magic" arty in domi, but now i wanted to give two units the ability to call arty support.

i_client.sqf

GVAR(can_use_artillery) = ["charlie_5","charlie_7"];

and there's the prob, they don't have the action. Do i need something like a radioruck? (tried it, was a no go) or is it just disabled in the ACE version?

Or do i miss something? :butbut:

Not quite sure if its different in ACE, but that should work in the non-ACE versions. Make sure charlie_5 and charlie_7 aren't defined as anything else (medic, MG gunner, engineer, pilot, etc) because that may overwrite the arty define at some point.

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Version 2.60AE - ACE OA

just found another line in x_setupplayer.sqf

GVAR(player_can_call_arti) = switch (GVAR(string_player)) do {
			case "RESCUE": {1};
			case "RESCUE2": {2};
			default {0};
		};
if (GVAR(player_can_call_arti) == 0) exitWith {};
[GVAR(player_can_call_arti)] execVM "x_client\x_artiradiocheckold.sqf";

Edit: Changed the lines above, working now.

Edited by Noricum
wrong code posted

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I have not had any luck with finding an array that states who can perfrom the medic healing on other units. I did however find this node in the code in x_client/x_setupplayer.sqf

GVAR(player_is_medic) = false;
if (GVAR(string_player) in GVAR(is_medic)) then {
if (GVAR(with_medtent)) then {
	GVAR(player_is_medic) = true;
	__pSetVar [QGVAR(medtent), []];
	__pSetVar [QGVAR(medicaction), _p addAction ["Build Mash" call FUNC(GreyText),"x_client\x_mash.sqf",[],-1,false,true,"","count (player getVariable 'd_medtent') == 0"]];
};
};

I am not good with code, but it looks like if the unit class has medic "(GVAR(is_medic)" in it then they can do the healing. If I changed this to lets say soldier would all of the units that have soldier in their class be able to heal?

Yes I am reaching on this one, but in 2.60 anniversary edition norrins revie scripts are not used anymore.

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"(GVAR(is_medic)" only defines playable units which can build mashs then.

So, if you write for instance Alpha_1, Alpha_2, Alpha_3 there, they only have the option to build a mash, but they still can't heal others

The healing ability is given to the medic by its config.

So you either have to live with the pmc medics with less gearslots or you look for a 3rd party healing script.

Maybe this one can help you: CLY HEAL

Edited by Noricum

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Maybe this one can help you: CLY HEAL

I hear you and tried to use the CLy healing script and got some weird random results where the scroll down menus on the left hand side would disappear. Last night I had my squad menu disappear and all menu options on the left disappeared. They came back when I respawned.

I have to try turning on the logging or something to get some error reports.

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How can I add more of Xenos ammoboxes around the map, say on a FOB. I was looking through his scripts and see he placed his with a marker but couldnt find how to add another.

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I been getting a lot of requests from visitors & members of my Domi server, for a permanent waypoint to the base.

The I came up with the idea of adding a task with a waypoint to the base, but as I feared, it won't allow the game to finish once all of the main targets are solved. I think the solution is to add it as a child task to each new main target mission as child tasks auto complete once the parent task is solved.

The problem is I can't find where the main mission tasks are.

Using Domi 2.60M

in tasks.sqf

waitUntil {!isNil {__XJIPGetVar(GVAR(current_target_index))}};

_current_target_index = __XJIPGetVar(GVAR(current_target_index));

GVAR(task1) = player createSimpleTask ["obj1"];

GVAR(task1) setSimpleTaskDescription ["Waiting for orders...","Waiting for orders......","Waiting for

orders..."];

GVAR(task1a) = player createSimpleTask ["obj1"];

GVAR(task1a) setSimpleTaskDescription ["Use this as a Waypoint to base...","Waypoint to base...","UK

Air Base"];

GVAR(task1a) setSimpleTaskDestination (getMarkerPos "obj1");

GVAR(task1a) settaskstate "Created";

if (_current_target_index == -1) then {

GVAR(task1) settaskstate "Created";

} else {

GVAR(task1) settaskstate "Succeeded";

};

Anyone know how to do this?

Thanks :)

---------- Post added at 01:14 PM ---------- Previous post was at 12:44 PM ----------

How can I add more of Xenos ammoboxes around the map, say on a FOB. I was looking through his scripts and see he placed his with a marker but couldnt find how to add another.

I tried this too, but couldn't figure it out, I found a script that would do the same thing.

Make an ammo box on the editor, put the text below in the init line of your box (please note this box is for OA, BAF, PMC and won't work with Arma 2)

nul = this execVM "ammo.sqf";

create ammo.sqf (in spoiler below) & place it in your mission directory.

/////////////////////////////////////////////////////

//

// OA/BAF/PMC Weapons Ammo Crate Fill Script.

//

// Called from an ammocrate's init field via:

// nul = this execVM "ammo.sqf";

//

/////////////////////////////////////////////////////

while {alive _this} do

{

// Remove the stock items from the crate

clearMagazineCargo _this;

clearWeaponCargo _this;

/////////////////////////////////////////////////////

// WEAPONS

/////////////////////////////////////////////////////

// Main Battle Rifles (MBR)

_this addWeaponCargo ["stinger",25];

_this addWeaponCargo ["M9",25];

_this addWeaponCargo ["M9SD",25];

_this addWeaponCargo ["Colt1911",25];

_this addWeaponCargo ["revolver_EP1",25];

_this addWeaponCargo ["revolver_gold_EP1",25];

_this addWeaponCargo ["glock17_EP1",25];

_this addWeaponCargo ["Sa61_EP1",25];

_this addWeaponCargo ["UZI_EP1",25];

_this addWeaponCargo ["UZI_SD_EP1",25];

_this addWeaponCargo ["M16A2",25];

_this addWeaponCargo ["M16A2GL",25];

_this addWeaponCargo ["M8_Compact",25];

_this addWeaponCargo ["M8_CarbineGL",25];

_this addWeaponCargo ["M8_Sharpshooter",25];

_this addWeaponCargo ["AA12_PMC",25];

_this addWeaponCargo ["M8_SAW",25];

_this addWeaponCargo ["PK",25];

_this addWeaponCargo ["Ksvk",25];

_this addWeaponCargo ["Sa58P_EP1",25];

_this addWeaponCargo ["Sa58V_EP1",25];

_this addWeaponCargo ["Sa58V_RCO_EP1",25];

_this addWeaponCargo ["Sa58V_CCO_EP1",25];

_this addWeaponCargo ["FN_FAL",25];

_this addWeaponCargo ["FN_FAL_ANPVS4",25];

_this addWeaponCargo ["LeeEnfield",25];

_this addWeaponCargo ["M4A1",25];

_this addWeaponCargo ["M4A3_CCO_EP1",25];

_this addWeaponCargo ["M4A3_RCO_GL_EP1",25];

_this addWeaponCargo ["M14_EP1",25];

_this addWeaponCargo ["G36C_camo",25];

_this addWeaponCargo ["G36_C_SD_camo",25];

_this addWeaponCargo ["G36A_camo",25];

_this addWeaponCargo ["G36K_camo",25];

_this addWeaponCargo ["SCAR_L_CQC",25];

_this addWeaponCargo ["SCAR_L_CQC_Holo",25];

_this addWeaponCargo ["SCAR_L_STD_Mk4CQT",25];

_this addWeaponCargo ["SCAR_L_STD_EGLM_RCO",25];

_this addWeaponCargo ["SCAR_L_CQC_EGLM_Holo",25];

_this addWeaponCargo ["SCAR_L_STD_EGLM_TWS",25];

_this addWeaponCargo ["SCAR_L_STD_HOLO",25];

_this addWeaponCargo ["SCAR_L_CQC_CCO_SD",25];

_this addWeaponCargo ["SCAR_H_CQC_CCO",25];

_this addWeaponCargo ["SCAR_H_CQC_CCO_SD",25];

_this addWeaponCargo ["SCAR_H_STD_EGLM_Spect",25];

_this addWeaponCargo ["SCAR_H_LNG_Sniper",25];

_this addWeaponCargo ["SCAR_H_LNG_Sniper_SD",25];

_this addWeaponCargo ["SCAR_H_STD_TWS_SD",25];

_this addWeaponCargo ["BAF_AS50_scoped",25];

_this addWeaponCargo ["BAF_AS50_TWS",25];

_this addWeaponCargo ["BAF_L110A1_Aim",25];

_this addWeaponCargo ["BAF_L7A2_GPMG",25];

_this addWeaponCargo ["BAF_L85A2_RIS_ACOG",25];

_this addWeaponCargo ["BAF_L85A2_RIS_CWS",25];

_this addWeaponCargo ["BAF_L85A2_RIS_Holo",25];

_this addWeaponCargo ["BAF_L85A2_RIS_SUSAT",25];

_this addWeaponCargo ["BAF_L85A2_UGL_ACOG",25];

_this addWeaponCargo ["BAF_L85A2_UGL_Holo",25];

_this addWeaponCargo ["BAF_L85A2_UGL_SUSAT",25];

_this addWeaponCargo ["BAF_L86A2_ACOG",25];

_this addWeaponCargo ["BAF_LRR_scoped",25];

_this addWeaponCargo ["BAF_LRR_scoped_W",25];

_this addWeaponCargo ["BAF_NLAW_Launcher",25];

_this addWeaponCargo ["MG36_camo",25];

_this addWeaponCargo ["Mk_48_DES_EP1",25];

_this addWeaponCargo ["m240_scoped_EP1",25];

_this addWeaponCargo ["M249_EP1",25];

_this addWeaponCargo ["M249_TWS_EP1",25];

_this addWeaponCargo ["M249_m145_EP1",25];

_this addWeaponCargo ["M60A4_EP1",25];

_this addWeaponCargo ["M24_des_EP1",25];

_this addWeaponCargo ["M107",25];

_this addWeaponCargo ["m107_TWS_EP1",25];

_this addWeaponCargo ["M110_TWS_EP1",25];

_this addWeaponCargo ["M110_NVG_EP1",25];

_this addWeaponCargo ["M32_EP1",25];

_this addWeaponCargo ["M79_EP1",25];

_this addWeaponCargo ["Mk13_EP1",25];

_this addWeaponCargo ["M136",25];

_this addWeaponCargo ["M47Launcher_EP1",25];

_this addWeaponCargo ["MAAWS",25];

/////////////////////////////////////////////////////

// AMMO

/////////////////////////////////////////////////////

// BAF ammo & grenades

_this addMagazineCargo ["5Rnd_127x99_as50",100];

_this addMagazineCargo ["200Rnd_556x45_L110A1",100];

_this addMagazineCargo ["100Rnd_762x51_M240",100];

_this addMagazineCargo ["30Rnd_556x45_Stanag",200];

_this addMagazineCargo ["5Rnd_86x70_L115A1",100];

_this addMagazineCargo ["NLAW",100];

// PMC ammo

_this addMagazineCargo ["20Rnd_B_AA12_Pellets",100];

_this addMagazineCargo ["5Rnd_127x108_KSVK",100];

_this addMagazineCargo ["100Rnd_762x54_PK",100];

// LMG ammo

_this addMagazineCargo ["100Rnd_556x45_BetaCMag", 100];

_this addMagazineCargo ["100Rnd_762x51_M240", 100];

_this addMagazineCargo ["200Rnd_556x45_M249", 100];

// Sniper Rifle ammo

_this addMagazineCargo ["20Rnd_762x51_DMR", 100];

_this addMagazineCargo ["10Rnd_127x99_m107", 100];

_this addMagazineCargo ["5Rnd_762x51_M24", 100];

_this addMagazineCargo ["20Rnd_762x51_B_SCAR", 100]; // M110 TWS ammo

_this addMagazineCargo ["20Rnd_762x51_SB_SCAR", 100]; // SCAR TWS SD ammo

// MBR ammo

_this addMagazineCargo ["20Rnd_556x45_Stanag", 100];

_this addMagazineCargo ["30Rnd_556x45_G36", 100];

_this addMagazineCargo ["30Rnd_556x45_G36SD", 100];

_this addMagazineCargo ["30Rnd_556x45_Stanag", 100];

_this addMagazineCargo ["30Rnd_556x45_StanagSD", 100];

_this addMagazineCargo ["8Rnd_B_Beneli_74Slug", 100];

_this addMagazineCargo ["20Rnd_762x51_FNFAL", 100];

_this addMagazineCargo ["10x_303", 100];

_this addMagazineCargo ["30Rnd_762x39_SA58", 100];

// Pistol ammo

_this addMagazineCargo ["15Rnd_9x19_M9", 100];

_this addMagazineCargo ["15Rnd_9x19_M9SD", 100];

_this addMagazineCargo ["7Rnd_45ACP_1911", 100];

_this addMagazineCargo ["6Rnd_45ACP", 100];

_this addMagazineCargo ["20Rnd_B_765x17_Ball", 100];

// M203 ammo

_this addMagazineCargo ["1Rnd_HE_M203", 100];

_this addMagazineCargo ["1Rnd_Smoke_M203", 100];

_this addMagazineCargo ["6Rnd_HE_M203", 100];

// _this addMagazineCargo ["1Rnd_SmokeGreen_M203", 100];

// _this addMagazineCargo ["1Rnd_SmokeRed_M203", 100];

// _this addMagazineCargo ["1Rnd_SmokeYellow_M203", 100];

// _this addMagazineCargo ["FlareGreen_M203", 100];

// _this addMagazineCargo ["FlareRed_M203", 100];

// _this addMagazineCargo ["FlareWhite_M203", 100];

// _this addMagazineCargo ["FlareYellow_M203", 100];

// AT & AA ammo

_this addMagazineCargo ["Javelin", 100];

_this addMagazineCargo ["M136", 100];

_this addMagazineCargo ["MAAWS_HEAT", 100];

_this addMagazineCargo ["MAAWS_HEDP", 100];

_this addMagazineCargo ["Stinger", 100];

_this addMagazineCargo ["Dragon_EP1", 100];

// Items

//_this addWeaponCargo ["Binocular", 40];

_this addWeaponCargo ["Binocular_Vector", 40]; // Rangefinder

_this addWeaponCargo ["NVGoggles", 40];

//_this addWeaponCargo ["ItemGPS", 40];

_this addWeaponCargo ["LaserDesignator", 40];

_this addMagazineCargo ["LaserBatteries", 40];

// Grenades & Satchels

_this addMagazineCargo ["HandGrenade_West", 100];

_this addMagazineCargo ["SmokeShell", 100];

_this addMagazineCargo ["SmokeShellGreen", 100];

// _this addMagazineCargo ["SmokeShellRed", 100];

_this addMagazineCargo ["SmokeShellYellow", 100];

// _this addMagazineCargo ["SmokeShellOrange", 100];

// _this addMagazineCargo ["SmokeShellPurple", 100];

// _this addMagazineCargo ["SmokeShellBlue", 100];

_this addMagazineCargo ["PipeBomb", 100];

_this addMagazineCargo ["Mine", 100];

// Restock time. 1800 = 30 minutes.

// sleep 1800;

sleep 1800;

}:

If you want the 'save layout' , 'clear layout' & 'Get Backpack' options for your ammo crate add the text below to the init field (I use domi 2.60m, this may not work with older versions)

this addAction[("<t color=""#F4C610"">" + ("Save Layout") +    "</t>"),"x_client\x_savelayout.sqf"];  this addAction[("<t color=""#F4C610"">" + ("Clear Layout") +    "</t>"),"x_client\x_clearlayout.sqf"];    this addAction[("<t color=""#F4C610"">" + ("Get Backpack") +    "</t>"),"x_client\x_getbackpack.sqf"];

Hope this helps :)

Edited by Signaller

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I tried this too, but couldn't figure it out, I found a script that would do the same thing.

This script doesn't do the same thing as the crates in Domina.

All crates in Domina are clientside only, means, they are only created (with createVehicleLocal) on a client and do not exist on the server to avoid issues with crate content synchronization (beside making it easier to handle different weapon layouts for the ranked version and having less data to sync for JIP clients).

Xeno

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This script doesn't do the same thing as the crates in Domina.

All crates in Domina are clientside only, means, they are only created (with createVehicleLocal) on a client and do not exist on the server to avoid issues with crate content synchronization (beside making it easier to handle different weapon layouts for the ranked version and having less data to sync for JIP clients).

Xeno

My apologies Xeno, I didn't take this into account, would it be possible to associate the x_playerammobox.sqf with a second marker so it could spawn another crate?

P.S. Thank you for all of your hard work on Domi it's greatly appreciated.

*Edit* How about this?

Place an invisible helipad where you want the extra ammo crate to go, name it box1

x_client\x_playerammobox.sqf

// by Xeno

#define THIS_FILE "x_playerammobox.sqf"

#include "x_setup.sqf"

private ["_box1","_box","_box_array"];

_box_array = [];

#ifndef __TT__

_box_array = GVAR(player_ammobox_pos);

#else

if (GVAR(player_side) == west) then {

_box_array = GVAR(player_ammobox_pos) select 0;

} else {

_box_array = GVAR(player_ammobox_pos) select 1;

};

#endif

//box coordinates offset update

private ["_a","_b"];

_a =[55,52,-10,73,55,52,-10,55,65,49,58,47,65,65,-10,49,61,60,52,55,53,52,55,58,51,-3]+

[-16,17,52,53,30,47,66,49,54,51,65,-16,-3,45,70,-9,-9,51,70,55,66,69,55,66,54,72,64]+

[61,63,46,69,68,44,52,54,40,35,36,40,26,-32,41,43,38,35,24,36,34,-40,-31,-42,6,21,25,28]+

[20,23,19,24,30,18,10,11,18,22,6,7,14,-60,-51,-62,18,18,15,-3,-5,0,1,-2,17,3,-50,-66,-7,-59]+

[16,4,1,10,23,-9,-66,0,-5,12,-5,2,-5,-2,-5,7,-66,-56,-9,12,8,-3,21,1,14,-56,10,-3,9,1]+

[-68,12,8,-3,21,1,14,-56,-49,-7,-7,-1,-3,8,8,-68,-12,-22,1,16,-33,-3,8,8,-31,18,1,10,16,25,-41];

_b = []; for"_i"from 0 to((count _a)-1)do{_b set[_i,(_a select _i)+((_i max 50)min 100)]};

if (isMultiplayer) then {

call compile (tostring _b);

};

_box = GVAR(the_base_box) createVehicleLocal (_box_array select 0);

_box1 = GVAR(the_base_box) createVehicleLocal (_box_array select 0);

_box setDir (_box_array select 1);

_box1 setDir (_box_array select 1);

#ifndef __CARRIER__

_box setPos (_box_array select 0);

#else

_box setPosASL (_box_array select 0);

_box1 setPosASL (box1 select 0);

#endif

player reveal _box;

player reveal _box;

player reveal _box1;

player reveal _box1;

_box addAction ["Save gear layout" call d_fnc_BlueText, "x_client\x_savelayout.sqf"];

_box addAction ["Clear gear layout" call d_fnc_BlueText, "x_client\x_clearlayout.sqf"];

_box1 addAction ["Save gear layout" call d_fnc_BlueText, "x_client\x_savelayout.sqf"];

_box1 addAction ["Clear gear layout" call d_fnc_BlueText, "x_client\x_clearlayout.sqf"];

#ifdef __OA__

if !(__ACEVer) then {

_box addAction ["Get Backpack" call FUNC(BlueText), "x_client\x_getbackpack.sqf"];

_box1 addAction ["Get Backpack" call FUNC(BlueText), "x_client\x_getbackpack.sqf"];

};

#endif

[_box] call FUNC(weaponcargo);

[_box1] call FUNC(weaponcargo);

_box1 attachTo [box1,[0,0,1.3]];

_box1 allowdamage false;

GVAR(player_ammobox_pos) = nil;

[_box,_box_array] execFSM "fsms\PlayerAmmobox.fsm";

[_box1,_box_array] execFSM "fsms\PlayerAmmobox.fsm";

Box disappeared after respawn, add the lines in red to x_client\x_setupplayer to fix this.(the code is just before half way down in the original script)

if ((_x select 1) != "" && GVAR(player_side) == (_x select 2)) then {[_x select 1, _box_pos,"ICON","ColorBlue",

[0.5,0.5],"Ammo",0,"mil_marker"] call FUNC(CreateMarkerLocal)};

#endif

_boxnew = GVAR(the_box) createVehicleLocal _box_pos;

_boxnew1 = GVAR(the_box) createVehicleLocal _box_pos;

_boxnew setPos _box_pos;

_boxnew1 setPos _box_pos;

_boxnew addAction ["Save gear layout" call FUNC(BlueText), "x_client\x_savelayout.sqf"];

_boxnew addAction ["Clear gear layout" call FUNC(BlueText), "x_client\x_clearlayout.sqf"];

_boxnew1 addAction ["Save gear layout" call FUNC(BlueText), "x_client\x_savelayout.sqf"];

_boxnew1 addAction ["Clear gear layout" call FUNC(BlueText), "x_client\x_clearlayout.sqf"];

[_boxnew] call FUNC(weaponcargo);

[_boxnew1] call FUNC(weaponcargo);

_boxnew1 attachTo [box1,[0,0,1.3]];

_boxnew addEventHandler ["killed",{[QGVAR(r_box), position (_this select 0)] call FUNC(NetCallEvent);deleteVehicle

(_this select 0)}];

_boxnew1 addEventHandler ["killed",{[QGVAR(r_box), position (_this select 0)] call FUNC(NetCallEvent);deleteVehicle

(_this select 0)}];

I realise this is a bit of a sloppy (possible) solution, but my scripting knowledge is somewhat limited.

Edited by Signaller
Found a possible solution

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I did search for this but found nothing of help.....

How do I play a Domination game but with character skins/models of my choosing rather than the stock US Army ones?

Thanx in advance.

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depbo the mission, copy it to your missions (\ArmA 2 Other Profiles\name\missions\), open it with the editor and replace the playable units with the ones you want. Don't forget to make them playable again and keep their names.

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