Matosh 34 Posted June 14, 2012 Well if those units are named hotel_1, hotel_2 then you have to add them into 2 arrays: GVAR(player_entities) = switch (true) do { case (__OAVer): { ["alpha_1"...................................,[color="#FF0000"]"hotel_1","hotel_2","hotel_3"[/color]] }; case (__ACEVer): { ["alpha_1"...................................,[color="#FF0000"]"hotel_1","hotel_2","hotel_3"[/color]] }; }; #else #endif if (!isDedicated) then { GVAR(player_roles) = switch (true) do { case (__OAVer): { //["PLT LD","PLT SGT","SL","SN","MG","AT","GL","CM","AR","AM","TL","OP","GL","MG","MM","CM"] ["alpha_1"...................................,[color="#FF0000"]"hotel_1","hotel_2","hotel_3"[/color]] }; case (__ACEVer): { //["PLT LD","PLT SGT","SL","SN","MG","AT","GL","CM","AR","AM","TL","OP","MG","MM","CM","GL","DS","SL","SN"] ["alpha_1"...................................,[color="#FF0000"]"hotel_1","hotel_2","hotel_3"[/color]] I always add them in those 2 by 2 array just to be sure. You can do like i did with // and 1 row down copy paste player_entities array Share this post Link to post Share on other sites
Amnesty 1 Posted June 14, 2012 nice, i'll try that, thank you so much! :) on to my next question, is there a way to disable the radio tower as a main objective for the AO's? I don't mind them being active really, but for some reason the combination of ACE/DOM2 does not work well with satchels, so I could never activate them or interact with them once I place them, forcing us to either walk back to base to get an a-10 to take it out or kill someone so they can respawn at base to get a vehicle that can take care of it, it's kinda frustrating that satchels do not work, unless you know a fix/workaround for that specific issue? Share this post Link to post Share on other sites
Heigou 10 Posted June 14, 2012 You can download it on dev-heaven.net>Projects>DominationThere arent much weapons in game, there should be space in ammobox unless you are running ACE then you need to have ACEAmmobox. Not using ACE, that doesn't help me though, it doesn't change the fact that I'm always missing a shitload of stuff in the ammobox. Share this post Link to post Share on other sites
Matosh 34 Posted June 14, 2012 nice, i'll try that, thank you so much! :)on to my next question, is there a way to disable the radio tower as a main objective for the AO's? I don't mind them being active really, but for some reason the combination of ACE/DOM2 does not work well with satchels, so I could never activate them or interact with them once I place them, forcing us to either walk back to base to get an a-10 to take it out or kill someone so they can respawn at base to get a vehicle that can take care of it, it's kinda frustrating that satchels do not work, unless you know a fix/workaround for that specific issue? Im not sure about that, i think you are going to have to open many scripts and delete the code, and maybe braking the mission i dont know. Satchels are working just fine > you have to place them > look at them > press windows key > attach clacker > scroll down > select safety off > when ready detonate. In newer versions (2.60zc & 2.61) you need about 2 satchels to destroy radiotower. Not using ACE, that doesn't help me though, it doesn't change the fact that I'm always missing a shitload of stuff in the ammobox. Maybe you have Ranked mode enabled in parameters. It deletes some weapons from ammobox because you are not higher rank. Share this post Link to post Share on other sites
Amnesty 1 Posted June 14, 2012 (edited) Well the reason why I ask is because it seems to be a universal, yet old problem, but if it is old, then why I am baffled as to why I get it (see: http://forums.unitedoperations.net/index.php/topic/8094-the-acreace-satchel-bug/) is there a way to force-disable ACRE even though I am not even running it? Edit: fixed it, had to rebind to another key that I was using (note: RIGHT-ALT AND RIGHT-CTRL do NOT work for the required interaction key), any tips as to what key I should use? I am currently using tilde (~) Edited June 14, 2012 by Amnesty Share this post Link to post Share on other sites
Amnesty 1 Posted June 14, 2012 BTW, is there a way to edit weapon crates in DOM2 ACE? Share this post Link to post Share on other sites
Matosh 34 Posted June 14, 2012 in x_client, x_weaponcargo Share this post Link to post Share on other sites
Amnesty 1 Posted June 14, 2012 thanks :) The last problem I am having is that vehicles do not respawn after they are destroyed, is that a default setting? can I change that? Share this post Link to post Share on other sites
Matosh 34 Posted June 14, 2012 Vehicles you placed on map or ?? Share this post Link to post Share on other sites
Amnesty 1 Posted June 14, 2012 well, both actually, we've never seen them respawn after they've been destroyed, i wonder if there is just a really long timer on them or something, if there is, i'd want to decrease it to immediately respawning or within a couple minutes of the craft being destroyed. do you think the wreck object might have something to do with the limiting of it's spawn? Share this post Link to post Share on other sites
Matosh 34 Posted June 14, 2012 Use this script for vehicles you placed on map. Share this post Link to post Share on other sites
Amnesty 1 Posted June 14, 2012 That script should work with ACE, right? Also, do you know where I can find ACE weapon codes? I've found the default ones in the sticky provided by a Moderator, but none for ACE weapons. btw, Thanks for being such a big help, matosinec. I really appreciate it. Share this post Link to post Share on other sites
Matosh 34 Posted June 14, 2012 Yes, it will work with ACE. Weapons Magazines Share this post Link to post Share on other sites
Amnesty 1 Posted June 16, 2012 hi again, I'm having a problem with the hotel_1, hotel_2 etc. script thing, it seems that whenever i add them into the list, and launch the game, all settings in the game are broken, no vehicles, crates, or parameters spawn/launch correctly. here's what it looks like: GVAR(player_entities) = switch (true) do { case (__ACEVer): { ["RESCUE","RESCUE2","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","bravo_1","bravo_2","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","charlie_1","charlie_2","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","delta_1","delta_2","delta_3","delta_4","delta_5","echo_1","echo_2","echo_4","echo_5","echo_6","echo_7","echo_8","pilot_1","pilot_2","pilot_3","pilot_4","hotel_1","hotel_2","hotel_3","hotel_4","hotel_5","hotel_6","hotel_7","hotel_8"] }; case (__OAVer): { ["RESCUE","RESCUE2","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_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","hotel_1","hotel_2","hotel_3","hotel_4","hotel_5","hotel_6","hotel_7","hotel_8"] }; default { ["RESCUE","RESCUE2","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_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","echo_1","echo_2","echo_3","echo_4","echo_5","echo_6","echo_7","echo_8","hotel_1","hotel_2","hotel_3","hotel_4","hotel_5","hotel_6","hotel_7","hotel_8"] }; }; if (!isDedicated) then { d_player_roles = switch (true) do { case (__ACEVer): { ["PLT LD","PLT SGT","SL","SN","MG","AT","GL","CM","AR","AM","TL","OP","MG","MM","CM","GL","DS","SL","SN","AR","AT","RM","CM","AT","EN","EN","EN","EN","EN","SL","SN","AT","RM","CM","MG","AT","PL","PL","PL","PL"] ["RESCUE","RESCUE2","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","bravo_1","bravo_2","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","charlie_1","charlie_2","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","delta_1","delta_2","delta_3","delta_4","delta_5","echo_1","echo_2","echo_4","echo_5","echo_6","echo_7","echo_8","pilot_1","pilot_2","pilot_3","pilot_4","hotel_1","hotel_2","hotel_3","hotel_4","hotel_5","hotel_6","hotel_7","hotel_8"] }; case (__OAVer): { ["PLT LD","PLT SGT","SL","SN","MG","AT","GL","CM","AR","AM","TL","OP","GL","MG","MM","CM","GL","DS","SL","SN","AR","AT","RM","CM","MG","AT","EN","EN","EN","EN"] ["RESCUE","RESCUE2","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","bravo_1","bravo_2","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","charlie_1","charlie_2","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","delta_1","delta_2","delta_3","delta_4","delta_5","echo_1","echo_2","echo_4","echo_5","echo_6","echo_7","echo_8","pilot_1","pilot_2","pilot_3","pilot_4","hotel_1","hotel_2","hotel_3","hotel_4","hotel_5","hotel_6","hotel_7","hotel_8"] }; default { ["PLT LD","PLT SGT","SL","SN","MG","AT","GL","CM","AR","AM","TL","OP","GL","MG","MM","CM","GL","DS","SL","SN","AR","AT","RM","CM","MG","AT","EN","EN","EN","EN","EN","EN","SL","SN","AR","AT","RM","CM","MG","AT"] ["RESCUE","RESCUE2","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","bravo_1","bravo_2","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","charlie_1","charlie_2","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","delta_1","delta_2","delta_3","delta_4","delta_5","echo_1","echo_2","echo_4","echo_5","echo_6","echo_7","echo_8","pilot_1","pilot_2","pilot_3","pilot_4","hotel_1","hotel_2","hotel_3","hotel_4","hotel_5","hotel_6","hotel_7","hotel_8"] }; Share this post Link to post Share on other sites
Matosh 34 Posted June 16, 2012 Your forgot to put this //["PLT LD","PLT SGT".... at front of those 3 arrays Share this post Link to post Share on other sites
Mozaik_ 1 Posted June 17, 2012 (edited) This thread has been really helpful. Edited April 16, 2014 by Multifarious Share this post Link to post Share on other sites
Amnesty 1 Posted June 17, 2012 that worked! thanks again mato :) also, do you think you can elaborate as to where i should put the respawn script? i've never done this before. do i just add the vehicle.sqf into the root pbo folder? Share this post Link to post Share on other sites
Matosh 34 Posted June 17, 2012 Yeah, and if you open it you will see the settings how to do it. Share this post Link to post Share on other sites
Amnesty 1 Posted June 17, 2012 lol i don't think it's working matos, http://cloud.steampowered.com/ugc/596973544082883360/13C5B55471B56BEA3F357C6DDEEDA48161F41636/ it's been sitting as a wreck there for the past 10 minutes or so. I don't know if this makes a difference but: -I am in the editor -I am using a de-pbo'd mission to test the script. -I placed the respawn vehicle.sqf script into the main folder of the pbo as is, and did not alter it in any way. Share this post Link to post Share on other sites
Matosh 34 Posted June 17, 2012 Open vehicle.sqf and start reading from top to contact and bugreport info. Share this post Link to post Share on other sites
Amnesty 1 Posted June 17, 2012 well i am reading from the top, but i am stumped at Put this in the vehicles init line: veh = [this] execVM "vehicle.sqf" is the vehicles init line within the vehicle.sqf? or in another sqf file? because i ctrl+f'd for it but nothing came up. Share this post Link to post Share on other sites
Matosh 34 Posted June 17, 2012 (edited) Put this in your vehicle init field: veh = [this, 30, 0, 0, FALSE, FALSE] execVM "vehicle.sqf"; Respawn delay Respawn time when vehicle is deserted The number of respawns Edited June 17, 2012 by matosinec Share this post Link to post Share on other sites
Amnesty 1 Posted June 18, 2012 got it, thanks, i didn't know it went into the actual initialization field per each vehicle, i thought it was a universal implementation once the vehicle.sqf was dropped into the mission folder. Share this post Link to post Share on other sites
Cytreen 14 Posted June 18, 2012 Has anyone managed to rip out the admin tools in Domi for use in other missions? Share this post Link to post Share on other sites
Amnesty 1 Posted June 19, 2012 I have a weird glitch were any unit with a Ghillie suit disappears or turns invisible, is there a known fix for this? Share this post Link to post Share on other sites