pillpopper123 10 Posted August 28, 2010 (edited) Whoops, now ive change the ammo in version 2.54, most the weapons and all the launchers have disapeared in the base ammo box, any ideas guys ? Thanks. nevermind Ive fixed it, was a stray weapon that cancelled the script... Edited August 28, 2010 by pillpopper123 Share this post Link to post Share on other sites
KC Grimes 79 Posted August 28, 2010 Thanks for 2.54 Xeno, when I get home I'll do my switching. Share this post Link to post Share on other sites
brigada_spanish 11 Posted August 28, 2010 Thanks Xeno, has been very kind. It seems there was an error in text v2.54: Show Status - Settings - General mission settings. The text disappeared. How do I fix this? Greetings. Share this post Link to post Share on other sites
xeno 234 Posted August 28, 2010 The text disappeared. How do I fix this? Replace x_reload_time_factor with GVAR(reload_time_factor) and it will work again. Xeno Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 28, 2010 Thanks for the update Xeno! Is anyone else having problems with adding the new BAF weapons/magazines? I can get the weapons to work, but I can't get a single magazine or NLAW round to come up. For example, when I try to put the hand grenades in, I get this error popping up on my screen at startup.... No entry 'bin\config.bin/CfgWeapons.BAF_L109A1_HE' Any ideas? And my previous multiple ammo boxes aren't showing up on the 2.54. Still trying to figure that one out. Coordinates are all right and everything. Share this post Link to post Share on other sites
pillpopper123 10 Posted August 28, 2010 Thanks for the update Xeno!Is anyone else having problems with adding the new BAF weapons/magazines? I can get the weapons to work, but I can't get a single magazine or NLAW round to come up. For example, when I try to put the hand grenades in, I get this error popping up on my screen at startup.... Any ideas? And my previous multiple ammo boxes aren't showing up on the 2.54. Still trying to figure that one out. Coordinates are all right and everything. This is what I have working at the min: if (d_own_side == "WEST") then { __awc(BAF_LRR_scoped,1) __awc(BAF_LRR_scoped_W,1) __awc(BAF_L85A2_UGL_SUSAT,1) __awc(BAF_L110A1_Aim,1) __awc(BAF_AS50_scoped,1) __awc(BAF_L110A1_Aim,1) __awc(BAF_L7A2_GPMG,1) __awc(BAF_L85A2_RIS_CWS,1) __awc(BAF_L85A2_RIS_Holo,1) __awc(BAF_L85A2_RIS_SUSAT,1) __awc(BAF_AS50_TWS,1) __awc(BAF_L85A2_RIS_ACOG,1) __awc(BAF_L85A2_UGL_Holo,1) __awc(BAF_L86A2_ACOG,1) __awc(BAF_NLAW_Launcher,1) __amc(200Rnd_556x45_L110A1,50) __amc(5Rnd_86x70_L115A1,50) __amc(5Rnd_127x99_as50,50) __amc(NLAW,50) Share this post Link to post Share on other sites
Strikor 10 Posted August 28, 2010 It's not working because you're trying to add the grenade as a weapon when they are considered magazines. Change it from awc to amc. Share this post Link to post Share on other sites
brigada_spanish 11 Posted August 28, 2010 Perfect. Thanks Xeno. Fails to disassemble the mortar M252. I think it's a bug of the new patch 1.54 Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 28, 2010 (edited) It's not working because you're trying to add the grenade as a weapon when they are considered magazines. Change it from awc to amc. Thanks. It didn't even dawn on me that was the problem. Fixed. Edited August 29, 2010 by Durka-Durka Share this post Link to post Share on other sites
TechnoTerrorist303 10 Posted August 29, 2010 (edited) I've been adding BAF units and a few other capabilities to Domination. One thing I've done is change the MHQs to Landrovers which seems to have broken the lift chopper's ability to move them. Presumably there's a file somewhere that defines what vehicles can and can't be moved by the lift chopper, to save me trawling through all of it does anyone know where the file is? NVM, found it :) Edited August 29, 2010 by TechnoTerrorist303 Noob search fail Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted August 29, 2010 Shows up fine for me - check http://dev-heaven.net/projects/domination/files. I just get "403 You are not authorized to access this page" Share this post Link to post Share on other sites
Tankbuster 1745 Posted August 29, 2010 Working for me. Do you have a Dev Hev account? It's possible that page is members only. Share this post Link to post Share on other sites
TheScar 0 Posted August 29, 2010 @HulkingUnicorn you clicking on the "DomOA_2_54.7z"file,rrrrrright? Not on "OA Only Version 2.54, up for some time because of patch 1.54" ... @all Sorry,hope someone can help me out: I edited v2.54 with my (working/edited) 2.29 stuff (mission/description/scripts) Now when i play it i got no more main or side mission active? How did that happen? I´m pretty sure i didnt edited/deleted any important files handling this stuff :eek: Also,i get double markers (Teleport/Parajump) Appreciate any help Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 29, 2010 Scar, is it also starting at midnight? Share this post Link to post Share on other sites
TheScar 0 Posted August 29, 2010 nope Sir,time(s) work fine - just no tasks(main city/side mission) gets created Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 29, 2010 nope Sir,time(s) work fine - just no tasks(main city/side mission) gets created I know that an indicator of that might be the setup of the missions in i_common where the number of missions and their locations could be changed. Share this post Link to post Share on other sites
pillpopper123 10 Posted August 29, 2010 (edited) Ive edited the new Domi 2.54 with all BAF, thanks to you guys on here.. if anyone wants to try it out and report problems please do so.. Thanks FOF File here:http://www.stamfordbathroomsltd.co.uk/-British_Army_Forces-co30_Domination_2_54v2_West_R_OA.Takistan.pbo P.S. My new game name is Flying On Fumes, how do I change my name on this forum, or can I ?. Thanks to all that helped... Edited August 29, 2010 by pillpopper123 Share this post Link to post Share on other sites
Tankbuster 1745 Posted August 29, 2010 Oh.. it's Revive... my guys don't much care for that, but thanks for the mission anyway. Share this post Link to post Share on other sites
pillpopper123 10 Posted August 29, 2010 Anyone got any info on reserving about 3 slots in game for a couple of squad members and not just for admin has we cant get in our own server?, lol. Thanks Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 29, 2010 Not sure Pillpopper/Flying-on-fumes. I haven't tried it yet, but there are a few resources here talking about reserved admin slots. Might do ya good to take a look at that script/code and see if you can change it around to something more to your liking. Question: I'm just about finished on my edit of Domination, but I have one constant problem that I can't get rid of. I've got all my units/troops grouped in-game according to their respective squads (Alpha/Bravo, ect) I'm wanting to order them in mission.sqm so that the Rescue guys are at the top of the multiplayer setup screen, then alpha, then bravo, ect. I go into the mission file, number the class groups, save and start the preview. Once I save in game, the mission.sqm file reverts back to the same, which is Delta at the top. Any idea how this might be changed? Share this post Link to post Share on other sites
pillpopper123 10 Posted August 29, 2010 (edited) [/color] Question: I'm just about finished on my edit of Domination, but I have one constant problem that I can't get rid of. I've got all my units/troops grouped in-game according to their respective squads (Alpha/Bravo, ect) I'm wanting to order them in mission.sqm so that the Rescue guys are at the top of the multiplayer setup screen, then alpha, then bravo, ect. I go into the mission file, number the class groups, save and start the preview. Once I save in game, the mission.sqm file reverts back to the same, which is Delta at the top. Any idea how this might be changed? Yer I got same prob, engineers are at top then arty..I will have a look later myself.. As for Reserved slots what can I edit here : // init include client if (X_Client) then { // d_reserverd_slot gives you the ability to add a reserved slot for admins // if you don't log in when you've chosen the slot, you'll get kicked after ~20 once the intro ended // default is no check, example: d_reserverd_slot = "RESCUE"; d_reserverd_slot = ""; Could I put : d_reserverd_slot = "Arty"; d_reserverd_slot = "Engineer"; Edited August 29, 2010 by pillpopper123 Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 29, 2010 BTW, I fixed the issue. It's not enough to edit the class numbers of just the ones you want in order, but you have to make sure all the classes are in order. Share this post Link to post Share on other sites
Strikor 10 Posted August 29, 2010 No, reserved slots work by unit name like in the example. Share this post Link to post Share on other sites
KC Grimes 79 Posted August 29, 2010 I'm in the process of moving over my stuff to 2.54, but I noticed that there are still quite a bit of variables defined as 'd_', while that was changed to GVAR in Description. I assume it still works, but where is the new place that it's defined? Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 29, 2010 Has anyone ever put in an IED script in Domination? My idea is to have IEDs set in random positions around the map. Drivers or ground troops would pass by it and there's a 50/50 chance it would go off. The other 50% would give you a message on the screen with a timer that says "Your Engineer has 90sec to find and defuse an IED in your general area." It would have to be a big explosion, akin to one round of arty, so people don't just run away and watch it 'splode. The IED that just goes off immediately can be small. I'm looking at this script below which works pretty well, but I'm confused on how to implement it into Domination. It's easy enough to just place an object/trigger in the mission editor, but what I'm looking for is something a little more robust. ied.sqf ; Improvised Explosive Device Script ; By Jeevz ; v1.2 12/13/06 ; This script will create an explosion of a ; selected size on any object when called ; The arguments are [objectName, explosionPower] ; Explosion Power will be 1 of 4 choices ; Small - Good for Anti-Personnel use ; Medium - Will usually disable a Humvee without killing the occupants ; Large - Will usually destroy a passing humvee and kill or severly injure all occupants, will disable the tracks and possibly engine on M1A1 ; Huge - Nothing will survive, I mean... it's HUGE :-) ; Example script call --> [theCar, "Small"] exec "IED.sqs" ;start script _theObject = _this select 0 _theExplosion = _this select 1 ;locate the Object to be blown up _bombLoc = GetPos _theObject _bombLocX = _bombLoc select 0 _bombLocY = _bombLoc select 1 _bombLocZ = _bombLoc select 2 ; Deterimine the ordinance used to create the explosion ? (_theExplosion == "Small") : _ammoType = "R_57mm_HE" ? (_theExplosion == "Medium") : _ammoType = "B_30mm_HE" ? (_theExplosion == "Large") : _ammoType = "M_Sidewinder_AA" ? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB" civvy1 globalchat _ammoType ; Get the explosion size and blow the object up ? (_theExplosion == "Small") : goto "SMALL" ? (_theExplosion == "Medium") : goto "MEDIUM" ? (_theExplosion == "Large") : goto "LARGE" ? (_theExplosion == "Huge") : goto "HUGE" #SMALL _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Small" exit #MEDIUM _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Medium" exit #LARGE _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Large" exit #HUGE _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Huge" exit Share this post Link to post Share on other sites