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Tankbuster

Domination Redux by Champy and Tankbuster

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I've found and fixed a few problems in v1.07. Some classnames got renamed back to vanilla incorrectly:

Some mission rewards did not spawn

The ATV was not available from the MHQ

The lift chopper couldn't lift the MHQ vehicles

No first aid kits in the MHQ and base box

Removed some unnecessary (unused) bits of code I'd introduced.

Currently known issues:

mhq3 (wildcat) doesn't seem JIP compatible

I'm working with Tankbuster to maintain a mod free version alongside his CTRG/FA18 version.

I'm currently keeping my clans public server up-to-date with a clan-branded version.

Its nice to see you guys keep this mission going! Nice work guys!

I downloaded the mod free version and already switch out the classnames for the airtaxi / airdrop so they would function again...only question I have, is there a way you guys could possibly finding a way to remove drop / artillery markers after the fire mission / drop are complete? Damn airtaxi will fly 500m to land on the marker instead of where player called it from lol.

Wish I could help out more with it, but haven't done much scripting, so afraid I may screw it up more than be of any help with something like that.

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Good to see a GITS version of Domination, I spent quite some time on GITS evolution for arma2.

Like Etzuu stated I can't get any vehicle rewards.

On a sidenote:

Is it possible to reduce the amount of objects at the base location?

While being very detailed and nice to look at this is extremely hard on the fps.

I did a quick test and there's apparently more than 700 objects in the starting area, 41 fire extinguishers, 46 Fuel Cans etc., you get the idea ;)

Cheers and keep up the good work!

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Like Etzuu stated I can't get any vehicle rewards.

That's being fixed and tested at the moment.

---------- Post added at 07:38 ---------- Previous post was at 07:37 ----------

Is it possible to reduce the amount of objects at the base location?

While being very detailed and nice to look at this is extremely hard on the fps.

It has no appreciable effect on client FPS.

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OK, fixed vehicle rewards now on the "no mods" version. Also fixed the JIP problem with MHQ3 (it's a Hummingbird for now, it has to be a Bluefor aircraft - may change to a Ghosthawk later). Also fixed the airdrop aircraft and a few other classnames that got messed up in my hasty conversion! :)

MANY thanks to Tankbuster and Champy from GITS in sorting out what I'd broken for all these! Latest version always online at the =SO= Public Server.

(yay! my 300'th post!)

[update]

Hmm, maybe not so fixed. Completed 3 missions, got told of 2 rewards, 1 ",". NONE spawned at base. Will investigate over weekend.....

Edited by zach72

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Despite the damn airtaxi still wanting to land where a teammate called a drop or artillery, been having a blast with this guys, appreciate your hard work. One question though, is it a problem with the terrain of altis where the ammo crates called have a problem with falling through the ground or could it be something on our end? Airdrop is on the mark every time, but occasionally we have to access a crate that is right below the surface.

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Despite the damn airtaxi still wanting to land where a teammate called a drop or artillery, been having a blast with this guys, appreciate your hard work. One question though, is it a problem with the terrain of altis where the ammo crates called have a problem with falling through the ground or could it be something on our end? Airdrop is on the mark every time, but occasionally we have to access a crate that is right below the surface.

Airtaxi, I can't comment on as we don't use it. But I'll have a look at your report and see if there's anything obviously broken. Reference the airdrop. I have that totally fixed in the version I'm currently working on. I'm actually really pleased with the results I've managed - I might fire up a yt vid if I get a chance. I hope to have this version finished in the days immediately following the game update, which I expect this week.

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Airtaxi, I can't comment on as we don't use it. But I'll have a look at your report and see if there's anything obviously broken. Reference the airdrop. I have that totally fixed in the version I'm currently working on. I'm actually really pleased with the results I've managed - I might fire up a yt vid if I get a chance. I hope to have this version finished in the days immediately following the game update, which I expect this week.

Right on! Thanks for the replay TB!

As for the airtaxi, we use it a bit here and there, sometimes a nice little feature when we don't a pilot available. Just watch more then a fair share of them crash right where the artillery maker is in main objective or fly to that same marker when called in an open field with in 300m of the AO. Reason was kind curious if was an easy fix with possibly deleting the the air drop/artillery markers from the map after their made, can always use player markers to find the ammo box if needed.

Again, you guys have done a great job and can't wait to see the update version.

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I did use airtaxi when I used to play the 'with ai' version back in a1 and a2. You're right, it's really useful and it needs to be fixed, even if my group and I don't actually use it. :)

Just to confirm, the air taxi flies and lands at one of the artillery positions? If you want to find me on steam, link just below my avatar, we can perhaps track down exactly what's happening and that might make it easier for me to find the problem.

Also, are you using addon version or non addon version, not that I think it'll make much difference to this problem.

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Using the non addon version but with a few Mods added in M4 and accessories/NATO weapons etc...but yeah, any where within 300 of drop zone marker or artillery marker, the taxi will land there instead of the location player called for it.

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Using the non addon version but with a few Mods added in M4 and accessories/NATO weapons etc...but yeah, any where within 300 of drop zone marker or artillery marker, the taxi will land there instead of the location player called for it.

My apologies Tank, got caught up in work and haven't had the chance to get back on the game for a bit. Anything you gents work up or fix, I'm looking forward to with next update.

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I've not been able to replicate this on my build of the mission :( Perhaps it'll fix itself.

I'm hoping to get an update of the addon version out soon, probably very soon after 1.14. I was waiting for the F/A-18 update but that's been delayed, so it now seems that that's going to come a matter of a few days before 1.14 so it makes sense to fire out an update with the two big updates in.

There is a sexy new side mission type that has been cloned into 4 new missions. It's best experienced with the C130, but I'm hoping I can make it work in he non addon build too.

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Can't wait to see what ya got lined up TB, sounds real good!

As far as the air taxi problem.....we just started using a helo for ourselves and just left the AI out. Besides, its nice that to have the MHQ not far off objective.

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Do have one more question for you, what script is that you use to save loadouts whether leaving or rejoining the server? Like that one alot, pretty useful and was wondering if you guys wouldn't mind if I try using it for some coop missions that we use? If not all good, just awaiting next update.

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I think that if you have enough guys, flying your own airtaxi rather than relying on the AI is a much better way, especially since we can't find out whats wrong with AI airtaxi. :)

The loadout: It's the built in Domination script, tweaked and updated by us over time. I'll get you some more info when I get time to look at the code.

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Appreciate it TB....and yeah, we're just using one of our own guys flying now, plays out a lot better...except when we miss one of the master hiding AA troops...eh, still fun & funny at times though lol.

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Hey gents, stopping in to see how its going with next update and if any way I could possibly help out? Not the best at scripting, but would like to try and do what I can. Understand you guys are holding up one of the best projects with the ARMA series and it must be a lot of work. Offering my help if more is needed in any way.

As I said before, great job thus far and keep up the great work!

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Today or tomorrow. Got to fix up a few final bugs, write the changelog and zip it up. It'll be the addon version, but I'll poke zach and hopefully he can get to work on the non addon version.

If you want to help, I'll give you access to our bug tracker and development site where you can do all that and more.

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Release of v1.10 of GITS Domination, the addon version.

http://www.gitsarma.gamingdeluxe.net/GITSDominationA3/missions/co23_Domination_GITS_Blufor.Altis.pbo.build_U1224_V1.10.7z

Changelog;

Fixed: Towns recaptured by AI can now be retaken by player team.

Fixed: Airdrop fixed. Should now drop ammo boxes with no glitches.

Added: New side mission. VIP aircraft escort mission. 4 of. Features ATC voice chatter. Best experienced with C130J addon.

Tweaked: Counterattacks now spawn less vehicles and men.

Tweaked: VD defaults increased in params to reflect improved client performance.

Tweaked: Weather and fog turned off in params.

Added: Some server RPT debug to try to track down some errors in makevgroup and makemgroup.

Fixed: Error in base attack script that stopped enemy AI leaving the scene after doing their work.

Fixed: SM 87 and 88 spawn radius for armour increased.

Fixed: Getranpointcircle sometimes returning non zero numbers in the z axis.

Added: New side mission. Naval air medevac mission. 2 of.

Fixed: End location of sidewatersteal missions.

Added: A-164 added to bonus array.

Added: T199 added to enemy spawn scripts.

Added: Tempest trucks added to various side missions.

Required addons:

F/A-18 Super Hornet http://www.armaholic.com/page.php?id=22594

CTRG Vehicles and Aircraft http://www.armaholic.com/page.php?id=24002

C-130J by theebu http://www.armaholic.com/page.php?id=24736

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Nice work will try it out on our dedicated, is there an option for HC too ?

And is it possible to delete the CTRG content out of the mission ?

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HC is supported by the mission, but last time I read about it, it's broken at the moment in the game. Try it and see.

CTRG can be removed, but you could always leave it in. It's pretty cool and isn't in there just for show. It brings the hellcat to the west side, which is where it should have been all the time, in my opinion. You will break the mission if you just tear out CTRG unless you know what you're doing.

Zach will be making an addon free build of the mission soon. You might want to try that.

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Zach will be making an addon free build of the mission soon. You might want to try that.

Waiting for Zach!

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I spoke to him last night, giving him the heads up and he said he'll be doing this. :)

Meantime, there are new commands that will make his job easier, specifically the activatedaddons command. I'll be using them and I hope these improvements will make it into the next build.

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I'll start working on the non mod version Friday, and expect to finish over the weekend, all being well.

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I'll test the VIP air escort side mission using a helo instead of the c130 and report back ASAP. If it works you can leave it in.

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I'll test the VIP air escort side mission using a helo instead of the c130 and report back ASAP. If it works you can leave it in.

It works, I converted everything over to mod-less myself and it runs awesome. The only issue we had was converting the cargo drop script, the helicopter seems to loiter after the airdrop now.

Good work on the update.

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