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Domination Redux by Champy and Tankbuster

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Now I've deleted the VA from MHQs, and it's only available in base (anyway, people can quick-travel fro MHQs to base when needed).

And for helos... I took a look at many different files, but I wasn't able to find anyting (I'm quite new to editing, and only know about basic editing).

I'll keep looking to see what I can do. Thanks!

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Now that you've put the VA only in the base, I might more closely at it. :) I think it's closer to how we envisaged the mission - closer to the narative and story. The MHQ's were always supposed to be just about reloads, thats why they only have magazines, though in a pinch, the TL can call in an ammo drop.

I'll make a ticket on our internal bug tracker to test, fox and prove the only-pilots-can-fly and perhaps improve/expand it.

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Had a quick look at the code. If the only pilots can fly parameter is set, then the mission only allows players wearing pilot clothes and helmet to fly. BUT... the code should eject them if they don't have this gear, but they don't actually get ejected. It works on every helicopter I tried, not just attack helos.

I'll try to fix this up.

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Yes, we are getting the message, but then nothing happens. Thank you for taking a look at it.

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There's an update for the mission coming soon (next week, we reckon). I hope to get this fix in that release.

The VA stuff... on looking more closely at it, we probably will be using it, but it might not be ready for the next version.

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Fixed the disallowed pilot not being ejected problem. :)

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could you tell me where the code is, and what i have to change so I won't have to edit the whole mission again? if it is quite difficult, then i'll just edit everything again. (plus that way I may learn a couple things about editing)

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We're doing an update of the mission next week, but if you can't wait until then. :)

In the following files, change "Eject" to "GetOut"

x_client/x_f/fn_checkpilot.sqf line 44

x_client/x_f/fn_checkhelipilot_wreck.sqf line 61

x_client/x_f/fn_vehiclescripts.sqf line 21

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Thank you very much! is not that I can't wait ('cos I can), but it made things much easier for me. Also, now I know where this script is, so I can try and change it into only pilot class can fly, or maybe only certain ids can.

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Anyone who wants access to our bug tracker/feature reporting/chatting shit website, please get in touch. :)

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Version 3 released. See first post for details.

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Is there a time delay on scripts initialising when u restart the mission? Trying set the correct options for allowing vehicle emergency repairs(analyze/repair) an well probably makin this harder than it is but just can't seem to get the param set right(old or new repair options in params. Also somtimes when seeting view distance at mission start regardless of what it's set to it's stays on like 500m or so an sky is very cloudy, though usually restarting the mission will fix. Not sure if maybe it's a jip issue or somthing.

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We did have a minor issue with the mission not accepting settings on a /#restart. Best to always start with a /#missions then change settings. Didnt figure out why.

As for engineer... the parameters set at the start work ok for us... but we dont us the analyze repair.. will look into it...

The cloudy sky is the new weather system in or are you meaning the draw distance? You can set your own draw distance in the U (U and 1 together ) menu so you shouldn't have to restart the mission from that perspective.

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There's no time delay coded in. We did find that doing a #/reassign works better. IIRC, there is a weird bug where you get cloned player characters when restarting - don't know if that's mission or game related.

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I poked you on Steam but I figure I will bring it up here too.

My group has have run into a lot of issues with Side Missions breaking and being unrecoverable. Which means we are stuck doing main missions. This is really burdensome when its within the first one to two side missions. Not blaming you, since this has other people involvement in the past.

But I am just wondering if its possible too add in a system similar to admin spectate, that would allow an admin to force fail a mission or something similar. This way if it is broken, I don't have to restart my server just because of a single missions, losing the few things we had unlocked. Or if in a long running server, all of the things we unlocked. The side missions are the best part IMHO.

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There is, in the admin screen, and "end side mission" button. It's a bit rough, so you should only use it as a last resort.

In steam, you talked about the sea mine clearance side missions. These have been an on/off problem for us for ages. The original version had 8 or so mines, but for reasons that w could never work out, we could only ever defuse 4, so all of the sea mine missions have 4 mines in them.

Just to clarify, in these missions, you need to be an explosive specialist, you need to be carrying a mine detector and a toolkit in a backpack. Some users (not necessarily you :)) give up on this and other side missions too easily and assume they are broken.

Now of course, there's nearly 150 side missions and I can't honestly claim that every single one is working 100%, but we do test every one that's reported to us as broken and fix them. We put more than 100 side mission fixes into the current build.

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Thanks yeah I was setting it too off when it needs to be set to on(yes) vs (no) amasing how easily they brain can play tricks on u. Did I set that to yes or no last time. :D Also the clear water mines side mission can't be completed, or at least me an another player tried everything(would've drove a boat into em) pretty much tried everything i could to get it to either fail or complete. Finally gave up. Note I was explosive specialist an had no option to deactivate it. All in all love the mission.

Edited by Call_911

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I poked you on Steam but I figure I will bring it up here too.

My group has have run into a lot of issues with Side Missions breaking and being unrecoverable. Which means we are stuck doing main missions. This is really burdensome when its within the first one to two side missions. Not blaming you, since this has other people involvement in the past.

But I am just wondering if its possible too add in a system similar to admin spectate, that would allow an admin to force fail a mission or something similar. This way if it is broken, I don't have to restart my server just because of a single missions, losing the few things we had unlocked. Or if in a long running server, all of the things we unlocked. The side missions are the best part IMHO.

I have sent you a friends request on Steam. if you can please message me with as much info about the sidemissions you have had failed, i e Mission Number from RPT and also description of issue then i can solve them. Might be easier for you to be added to our bug tracker via me or Tanky that way you can add issues there which will be easier to fix for us. We have spread ourselves thin of late but i have spent a fair bit of time ironing out a lot of silly errors within side missions. Im hoping we are more on top of the bugs than we were before.

TIA

Champy

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Thanks yeah I was setting it too off when it needs to be set to on(yes) vs (no) amasing how easily they brain can play tricks on u. Did I set that to yes or no last time. :D Also the clear water mines side mission can't be completed, or at least me an another player tried everything(would've drove a boat into em) pretty much tried everything i could to get it to either fail or complete. Finally gave up. Note I was explosive specialist an had no option to deactivate it. All in all love the mission.

Sorry mate, I think there was some cross posting. It's not clear to who or to what you are replying here. :)

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Sorry mate, I think there was some cross posting. It's not clear to who or to what you are replying here. :)

Yeah sry I sometimes need to think b4 I reply was in regards to the side missions an the errors we got other nite while playing. An the other part was trying to sort what param in settings turns on an off the analyse/repair option.:bounce3:

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Yeah sry I sometimes need to think b4 I reply was in regards to the side missions an the errors we got other nite while playing. An the other part was trying to sort what param in settings turns on an off the analyse/repair option.:bounce3:

I was quite drunk when I first read it last night and waited until the sober light of morning before realising I still didn't know what you were on about! LOL.

We don't use the Domi-full-repair thing any more and so haven't tested it. Please let me know how it performs.

As Champy says, there are so many side missions that we need as accurate as possible bug reports on them. The server RPT should say as a side mission starts and end and obviously, any errors in between. All of that is useful to us.

The sea mines do come up in reports time and time again. They are the most difficult side missions in the mission and are often reported as broken. They are a bit laggy sometimes - perhaps to do with the BI disarm scripts and sometimes, a low server or client FPS or a bit of lag desync can make them go a bit weird. I'd hate to remove them though. They are, afaik, a totally original concept from me in the series.

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I was quite drunk when I first read it last night and waited until the sober light of morning before realising I still didn't know what you were on about! LOL.

We don't use the Domi-full-repair thing any more and so haven't tested it. Please let me know how it performs.

As Champy says, there are so many side missions that we need as accurate as possible bug reports on them. The server RPT should say as a side mission starts and end and obviously, any errors in between. All of that is useful to us.

The sea mines do come up in reports time and time again. They are the most difficult side missions in the mission and are often reported as broken. They are a bit laggy sometimes - perhaps to do with the BI disarm scripts and sometimes, a low server or client FPS or a bit of lag desync can make them go a bit weird. I'd hate to remove them though. They are, afaik, a totally original concept from me in the series.

Okies thanx an next time I'm on the server an we get the Clear Water Mine side mission(and if it's not compleatable) I'll be sure to track it down in the server rpt.

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