mant3z 1 Posted February 12, 2008 Hi Xeno Are you planing to release version with addons. Some extra weapons, units, maybe whole nations? Share this post Link to post Share on other sites
xeno 234 Posted February 12, 2008 Are you planing to release version with addons.Some extra weapons, units, maybe whole nations? I plan to release an addon version (Island Sakakah, Jonnys Marines...) Xeno Share this post Link to post Share on other sites
xeno 234 Posted February 12, 2008 I approach the flag pole at the Paraiso Airfield, the teleport symbol comes up, I press enter and the teleport screen comes up, but instantly, the screen scrolls over to respawn 1 and takes me there. It's all in the video I posted earlier. Is it 2.22 or an earlier version where this happens ? I never ran into this kind of problem and no one else reported it till now. Are you using vanilla ArmA or do you use some extra addons ? Xeno Share this post Link to post Share on other sites
axemurder 0 Posted February 12, 2008 I plan to release an addon version (Island Sakakah, Jonnys Marines...) omg, are you for real, this is my and my clan favorite misions, we have a east version whits some RHS hind and RHS weapons and work beatiful, we add some farp spread in the island whit chooper service capacity and a flag for teleport, please add the lift tank option to the chooper, and the paradrop to the flag in the base, we like to do the side missions commando style(paradrop, find, kill, get out, and if you die you fail),and to know that you are working in a sakaka version i just cant be more happy, keep the good work xeno and thanx for hours of amazing teamplay Share this post Link to post Share on other sites
Tankbuster 1747 Posted February 12, 2008 I approach the flag pole at the Paraiso Airfield, the teleport symbol comes up, I press enter and the teleport screen comes up, but instantly, the screen scrolls over to respawn 1 and takes me there. It's all in the video I posted earlier. Is it 2.22 or an earlier version where this happens ? I never ran into this kind of problem and no one else reported it till now. Are you using vanilla ArmA or do you use some extra addons ? Xeno It's 2.22 AI that we use. I suspect an addon problem. I Don't use addon folders though, so I might try removing all the addons and see if that makes any difference. I ran the game locally and it still happened. Share this post Link to post Share on other sites
mant3z 1 Posted February 14, 2008 Are you planing to release version with addons.Some extra weapons, units, maybe whole nations? I plan to release an addon version (Island Sakakah, Jonnys Marines...) Xeno I was thinking about new nations. But I don't know do anybody made a set mod with armor, infantry, transport and air units. Share this post Link to post Share on other sites
Tankbuster 1747 Posted February 15, 2008 Another thing to think about Xeno, is how the enemy uses air assets. There seems to be a constant presence of a KA50 and a MI 17, but they don't seem to be very aggressive. The Hokum in particular is an attack helicopter, but it only seems to fire it's weapons in response to being fired at. I'd like it to be attacking ground targets much more. To balance that, perhaps we could have some Stingers in the ammo crates? Turning to the Mi 17, I'd like to see it dropping more paratroopers. Perhaps when it attacks Paraiso airbase, it could soften the area up with a rocket strafe or two? I notice that it always drops troops in the same place at the airbase. Share this post Link to post Share on other sites
mant3z 1 Posted February 19, 2008 I was playing a lot in this mission, but in moddified version by polish clan. They have add: MAPFACT AIR pack (CH-47D i AH-64) AimPoint Desert Weapons Pack some stuff from Queens Gambit Result is fantastic, this are not huge changes, but brings fresh wave and gives a lot of fun. Now I can say: EVOLUTION whilst DOMINATION with ADDONS Side missions are great, If you can add some new Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 10, 2008 I approach the flag pole at the Paraiso Airfield, the teleport symbol comes up, I press enter and the teleport screen comes up, but instantly, the screen scrolls over to respawn 1 and takes me there. It's all in the video I posted earlier. Is it 2.22 or an earlier version where this happens ? I never ran into this kind of problem and no one else reported it till now. Are you using vanilla ArmA or do you use some extra addons ? Xeno It's 2.22 AI that we use. I suspect an addon problem. I Don't use addon folders though, so I might try removing all the addons and see if that makes any difference. I ran the game locally and it still happened. I tried this on a fresh install of the game, so no addons at all, but still got this 'whizz to respawn 1' problem. What else might it be? Share this post Link to post Share on other sites
Alex72 1 Posted March 24, 2008 Awesome game mode for sure. Me and some others have a small issue though. Probably has to do with some of the mods being used but i cant seem to pinpoint it since it happens now and then only. When respawning my weapon dont work. I have to use headbug (even though i can move normally). Maybe its allready discussed but i didnt have the time to read through it all (Sorry). mods used: DBE1;@MISC;@voice_quiet;@Mapfact;@FDF_Sounds;@DMSmokeEffects;@ArmaEffects;@TrueMods;@Q11_W ind;@NWD_ScopeFix;@NWD_Ballistics;@DurgsVegetationFix;@SIX_Pack1;beta;@XEH @MISC is only vehicles/weapons/units. Anyone recognize the problem? Regards Alex Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 24, 2008 Update on my UI 'whizz to respawn 1 problem' It's definitely to do with how I call the dialogue up. If I use the keyboard enter key to bring up the menu and select 'teleport' the game automatically takes me to respawn 1 whether I want to or not. If I use the middle mouse button, I can select the teleport location just fine. I'd be obliged if someone else could try to replicate this for me. Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 24, 2008 Side missions are great, If you can add some new QFT. (1) 'Escort' type side mission. Team has to escort a convoy of supplies/civs/friendlies from A to B while under enemy attack. (2) Capture enemy officer/politican (as opposed to just kill) (3) Recce area without shooting or being discovered (get close enough to see and accurately locate a number of enemy assets) Share this post Link to post Share on other sites
EPO_83 0 Posted April 1, 2008 this mission is very good and we always play it on our server. i ve been trying to edit the mission alittle, but have run into some problems. i ve edited the AI version and wanted to increase spawn time to 40 seconds. i did this ok, but on the test the bodies of the players weren't been removed which would cause some performance issues. how can i increase spawn time and still have the bodies removed? Another thing, i ve used the AI version and recreated groups, but everyone can call artillary, i wanted to make it so only SL can call in arty. Share this post Link to post Share on other sites
rowdied 44 Posted April 1, 2008 Alex[Dev]72, This happens to me too, but I think it's linked to having a satchel. For me it reads the satchel first and everything else second. Also, try picking your main weapon last, this seems to help with the non shooting bug too if you don't carry a satchel. You can always change the fire mode to regain your weapon too. Share this post Link to post Share on other sites
xeno 234 Posted April 1, 2008 72 @ Mar. 24 2008,12:48)]When respawning my weapon dont work. I have to use headbug (even though i can move normally). Maybe its allready discussed but i didnt have the time to read through it all (Sorry). It only happens if you have a weapon with a grenade launcher (at least for me). Press F and everything is fine again (ArmA bug, though I have allready a solution for this, wrong muzzle gets selected). Xeno Share this post Link to post Share on other sites
xeno 234 Posted April 1, 2008 i ve edited the AI version and wanted to increase spawn time to 40 seconds. i did this ok, but on the test the bodies of the players weren't been removed which would cause some performance issues. how can i increase spawn time and still have the bodies removed? in x_scripts\x_checkkill_racs.sqf change the following line: sleep 30 + (random 15); to sleep 50 + (random 15); And in dlg\open.sqf change sleep 20; to sleep 40; And of course change respawndelay in the description.ext to 40. Another thing, i ve used the AI version and recreated groups, but everyone can call artillary, i wanted to make it so only SL can call in arty. In x_scripts\x_jip.sqf replace: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ari1 = _p addAction ["Call Artillery", "x_scripts\x_artillery.sqf",[],-1,false]; with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (typeOf _p == "OfficerG") then { if (_p == RESCUE) then { ari1 = _p addAction ["Call Artillery", "x_scripts\x_artillery.sqf",[],-1,false]; }; if (_p == RESCUE2) then { ari1 = _p addAction ["Call Artillery", "x_scripts\x_artillery2.sqf",[],-1,false]; }; }; Just replace RESCUE and RESCUE2 with whatever you want to use and OfficerG with the type of soldier you want to use. Then in x_scripts\x_playerweapons.sqf replace <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ari1 = _p addAction ["Call Artillery", "x_scripts\x_artillery.sqf",[],-1,false]; with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (typeOf _p == "OfficerG") then { if (_p == RESCUE) then { ari1 = _p addAction ["Call Artillery", "x_scripts\x_artillery.sqf",[],-1,false]; }; if (_p == RESCUE2) then { ari1 = _p addAction ["Call Artillery", "x_scripts\x_artillery2.sqf",[],-1,false]; }; }; Hope that helps. Xeno Share this post Link to post Share on other sites
EPO_83 0 Posted April 1, 2008 thanks for the help zeno, i will need to test the new spawn delay but the artillary is working. thanks. Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 21, 2008 It was in my server log Quote[/b] ]File AAHALO\mouseTracker.hpp, line 27: '/ctrlParaDiag/mouseField.onKeyDown': Missing ';' at the end of line Even if it works it's a small error V2.22 Share this post Link to post Share on other sites
Redfist 0 Posted April 21, 2008 Hi all, totally love the Domination map, but does anyone know of an easy way to get the LD to work in the game. I know there is a bug with the RACS forces, and that only US forces can use it. Is there a simple way I can fix this in the map editor? Also, how could I include other add-ons (such as the RHS Hind) in domination? I am a total newb, so simple responses please. Share this post Link to post Share on other sites
Redfist 0 Posted April 21, 2008 Quote[/b] ]I was playing a lot in this mission, but in moddified version by polish clan. They have add:MAPFACT AIR pack (CH-47D i AH-64) AimPoint Desert Weapons Pack some stuff from Queens Gambit Wow - that sounds cool. Any idea where I could download that modded map from? Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 21, 2008 Hi all,totally love the Domination map, but does anyone know of an easy way to get the LD to work in the game. I know there is a bug with the RACS forces, and that only US forces can use it. Is there a simple way I can fix this in the map editor? Also, how could I include other add-ons (such as the RHS Hind) in domination? I am a total newb, so simple responses please. You can if you integrate it inside. You need to load the editor with the RHS Hind mod in your command line shortcut. Then replace or add the RHS Hind classname inside the script that control the vehicle gift after a completed secondary objective/mission. Or you can drop some RHS Hind in the Paraiso Airport with the editor (F1 Unit, then search inside the "SLA" "Air type" you should find it i think).. it's an easier way for you ^^ Save the mission "export to MP" then you will see your new pbo inside the MPMissions folder of your ArmA. I still recommend that you rename the mission inside the mission.sqm (open with notepad you will see the thing easily) so the player know what you are playing before he join. (add "[RHS Hind]" before the name of mission for example ) Share this post Link to post Share on other sites
Redfist 0 Posted April 21, 2008 Quote[/b] ]You need to load the editor with the RHS Hind mod in your command line shortcut.Then replace or add the RHS Hind classname inside the script that control the vehicle gift after a completed secondary objective/mission. Thanks for the reply Paul, really appreciate it. Not sure on a couple of things though : 1) what is "command line shortcut"? [warned you I was a noob] 2) any idea which script I would need to modify? Do you think it would be only one or many? 3) if I used the second method, of just clicking and dropping units; could I get them to respawn? 4) any idea if I could mod/edit the game to get the LD working? Cheers for help and patience Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 21, 2008 Quote[/b] ]You need to load the editor with the RHS Hind mod in your command line shortcut.Then replace or add the RHS Hind classname inside the script that control the vehicle gift after a completed secondary objective/mission. Thanks for the reply Paul, really appreciate it. Not sure on a couple of things though : 1) what is "command line shortcut"? [warned you I was a noob] 2) any idea which script I would need to modify? Do you think it would be only one or many? 3) if I used the second method, of just clicking and dropping units; could I get them to respawn? 4) any idea if I could mod/edit the game to get the LD working? Cheers for help and patience 1)Well i am using shortcut to launch my game. (right click on the ArmA executable + create shortcut) On this shortcut, you can set few parameters. One of these allow you to launch installed addons. After you create your shortcut, right click on it + properties. You will see a field "target" where it link the shortcut to the ArmA executable. After the quote "" you can add ArmA parameters. There is a list of parameters on the biki, here : http://community.bistudio.com/wiki/ArmA:_Startup_Parameters My own shortcut look like this : Quote[/b] ]D:\ArmA\beta\arma.exe -mod=DBE1;beta;@Effects;@EVA;@FDF_Sounds;lowplants;@Magazines;@NWD_Addons;@OFrP;@PROPER;@Realistic_Designation;@Replacements;@S_NVG;@SIX_Pack;@TrueMods;@Vehicles;@Weaponsbeta;@XEH -world=empty -noPause -maxmem=1024 -nosplash So you have to put -mod=@folder_of_the_rhs_mod_folder. You probably installed the addons in a folder (at least i hope, it's the best way to use them). If not, create a folder in your ArmA directory (for example @RHS_Hind), in this new folder create another one which have to be named "addons". Put all the .pbo .bisign etc.. in the addons folder you have created. Then in the properties of your shortcut, add -mod=@RHS_Hind and it will load the mod with the game. You can do one folder per mod, or regroup some/all in one folder.. as you desire 2) You will need to modify only one script it is called "x_getbonus.sqf" and it is located in the "x_scripts" folder. Inside you only need to replace a vehicle classname by the RHS_Hind one. (if you don't know the Hind classname, ask for it in his dedicated topic on this forum). For example you should replace the script's classname that create a "AH1W" Cobra or the "AH6_RACS". The line are presented like this inside the file : Quote[/b] ]_vehicle = "AH1W" createvehicle (_pos); If you used this method, you will get a hind as a gift for a successful secondary/side mission objective only. 3) I think yes, but you will have to find a respawn script (i think they are few in the ArmA editor forum here) and put it in the "init" field of the unit in the ArmA editor after you put it on the map. If you use this methods you will have access to the hind at the start of the game. And they will respawn in a certain amount of delay (depends of the respawn script). 4) Not really an idea, but you could use the Domination! West/East instead of the RACS' one. (i don't know anything about this bug sorry) Share this post Link to post Share on other sites
Redfist 0 Posted April 22, 2008 Wow - Paul, thanks for the help. Gonna try that out and let you know about the results. Feel free to join me for a MP game online. Just don't be surprised if, as the result of my attempt at modding, your computer accidentally downs an NSA satellite, fires off 20 ICBMS and burns down a nunnery. Share this post Link to post Share on other sites
Redfist 0 Posted April 23, 2008 Paul. It worked!!! Thank you!!! Now, for my next questions 1) Any idea how I could get my add-on planes to use the instant re-arm and repair runway feature? 2) Is there anyway I could change the spawn locations for the add-on vehicles? Share this post Link to post Share on other sites