Tankbuster 1747 Posted April 24, 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 Xeno I know release date nagging is poor form, but I was wondering if we are likely to see this soon? In particular, I'd like to see the more reliable parachutes we discussed a few pages back. Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 24, 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? 1) They should repair & re-arm without any problem on their respective repair marker. But i will have to investigate if he has done a detection by classname or not to make the difference between chopper & plane. 2) I think the spawn is related to the marker position, just move the marker in the editor & they should respawn around it Nb : i am currently busy to convert another mission to OFrP addons so i will investigate later on point 1 Share this post Link to post Share on other sites
Redfist 0 Posted April 24, 2008 Dude, you are my hero! Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 25, 2008 I've taken few mins and the scripts to modify are : x_jet_reload.sqf & x_heli_reload.sqf He is using the vehicles' classname to properly reload the vehicle with the ammo it needs. So basically i think you just have to change the classname of BIS vehicles with the one you will put in your modified mission. And you have to know the classname of the weapons you need to reload your vehicles. Take a look at these 2 script files, it is really easy to understand Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted April 26, 2008 I've created a domination modification too for my clan. Maybe you'll like it. It's featuring far more community addons. Queens Gambit is required to play it. http://senduit.com/1d3641 You can find reference links to all needed addons here I'll translate the new features for you: new features: - mission plays on Sahrani United - sahrani electrical grids script added to make night missions more interesting (electricity can now be enabled/disabled) - energy generator marker can be enabled/disabled via command menu - Grouplink sounds for the player (in main battle group only, leader must be player) - Javelin in weapons box is always avaiable - added Stinger to the weapons box - M163 Vulcan added to the airport + vehicle respawn - SLA gets more reinforcements (Mi-24 + Su-34) - new bonus vehicles (Ah-64, A-10 Cluster Bomber, A-10/AV8B Napalm Bomber) - new MH-60 at the airport - added DC3 at the airport + vehicle respawn - minimum main targets can now be set to 2 - disabled the Spezaz infiltration at the airport - decreased possibility for enemy AI to hide in smoke grenades - setTerrainGrid set to normal, use InstantView to control your gras instead - added mapfact repair support to all static repair stations + marking them on the map - changed jet and chopper support so custom vehicles can be supported Planed features for May 08: - new bonus vehicles: Avro Vulcan, F-16, F-18, Ch-47 - maybe: make the Ch-47 able to carry heavy tanks - maybe: adding the townhide script to populate the island in an intelligent way - adding mapfact skills for easier use of mobile M2, DSHKM and grenade launcher - adding USS Nimitz with some planes and choppers (no vehicle respawn) near Antigua - fixing some bugs - adding Mig-15 as new SLA reinforcement, changing Su-34 to Su34B - integrating new weapons from Bigmikes weapons - pre-placing empty civilian cars in the towns, introducing Lada, Peugeot 307, Skoda Felicia, Dodge Camaro, Dodge Challenger, MackR Truck, Schoolbus and Honda Civic + ArmA standard civillian cars - maybe: changing the bonus tank vehicles from side missions to bonus vehicles from secondary main missions Share this post Link to post Share on other sites
evilnate 0 Posted April 26, 2008 Very interested in playing this on Sakakah, I am wanting to try it myself. Any objections? It would be much easier just to download xenos version though. VERY good mission zeno, there is a army of us wanting to play it on Sakakah. Share this post Link to post Share on other sites
Tomasz 0 Posted April 28, 2008 Hi all, there is another one Domination conversion, and this time it is moved onto SAP Everon. Currently version 0.93.04 beta is being tested on arma.pme.org.pl server. Here is the list of features: - Instead of simple selection of number of towns to be liberated, a fixed system balancing numbers of goals is implemented. You have now to decide at the start if you prefer more main targets and less side missions or more side missions and less main targets. - Due to small size of the island all jet aircraft are removed from the mission. - Many new vehicles are merged into the Domination. Expect deadly ZU23, ZU23M in most of the defended cities, as well as in some side missions. Occasionally you can face AA trucks (ZU23 on Star truck chasis), T-64 MBTs, or BMD-1 airborne APCs. - A number of respawnable civilian vehicles can be found in every town. - New sidemission - destroy scud launcher before it launches a missile. Expect interesting visual effects in case of failure - Side mission defenses are much more varied. Some have much stronger AA defense, some have no tracked vehicles, some have only spetznaz defense. - Changed philosophy of side mission bonuses. Winning side mission is awarded with a new funcionality instead of a new vehicle. I.e. the team may receive access to Javelins, or Stingers, or advanced sniper guns, or ability to create buggy vehicle or ZU23 near respawn vehicle. At the moment there are 16 types of bonuses implemented. - Airbase spetznaz infiltration occures only when a player is connected. No more spetznaz hordes generated overnight. - Bonus vehicles gained through finishing secondary side missions do respawn now. However their respawn delay is substantial (up to 12 minutes in case of AH-1). - Some new vehicles available as bonuses (Kaman SH2, M-60 MBT) - Cities can have two types of defenses - mobile defense with more aggresive mobile patrols or static defense with randomly generated system of forts and trenches. Fortification can be light, medium or heavy. Static defence can receive obstacles of barbed wire or a minefield, or both. Fortification crews pop up for shoot and crouch back. - Lifting a vehicle by BH is now limited to the respawn M113s and support trucks. Ability of lifting other wheeled and tracked vehicles is granted as side mission bonus. If you want to give it a try, visit arma.pme.org.pl website to download all necessary addons. You can download them separately, or download entire collection as a quasi "mod" called @pmeCollection. Cheers, Tomasz Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted April 28, 2008 Can you please give me a download link to your modification? Your new side missions sounds great and I would like to integrate it into my version - of course giving credits to you. Share this post Link to post Share on other sites
EPO_83 0 Posted April 28, 2008 i have a question, i used the AI version to edit originally and made it so SL's could call in arty using just the artillary script, omitting artillary2.sqf. now i have made some changes and want to use both artillary scripts, so only two players can use them like in the group version of zeno's domination. i ve put the arifire2.sqf, arihit2.sqf and the artillery2.sfq into the x_scripts and copied the four triggers from around the main base (for ari2) into my version. the artillary works fine but when you start the mission, crossroads only reports that artillary 1 is ready and not artillary2. anyway to get it show that artillary2 is ready? 4) any idea if I could mod/edit the game to get the LD working? I got it working by changing the side to WEST. be warned though it screws alot of the scripts up so you will have to go through and edit them, some things that went wrong were...teleport, engineer repair/refule. Share this post Link to post Share on other sites
Tomasz 0 Posted April 29, 2008 Legislator, I have just added the mission to the download page on our site: arma.pme.org.pl. Feel free to download it. However remember that this is only a beta version. Some bugs may be encountered and the code and scripts haven't been cleaned yet. As regards Scud script, it will undergo serious changes. Now it is to easy to accomplish this mission. Tomasz Share this post Link to post Share on other sites
EPO_83 0 Posted April 29, 2008 hey tomasz, how did do you the following: Quote[/b] ]Airbase spetznaz infiltration occures only when a player is connected. No more spetznaz hordes generated overnight. sounds like a really nice tweak that. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted April 29, 2008 Yeah but it would be cooler if the Speznaz would do something in the base Would be great if the try to steal the vehicles of the players. But as they're only standing there i've disabled the infiltration completely in my modification. @Tomasz: Thanks Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 29, 2008 A spetsnaz don't steal, they should destroy by placing charge. Share this post Link to post Share on other sites
Tomasz 0 Posted April 29, 2008 Legislator: Quote[/b] ]Yeah but it would be cooler if the Speznaz would do something in the base You are right. Standing Spetznaz awaiting their sorry fate is a little bit surreal. I planned to make them more aggressive but haven't implemented it yet. EPO_83: The script invoking infiltration is "x_scritps/x_infliltrate.sqf". I have added one more condition: if ((playersNumber Resistance) > 0) then { See entire x_infiltrate.sqf here: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // by Xeno private ["_grp","_pos_object","_pos_object2","_unit","_vehicle"]; if (!isServer) exitWith {}; // Sahrani: _pos_object = [1155.8,13968.2,0]; // Sahrani: _pos_object2 = [24739.8,9568.23,0]; _pos_object = [10044.443359,7595.692871,0]; // Everon _pos_object2 = [10044.443359,7595.692871,0]; // Everon while {game_running} do { Â sleep 3000 + (random 1200); Â if ((playersNumber Resistance) > 0) then { Â Â _grp = ["EAST"] call x_creategroup; Â Â _vehicle = createVehicle ["Mi17", _pos_object, [], 100, "FLY"]; Â Â _unit = _grp createUnit ["SoldierEPilot", _pos_object, [], 0, "NONE"]; Â Â [_unit] join _grp;_unit assignAsDriver _vehicle;_unit moveInDriver _vehicle; Â Â _unit addEventHandler ["killed", {unit_list = unit_list + [_this select 0];}]; Â Â _vehicle addEventHandler ["killed", {nil=[_this select 0] execVM "x_scripts\x_removevehi.sqf";}]; Â Â sleep 1.123; Â Â nil = [_grp,_vehicle,[4774.722168,11384.092773,0],_pos_object2] execVM "x_scripts\x_createpara2.sqf"; Â }; }; if (true) exitWith {}; Tomasz Share this post Link to post Share on other sites
EPO_83 0 Posted April 29, 2008 thanks tomasz i will look into that. the speznaz will blow up a vehicle with satchels if someone is in the vehicle. could you script it so that the speznaz blew things up when no one was them? Share this post Link to post Share on other sites
Tomasz 0 Posted April 30, 2008 EPO, it is exactly what I wanted to do - make spetznaz planting explosives under important RACS vehicles and objects. Of course at first glance it is very easy. But there are some potencial problems with AI blowing each other, and with AI entering blowout zone just before explosion. On the other hand the script shouldn't be too much cpu consuming. Tomasz Share this post Link to post Share on other sites
EPO_83 0 Posted May 3, 2008 i have run into another problem with the editing of domination i am making. I ve made domination so the side you play on is WEST and had to change alot of the scripts because of it. i am having problems with is the sidemission. everytime you complete it, ie kill the officer, blow up something, the mission fails and says the SLA killed them. I cant find the script which relates to which side finishes the side mission. i am guessing there is a parameter for the RACS side to complete the objective for the side mission to complete successfully. If there is one for the main mission aswell, i would be gratefull if someone could let me know. thanks EPO Share this post Link to post Share on other sites
Tomasz 0 Posted May 3, 2008 EPO, look into "x_scripts/x_getsidemission.sqf", and take first sidemission as an example (case 0). The line no. 30 looks like that: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vehicle addEventHandler ["killed", {side_mission_winner = -2;if (side (_this select 1) == resistance) then {side_mission_winner=2;};publicVariable "side_mission_winner";side_mission_resolved = true;}]; You have to change side in "killed" event handler from resistance to west: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _vehicle addEventHandler ["killed", {side_mission_winner = -2;if (side (_this select 1) == west) then {side_mission_winner=2;};publicVariable "side_mission_winner";side_mission_resolved = true;}]; and so on search all sidemissions for resistance in "killed" event handlers. Tomasz Share this post Link to post Share on other sites
EPO_83 0 Posted May 3, 2008 thanks, i found it about an hour or so after i posted. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted May 4, 2008 Well I don't think it will fix your problem with west vs. side missions. I've done it a few months before and it didn't work. I used the program baregrep to find any string related to RACS or resistance in the mission and changed it to west but somehow it didn't work. Of course I had changed the units as well. For the future ... well ... everything will be good, I'll promise you Share this post Link to post Share on other sites
EPO_83 0 Posted May 4, 2008 you were right legislator, it didnt work, well it does in the editor, but when started from pbo via server following errors appears and no missions load; http://img522.imageshack.us/img522/1213/errorpn0.jpg dont have a clue whats it referring to. Share this post Link to post Share on other sites
Tomasz 0 Posted May 4, 2008 EPO, One closing "]" bracket is missing somewhere. Is this a screen of the game launched on dedicated server? If so, the error was invoked by one of client side functions. Try to insert some control hints to figure out where the error is generated. Also, scalar bool indicates, that there is a variable missing. May be missing variable and missing closing bracket are somehow related. Tomasz Share this post Link to post Share on other sites
delta99 34 Posted May 5, 2008 Anyone know if _Xeno_ is still around? I tried contacting him by private message here and no response. I've created a version of Domination that I wouldn't mind releasing to the public but wanted to check with _Xeno_ first. It basically inhabits the island with enemy troops so it is no longer possible to just head straight to an objective city without worrying about running into enemy patrols. Makes for a much more interesting and realistic fight for the objectives. Share this post Link to post Share on other sites
EPO_83 0 Posted May 5, 2008 sounds nice man, i pm'ed xeno some time back and he never replied and he hasnt posted in this thread for a couple of weeks, so may be away. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted May 6, 2008 Be patient I know he's very busy right now. You'll be surprised. That's all I can say Share this post Link to post Share on other sites