xeno 234 Posted August 4, 2008 I don't ever seem to see them being dropped? Hm, tried it a few times this afternoon, no problems. After calling for a drop if you look at team status you can see an AI pilot with something like "set scalar var" in the command section (I didn't write down the exact message but it was something like that). Might be a bug in TeamStatus Dialog. Xeno Share this post Link to post Share on other sites
xeno 234 Posted August 4, 2008 Ran since release on our dedi server, had quite a few "out of memory" crashes since the update, previous versions did not cause any crashes. Could you please test the version below and tell me if it still crashes the server ? Seems that getout eventhandler (maybe other eventhandlers too) has a tendency to crash the server (at least I could reproduce it). Domination! One Team 3.06 West AI The wreck repair does not seem to work either, lifted a Warthog with No 4 chopper onto the spot and nothing seemed to happen. Tested it a few seconds before, works fine. Xeno Share this post Link to post Share on other sites
Broadsword 0 Posted August 4, 2008 Thanks _XenoO I will run 3.06 AI version up this evening. Â Sorry I should have been a little more specific on what one I was running it was the Mando version however I will run the AI for testing. Share this post Link to post Share on other sites
.kju 3245 Posted August 4, 2008 new to Domination here. what i find not optimal that you cannot see which version is played as the string of the mission name is too long. maybe add the version tag at the start or cut the name a bit. or this the any other way to see if from the ingame server browser or mission lobby? Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted August 4, 2008 Hi Xeno, we've tested the normal Domination 3.06 on our linux dedicated server with 7 players. There were still some bugs. One player was an engineer and pilot in a blackhawk. While transporting the mobile respawn 1 he got several 1 fps-issues. Without transporting the mobile respawn everything was ok. I was squad leader of squad alpha and did the same. I had no problems at all. Another player was artillery officer. He joined my group via team status dialog. But from now on he couldn't enter an ah-1z while I was the pilot. So he left the group and then it worked as it should be. The players were confused because with one blackhawk you can't transport anything. I don't know if it's a good idea to keep this. How do you like the idea of hiding goodies? It would be nice to discover some old bunkers or wrecks with some weapons around it. Share this post Link to post Share on other sites
Broadsword 0 Posted August 5, 2008 Ran overnight with players coming and going, none have reported any issues, I have asked about the issues Legislator has raised but cannot seem to reproduce them on the Windows based server. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 5, 2008 Ran my modded 3.04 a while back, and had one player who got all the weird "bugs"; spawning in water, couldn't reload chopper at chopper station, couldn't lift wrecks etc (action appeared). Then I tried during the same session, and everything worked fine (yes, had fixed the wrecklift bug). Som I'm beginning to wonder, may there be addons involved for players that make certain things not work? Anyways, Xeno, here is a little buglist based on 3.05: 1. Brian sounds missing in description.ext. 2. Could you add the following line: ECS_public set[2, false]; It turns off dynamic weather on ECS which is here a good thing since Domination already has weather built in. Maybe couple if up with d_weather in init.sqf? I have my user .hpp setup, but sometimes it just won't work. And then I will have ECS dynamic (and typically quite bad visibility) weather while the rest are playing with the builtin weather. 3. On MG Nest, you should check if machinegunner has M240. then it should be removed. Then the nest M240 should be filled with whatever magazines he have. Avoid or use overfilling? I chose use myself, dunno if it can cause problems. Fill or remove from current magazine count in the nest to avoid causing a weapon reload which takes forever. Do not automatically move him in because it is so vunerable. Upon removal, make sure any primary and secondary weapons are dropped to ground container made. Then add the M240. I haven't been able to count magazines vs free slots for those who attempt to exploit the overfilling possibility, but I chose to drop any nest M240 mags to a ground container. May cause issues with backpack if enabled (only saboteurs have that for me). 4. x_repwreck.sqf adds the incomingmissile eventhandler regardless of Mando version or not. 5. Certain (I use it on all, then custom loaded again for a couple) vehicles should have a removeAllWeapons this and processinitCommands upon respawn and wreck fix. 6. Ammo trucks weapons and magazines should be refilled at vehicle repair point. 7. x_createsecondary.sqf, line 33. I'm not entirely sure here, but should [_newgroup] call XGuardWP be [_newgroup,false] call XGuardWP? I couldn't make my officer objective go DISMISSED as I told him in XGuardWP in serverfuncs.sqf without providing the second argument. 8. I agree with Legislator on the wreck UH-MG. I have "fixed" this by using an UH-FFAR with quadroupled respawn time as attempt on not using it too much as a respawneable firepower chopper. I also provide the pilot on a hint and globalChat (vehicleChat won't work) through the "GetIn" eventHandler for the wreck chopper, indicating clearly that this is not a regular lift chopper. Now I'm considering going back to regular UH-MG again. Or maybe use MG chopper from the other side, giving it a story or something? Not sure, but not everyone seems to be looking at the map or reading the information. 9. Consider adding two more boat points. I have added boat points at Ei25 (Matareto main target and Isla de Victoria side mission), and at Hf21 (Masbete main target and Antigua side mission). Also one boat in set is always a RHIB 2 turret for alternative indirect firepower. Gives other options to consider. 10. I handle boats a little differently. I tell them not to respawn as long as we have friendlies within a two kilometer radius. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted August 5, 2008 Regarding the 1 fps-issue I think the players had some problems using Myke's dynamic viewdistance. We'll have some tests today to prove it. Anyway the new Domination is really great. You should have seen the other players while I called in a HMMWV Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted August 5, 2008 Bug or feature? We tried to capture an east officer in Benoma (normal domination 3.05) but neither the artillery officer nor the engineer could capture him. Share this post Link to post Share on other sites
BlackSheep 0 Posted August 5, 2008 Bug Report 3.05 Revive vers. <ul>[*]Teleport via Mhq do Base ends up on island [*]Sec. Arty Oper. calls arty, but nothing happens [*]Service Point's : no complete rearm hopefully fixed in next version  Great Mission, keep up the good work  Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 6, 2008 I confirm the mentioned bugs by Fangschuss, but I experienced these only in 3.04 since I've done my own corrections to fix these and implemented my stuff in the 3.05 scripts. As for teleport from MHQ to base I hardcoded a new basemarker instead of using those that are moved around. I actually had to do this anyway since respawning at base and teleporting to base brings you to two slightly different places. This was done to bring the player to a relatively safe position; a respawn barracks and a teleport deployed HQ inside the tents. No more respawn or teleport AI killers for me thank you very much Don't think I've ever had problems with secondary artillery, but I have renamed ari and ari2 (in all related scripts) to ari1 and ari2 instead for consistency. Also I renamed the ari1 handle set in init.sqf to more appropriate arihandle (also in all related scripts). x_reload.sqf had problems in v3.04, and I am still using my own script which seems to work. My fix also includes longer times for air vehicles, and gives a gradual refilling of fuel from the initial value before fuel is emptied. Just thought it would look better. Included the script below. You may want to comment out the truck reloading scripts since you don't have or use my truck reloading scripts. But leave in the setVehicleAmmo 1 since this is the only way (I know of) of filling the commanders turret with at least one magazine. Script will work fine on turret vehicles, but not multiturret ones. And I don't think this engine bug has been overcome yet. Script as follows: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // by Xeno private ["_config","_count","_i","_magazines","_object","_type","_type_name","_fuel"]; _object = _this select 0; _type = typeof _object; _fuel = fuel _object; if (_object isKindOf "ParachuteBase") exitWith {}; if (isNil "x_reload_time_factor") then {x_reload_time_factor = 4;}; if (_object isKindOf "Air") then { Â Â x_reload_time_factor = 20; } else { Â Â x_reload_time_factor = 4; }; if (d_reload_engineoff) then { Â Â _object action ["engineOff", _object]; }; if (!alive _object) exitWith {}; _object setFuel 0; _type_name = getText(configFile>>"CfgVehicles" >> _type >> "displayName"); _object vehiclechat format ["Servicing %1... Please stand by...", _type_name]; sleep (1 * x_reload_time_factor); _magazines = getArray(configFile>>"CfgVehicles" >> _type >> "magazines"); if (count _magazines > 0) then { Â Â _removed = []; Â Â { Â Â Â Â if (!(_x in _removed)) then { Â Â Â Â Â Â _object removeMagazines _x; Â Â Â Â Â Â _removed = _removed + [_x]; Â Â Â Â }; Â Â } forEach _magazines; Â Â { Â Â Â Â _object vehiclechat format ["Reloading %1", _x]; Â Â Â Â sleep (1 * x_reload_time_factor); Â Â Â Â if (!alive _object) exitWith {}; Â Â Â Â _object addMagazine _x; Â Â } forEach _magazines; }; _count = count (configFile>>"CfgVehicles" >> _type >> "Turrets"); if (_count > 0) then { Â Â for "_i" from 0 to (_count - 1) do { Â Â Â Â scopeName "xx_reload2_xx"; Â Â Â Â _config = (configFile>>"CfgVehicles" >> _type >> "Turrets") select _i; Â Â Â Â _magazines = getArray(_config >> "magazines"); Â Â Â Â _removed = []; Â Â Â Â { Â Â Â Â Â Â if (!(_x in _removed)) then { Â Â Â Â Â Â Â Â _object removeMagazines _x; Â Â Â Â Â Â Â Â _removed = _removed + [_x]; Â Â Â Â Â Â }; Â Â Â Â } forEach _magazines; Â Â Â Â { Â Â Â Â Â Â _object vehiclechat format ["Reloading %1", _x]; Â Â Â Â Â Â sleep (1 * x_reload_time_factor); Â Â Â Â Â Â if (!alive _object) then {breakOut "xx_reload2_xx"}; Â Â Â Â Â Â _object addMagazine _x; Â Â Â Â } forEach _magazines; Â Â }; }; _object setVehicleAmmo 1; //Gives at least one magazine back to multiturret vehicles such as MBTs. Affects commanders turret. if (typeOf _object == "WarfareWestSalvageTruck") then {clearMagazineCargo _object; clearWeaponCargo _object; nil = [_object] execVM "bat\refill_truckeng.sqf"}; if (typeOf _object == "Truck5tReammo") then {clearMagazineCargo _object; clearWeaponCargo _object; nil = [_object] execVM "bat\refill_truck.sqf"}; if (damage _object > 0.04) then { Â Â _object vehiclechat "Repairing..."; Â Â while {damage _object >0} do { Â Â Â Â sleep (0.01 * x_reload_time_factor); Â Â Â Â _object setDamage (damage _object) - 0.01; Â Â Â Â if (!alive _object) exitWith {}; Â Â }; }; _object setDamage 0; _object setFuel _fuel; sleep 0.123; if (fuel _object < 0.96) then { Â Â _object vehiclechat "Refueling..."; Â Â while {(fuel _object <1) && (getPos _object select 2)<0.2} do { Â Â Â Â sleep (0.01 * x_reload_time_factor); Â Â Â Â _object setFuel (fuel _object) + 0.01; Â Â Â Â if (!alive _object) exitWith {}; Â Â }; }; _object setFuel 1; _object vehiclechat format ["%1 is ready...", _type_name]; if (true) exitWith {}; I'm using tabs to space for indenting, since this forum will not show tabs properly otherwise. Share this post Link to post Share on other sites
.kju 3245 Posted August 6, 2008 Use http://pastebin.com/ for posting code. Share this post Link to post Share on other sites
xeno 234 Posted August 6, 2008 I'm currently busy writing scripts for an "internal" Mod, but as soon as I'm finished I'll fix the bugs and will release 3.06 as the final Domination 3 version. So please be patient Xeno Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 9, 2008 Found a small mistake in x_airki.sqf in waypoint generation. The line of the type <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_pat_pos = [(_current_target_pos select 0) + (_radius / 2) + random _radius, (_current_target_pos select 1) + (_radius / 2) + random _radius,(_current_target_pos select 2)]; should read <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_pat_pos = [(_current_target_pos select 0) - (_radius / 2) + random _radius, (_current_target_pos select 1) - (_radius / 2) + random _radius,(_current_target_pos select 2)]; May I also suggest a much bigger radius used here. It doesn't make sense (to me) that an airpatrol is performed over such a little airspace. Myself I use -4*_radius + random(8*_radius). It does make the Kamov a lot less predictable. Also, I think the airplane patrol is making players crazy. It just circles the town infinately only making a disturbing noise which (the way most people play) will never go away until it crashes. How about having only a small chance, say 20%, that this is an aircraft, and a bigger chance it is an MG equipped helicopter? Movein gunner works fine for me since I'm only doing a west capable version, but west choppers should have the secondary gunner in when east is played. Share this post Link to post Share on other sites
xeno 234 Posted August 10, 2008 I'm currently fighting against a bug in the ArmA server which prevents me from releasing a new version... If AI soldiers get out of a parachute millions of error messages appear in the rpt (for example when the reinforcements jump out the choppers over the main target): Quote[/b] ]GetOutAny soldier EAST :11 already in landscape Entity listed twice. Unit is not in cargo GetOutAny soldier EAST :10 already in landscape Entity listed twice. Unit is not in cargo GetOutAny soldier EAST :11 already in landscape Entity listed twice. Unit is not in cargo GetOutAny soldier EAST :12 already in landscape Entity listed twice. Unit is not in cargo GetOutAny soldier EAST :4 already in landscape Entity listed twice. Unit is not in cargo GetOutAny soldier EAST :9 already in landscape Entity listed twice. Unit is not in cargo GetOutAny soldier EAST :10 already in landscape Entity listed twice. Unit is not in cargo This can lead to a server crash with a "Out of Memory" error I'm currently not sure how to solve it, I guess this can only be solved by BIS Xeno Share this post Link to post Share on other sites
mattxr 9 Posted August 11, 2008 Whats the differnece between co30 Domination! One Team - West co30 Domination! One Team - West AI co30 Domination! One Team - West Revive I knw the Revive one so no need to answer that but from the normal one or the AI one? Share this post Link to post Share on other sites
.kju 3245 Posted August 11, 2008 Xeno do you have a small wait / delay when soldier eject the air unit? Share this post Link to post Share on other sites
xeno 234 Posted August 11, 2008 Xeno do you have a small wait / delay when soldier eject the air unit? There's no problem when the AI ejects out of a chopper or plane (btw, I do not eject them, they get spawned and then moved in the chute with moveInDriver starting with 3.06)... the errors appear when they get ejected out of the parachute on the ground. Xeno Share this post Link to post Share on other sites
xeno 234 Posted August 11, 2008 I knw the Revive one so no need to answer that but from the normal one or the AI one? Difference between the normal and AI version is that you can recruit up to eight AI soldiers (small hut on the base) and you don't start in a group but are your own group Xeno Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 11, 2008 I have seen the RPT log and had out of memory server crash, but wasn't sure that was the reason. Btw, when my version creates main targets in "easy mode" (due to lack of players), I really don't want there to be much armor around, maybe a bmp and a couple of brdms. This because mission is setup for "roleplay"; not everyone runs around with anti armor (not needed) and you're actually supposed to be able to complete a main target without dying if played properly (2 lives per remaining main target, pluss 6 for early joiners due to lack of overwatch). Anything else has a very low probability of appearing (floor random 1.x). However, I am having a problem that the mission doesn't always complete when we have taken out pretty much everything. I noticed in createnexttarget that one trigger created checks against number of type "tanks", and I suspect this can be the bad one for me. Is it safe to remove "tanks" from the condition, or does it serve a purpose which I fail to see? I don't know if this is possible at all, but can you monitor each paratrooper for height, when he is 1 meter above the ground, delete him and create a unit there instead (setDamage 1 if dead)? Really weird concept of doing things, and I don't know if server load will be too high (do while loops, avoid waitUntil), but at least no parachute eject will take place. Edit: I noticed that the "names" (E-4-2:3) is already used on the ejected units. I haven't checked the scripts, but how about adding them to groups (maybe you already did this) or give them proper init names, say format["unit_%1",time] or something. Are you exceeding the 144 group limit perhaps? Reason I ask is that I am running more patrols on the island, and sometimes they just get deleted in front of me while the mission is being generated. Yes, I have a marker generation, setCaptive, and teleport function for debugging purposes. Also, have you been able to figure out what is causing the MHQ markerpos jumping with the Revive version? Edit2: Also, I'm considering removing Shilkas from the island protection completely. I have witnessed so many "bugs" (others seem to report them as being bugs, but I know what is going on after inspecting area further) where you suddenly get shot down out of the sky with no seen incoming fire and nothing red on the radar. In revive version, you don't even get the chance of reviving (which actually suits me just fine, but I consider it a bug in design anyway). In my cases there has always been a Shilka around, but another fault could be lifted MHQ being too close to lift chopper i.e. if it decsends and crashes into the MHQ. Many players have reported this as a "bug" though. Just thought I'd mention it. Share this post Link to post Share on other sites
xeno 234 Posted August 11, 2008 Is it safe to remove "tanks" from the condition, or does it serve a purpose which I fail to see? The first trigger (check_trigger) justs waits until enough units got spawned to send a variable that will announce the new target on the clients. Removing the tanks should be no problem. I don't know if this is possible at all, but can you monitor each paratrooper for height, when he is 1 meter above the ground, delete him and create a unit there instead (setDamage 1 if dead)? Really weird concept of doing things, and I don't know if server load will be too high (do while loops, avoid waitUntil), but at least no parachute eject will take place. Allready tried something like this. Not a solution. Edit: I noticed that the "names" (E-4-2:3) is already used on the ejected units. I haven't checked the scripts, but how about adding them to groups (maybe you already did this) or give them proper init names, say format["unit_%1",time] or something. Are you exceeding the 144 group limit perhaps? All those scripts worked without a problem in versions prior 1.12. These are normal routines that create a group, units for that group and put those units as driver in a parachute. It is a ArmA server bug. Place four groups with 12 men in the editor, four blackhawks and move the groups in the chopper. Now let them jump somewhere. Editor, no problem, Server, error messages. Group limit doesn't get exceeded. If that would happen then simply no AI units would get spawned (that's what happens if you exceed the limit). Groups without units do get deleted constantly. Also, have you been able to figure out what is causing the MHQ markerpos jumping with the Revive version? Uh ? Haven't seen that one yet Xeno Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 11, 2008 Roger on the "tanks", and well, hope you come up with a solution on the paratroopers. About the MHQ marker bug. Some mechanism inside the revive scripts (most likely) is causing the marker to jump back and forth between the MHQ original position and its current position. I'm also seing this behaviour online, so I don't believe it's a self inflicted bug (for once). During singleplayer testing, it works fine though. But I can't find any instances of setMarkerPos within that dir. I'm lost... I just joined a revive version and had the problem with a clean no-addon ArmA. Same bug happens. Share this post Link to post Share on other sites
apc510 0 Posted August 11, 2008 Been playing the 3.05 version and can't seem to get the wrecks repaired? I have tryed putting them on the wreck marker and other spots around it, but still no luck? Share this post Link to post Share on other sites
ravendk 25 Posted August 13, 2008 Any chance for an Schmallfelden with AI too? Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 14, 2008 Small bugreport. I've decided to go with your method of limiting ammo per class instead of limiting crate contents per vehicle class. Although the system looks pretty good, I beg you to take a better look at the default contents per crate. Even though you don't use d_limit_weapons by default, the contents of every single players crate is just insane. It doesn't make sense to me that every player gets 10 off each of every single weapon even if being generous, as crate is local to player anyway. Even the amount of ammunition per crate is way high, 50?!? Wouldn't one of each weapon and 8 in ammunition suffice? Naturally even this is extremely much if played for realism, but then the d_limit_weapons should be used and limited even more. Myself, I'm actually using a custom weapons crate loadout only available at base, and with only ammo being possible to get out in the field (with d_limit_weapons enabled naturally). Oh well, in any case, there is a bug in init.sqf where (at least) Smokeshellgreen doesn't have a count. Share this post Link to post Share on other sites