VanhA 10 Posted August 22, 2008 Splendid work, Xeno!! The new version is just ace... I personally like best that now one has more time to select the teleport spawn point. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 24, 2008 I've been playing for a couple of days now, mostly Domination East, on public server. I think I have to withdraw a previous suggestion, that was implemented. At least publicly, players have no respect for the added firepower of the respawneable FFAR equipped wreck helicopter. I think it has been tested, and failed. In default Domination, this kind of firepower should be available only through the means of sidemission rewards, and having to use the wreck helicopter when a FFAR bonus chopper is downed. In my version I have gone back to MG equipped wreck chopper, but when pilot enters he is given a big warning using composetext in hint: Warning (in red) for vehicles with so special purpose (wreck heli, lift heli, repair truck if it is no longer used for unflipping (in my case)). Caution (in yellow) for less special purpose vehicles, such as salvage truck in my case, and MHQ. Advisory (in green) for general information for each type of vehicle, what it can do etc. Such as ammo trucks and MH-6 chopper in my case. If someone is using an addon to remove hints, having no knowlegde about the mission, and not checking map marker or reading briefing, well, they then deserve grabbing the wrong chopper Experienced a couple of bugs. Server crash, probably bound to the reinformenets ejecting from chute thing. But also at one stage the mission was going on perfectly, but we were several players who couldn't get in MHQs or choppers (ejected immediately after entering, also on gunner position in chopper). I spawned a bike which would work fine. Maybe it has something to do with the getout eventhandler bug. Also, server didn't allow us to do any voting after this happened, but mission appeared to run fine. AI were patrolling and reacting to fire and all that. Really weird. Share this post Link to post Share on other sites
Tankbuster 1747 Posted August 25, 2008 Carl, I'm with you on the wreck '60 thing. Giving it FFAR does imbalance things a bit. Maybe it should be given a long respawn time to stop people risking it in heavy combat? Related subject; I called in an ammo drop the other day and it came in, (miles from where I asked for it, as usual, but that's another post) and on the eggress, the drop chopper strafed the enemy target city with FFARs too. It looked good and made me laugh, but I'm not sure it's good for the game. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 25, 2008 I quadroupled the respawn time on my version, because I thought this would do it. Not sure how it is in default version. But looking how things is played online in default version, there is no risk or respect paid. So I changed it back to MG based instead. Online public players will get the FFAR whenever it is available and fire at anything that moves, including friendlies and hostages. Never saw the drop chopper strafing targets, must have been cool And I agree, unbalanced, because the chopper itself is made captive so enemy won't shoot at it. Maybe its ammo should have been deleted or MG used instead if FFAR based. Where things are dropped became a nightmare, since we don't like "cheating" using ammocrate drop from vehicles. It's just too magical (but need to be there for public I think). Instead we have to load up our vehicles with what we can find (a LOT less than default Domination) in base crate (AT specialists always have access to one Javelin and Stinger from their personal weapons crate in the base, extra ammo only on ammo truck but can be refilled at vehicle repair point). We also need to use a scout helicopter (MH-6) to scout for enemies enroute so we won't risk loosing everything we prepared for the mission. We always have to bring out MHQ (base paradrop will be disabled, but can create bike instead), M113 for M2 (assault squad respawneable vehicle), and ambulance (for medikits and healing if no medic is in play). Yes it means more time on logistics, but it all makes more sense to us. Some clans like to play with realistic difficulty settings, and they may have rules against entering enemy vehicles. There should be an option in init.sqf where you can say that enemy vehicles are locked by default and can never be used. For me and many others it doesn't make sense that we are capable of using advanced enemy equipment such as helicopters and big tanks. Maybe an integer defining how inaccessible these are, allowing usage of lighter vehicles such as UAZ which does make sense to be able to use. Reason is that many will treat any kind of enemy vehicle as an enemy because settings doesn't allow for team tags to show up or miscommunications going on. But many still complain when they are shot to pieces in enemy vehicles by friendly forces who is really on egde trying to be safe and realistic. Although I think Domination is the best dynamic Coop mission around, I still believe it lacks an essential feature; risk of loosing stuff and some kind of loose condition. I mean, what other games are not looseable? Very small respawn times means there is no risk involved in driving the MHQ extremely near main target or doing a flyby of a freshly generated main target - it's just crazy! Watching typical public games is just ridicilous, but I agree can be fun as well. But most people are playing like idiots with no fear of life or other players lives. I have been able to (rarely) get a 20:1 kill vs death ratio (10:1 is my satisfaction level) with SAW alone while playing rambo style and being very very safe. Other players keep rushing past me into a certain death, time and time again - quite sad to watch really. Playing in team lowers the risk naturally since you tend to cover eachother and not scan 360°, but I'm usually not getting the same scores. However, the pacing feels a lot more real like than when having to be insanely safe. Another way to bring in risk factor is how the saboteurs in the base work. The repair points could be goverened by warfare buildings which they will target. If they manage to destroy one such building, you loose the ability to repair there. Maybe until engineer has rebuilt it, which would take lots of time. Being engineer is not just fun, believe me Many admins are putting up Domination on their server as is, with not much editing in init.sqf going on. I.e. some servers run ECS but with default weather enabled AND still enabling ECS dynamic weather. I really hate this default value in ECS, since I have to turn it off just to get the same weather conditions as every other player. And I really love the rest ECS is giving me. Maybe several versions should be precompiled so that voters could choose a different setting? But I guess the archive would be huge. Maybe a create_mission_file batch file that have the mission depbo'ed, and set mission parameters according to answered questions and then pbo'ed? Reason (part of) is how limited weapons is by default turned off. Anyone can pick up an M107 and "snipe" from 400 meters away, and I'm getting hell when I comment on their comment that they are so good snipers Maybe some day in the future, a reward system can be implemented: 1: Pick sniper role for the only access to M107, but you have to prove yourself by staying alive for one hour (scout role) or make 20 kills in a row with M24 without getting killed. Now you have earned your sniper title and get access to M107. 2: Only AT specialists get to carry 3 AT ammunition (think of it as three tubes if it makes you more happy), but this will require mission to be way less armor oriented than today. They may also have access to one shot Javelin or Stinger systems, and only heavy AT specialist and AA specialists get access to more ammo of this sort (but not regular AT). 3: Only Team Leaders (USMC setup) and Grenadiers get access to M203 HE ammo. So far during night missions on public servers, I haven't seen a single flare (or even illumination artillery, which is too short duration btw) being shot for support, everything is about NVG usage. Maybe giving certain other classes access to M203 but only (white) flares will "force" them to provide a little lighting support? 4: Only Squad Leaders get access to colored flares and colored smoke (for signalling effects). Maybe this should be a requirement for the Air Drop chopper to drop his payload (but I have no idea how this could be handled). Btw, artillery operators should be the FAC for this, these are officers, these are the guys who determine if air support is safe enough, not the Squad Leaders who desperately needs it. Sure, loners will be punished by not getting ammo this way, because they would need to be close to a squad leader since only he can throw the colored smoke the chopper is guided by. Btw, I'm using an additional drop marker to indicate precicely where the item landed, but this is removed once chopper reaches its endpoint. Also, unlimited access to HMMWV-M2s and M119s? Base it on whatever is available in base as rewards. 5: Make the artillery operators slightly less desireable to play, they're usually only interrested in making the biggest bang, and rarely do I see saving attempts on hostages -- more convenient just to bomb the crap out of them I mean, this is an objective for crying out loud. Hostages dead = game over! Maybe even force a no fire zone around friendlies. In addition, they might have to be close to the MHQ (Mobile HeadQuarter), which means it has radio onboard. I have this in my version, but they can call without being near MHQ if the spotter/rto is in play (snipers team mate carrying laser designator which (with addon) functions as a spotter scope). Spotter can also help sniper with distances since he can use Laser Designator as a Laser Range Finder (he is only player with access to this equipment). Maybe this will help getting mature players to pick this role and actually provide support for other players instead of just getting the best bang to watch. MHQ needs to be quite distant to remain safe, so usually they won't be able to see the bang. Side note to #4: Many are complaining about the "bad accuracy" on the drop helicopter, providing M119s that are "completely useless". However, when did I last see an engineer truck being outside of base? Never! These can load and unload statics and works as long as the engineer will play his part more instead of being yet another AT loaded killer. Suggestion to fix this: * Use Warfare Salvage Trucks as the Engineer Trucks. These can not carry people, which makes sense since they can carry statics instead (different cargo bay configuration). This truck will be the unflipping vehicle instead of the repair truck which should be available to everyone. Just make sure the getin eventhandler is given to the vehicle to kick out other players. * Lessen the effect of the engineer, to only provide emergency fixes instead of being the miracle man he is today. I have done this by draining fuel first before fixing (for safety, lol). This takes time. Then vehicle gets fully fixed (takes time), but is then reduced again giving broken windshields etc but engine and rotors will work and no fuel leakage. Then it is refuelled to original fuel level but minimum 0.1 in value (which again also takes time). He still can't reload anything. This makes refuel vehicle desired on the battlefield, and also the repair vehicle. If the engineer has the salvage truck nearby he will be able to do this fully instead of only partly. He can also reaload fully if this is available (similar to vehicle repair points in base), instead of the limited rearming the reammo truck will do (ArmA bug). * Engineer should be able to check the status of a vehicle before giving it service. This means he can decline to repair it if he knows the damage is low and has full fuel tanks which will take long time to perform. This is important since he wouldn't want to put himself at risk in the battlefield for so long, but instead have the vehicle transported to a safer location prior to repairs. I look at Domination as being the best platform, or "framework" (popular word these days), for creating your own kind of mission. I am eternally grateful to Xeno for having been so generous with this mission (allowing everything, no questions asked). I have learned so very very much with scripting since I started digging into it, which started by having AT using artillery agsinst us back in 2.22 days. But I find it a bit weird how many/some servers are still running 2.22 today. Is it more stable than 3.09? Sorry, getting carried away, as usual... Time runs slowly when last episode of Generation Kill is downloaded. Oops, done now... Gotta go... Share this post Link to post Share on other sites
Dogsbd 0 Posted August 26, 2008 I have added the Sentinel AH-1Z Pack v 1.01 to my Domination install in order to get Sidewinders on my AH1Z's. Two things I would like to do: 1. How can I make crashed Sentinel AH1's recoverable by chopper number 4? 2. Can I make it so that when an AH1 is awarded for completing a side mission it is the Sentinel version that is awarded? Thanks!! Share this post Link to post Share on other sites
Rafael3D 0 Posted August 26, 2008 @Xeno: Last version (3.09) of Schmalfelden Dominaion is buggy: NO AMMO CRATE at all! And its impossible to create ammo at M113 respawns! Such problem doesn't appear in previous versions of Schmalfelden Domino. regards. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 26, 2008 @Rafael3D: In my version the M113 MHQ cannot drop ammocrates by design, since I felt it was just way too convenient having this option. Instead you have to spend a little more time on logistics; bring out ammo truck to battle, load up MHQ with equipment in the base, order better ammocrates by airdrop (which can be a little unpredicteable which adds to the fun), or bring out a regular M113-M2 ("belonging" to my assault squad but useable by anyone) which has this capability. @Dogsbd: Search for the text AH1 in init.sqf, I'm sure you can come up with something to add what you want. You'll want to obtain the classname for the Sentinel first though. I haven't tried it so I can't help you on that one (i.e. <<hint format ["%1", typeOf choppername];>> in a trigger or something). @Xeno: Small bug in x_bike.sqf: You're using % instead of %1. Unfortunate code in x_createsecondary.sqf: You're flooring a random constant instead of counting the array, line 13. I still do too though... Same thing in x_createtargetbonus.sqf. Btw, I notice that you are setting varname = nil; after varname has been used. What is the reason for this? I'm adding it to my versions of the scripts, but I have no idea why I'm doing it. Share this post Link to post Share on other sites
Dogsbd 0 Posted August 27, 2008 @Dogsbd:Search for the text AH1 in init.sqf, I'm sure you can come up with something to add what you want. You'll want to obtain the classname for the Sentinel first though. I haven't tried it so I can't help you on that one (i.e. <<hint format ["%1", typeOf choppername];>> in a trigger or something). Thanks CarlG, switched out AH1 with "USMCAH1Z" and so far it works perfectly! Share this post Link to post Share on other sites
cdn_biggdogg 29 Posted August 27, 2008 First off I'd like to thank Xeno for an awesome mission and for making it easy to configure to your own tastes! Now I have a couple questions for you scripting guys! I have put Mando's SAM script in, (because I have greatly increased the air power), to offset the "pig shoot" but now the aircraft stand just a very small chance of surviving which is good but I'd like to include the mando missile ecm script to all the aircraft to give a little better chance! Question 1: Is there a way to use the vehicle init line on the vehicles in domination? The script spawned ones I mean? Question 2: What's the best way to initialize the ECM script on all the air vehicles. (We're using the actual mando missile addon and not the version included with Xeno's mando missions if there's a difference) Any help is appreciated! Share this post Link to post Share on other sites
mandoble 1 Posted August 30, 2008 The addon and the script suite are the very same. As you spawn an AI plane, you may provide countermeasures using: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _plane SetVehicleInit "res = [This] execVM ""mando_missiles\units\mando_onlymandoones.sqf"""; [_plane, 800, 1, 5, false, 0]execVM"mando_missiles\units\mando_missileecm.sqf"; processInitCommands; What this code does is: 1 - Any ArmA missile fired against the plane is replaced by a Mando one. 2 - Provides automatic countermeasures. Now you may play with mando_missileecm.sqf parameters as well as mando_minchaffdist global var: If missile distance to target + mando_minchaffdist is less than missile distance to chaff/flares, the missile will follow the target. Share this post Link to post Share on other sites
xeno 234 Posted September 2, 2008 Still alive @CarlGustaffa Man, it seems you have more time than me My time is limited to maybe one or two hours a week to work on Domination. Well, changes so far for the next version: Quote[/b] ]- better handling for adding "Incoming" eventhandler in versions != Mando - references to arrays do now get removed as soon as possible for better memory handling - fixed a small bug in x_trucks.sqf - fixed a typo in x_bike.sqf - added option d_lock_ai_armor, d_lock_ai_car, d_lock_ai_air. If set to true enemy AI vehicles will be locked (default = false) - wreck markers get now transfered to JIP players - mash and mg nest markers of disconnected player get now deleted (the abandoned mashs and mg nests too) - replaced the wreck chopper with the UH60 MG again. Instead you'll get a welcome message when entering a chopper as pilot that tells you what kind of chopper it is. - added a chopper lift hud (to turn it of set d_show_chopper_hud to false in init.sqf) - increased the wreck lift height - fixed a bug in the creation of civilians - fixed the side missions where you have to rescue civilians - removed more vehicle inits - removed the "Choose Parachute Location" action from the flag at base again (can still be activated by setting d_para_at_base to true in init.sqf). Makes the MHQ more important again. - some internal script changes - ammo/humvee drops are more accurate now I plan to add more stuff and change some things (like adding a script from TRexian to add civilians that will populate a city if a player is near). Some of CarlGustaffas suggestions will also make it in the next version. So stay tuned... Xeno Share this post Link to post Share on other sites
Tankbuster 1747 Posted September 2, 2008 Xeno, One thing. Please can you make the ammo/humvee drops more accurate? They are sometimes dropped hundreds of meters away from the specified drop zone. Share this post Link to post Share on other sites
xeno 234 Posted September 2, 2008 Please can you make the ammo/humvee drops more accurate? They are sometimes dropped hundreds of meters away from the specified drop zone. I'll look into this. Edit: Allready done, ammo/humvee drops are more accurate now. Xeno Share this post Link to post Share on other sites
TRexian 0 Posted September 3, 2008 Glad to see there's going to be another version! Great work! PM me or something on that other thing. I'll keep working up some proof of concept ideas. Share this post Link to post Share on other sites
SWAT_BigBear 0 Posted September 3, 2008 Quote[/b] ]I plan to add more stuff and change some things (like adding a script from TRexian to add civilians that will populate a city if a player is near). Thats sounds really good. You could even go as far as 1-3 "insurgents" with weps. Share this post Link to post Share on other sites
IronPants 0 Posted September 5, 2008 Xeno, thanks for the great mission. Playing the current version, I've noticed that every hostage rescue side mission ends with a 'never happened' style execution; when the artillery and rescue operator arrives he is never able to get the hostages to follow (no 'rescue' in action menu). In each case, the operator was brought in after the area had been cleared by the rest of the squad. Also thank you for your generous modification policy! Share this post Link to post Share on other sites
xeno 234 Posted September 6, 2008 Playing the current version, I've noticed that every hostage rescue side mission ends with a 'never happened' style execution; when the artillery and rescue operator arrives he is never able to get the hostages to follow (no 'rescue' in action menu) It'll be fixed in the next version. And RESCUE operators won't get an action menu entry , the hostages will join a rescue operator automatically if he is about 20 m away from the hostages "leader". Joined Tactical Gamers server today for a short time... The guys there did a nice job finishing the sidemission on Trelobada Island. Really nice to see those guys fighting against the AI as a team. They finished the mission in a short time with just a few casualities. On the other hand... I guess I have to give the sidemission AI some enhanced capabilities, the TG people were too fast Just kidding, nice job there guys, that's what ArmA is all about, fighting and working as a team. Xeno Share this post Link to post Share on other sites
sparks50 0 Posted September 6, 2008 Civilians sounds awesome, do you plan to have some sort of punishment for shooting them? Share this post Link to post Share on other sites
CarlGustaffa 4 Posted September 7, 2008 Hehe, probably true abut my time availability. Tried Spore yesterday, now it's back to ArmA again. In your version the engineer trucks have the getIn eventhandler added when the engineer enters instead of addin it to the vehicle directly. This means that nobody will get kicked out if an engineer hasn't already driven it. Is this by design to allow certain stuff while undermanned, or a "bug"? Just thought I'd mention it. We have also had problems on "rescue" missions within main target areas similar to those experienced with the prisoners side missions. I expect it to be very similar scripts. We've even tried "force-joining" the prisoners via the team status menu, but are kicked out before we can give any orders, or they simply doesn't comply with them. Idea for a sidemission <briefing>: Recently decoded intel suggests that the enemy will launch an attack on our artillery while the artillery base is clear. Attack will start in 30 minutes. Protect the artillery base at all costs. Only the remaining guns after the attack will work in succeeding missions. Artillery will be unavailable from now on until the mission is over. Markers: Indicate positions of artillery one and two batteries. Count number of guns remaining after all enemies are dead or fleeing. Only when area is clear of all our side will the remaining guns be "manned" and action will again be available to artillery operators. About your desire to not use Warfare elements: Isn't it possible to use whatever Warfare elements are available in Domination, and re-pbo the addon for server use without the Warfare mission files? I haven't tried myself though. Edit: Domination is a little plagued with "score hunters" on public servers. How about starting with only 5000 in rating, but never resetting it upon respawning/reviving? Have you "earned" a 75000 in rating this will stick on you for the rest of the mission. Maybe (if informed about this) people will not spend that M136 round to kill off an already disabled tank. I have no idea how this will play out though, maybe it would be impossible to do long sessions with the same role. New players shouldn't have to inherit the rating though, but be reset to 5000 on onPlayerConnect or something. What I'm saying is let there be a relation between the scoreboard and the rating. People with high score and who plays better would be a higher priority to the enemy. Worth a try? (IF I understand the rating thing correctly that is). Share this post Link to post Share on other sites
Sneaker-78- 0 Posted September 9, 2008 can we update the Mando console by our self or is there an update for it comming ? Share this post Link to post Share on other sites
xeno 234 Posted September 9, 2008 can we update the Mando console by our self or is there an update for it comming ? I haven't had the time to check the new version but plan to integrate in the next version. Nevertheless... if you want it now, just add it Xeno Share this post Link to post Share on other sites
Sneaker-78- 0 Posted September 10, 2008 l wait for the update , because i don`t know how to add it  Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted September 10, 2008 Hiho Xeno, my team had some requests which I want to transmit to you It would be nice if the side mission would have more effect on the main missions. Here are some examples ... if you kill an enemy officer, the enemy should avenge it via ambush or massive attack on the main base. If you destroy a hangar, the enemy air support (planes) should be reduced. If you capture a tank facility, you should get one enemy tank each X hours (maybe 12 hours). If you destroy a communication tower, the enemy skill should be decreased to 0 for 1 hour or something like that. Otherwise people rush to the side missions only to get bonus vehicles. But it should be more like that the side mission target is connected with positive and negative consequences. How do you like this idea? Share this post Link to post Share on other sites
xeno 234 Posted September 11, 2008 Small status report... Changes so far (still WIP, not everything implemented yet, currently working on the civilian spawn system): Quote[/b] ]- better handling for adding "Incoming" eventhandler in versions != Mando - references to arrays do now get removed as soon as possible for better memory handling - fixed a small bug in x_trucks.sqf - fixed a typo in x_bike.sqf - added option d_lock_ai_armor, d_lock_ai_car, d_lock_ai_air. If set to true enemy AI vehicles will be locked (default = false) - wreck markers get now transfered to JIP players - mash and mg nest markers of disconnected player get now deleted (the abandoned mashs and mg nests too) - replaced the wreck chopper with the UH60 MG/MI17 MG again. Instead you'll get a welcome message when entering a chopper as pilot that tells you what kind of chopper it is (welcome message can be disabled by setting d_show_chopper_welcome to false in init.sqf). - added a chopper lift hud (to turn it of set d_show_chopper_hud to false in init.sqf) - increased the wreck lift height - fixed a bug in the creation of civilians - fixed the side missions where you have to rescue civilians and hostages at main targets - removed more vehicle inits - removed the "Choose Parachute Location" action from the flag at base again (can still be activated by setting d_para_at_base to true in init.sqf). Makes the MHQ more important again. - fixed a bug in the getin handler for the engineer salvage trucks (now only engineers can drive such a truck in versions != AI) - replaced the 5to trucks for the engineers with Warfare salvage trucks - ammo/humvee drops are more accurate now - engineers can now analyze a vehicle before repairing/refuelling (they see a hint with the vehicle status and estimated repair time) - engineers can now only repair and refuel a vehicle once. They have to go back to base to restore their repair and refuel capabilities (if they have a salvage truck near them (< 20 m) then they can repair and refuel more than one vehicle) - it is now possible to specify more than one type of enemy vehicles that will get spawned. For example, if you want T72 and T90 on enemy side just change the first element of d_veh_a_E from ["T72"] to ["T72","ike_t90shtora"] (randomly chosen which type will spawn) - added more warfare static weapons - reworked placing of static weapons from engineer salvage trucks. You now get a preview mode (static object is created with createVehicleLocal) to place the object exactly where you want it. - removed the "bring back a truck to base" main target mission - fixed a bug where enemy paratroopers could still jump over an allready cleared main target - if d_arti_check_for_friendlies is set to true in init.sqf (now default) a check for friendlies near the artillery target will be done and no artillery strike will be executed if you fire HE or DPICM - added a welcome message to some special vehicles (currently mobile respawns and engineer salvage trucks). Can be disabled by setting d_show_vehicle_welcome to false in init.sqf. - fixed a bug that removed all static objects of the same kind in a engineer truck when one was unloaded - some internal script changes - added a new bonus mission called co33 Revenge (two more will follow) @Legislator It was on my todo list to change main targets, but your ideas are ok too. Let's see what happens Xeno Share this post Link to post Share on other sites