Tankbuster 1747 Posted September 27, 2008 If BIS aren't kicking down Xeno's door with a very generous offer of employment, there's no justice in this world. I adore this mission, it's one of the showcases of ArmA. When I want to show ArmA at it's best to a gamer, it's Domination I turn to. When I want to tweak a mission to play it on my own, or with 10 clan mates, it's Domination I turn to. When I want to get 'under the bonnet' and mess with someone else's code to see how it works, it's Domination I turn to. If I want a mission maker who listens to the community, it's Xeno I turn to. Am I making myself clear here? Share this post Link to post Share on other sites
xeno 234 Posted September 27, 2008 @TankbusterSPAFF Haha... The most important thing in my live is my seven year old daughter who has a cureless desease, the rest of my spare time is dedicated to ArmA A small edit: maybe now you know why I don't care if somebody modifys the mission, releases it without asking. I allways encourage people to do whatever they wan't without asking... life is just to short to care about such irrelevant things. The most import thing for me is that you guys have fun NOW... one of the things that I've learned from my daughter. Xeno Share this post Link to post Share on other sites
cdn_biggdogg 29 Posted September 28, 2008 If BIS aren't kicking down Xeno's door with a very generous offer of employment, there's no justice in this world.I adore this mission, it's one of the showcases of ArmA. When I want to show ArmA at it's best to a gamer, it's Domination I turn to. When I want to tweak a mission to play it on my own, or with 10 clan mates, it's Domination I turn to. When I want to get 'under the bonnet' and mess with someone else's code to see how it works, it's Domination I turn to. If I want a mission maker who listens to the community, it's Xeno I turn to. Am I making myself clear here? I second that! The way you have coded this to make it completely customizable is simply outstanding! The server I admin is running a highly modified version with tons of addons and I must say that it's probably the most stable mission to do such a thing with! Share this post Link to post Share on other sites
Dogsbd 0 Posted September 30, 2008 Question: Is there any way I can recover an MI-17 that has been shot down and destroyed at the base? I've tried pushing a wreck to the helicopter wreck repair point, but nothing will push it. Thanks Share this post Link to post Share on other sites
TRexian 0 Posted October 1, 2008 Can you pick it up with the repair helo? Otherwise, that's a heavy chopper. To push it you'll need something the size of my ex-wife's ass. (Although I don't think ArmA can properly scale up that large....) Share this post Link to post Share on other sites
Dogsbd 0 Posted October 1, 2008 Can you pick it up with the repair helo?Otherwise, that's a heavy chopper. Â To push it you'll need something the size of my ex-wife's ass. (Although I don't think ArmA can properly scale up that large....) Nope, tried lifting with the UH60 first thing. I thought for sure an M1A1 would push it, but no dice. They get shot down on or near the base quite often, it would be cool if I could refurbish them and use 'em BTW, do we share an ex-wife? Share this post Link to post Share on other sites
TRexian 0 Posted October 1, 2008 Might explain why we get along so well.... I did quick look through some of Xeno's scripts, and it looks like the -17 is repairable.... Another quick look and I don't think it is liftable because it isn't on your side. Not sure why it wouldn't be pushable. Did you try putting satchel charges on one side and blowing it into place? Share this post Link to post Share on other sites
Dogsbd 0 Posted October 1, 2008 Did you try putting satchel charges on one side and blowing it into place? Now that would be an interesting physics experiment, proper placement and number of charges needed to blast an MI17 from point X onto the chopper repair "pad". Share this post Link to post Share on other sites
Tankbuster 1747 Posted October 1, 2008 Did you try putting satchel charges on one side and blowing it into place? Now that would be an interesting physics experiment, proper placement and number of charges needed to blast an MI17 from point X onto the chopper repair "pad". I shunted a downed Kamov onto the repair pad the other day using an M1. The Kamov wasn't repaired. Share this post Link to post Share on other sites
xeno 234 Posted October 1, 2008 I shunted a downed Kamov onto the repair pad the other day using an M1. The Kamov wasn't repaired. In the normal versions only bonus vehicles can get repaired. x_heli_wreck_lift_types = sm_bonus_vehicle_array + mt_bonus_vehicle_array; Just edit x_heli_wreck_lift_types in init.sqf and add whatever you want. (x_heli_wreck_lift_types also specifys which destroyed vehicles can get lifted by the wreck lift chopper) Xeno Share this post Link to post Share on other sites
Dogsbd 0 Posted October 2, 2008 Just edit x_heli_wreck_lift_types in init.sqf and add whatever you want. (x_heli_wreck_lift_types also specifys which destroyed vehicles can get lifted by the wreck lift chopper)Xeno Like this?: x_heli_wreck_lift_types = sm_bonus_vehicle_array + mt_bonus_vehicle_array + "Mi17"; Share this post Link to post Share on other sites
[asa]oden 0 Posted October 2, 2008 Just edit x_heli_wreck_lift_types in init.sqf and add whatever you want. (x_heli_wreck_lift_types also specifys which destroyed vehicles can get lifted by the wreck lift chopper)Xeno Like this?: x_heli_wreck_lift_types = sm_bonus_vehicle_array + mt_bonus_vehicle_array + "Mi17"; More like this Dogsbd: x_heli_wreck_lift_types = sm_bonus_vehicle_array + mt_bonus_vehicle_array + ["Mi17"]; (Nice to see you and TRex keep thread at frugal standards ) Share this post Link to post Share on other sites
Dogsbd 0 Posted October 2, 2008 ODEN @ Oct. 02 2008,08:01)]More like this Dogsbd:x_heli_wreck_lift_types = sm_bonus_vehicle_array + mt_bonus_vehicle_array + ["Mi17"]; (Nice to see you and TRex keep thread at frugal standards ) Thanks, I'm going to try that. (and you know that frugalites are the same everywhere they go, crazy! ) Share this post Link to post Share on other sites
TRexian 0 Posted October 2, 2008 I keep trying to find the CAfe around here.... And - back to on-topic - does that mean that none of the other starting vehicles can be repaired by the opposite side? Share this post Link to post Share on other sites
xeno 234 Posted October 3, 2008 I've done a small early alpha test tonight, only one error in the server rpt, looks good Changes (added since last Changelog): Quote[/b] ]- integrated the uhao version into the base code - it is now possible to build different versions in one version. For example, change d_version from [] (default version) to ["REVIVE","MANDO"] to get a version with revive and mando stuff - removed the Team Status action menu entry. You now have a new button in the status dialog (Show Status) for the Team Status Dialog - added a small map to the Status Dialog. It is now possible to show the main target or sidemission position in that map by clicking on the caption "Main Target:" or "Side Mission:" - added a dialog with a map control for the parajump feature. The dialog shows up as soon as you choose the "(Choose Parachute Location)" action menu. - it is now possible to change the number of vehicles/soldiers and groups in init.sqf that get spawned at main targets (maximum number of groups, minimum number of groups that get spawned and the number of vehicles per group) Still WIP. Xeno Share this post Link to post Share on other sites
radical.ghost 0 Posted October 6, 2008 Hi there, we played the Domination One Team v3.09 WEST tonight and I have to report an error that forced us to restart the Mission completely. We started that Mission with 10 main targets and on the 6th main target that was Ortego, we found an BRDM 2 that had spawned inside one of the Sockets / Pedestals that holds some buildings of that city. We tried everything to destroy it but failed, even if we managed to get inside that socket / pedestal by ourselfes via the mobile respawn, we could not even blow it up with satchel charges that we planted directly under that BRDM. This way we were never able to finish this main target and advance with this mission. I have made some screenshots so that you can see it with your own eyes. thanks for your attention, r:g Share this post Link to post Share on other sites
Dogsbd 0 Posted October 7, 2008 ODEN @ Oct. 02 2008,08:01)]x_heli_wreck_lift_types = sm_bonus_vehicle_array + mt_bonus_vehicle_array + ["Mi17"]; OK I tried that, twice just to make sure I had the syntax correct, and still I can't lift an enemy MI17. Any ideas? Share this post Link to post Share on other sites
xeno 234 Posted October 7, 2008 OK I tried that, twice just to make sure I had the syntax correct, and still I can't lift an enemy MI17. And the Mi17 was completely destroyed ? @radical.ghost The same type of sockets (whatever they are called) are in Paraiso too (encountered that problem allready some time ago, can happen with soldiers too, even other missions have that in house spawning problem). If someone has a good solution to solve that problem just tell me (ArmA problem ) Xeno Share this post Link to post Share on other sites
TRexian 0 Posted October 7, 2008 Maybe a proximity check before spawning? Try to spawn it at least 10m from any building? Or, if you can determine which building is the problem, just make sure the spawn isn't near that building? Edit: another option is to maybe setpos something else on top of it - like sandbags or something - to prevent it from spawning there, too. As for Dogs' problem, maybe parentheticals like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> x_heli_wreck_lift_types = (sm_bonus_vehicle_array + mt_bonus_vehicle_array) + ["Mi17"]; Or split into two lines. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> x_heli_wreck_lift_types = sm_bonus_vehicle_array + mt_bonus_vehicle_array; x_heli_wreck_lift_types = x_heli_wreck_lift_types + ["Mi17"]; Share this post Link to post Share on other sites
Dogsbd 0 Posted October 7, 2008 And the Mi17 was completely destroyed ? Burnt to a crisp Share this post Link to post Share on other sites
Dogsbd 0 Posted October 7, 2008 On the "sockets" issue. Isn't that structure susceptible to artillery fire? Seems you could have pounded it relentlessly and either destroyed the BRDM when the building collapsed or taken care of it separately after the building collapsed. Share this post Link to post Share on other sites
xeno 234 Posted October 7, 2008 @Dogsbd... Tested it a few seconds ago with a Mi17, works perfect. Although this is allready 3.12 the wreck lift code hasn't changed. Code in init.sqf looks like this: x_heli_wreck_lift_types = sm_bonus_vehicle_array + mt_bonus_vehicle_array + ["Mi17"]; Are you sure that it is a Mi17 (the one with the rockets) and not a Mi17_MG (with the MG gunner position at the side door) ? Xeno Share this post Link to post Share on other sites
gunterlund 0 Posted October 7, 2008 @Dogsbd...Tested it a few seconds ago with a Mi17, works perfect. Although this is allready 3.12 the wreck lift code hasn't changed. Code in init.sqf looks like this: x_heli_wreck_lift_types = sm_bonus_vehicle_array + mt_bonus_vehicle_array + ["Mi17"]; Are you sure that it is a Mi17 (the one with the rockets) and not a Mi17_MG (with the MG gunner position at the side door) ? Xeno Is there a particular helo that can lift destroyed vehicles. I tried them all on an A-10 but didnt work. Is it the one with the rockets on it? Share this post Link to post Share on other sites
xeno 234 Posted October 7, 2008 Is there a particular helo that can lift destroyed vehicles. I tried them all on an A-10 but didnt work. Is it the one with the rockets on it? In 3.09 it is the FFAR chopper (you can see a marker on the map, an arrow with a W that gives you the position of that chopper). A destroyed (must be completely destroyed) A10 can be lifted by that chopper (well, if you play on WEST or RACS side). Xeno Share this post Link to post Share on other sites
radical.ghost 0 Posted October 7, 2008 @ Dogsbd: No, there is no way those sockets can be destroyed so that they collapse inside this mission and I never have seen any of them destroyed since I play ArmA so far. And we tried everything to destroy that BRDM. (you can see it partially on the pics) When you are inside of one of those sockets, you may plant dozens of satchels beneath your feet, blow them up and you wont even get hurt from them. Some of us did not want to give up the mission and even tried to push that BRDM out of that glitch by running against it for about 10 minutes.. Just before we ended it the whole area was flattened by arty-, shilka-, tank- and rocketfire. ..unfortunately the only "buildings" left so far were those sockets / pedestals or whatever so called.. Share this post Link to post Share on other sites