xeno 234 Posted November 15, 2008 Wreck Chopper cant' lift wrecks (Ah1,AV8) Fixed, did only work in the Two Teams version (forgot to update the One Team code). Therefore new beta7 available: Download: Domination! West 3.12 Beta 7 package Xeno Share this post Link to post Share on other sites
igeighty 2 Posted November 15, 2008 Hi Xeno. Still testing on droid103 in arma browser if anyone wants to help. very good map. we played beta 6 for ages, and didnt see the wrecker error, i guess because we where not lucky enough to get a AH-1z or a AV-8. just strykers for us so far . The new cockpit text is fantastic, repeat fantastic. Also the chopper markers are good too, we havent done any major crashes to test the persistant wreck markers yet, but THAT feature alone is going to be worth the upgrade. Cheers buddy, theres beers in it for you if in melbourne. (not map related) I installed a new server today, and the enemies 'stutter' has almost dissapeared, making it much easier to take the shot from a distance. i always thought it was a 'LAG' problem due to bandwidth. But seems it was a lack of processing power. The new box is a Dual Xeon powered server. to replace the single core. Its like playing a different game, a guy from italy joined, with 500 ping, his AI were stutter free, well, as free as youd get with 500 ping. The New cores are like its a new game, this has been a great maiden map for new iron, now upping beta7. We kept playing beta6 despite the reported airlft bug, we didnt see any errors. regards./ your_mum Share this post Link to post Share on other sites
xeno 234 Posted November 16, 2008 Releasing another mission that will be part of the upcoming mission pack... It's a MP coop mission for 18 people. It's called Southern Comfort (with revive), Island Southern Sahrani. "Today we will land with two groups at the beaches of Southern Sahrani. Our first goal is it to take Ortego. One team (Alpha) will land near Dolores to get some vehicles that are in Dolores..." Download: co18 Southern Comfort Xeno Share this post Link to post Share on other sites
igeighty 2 Posted November 16, 2008 ... It's a MP coop mission for 18 people. It sure is 18 player, i tried by myself, and one life. the AI in these maps are great at flanking you. some heart racing moments here. The domination beta 7, is working well. No issues so far. I say again, those helo HUD's are great. as we have a small user base, i love the AI maps. is it possible to run mando's with AI as well ? cheers./ your_mum Share this post Link to post Share on other sites
-OGN-DarkPhantom 0 Posted November 18, 2008 At OGN we played the Domination 3.12 beta 7 team v Team and found that the Radio Tower in Somato wouldn't collaps.... we put 7 satchels on it and still wouldn't go down.... due to this we couldn't continue to goto the next mission..... Is this just a slight bug or only a once thing ? Share this post Link to post Share on other sites
xeno 234 Posted November 18, 2008 DarkPhantom @ Nov. 18 2008,06:48)]...that the Radio Tower in  Somato wouldn't collaps....Is this just a slight bug or only a once thing ? It's indeed a bug. I forgot to add a trigger for one of the sides that removes the hit and damage eventhandlers which make the tower indestructible as long as no player got near that tower. I'll fix it. Thanks for the report. Xeno Share this post Link to post Share on other sites
CarlGustaffa 4 Posted November 18, 2008 Quote[/b] ]just strykers for us so far That's probably because the reward system has changed Very much to my personal liking. Side missions now get the smaller rewards like Strykers, while main missions get the biggies. Suits me perfectly actually, I have rarely seen someone bother using strykers. (Edit: Deleted my answer to the bug since it was indeed a bug). I'll have to get back to you Xeno about those ECS parameters and on which scripts I put them, and the reasoning behind the values I used. I also have code to slightly reequip the enemy soldiers; giving them flares, some snipers get KSVK, AT Specialists can get both ammo types, and very few AT Specialists get Javelin, artillery spotters get scoped AK. That sort of thing. Adds a little to the randomness and I think the feeling is much enhanced. One thing though that annoys me (unless already fixed). The flare support from artillery is only lasting a single round. As far as I know, these missions tend to be prolonged missions. Maybe they can be extended so that they will fire until the next round is available or something? And maybe also stronger, say 4 flares on top of eachother for each gun. Artillery flares are much stronger than M203 flares from what I've heard. Share this post Link to post Share on other sites
-OGN-DarkPhantom 0 Posted November 18, 2008 DarkPhantom @ Nov. 18 2008,06:48)]...that the Radio Tower in  Somato wouldn't collaps....Is this just a slight bug or only a once thing ? It's indeed a bug. I forgot to add a trigger for one of the sides that removes the hit and damage eventhandlers which make the tower indestructible as long as no player got near that tower. I'll fix it. Thanks for the report. Xeno Thanks Xeno also could you look at the Points aswell..... as when we took the first town it came up as WEST won the town and got O . O points....Is this right ? plus when we won a Vulcan on the side mission it came up in writing that we have won and received it...but no vehicle was at the spawn point OGN is having a PVP Sunday...would be much appreciated if I could get a beta update version for testing before Sunday   Share this post Link to post Share on other sites
xeno 234 Posted November 18, 2008 @[APS]DarkPhantom I've fixed those issues. New TT beta will be available in the next days. Xeno Share this post Link to post Share on other sites
CarlGustaffa 4 Posted November 18, 2008 About that ECS stuff. Man, how can you *not* play with ECS: Snipers getting to cool sniper positions pinning you down because he's so hard to spot (in the radio tower!! ). Or enemies doing house searches at the rally point when all goes bad. Or how they use flares at night. Backblast effects. And the list just goes on and on I highly reccommend trying Domination on an ECS equipped server. High up in init.sqf. Setting to false is just initializing the value. The value can later be used to make certain stuff happen only if you do or don't have ECS running. Typical example is the ECS supression system, to automatically turn off the built in supression system if ECS is found. I.e: d_suppression = !X_InstalledECS; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> X_INIT = false; X_Server = false; X_Client = false; X_JIP = false;X_SPE = false; X_InstalledECS = false; X_MP = (if (playersNumber east + playersNumber west + playersNumber resistance + playersNumber civilian > 0) then {true} else {false}); if (isServer) then {   X_InstalledECS = if (isClass (configFile >> "cfgVehicles" >> "ECS_basic")) then {true} else {false}; X_Server = true; if (!(isNull player)) then {X_Client = true;X_SPE = true;}; X_INIT = true; Some settings I have set in x_setupserver.sqf, after x_repall: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (X_InstalledECS) then {   ECS_public set[2, false];      //Dynamic weather OFF, use builtin instead   ECS_public set[5, true];       //Bleeding enabled. See also below   ECS_public set[7, false];      //First aid turned off, since mission has builtin 2xheal options  --This one might be bad shit--   ECS_public set[13, false];      //Weapon jam disabled due to playerweapons system. Might be bad to respawn without weapons since little available   ECS_public set[14, 0.00];      //Rifle jam rating, just in case   ECS_public set[15, 0.00];      //Machinegun malfunction rating, just in case }; These ones seems to work ok. Dynamic weather turned off, since not everyone is running ECS. You want to make sure everyone is experiencing the same weather even if some are running ECS. Bleeding turned on, mostly for added fun, it doesn't feel catastrophic for those affected. Domination includes its own first aid system, so ECS first aid was turned off. Weapon jam should only be allowed on typical public server setups with no restrictions to the weapons crate. If the personal weapon is what the player gets and nothing else (we play it like this), allowing weapon jam could cause problems when you are killed during a jam and loose all ammo. Since we have little ammo avail in our version, this would be very bad. So I turned it off. In x_setupplayer.sqf I have added the following to the bottom: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ECS_local set[2, false];       //Camera NVG turned off since it interferes with intro ECS_local set[51, [""]];       //Turns off our radiochatter. Enemy still has it though ECS_local set[63, [""]];       //Also prevent radiochatter from "undercover" vehicles borrowed from RACS ECS_local set[98, 120];       //AI Smokeshell timeout. Number of seconds before reuse ECS_local set[6, false];       //Dynamic viewdistance OFF, use Domination menu instead ECS_local set[85, false];      //GPWS in aircrafts turned OFF. Does military aircraft have this anyway? ECS_local set[90, 60];        //AI remains in alert mode for 1 minute instead of 4. Domination players are impatient ECS_local set[93, 0.95];       //Chance of AI using flares ECS_local set[94, 1.00];       //Chance of AI having flares ECS_local set[95, 30];        //Flare timeout ECS_local set[96, true];       //Can AI use smokeshells ECS_local set[97, 0.50];       //Chance of AI using smokeshells ECS_local set[98, 60];        //Smokeshell timeout ECS_local set[100, 0.98];      //Chance of AI using supressive fires ECS_local set[101, 35];       //Supressive fire timeout ECS_local set[108, true];      //Can AI panic ECS_local set[109, 0.85];      //Chance of AI panicking About the radiochatter, you might want to disable also for the enemy vehicles, since it does increase the situational awareness of the ECS player. Some might call this "cheating". We've left it on because our AO is much larger than Domination (in some cases 2-3 times larger), we have lower playercount (<10), and finding that last required vehicle would be a nightmare without it. GPWS was turned off. We decided it was only annoying, and we couldn't find any reference to this system being used proactively during tactical flying. We also don't have the same amount of fog. Flying VFR in Domination fog (<200m?) would be insane (yet some always do it) Some of these local settings (supression, panicking, smoke, flare etc) seems to apply to AI, so I'm not quite sure if these should be set on the server or the player. I haven't been able to verify if these work 100% from here yet. You might want to turn off smoke entirely, since Domination has builtin smoke system with viewblocks. I've never been able to see these viewblocks work though. And finally my system for making the enemy units slightly more random in inventory, funcs\x_server.sqf. Note that this is done only for west (east enemy) version 3.09: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> x_makemgroup = {  private ["_grp","_pos","_ret","_unitliste"];  _pos = _this select 0;  _unitliste = _this select 1;  _grp = _this select 2;  _ret = [];  {_one_unit = _grp createunit [_x, _pos, [], 10,"NONE"];    [_one_unit] join _grp;    _one_unit addEventHandler ["killed", {[_this select 0] call XAddDead;if (d_smoke) then {[_this select 0, _this select 1] spawn x_dosmoke;};}];    _one_unit setUnitAbility ((d_skill_array select 0) + (random (d_skill_array select 1)));     if (typeOf _one_unit == "SoldierEB") then     {       _one_unit addMagazine "SmokeShell";       _one_unit addMagazine "SmokeShell";       if (random 1 > 0.8) then       {         _one_unit removeWeapon "AK74";         _one_unit addWeapon "AKS74PSO";       };     };     if (typeOf _one_unit == "SoldierEG") then     {       _one_unit removeMagazine "1Rnd_HE_GP25";       _one_unit removeMagazine "1Rnd_HE_GP25";       _one_unit removeMagazine "1Rnd_HE_GP25";       _one_unit removeMagazine "1Rnd_HE_GP25";       _one_unit addMagazine "FlareGreen_GP25";       _one_unit addMagazine "FlareRed_GP25";       _one_unit addMagazine "FlareYellow_GP25";       _one_unit addMagazine "FlareWhite_GP25";       _one_unit addMagazine "SmokeShell";       _one_unit addMagazine "SmokeShell";       _one_unit addMagazine "SmokeShellRed";       _one_unit addMagazine "SmokeShellGreen";     };     if (typeOf _one_unit == "SoldierE") then     {       _one_unit removeMagazine "1Rnd_HE_GP25";       _one_unit removeMagazine "1Rnd_HE_GP25";       _one_unit removeMagazine "1Rnd_HE_GP25";       _one_unit removeMagazine "1Rnd_HE_GP25";       _one_unit addMagazine "FlareGreen_GP25";       _one_unit addMagazine "FlareRed_GP25";       _one_unit addMagazine "FlareYellow_GP25";       _one_unit addMagazine "FlareWhite_GP25";     };     if (typeOf _one_unit == "SoldierEMG") then     {       _one_unit removeMagazine "100Rnd_762x54_PK";       _one_unit addMagazine "SmokeShell";       _one_unit addMagazine "SmokeShell";     };     if (typeOf _one_unit == "SquadLeaderE") then     {       _one_unit addMagazine "SmokeShellRed";       _one_unit addMagazine "SmokeShellGreen";     };     if (typeOf _one_unit == "TeamLeaderE") then     {       _one_unit addMagazine "SmokeShell";       _one_unit addMagazine "SmokeShell";       if (floor random 2 > 0.8) then       {         _one_unit removeWeapon "AK74";         _one_unit addWeapon "AKS74PSO";       };     };     if (typeOf _one_unit == "SoldierEAT") then     {       if (random 1 > 0.95) then {         _one_unit removeMagazine "PG7V";         _one_unit removeMagazine "PG7V";         _one_unit removeMagazine "PG7V";         _one_unit removeWeapon "RPG7V";         _one_unit addMagazine "Javelin";         _one_unit addWeapon "Javelin";       }       else       {         _one_unit removeMagazine "PG7V";         _one_unit removeMagazine "PG7V";         _one_unit addMagazine "PG7VR";         if (floor random 2 > 0.8) then         {           _one_unit addMagazine "PG7VR";         }         else         {           _one_unit addMagazine "PG7V";         };         _one_unit addMagazine "SmokeShell";         _one_unit addMagazine "SmokeShell";       };     };     if (typeOf _one_unit == "SoldierESniper") then     {       if (random 1 > 0.8) then       {         removeAllWeapons _one_unit;         _one_unit addMagazine "5Rnd_127x108_KSVK";         _one_unit addMagazine "5Rnd_127x108_KSVK";         _one_unit addMagazine "5Rnd_127x108_KSVK";         _one_unit addMagazine "5Rnd_127x108_KSVK";         _one_unit addMagazine "5Rnd_127x108_KSVK";         _one_unit addMagazine "5Rnd_127x108_KSVK";         _one_unit addMagazine "5Rnd_127x108_KSVK";         _one_unit addMagazine "5Rnd_127x108_KSVK";         _one_unit addMagazine "8Rnd_9x18_Makarov";         _one_unit addMagazine "8Rnd_9x18_Makarov";         _one_unit addMagazine "8Rnd_9x18_Makarov";         _one_unit addMagazine "8Rnd_9x18_Makarov";         _one_unit addWeapon "KSVK";         _one_unit addWeapon "Makarov";         _one_unit addWeapon "Binocular";       };     };    _ret = _ret + [_one_unit];   } forEach _unitliste;  _ret }; This last one was mostly to provide an idea, don't look at how it was "coded", probably looks very bad in your eyes Tabs to spaces for readability on the forums though. 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-OGN-DarkPhantom 0 Posted November 19, 2008 @[APS]DarkPhantomI've fixed those issues. New TT beta will be available in the next days. Xeno Share this post Link to post Share on other sites
Preacher1974 0 Posted November 19, 2008 Hi Xeno, just wanted to firstly thank you for the awesome map and secondly let you know about a minor bug in Domination West Revive v3.12b7. We are using The.D's excellent realism mod compilation (with the exception of ECS). When we call in a Hummer drop, whilst parachuting down it (1) appears to catch fire although it remains undamaged and (2) vibrates violently up and down. The first issue is related to the mod collection since it works fine with a Vanilla install. Issue 2 happens with the Vanilla install, so it is either a bug with the mission, or a bug/limitation with ArmA 1.14. Share this post Link to post Share on other sites
-OGN-DarkPhantom 0 Posted November 19, 2008 Releasing another mission that will be part of the upcoming mission pack... It's a MP coop mission for 18 people.It's called Southern Comfort (with revive), Island Southern Sahrani. "Today we will land with two groups at the beaches of Southern Sahrani. Our first goal is it to take Ortego. One team (Alpha) will land near Dolores to get some vehicles that are in Dolores..." Download: co18 Southern Comfort Xeno Being Playing Southern comfort for a few hours....found a bug in the revive...... most of the time if a person revives you .....you end up at the hidden spawn island..... If you wait for the respawn ....and press the icon called repawn at alpha its OK tho if hes in a vehicle you die..especially if its moving.....mission is great just wish I could finished it... Share this post Link to post Share on other sites
xeno 234 Posted November 19, 2008 DarkPhantom @ Nov. 19 2008,18:55)]Being Playing Southern comfort for a few hours....found a bug in the revive...... most of the time if a person revives you .....you end up at the hidden spawn island..... I'm aware of this and fixed it allready two days ago. Simply depbo the mission and add the following in revive_sqf\revive_init.sqf (after  if (isNil "d_with_qg_anims") then {d_with_qg_anims = false;};  ): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (isNil "x_default_revive_setpos") then {x_default_revive_setpos = true}; The extra missions were all originally addon missions (I've made a special addon for our server that includes revive, DAC and many other goodies so that you don't have to include it in every mission, makes mission files very small). So converting them to non extra addon missions can lead to errors Xeno Share this post Link to post Share on other sites
xeno 234 Posted November 19, 2008 About that ECS stuff. Man, how can you *not* play with ECS: Simply because we are used to play with up to 30 people (and more) and ECS can cause tremendous lags (we tried it, the lags and not being further developed stoped us from using it). d_suppression = !X_InstalledECS; I'll include your solution And finally my system for making the enemy units slightly more random in inventory, funcs\x_server.sqf. Note that this is done only for west (east enemy) version 3.09: Cool idea, though I have to test how it impacts performance Xeno Share this post Link to post Share on other sites
Kryptonite 0 Posted November 19, 2008 hi to all, good work_Xeno_ on all of your missions.just wanted to add something in regards to ECS in hand with _Xeno_ missions.all of your missions run with no problem on our ECS server,like butter. our ECS server has been up since the early stages of ECS.ECS runs its best when there is no other mods running along with it and also other addons.there has never been a crash of the server due to ECS.as far as the lag goes check the computer specs on the machine that is being used.again good work on the Domination series_Xeno_ Kryptonite! Share this post Link to post Share on other sites
Preacher1974 0 Posted November 19, 2008 Xeno, another question about 3.12b7 - we find that after we land a Blackhawk somewhere, turn the engine off, and get out, when we get back in to fly it somewhere else it has no fuel left. Is this a bug or a feature? We played a 2.5 hour match last night - it's an awesome mission! Thanks! Steve Share this post Link to post Share on other sites
xeno 234 Posted November 20, 2008 we find that after we land a Blackhawk somewhere, turn the engine off, and get out, when we get back in to fly it somewhere else it has no fuel left. In vanilla ArmA this only happens if a chopper got damaged during flight or while landing. It'll loose fuel then, depends on what was damaged (so no, there is no such feature in Domination). Xeno Share this post Link to post Share on other sites
xeno 234 Posted November 20, 2008 New Domination bonus missions, first complete preview package available... Includes: co16 Leviathan Rising (with revive) by Panzeraufklaerer/Xeno "Gentleman, we have to destroy a drug cartel today. This criminals took the harbour of Corazol under their control, now they can ship drugs to every point in Sahrani and other Islands. Check your briefing and go for it." co17 Wings of Steele by Panzeraufklaerer/Xeno "We have to destroy several important targets on Sahrani. This is the first step of our invasion: clear the way for our groundtroops and destroy the enemy warmachine." Mission for pilots and a small specop team. co18 Green Holidays (with revive) by Many/Xeno "Welcome in Bagango soldiers! We are in Sahrani to look for order. But until now, we didn't have anything to do, so we can spend some holidays here Today a Special Unit is on the way back to our base in Bagango, they were on a Patrol and they got some important information So if its necessary, you have to help them to get back home, but that shouldnt be a problem So enjoy the day and have nice holidays here in the Paradise Good luck." co18 Southern Comfort (with revive) by Xeno "Today we will land with two groups at the beaches of Southern Sahrani. Our first goal is it to take Ortego. One team (Alpha) will land near Dolores to get some vehicles" co35 Red Alert by Panzeraufklaerer/Xeno "Our commando units attacked the russian chopperairport on Antigua last night. Our base is now on Antigua and we will destroy some other important targets in north Sahrani from here. We work with our allies together to weak the SLA and their russian allies behind enemy lines. If we can destroy all targets, we will start an invasion from south Sahrani against the North. Good luck!!!" co35 Red Alert 2 (with revive) by Panzeraufklaerer/Xeno "Enemy invasion!!! The time of peace is over, enemy troops landed on the shores of Sahrani. We were surprised, but not helpless. Grab your gear and prepare for the battle. We will blow them back into the ocean. Good luck!!!" And updated co20 High Mountains and co33 Revenge versions. Please test those missions and if you find any errors report them here, thank you. Download: Domination Bonus Missions Enjoy! Xeno Edit: Forgot to add co18 Southern Comfort here. Share this post Link to post Share on other sites
-OGN-DarkPhantom 0 Posted November 21, 2008 New Domination bonus missions, first complete preview package available...Includes: co16 Leviathan Rising (with revive) by Panzeraufklaerer/Xeno co17 Wings of Steele by Panzeraufklaerer/Xeno co18 Green Holidays (with revive) by Many/Xeno co18 Southern Comfort (with revive) by Xeno co35 Red Alert by Panzeraufklaerer/Xeno co35 Red Alert 2 (with revive) by Panzeraufklaerer/Xeno And updated co20 High Mountains and co33 Revenge versions. Please test those missions and if you find any errors report them here, thank you. Enjoy! Xeno Edit: Forgot to add co18 Southern Comfort here. Cool Thanks Xeno....looks like a Good Weekend coming up.... Hows that TT Domination coming on.... Share this post Link to post Share on other sites
CarlGustaffa 4 Posted November 21, 2008 We have no problems running ECS and a few other selected addons (no other addons systems though, only small stuff). However, we are usually less than ten players, so that might help us. Only thing we see causing big lag is revive in certain circumstances but when it happens we usually just outwait it (massiv desync for several players). But, ok. ECS might be causing problems for some, I have no problems with that. But is it possible to make Domination include some of the really cool features of ECS? I'll mention a few: * Volumetric fog. Mostly visual, but can be buggy (zoom). * Enemy AI using flares at night. Extremely important. * Enemy AI using ladders and perform house searches. Important. * Bleeding effects (also see newest revive?). * AT backblast. Not really important, but fun. Other ideas I have that could be fun: * Enemy AI using revive. (also see newest revive? Not sure). * Enemy AI re-occupying left hardware; statics and vehicles where gunner and/or driver has been taken out. * I'm using MG Nests in my (3.09) version, but I have been unsuccessful at placing these so they point outwards from the mission center. * Random weather effects during mission start. I have this done already, just let me know if this is interresting. Instead of fully clear and fully bad, you get anything in between lasting the whole mission. * Sandstorm instead of fog and rain on South Sahrani. I gave up on this one, possibly too early * Instead of only fully random main target system of n number of targets, a possibility to select a preplanned route/scenario. Here is my list that I plan to make later when time permits: textsParam1[] = { "6 South East Route", "6 South West Route", "6 North East Route", "6 North West Route", "6 South Coast Route", "6 North Coast Route", "6 Logistic Challenge", "6 Cities Challenge", "Random 2 Towns", "Random 4 Towns", "Random 6 Towns", "Random 8 Towns", "Random 10 Towns", "Random 12 Towns", "Random 14 Towns", "Random 16 Towns", "Random 18 Towns", "Random 21 Towns", "Random 2 Small", "Random 4 Small", "Random 6 Small", "Random 10 Small", "Random 15 Small", "Random 20 Small", "Random 25 Small", "Random 30 Small", "Random 36 Small", "Random 42 Small", "Random 2 All", "Random 4 All", "Random 6 All", "Random 10 All", "Random 15 All", "Random 23 All", "Random 30 All", "Random 40 All", "Random 52 All", "Random 63 All", ""}; Where a "route" is a predetermined route of towns. Random n Towns is Domination Classical. 6 Logistics Challenge is towns put far away from eachother. 6 Cities Challenge is the 6 largests cities, for mout practice. Random n Small is Smaller towns but without side missions. Random n All is All towns but without side missions. When side missions are off, some main target locations take place where side missions are located, pluss a few new cool locations I've seen. These include villages, base areas, strategic crossroads/checkpoints, strongpoints etc. My version scales down when playercount is few, and the non town main targets doesn't look overcrowded. It might look a bit crazy on a full main target mission though. On the "random" varians, it would be nice if the mission array list was populated on the fly along the mission instead of being precalculated during initialization. This way it would be possible to exclude mission areas that was too close to any players, same way as non water surface arrays are made. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted November 21, 2008 (Sorry, double post). Share this post Link to post Share on other sites
xeno 234 Posted November 21, 2008 DarkPhantom @ Nov. 21 2008,05:03)]Hows that TT Domination coming on.... Just for you... Two Teams Beta 9 co30 Domination! Two Teams 3.12 Beta 9 Points: Kill points: kills at main target (set to 0 when a main target gets cleared). When a main target gets cleared the team with the most kill points will get 10 main points (if both teams kill points are equal each team gets 5 main points) Destroying a main target radio tower: 4 main points Solving a sidemission: 7 main points Solving a main target mission: 3 main points When all main targets are cleared the team with the most main points will be the winner. Don't forget, if you kill the member of the other team your team will loose 30 kill points, if you destroy the vehicle of the other team your team will loose 20 kill points. West players can't enter RACS vehicles and vice versa. If somebody doesn't know what Two Teams means... The West and RACS team fight against each other but only for points (they are allies, the enemy is the SLA AI). Let's call it team coop. Enjoy ! Xeno Share this post Link to post Share on other sites
-OGN-DarkPhantom 0 Posted November 22, 2008 DarkPhantom @ Nov. 21 2008,05:03)]Hows that TT Domination coming on.... Just for you... Two Teams Beta 9 co30 Domination! Two Teams 3.12 Beta 9 Points: Kill points: kills at main target (set to 0 when a main target gets cleared). When a main target gets cleared the team with the most kill points will get 10 main points (if both teams kill points are equal each team gets 5 main points) Destroying a main target radio tower: 4 main points Solving a sidemission: 7 main points Solving a main target mission: 3 main points When all main targets are cleared the team with the most main points will be the winner. Don't forget, if you kill the member of the other team your team will loose 30 kill points, if you destroy the vehicle of the other team your team will loose 20 kill points. West players can't enter RACS vehicles and vice versa. If somebody doesn't know what Two Teams means... The West and RACS team fight against each other but only for points (they are allies, the enemy is the SLA AI). Let's call it team coop. Enjoy ! Xeno Thankyou Xeno will let you know on the outcome Share this post Link to post Share on other sites
lockjaw-65- 0 Posted November 22, 2008 Hi Xeno, Love the maps just been playing co30 Domination! One Team - West AI (beta). think there is a problem with artillary , some times the option is there but most times its not. Is this intended or is it a bug.. Share this post Link to post Share on other sites