Thirdup 0 Posted January 23, 2009 Xeno, Have really enjoyed Domination. Can't wait to see what your next project brings. <S> Third Share this post Link to post Share on other sites
Tankbuster 1746 Posted January 23, 2009 Xeno, I know I speak for most of the contributors in this thread when I express my sincere gratitude to you for all the hard work you put into Domination. As with many others here, it kept me playing ArmA. I'm sure to that we all understand when you say you want to move on. You are not just Domination and we all look forward to your next project. I do have one question. Deep down, I know that you're going to answer in the affirmative because you've always been helpful, but I have to ask, are you going to continue to support the hardy band of modders and coders (of which I'm honoured to be one) who regularly dip inside the PBOs for this mission? Share this post Link to post Share on other sites
xeno 234 Posted January 23, 2009 I have to ask, are you going to continue to support the hardy band of modders and coders (of which I'm honoured to be one) who regularly dip inside the PBOs for this mission? Oh, I'm still present and will help where I can. But I'm allready working on a new concept that is not possible with ArmA (but hopefully with A2 ). Xeno Share this post Link to post Share on other sites
delta99 34 Posted January 23, 2009 Would any of the Domination modders and those that want to continue to improve the current Domination be interested in a collaboration? Of course we would need Xeno's consent but I can already guess that he will give us his blessing on this so that his work can continue. He has always been very open in the past about people creating different versions of Domination. I would be happy to be the project coordinator (with some help hopefully) and setup a site to allow collaboration. I'd use SVN (Subversion) for version control and likely we'd have a main stream of development for the vanilla Domination. And if anyone wants to create branch developments for special Domination versions then we could do that as well. Whoever thinks this is a good idea, respond to the thread or if send me a message (or both). Share this post Link to post Share on other sites
awotter 0 Posted January 23, 2009 Xeno, I'd like to add my thanks as well for all the many hours of fun your missions have provided and I'm looking forward to whatever new project you do for us in the future. Share this post Link to post Share on other sites
MAA 127 Posted January 23, 2009 Hi, Thank You very much for your great work! I have problem with CSLA version of Domination v3.23. HUD for heli-lift in helicopters is missing when I get in as pilot. In version 3.14 it works fine. Plz, how can I fix this problem? Share this post Link to post Share on other sites
xeno 234 Posted January 24, 2009 Hi,I have problem with CSLA version of Domination v3.23. HUD for heli-lift in helicopters is missing when I get in as pilot. In version 3.14 it works fine. Plz, how can I fix this problem? Hehe, seems that I've made a copy and paste error in all 3.23 versions. Simple to resolve. Open init.sqf, search for <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #ifndef d_show_chopper_hud = false; #endif and replace it with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #ifndef d_show_chopper_hud = true; #endif The forum software removes underlineunderlineMANDO__ behind the #ifndef Xeno Share this post Link to post Share on other sites
MAA 127 Posted January 24, 2009 It works now.. thanx I fixed few another small problems in CSLA version too: "CSLA_USspr" fixed to "CSLA_USsapper", set flagtexture to "\CSLA_Warfare\Images\csla_cssr_flag.paa", missing magazines for Sa-61 "CSLA_Sa61_20rnd_7_65Pi27", missing "magazine" heavy muzzle for UK-59 "CSLA_UK59th", and added "magazine" medikit "CSLA_Ob80" Share this post Link to post Share on other sites
lockjaw-65- 0 Posted January 24, 2009 To all, Has anybody else had problems unpacking domination pbo. I have tried all that i can think of but i cannot unpack it. I tried with unpbo, kegetys but nothing there? All other missions open fine. Please can anybody help or suggest something.. Â Its ok I just got it unpacked, was weird though. I had to use pboview then extract it to another folder on a different hard drive from there put it back in user folder, all working good now Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted January 24, 2009 Do it that way <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> d_veh_a_W = [ ["M1Abrams","bds_M60A3"], ["Stryker_ICV_M2"], ["M113","VILAS_BRADLEY_06"], ["Vulcan"], ["HMMWV50","GLT_HMMWV_AMBULANCE"], ["HMMWVMK","240GD"], ["M2StaticMG","M2HD_mini_TriPod"], ["MK19_TriPod","Stinger_Pod","TOW_Tripod"], ["M119"], ["Truck5tRefuel"], ["Truck5tRepair"], ["Truck5tReammo"] ]; Xeno Thanks  Sometimes the easiast way is the hardest to discover. Do you have any plans for ArmA 2 right now? Share this post Link to post Share on other sites
xeno 234 Posted January 25, 2009 Of course we would need Xeno's consent but I can already guess that he will give us his blessing on this so that his work can continue. You can do whatever you want. Realize your ideas instead of wasting your time for the "ask for permission" thingy . If someone can do better than simply do it. Do you have any plans for ArmA 2 right now? Yes Make things even more random and dynamic and not like it is now... clear that city, do that mission. React on what the enemy does and the enemy reacts on what you do. Xeno Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted January 25, 2009 That sound really impressive and reminds me to my suggestion a few months ago Domination always was some kind of long-time-war-mission for me, but without consequences for anyone. It would be cool to have two states fighting each other in different ways - the civilians in between - and whatever you decide to do - it should have consequences Didn't help that convoy? Well ... less weapons and ammo the boxes. Didn't rescue the civilians? Well ... RACS could get angry and become am enemy Didn't destroy that bridge? Enemy is closing in faster If you need some ideas, just do a brainstorming in our teamspeak chatroom with us if you want. Share this post Link to post Share on other sites
delta99 34 Posted January 25, 2009 Yes Make things even more random and dynamic and not like it is now... clear that city, do that mission. React on what the enemy does and the enemy reacts on what you do.Xeno I know you said this isn't possible in ArmA but I think it is. Look at what is done with DAC. Mind you that is on a much smaller scale than what you are talking about but certainly doable in ArmA I think. Share this post Link to post Share on other sites
xeno 234 Posted January 25, 2009 I know you said this isn't possible in ArmA but I think it is. Sorry to say, it's not possible. As long as you need hordes of enemy AI because they act only as target, don't suppress, don't take cover, as long as AI runs in the middle of the street, as long as AI is to stupid to reach a waypoint because of obstactles or whatever, and so on, it's not possible. Nothing that DAC or any other AI enhancements can do about it. Xeno Share this post Link to post Share on other sites
kris018 0 Posted January 25, 2009 did i miss something, cant seem to lift my mhq anymore ? Share this post Link to post Share on other sites
Rafael3D 0 Posted January 25, 2009 @rick1965: use cpbo.exe (i.e from ACE modfolder/tools. Works perfectly with Domination! Share this post Link to post Share on other sites
Rafael3D 0 Posted January 25, 2009 double post. My apologies. Share this post Link to post Share on other sites
delta99 34 Posted January 25, 2009 I know you said this isn't possible in ArmA but I think it is. Sorry to say, it's not possible. As long as you need hordes of enemy AI because they act only as target, don't suppress, don't take cover, as long as AI runs in the middle of the street, as long as AI is to stupid to reach a waypoint because of obstactles or whatever, and so on, it's not possible. Nothing that DAC or any other AI enhancements can do about it. Xeno I guess it depends on exactly what you are trying to do. Granted Arma2 will definitely help with AI. Current AI enhancements do a lot of what you are saying. Maybe not perfect but way better than Vanilla Arma. With a combination of DAC and ACE, I've seen AI provide base of cover for maneuvering AI, suppress, and take cover. Share this post Link to post Share on other sites
xeno 234 Posted January 25, 2009 With a combination of DAC and ACE, I've seen AI provide base of cover for maneuvering AI, suppress, and take cover. If you take a close look at Domination scripts and A.C.E. scripts you'll see that I'm using exactly the same suppression scripts as A.C.E. does (Rommels). I had deactived the suppression scripts because I got sick of enemy AI crawling on the ground and stop shooting or waisting ammunition like hell (they even start to shoot in the wrong direction, ace_sys_suppression was the first addon that got deleted on the server). Currently there is no good working solution for suppression in ArmA (and I guess we won't see one anymore). The AI enhancements of DAC are basically random patrolling, enter vehicles, do house search, call in help, artillery, move all units to enemy positions, and so on. Still nothing that changes the core problems of the ArmA AI. Xeno Share this post Link to post Share on other sites
wld427 1705 Posted January 25, 2009 hey Xeno just a suggestion for an update to the support console.... a heli extraction.... just a chopper that will leave a base and bring you back to the designated H at the base. It sucks being a pilot and getting shot down FAR from the base and having to walk back. Share this post Link to post Share on other sites
delta99 34 Posted January 25, 2009 With a combination of DAC and ACE, I've seen AI provide base of cover for maneuvering AI, suppress, and take cover. If you take a close look at Domination scripts and A.C.E. scripts you'll see that I'm using exactly the same suppression scripts as A.C.E. does (Rommels). I had deactived the suppression scripts because I got sick of enemy AI crawling on the ground and stop shooting or waisting ammunition like hell (they even start to shoot in the wrong direction, ace_sys_suppression was the first addon that got deleted on the server). Currently there is no good working solution for suppression in ArmA (and I guess we won't see one anymore). The AI enhancements of DAC are basically random patrolling, enter vehicles, do house search, call in help, artillery, move all units to enemy positions, and so on. Still nothing that changes the core problems of the ArmA AI. Xeno I hear you Xeno. I hope Arma2 AI is significantly better in all these ways and more and I look forward to whatever you do with your ideas. Share this post Link to post Share on other sites
-Total- 0 Posted January 26, 2009 I have those hopes for ArmA2 as well, but I also keep in mind that they plant to make some momeny off of this game. Not everyone has a Quad Core with 8 BG of memory and an uber video card setup. They want to sell to those people too, so the game has to perform and operate within reason. Xeno, been having alot of fun with 3.23 man Thanks for all the work and effort!!! Share this post Link to post Share on other sites
CarlGustaffa 4 Posted January 26, 2009 I don't know much about your next project, but I guess it will be dynamic mission generation. I have posted a lot of ideas in this thread, and I'll sum up a few here: 1. Use the new nato style markers. For leader markers use a number or letter designating squad. Change marker type depending on what kind of vehicle he is in. For player markers (if enabled, leaders should always be on), use only dots with no direction indication, thats why we have compasses. And no names that clutters up the map. I'm using ACE 'icon' type for empty vehicles and 'friendly force' type for occupied vehicles. 2. Pregenerate everything needed by all missions while people are joining the server, such as the waypoint generation just as today. But instead of automatic mission generation or progress to the next mission, you have to obtain a mission order in the base. Returning to base to regroup and plan ahead should be a valid option. The scaling process is easier in that you now tell the mission how many players will play the mission. Weapons crates might refill at this point (local to player). The scripts should then evaluate blufor firepower based on number of players and available bonus equipment and generate mission based on this input. Joining Domination today as a lone player waiting for others is a nightmare Btw, I'm doing a slope check as well as water check for these and seems to work pretty good unless you're too restrictive with the slope. 3. Also the mission should be generated based on what roles are chosen and what equipment they have available. I.e. the KA-50s in ACE has become a true nightmare because all air vehicles are now nearly impossible to bring down. Doing this as an infantry only unit with no/little AA available is just too tiresome in the long run. Also consider KA-50s only if we have heavy equipment or air units in the area. 4. Specialist duties with specialist equipment, like I have done in Dominatrix. Enforce roleplay element so that someone picks the sniper role not to snipe but to observe and recon. Give a two man sniper team access to i.e. an MH6 chopper but without any forms of 'drop ammocrate' thingy. For more ammo they'll have to return to base and even there the crate will respawn only often enough to mainly support recon and not 'stupid sniping'. Respawn such vehicles if none in the team are no longer logged on because the tendency might be to log on as sniper, drive off with the vehicle, and log off once you find the limitations of the role, leaving the next guy that comes in without a vehicle. Especially if not near any MHQs. 5. High penalty for the deliberate team killers so they can be easily identified on the scoreboard or in the team status dialog score. Maybe also as a global radio transmission from the team leader of the killed unit? -10 points for team killing? 6. A radio system (already in Dominatrix) where no messages from base or firebase (arty) are shown if nobody in the group carries a valid radio. Also it should be possible to disable (on by default though) the hints doubling these radio messages. Radio should also affect the ability to call in intel (not yet in Dominatrix), see next item. 7. An intelligence system, where you can during the lenght of a mission obtain valueable intel that can give early warnings on certain events. In Dominatrix I have 10 (iirc) of these including saboteur warnings, spotting warnings, artillery warnings, scout and aa positions and so forth. Search body action is given to the enemy squad leader when he is killed. 8. As you can't portray a full platoon including attachments to limit the player count, some roles and teams should be flexible. I.e. the engineer could be ammo bearer for any other role (AT,MG,GL). In Dominatrix I have a three man HAT/AA and CSW team with a dedicated HMMWV (which cannot drop ammo). This team can (in the future) join up with a two man saboteur team (with dedicated ATV) to form a five man mortar team. This team is the only ones getting the crew served weapons (including Mk19 and eventually mortars). Since the HMMWV can only hold so much ammo, the team should decide how they play their roles and load up the vehicle. 9. The sniper spotter should be the only one that can call in artillery acting as a forward observer with rto capabilities, but maybe destructive arty only if it has been requested by other players (or squad leaders if in play?) to avoid arty spamming. My sniper doesn't get access to a rangefinder, only the spotter has one for copperheads (currently disabled though as it seems to freeze up our server for yet unknown reasons). This encourages teamwork between the two players as not all that takes the sniper role is capable of doing manual distance estimations. 10. In Dominatrix I'm using my own enemy artillery system, in which they will use flares tactically at night and combine with other rounds including dpicm and smoke (if we're too close to their closest friendly unit). The frequency is a lot higher, so in order to make it less frustrating and increase the survivability, I'm making them always use a very inaccurate smoke or he based spotround. When you see or hear the spotround you know that more is coming so you still have a chance to find cover or run away from the kill zone. 11. After the radio tower has been taken out, the enemy is still able to call for artillery and air support. It seems only to affect calling in for reinforcements. In Dominatrix it should work a little more logically. Also, I'm using a secondary placement function for the tower so that it is always placed at some distance from the main target center. This makes it often (but not always) possible to prioritize taking out the tower so that erinforcements doesn't become a problem at all. Makes it a bit more strategic. 12. Enemy planes and chopper (airki?) scripts are being initiated 'after some time'. This and reinforcements shouldn't be started until we are actually detected at the main target. But this is not yet in Dominatrix. 13. I'm now using squad trucks (and M113-M2) as the only means of dropping ammo crates. Not MHQ, and not choppers, as I felt it was too convenient. 14. In Domination the squad leaders are able to call in for air drop iirc. This doesn't make too much sense as they lack the full picture of the situation to ensure the safety of the drop chopper. A request for this should be available only to the platoon leader and/or platoon sergeant. Also, setCaptive on this chopper? Hell no Not done yet in Dominatrix as I am considering a full platoon rebuild. 15. In Dominatrix I'm only allowing air dropping of M119s and loaded HMMWVs if they have been awarded as bonuses for certain tasks (secondary objectives). Script will search near two markers on the base for availability and disable what cannot be dropped. Only ammo crate (custom loaded) and and empty Jeep (due to conflict with empty HAT/CSW HMMWV) can be airdropped with no prerequisites. 16. Add the possibility to turn off at least two way teleporting, and only the saboteurs should be able to do HALO insertion from the flag in the base. Jipping players should be able to get out in the field off course, but going back and forth is a bit too futuristic/convenient 17. For medics placing a MASH. I don't think there should be anything else but bandages in there, making the medic a more valueable asset. It can also perform the heal action. 18. For machinegunners placing MG nests, the M240 or scoped version (ACE) should be required in the inventory. Add number of magazines to the nest that he carried. If destroyed place the MG at the nest position with the magazines on the ground. Works pretty good with Dominatrix, even get the correct MG type back (but not ammo type yet). 19. Vehicles should be cleared of all weapons and ammunition, but the ammo truck and engineer truck should have custom loadout. Explosives and mines typically for engineer truck and a general selection of weapons and ammo for the ammo truck. This to make sure that even Stingers and limited AT is available for the lonesome player who took the wrong role. Also it prevents overfilling causing a shitload of equipment to be spread around the base (possibly slowing server?). 20. Support scenario selection instead of only the number of targets. In Dominatrix I'm currently allowing typically side mission places to be used as main targets, by disabling side missions. Default system can also be chosen naturally. Since main targets are scaled slightly to the number of players, we're having a LOT of fun at places we rarely visit, which demands different tactics as well. These areas are MUCH larger in size compared to town targets. 21. A complete rewrite of the mission randomness system. I.e. at mission start, pick a random direction and distance (distance should be user adjusteable in init and could be possibly longer for the first mission). Find the nearest target from this location and start with this. When target is complete, continue from the cleared target and generate a new one based on new direction and distance. Use this point to find the closest target, but choose the second closest point etc if there are players near this area. This way there is a certain randomness to it all, but the logistics needed is reduced to a more manageble level, allowing to bring along more vehicles without always relying on airlifting. An analysis of player positions should be made to favour unit placement at the 'expected front'. Waypoint generation should be done for each target while generating instead of for all targets upon mission start. Just my 21 cents. I have no idea what concept you are working on, but at least I have provided quite a few things for you to consider, if they are feasable and doesn't do things overly complex. Share this post Link to post Share on other sites
woppa 0 Posted January 28, 2009 Hi Xeno i hope you don't mind but i have a question regarding editing your ACE Domination 3.23. The problem i'm having is i have have added more options to the the Air drop menu but some vehicles classes just won't come down to earth and just float about the sky. If they do hit the ground then the Chute won't unhook and they can just float off again ? IE the ACE_Stryker_MGS_SLAT works fine but the ACE_Stryker_RV floats off ? Is this problem to do with the vehicles like they don't have mass or is there some code i have missed out to make them fall to earth properly ? ? Many thanks and love the code for domination. Kind Regards WOPPA Share this post Link to post Share on other sites
gL33k 0 Posted January 29, 2009 what means AI in "domination one team WEST AI" what are the difference with non AI version ? i would know if there is a version in wich i can buy troop. because we usually play 2 or 3 player , not more ... Share this post Link to post Share on other sites