Cougar 0 Posted April 15, 2009 What script and how do i need to edit it to make the distance from a hitching chopper to cargo bigger, ATM i tryed a RKSL Puma and carryed the MHQ, but it bumped into the chopper in MP resulting in burning wrecks.. Can some one pls help? Thx Share this post Link to post Share on other sites
Tankbuster 1746 Posted April 15, 2009 What script and how do i need to edit it to make the distance from a hitching chopper to cargo bigger, ATM i tryed a RKSL Puma and carryed the MHQ, but it bumped into the chopper in MP resulting in burning wrecks..Can some one pls help? Thx Do you mean that while you were flying the Puma with the MHQ underslung, the MHQ jumped up and hit the underside o the aircraft? If so, where you flying over a town at the time? Share this post Link to post Share on other sites
gL33k 0 Posted April 15, 2009 i would like to port domination on the island Podaga (FDF mod) i PM xeno , but if anyone of you know where are coord i must change , in wich file, i'm listening to you :) Share this post Link to post Share on other sites
Cougar 0 Posted April 15, 2009 Do you mean that while you were flying the Puma with the MHQ underslung, the MHQ jumped up and hit the underside o the aircraft? If so, where you flying over a town at the time? The MHQ is for some reason by default only like one foot under the chopper ~ half a meter or so. Its rly strange. Share this post Link to post Share on other sites
xeno 234 Posted April 16, 2009 i would like to port domination on the island Podaga (FDF mod) Ask BlackSheep from Forces of war, he made a Podaga version. Otherwise you have to go through all the i_xxx.sqf files and update the positions there. Xeno Share this post Link to post Share on other sites
xeno 234 Posted April 16, 2009 The MHQ is for some reason by default only like one foot under the chopper ~ half a meter or so. Its rly strange. Which version ? You can change the height in x_helilift.sqf and x_helilift_wreck.sqf. _height = 15; Xeno Share this post Link to post Share on other sites
.kju 3244 Posted April 16, 2009 Is the version available for download? Share this post Link to post Share on other sites
BlackSheep 0 Posted April 16, 2009 Ask BlackSheep from Forces of war, he made a Podaga version.Otherwise you have to go through all the i_xxx.sqf files and update the positions there. Xeno Waiting for a Final 3.60 to port it to Podaga :D Share this post Link to post Share on other sites
Cougar 0 Posted April 16, 2009 Which version ?You can change the height in x_helilift.sqf and x_helilift_wreck.sqf. _height = 15; Xeno This Changes in it is changed soldiers and choppers (minus the chinook) Share this post Link to post Share on other sites
xeno 234 Posted April 16, 2009 @HMPDK Well, you are not using the heli lift from Domination but mando helilift. Can't help you with this. Xeno Share this post Link to post Share on other sites
Cougar 0 Posted April 16, 2009 @HMPDKWell, you are not using the heli lift from Domination but mando helilift. Can't help you with this. Xeno Ah okay, how do i disable the mando helilift then? Share this post Link to post Share on other sites
xeno 234 Posted April 16, 2009 Ah okay, how do i disable the mando helilift then? I've never used mando helilift. No idea. You should take a look over at ofpec: http://www.ofpec.com/forum/index.php?topic=31620.0 Xeno Share this post Link to post Share on other sites
-Total- 0 Posted April 16, 2009 Xeno, I am having a problem with 3.50 ACE. Half of the time, the ATV's will disappear anywhere within 60 seconds to 3 minutes if the player stays alive. This doesn't settle well with players who have gear in the ATV when it disappears or for those who were using it to flank around to the other side (ie drive, get off, shoot perimter enemy, go to get back on to conitnue around the flank - bike is gone) Of course, if they die, then it's a toss up on if the ATV disappeared or is still sitting a good ways away from them. If it's still there, then they are waiting 30 minutes. It wouldn't be such a problem if they weren't disappearing so quickly when the player was alive. The only parameters I see to make any adjustments are %1 and %2, but I can't quite wrap my head around what the parameter syntax is really saying. Any help would be appreciated :) Share this post Link to post Share on other sites
desertjedi 3 Posted April 16, 2009 I seem to have found a problem with Dom. West AI v3.52 (regular not ACE). I called for an "ammo drop". It parachuted down just fine but the bunch of ammo crates ended up levitating about 2 and a half feet above the ground. They did work fine even though they were in the air. Share this post Link to post Share on other sites
xeno 234 Posted April 16, 2009 Please, before writing here what doesn't work or not either file a ticket at dev-heaven.net or read here and here what has been fixed in the upcoming release. And if you are registered at dev-heaven you can even see all the changes that made it into the repository. Xeno Share this post Link to post Share on other sites
usarmy19dsniper 0 Posted April 19, 2009 I've been looking all around these forums and can't find any info on it, and I know Domination uses a parchute drop script from the flagpoles. I would love to use this in a training mission but where can I find this script? Share this post Link to post Share on other sites
Binkowski 26 Posted April 19, 2009 I've been looking all around these forums and can't find any info on it, and I know Domination uses a parchute drop script from the flagpoles.I would love to use this in a training mission but where can I find this script? Somewhere in Xeno's abyss of folders :biggrin_o: Start your search in x_scripts and go from there. :) Share this post Link to post Share on other sites
usarmy19dsniper 0 Posted April 20, 2009 gee only 153 items in that folder Share this post Link to post Share on other sites
usarmy19dsniper 0 Posted April 20, 2009 well i found the FLAG_BASE addaction ["(Choose Parachute location)","AAHALO\x_paraj.sqf"]; line in the x_setupplayer file. However I put the AAHALO\x_paraj.sqf in my own map and add a flag named FLAG_BASE. I have to action to do it, just not able to call it where I am placed in a helicopter once it is called... Share this post Link to post Share on other sites
xeno 234 Posted April 20, 2009 And finally... New version 3.60 available... fixed bug in sidemission 5 (spawn was used instead of call to get the result of a function, doesn't work) fixed missing addAction command for choppers in TT version added some experimental code that gives artillery operators points if they kill enemy ai with a strike changed initial placing of units and reworked random position generator added more nil checks for d_sm_p_pos (it could happen that a JIP player got an error message in x_sidemissionwinner.sqf) fixed copy and paste error in x_vrespawn2.sqf (Truck5tRefuel) and added a variable in i_common.sqf to change those trucks (d_own_trucks) removed airdefense and replaced it with isledefense. Instead some static Shilkas/Vulcans there are now patrols driving around the island, attacking players when they find them replaced a last remaining bmp string with APC string in secondary target information all repair stations ("Land_repair_center") can now repair vehicles if the player is the driver of a damaged vehicle (choppers/planes get repaired if the player is about 15 m over a repair station, can be disabled) fixed typo in d_allmen_W (it's SoldierWMedic not SodlierWMedic) added code for ranked AI versions that gives the players points when an AI of his group kills an enemy AI unit added some checks here and there that turns off vehicle engine if a player enters a vehicle, gets kicked out but started the engine. fixed typo in beam_tele.sqf (missing =) in Revive version added removed civilian code again (disabled by default, eats up to much performance) time until the next sidemission gets created now depends on the number of players (can be changed in i_server.sqf, d_time_until_next_sidemission) reworked complete code for removing placed mashes/mg nests and markers of leaving players (not running in a loop anymore, gets handled in onPlayerDisconnected now- ) fixed placing of ammoboxes dropped by air drop !!!!!!!! as really nobody seems to read what I write when a new Domination version gets released, really nobody, Domination should now also run in a hosted environment. Though I do not promise anything, some things might still only run on a real dedicated server.(STOP PLAYING HOSTED. You can run arma_server.exe on your own machine side by side with ArmA. If ArmA crashes you can connect again, if the same happens hosted and you are the host, everything is gone). fixed a typo in ranked x_weaponcargor.sqf (normal version) fixed flanking code (now really works, scary) fixed, max arti distance gets now computed correctly added two new sidemissions where you have to rescue pilots (enemy AI also try to get to the crash site, they will arive after some time and probably kill the pilots) some kind of state machine is now running for each AI group, handling patrolling and group behaviour when an enemy is near the group (flanking, etc) in the A.C.E. version engineers do need a rucksack now to repair/analyze and refuel vehicles. added a settings dialog where you can change viewdistance, gras layer and player markers and which also shows mission settings (including points for ranks). It can be accessed from the show status dialog ("Settings" button). fixed, JIP players will see the ruins of the support buildings now (if destroyed) fixed, no to backback action menu if the player has no primary weapon fixed, swapping the primary weapon from the backpack and getting killed resulted in a respawn without a primary weapon fixed, if starting without a primary weapon backpack didn't work correctly changed, use displayname in action menu instead of type name for backpack weapons changed, if an armored enemy vehicle gets hit it spawns smoke (if available) and trys to hide somewhere. changed, start point of base infiltration troops can be about 800 m away from the base now. added correct soldier types for recruiting AI in the A.C.E. AI version added ACE Map support (default: disabled). If enabled you'll need an ACE map for various things (like calling arti, air drop, etc) attached vehicles get moved behind a lift chopper (should finally fix the annoying midair crashes, thanks to CarlGustaffa) engineers tried to cheat in the ranked version by repairing vehicles in the base again and again, not possible anymore implemented improved flare artillery from CarlGustaffa added A.C.E. East Ranked version updated some of the bonus missions and so on and so on ------------------------------------------------The package now includes the following missions (41): co30 Domination! One Team - West co30 Domination! One Team - West AI co30 Domination! One Team - West Revive co30 Domination! One Team - West Ranked co30 Domination! One Team - Racs co30 Domination! One Team - Racs AI co30 Domination! One Team - Racs Revive co30 Domination! One Team - Racs Ranked co30 Domination! One Team - East co30 Domination! One Team - East AI co30 Domination! One Team - East Revive co30 Domination! One Team - East Ranked co30 Domination! One Team - West Mando co@30 Domination! One Team - West Schmalfelden Edition co@30 Domination! One Team - East Uhao Edition co@30 Domination! One Team - CSLA co@30 Domination! One Team - A.C.E. co@30 Domination! One Team - A.C.E. East co@30 Domination! One Team - A.C.E. Ranked co@30 Domination! One Team - A.C.E. East Ranked co30 Domination! Two Teams co25 Sahrani Battle v3.22 co25 Sahrani Battle v3.22 Mando co30 Hill Defense 1.61 co32 Returning Home 1.37 co20 High Mountains 1.83 co25 Enemy at the Gates (Corazol) co33 Revenge 1.17 co16 Leviathan Rising 1.36 co17 Wings of Steele 1.63 co18 Green Holidays 1.03 co18 Southern Comfort 1.43 co35 Red Alert 1.0 co35 Red Alert 2 1.71 co@24 Attack [ACE] 1.75 (needs QG for Podaga island from FDF) co@24 Attack [ACE] 1.75 Revive (needs QG for Podaga island from FDF) co@20 Big Chance 1.89 [ACE] (QG for Podaga island from FDF) co@20 Big Chance 1.89 [ACE] Revive (QG for Podaga island from FDF) co@20 High Mountains 1.86 [ACE] Revive co@33 Revenge 1.23 [ACE] Revive co@25 Battle for Avgani 1.07X [ACE] (needs Avgani) ------------------------------------------------ Be aware that you need A.C.E 1.07 for the A.C.E. version now !!! Domination! is now a project over at dev-heaven.net. Feel free to join and help developing it !!!!!!!! Please report bugs there using the bug tracker or if you want new features add them there too (Tickets). It's up to you where the journey is going (let's call it a community project)... so get involved. Download (now as 7z, much,much smaller): Domination! 3.60 Mission Pack One more thing: You don't have to ask me for permission to modify any of the missions or release a modified mission. Simply do it! (You don't even need to mention me anywhere!). There are more important things in life. Enjoy! And have fun !!!!! Xeno Share this post Link to post Share on other sites
gL33k 0 Posted April 20, 2009 (edited) where is domi@podaga :O ? *look again in the folder* ps: super thanks for this works anyway.the preprocessor is incredibly usefull! playing uhao AI ATM :) Edited April 20, 2009 by gL33k Share this post Link to post Share on other sites
Binkowski 26 Posted April 20, 2009 Thanks for the great work Xeno! Share this post Link to post Share on other sites
SWAT_BigBear 0 Posted April 21, 2009 Do I see this update correctly? I can just delete any A.C.E and/or QC versions for a no mod server? Share this post Link to post Share on other sites
xeno 234 Posted April 21, 2009 I can just delete any A.C.E and/or QC versions for a no mod server? Yes, you should do that. Just remove the co@ versions. Xeno Share this post Link to post Share on other sites
SWAT_BigBear 0 Posted April 21, 2009 Thanks again Xeno, especially since I'm off work tomorrow. :627: Share this post Link to post Share on other sites