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co30 Domination! One Team

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Fixed some small bugs in the preview bonus mission package...

Changelog:

- Fixed: corrected JIP in co18 Green Holidays

- Fixed: AAHALO parajump didn't work in co17 Wings of Steel

- Fixed: unlock hints do now show the correct names for tanks and planes (not Leopard or Eurofighter)

Please download the package again:

Domination Bonus Missions

@rick1965

In the AI version anybody can use artillery (it's not limited to artillery operators). Therefore it's possible that somebody else allready called in an artillery strike and arti is not available for you.

Xeno

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I'm using mando for flares during incomingMissile (still on v3.09). What is the best way to make sure all players get to see these particles? Currently only the pilot will see this. I'm thinking PVEH, but I'm not quite sure now to attack this.

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Bueaty..

thanks xeno. we are just playing wings of steel now, and noticed we make strawberry jam, when halo'ing. i came to report and lo, theres an updated version, awesome,

we put it down to shoddy war funding from obama. now george is out the parachutes come from wal-mart ?

man i love your missions, we played op cameltoe, an east AI domination i 'tweaked' on the weekend lan and online for 24 hours, 5-8 players, cleared 6 townns, 24 side misssions,, only one error, that was to do with para jumping, not rpeatable though so thankyou.

is anyword on a final version of 3.12 ? im sorry i havent spent much time on it past week, a few too many bugs for public, but hey i should run it shouldnt I ? testing and all,,

Too busy with wings of steel, i love it smile_o.gif cheers..

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The mentioned stuff about scenario selection is now in my version. In some scenarioes side missions are disabled leaving a lot of new places for main targets. 63 now including the old 21 main target areas. Very fun to play in places you may never have visited before on Sahrani smile_o.gif

Ideas which I haven't made myself yet. Maybe something for the original? New main target secondary objectives:

1. Enemy has captured one of our destroyed xxxx from the battlefield for reverse engineering purposes. Get the destroyed vehicle back (wreck chopper). You get to keep the vehicle (pluss the bonus) once it has been repaired on the base.

2. Enemy has stolen one (or some) of our xxxx vehicle(s). Get them back alive to achieve your bonus. They contain secret document we don't believe they have managed to find yet, so it is imperative that the vehicles are not destroyed before return.

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Here is another idea, halfway implemented in my version: Intel and "radio decyphering" (automatic). Make another "special side mission" similar to the artillery base side mission. This one is to "obtain all decyphering cards" so that our intelligence can translate the enemy radio codes. Doing this gives you all "levels" of information automatically.

Another way to obtain these cards, one by one, is searching through the bodies of the enemy artillery operators (officers or team leaders), and/or on the officer in "kill the officer secondary target". Attach the needed addAction, and let there be a 33% chance that he has this info. Deleted killed men could be a problem, but it won't feel devastating not getting the information, but it's a very nice bonus for hard work.

"Levels" of intel:

1. Enemy is sending saboteurs to attack your base.

2. Enemy is sending airdropped reinforcements to the main target.

3. Enemy is sending an attack plane to support current main target.

4. Enemy is sending an transport chopper to support current main target.

5. Enemy is sending an attack helicopter to support current main target.

6. Enemy seems to have spotted someone in grid xxnn (needs a repeating detection trigger, use timeout?).

7. Enemy has called for artillery support on grid xxnn. Unknown munition.

8. Enemy has called for "type" artillery support on grid xxnn.

All that is needed for this to work is a counter variable and a pveh listeing for the generated string (set to "" after completion and no response to ""). When not "" it will display the text as BASE HQ: TEXT and maybe a transmit sound (not the one from 2.22 wink_o.gif)

For those not "cheating" using teleportation, this will be a godsend since they can now prepare, i.e. trying to beat the saboteurs on their way to the base and meet them with lead. If no cards has been found, it will just be as it is today, not a big deal really.

Need check if greater than to allow depending on cards found, but I haven't get there yet myself.

I am doing mine at an early stage as possible, i.e. in x_airki.sqf it happens on each "case", such as :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

x_communication = "According to intercepted communications, the enemy is sending an attack chopper to the main target area";

publicVariable "x_communication";

Of for the artillery / detection part (_target is from my own artillery script):

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

x_communication = format ["According to intercepted communications, the enemy has requested artillery fire support on grid %1, munition unknown.", [getPos _target] call fn_GridRefCoords];

publicVariable "x_communication";

On x_setupplayer.sqf:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

"x_communication" addPublicVariableEventHandler {

 if (x_communication != "") then {

 playSound "transmit";

 [playerSide,"HQ"] sideChat x_communication;

 x_communication = "";

 };

};

Probably buggy and bad english, but I think you understand the idea. I'm sure you can come up with something much cooler too smile_o.gif Is this something to consider for a future version? Just an idea smile_o.gif

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Bug in my changed version of x_sideprisoners.sqf. Probably also applies to original Domination:

Civilians that are still in a vehicle, i.e. UH-60, will not be deleted when side mission is completed. Those on the tarmac will be deleted.

Few updates on my version:

1. Airdefence now generates a set of markers on the server of type empty. This is stored as an array similar to the wreck markers so JIP players will see them upon joining. They will be generated on playerside if we find intel on the matter. Three types of airdefence requiering to find three different kinds of intel: Anti Air (shilkas), Scout (brdms), and Patrol (infantry).

2. Intel system is now more randomized instead of a linear sequence. I have an array of 10 "bits", each of which contains one piece of intel. Status Dialog has been updated to show what intel has been found. Searching a body of a squad leader (currently all for debugging) have a chance of finding intel, but it can also find already known intel. So it becomes harder and harder to find something new. Intel types:

*Saboteurs to base

*Attack helicopter to target

*Transport chopper to target

*Fighter plane to target

*Paratroopers to target

*Spotting Warning on grid nnn (enemy detection)

*Artillery Request on grid nnn (might not happen)

*Anti Air Positions

*Scout Positions

*Patrol Positions (within 2km)

Client PVEH takes care of adding the addAction for newly generated units. A client trigger takes care of adding addAction to previously generated units. Not 100% there yet, but the idea looks good.

3. Added a call to a code in the respawn system, where a check is made against the current magazine. If a shot has been fired, it will remove one magazine. This to help on the 'all back on respawn exploit' (important if you play using limited resources).

4. Friendly missile handler now trigger a client PVEH, so that the mando flares can be seen on all clients (not mando *version*, only that particular script).

5. Enemy choppers and planes also get a missile eventhandler, and will trigger the same PVEH on the clients. Less chance for enemy to evade a missile, but it can happen.

6. Tweaked some of the generated units. AT specialists now have increased chance of being a Javelin guy. KSVK snipers now have a less chance of being a KSVK equipped.

7. Some of the v3.12 functionality included in my version, but we're now heading into different ways. I'm starting to call mine Dominatrix, as to reference where it came from, but also remind others that this is something slightly different. Stuff included is: Heli HUD (that was a bitch to get right!wink_o.gif, Rep analyze, JIP'ed wreck markers.

8. Finished the "Scenario Selection" thingy mentioned above, pretty much as described there. Some won't have side missions, in which the reward bonus will be from both lists.

9. Biased rewards. It's now a better chance of getting a HMMWV than an M1A1 tank, and side missions generate the least interresting rewards.

10. Pluss probably a whole lot of other stuff I can't recall.

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Bug in my changed version of x_sideprisoners.sqf. Probably also applies to original Domination:

Civilians that are still in a vehicle, i.e. UH-60, will not be deleted when side mission is completed. Those on the tarmac will be deleted.

Indeed, that's a bug. Fixed, thanks for the report.

Few updates on my version:

...

<deleted a "few" updates wink_o.gif

Maybe one day you can send me your version so that I can test it smile_o.gif

Xeno

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I just started playing Domination Single Team AI v2.22 and was hoping I could get some questions answered.

My recruits are "calling out" vehicles at the base as being "hostile". The vehicles are most likely Blufor and not RACS. When I put my AI team in one of the Blackhawks, the gunner literally empties the mini-gun into the neighboring choppers. What can I do to prevent this? I tried putting the whole team on "hold fire" but it did not stop the firing.

What's the difference between the 3.09 West AI version and the version I mentioned above? I started off with the 3.09 version and could not find a recruitment hut so I started playing the 2.22 version.

If I go to edit Domination, do I need to track down some content? I could not edit Evolution due to a deleted content error. I want to add an ammocrate to always be at the base and I'd like the ability to recruit an AA soldier - if I can.

Awesome mission! I look forward to playing it A LOT!!!

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I can help you with a workaround for recruiting AA soldier.

Recruit a couple of blokes, then gather then all round an ammo cache. Through the command system, you can make them 'gear' at the ammo cache. Give then a pistol for self protection and a tube and two AA missiles, then put them somewhere in between the runway and the taxi way, and put them on alert and fireat will. They'll do a decent job of shooting down any enemy aircraft.

Also, if you can have a MG dude with them, he'll cut down any enemy paratroopers that surviving the helo being shot down.

Furthermore, if you can win a Vulcan from a sidemission, pop an AI in the guners seat and drive it out into the middle. If you park an ammo truck next to it, it'll never run out of ammo. A nearby repair truck should make it, to all intents and purposes, invincible.

Just one thing to remember. If a side mission requires you to bring an enemy officer back to the base, you'll need to dismiss all your AI, or they'll cut him to shreds.

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My recruits are "calling out" vehicles at the base as being "hostile".

Never saw that in the last AI versions.

I started off with the 3.09 version and could not find a recruitment hut so I started playing the 2.22 version.

Try the 3.09 AI version. Recruitment hut gets created during mission startup.

If I go to edit Domination, do I need to track down some content? I could not edit Evolution due to a deleted content error. I want to add an ammocrate to always be at the base and I'd like the ability to recruit an AA soldier - if I can.

Domination uses only vanilla ArmA addons. And there's an ammocrate allready placed on the base. For the AI version you have to start the AI version or edit it.

Just one thing to remember. If a side mission requires you to bring an enemy officer back to the base, you'll need to dismiss all your AI, or they'll cut him to shreds.

Oh, that's a bug nobody reported yet smile_o.gif

I'll fix it for the final 3.12 (I guess setCaptive is the way to go).

Xeno

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Quote[/b] ]Through the command system, you can make them 'gear' at the ammo cache.

Yeah, I was trying to avoid that. I've done that in other missions and getting the AI to cooperate is sometimes a nightmare. It'd be easier if I could just pick 'AA Soldier'. I'm getting beaten up pretty badly by KA-50s at the mission zone.

Quote[/b] ]My recruits are "calling out" vehicles at the base as being "hostile".

Could it be that the setting of how RACS treats Blufor is set wrong?

Quote[/b] ]Try the 3.09 AI version. Recruitment hut gets created during mission startup.

I did try the 3.09 AI version but didn't see it in the game or on the map. I saw both in 2.22. I will look again.

I didn't find any ammocrates at the airbase but I will look again.

Quote[/b] ]Just one thing to remember. If a side mission requires you to bring an enemy officer back to the base, you'll need to dismiss all your AI, or they'll cut him to shreds.

That's kinda funny. Can you dismiss your men even if you're not at the Recruitment hut?

Xeno, did you make any changes to fatigue levels? After running, my character seems like he's a lot more "drunk" than usual.

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Xeno, did you make any changes to fatigue levels? After running, my character seems like he's a lot more "drunk" than usual.

Not possible without addons or scripting commands. So that's a no.

Xeno

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I went back into 3.09 West AI and all is good. Guess it just takes some time to get oriented...especially when you're playing Evo, Domination and Sabotage at the same time.

The only thing I noticed was that my first recruit "calls out" an unknown tank and truck when he spawns but no biggie.

Looking forward to playing this excellent mission.

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3.09 West AI ~Guess it just takes some time to get oriented...especially when you're playing Evo, Domination and Sabotage at the same time.

The only thing I noticed was that my first recruit "calls out" an unknown tank and truck when he spawns but no biggie.

The AI spawns at Paraiso airfield and thinks; "WTF, M113's, UH60's and so on and so forth" but he soon settles down.

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It'd be easier if I could just pick 'AA Soldier'.

This would make a useful addition to the action menu when recruiting AI.

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It'd be easier if I could just pick 'AA Soldier'.

This would make a useful addition to the action menu when recruiting AI.

x_scripts\x_setupplayer.sqf:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

...

AI_HUT addAction["Recruit Sniper","x_scripts\x_addsoldier.sqf","Soldier%1Sniper"];

AI_HUT addAction["Recruit AA Soldier","x_scripts\x_addsoldier.sqf","Soldier%1AA"];

AI_HUT addAction["Recruit Specop","x_scripts\x_addsoldier.sqf","Specop"];

...

wink_o.gif

Xeno

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It's as easy as that? Wonderful!

Can you put that in the next version, please?

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Hi _Xeno_

i have had a lot of fun with your domination, thankyou very much,

in any of the beta 7's 'co30_Domination_3_12_West_AI_b7.Sara'  is the one im asking about.

in the AI version when a player joins, everyone has artillery in the menu available, however after a death, the arty menu is no longer available. This happens in any player slot.

I had made a red version of your beta7 and thought it was my editing, but tested with co30_Domination_3_12_West_AI_b7.Sara and it is in there too.

I have searched everywhere am i correct in thinking it is something in x_playerspawn.sqf ?.

Also another bug? when a side mission is completed, IE take down a tower, or others, "The sidemission target died due to a tragic accident...", and no bonus vehicles are awarded. this is not always the case. but is so for around 80% so far.

If youd like to check my edit, i have given it a little storyline, added a few vehicles, here and there, please browse DROID103 Training Camp in the arma browser. id love for you to stop by sunny melbourne. and see what ive messed up smile_o.gif

love your work,

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in the AI version when a player joins, everyone has artillery in the menu available, however after a death, the arty menu is no longer available. This happens in any player slot.

Yup, a bug. Forgot to include the setup macro file into x_playerspawn.sqf, fixed.

If you want to get it working in beta7 add

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

#include "x_setup.sqf"

at the top of the file.

Thanks for the report.

Also another bug? when a side mission is completed, IE take down a tower, or others, "The sidemission target died due to a tragic accident...", and no bonus vehicles are awarded. this is not always the case. but is so for around 80% so far.

Changed, shouldn't happen anymore in the One Team version.

id love for you to stop by sunny melbourne. and see what ive messed up smile_o.gif

Dunno if it makes sense to play with a 500 ping smile_o.gif

Expect a final 3.12 release before Christmas.

Xeno

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Hi _Xeno_

Adding #include "x_setup.sqf" into x_playerspawn.sqf works perfectly. thanks for the reply.

I want to thank you also for taking time to compile these scripts, especially with the home modder in mind. your comments through the code makes solving these puzzles a true joy.

I am still hunting down why side missions do not work, but i am learning every step of the way.

The guys from 'old dead beavers' will be very stoked tonight when we can rain down from above. and thanks for the tip on the AA guys at hut.

I love the mando integration with the AI version it is great..

Is it possible do you think, (im kindve asking a bit of help finding where), is it possible that i could place a hut an the end of runway and make THAT the controller for the Air support ?

Ive been over the script but cant see where the MHQ's are designated as the air support 'holders'. I must have missed the reference to the MHQ. if you could nudge me, ill fix the rest and see how it goes.

i did find one ting with the version 3.12.b7, the line 187 in x_setupserver.sqf had a typo and caused effects not to run.

changed from <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _vec_init = _vec_init + "xhandle = [this] execVM ""scripts.scalar.sqf"";"; To this ..

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vec_init = _vec_init + "xhandle = [this] execVM ""scripts\scalar.sqf"";";

thanks again for a great map. and 500 ping ? [sheepish grin] we've had worse. wink_o.gif anyways regards for staying up the night putting this together, xmas will be nice online this year.

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_xeno

I would love a version of this where you can play as player controlled SLA against human  west.

I would like it so that the player sla spawn at the target areas with the AI SLA and you have to fight off the human west side.

perhaps the west could have a slight advantage as in air support etc to counter the fact that player contolled SLA actually spawn at the target area.

anyway just thought it would be a fun idea.

Could you perhaps do this in a version it would be great. I have tried but dont know how to get the player to teleport to the target areas automatically.

thanks.

At the moment I have this sort of working by allowing an opposing sla player controlled unit to teleport manually to the target but I would like it to be automatic.

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Xeno,

I just wanted to say thanks from all us on our server. We play your mission non stop all day long. We love it and please keep up the good work. I'll start reporting bugs from our server once I get them. Once again thanks.

We are running a server in Washington, DC.

http://cache.www.gametracker.com/server_....mg]

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Hi Xeno.

I will try to send you a mission file when I sort a few bugs out. I was hoping to release a version (non-optional, only west revive possible in mine) during christmas, but I have gotten into a couple of weird problems. I don't know if you can find time to help during christmas season, perfectly understandeable if you can't. I list a few

1. vars_array now contains (among other new things) a new index called airdefence_markers; 24 off markername, position, and text (rest is automatic). The airdefence script now generates a set of markers on the server using type "empty" so they don't show up anywhere. These works perfectly during JIP. When we find "intel" using seach body, these markers show up on the JIP client. The non JIP client however, have an empty array in vars_array, but still it sometimes work, sometimes it doesn't. I'm not quite sure how to handle this problem.

2. I now have enemy grenadiers fire flares at night, with a certain probability of ammo "magically" regenerating (instead of scripting "get more ammo in nearest crate"). Night missions can now be pretty bright and NVGs are very often non desired due to combination of enemy artillery using a lot of flares. However, I let every single grenadier start his own script, and something tells me this can be problematic for server to handle.

3. I've "corrected" all scripts regarding indenting, so to only use tabs and not spaces. Result is, oddly enough, the PVEH for enemy incomingmissile no longer fires? Wtf? It worked perfectly afaik prior to these changes. It works in singleplayer using if(X_SPE) then {[] execVM "flares"} else {heliflare =_vehicle; publicVariable "heliflare"}. Maybe I should just delete the X_SPE check although it is initialized to false in init.sqf? Not sure how to attack this one.

4. I've attempted to update the wreck_marker system so that JIP'ed players also get wreck positions after a vehicle has been wreck-repaired. In default 3.09 only wrecked vehicles got markers, not wrecked vehicles that was repaired and rewrecked, i.e. the repair station script doesn't set the array. However, I'm now getting two markers; the first wrecked position and the wrecked position after being repaired. I'm not able to correctly remove the wreck marker entry form the array of markers, and frankly, I'm having problems understanding the code -my bad I guess biggrin_o.gif

Items #1 and/or #4 is causing me some "pain", because I see sometimes in the server.rpt an error like "error in vars_array, illegal number" or something. But I never find out what the problem is... Shruds...

5. A last problem I'm having is regarding how the action "search body" is handled. A trigger is generated for every joining player that once it will assign this action to certain enemy units already existing on the whole map. This makes sure JIP players are handled. All generated units (if of certain types) will also have this action generated on them. The problem is when a unit is generated *while* the trigger is firing, in very rare cases a unit will get two "search body" actions. The action will try to remove itself but one will remain persistant and you can perform the action again and again until all intel has been found, not a good idea. Currently I'm using a delay trigger [1,1,1] since I've had strange problems before using instant triggers [0,0,0] (timeout value), not sure if this is a potential problem generator.

Edit: I should note that I have no problems with editor placed Kamovs with eventhandler added in the init field. Only the script generated aircrafts (x_airki.sqf). But we shall see tonight, maybe there is only a problem when I am running dedi server locally (which would be weird in itself).

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