ArMoGaDoN 0 Posted September 13, 2008 Hi Xeno, Thanks for these maps, they seem to be a great way to generate a random map. Just uploaded all the v3.09 onto the server, was playing through the West AI map, was working okay, but when you try to use teleport I did not get to choose what HQ to move towards. It zoomed in on the first HQ and would not let me click on anything, the dialog seemed to click itself automatically? Is this weird behaviour normal? Share this post Link to post Share on other sites
Tankbuster 1746 Posted September 13, 2008 WarWolf @ Sep. 13 2008,22:02)]Hi Xeno, Thanks for these maps, they seem to be a great way to generate a random map. Just uploaded all the v3.09 onto the server, was playing through the West AI map, was working okay, but when you try to use teleport I did not get to choose what HQ to move towards. It zoomed in on the first HQ and would not let me click on anything, the dialog seemed to click itself automatically? Is this weird behaviour normal? Were you using the NP enter key to bring up the menu? Share this post Link to post Share on other sites
ArMoGaDoN 0 Posted September 13, 2008 Hi Xeno, the maps are great. I uploaded the v3.09 to dedi-server. playing through West AI version, I noticed that I could not select which forward base HQ I wished to spawn at - it clicked ITSELF automatically on the first HQ, and did not allow me to select the second HQ. I teleported before I could click anything myself. this happened every time I tried to teleport. Is this a bug or is my setup here weird? Share this post Link to post Share on other sites
ArMoGaDoN 0 Posted September 13, 2008 um, no the normal enter key - I see, should I use the NP pad enter key instead?? Another undocumented 'feature' that needs to be fixed for ArmA2? Share this post Link to post Share on other sites
Tankbuster 1746 Posted September 13, 2008 WarWolf @ Sep. 13 2008,22:07)]um, no the normal enter key - I see, should I use the NP pad enter key instead??Another undocumented 'feature' that needs to be fixed for ArmA2? You should use the middle mouse button. It works fine then. I had this a while back, being whooshed to teleport one and although no-one could solve it, I did track the cause down to selecting the menu using the keyboard. Share this post Link to post Share on other sites
VanhA 10 Posted September 16, 2008 I searched this topic but did not find or was blind, an answer to a slight problem we're having: I edited the revive_RACS version to include some extra stuff like mando bomb console and satellite view etc.... I did not touch the revive scripts. I got a report today that when teleporting to base players end up in the isle which contains the Boot_Hill marker. How can I fix this? Share this post Link to post Share on other sites
GeneralCarver 0 Posted September 21, 2008 Fantastic Comments from everyone. Â I enjoy reading everything everyone says. So, here are a couple of mine, HOW TO TEACH IDOTS TO PLAY IDEA... Yes, I see everyone is talking about the Gun ho, "I don't know how to read" players who run and gun, destroy blackhawks, and don't play roles. I think an answer to this is to provide Hint, or text prompts on screen of player roles, what they can do. mabye even show pictures of actions/tasks they can do? Â Kinda like a dymanic in game "in your face" unavoiable briefing. (since most people don't read briefing). Think back to Battlefield 2 or Battlefield 2142, you jump in game, you got menus, pictures and voice tutorials teaching you your role.. this is what I think you should implement. Â This will teach people how to play. Maybe only do this once, and include some way to access these screens again (via radio or action menu)? BATTLE FIELD COMMANDER IDEA In my opinion, support drops, and artillery should be replaced by a single unit in this role. Do away with the arti operators. Maybe you could borrow the scripting out of warfare for voting a person in/out? Also, he could set waypoints for the teams. Â Pretty much like this position in Battlefield 2. REWARD SYSTEM IDEA Creating some kind of REWARD SYSTEM with WEAPON POOL UPGRADES is a fantastic idea. Like, if a SF operator lases a target, and it gets bombed, maybe he gets a point or two which adds up to unlocking bonus gear. WEAPON & CLASS IDEA ****For weapons.. maybe do away with ammo creates, go to a class-based interactive menu system with pre-defined configs? (or use the create as the "arming point" to execute this menu) PILOT CLASS IDEA ***I would also like to see a pilot class role. Maybe 3 or 4 (only they could use air craft). Perhapse make it a feature that could be enabled or disabled? IDEA FOR SUPPORT DROPS.. And finally, the chopper dropping stuff is buggy, and the thing gets shot down a lot and crashes a lot, I recommend using a support system similar to Evolution. Mabey just play a sound of a plane flying over head.. then shortly later your requested support drops in. COMBAT IDEA Less armor. More infantry. Maybe cut the armor present in 1/2 and double or triple the infantry presence. Its too lop sided. Most people are not fighting in vehicles. MY MOST RADICAL SUGGESTION.. Here we go.. do away with the ability to para drop anywhere. Perhapse limit it in the way of a DEPLOYABLE MARKER which must be manually moved? I, for one, enjoy a little traveling. It slows the game down, gives you time to think/plan, and forces you to play smarter. Perhaps the battlefield commander can do this. Just my thoughts. Great job Xeno. Share this post Link to post Share on other sites
overcharger 0 Posted September 21, 2008 First, Xeno, thanks a lot for this great stuff. You made this game more fun and give us a lot of xtra time playing and replaying. Second, I want to port this mission to another island and need tips about how to make this. Any suggestion? I like to know which script needs to be modified if is necessary. Or I have to change only the init file? Third, I made a tweaked version of Domination east 2.22 using RHS units, vehicles and weapons, just using raplecements for soldiers/vehicles and changing the x_weaponcargo script for weapons. Works well to be my first time doing any modification like this How can I put the soldiers directly without use of replacements? Thanks again for this amazing mission. Share this post Link to post Share on other sites
xeno 234 Posted September 22, 2008 I edited the revive_RACS version to include some extra stuff like mando bomb console and satellite view etc.... I did not touch the revive scripts. I got a report today that when teleporting to base players end up in the isle which contains the Boot_Hill marker. Hard to say without knowing what you've exactly modified Nevertheless... the upcoming release will make it easier to integrate different versions. So wait a little bit (well, may take longer ) Xeno Share this post Link to post Share on other sites
mandoble 1 Posted September 22, 2008 Just an important comment about air support console integration for several (or different) sides: depending on the side of the player using the console, make sure to fill up the <mando_support_enemy_sides> array correctly to avoid friendly fire. Share this post Link to post Share on other sites
xeno 234 Posted September 22, 2008 HOW TO TEACH IDOTS TO PLAY IDEA... First of all, I've never played Battlefield And I'm just a one man team so adding such stuff will take some time. Maybe in a later release. BATTLE FIELD COMMANDER IDEA Again... maybe in a later version. REWARD SYSTEM IDEA That is one of the things that I've allways kept out of Domination and probably one of the things that will never make it into it, at least not from my side (though as everybody is allowed to modify Domination maybe someone else will implement it). I personally simply dislike such systems, that's one of the reasons I haven't played Evolution for more than a year and one reason I don't like Warfare (completely destroys teamplay in my opinion). WEAPON & CLASS IDEA You are allready able to limit weapons for soldier classes. Take a look at init.sqf PILOT CLASS IDEA Allready implemented, again take a look at init.sqf IDEA FOR SUPPORT DROPS.. The drop support should be much better in the upcoming release. COMBAT IDEA You can lock different enemy AI vehicle types in the next version (armor, car and air, default all vehicles are usable). MY MOST RADICAL SUGGESTION.. In the upcoming release the parajump feature will not be available at base anymore (though if someone still wants it it's easily enabled in init.sqf). Maybe I'll remove the parajump flag from the main targets too. Makes things like transporting people and MHQ more important again. Xeno Share this post Link to post Share on other sites
xeno 234 Posted September 22, 2008 Second, I want to port this mission to another island and need tips about how to make this. Any suggestion? I like to know which script needs to be modified if is necessary. Or I have to change only the init file? If you are using a newer version (3.0X) then you have to update the positions in init.sqf. Take a look at the Schmalfelden and Uhao Edition what has to be changed. How can I put the soldiers directly without use of replacements? Again, init.sqf... Just look for the arrays that contain "SoldierEMG" for example. That's where you can change the units that actually get spawned. Xeno Share this post Link to post Share on other sites
xeno 234 Posted September 23, 2008 And again... status update: Quote[/b] ]- better handling for adding "Incoming" eventhandler in versions != Mando - references to arrays do now get removed as soon as possible for better memory handling - fixed a typo in x_bike.sqf - added option d_lock_ai_armor, d_lock_ai_car, d_lock_ai_air. If set to true enemy AI vehicles will be locked (default = false) - wreck markers get now transfered to JIP players - mash and mg nest markers of disconnected player get now deleted (the abandoned mashs and mg nests too) - replaced the wreck chopper with the UH60 MG/MI17 MG again. Instead you'll get a welcome message when entering a chopper as pilot that tells you what kind of chopper it is (welcome message can be disabled by setting d_show_chopper_welcome to false in init.sqf). - added a chopper lift hud (to turn it of set d_show_chopper_hud to false in init.sqf) - increased the wreck lift height - fixed a bug in the creation of civilians - fixed the side missions where you have to rescue civilians and hostages at main targets - removed more vehicle inits - removed the "Choose Parachute Location" action from the flag at base again (can still be activated by setting d_para_at_base to true in init.sqf). Makes the MHQ more important again. - fixed a bug in the getin handler for the engineer salvage trucks (now only engineers can drive such a truck in versions != AI) - replaced the 5to trucks for the engineers with Warfare salvage trucks - ammo/humvee drops are more accurate now - engineers can now analyze a vehicle before repairing/refuelling (they see a hint with the vehicle status and estimated repair time) - engineers can now only repair and refuel a vehicle once. They have to go back to base to restore their repair and refuel capabilities (if they have a salvage truck near them (< 20 m) then they can repair and refuel more than one vehicle) - it is now possible to specify more than one type of enemy vehicles that will get spawned. For example, if you want T72 and T90 on enemy side just change the first element of d_veh_a_E from ["T72"] to ["T72","ike_t90shtora"] (randomly chosen which type will spawn) - added more warfare static weapons - reworked placing of static weapons from engineer salvage trucks. You now get a preview mode (static object is created with createVehicleLocal) to place the object exactly where you want it. - removed the "bring back a truck to base" main target mission - fixed the "kill the officer" main target mission - fixed a bug where enemy paratroopers could still jump over an allready cleared main target - if d_arti_check_for_friendlies is set to true in init.sqf (now default) a check for friendlies near the artillery target will be done and no artillery strike will be executed if you fire HE or DPICM - added a welcome message to some special vehicles (currently mobile respawns and engineer salvage trucks). Can be disabled by setting d_show_vehicle_welcome to false in init.sqf. - fixed a bug that removed all static objects of the same kind in a engineer truck when one weapon was unloaded - randomly spawned civilians get now created in some cities, if a player is near that city (busses, cars, pedestrian, to disable set d_create_civilian to false in init.sqf) - there's now a support building near jet/chopper service and wreck repair point. If the corresponding building is destroyed, you are not able to service or repair vehicles. Engineers can rebuild the support building (takes some time). - fixed the position of the player ammobox at base (sometimes it could get moved a few meters away from the correct position) - fixed a small bug in x_water.sqf - fixed the name of the recruit hut marker in the AI versions (didn't get drawn) - added d_no_para_at_all variable in init.sqf. If set to true you want get any parajump flags at cleared main targets and base. - some internal script changes - fixed getin message in Sahrani Battle - added missing char animation in Sahrani Battle - added bonus missions co33 Revenge, Red Alert 1 and Red Alert 2 Still work in progress, am adding more stuff. Xeno Share this post Link to post Share on other sites
Sneaker-78- 0 Posted September 24, 2008 hi Xeno, Can you say how you implemented the mando console, in the mando version? Tnks Share this post Link to post Share on other sites
xeno 234 Posted September 25, 2008 Can you say how you implemented the mando console, in the mando version? Open x_scripts\x_checkdriver.sqf and you'll see Xeno Share this post Link to post Share on other sites
gunterlund 0 Posted September 25, 2008 Not clear on what the difference is between the AI version of Domination vs the Revive version. What does this mean. thanks for the info. Share this post Link to post Share on other sites
lockjaw-65- 0 Posted September 25, 2008 HOW TO TEACH IDOTS TO PLAY IDEA... First of all, I've never played Battlefield And I'm just a one man team so adding such stuff will take some time. Maybe in a later release. BATTLE FIELD COMMANDER IDEA Again... maybe in a later version. REWARD SYSTEM IDEA That is one of the things that I've allways kept out of Domination and probably one of the things that will never make it into it, at least not from my side (though as everybody is allowed to modify Domination maybe someone else will implement it). I personally simply dislike such systems, that's one of the reasons I haven't played Evolution for more than a year and one reason I don't like Warfare (completely destroys teamplay in my opinion). WEAPON & CLASS IDEA You are allready able to limit weapons for soldier classes. Take a look at init.sqf PILOT CLASS IDEA Allready implemented, again take a look at init.sqf IDEA FOR SUPPORT DROPS.. The drop support should be much better in the upcoming release. COMBAT IDEA You can lock different enemy AI vehicle types in the next version (armor, car and air, default all vehicles are usable). MY MOST RADICAL SUGGESTION.. In the upcoming release the parajump feature will not be available at base anymore (though if someone still wants it it's easily enabled in init.sqf). Maybe I'll remove the parajump flag from the main targets too. Makes things like transporting people and MHQ more important again. Xeno Firstly i have to say that im impressed with your version of this map. i never liked it when the original came out with the rank system etc. I am so glad that you are not doing any reward system cos thats the worst part of any map. i think the warfare map would be so much better if it had a different system than getting cash for killing a enemy. Really nice work on this map look forward to any new versions you release. BTW have you done any version where it has the grass in or did it cause problems Share this post Link to post Share on other sites
Sneaker-78- 0 Posted September 25, 2008 you can turn the grass on in the action menu and select show status and then edit gras layer or something Share this post Link to post Share on other sites
Andre 10 Posted September 25, 2008 (edited) (...) Edited January 24, 2011 by Andre Share this post Link to post Share on other sites
GeneralCarver 0 Posted September 25, 2008 Hey Xeno, Thanks for replying eariler. I like the sound of where you plan to take this map. One Edit. I suggested a modification to the main type of combat experienced. I didn't mean cut down the use of friendly armor. I would like to see the enemy Armor presence at objectives cut in half and double the enemy infantry presence. Seems like i'm fighting more crewmen these days from disabled vehicles than infantry. Thats all, Thanks : ) Share this post Link to post Share on other sites
Andre 10 Posted September 26, 2008 (edited) (...) Edited January 24, 2011 by Andre Share this post Link to post Share on other sites
cdn_biggdogg 29 Posted September 26, 2008 (...)I would like to see the enemy Armor presence at objectives cut in half and double the enemy infantry presence.... I second this. Rather than just cutting the number of anything in half as I like the number of armored vehicles in the mission can you (Xeno) set it up to have the number of vehicles and infantry editable in the init.sqf as you have so many other parameters? It would be nice to be able to select the vehicle and the number that spawn and to be able to add extra vehicles or remove vehicles at the main missions within that array. And even better if you could include a value for a random number as well. An array such as ["T72",3,2] where it spawns 3 T72's with a random number added that it will spawn anywhere from 1 to 5 T72's. This should satisfy all parties as they can edit to their own preferences! I hope it's possible! Share this post Link to post Share on other sites
xeno 234 Posted September 26, 2008 Seems like i'm fighting more crewmen these days from disabled vehicles than infantry. Then your server should run gdtmodtracked I'll add some code so that you can change the number of armored vehicles that will get spawned. Xeno Share this post Link to post Share on other sites
xeno 234 Posted September 26, 2008 So my question to Xeno: Why do you modify default client video settings ? Why do you force the video settings to low at mission start ? I know it is possible to set terrain details in action menu and get few grass back, but why dont you let client video settings as they are ? Maybe it is only an illusion, but it looks to me not good graphics, even when I set terrain level with action menu... ? Hm, you must have some other ArmA than me then It's a simple use of setTerrainGrid, it's been set to 50 at mission start, simply by the fact that it produces the least lag. The other values are 25 and 12.5. From the BIS Biki: Quote[/b] ] * 50 - smoothest, less lag * 25 - default in multiplayer * 12.5 - default in singleplayer * 6.25 * 3.125 - bumpiest, higher lag Xeno Share this post Link to post Share on other sites
lockjaw-65- 0 Posted September 27, 2008 you can turn the grass on in the action menu and select show status and then edit gras layer or something  Thanks, that was easy lol Share this post Link to post Share on other sites