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xeno

co30 Domination! One Team

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Getting the same error on our server.

Thought I've fixed. Simply remove units before _units and it'll be working.

Xeno

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Rgr that. AWotter fixed us up as per your instruction. Just wanted to give you a heads-up that it may still be in there.

Thanks! We're really enjoying Domination again.

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Hi Xeno.

Some time ago you told me how to move this mission into another island.

Well, now I'm working on this and I want to know two things:

1. What file (or files) need to be modified in order to change the side missions and hints. I know only about changes on init file.

2. What is the easiest method to obtein map coordenates.

Thanks.

PD: I´m working on Domination 3.14 Chilean mod over Podaga.

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i might pipe in and answer the second question,

I have just been messing with changing co-ords and such, and found the best way for me was to create markers in a NEW mission.sqm, at the places you want the things to be. naming them as such.

when you are happy with placements, go into mission.sqm and with a text ed, and see the co-ord you need.

as for your first question, i kindve know, but would like to see what xeno says smile_o.gif

regards./

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what is the best way to get coorinates to adjsut where something spawns....

Add a trigger in the editor, condition: true, on activation add the following:

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

handle = [] spawn {while {true} do {player sideChat format ["pos: %1, dir: %2", position player, direction player];sleep 1.012}}

Xeno

there ya go.....

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New A.C.E. version 3.20 available

Changes since 3.15:

Quote[/b] ]

- complete rewrite of the network code (finally I've found time for this, massive reduction of publicVariables)

- artillery smoke, etc, now uses A.C.E. viewblock in the A.C.E. version

- you now have to get a parachute pack before choosing parajump at the jump flags in the A.C.E. version

- made some enhancement in the call drop code again (hopefully the AI driven choppers will now really come to the drop point)

- added IRStrobe to the crate in the A.C.E. version

- added more radio variants to the artillery operator radio check in the A.C.E. version, calling artillery is now also possible inside vehicles (as long as you are not the driver/pilot)

- in the A.C.E. version Alpha and Charlie team leaders can only call in an air drop if they have a radio

- added M2HB, tripod and magazines into the ammo crate in the ACE version

- added M1014 shotguns in the A.C.E. version

- added SU27 as attack plane in the A.C.E. version

- many, many internal script changes!

Download:

Edit: Download link removed.

Please note that you need A.C.E. public patch 1

This is only the A.C.E. version.

Please test and report any bugs you find here.

Enjoy!

Xeno

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Hi

Haven't had time to check it out yet, still busy trying ACE Patch1. But noted a couple of things just from your text.

"massive reduction of publicVariables". Does this mean there is now a lot less things being published, or the same amount of traffic generated but using less amount of variables (more generic)?

Calling for artillery support _should_ be possible for the artillery operator if the vehicle is the MHQ. Kind of makes sense? smile_o.gif But, maybe you should check that the caller is at least within sensible range of where he's firing at. I mean, as a forward observer, wouldn't it be nice to actually be able to observe? I've put many such restrictions into my version, mainly because I'm a bit tired of Rambos firing blind.

Also I've made a "radio system", where no messages from "base" or "firebase" (artillery) are recieved by the player if nobody in his group has a legal type radio. Not sure if this is something for the casual player though.

You should split the boxes as ACE did, using west weapons and west ammo. When calling for an ammo drop, ammo is what you get.

However, in order to make the medics even more important, the MASH should be cleared of everything except bandages. Only the medics get access to morphine (not important anyway, can wait to get the same effect) and epinephrine (important but sounds dangerous to me to be used by untrained personell).

But... The Ch53 could be replaced by the medevac version which could possibly drop a special medical crate instead? All other crates has no medical supplies (all/most enemies has bandages anyway so not a problem). It would then serve as a wreck/(medevac)/med supply combo.

Edit: Came to think of it, ArmA2 is on the way. If you can find the time to work through all the scripts, I think it could be wise to make all "class" based scripts be generalized further in init.sqf only, simply by referring to player slots. I.e, the modder sets up his completely different squad system where players are called alpha_1 etc. Then there exists some arrays over "abilities" where the modder can insert any slot he likes. It looks like a horrible job trying to keep Domination ajour with all new mods and classes they provide. This way, class is no issue anymore. But it is a hellofajob tho... Example:

d_can_call_arty = [RESCUE,RESCUE2]

Not sure what happens if these are objNul or isnil though, just something to watch out for. Anyways, probably more an issue for ArmA2 than current Domination.

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hi xeno, good job.

played 'briefly' today, and found the arty1 operator could call and position an arty strike, but no payload appeared.

tried at night first to call a flare over base, strike seemed to work, however no flare.

tried in day at mercallio (?) to call several strikes on Armour, but no ordinance appeared,

i then went stood next to mhq and tried but no joy. each time i had the radio pack in my inventory.

/enemy seems smarter again, the arty or mortar? that they are hammering us with seems to work fine.

the server , ill leave running if anyone wants to test and see what i mean ?

Address: 114.77.114.250:2302

Map: co@30 Domination! A.C.E. [3.20]

Active Mods: CA;beta;@ACE;@ACE-Islands

thanks xeno, mmm i see p85 code in there smile_o.gif yummy

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confirmed, both artillery operators doesn't work for us too.

Happened because of the new network code. Forgot to compile some strings to vars, fixed. Will update when I'm back from work this evening.

Thank you for the report.

Xeno

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Hi Xeno yeah can confirm arty bug as been network related as it works fine offline but not on remote dedicated server.

Regards

WOPPA

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Thanks for this, going to try it this afternoon, any thoughs on a version with ai cheers  smile_o.gif

An A.C.E. version with AI would be most appreciated, does it require massive effort and sacrifices of rubber chickens?

I hope not!

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New A.C.E. version 3.21 available

Changes since 3.20:

Quote[/b] ]

- fixed some bugs in the network code, for example not working artillery

- fixed airki, after the first attack planes or choppers got shot down no new ones were created

- fixed some other small glitches

Download:

Edit: Download link removed.

Please note that you need A.C.E. public patch 1

This is only the A.C.E. version.

Please test and report any bugs you find here.

And please be aware... Domination does NOT run hosted. You need to start the mission on a dedicated server !!!!!!!!!!!!!!

Otherwise the host will not see updates during the game.

One more thing... after spawning as a seagull this evening on my own dedicated server while testing alone, I decided to stop working on updating the A.C.E. version (never encountered that before with public beta 1 on my own dedi).

Enjoy!

Xeno

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Hey Xeno cheers for the quick updates enjoying domination loads but have come across a problem with the radio tower in 3.21.

The problem is once a charge has blown the tower it is displayed as destroyed to some players and not others and the town fails to clear and keeps getting re-enforced by Mi-17's .

A number of player on our server have reported same on a number of different servers and we have seen it twice already on our server this evening.

Just thought i'd let you know

keep up the good work

Regards

WOPPA

P.S running on dedicated server

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I can confirm this.

Cleared the first town up, Arcadia - not a soul around. It would not clear in the mission.

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Well, the code for the tower hasn't changed, it's exactly the same as before.

Nevertheless, as I allready wrote, I'm not going to update the A.C.E. version anymore.

The wounding system is completely messed up in 1.01 (things like not dying AI and other problems), JIPPing as seagull (I've even got ingame and had no sidechat and markers anymore), etc., don't encourage me to do put more effort in this.

Xeno

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I can confirm this.

Cleared the first town up, Arcadia - not a soul around. It would not clear in the mission.

Did you do the secondary main target as well as the radio tower?

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Well, the code for the tower hasn't changed, it's exactly the same as before.

Nevertheless, as I allready wrote, I'm not going to update the A.C.E. version anymore.

The wounding system is completely messed up in 1.01 (things like not dying AI and other problems), JIPPing as seagull (I've even got ingame and had no sidechat and markers anymore), etc., don't encourage me to do put more effort in this.

Xeno

That's sad to hear.

I am willing to put extra effort in the mentioned problems. If only you would properly report them, and without conviction.

If you would help us out, in determining the problem and reproducable situation, we could fix a problem like this in no time.

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hello.

i had a problem with the forum, i posted twice, sorry, here is a funny picture.

jan21002pq1.jpg

we shot at this,(these) guys for hours. they showed up as alive still on map. are these the guys holding up the mission ?

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hello,

We have tested the 3.21 a lot now, thank you for a new update.

the artillery works great. two players can strike at once using arty1 and 2.

the problem of not being able to 'clear' a town remains however. It seems no amount of pummeling or house to house searching will render a town truly passive. we have tried this with three server restarts now, materado ? everon, and cayo. in all three we had brought down the tower and resolved the secondary main missions, yet the town refused to surrender.

we did look for hours for the elusive wounded soldier, but it took a while to 'make sure' they where all dead. is this ace behavior again? AI not truly dying. Also we saw (not seen before ace1.01) a bunch of enemy soldiers dead, but still in standing pose, on closer look, it wasnt one, but many soldiers melted together. lol.

please don't quite give up on the mission end trigger for towns in this, we love it down under.

thanks for your work xeno

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the problem of not being able to 'clear' a town remains however.

I'm sure this is the problem we're having with Xeno's other mission?

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Well, glad we aren't the only ones seeing the 'not clear' problem. We tried version 3.20 and 3.21 of the ACE version last night and were not able to clear the towns. We went so far as to level the entire town just to make sure there wasn't a clipping problem.

As for a semi fix, we rolled back to the 3.14 ACE version just to make sure it wasn't the ACE 1.01 patch as the cause. Seems that we were able to get the town to clear with no problems in that version. Only problem we had after that was a kiddie 'hacker' crashed the mission.

We LOVE this mission on the TeamDUCK server. Thanks for the great effort Xeno! PM me if you need a private dedicated server to work with. We have a couple you could use for testing.

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Sorry to say it again, but there will be no further update for the A.C.E. version.

The main target check trigger is the same as in all the previous versions. So that is not the reason it might fail.

3.14/3.15 had a different handling of destroyed vehicles (including static weapons). While in 3.15 the crew didn't get deleted after a vehicle got destroyed I've activated it in 3.20/3.21 again (like in all other normal versions where it works just fine).

The reason for enabling it again was that it looked really ugly to see dead crews sitting in the air after vehicles got deleted after some time.

Seems that deleting AI units immediately after death is a problem for A.C.E. resulting in "Ueber" AI that can't get killed anymore (not tested, just guessing but the picture from your_mum looks like it. Maybe the A.C.E. eventhandler doesn't check if the unit still exists, again just guessing, haven't checked the addon).

Xeno

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