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co30 Domination! One Team

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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

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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?

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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 :)

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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.

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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

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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

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Is the version available for download?

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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

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Which version ?

You can change the height in x_helilift.sqf and x_helilift_wreck.sqf.

_height = 15;

Xeno

This

uhaobug.jpg

Changes in it is changed soldiers and choppers (minus the chinook)

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@HMPDK

Well, you are not using the heli lift from Domination but mando helilift.

Can't help you with this.

Xeno

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@HMPDK

Well, 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?

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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 :)

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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.

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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

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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?

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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. :)

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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...

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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

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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 by gL33k

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Do I see this update correctly?

I can just delete any A.C.E and/or QC versions for a no mod server?

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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

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