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TurokGMT

Domination TurokGMT Edition

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Hey guys, decided to start a new thread seeing as the domination thread has climbed over the 20 page mark. Please refer to that thread for info on domination and initial releases of my Edit of xenos excellent mission.

***** NEW VERSION OF TUROKGMT EDIT RELEASED!! *****

Current version is now v0.5

EDIT - CURRENT VERSION NOW v0.6 LINK FROM MY SIG OR JUST SCROLL DOWN. CHANGELOG INCLUDED IN FILE ARCHIVE

major changes:

- JIP bug fixed!

- HUGE change for how I've implemented my code changes from vanilla domination - now just 3 new scripts

- some mando variables tweaked to tone down air support overkill

File link:

http://files.filefront.com/Dominat....fo.html

All feedback and testing welcome!

***** FULL DEVLOG *****

************************

***** GENERAL INFO *****

************************

REQUIRES ARMA v1.14

TurokGMT Edition of Domination is adapted from the original domination west co-op mission v3.02 created by xeno.

Everything you need to get playing is in this archive, no addons or other mission files needed.

TurokGMT Edition is essentially vanilla domination with support added for mando bombs and missiles.

All players now have the ability to call for air support from the action menu.

Player side and enemy AI now have much more sophisticated AA and countermeasure systems.

AA and countermeasure systems added to several existing vehicle types.

My thanks to xeno for creating the excellent domination missions and mando for all his help with scripting and testing.

Please try the mision out on your servers and offer any constructive feedback via the BI Forums.

***********************************************************

***** EDITED FILES FROM ORIGINAL DOMINATION WEST 3.02 *****

***********************************************************

The following files were edited from their original form in domination.

I've included this section to help those who might wish to produce similar work.

My added code sections are clearly marked and commented.

Thanks to mando once again for his excellent help and advice!

init.sqf

- removed unecessary code for Ai and Revive versions of domination

- included calls for TurokGMTSERVERONLY.sqf and TurokGMTCLIENTONLY.sqf

- LOADS of new comments added to code to make it easier for newbie code manglers like myself!

description.ext

- added mando initialisation

- defined rsctitles class definition (requires editing of x_dlg\introtest.hpp to prevent error)

introtext.hpp

- commented out rsctitles class definition - class now defined in description.ext

x_intro.sqf

- altered value of _str to display "TurokGMT Edit v0.5" on startup (xeno still has credits in bottom right)

x_serverfuncs.sqf

- spawned shilkas have 33% chance of being equipped with mando SAMs (24 shots)

*********************

***** CHANGELOG *****

*********************

v0.3

- initial public release

v0.4

- removed ability for all players to call air support

- air support can now only be called from MHQ (assumed there is a satellite uplink, makes more sense and prevents rushing)

- added 10 minute timer before cruise missile saturation attack can be fired

- removed individual cruise missile strikes

- spawned shilkas now have 30% chance to be equipped with 24 mando SAMs (if you can steal one, you get to use them!wink_o.gif

- added 3 respawning MH-6s - (you can never have too many helis in a mission with all those SAMs flying around!wink_o.gif

Additional File Edits from Domination v3.02:

allow_air_support.sqf - NEW SCRIPT FROM MANDO! Simple script to enable air support console for drivers of MHQ

x_weaponcargo.sqf - all ammo crates now have 100% chance of containing AA and javelins

v0.5

- MASSIVE change to implimentation of added code by me, virtually all my added code now moved to two new scripts TurokGMTSERVERONLY.sqf and TurokGMTCLIENTONLY.sqf

- JIP bug now fixed (hopefully!wink_o.gif

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notworthy.gif what a great release m8 thanks for all the work again it is on the server and goint to play untill the new version is out.

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Thanks Orton - hope you enjoyed the playtest!

Current ideas list for next release:

1. Figure out how to prevent side missions not giving credit when targets are destroyed by artillery, mando bombing runs or timed explosives that go off after the planter dies.

2. Include better documentation for some of the lesser known cool stuff that domination and mando stuff allows (does ANYONE know that MGunners can build MG Nests?!wink_o.gif

3. Possibly rig laser designators to trigger the non-dialogue based mando bomb call to allow single players to designate LGB targets and call in a plane...maybe...

More feedback and ideas here please!

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More feedback and ideas here please!

About your shilka-SAMs, in many cases they are placed just behind buildings or tall structures so when they fire a missile with a low elevation, the missile might hit that building or structure damaging or destroying the SAM site itself and troops or soft targets nearby. So my advice there is to use a fixed missile firing elevation of 70 degrees for the AI SAMs. Note that this will decrease their chances to intercept a low flying cruise missile detected "too late", as the intercepting missile will require some seconds to recover from its initial climb and start a dive over the fast cruise missile.

And something to implement: heavy punishment for missile saturation usage. You might keep track of the counters of missile saturation attacks. Each attack might have a 50% chances to be responded by a similar attack fired by the enemy against your main base. Of course you may add friendly AI or playable SAMs at or near your base.

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how about adding DAC so the whole island is covered, and could you do an AI version I normally play that but you've taken it out I think.

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and could you do an AI version I normally play that but you've taken it out I think.

Just change d_version in init.sqf from

d_version = "NORMAL";

to

d_version = "AI";

and you have the AI version.

Xeno

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@mando - thanks for the extra mando missile input, the fixed firing angle is a good idea, having said that, the skies are already pretty lethal! Also, the saturation attack has been implemented with quite a large timer and there's an upper limit on the number of hard targets it will fire at. The chance of return fire is a good idea though - firing a saturation attack would leave your bonus vehicles at risk if unanswered return fire happened - a good tactical decider.

@colligpip - what would be the point of adding DAC, purely to increase the chance of random encounters with enemy? Domination already handles spawning around main and side target areas well.

I've removed a lot of the "switch" commands from init.sqf that allow easy switching back to AI version of domination specifically to encourage players to buddy up and work together a little more than they already do - having AI squad members does little else than give you donkeys to carry guns around that get shot first - plus I don't know if you get credited for their kills or side mission completions.

I'm thinking about maybe putting in a single respawning attack helicopter to give players a little bit of early airpower. They'll still be really reliant on ground troops clearing the way first - grabbing a UH60 and flying the MHQ right to the target's doorstep is simply no longer an option with all the AA coverage now!

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xeno has released version 3.03 of domination!

Quote[/b] ]

New version 3.03 available...

Changelog:

Quote

- added a new script that returns the weapons back to the player if he looses them in the water

- added air defense that gets randomly spawned on the island

- added illumination over the main target at night

- it is now possible to limit the weapons that a player will find in an ammocrate (init.sqf d_limit_weapons, depends on the type that the player is)

- added d_drop_ammobox_time to init.sqf

- fixed air drop of static weapons like M119 or D30

- player markers can now be completely turned off (d_dont_show_player_markers_at_all)

- changed markers (each player group has a different color) and vehicle markers are now arrows that show the direction of the vehicle too

- some small internal bug fixes

- some more things that I've allready forgotten (man, I'm getting old)

As a bonus the mission pack includes two new missions:

co30 Domination! One Team West, Schmalfelden Edition

and

co25 Sahrani Battle v3

Sahrani Battle is a mission for you flyboys out there. It's based on Domination but you have to clear the islands with A10s, Harriers and Cobras.

A small team of specops can help you to light targets with laser designators. The specops team can parajump to the target area.

Planes can get reloaded by flying 50-300 m over the runway with a speed < 250 km/h.

It's a nice mission to improve your flying skills... But be aware, the enemy has a strong aa defense.

Download:

Domination! One Team 3.03 Mission Pack

Enjoy !

Xeno

(File Link)

http://www.germany-fun.de/Mapdown...._03.rar

Work begins in earnest on the new schmaelfelden map version ready for TurokGMT Edit v0.6!

This is truly a red letter day for the arma community! Thanks for all the hard work xeno! notworthy.gif

EDIT:

xeno has also release an updated version of 3.03 that ALREADY INCORPORATES THE CHANGES MADE IN TUROKGM v0.5!

That's right folks, mando missiles and bombs are now a permanent feature of domination! Work still continues on tinkering with the new version of however, so far I've got the laser designator commands done so a single player on a server can call for basic LGB strikes without having to drive the MHQ everywhere with them.

The nect task is to figure out where the global variables used in x_sidemissionwinner.sqf come from so you can safely bomb the shit out of targets and still get bonus vehicles awarded.

Or I might just edit that script directly... wink_o.gif

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...ok, more news on current feature list for v0.6:

1. Laser Guided Bomb scripts for laser designators now working and implemented - this will allow single players to call for airstrikes when equipped with a designator without having to get in the MHQ first - handy if it's back at base and you parachuted in.

Bear in mind that unless a safe flight path to the target area is created from main base, it is likely the plane will get shot down en route!

2. Idea for respawn : rather than have fresh recruits spawning at base flag, I thought about waiting on a global timer (rather than the client side 20 second one) or until there are a group of say 5 of them (which ever happens first), then spawn them in a helicopter off the west coast and fly them in to base. Adds to realism and will make base a little busier too - how do people feel about this?

Could just add it as a spawn option I suppose. Might also think about making all respawns parachute based...or maybe a HALO respawn option...hmm...

3. Ah...that would be telling...

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***** Domination TurokGMT Edit v0.6 Released! *****

Changelog:

v0.6 (Now adapted from v3.03 of Domination West Mando by Xeno - all features up to v0.5 included by default)

- added additional laser designator actions to allow individual players to call for Laser Guided Bomb attacks without the MHQ nearby

- altered the base layout and added a couple of static weapons to allow engineers to load up from the start, or just provide some base defense

- re-added extra starting air units to base (two MH6's, an AH6 and a single cobra) to give players a few more transport options (seems a waste to keep using all the UH-60's)

- edited my way through ALL the sidemissions listed in x_getsidemission.sqf to allow victory by airstrike/artillery on assassinate/destroy type missions to count as player side victory even if not directly killed by player side.

Link : http://files.filefront.com/Dominat....fo.html

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ok cool lets put it up the server.Btw i heared from some players that when they land by the boats that they always dropped in the water.....Dont ask me how or what i did not try it yet maybe they where to drunk to see whistle.gif anyway i will put this up tonight thanks m8.

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Just in case anyone was still tracking this thread =]

I've got back into hacking apart xeno's excellent mission and have nearly finished cobbling together the elements I want to include in the next release of TurokGMTEdit of Domination.

I'm editing the v3.27 domination release and have been incorporating elements from the ACE and MANDO versions plus a few optional extras which xeno has thoughtfully included but aren't enabled by default.

Features of v3.27 Edition

-Uses ACE v1.04

-MANDO airsupport available for highest ranking squad member with a radio (to enable lonewolf bombing runs in low population servers as well as allowing players to call for evac by blackhawk rather than respawning etc.)

-extra respawning vehicles from the start including heavy armour and extra air power (again to tailor the game for low population servers, allowing more fun to be had earlier on without relying on side mission wins to get better vehicles)

Most of this is simple tinkering with xeno's brilliant mission rather than anything new and innovative, but I hope it will also provide a milestone for anyone wanting to implement their own changes in the domination mission but aren't good coders.

Coming soon...

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