ripper998 0 Posted July 26, 2009 Holy crap! How did you get the AI ordering from barracks to work? I've been looking through the scripts and still have no idea how you worked it. What did you do may I ask? its in the AI version of his mission. Share this post Link to post Share on other sites
bearbison 10 Posted July 26, 2009 1) Designating what is liftable by the normal lift choppers, I replaced Lift chopper 3 with a chinook and was hoping to add the capability to lift tanks (M1A2, etc...). In i_client2.sqf look for line d_helilift1_types = add in relevant section what you want to lift. But this will be liftable by all lift choppers not just ch3. Wish I could answer your other query, being looking at that myself for a long time now and can't see the answer. Share this post Link to post Share on other sites
TenaciousB 0 Posted July 26, 2009 In i_client2.sqflook for line d_helilift1_types = add in relevant section what you want to lift. But this will be liftable by all lift choppers not just ch3. Wish I could answer your other query, being looking at that myself for a long time now and can't see the answer. Thanks Bear, Oh I got my chinook(previously uh60 #3) to be have heavy lifting capabilities while the other two uh60's remained as normal lift choppers. I created a "d_helilift2_types" category which enabled lift abilities for tanks, planes, etc....then In the i-client2.sqf I edited the lines right below the d_helilift1_types section to look like this... for "_i" from 0 to (count d_choppers - 1) do { _elem = d_choppers select 0; _elem set [3, d_helilift1_types]; _elem = d_choppers select 1; _elem set [3, d_helilift1_types]; _elem = d_choppers select 2; _elem set [3, d_helilift2_types]; }; Share this post Link to post Share on other sites
bearbison 10 Posted July 26, 2009 lol damn fine and simple solution that one, when you think about it and I see that bit of code. Share this post Link to post Share on other sites
ripper998 0 Posted July 26, 2009 also, I noticed one of the options is to add another of MHQ. How do you add in a third MHQ after placing the HQ LAV in the Editor and copying in the exec stuff for MHQ2? In essence, I want to have one MHQ at the airstrip, one of the Carrier, and one we take on the missions with us. That way we can transport between them. Share this post Link to post Share on other sites
xMobiusTyrx 10 Posted July 27, 2009 its in the AI version of his mission. No, I mean what are the scripts to get them to work in my mission. THis is the first time (other than warfare) that I've seen this work online!!! Share this post Link to post Share on other sites
ripper998 0 Posted July 28, 2009 No, I mean what are the scripts to get them to work in my mission. THis is the first time (other than warfare) that I've seen this work online!!! Well, from just taking a look in the domination PBO one of the scripts you would need is the x_scripts/x_addsoilder.sqf file. The others commands would be in the x_setup.sqf and most likely init.sqf file. Share this post Link to post Share on other sites
fidai 12 Posted July 28, 2009 (edited) Can u tell me plz tell me how to increase the limit of AI soldiers i can have in Domination AI? also how to increase the enemy support getting before destroying radio tower? Edited July 28, 2009 by fidai Share this post Link to post Share on other sites
igeighty 2 Posted July 28, 2009 Can u tell me plz tell me how to increase the limit of AI soldiers i can have in Domination AI? also how to increase the enemy support getting before destroying radio tower? Maximum AI can be adjusted in the file i_client.sqf changing the line 147 (approximately) max_a = 8; To whichever number you wish. sorry i dont understand your second question.. regards./ ---------- Post added at 04:59 ---------- Previous post was at 04:53 ---------- here is one for xeno, What i am trying to do and have gotten most of the way there, is to add a few extra vehicles at base that turn to wrecks when they are destroyed. No problem adding them and having them turn to wrecks, and then being able to be lifted by the wreck chopper, and then processed by the wrecker pad, What I am wondering mate, is where or how would I add a wreck marker to said vehicles ? added.. uaz_ru, su34, su39, t90, t72_ru, mi24_p, mi24_v as most of these except for the UAZ are bonus vehicles, adding them automatically qualifies them to be wrecked, and then repaired. could you give me a clue as how to make wreck markers show up on them when the get nuked please ? regards./ Share this post Link to post Share on other sites
fidai 12 Posted July 28, 2009 Maximum AI can be adjusted in the file i_client.sqf changing the line 147 (approximately)max_a = 8; To whichever number you wish. sorry i dont understand your second question./ Thank you for the the first answer, what i meant in my second question that is it possible to increase reinforcement enemy can get till we destory the radio tower while we attacking the city? Share this post Link to post Share on other sites
Rogue_Trooper 10 Posted July 28, 2009 Your aloud 147 squads on yr map so in essence you could have 147 groups of ten or 20 that covers from men to vehicles that includes enemies. Share this post Link to post Share on other sites
Hud Dorph 22 Posted July 28, 2009 Is it in any way poss to have the map show playernames ? I am running this on my server and i have big troubles kicking/banning all the rotten appels who is ruining things for other players. It would help some if i could see on map who is where. Another thing that i miss is the spectate-script known from the EVO missions. Damn i nailed many base-trashers and other ruining game by spectating them. Thanx for about the best missions out there Xeno. Share this post Link to post Share on other sites
Orton 0 Posted July 28, 2009 to see players on the map go to show status and the options and show player markers in that case you could see where the players are. Share this post Link to post Share on other sites
igeighty 2 Posted July 29, 2009 also @[HUD]Dorph if you are admin type:- #userlist use pgup and pgdwn to scroll through names and then #kick [usernumber] example:- #kick 241 or click 'P' choose the player and choose kick Share this post Link to post Share on other sites
Hud Dorph 22 Posted July 29, 2009 (edited) Damn i feel stupid, how could i miss the player names in settings thx. Regarding kick, ban, userlist, etc i know all about them. Its no problem to do that, its more finding out who is doing what on the server. We all know that we cant just kick if we see "player x killed player y friendly fire" coz we know a pilot geting shot down gets a friendly kill for all players in his chopper, and we all know that friendly fire happens. But to find the guy that do theese things on purpose are a problem, or the guy who places satchels in base, or the guy ramming trucks into choppers/planes about to take off, as he is the first to write "i dident do it was player x" Thats where the spectate script comes in handy, if you are supsicios of a guy, watch him for a while, then you are sure that he deserves that kick or ban. This is the script im refering to: http://www.armaholic.com/page.php?id=421 Edited July 29, 2009 by [HUD]Dorph Share this post Link to post Share on other sites
-=GA=-Toetagger 0 Posted July 29, 2009 I would like to say thank you to all who have voted for Domination in the Armed Assault Community Awards 2008.Dom has received the ARMA MISSION OF THE YEAR 2008 AWARD Once again, thank you all. http://www.bistudio.com/community-blog/arma-armed-assault-community-awards-2008_en.html :) Xeno :)You deserve it!!!!!!!!!:D;) Share this post Link to post Share on other sites
wooly-back-jack 10 Posted July 29, 2009 damn right he does, Domination dominates my Arma 2 play lol Share this post Link to post Share on other sites
aurien 10 Posted July 30, 2009 Anyone know which file controls the contents of the ammo box at base? Share this post Link to post Share on other sites
bearbison 10 Posted July 30, 2009 Anyone know which file controls the contents of the ammo box at base? x_weaponcargo.sqf within the x_scripts directory Share this post Link to post Share on other sites
aurien 10 Posted July 30, 2009 x_weaponcargo.sqf within the x_scripts directory Thanks. Share this post Link to post Share on other sites
TenaciousB 0 Posted July 30, 2009 Anyone else having trouble turning off enemy patrols rolling through base blowing up service buildings? I changed the code in i_server.sqf to look like this....however patrols still come and destroy my service buildings. Happens both on private and dedi server... // if set to true no enemy AI will attack base and destroy bonus vehicles or whatever d_no_sabotage = true; Also, I added a C130 to the airfield and gave it cargo abilities using the C130 cargoscript and it works great on my own server however, it seems to fail to initialize when the mission is run on the dedicated server....Please help I have the C130 in the editor with the init line c130 = [this] execVM "c130cargo.sqf" And I have the two scripts needed (c130cargo.sqf, cargoscript.sqf) located in the main mission folder (not in a subfolder). Share this post Link to post Share on other sites
pigglywiggly 10 Posted July 31, 2009 Hello, I need your help guys. I tried to edit this mission a bit by changing 1 helo to AH 1Z and another 1 to Huey. Then I hit preview and this is what I got. Script x_scripts/x jip .sqf not found. What am I doing wrong and how do I fix it. I also want to add some ammo and weapons box is that possible? Share this post Link to post Share on other sites
ripper998 0 Posted July 31, 2009 Anyone else having trouble turning off enemy patrols rolling through base blowing up service buildings? I changed the code in i_server.sqf to look like this....however patrols still come and destroy my service buildings. Happens both on private and dedi server... // if set to true no enemy AI will attack base and destroy bonus vehicles or whatever d_no_sabotage = true; Also, I added a C130 to the airfield and gave it cargo abilities using the C130 cargoscript and it works great on my own server however, it seems to fail to initialize when the mission is run on the dedicated server....Please help I have the C130 in the editor with the init line c130 = [this] execVM "c130cargo.sqf" And I have the two scripts needed (c130cargo.sqf, cargoscript.sqf) located in the main mission folder (not in a subfolder). To the first question, what we did was completely take out the patrols by going to where you set the arrays of the make up of the patrols and set them all to 0. Share this post Link to post Share on other sites
TenaciousB 0 Posted July 31, 2009 Thanks Ripper :-) I got the c130 script to work btw if anyone wants to know i'll post how Share this post Link to post Share on other sites
nuggetz 0 Posted July 31, 2009 Thanks Ripper :-)I got the c130 script to work btw if anyone wants to know i'll post how Might as well post it :-) Lots of good info in this thread. ---------- Post added at 10:37 PM ---------- Previous post was at 10:37 PM ---------- To the first question, what we did was completely take out the patrols by going to where you set the arrays of the make up of the patrols and set them all to 0. What section and what file did you modify?? Share this post Link to post Share on other sites