bearbison 10 Posted January 31, 2010 @lynxwolf I use the following modified from an answer somewhere from an earlier version of domination by DemonCleaner to work with the new version. If you want to make the extra vehicles once wrecked liftable by the wreck helo then in i_common.sqf and an extra vehicle array and then add that array to the lift array: rip_vehicle_array = ["HMMWV", "HMMWV_M2"]; x_heli_wreck_lift_types = sm_bonus_vehicle_array + mt_bonus_vehicle_array + rip_vehicle_array; To add the wreck markers to the vehicles once destroyed then add an array using the vehicles/objects names and then execute a small marker script in i_server.sqf: #ifndef __TT__ d_extra_vehicles = [ripvec1,ripvec2,ripvec3,ripvec4]; d_extra_objects = [ripobj1,ripobj2,ripobj3,ripobj4]; #endif [d_extra_vehicles] execVM "scripts\extra_vehicles_wreck_markers.sqf"; [d_extra_objects] execVM "scripts\extra_vehicles_wreck_markers.sqf"; }; The scripts\extra_vehicles_wreck_markers.sqf includes the following: private ["_vehicles"]; if (!isServer) exitWith {}; #include "x_setup.sqf" _vehicles = _this select 0; {_x execFSM "fsms\Wreckmarker.fsm"} forEach _vehicles; Share this post Link to post Share on other sites
lynxwolf 10 Posted January 31, 2010 thanks alot man ive been looking for this for hours Share this post Link to post Share on other sites
zach72 1 Posted February 13, 2010 I can't get that to work BearBison. As soon as I drop the bit of code into i_sever.sqf and change the 2 arrays to be the names assigned to my vehicles and vehicle markers respectively, it breaks a load of stuff: no vehicle markers move anymore, ammo boxes in base don't appear...... any ideas? ~Z~ Share this post Link to post Share on other sites
bearbison 10 Posted February 13, 2010 The code below is for adding only the wreck markers, in that example I have both vehicles and some static objects named. You only need one but wasn't paying much attention when I posted it originally. For adding vehicle markers see the post from oktane http://forums.bistudio.com/showpost.php?p=1492744&postcount=642 Share this post Link to post Share on other sites
lazerath 10 Posted February 14, 2010 Hi folks. I need some help with the domination recruiting ai scripts. I want to add a second and third place for people to recruit ai but I am not very versed in Arma2 Scripting. Would I simply change the following code in x_addsoldier.sqf: _unit = d_grp_caller createUnit [_ai_side_unit, position AISPAWN, [], 0, "FORM"]; to the following: _unit = d_grp_caller createUnit [_ai_side_unit, position [AISPAWN, AISPAWN2, AISPAWN3], [], 0, "FORM"]; Then copy the marker Xeno uses for AISPAWN to the new positions and change their names to AISPAWN2 and AISPAWN3 respectively? Thanks in advance for any help I am given on this. Share this post Link to post Share on other sites
BelgarionNL 10 Posted February 14, 2010 hey i am trying to switch the artillery flare option from the domination map to a MLRS M270 rocket barrage! but i don't know what i need to add so the rockets actually hit the ground instead of flying over the artillery marker! Share this post Link to post Share on other sites
kebardi 10 Posted February 26, 2010 Hello! Im new here but i need some help whit Ammoload for MHQ. Im trying to create multiple ammoload points for MHQ (Ammobox in MHQ) to my modified Domi missions but how i can do this? I Think that AmmoLoad.fsm do the trick but here i need help. In map there is "AMMOLOAD" object but what to do when i got to of those exc "AMMOLOAD_2"? Any help would be great! Thanks! Share this post Link to post Share on other sites
BelgarionNL 10 Posted February 27, 2010 Hello! Im new here but i need some help whit Ammoload for MHQ.Im trying to create multiple ammoload points for MHQ (Ammobox in MHQ) to my modified Domi missions but how i can do this? I Think that AmmoLoad.fsm do the trick but here i need help. In map there is "AMMOLOAD" object but what to do when i got to of those exc "AMMOLOAD_2"? Any help would be great! Thanks! hey download windows grep so you can search the entire folder at once! this way you only have to search for AMMOLOAD_1 and for every hit you need to copy that line from AMMOLOAD_1 and change the 1 into a 2! then you should have it working for both 1 and 2 :) Share this post Link to post Share on other sites
kocrachon 2 Posted March 1, 2010 Hello, My clan is trying to make one small change to the map by adding another wreck chopper. I am running the ACE version and I am trying to get this to work but I am running into a couple of issues. So under the init.sqf I added this [ch7,"HR7",false,1500] creating chopter7 named ch7. in the i_common.sqf i have added this. ["HR7",1,"chopper7"] So right now, my Chopper 7 is a wreck chopper, and it can lift wrecks, however, I do not have a hud, and it does not say "You are in a wreck chopper" when I get in it. Being that I have 4 other identical chopper, I would like to have the wreck info pop up, not to mention my clan has some very mediocre pilots who need that hud to help them guide over target. Anyone able to help me out with this? Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted March 4, 2010 Hi there .. using Domination 27A west revive we have encountered a serious bug in some of the side missions. The flags aren't spawned so we can't steal them in those side missions. Now they can't be finished, no new side missions are starting. We've noticed that there are no flags at the parajump flagpoles in the captured cities as well. Did anyone else have had this issue too? Is there are fix for it? Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 4, 2010 Legi, I'm pretty sure this is related to CBA. They all stopped working right after I put in the current version of CBA. Camps also start without a flag too. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted March 4, 2010 With current version you mean CBA 0.3.0? That's indeed the version I'm using. Oh my ... now what can we do about it? :( Share this post Link to post Share on other sites
sickboy 13 Posted March 4, 2010 (edited) Hmm there isn't really anything in CBA that should be interfeiring, but never know ;) The current version of CBA is only available on Six Updater, until the next version is complete. The current version on Six is: 0.3.0.82 The normal released version is: 0.3.0.61 Which build are you using Legislator? Does the attached version of CBA_Common in this ticket: http://dev-heaven.net/issues/9418 Resolve the issue? If not, then I genuinely believe something else is interfeiring, however without more details, like arma2.rpt, it is hard to tell. Edited March 4, 2010 by Sickboy Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 4, 2010 Yes 0.3.0. I have a test server I can use, I'll take CBA out and see what happens. ---------- Post added at 10:22 PM ---------- Previous post was at 08:34 PM ---------- Sickboy, I can confirm that CBA 030 breaks the CTF side missions and prevents flagpole on main mission camps getting ruskie flags. I ran the server without CBA and everything was fine. I ran the server with *only* CBA addon and sure enough, flags didnt appear on flagpoles and players cannot grab the flagpole in the CTF side missions. ---------- Post added at 10:31 PM ---------- Previous post was at 10:22 PM ---------- Does the attached version of CBA_Common in this ticket: http://dev-heaven.net/issues/9418 Resolve the issue? Tried it, not resolved. ---------- Post added at 10:40 PM ---------- Previous post was at 10:31 PM ---------- client rpt in spoiler ===================================================================== == C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe == "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=@AddOns;@CBA;@Tweaks -nosplash -world=empty ===================================================================== Exe timestamp: 2010/01/29 21:51:30 Current time: 2010/03/04 22:25:36 Updating base class ->ShellCore, by ca\weapons\config.bin/CfgAmmo/ShellBase/ Updating base class ->MissileCore, by ca\weapons\config.bin/CfgAmmo/MissileBase/ Updating base class ->CA_Magazine, by ca\weapons\config.bin/CfgMagazines/VehicleMagazine/ Updating base class ->CannonCore, by ca\weapons\config.bin/cfgWeapons/D30/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/MissileLauncher/ Updating base class Turrets->Turrets, by DisablePPEffectsForVehicles_Performance_C_PROPER\config.bin/CfgVehicles/BMP2_Base/Turrets/ Updating base class MainTurret->MainTurret, by DisablePPEffectsForVehicles_Performance_C_PROPER\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/ Updating base class MainTurret->MainTurret, by DisablePPEffectsForVehicles_Performance_C_PROPER\config.bin/CfgVehicles/AAV/Turrets/MainTurret/ Updating base class Land_Dam_Conc_20->Strategic, by RoadsVisibleAtDistance_Visuals_C_PROPER\config.cpp/CfgVehicles/Land_dam_barrier_40/ Updating base class House->Strategic, by RoadsVisibleAtDistance_Visuals_C_PROPER\config.cpp/CfgVehicles/Land_dam_conc_20/ Updating base class Land_Dam_Conc_20->Strategic, by RoadsVisibleAtDistance_Visuals_C_PROPER\config.cpp/CfgVehicles/Land_dam_concp_20/ warfxpe\particleeffects\config.cpp/WeaponFireGun.size: Cannot update non array from array warfxpe\particleeffects\config.cpp/WeaponCloudsGun.size: Cannot update non array from array Exe version: 1.05.62017 67.531 (0) XEH: PreInit Started 0:01:07.582 (0:00:00.000) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName="co40_Domination_1_27A2_West", worldName="Chernarus", isMultiplayer=true, isServer=false 67.661 (0) XEH: PreInit Finished "############################# co40_Domination_1_27A2_West #############################" 69.827 (0) XEH: PostInit Started 0:01:10.162 (0:00:00.000) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba"],["0.3.61"],"0.00"], cba_versioning_versions_srv= 70.438 (0) XEH: PostInit Finished 0:01:17.980 (0:00:04.077) [x\cba\addons\versioning\versioning.sqf:30] : cba_versioning_versions=["#CBA_HASH#",["cba"],["0.3.61"],"0.00"], cba_versioning_versions_srv=["#CBA_HASH#",["cba"],["0.3.61"],"0.00"] Ref to nonnetwork object 696d400# 1055485: usspecialweapons.p3d Ref to nonnetwork object 696d400# 1055485: usspecialweapons.p3d Ref to nonnetwork object 696d400# 1055485: usspecialweapons.p3d Ref to nonnetwork object 696d400# 1055485: usspecialweapons.p3d Ref to nonnetwork object 696d400# 1055485: usspecialweapons.p3d Ref to nonnetwork object 696d400# 1055485: usspecialweapons.p3d Ref to nonnetwork object 696d400# 1055485: usspecialweapons.p3d Ref to nonnetwork object 696d400# 1055485: usspecialweapons.p3d Ref to nonnetwork object 696d400# 1055485: usspecialweapons.p3d Ref to nonnetwork object 696d400# 1055485: usspecialweapons.p3d Ref to nonnetwork object 696d400# 1055485: usspecialweapons.p3d Action::Process - No target ---------- Post added at 10:43 PM ---------- Previous post was at 10:40 PM ---------- Server rpt below ===================================================================== == C:\UserFiles\teamspaff\GameServers\TC44821730616218732258101\ArmA2Server.exe == "C:\UserFiles\teamspaff\GameServers\TC44821730616218732258101\ArmA2Server.exe" -mod=@CBA; -config=server.cfg -port=2302 -profiles=profiles -netlog ===================================================================== Exe timestamp: 2009/12/22 16:37:01 Current time: 2010/03/04 22:26:30 graphics: No resolution: 160x120x32 Addons: CAAir2_C130J in ca\air2\c130j\, CAAir2_UH1Y in ca\air2\uh1y\ CA_Animals2_Cow in ca\animals2\cow\, CABuildings2 in ca\buildings2\ CAStructures_IndPipe1_todo_delete in ca\buildings2\ind_pipeline\indpipe1\ Ind_SiloVelke in ca\buildings2\ind_cementworks\ind_silovelke\ Chernarus in ca\chernarus\, CA_Dubbing in ca\dubbing\ CA_Modules_DynO in ca\modules\dyno\, CASounds_Missions in ca\soundmissions\ CAStructuresHouse_A_Office02 in ca\structures\house\a_office02\ CAStructures_Proxy_BuildingParts in ca\structures\proxy_buildingparts\ CAStructuresHouse_Church_02 in ca\structures\house\church_02\ CAWeapons_2b14_82mm_Mortar in ca\weapons\podnos_2b14_82mm\ CAWheeled2_HMMWV_BASE in ca\wheeled2\hmmwv\, cba_network in x\cba\addons\network\ CA_AIR2_Su25 in ca\air2\su25\, CABuildingParts in ca\buildings2\buildingparts\ CA_Missions_SecOps in ca\missions\som\ CA_Missions_FirstAidSystem in ca\modules\fa\, CA_Modules_ZoRA in ca\modules\zora\ pond_test in ca\structures\pond\ CAStructuresLand_Nav_Boathouse in ca\structures\nav_boathouse\ CAStructuresHouse_Church_03 in ca\structures\house\church_03\ CAStructuresHouse_Church_05R in ca\structures\house\church_05r\ CAWater2_LHD in ca\water2\lhd\, CAWheeled2_GAZ39371 in ca\wheeled2\gaz39371\ CAWheeled2_Ikarus in ca\wheeled2\ikarus\ CAHouseBlock_A in ca\buildings2\houseblocks\houseblock_a\ Ind_Pec in ca\buildings2\ind_cementworks\ind_pec\ CA_Missions_BattlefieldClearance in ca\modules\bc\ CA_Missions_GarbageCollector in ca\modules\garbage_collector\ CA_Modules_Marta in ca\modules\marta\ CAStructuresHouse_A_FuelStation in ca\structures\house\a_fuelstation\ CAStructures_Rail in ca\structures\rail\ CAStructuresHouse_A_Hospital in ca\structures\house\a_hospital\ CAWeapons_AmmoBoxes in ca\weapons\ammoboxes\ CAWeapons2_HuntingRifle in ca\weapons2\huntingrifle\ CAWheeled_Pickup in ca\wheeled\datsun_armed\ CAWheeled2_M998A2_Avenger in ca\wheeled2\hmmwv\m998a2_avenger\ CAWheeled2_MTVR in ca\wheeled2\mtvr\ CA_Animals2_Dogs_Pastor in ca\animals2\dogs\pastor\ CAHouseBlock_B in ca\buildings2\houseblocks\houseblock_b\ Farm_WTower in ca\buildings2\farm_wtower\, CARoads2Dam in ca\roads2\dam\ CASounds in ca\sounds\, CAStructures_Proxy_Ruins in ca\structures\proxy_ruins\ CAStructures_Mil in ca\structures\mil\ CAStructuresHouse_HouseV2 in ca\structures\house\housev2\ CAStructuresHouse_Shed_Ind in ca\structures\shed_ind\ Ind_SawMill in ca\structures\ind_sawmill\ CAStructuresLand_Ind_Stack_Big in ca\structures\ind\ CATracked2_T90 in ca\tracked2\t90\, CAWeapons_SPG9 in ca\weapons\spg9\ CAWeapons_VSS_vintorez in ca\weapons\vss_vintorez\ CAWeapons_ZU23 in ca\weapons\zu23\ CAWeapons_Metis_AT_13 in ca\weapons\metis_at_13\ CAWeapons_bizon in ca\weapons\bizon\ CAWeapons_Warfare_weapons in ca\weapons\static\ CAWheeled2_LADA in ca\wheeled2\lada\, CAWheeled2_BTR90 in ca\wheeled2\btr90\ CA_Animals2_Rabbit in ca\animals2\rabbit\ CA_Animals2_Anim_Config in ca\animals2\animconfig\ Rail_House_01 in ca\buildings2\rail_house_01\ CAHouseBlock_C in ca\buildings2\houseblocks\houseblock_c\ Ind_Workshop01 in ca\buildings2\ind_workshop01\, CACharacters2 in ca\characters2\ CA_Modules_Coin in ca\modules\coin\, CARoads2Bridge in ca\roads2\bridge\ CASigns2 in ca\signs2\, CAStructures_A_BuildingWIP in ca\structures\a_buildingwip\ CAStructuresLand_A_MunicipalOffice in ca\structures\a_municipaloffice\ CAStructures_Castle in ca\structures\castle\ CATracked2_2S6M_Tunguska in ca\tracked2\2s6m_tunguska\ CATracked2_T34 in ca\tracked2\t34\, CAWater2_Fregata in ca\water2\fregata\ CAWheeled in ca\wheeled\, cba_hashes in x\cba\addons\hashes\ Arma2_Ka52 in ca\air2\ka52\, CAAir2_ChukarTarget in ca\air2\chukar\ CAHouseBlock_D in ca\buildings2\houseblocks\houseblock_d\ Barn_Metal in ca\buildings2\barn_metal\ CA_Missions_Armory2 in ca\missions\armory\, CA_Missions in ca\missions\ missions_ew in ca\missions_ew\ CAStructures_IndPipe1 in ca\structures\ind_pipeline\indpipe1\ CAStructuresHouse_a_stationhouse in ca\structures\house\a_stationhouse\ CAStructuresInd_Quarry in ca\structures\ind_quarry\ CAweapons_m107 in ca\weapons\m107\, CAWeapons_M1014 in ca\weapons\m1014\ CAWheeled2_LAV25 in ca\wheeled2\lav25\, CAWheeled2_Kamaz in ca\wheeled2\kamaz\ CAWheeled3_TT650 in ca\wheeled3\tt650\, CAAir in ca\air\, HALO_Test in ca\air2\halo\ CA_Anims in ca\anims\, Ind_Tank in ca\buildings2\ind_tank\ Farm_Cowshed in ca\buildings2\farm_cowshed\ Shed_wooden in ca\buildings2\shed_wooden\ ind_silomale in ca\buildings2\ind_cementworks\ind_silomale\ Ind_Dopravnik in ca\buildings2\ind_cementworks\ind_dopravnik\ CA_Heads in ca\characters\heads\, CALanguage_missions in ca\languagemissions\ BI_SRRS in ca\modules\srrs\, CA_Modules_UAV in ca\modules\uav\ CA_Missions_AlternativeInjurySimulation in ca\modules\ais\ CAStructuresHouse_rail_station_big in ca\structures\rail\rail_station_big\ CAStructures in ca\structures\, CATracked2_BMP3 in ca\tracked2\bmp3\ Warfare2 in ca\warfare2\, CAWater2_seafox in ca\water2\seafox\ CAWheeled2_VWGolf in ca\wheeled2\vwgolf\, CAWheeled2_MMT in ca\wheeled2\mmt\ CAAnimals in ca\animals\, CA_Animals2_Dogs_Fin in ca\animals2\dogs\fin\ Misc_WaterStation in ca\buildings2\misc_waterstation\ CATEC in ca\buildings2\buildingparts\signs\tec\ A_GeneralStore_01 in ca\buildings2\a_generalstore_01\, CA_Editor in ca\editor\ CA_Missions_Templates_SecOps in ca\missions\templates\secops.west\ CA_Modules_Silvie in ca\modules\silvie\, CARocks2 in ca\rocks2\ CAStructuresShed_Small in ca\structures\shed\shed_small\ CAStructuresHouse_HouseBT in ca\structures\house\housebt\, CAUI in ca\ui\ Utes in ca\utes\, CAWeapons in ca\weapons\, CAWeapons2 in ca\weapons2\ cba_events in x\cba\addons\events\, CAAir2 in ca\air2\, CAAir3_Su34 in ca\air3\su34\ CA_Anims_Wmn in ca\anims\characters\config\wmn\ A_Crane_02 in ca\buildings2\a_crane_02\ CABuildings2_Misc_Cargo in ca\buildings2\misc_cargo\ CACharacters in ca\characters\ CAStructuresHouse_HouseV in ca\structures\house\housev\, CAFonts in ca\uifonts\ CAWheeled2_V3S in ca\wheeled2\v3s\, CAWheeled3_M1030 in ca\wheeled3\m1030\ CAAir2_MV22 in ca\air2\mv22\, CAAir3 in ca\air3\ CA_Animals2_Chicken in ca\animals2\birds\chicken\, CA_Animals2 in ca\animals2\ CA_Anims_Sdr in ca\anims\characters\config\sdr\ Misc_PowerStation in ca\buildings2\misc_powerstation\ CABuildingParts_Signs in ca\buildings2\buildingparts\signs\ IndPipe2 in ca\buildings2\ind_pipeline\indpipe2\ Ind_Expedice in ca\buildings2\ind_cementworks\ind_expedice\ Ind_Vysypka in ca\buildings2\ind_cementworks\ind_vysypka\, CAMisc in ca\misc\ CA_Modules_clouds in ca\modules\clouds\, CA_Modules_Alice in ca\modules\alice\ CA_Modules_Animals in ca\modules\animals\ CAWheeled_Offroad in ca\wheeled\hilux_armed\, cba_strings in x\cba\addons\strings\ CAAir2_F35B in ca\air2\f35b\, CAAir2_Pchela1T in ca\air2\pchela1t\ CA_Animals2_Sheep in ca\animals2\sheep\, CA_Animals2_Dogs in ca\animals2\dogs\ Ind_Garage01 in ca\buildings2\ind_garage01\, CAData in ca\ CA_Dubbing_Counterattack in ca\dubbing\counterattack\, CALanguage in ca\language\ CA_Modules_ARTY in ca\modules\arty\, CARoads2 in ca\roads2\ A_TVTower in ca\structures\a_tvtower\, CAStructuresHouse in ca\structures\house\ CAWater in ca\water\, CAWater2_Destroyer in ca\water2\destroyer\ CAWater2 in ca\water2\, CAWeapons2_SMAW in ca\weapons2\smaw\ cba_arrays in x\cba\addons\arrays\, cba_main in x\cba\addons\main\ CA_Animals2_WildBoar in ca\animals2\wildboar\ CA_Anims_Char in ca\anims\characters\config\ Shed_small in ca\buildings2\shed_small\ CABuildings2_A_Pub in ca\buildings2\a_pub\, WarfareBuildings in ca\misc3\wf\ CA_Modules_Functions in ca\modules\functions\ CAStructuresBarn_W in ca\structures\barn_w\ CAStructures_Wall in ca\structures\wall\ CAStructures_Railway in ca\structures\rail\railway\, CATracked in ca\tracked\ CAWeapons_Saiga12K in ca\weapons\saiga12k\ CAWheeled2_HMMWV_Ambulance in ca\wheeled2\hmmwv\m997a2_ambulance\ cba_common in x\cba\addons\common\ Extended_EventHandlers in extended_eventhandlers\, CAA10 in ca\a10\ CAAir2_MQ9PredatorB in ca\air2\mq9predatorb\, A_statue in ca\buildings2\a_statue\ Ind_Mlyn in ca\buildings2\ind_cementworks\ind_mlyn\ CAData_ParticleEffects in ca\data\particleeffects\, CAMisc2 in ca\misc2\ CA_HighCommand in ca\modules\hc\, CA_Modules in ca\modules\ CA_Missions_AmbientCombat in ca\modules\ambient_combat\ CAStructures_Nav_pier in ca\structures\nav_pier\ CAStructures_Ruins in ca\structures\ruins\ CATracked2_us_m270mlrs in ca\tracked2\us_m270mlrs\, CATracked2 in ca\tracked2\ CAweapons_ksvk in ca\weapons\ksvk\, CAWeapons2_RPG18 in ca\weapons2\rpg18\ CAWheeled2 in ca\wheeled2\ CAWheeled2_M1114_Armored in ca\wheeled2\hmmwv\m1114_armored\ CAWheeled2_TowingTractor in ca\wheeled2\towingtractor\ cba_diagnostic in x\cba\addons\diagnostic\, CA_AH64D in ca\ah64\ Church_01 in ca\buildings2\church_01\, HouseRuins in ca\buildings2\houseruins\ Ind_Shed_01 in ca\buildings2\ind_shed_01\ Ind_MalyKomin in ca\buildings2\ind_cementworks\ind_malykomin\ CAMisc3 in ca\misc3\, CA_HC_Sounds in ca\missions\data\sounds\, CAMusic in ca\music\ CAStructures_Misc_Powerlines in ca\structures\misc_powerlines\ CAStructures_Nav in ca\structures\nav\ CAWater2_fishing_boat in ca\water2\fishing_boat\ CAWeapons_M252_81mm_Mortar in ca\weapons\m252_81mm_mortar\ CAWeapons_Kord in ca\weapons\kord\, CAWeapons_Colt1911 in ca\weapons\colt1911\ CAWheeled3 in ca\wheeled3\, CA_CruiseMissile in ca\air2\cruisemissile\ CA_Animals2_Goat in ca\animals2\goat\, CABuildings in ca\buildings\ Ind_Shed_02 in ca\buildings2\ind_shed_02\ CA_Modules_StratLayer in ca\modules\strat_layer\ CAStructures_A_CraneCon in ca\structures\a_cranecon\ CAStructuresHouse_A_Office01 in ca\structures\house\a_office01\ CATracked2_AAV in ca\tracked2\aav\, CAWater2_smallboat_1 in ca\water2\small_boat\ CAWeapons_DMR in ca\weapons\dmr\, CAWeapons_AK in ca\weapons\ak\ cba_vectors in x\cba\addons\vectors\, cba_versioning in x\cba\addons\versioning\ Mods: CA;@CBA; Distribution: 0 69.513 (0) XEH: PreInit Started 0:01:09.665 (0:00:00.000) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName="co40_Domination_1_27A2_West", worldName="Chernarus", isMultiplayer=true, isServer=true 69.802 (0) XEH: PreInit Finished "############################# co40_Domination_1_27A2_West #############################" 71.406 (0) XEH: PostInit Started 0:01:15.576 (0:00:00.000) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba"],["0.3.61"],"0.00"], cba_versioning_versions_srv= 76.059 (0) XEH: PostInit Finished Server: Object 3:2 not found (message 213) Server: Object 3:1 not found (message 213) Server: Object 3:3 not found (message 213) Server: Object 3:4 not found (message 213) Server: Update of object 2:89 arrived from nonowner Protocol bin\config.bin/RadioProtocolEN/: Missing word light Protocol bin\config.bin/RadioProtocolEN/: Missing word light Server: Object 3:5 not found (message 121) Server: Object 3:9 not found (message 121) Server: Object 3:11 not found (message 213) Client: Remote object 2:88 not found Client: Remote object 2:89 not found Client: Remote object 2:90 not found Share this post Link to post Share on other sites
lobacus 0 Posted March 5, 2010 Hello friends, You can override the mandatory use of explosive satchels to destroy the radio towers. I wish I could destroy them with LGB. Bye Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted March 5, 2010 @Sickboy: Thanks for the hints. It'll take a while until I can update the CBA for my team. We're glad having a working version that doesn't break the norrin revive script (problems with mobile respawn). But I'll keep it in mind :) Share this post Link to post Share on other sites
Hunter123 10 Posted March 5, 2010 Hey thanks for this missions! But is there a way to play them in Single Player? If someone could explain that to me, that would be great. Thanks Share this post Link to post Share on other sites
kocrachon 2 Posted March 19, 2010 Hey thanks for this missions! But is there a way to play them in Single Player? If someone could explain that to me, that would be great. Thanks Easy, host it online as a "lan", that way you can also save and continue because it is hosted locally. Share this post Link to post Share on other sites
Lonestar 11 Posted March 20, 2010 (edited) Yes it is possible to play SP but read the first post's disclaimer : !!!! Domination doesn't support playing in a hosted environment !!!!!!!! Please play it only on a dedicated server (you can run a dedi server beside your normal A2 !!!! http://forums.bistudio.com/showpost.php?p=1318855&postcount=1Now you are warned :p Edited March 20, 2010 by Lonestar Share this post Link to post Share on other sites
HyperU2 11 Posted March 20, 2010 Warning, I play single player in a hosted environment all the time. Works out just fine. The only issue that comes to mind is that the red X's on the map for side missions never go away after completion. lol Share this post Link to post Share on other sites
kocrachon 2 Posted March 20, 2010 Yes it is possible to play SP but read the first post's disclaimer : http://forums.bistudio.com/showpost.php?p=1318855&postcount=1 Now you are warned :p You can do what I did.. Host a "dedicated" server on your local machine, password it so only you can join. It takes a little more resource but it prevents a lot of issues. Although now I just rent a server for my clan :P much easier that way. Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 20, 2010 Hmm there isn't really anything in CBA that should be interfeiring, but never know ;)The current version of CBA is only available on Six Updater, until the next version is complete. The current version on Six is: 0.3.0.82 The normal released version is: 0.3.0.61 Which build are you using Legislator? Does the attached version of CBA_Common in this ticket: http://dev-heaven.net/issues/9418 Resolve the issue? If not, then I genuinely believe something else is interfeiring, however without more details, like arma2.rpt, it is hard to tell. This is now fixed. CBA is now in 0.3.1 and the empty flagpole problem on enemy camps has gone away. I've not tested it yet, but I expect the not-spawning CTF flag will be fixed too. Will report back when I've seen it. Many thanks for sorting this, Sickboy. :) Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted March 20, 2010 Great to hear that! So I'm gonna try the new version. Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 21, 2010 OK confirmed CTF side missions also working again under new CBA. Again, big thanks to Sickboy. Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 26, 2010 I want to turn the teleport system off, but I'd like to retain the ability to respawn to MHQs. Anyone have any ideas how I might go about this? I've found a lot of stuff that references teleport in the mission folder, but don't want to go hacking code if someone else has already done it. Share this post Link to post Share on other sites