chefd261 0 Posted May 15, 2010 Should be the parameter is tied to tox_serverfuncs.sqf and uses the command Servercommand #kick (I can kinda read and understand code just cant write it well script wise) and after referencing the comref it looks like it should work unless I am missing something (thought about skyping you Xeno but figured I cant be the only one who would love to use this feature would even love to tie it in to civilians if it works but that is for another day. P.S. Xeno your work is very much appreciated proof is that most of the community uses one or more of your missions (some of us can just be finicky some times) bear with us and forgive us when we seem to ask more than give.this is just a game after all is said and done. Cheer's ChefD Share this post Link to post Share on other sites
Jan.K 10 Posted May 15, 2010 Side mission where you need to destroy a Scud... gives you a -5, set to friendly i guess? Share this post Link to post Share on other sites
xeno 234 Posted May 15, 2010 Yet another bugfix release of the evil mission of ArmA 2 online playing, this time 2.07 Changelog: Fixed, prisoner sidemisson didn't work Added server lobby paramter to disable ACE sys wounds for AI units in the ACE Wounds version, only players are then affected by wounds Added missing M32 CS gas grenades and M72 launcher in the ACE versions Fixed, copy and paste bug in TT version which prevented west players to capture all camps and clear a main target Changed, wreck, mash and mg nest markers are no longer visible for the enemy side in the TT version Fixed, logged in admins could unlock vehicles getting repaired on the wreck repair point Changed, in the ACE version teamkillers get some special love so that everybody knows who the teamkiller is ;) Changed, only one point gets subtracted when the TT version gets played in combination with ranked for vehicle creation and artillery Added ACE East weapons Added ACE East versions (normal, AI, ranked, revive and wounds) Added ACE TT version Changed, the ACE versions now use the ACE artillery module instead of the BIS artillery module Download: http://dev-heaven.net/projects/domination/files Enjoy! And have fun... Xeno Share this post Link to post Share on other sites
Jan.K 10 Posted May 15, 2010 Added ACE East versions :yay::yay: ---------- Post added at 05:28 PM ---------- Previous post was at 04:17 PM ---------- Lift Helis not working, there an easy fix i can do myself? Share this post Link to post Share on other sites
Varga 10 Posted May 15, 2010 (edited) Thanks 2Xeno for fix a bug a bug in TT version which prevented west players to capture all camps and clear a main target and ACE version on 2.07.!!! Edited May 15, 2010 by Varga Share this post Link to post Share on other sites
xeno 234 Posted May 15, 2010 (edited) Lift Helis not working, there an easy fix i can do myself? Yeah, you are right. I'll try find what's causing and release 2.08 as soon as possible. Edit: ACE east was using the same vehicles class names as the west version for lifting... now that can't work. Fixing it, Update in a few minutes. Xeno ---------- Post added at 19:08 ---------- Previous post was at 18:23 ---------- Yet another bugfix release of the evil mission of ArmA 2 online playing, this time 2.08 Same as 2.07 but a fixed with heli lift in the ACE East versions. Changelog: Fixed, prisoner sidemisson didn't work Added server lobby paramter to disable ACE sys wounds for AI units in the ACE Wounds version, only players are then affected by wounds Added missing M32 CS gas grenades and M72 launcher in the ACE versions Fixed, copy and paste bug in TT version which prevented west players to capture all camps and clear a main target Changed, wreck, mash and mg nest markers are no longer visible for the enemy side in the TT version Fixed, logged in admins could unlock vehicles getting repaired on the wreck repair point Changed, in the ACE version teamkillers get some special love so that everybody knows who the teamkiller is ;) Changed, only one point gets subtracted when the TT version gets played in combination with ranked for vehicle creation and artillery Added ACE East weapons Added ACE East versions (normal, AI, ranked, revive and wounds) Added ACE TT version Changed, the ACE versions now use the ACE artillery module instead of the BIS artillery module Download: http://dev-heaven.net/projects/domination/files Enjoy! And have fun... Xeno P.S.: I couldn't make a new post :( Edited May 15, 2010 by Xeno Share this post Link to post Share on other sites
Keshman 10 Posted May 15, 2010 (edited) Hello) first thanks for Domination East missions. I and my friends testing Domi ACE East AI 2.08 and we found 4 Errors :( 1. Russian transport choppers dont have flares. 2. Artillery SADARM not hit the target. Always right or left + - 100 meters 3. I take in a ammobox more different grenades : frag, smoke, gas, flash....... but I can only use FRAG! all the grenades with me! Work jast frag :( (If the problem in the ACE, but not in the mission! sorry!) 4. Jast finish side mission! server crash( and have this: look foto plz! Edited May 15, 2010 by Keshman Share this post Link to post Share on other sites
Jan.K 10 Posted May 16, 2010 1. Russian transport choppers dont have flares. Works for me:confused: havent tested side mission, ill go do that now Share this post Link to post Share on other sites
Starshina(RUS) 10 Posted May 16, 2010 4. Jast finish side mission! server crash( and have this: look foto plz! Thanks so much for new version but we have same story with side missions: crash. Share this post Link to post Share on other sites
Varga 10 Posted May 16, 2010 (edited) Jast finish side mission! server crash( Confirm on TT_ACE. And at main task (city) - too. Edited May 16, 2010 by Varga Share this post Link to post Share on other sites
xeno 234 Posted May 16, 2010 Without more information I can only guess. Server RPT and client RPT please, and which sidemission ? Which version ? Easiest way (because I don't check here to often) is to file a ticket at dev-heaven and add your rpt files there. http://dev-heaven.net/projects/domination/issues Xeno Share this post Link to post Share on other sites
Keshman 10 Posted May 16, 2010 I and my friends testing Domination ACE East AI 2.08! Version ACE last! Restar game and server! Put again new mission Domination ACE East AI 2.08 and again jast finish side mission! all crash( i have litel video! 2 min plz! Share this post Link to post Share on other sites
xeno 234 Posted May 16, 2010 Urgent bugfix release 2.09 This update fixes the crashes caused by the preprocessor introduced in 2.08. Please delete 2.08! Download: http://dev-heaven.net/projects/domination/files Enjoy! And have fun... Xeno Share this post Link to post Share on other sites
Keshman 10 Posted May 16, 2010 (edited) I do not want to look like a liar :( In new Domi ACE East AI 2.09 not working artillery SADARM :( waited for 5 minutes and called again and again SADARM and never hit target( Have jast sound! Edited May 17, 2010 by Keshman Share this post Link to post Share on other sites
Evil_Echo 11 Posted May 16, 2010 Good job - thanks for the quick fix Xeno. Share this post Link to post Share on other sites
Varga 10 Posted May 16, 2010 Server RPT and client RPT please, and which sidemission ? Server logs Which version ?? A2 1.05, ACE 353, TVT40 Domination 2.08 Share this post Link to post Share on other sites
oktane 0 Posted May 16, 2010 I do not want to look like a liar :( In new Domi ACE East AI 2.09 not working artillery SADARM :( waited for 5 minutes and called again and again SADARM and never hit target( Have jast sound! Are you on a dedicated server? Running game locally is not supported. Personally, I use "[_this] spawn ace_sys_bi_arty_fnc_SadarmDeploy;" to call the sadarms with the ace version. The sadarm warheads target all vehicles that are alive within 200m. Here is the code for that, if you are interested in how they work. If they can't find a target, they do nothing. They do not know the difference between friend or foe.: // Wait for target altitude if (_pz < 275 and _pz > 75) then { // Search for targets to hit. _seekerHits = [_px, _py, 0] nearEntities [["Car","Tank","StaticCannon"], 200]; _targets = []; {if (alive _x) then {_targets set [(count _targets), _x];};} forEach _seekerHits; // Get all targets that aren't already burning. debugLog format ["%1, %2", _seekerHits, _targets]; if (count _targets > 0) then { _targetToHit = _targets select floor(random(count _targets)); debugLog format ["%1", damage _targetToHit]; sleep random(3); if (BIS_ARTY_DEBUG==1) then {debugLog format ["ARTY_DEBUG: Acquired SADARM target: %1", _targetToHit];}; _targetFound=1; }; }; // Simulate falling. _pz = _pz + _simFallRate*(time - _lastFrame); _lastFrame = time; sleep 0.2; (_pz < 10 or _targetFound==1); }; // Deploy attack munition if a target was found. if (_targetFound==1) then { // Create burst. _burst = "ARTY_SADARM_BURST" createVehicleLocal [_px, _py, _pz + 5]; _burst setPos [_px, _py, _pz + 5]; // Create projectile _projectile = "ARTY_SADARM_PROJO" createVehicleLocal [_px, _py, _pz + 5]; _projectile setPos [_px, _py, _pz + 5]; // Calculate direction _xoff = (getPos _targetToHit select 0) - _px; _yoff = (getPos _targetToHit select 1) - _py; _zoff = - _pz; _mag = sqrt(_xoff*_xoff + _yoff*_yoff + _zoff*_zoff); _dir = [_xoff/_mag, _yoff/_mag, _zoff/_mag]; _dx = _dir select 0; _dy = _dir select 1; _dz = _dir select 2; _hmag = sqrt(_dx*_dx + _dy*_dy); _zcomp = -_dz/_hmag; _ux = _zcomp*_dx; _uy = _zcomp*_dy; _uz = _hmag; // Transmit net projectile(s) BIS_ARTY_PV_NETSADARM = ["ARTY_SADARM_NET", [_px, _py, _pz + 5], [_xoff, _yoff, _zoff]]; publicVariable "BIS_ARTY_PV_NETSADARM"; _projectile setVectorDir _dir; _projectile setVectorUp [_ux,_uy,_uz]; _projectile setVelocity [(_dir select 0) * 300, (_dir select 1) * 300, (_dir select 2) * 300]; if (BIS_ARTY_SHELLFLIGHT_DEBUG==1) then {BIS_ARTY_SHELLDEBUG_FOCUS=_projectile;}; }; Share this post Link to post Share on other sites
xeno 234 Posted May 16, 2010 In new Domi ACE East AI 2.09 not working artillery SADARM :( waited for 5 minutes and called again and again SADARM and never hit target( Have jast sound! Yup, yet another bug :) Forgot to update to the ACE functions for the artillery (it's still using the BIS ARTY functions which do not work with the ACE ARTY module). Update in the next days. Xeno Share this post Link to post Share on other sites
Keshman 10 Posted May 16, 2010 (edited) Xeno and all people Sorry me for sabotage around Sadarm :j: Edited May 16, 2010 by Keshman Share this post Link to post Share on other sites
Lonestar 11 Posted May 17, 2010 Running game locally is not supported. I don't think this is true anymore: Dom and a hosted environment should work now because of the new event based network system (though no support for saving). http://forums.bistudio.com/showpost.php?p=1615806&postcount=874 Share this post Link to post Share on other sites
oktane 0 Posted May 17, 2010 I don't think this is true anymore:http://forums.bistudio.com/showpost.php?p=1615806&postcount=874 Hey that's cool, thanks for pointing that out. Share this post Link to post Share on other sites
Varga 10 Posted May 17, 2010 Dear Xeno, tell me please, how it is possible to adjust (reduce) the penality, charged for use of technics (bikes, parachutes) or arty? Share this post Link to post Share on other sites
lexxer 11 Posted May 17, 2010 Any chance of adding in a point loss in the ranked version for a death? Love the mission btw. Thanks! Share this post Link to post Share on other sites
xeno 234 Posted May 17, 2010 Just check the i_xxx.sqf files in the mission main directory. You'll find it, even point loss for a killed player :) Xeno Share this post Link to post Share on other sites
xeno 234 Posted May 17, 2010 Bugfix Release 2.10 (hopefully the last for some time :)) Changelog: Fixed, earplugs got removed when a player was killed Fixed, wrong artillery function names for SADARM in the ACE versions (and wrong artillery ammo classnames), forgot to update it after switching to ACE ARTY Download: http://dev-heaven.net/projects/domination/files I would like to get some more feedback for the Two Teams TT PvP version. So please give it a try and report back, ty. Enjoy! And have fun... Xeno Share this post Link to post Share on other sites