xeno 234 Posted July 15, 2010 (edited) could it be because i installed OA in a different folder than arma2? Yep, but there is absolutely no reason to install OA in a different folder. Edit: One thing I totally forgot, when the 2.19 mission is started, try to shoot near the base flag (up to 25 m around the flag). You can see a little magic happen then... (and no, you won't get kicked in this area because of too much shooting at base). Xeno Edited July 15, 2010 by Xeno Share this post Link to post Share on other sites
Lonestar 11 Posted July 15, 2010 Outstanding work, kudos Xeno! Share this post Link to post Share on other sites
Tankriders 0 Posted July 15, 2010 Great maps Xeno!!! Is it normal that after ya attack citys and/or side-missions, that all the enemy troops in that town leave it?. They al, including armor, go in a colum out of the city. It looks very weird. We see it in version 1.17 and also in version 1.19 Share this post Link to post Share on other sites
_Xanix_ 10 Posted July 15, 2010 Hello. Sometimes, I just want to play a small game with the AI as friendly/enemy. I normally play Benny's Warfare maps. You can play solo/lan wit AI units and I really enjoy it! I've read that somehow you can play Domination maps offline with the AI units. I've load all the latest missions and looked to the settings. I can't manage to make the friendly units to show/play!?! Can someone explain me how do you play this in offline/solo mode? Thank you in advance, Xanix Share this post Link to post Share on other sites
Hud Dorph 22 Posted July 15, 2010 So if i want first medic-slot reserved for admin i edit i_client.sqf and edit the line to look like this: d_reserverd_slot = "MEDIC"; Is that correct ? (i tried but dont seem to work) Share this post Link to post Share on other sites
PogMoThoin 10 Posted July 15, 2010 Xeno, I'd like to edit the mission to our liking, I'd like to change the toys awarded for clearing the main mission to better ones, or even just remove the crap ones. I'd like us to be getting more A-10's, Cobra's etc, removing the Hummvees and other crap awards. Where do I start? Share this post Link to post Share on other sites
Tankbuster 1746 Posted July 15, 2010 Pog, look in i_common for d_sm_bonus_vehicle_array and d_mt_bonus_vehicle_array Share this post Link to post Share on other sites
PogMoThoin 10 Posted July 15, 2010 Pog, look in i_common for d_sm_bonus_vehicle_array and d_mt_bonus_vehicle_array Thank You kindly Tanky Share this post Link to post Share on other sites
Hud Dorph 22 Posted July 16, 2010 Got a server-crash last night - here is last part of server.rpt 2010/07/16, 1:32:54 Server: Object 5:115 not found (message 124) 2010/07/16, 1:32:56 Server: Object 13:49 not found (message 124) 2010/07/16, 1:35:18 Error in expression <server globalChat format['Player is leaving > 2010/07/16, 1:35:18 Error position: <globalChat format['Player is leaving > 2010/07/16, 1:35:18 Error Missing ; 2010/07/16, 1:35:18 Error in expression <server globalChat format['Player is leaving > 2010/07/16, 1:35:18 Error position: <globalChat format['Player is leaving > 2010/07/16, 1:35:18 Error Missing ; ErrorMessage: Preprocessor failed on file mpmissions\__cur_mp.Takistan\x_missions\moa\x_m44.sqf - error 6 Share this post Link to post Share on other sites
xeno 234 Posted July 16, 2010 Dorph;1685630']mpmissions\__cur_mp.Takistan\x_missions\moa\x_m44.sqf - error 6 Yep, fixed it allready, should be the last preprocessor screw up. One more release soon, found another stupid bug (last minute change before 2.19 release) and fixed a really nasty bug (config island center != center of what you actually see on the map = should fix Out of Map RPT messages). Added house patrol. Xeno Share this post Link to post Share on other sites
xeno 234 Posted July 16, 2010 OA Only 2.20 Release Bugfix release. Sidemission #44 crashed the server because of a preprocessor problem. Please remove 2.19 and update to 2.20. Beside that fix some more bugs fixed, house patrol added. The OA version still uses only OA content so all players can play it and not only those who have ArmA 2 allready. Download: http://dev-heaven.net/projects/domination/files The mission package now includes the following versions: - West - West AI - West Revive - West Ranked - East - East AI - East Revive - East Ranked - West ACE Also added again, dom_maker folder with build scripts, the dev folder itself (it still uses co40_Dom.... as name, doesn't matter) and Domination Tactical Guide from [KH]DaOrage. One more thing... You don't have to ask me to modify Dom, just do it. You can even release modified versions of Dom without asking me. There are more important things in life. I won't answer to mails regarding modifying Dom, my time is to limited, sorry. Enjoy! And have fun... Xeno Share this post Link to post Share on other sites
Tankbuster 1746 Posted July 16, 2010 Thanks for the update. I was messing around with the dom maker last night, very nice. Gives me a big headstart on making TvT Takistan. Share this post Link to post Share on other sites
Slowest 10 Posted July 16, 2010 (edited) The OA version still uses only OA content so all players can play it and not only those who have ArmA 2 allready. Where can I find the A2+OA version? Thanks for everything ;-) edit: sorry, my question isn't clear: Is there a mission file somewhere with Takistan map and all content available? (like the Apache chopper) Edited July 16, 2010 by Slowest Share this post Link to post Share on other sites
sehun 10 Posted July 16, 2010 Loving the port over of Dom to OA Xeno mate , is there and ACE revive coming soon :) Other than thats awesome as always. Share this post Link to post Share on other sites
PogMoThoin 10 Posted July 16, 2010 Pog, look in i_common for d_sm_bonus_vehicle_array and d_mt_bonus_vehicle_array That shits too complex for me. Anyone care to make a Combined Ops version? Takistan is fine but without A-10's and Harriers and other good toys as rewards its quite poor. Share this post Link to post Share on other sites
Tankbuster 1746 Posted July 16, 2010 Pog, I'll do it this evening. Send me a list of the units you want as main mission prizes and another list for side mission prizes. By the way, you need to gather your troops for a Domi TvT soon. How many blokes can you raise? Share this post Link to post Share on other sites
gunterlund21 10 Posted July 16, 2010 Xeno I dont know where you get the time to do all this. Dom and ACE? Wow, Your my hero. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 16, 2010 Why was the M14 removed? I'm using it myself in my limited approach, and would like to know. Share this post Link to post Share on other sites
Infinity101 10 Posted July 16, 2010 So, I've been playing around a bit with Domination but it seems I'm incapable of capturing bunkers, even with several persons. Are there special requirements that need to be met in order the capture them? Share this post Link to post Share on other sites
Wildgoose 1 Posted July 16, 2010 The 25m zone for anti TK script is all very good but is causing all manner of problems defending the base. Ai are overunning the spawn and we cant kill them, but they can kill us! Any chance of removing it? or atleast a param? Share this post Link to post Share on other sites
MJK-Ranger 0 Posted July 16, 2010 The 25m zone for anti TK script is all very good but is causing all manner of problems defending the base.Ai are overunning the spawn and we cant kill them, but they can kill us! Any chance of removing it? or atleast a param? Hi. You can play around with those settings in description.ext class d_maxnum_tks_forkick { title = "Max # TKs for kick:"; values[] = {1,3,5,10,20,30,40,1000000}; default = 10; texts[] = {"1","3","5","10","20","30","40","Disable"}; }; class d_player_kick_shootingbase { title = "Kick players shooting at base:"; values[] = {2,3,5,10,20,30,1000}; default = 1000; texts[] = {"2 Shots","3 Shots","5 Shots","10 Shots","20 Shots","30 Shots","No kick"}; }; class d_kick_base_satchel { title = "Kick for base satchel:"; values[] = {0,1}; default = 1; texts[] = {"Yes","No"}; }; Share this post Link to post Share on other sites
xeno 234 Posted July 16, 2010 The 25m zone for anti TK script is all very good but is causing all manner of problems defending the base.Ai are overunning the spawn and we cant kill them, but they can kill us! Any chance of removing it? or atleast a param? I've fixed it, the magic object gets also spawned on the server and AI can't get in the spawn zone. Anything else worth to fix before YADU (yet another dom update) ? (M14 mags allready enabled again) Xeno Share this post Link to post Share on other sites
kdjac 19 Posted July 16, 2010 Anything else worth to fix before YADU (yet another dom update) ? (M14 mags allready enabled again) Nothing broken but .....:D Easier ability to add in user made addons as bonus vehicles like the F16 :) Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 16, 2010 Hmm, how about attaching a #lightpoint to the active target "auto-flare-thingie", both on server and client. For clients, the original flare provide little to no illumination at all (especially for us using larger sized areas than default). For AI, simply to help them see things themselves. Their flare is only helping us, and is not causing washout effects on our NVGs - not fair :) Or would it be too much of a problem among the other players that AI actually use some counters against our tactics? :) Share this post Link to post Share on other sites