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xeno

co30 DominationA2! One Team

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I was playing Domination on OA yesterday, and decided to take on the side mission of rescuing prisoners in Rasman. The mission description noted that a rescue operator would be necessary, so I tried to switch to that position. I couldn't find it - even had my friend look as well to make sure I wasn't missing it. Finally, after some Googling, we discovered the rescue operator was removed at some point and the artillery operator now had the capabilities of the rescue operator (in addition to artillery support, of course).

I switched to the "artillery observer" position, which was the only position that had anything to do with artillery. (There was no "artillery operator" position.) Not knowing how many prisoners there would be, my friend and I headed over in a Chinook. We quickly eliminated the guards and secured the prison, making 100% sure not to kill any hostages (we didn't). The problem? We couldn't figure out how to rescue the prisoners.

I walked up to all of them, expecting a rescue option in the menu, but there wasn't one. Some more searching (I love the Steam overlay) revealed that I'd have to find the "hostage leader" and get within 20m of him, and he'd follow me. I checked every single prisoner and none of them followed me. At first, we thought perhaps it only worked if you were Alpha or Bravo (I have the British DLC so I was a BAF soldier), but my friend switched over to that with no success either.

This was a fun mission, apart from not actually being able to rescue the hostages, so I'd like to try it out again sometime but this time I want to actually rescue them. :)

Thanks Xeno for this great mission (the overall mission, that is - with all the main AOs and the cool side missions)! I love it.

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Can someone help point me to where I would go to find out how to move the bonus vehicles spawns?

It's in the first few lines of i_server.

---------- Post added at 11:19 AM ---------- Previous post was at 11:15 AM ----------

I was playing Domination on OA yesterday, and decided to take on the side mission of rescuing prisoners in Rasman. The mission description noted that a rescue operator would be necessary, so I tried to switch to that position. I couldn't find it - even had my friend look as well to make sure I wasn't missing it. Finally, after some Googling, we discovered the rescue operator was removed at some point and the artillery operator now had the capabilities of the rescue operator (in addition to artillery support, of course).

I switched to the "artillery observer" position, which was the only position that had anything to do with artillery. (There was no "artillery operator" position.) Not knowing how many prisoners there would be, my friend and I headed over in a Chinook. We quickly eliminated the guards and secured the prison, making 100% sure not to kill any hostages (we didn't). The problem? We couldn't figure out how to rescue the prisoners.

I walked up to all of them, expecting a rescue option in the menu, but there wasn't one. Some more searching (I love the Steam overlay) revealed that I'd have to find the "hostage leader" and get within 20m of him, and he'd follow me. I checked every single prisoner and none of them followed me. At first, we thought perhaps it only worked if you were Alpha or Bravo (I have the British DLC so I was a BAF soldier), but my friend switched over to that with no success either.

This was a fun mission, apart from not actually being able to rescue the hostages, so I'd like to try it out again sometime but this time I want to actually rescue them. :)

Thanks Xeno for this great mission (the overall mission, that is - with all the main AOs and the cool side missions)! I love it.

This is a long standing bug, I'm afraid. You don't say which version you are playing, but the AI version tends to be the most fixed in this regard.

What's supposed to happen is that when the rescue/arty operator gets close to them, the hostages should join his group and then the rescue op can order them to get in an escape vehicle. It's a bit flakey though and the hostages are often slow to join the group or they run around a lot, ignoring orders.

The same problem applies to the 'rescue the down pilots' mission.

It's s real shame, because these missions do bring a bit of variety.

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This is a long standing bug, I'm afraid. You don't say which version you are playing, but the AI version tends to be the most fixed in this regard.

Well, good to know it wasn't something I did. :) It was against AI. As for the actual version of the mod, I'm not sure but it was the TAW.net server in New York. I'll get you the version when I play later.

It's s real shame, because these missions do bring a bit of variety.

Yup. I love the side missions for that reason. I did the "steal a prototype heli" mission yesterday mostly on my own (cleared out the infantry and a truck myself) but got killed by an APC. That was a nice heli too.

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Well, good to know it wasn't something I did. :) It was against AI. As for the actual version of the mod, I'm not sure but it was the TAW.net server in New York. I'll get you the version when I play later.

Just to clarify, there's an AI version of the game where each player can recruit AI squad members at the base, it's that version that I was talking about. It has different rescue code.

Yup. I love the side missions for that reason. I did the "steal a prototype heli" mission yesterday mostly on my own (cleared out the infantry and a truck myself) but got killed by an APC. That was a nice heli too.

I play the TT version - Two Teams, so BLUFOR are down in the south base (I'm assuming you're playing Takistan) and OPFOR are up in Rasman. The teams are enemy to each other and they both have to clear the AI towns. It's a very interesting slant on the game and properly good fun if you get enough blokes.

We also made our own side missions a while back. We had 'precision helo flying - pick up a stranded friendly AI from a precarious mountain top where the only access was by air' and we had 'long range sniper missions - deniable assassination' - players had to kill an AI from at least 1400m using a without using airpower, we also had an airconvoy interdiction mission, just like the AI convoys, except they using helicopters with fast jet escort. We tried to have a dambuster mission, but that couldn't be made to work.

The side missions add a lot of variety and can be enormous fun.

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Me and a couple of friends have been trying to play the latest Domination(2.54) with ACE and ACRE, and with ACE enabled we only get a quite bland and featureless ACRE radio(should be more according to the ACRE wiki). There are no other radios to be found in the ammo box or the ruck box. And artillery seems to disappear completely. Are we missing something or are those features not yet included in the ACE versions?

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Can someone explain to me how to remove an AO?

NVM. Forgot to remove the comma.

How about removing side missions, can someone help me with that?

NVM. i got that figured.

I am now having a new issue. My repair capability that is usually restored back at base is no longer restoring. Is there a coordinate that needs to be changed or a marker?

Edited by SpecterM

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This may sound silly, but how do you capture the main towns? We killed the radio tower, took over three bunkers and I think killed most of the people around there. It is still a big red circle.

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If you haven't messed with the code and broken it, then you've probably missed some enemy. On default settings you have to clear out all the vehicles, the radio tower, all the camps and the secondary main target. Are you sure you got everything?

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We finally got it. There was a technical out of gas stuck in downed trees and not able to be seen except from a specific angle. We found it on the MHQ Thermal sat scan after hours of looking. Unfortunately, the next town started but none of the vehicles had crew and no AI on the map so we stopped.

We didnt edit a thing =)

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Ah, that hidden technical. Pesky things.

Odd that the next town had empty vehicles. Are you sure another player hadn't been attacking them without your knowledge?

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I have been editing domi2 for a gaming community and I have run into a bit of a snag. They want to see the UAV in game. So I place it on the map to go check it out and cannot get into it. Well I search around and find a UAV terminal and place it, But I still can't fly it. So what is my problem if anyone can help. 2. I want to lock some of the vehicles like some already are, like the a10 where you have to play for 30 mins before you jump in. If someone could tell how to do this I would much appreciate the help.

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I have been editing domi2 for a gaming community and I have run into a bit of a snag. They want to see the UAV in game. So I place it on the map to go check it out and cannot get into it. Well I search around and find a UAV terminal and place it, But I still can't fly it. So what is my problem if anyone can help. 2. I want to lock some of the vehicles like some already are, like the a10 where you have to play for 30 mins before you jump in. If someone could tell how to do this I would much appreciate the help.

oh man oni... I worked on the uav for a while and didnt like how it was set up. there are two ways from what I understand. There is manned and un manned. BI has a sticky on how to set it up un manned. basically you fly it from a terminal. But it flys on its own and crashes into mountains. you can set captive to true to have the enemy not shoot at it.. but you cant get it to respawn when it crashes into mountains. It really sux. search the class name for help. what is it... MQ-9

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Can someone explain to me how to give every player in Dominai the ability to repair vehicles?

But have them return to base to get the repair ability back?

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i_client, line 269, line number might be approximate as I've changed lots of code.

// is engineer
#ifndef __TT__
d_is_engineer = if !(__ACEVer) then {
["delta_1","delta_2","delta_3","delta_4","delta_5","delta_6"]
} else {
["delta_1","delta_2","delta_3","delta_4","delta_5"]
};
#else
d_is_engineer = ["east_3_2","west_3_2"];
#endif

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Im so confused. I have 2 missions that are scripted the same in those areas and the repair ability is no where to be seen.

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Using ACE, every time I use a Stinger I get a "no message received" crash. I've played a few versions of Dom on a few servers and it keeps happening. Anyone else?

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Two part question.

1. Lets say i wanted to get rid of the Takastani enemy troops and replace them with a more winter geared unit. How would I do that? What files would need editing?

2. Finding US winter units was easy. Does anyone know where to find enemy ones?

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Getting desperate here. Anyone got the domination map on duala with AI and ACE?

"co@40_LSO_Dom_Duala_ACE_AI_4.1.06.isladuala" or something?

Thanks.

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Do anyone know of a Chernarus Domination that has all the 2,54 fixes. For have been searching for it, but cant find anyone.

Is there realy no one that has made a domination for chernarus out of 2.54 ??

For we are getting a bit tired of the Takistan desert :P could be nice to get back to the old green green land :D

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Do anyone know of a Chernarus Domination that has all the 2,54 fixes. For have been searching for it, but cant find anyone.

Is there realy no one that has made a domination for chernarus out of 2.54 ??

For we are getting a bit tired of the Takistan desert :P could be nice to get back to the old green green land :D

I'll check my hard drive. I might have what you need. If not I will add it Tommy todo list. Does not take that much time to cu and paste.

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That would be so awesome. for i have just recently started to look at the editor and stuff,,, have looked at the convert domination thing but i just got lost in it, would be so awesome if you have one or could "make one".

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Two part question.

1. Lets say i wanted to get rid of the Takastani enemy troops and replace them with a more winter geared unit. How would I do that? What files would need editing?

Look in i_server. Code in there defines the AI units.

---------- Post added at 10:39 AM ---------- Previous post was at 10:37 AM ----------

Using ACE, every time I use a Stinger I get a "no message received" crash. I've played a few versions of Dom on a few servers and it keeps happening. Anyone else?

That'd suggest an ACE problem. I don't use it so you'd best ask them. Does it happen in an empty editor mission?

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Hello,

For the past couple of days I have been trying to get my head around compiling domination maps using the bat files in dom_maker. I do the following:

I copy the edited c40_Domination.Takistan folder into the dom_maker folder and I then run the make_dom.bat. This seemed to compile the default map.

So I looked into the bat file and I noticed some variables and I changed them to

set BASE_MASTER=co40_Domination.Takistan
set MASTER=co40_Domination.Takistan
set D_VER=2_28A2
set D_BNVER=2.28
set D_NUM_PLAYERS=30
set D_NUM_PLAYERS_TT=40

As before it said co30, after running this again it still compiles co@30 domination maps.

I have googled around but I'm as yet unable to find any instructions.

Any advice or links will be greatly appreciated.

Rory

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2.57 technology upgrade... still not Dom4 (needs longer than expected) but 2.57 uses a lot of improvements from Dom4 and I simply need to test them.

Some of the 2.57 changes...

  • Dynamic respawn time. The longer you live the shorter is your respawn time (currently default for the non revive versions)
  • Per frame handler. Some scripts like marker update and the names above units (other players) are handled per frame now. Specially the names above units feature is totally smooth now (no more stuttering or lag)
  • All init scripts are now processed in one frame, everything is in place as soon as the player is ingame
  • Vehicle reload script which really reloads every available turret and subturret
  • Optimized removal of dead units and vehicles (switched back to A1 handling for vehicles, dead crew is deleted immediately and the vehicle gets replaced with a new destroyed one. Makes it possible to delete vehicle groups earlier)
  • Enemy groups at main target will respawn in a random area near a main target as long as the main target radio tower is still up
  • MP eventhandlers for vehicle respawn and players
  • Old light tower feature from Dom for A1 back
  • Pre 2.54 engineer handling back (disabled by default)
  • All dialogs optimized and rearanged (OA look)
  • TeamStatusDialog is now available immediately (no more waiting a few seconds till it is filled)
  • endMission "LOOSER" is used beside serverCommand "kick" (serverCommand was disabled in one of the beta patches)
  • Player respawn scripts completely handled with eventhandlers, no more scheduled script
  • Massive use of macros (you'll like it)
  • OA rucksacks can be chosen via dialog at the ammo crate at base

And many many more things which you normally shouldn't notice.

Thanks to [Hud]Dorph and Weedkiller for providing me feedback (first 2.57 versions are available since a few days).

MP performance should have improved with this version.

Please no bug reports and feedback here, I do not visit BIF very often anymore. Create a ticket @dh: http://dev-heaven.net/projects/domination/issues/new

Download:

http://dev-heaven.net/projects/domination/files

Xeno

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