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xeno

co30 DominationA2! One Team

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Easier ability to add in user made addons as bonus vehicles like the F16 :)

What's easier than adding an addon class name to an array ? ^^

Hmm, how about attaching a #lightpoint to the active target "auto-flare-thingie", both on server and client.

Hm, doable.

Xeno

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I actually have the Impression that all side mission units and isle defence units are heading south for the base, it is very noticable with the side mission of the specops camp, arrive there late and you will never get those guys. Though i am not sure if it happens on main targets too.

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I actually have the Impression that all side mission units and isle defence units are heading south for the base, it is very noticable with the side mission of the specops camp, arrive there late and you will never get those guys. Though i am not sure if it happens on main targets too.

That did only happen in versions prior 2.20. Simply because I allways thought that CfgWorlds centerPosition is the center of the usable island part which it is not (never checked it before :() .

On Takistan the centerPosition is actually the south airfield and not the middle of the "visible" map. It's fixed in 2.2x versions.

Xeno

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ah rgr and thanks for that, damn takistani specops were too fast :) They even hid themselves at the main target, which was on the way to the base

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Hi! Really enjoying playing Dom, but noticed a couple of things.

When using HALO I don`t get the altitude/speed indicator in the latest AI West version. Also, my AI squad won`t parajump with me anymore, they stay at the main base even if they're in formation.

Thanks for this excellent mission!

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When using HALO I don`t get the altitude/speed indicator in the latest AI West version. Also, my AI squad won`t parajump with me anymore, they stay at the main base even if they're in formation.

Grrrrr, just a second earlier... I've uploaded 2.21 allready (though now removed again) :)

Well, I've added the OA HALO and forgot to switch back (has it's own issues like no altimeter/speed like you described. Reverting to the other system again.

AI not parajumping ?

Checking now...

Xeno

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Fixed it, AI is jumping with you again. Also fixed the position of the AI hut, it doesn't spawn on the road anymore.

HALO reverted to the old version with speed and height display.

Xeno

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Argh wtf! Have not had a good time with domination today (the little I've played, too damn hot).

Join a server, oh joy no backpacks. Well I knew that was coming :(

Paradrop to the target zone and... Nothing there. Says there's bunkers, but nothing visible. Havent seen that one before, synching has always worked.

Quit and join another server. Paradrop into the zone, killed on landing. Well that's my fault. 30 minutes to next paradrop :rolleyes:

So I wait and wait at the base for a transport and then I hear one! Wait a minute... Hostile! Dropping enemy paratroopers over our spawn! KILL THEM QUICKLY!!!

*kicked off the server for shooting in base*

Bloody brilliant that function is :jail:

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Join a server, oh joy no backpacks. Well I knew that was coming :(

Well yes, say thank you to BIS for giving us those :)

So I wait and wait at the base for a transport and then I hear one! Wait a minute... Hostile! Dropping enemy paratroopers over our spawn! KILL THEM QUICKLY!!!

*kicked off the server for shooting in base*

Bloody brilliant that function is :jail:

Yeah, it is, works flawlessly :D... though you shouldn't get kicked when there are actually enemies in the base. Would be nice to know if you use any extra addons beside OA (which can cause script scheduling problems) and indeed, RPT would be nice too.

Xeno

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Not running any addons at all and I can see if I can up the rpt tomorrow, computer off now. The non-synced zone may have been a fluke but I've never seen it before. 2.20 i believe the version was (every damn server run a different one).

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Just to let you know Xeno just run a dedicated server with your patch (2.19 @ 8 town system) moded by myself, no probs at all. This is fantastic, Ammo boxes work, air drops work etc. Keep up the good work fella.

I wish I had half as much tallent as you have, your a star.

Edited by GeeBee

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Hey Xeno, I found an addon that was causing some of the AmmoBox issues. The Elias Soundmod causes the MHQ Ammo box's to freeze your game causing it to crash, there was 3 of us that tried this and when we had Elias SoundMod enabled it would freeze, and without it enabled it wouldnt freeze

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Hm, well the RPT for the round with the unsynched zone really doesnt say anything obvious to me:

"############################# co30_Domination_2_20A2_West_AI_OA #############################"
Group B 2-1-B (0x36749c00) - network ID 2:16671
- no main subgroup
Network simulation, time = 0.050
Group B 2-1-B (0x36749c00) - network ID 2:16671
- no main subgroup
Group B Charlie (0x36749c00) - network ID 2:16671
- no main subgroup
Group B Charlie (0x36749c00) - network ID 2:16671
- no main subgroup
Group B Charlie (0x36749c00) - network ID 2:16671
- no main subgroup
Group B Charlie (0x36749c00) - network ID 2:16671
- no main subgroup
Group B Charlie (0x36749c00) - network ID 2:16671
- no main subgroup
Group B Charlie (0x36749c00) - network ID 2:16671
- no main subgroup
Ref to nonnetwork object 3f526800# 440268: usspecialweapons.p3d
Ref to nonnetwork object 3f526800# 440268: usspecialweapons.p3d
Ref to nonnetwork object 3f526800# 440268: usspecialweapons.p3d
Ref to nonnetwork object 3f526800# 440268: usspecialweapons.p3d
Ref to nonnetwork object 3f526800# 440268: usspecialweapons.p3d
Ref to nonnetwork object 3f526800# 440268: usspecialweapons.p3d
Ref to nonnetwork object 3f526800# 440268: usspecialweapons.p3d
Ref to nonnetwork object 3f526800# 440268: usspecialweapons.p3d
Ref to nonnetwork object 3f526800# 440268: usspecialweapons.p3d
alpha_6: Getting out while IsMoveOutInProgress
charlie_7: Getting out while IsMoveOutInProgress
Creating debriefing
Client: Object 2:16442 (type Type_98) not found.
Client: Object 138:15 (type Type_99) not found.
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Client: Object 150:3 (type Type_70) not found.
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Client: Object 2:14688 (type Type_109) not found.
Client: Object 109:82 (type Type_99) not found.
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Client: Object 149:14 (type Type_70) not found.
Client: Object 109:49 (type Type_70) not found.
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Client: Object 2:16695 (type Type_109) not found.
Client: Object 2:15110 (type Type_149) not found.
Client: Object 100:31 (type Type_70) not found.
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Client: Object 100:26 (type Type_70) not found.
Client: Object 100:27 (type Type_70) not found.
Client: Object 100:34 (type Type_70) not found.
Client: Object 100:35 (type Type_70) not found.
Client: Object 100:30 (type Type_70) not found.
Client: Object 2:16442 (type Type_98) not found.
Client: Object 138:15 (type Type_99) not found.
Client: Object 2:16450 (type Type_98) not found.
Client: Object 2:16452 (type Type_98) not found.
Client: Object 2:16454 (type Type_98) not found.
Client: Object 2:16366 (type Type_98) not found.
Client: Object 2:16364 (type Type_98) not found.
Client: Object 2:16368 (type Type_98) not found.
Client: Object 107:37 (type Type_98) not found.
Client: Object 2:14683 (type Type_99) not found.
Client: Object 107:28 (type Type_72) not found.
Client: Object 2:16273 (type Type_109) not found.
Client: Object 107:26 (type Type_72) not found.
Client: Object 107:26 (type Type_225) not found.
Client: Object 107:25 (type Type_72) not found.
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Client: Object 107:21 (type Type_72) not found.
Client: Object 107:16 (type Type_72) not found.
Client: Object 2:16442 (type Type_98) not found.
Client: Object 2:16273 (type Type_108) not found.
Client: Object 2:16273 (type Type_109) not found.
Client: Object 138:15 (type Type_99) not found.
Client: Object 2:16454 (type Type_98) not found.
Client: Object 2:16452 (type Type_98) not found.
Client: Object 2:16450 (type Type_98) not found.
Client: Object 153:19 (type Type_99) not found.
Client: Object 2:16364 (type Type_98) not found.
Client: Object 2:16368 (type Type_98) not found.
Client: Object 2:16366 (type Type_98) not found.
Client: Object 107:37 (type Type_98) not found.
Client: Object 113:42 (type Type_70) not found.
Client: Object 112:18 (type Type_70) not found.
Client: Object 112:16 (type Type_70) not found.
Client: Object 112:26 (type Type_70) not found.
Client: Object 2:15112 (type Type_149) not found.
Client: Object 2:15131 (type Type_149) not found.
Client: Object 2:15129 (type Type_149) not found.
Client: Object 2:16641 (type Type_98) not found.
Client: Object 2:16442 (type Type_98) not found.
Client: Object 138:15 (type Type_99) not found.
Client: Object 2:16450 (type Type_98) not found.
Client: Object 2:16452 (type Type_98) not found.
Client: Object 2:16454 (type Type_98) not found.
Client: Object 2:15084 (type Type_99) not found.
Client: Object 2:16273 (type Type_109) not found.
Client: Object 2:16366 (type Type_98) not found.
Client: Object 2:16368 (type Type_98) not found.
Client: Object 2:16364 (type Type_98) not found.
Client: Object 107:37 (type Type_98) not found.
Client: Object 109:76 (type Type_70) not found.
Client: Object 95:91 (type Type_70) not found.
Client: Object 95:85 (type Type_70) not found.
Client: Object 95:89 (type Type_225) not found.
Client: Object 95:88 (type Type_225) not found.
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Client: Object 2:16674 (type Type_149) not found.
Client: Object 156:7 (type Type_225) not found.
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Client: Object 156:20 (type Type_124) not found.
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Client: Object 17:59 (type Type_93) not found.
Client: Object 17:61 (type Type_93) not found.
*** Player identity cannot be applied on person 32:16 - player 1405770524 not found
Client: Object 7:119 (type Type_93) not found.

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Hey,

i have a question,

Why does everyone can use the artillery?

Is it possible to change that so only the artillery operators can call in artillery?

And it seems that there isn't an 'artillery 2' only '1'.

still using 2.19 version, but currently editing latest version for my clan, would be cool if i could fix that in the same time.

Xeno, tx for doing a great job man, really appreciate it.

Edited by RT. Green Label

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The AI versions are set up so any player can call artillery.

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ok, can i change that?

Because it's not really productive when everyone can call in the same artillery.

(some guys do 3 salvos and then the rest is fubar'ed for a while.)

especcially the artillery operators are out of a job.

At least on a tactical server.

And how?

Any feedback would be appreciated.

Edited by RT. Green Label

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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)

Does it already exist?

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Structures at base (wreck/chopper/jet-service) have strange rubbles when destroyed, and when repaired again never gets the old structure back. So when somebody have repaired and its working again it looks like its not there.

Also sometimes when towns are done the keep beeing red. Clients also complaning sometimes they have no towns marked on map as maintarget.

Edited by [HUD]Dorph

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Dorph;1687294']Structures at base (wreck/chopper/jet-service) have strange rubbles when destroyed' date=' and when repaired again never gets the old structure back. So when somebody have repaired and its working again it looks like its not there.[/quote']

Hi.

when using the AI_West 2.19

I also have the problem of not being able to rebuild repair buildings.

similar problem to the earlier domination for arma2.

I tried to disable base sabotage to lessen the issue, but a rogue vehicle seems to come through the base within an hour or two of playing and destroy the repair buildings.

I am able to select 'repair building' however the building can never be repaired.

server and clients running 1.52.72.107 (latest beta)

the problem also occurred on 2.17 and 2.18

thanks :)

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hi xeno, thx for all your work, time and sweat with dom and ace for the com. much appreciated. hope your wife is better and all the best to u and your fam. why im writing? i justed pressed the link in your signature of Igor Presnyakov. amazing guy, just listended over an hour to his songs. im also a guitar player but igor kicks ass. thx 4 sharing this with us m8 and keep up the good work @ arma, sir.

first few seconds you look at the guy in an ugly hat with a leopard blanket behind him and think "Gee, what a jerk". But then he starts playing and your mouth stays open for the next 3 minutes. ABSOLUTELY FANTASTIC!

sry 4 OT and a nice weekend to @ll

Edited by Chaostika7-17th

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Who's Igor Presnyakov? Naah, Jorge Caballero FTW :D Especially Bach's Chromatic Fantasie and Fugue really rocks my world as far as skill goes.

part, although the first part is rather on the extreme side as well :) Hearing the whole thing on a more suitable instrument makes it more clear why I think it is such a feat pulling off this on a guitar :D Ioana Gandrabur rate high with me too, on the guitar side of things. She plays on different strings, and I'm still in the music world when I say that :p Personally though, I'm more into keys than strings.

---

Oh well, back on topic...

@Xeno: Heard today that someone got stuck in parachute close to ground. I've had that bug happen numerous times myself in Arma2, and implemented the following fix for it for Domino (CombatJump):

waitUntil {((getPos (vehicle player) select 2) < 10)};
if (d_debug_mode) then {hint "debug: checking started"};
while {vehicle player isKindOf "ParachuteBase"} do {
sleep 10;
if (vehicle player isKindOf "ParachuteBase") then {
	player action ["EJECT",vehicle player];
	if (d_debug_mode) then {hint "debug: player ejected from parachute by force";};
	player setPos [getPos player select 0, getPos player select 1, 0];
} else {
	if (d_debug_mode) then {hint "debug: situation resolved itself without assistance needed";};
};
};

Remove the hints (left them in, but know you don't need them) and the else statement.

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Please morron Xeno,

stop your 'works' with the domination!!!!!You morron distroy all about arma or oa.

We played your 'mission'...crap!!!!

Wishes from Quebec (Pok no hon Alex ;-) )

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