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Alexei Vostrikov

Carrier Domination West AI (LHD As Base :) )

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Hello guys, i spent plenty of hours making this work, there must be for sure a LOT of bugs still in it, the base i started from is the latest Domination West AI and i have made the following changes:

1) The LHD Carrier is now the "main" base of the players marine task force that is floating far from the coast in a safe position for striking, the "original" base is still operative and you should consider the LHD as a "reinforcement" force.

2) The respawn at death and first spawn is at LHD

3) 2 of the original Lift Chopper were moved to the LHD and will re-spawn on deck, the 2 other chopper on the Main base MAY have problem at respawn, i have yet to fix it correctly.

4) 2 Harrier, 1 Cobra, 1 Huey and some utility trucks are present on the deck of the LHD

5) 4 LAV, 2 LAV QG, 1 AAVP and 8 Various HMMWV are present in the Under-deck hangar of the LHD, for moving the vehicles out to the deck drive them on the NORTH EAST corner of the under-deck hangar and they will be moved on the ramp on the south side of the deck.

6) The west side of the main deck serve as a Chopper repair spot, the east side work as Jet repair spot and the Small RAMP at north east serve as vehicle repair spot.

7) The ammo and weapon crate spawn on the main deck of the LHD near the flag, when you spawn you will see it is on the center of the ship.

8) All the bonus vehicles, the wreck repair spot, a full set of various aircraft and the AI Recruiting tent are ALL at the OLD base.

9) All the vehicles present on LHD and at Main Old Base will respawn if destroyed within 2 minutes or so.

10) The mobile HQ's are still at the OLD base, if you want to use them, go get them :)

In short: Use the LHD as a spawn point, force to the land and use the resources present at the Main base for conquering the island, you will get bonus vehicles too etc etc

The LHD is pretty far from the coast for giving a good "idea" of the travel to the land from a far sea position.

If you want to try this, take a look at my public server so you get the pbo from there, i have to run at work now ^^

Server data

IP: 81.31.149.126 PORT: 2302

PS: sorry for my english but is not my main language :)

Update:

The next stuff i will do is to completely remove the "old base" using the LHD for all stuff and converting that base to an extremely defended enemy base with some sort of missions attached, but will take time..

There is a nice project of a steerable LHD, i tryed to use that for this mission but it diden't worked at all since it floated so hard beign based on a fishing boat that made it nearly impossible to use it unless i "attached" all items to the ship itself and detach them only on need... the guy who was developing it spoke about making the ramps and other things working, if he will release a "full" version of the "dynamic" and steerable LHD i will use it in some way and make the LHD a mobile base for striking on the land in the domination mission :)

Edited by Alexei Vostrikov

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Well done, I have also added the LHD to Domination but you have done a nice job with the vehicles under the deck.

I have been waiting for Xeno to get TT done then it will be easier to have two AI Spawn points and Flag Teleports allowing use of TWO US Teams Navy and USMC.

Nice work!

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is xeno ok with this ?

Contrary to others I don't care if somebody modifies my stuff, takes and uses scripts or does whatever he wants with my missions. Specially Dom was made to be modified.

I allways encourage people to do that, maybe they learn something (at least I hope so :))

Xeno

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:) goodo. i'l be sure to give this a try then.

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A few of us ran this mission last night and had a blast with it. Just something different (the group I play with are all flgiht simmers, so having all those aircraft availible from the start was refreshing).

A few bugs I noticed:

*AI falls overboard alot (dies at recruitment or awaiting teleport)

*AI often needs some coaxing into helos on deck

*The first time I spawn in, I was swimming under the internal model of the ship (can not replicate).

Things I'd like to see:

*A flag pole at base (for departures)

*A static teleport point at base (for arrivals...when the MHQs are deployed elsewhere)

Good fun, though. Keep up the good work.

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A few of us ran this mission last night and had a blast with it. Just something different (the group I play with are all flgiht simmers, so having all those aircraft availible from the start was refreshing).

A few bugs I noticed:

*AI falls overboard alot (dies at recruitment or awaiting teleport)

*AI often needs some coaxing into helos on deck

*The first time I spawn in, I was swimming under the internal model of the ship (can not replicate).

Things I'd like to see:

*A flag pole at base (for departures)

*A static teleport point at base (for arrivals...when the MHQs are deployed elsewhere)

Good fun, though. Keep up the good work.

1) I can't yet find a way for convincing the AI to consider the ship walls as blocks.. i can't prevent them from entering steel wall either

2) For the same reason, seems like the AI are not happy at all to be on top of that floating steel thing... i don't understand fully why but i belive is because they think of be in water while they are actually standing up.

3) You can't replicate it because seems that the position of the char is generated on client, and this bug happens at the first person who login in the server since the ship is not static but is created dynamically at the start of the mission, so the first one don't see yet the ship and appairs down there.

I'm trying to fix these things, but i'm failing at moment ^^

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Thanks Alexei Vostrikov (and of course all others involved) for this GREAT mission.

Last night a few I met on the "Testing Carrier Domination" server were all in a great mood to coordinate and make some fun! Fact is, it got me involved over 8 hours of fun and joy, without being disconnected.

Of course we found some quircks during the progress, but most if not all were overcome by repeating the proces (like the auto-rearming not restoring ammo in the end), or getting out and back in a chopper. I think most of the quircks we had were due to lag or network synchro stuff (updates of enemy not fully completed). Think it has nothing to do with the mission itself.

While flying I noticed that using the full map is not handy, since it takes a while to reload the 3d views when going back to cockpit and you loose SA (situation awarenes). Most of the time I find myself using the mini-map, being able to steer and check my position. Since the zooming of this mini-map is auto and not zooming out that much, a guidance on the map with markers to find the ship/base would be handy (like a yellow ILS line as a long narrow rectangle as a marker). If you cross the line, visible on the mini-map, at least you can align with it and find the ship/base without being distracted from what it is all about... "flying fun".

So far a great mission and looking forward for all updates!

Greetings from,

Baco

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I'm working hard on the Dynamic Carrier version... one of the players chose to be the "captain" of the carrier and he can issue move orders to the "pilot" inside the carrier itself.

All planes and vehicles are attached to the deck so they can't "fall down" while the carrier moves, if someone enter the vehicle then it get "unlocked" and he can drive around, obviously if the carrier is moving at hi-speed would be a trouble ^^

I'm no more updating the actual version since for the new one i had to start from scratch

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Alexei,

For what it's worth, I had already modified Domination mission with the following and found it worked smooth, not as nice as your mission but some suggestions to consider. Of course I didn't have the WorldtoModel approach but it worked.

1. Left AI Spawn back to main base due to LHD issues (wish I could use Devestation Man Overboard respawn to Deck) and changed AI Spawn Building to Warefare Deployed HQ.

2. Used 1/2 of all Xeno Vehicles using Xeno Modded-Respawn on LHD and added Air LHD with ILS and Airport with ILS. Easier to land on LHD with ILS and F16.

3. Changed planes on LHD to F16's

4. Changed Ch3 on LHD to V22 with script to pack engines and wings like ARMA2 into.

5. Put Rearm/Repair trigger on right half of end of LHD deck (plane can easily turn over there and get off deck) and removed look for destroyed Repair Building (LHD Only).

6. Did same as above for Helos but moved to Elevator Platform.

7. Removed SurfaceIsWater detection for MRR2 (on LHD) for Teleporting back to LHD. But really need Flag Base added to Teleport.

8. Added Eddy D's Shelters to Airport for some protection and added script to close automatically when enemy approaches (with Alarm and Warning) and open when clear. Player can open manually.

9. Added additional Defense Forces to Airport (wish I understood how XENO does that with the Radar).

TO DO;

1. Add TWO Flags one for each base and a choice to respawn. (waiting for XENO TT so can make Navy (LHD) and Marines Airport.

2. Add animation for Deck Crew when Plane lands on LHD.

3. Need Eddy D's AmmoCarts for Rearm/Repair Areas

Anyway I only do missions for my family on private server don't release to public but for what its worth yours has HUGE potential. Keep it Up!

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Well, why we don't work togheter? :) useless to do similar things, let's do one togheter and good ^^

Btw, i'm releasing now a new version, i added to the current "static lhd" some of the fix i found for the dynamic one... most important fix:

1) When you drive out from the hangar moving to the door whatever is your speed or direction you will end up correctly on the deck, before sometime if you was very fast you ended up flying in water ^^

2) Removed 3 useless trucks and now the LHD have an Osprey onboard :)

3) Some minor fix about spawns etc, it should go a bit smoother

4) I tryed to do something for make AI Soldiers a bit less idiots when spawned on the deck, seems like it works... or sort of works at least they enter vehicles with some patience now, they will NEVER run because they feel to be on water... but is the best i could do.

http://www.ac-net.it/files/Carrier_Domination_AI.Chernarus.rar

You will find it live goin on my public server at 81.31.149.126 "AC-Net.it Public"

Edited by Alexei Vostrikov

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Well, why we don't work togheter? :) useless to do similar things, let's do one togheter and good ^^

Btw, i'm releasing now a new version, i added to the current "static lhd" some of the fix i found for the dynamic one... most important fix:

1) When you drive out from the hangar moving to the door whatever is your speed or direction you will end up correctly on the deck, before sometime if you was very fast you ended up flying in water ^^

2) Removed 3 useless trucks and now the LHD have an Osprey onboard :)

3) Some minor fix about spawns etc, it should go a bit smoother

4) I tryed to do something for make AI Soldiers a bit less idiots when spawned on the deck, seems like it works... or sort of works at least they enter vehicles with some patience now, they will NEVER run because they feel to be on water... but is the best i could do.

http://www.ac-net.it/files/Carrier_Domination_AI.Chernarus.pbo

You will find it live goin on my public server at 81.31.149.126 "AC-Net.it Public"

Download isn't working says No Service. Happy to test or make suggestions as I said I don't make public releases just for myself, just don't have the time but be happy to Test and make suggestions. I am not a script writer more a modifier to get what I want.

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Download isn't working says No Service. Happy to test or make suggestions as I said I don't make public releases just for myself, just don't have the time but be happy to Test and make suggestions. I am not a script writer more a modifier to get what I want.

I have fixed the link, it's a rar file now, the pbo was not working.

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im having problems using the map download (above)

Originally Posted by Alexei Vostrikov View Post

Well, why we don't work togheter? useless to do similar things, let's do one togheter and good ^^

Btw, i'm releasing now a new version, i added to the current "static lhd" some of the fix i found for the dynamic one... most important fix:

1) When you drive out from the hangar moving to the door whatever is your speed or direction you will end up correctly on the deck, before sometime if you was very fast you ended up flying in water ^^

2) Removed 3 useless trucks and now the LHD have an Osprey onboard

3) Some minor fix about spawns etc, it should go a bit smoother

4) I tryed to do something for make AI Soldiers a bit less idiots when spawned on the deck, seems like it works... or sort of works at least they enter vehicles with some patience now, they will NEVER run because they feel to be on water... but is the best i could do.

http://www.ac-net.it/files/Carrier_D....Chernarus.pbo

You will find it live goin on my public server at 81.31.149.126 "AC-Net.it Public"

when i go to mp then select the map and press play there is lyk half a second of lag and nothing happens, i go to edit and it says warning file is read only, so i go to the file and un cheak read only thinkin this would solve everything, same things happen still, i cant play the map any sujestions?

Edited by WoodenSpoons

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Alex,

If you wish I will be send you my latest modified mission of your original. Has all the same features l listed below but added the following. Feel free to use whatever you want, my mission creator name is JAAF (Just Another Arma Fan) I want no recognition, as the name implies. All Scripts and Mods other people developed.

Here is a list of additions to LHD so far.

1. Added LHD Crew Members with Animation for Helo Land and Jet Take Off

2. Added Folding Rotor Animation for Helos

3. Added Catapult for Jets to take off from Deck.

4. Combined Jet and Helo Repair Pad to save space

5. Added Littlebird Helo ( you will need Addon along with F16)

6. Added Ammo Supply Area just inside Ship Deck Doors

Like to do:

1. Second Spawn-Teleport Flag at Main Base (Need Xeno's help when he does Two Teams Version).

2. Stop Jet Automatically when reaching Catapult then hold Jet while pilot can run up Full Throttle before Catapult. (can't figure out).

3. Working on Auto Landing for LHD using Mandoble Land Script but waiting for Mandoble answer me on fixing some errors that come up.

Let me know if your interestested in any of this.

Edited by vengeance1

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Did the development die? What Vengance is adding sounds like a very good update to the mission. Carrier Domination is popular when i run it on servers and people are quick to join in. Please continue the good work :)

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I agree, I'd love to try the mission with both Alexei and Vengeance's modifications put together. Is there any chance for an update? Hope there is.

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Contrary to others I don't care if somebody modifies my stuff, takes and uses scripts or does whatever he wants with my missions. Specially Dom was made to be modified.

I allways encourage people to do that, maybe they learn something (at least I hope so :))

Xeno

Yes oh wise one 8) as i did'nt know didlly squat tell i opened Dominaion for the 1st time-still learning but funny how addicting editing missions an getting stuff to work can be. Will try this on my server too as it's going back to ArmA1 roots as a Domination 24/7 Server.

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I agree, I'd love to try the mission with both Alexei and Vengeance's modifications put together. Is there any chance for an update? Hope there is.

I did the updates/changes offered it to Alexei but didn't get a response, sorry it is his mission and wouldn't be right to release his work.

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See your PM, I sent you what I have. Use what you want under your name, I could care less about credit, thats why my mission creator name is JAAF (Just Another Arma Fan)

Good Luck!

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Was not playing arma for some time :)

I'm back now ^^

that's good, so you can fix the download link :)

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hi guys

I've just added the LHD into Evolution. I have 2 problems that you might be able to help out with (I hope !!):

The planes/ helis keep falling in the water (on a static ship) despite being posASL'd in their init line to 16.6m in Z

- is there a trick to stop this?

I have written a little script to allow players to launch a boat, whichworks fine, and to get back in the carrier if they fall out of boat (or e.g. off/through deck)

however when they use this teleport to deck, they are stuck in the swimming animation! is there a way of doingsomething like

player setanim "walk"; or something to stop them swimming around on the ship lol

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ah got it fixed.

I made a sensor which adds an action when you're 50m from the carrier that triggers this sqf

_zone = getmarkerpos "HMS-GITS";

_base = "ZU23_CDF" createVehicleLocal [_zone select 0,_zone select 1,16.5];

_base setVehicleAmmo 0;

_base setposASL [_zone select 0,_zone select 1,16.5];

player moveInCargo _base;

player action ["Eject",_base];

waitUntil {Vehicle player == player};

deletevehicle _base;

exit

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