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TurokGMT

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Everything posted by TurokGMT

  1. TurokGMT

    co30 Domination! One Team

    Ok, v0.5 of TurokGMT edit is well underway. To avoid the JIP bug and general mutilation of xeno's beautifully crafted domination code, I'm creating my own Turokinit script to be called at the end of the init.sqf file which checks for isServer to take xeno's "what code is running where" comments onboard. Wish me luck...
  2. TurokGMT

    co30 Domination! One Team

    Your first point has already been implemented in domination and discussed in this (admittedly long) thread. Look for this bit in init.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // max men for main target clear d_man_count_for_target_clear = 6; // max tanks for main target clear d_tank_count_for_target_clear = 0; // max cars for main target clear d_car_count_for_target_clear = 0; Not sure where the code for sidemission resolution handling is - although it would be nice to know for my edit too - anything destroyed by a mando airstrike doesn't count as player side resolved side mission at the moment
  3. TurokGMT

    co30 Domination! One Team

    k, so that sucks....I've officially broken domination!? sorry guys! Thanks for your work in identifying the cause of the problem oktane - looks like I've got some serious recoding to do. With regards to ensuring that only certain code is run on server, client or both, what arguments should I be using in init.sqf if statments? eg if (isServer) then {} A lot of this will depend on xeno's original definitions I guess. Sorry for not spotting the JIP bug earlier guys - during testing I was naturally the first person to connect to my dedicated server and hence initiated the map load - everything works fine for the first person in. After I've finished hanging my head in shame at my shoddy coding, I'll get right on fixing stuff.
  4. TurokGMT

    co30 Domination! One Team

    Thanks for the info and help xeno! I haven't had much time to work on my edit over the past few days - got an iminent house move coming up...*sigh But I'm making tweaks here and there to either patch up or improve upon the code I've got. Hopefully I'll release v0.5 just before the summer break before going dark for a few weeks until I get broadband set up in my new place - wherever that might be...meh
  5. TurokGMT

    co30 Domination! One Team

    Will do on naming standard oktane. I'll probably make next release just a bug fix as I'm still playing around with ideas for further things to add. In particular, I really like Carl's ideas for new player classes - whcih ppotentially has amazing scope for me to totally fuck up the domination gamecode Plus I think I should go back and revise how mando bombs and missiles have been implemented based around the small amount of feedback I've had. Good luck with the bug hunt oktane - please let me know if anything turns up. Incidentally, which version of domination are you investigating the JIP bug with? Are you comparing my 0.4 edit with domination 3.02?
  6. TurokGMT

    co30 Domination! One Team

    Nice work oktane! Could it possibly have any connection to extended event handlers? For example, if the server can't handle them, it can't pass them to players? Could it possibly be an order of events problem? Maybe some redundancy could be built into the x_playersetup.sqf as a fallback. eg a script that reads the client's public var list and checks it isn't null - resending the server's array if it is? Final thoughts, is there any possibility that having the mission on the clients machine might cause conflict? eg client loads mission from local source and arma detects the "server" gamelogic from that mission, causing the fuckup? God it's great being ignorant about network coding! I can come up with all kinds of bullshit theories! Seriously though, xeno, mando - sort us out!
  7. TurokGMT

    Dedicated Server Problem

    I'm running a dedicated server on the same machine I game on. Went through the wiki steps, all seemed fine, dedicated server started, no bother. Problem : It's only showing as a LAN server, not internet. I've double checked through the wiki, but can't find what I'm doing wrong - a little help guys? Cheers
  8. TurokGMT

    Dedicated Server Problem

    Problem appears to be solved. Without changing any options, players are able to see my dedicated server. Points to note: 1. Dedicated servers may not show up in main multiplayer window for a few minutes as this depends on update rate of gamespy server table. 2. My dedicated server never showed up on the multiplayer server list, only on LAN games. This is most likely because I was running the server on the same machine I was connecting to it from. 3. Even knowing my external IP address (the IP that other remote players see), I could not achieve a remote connect to my server. In short, your dedicated server probably IS working if you can connect to other games and host locally. Just have your external IP written down (go to www.whatismyip.com to get it if unsure) to pass to friends that want to connect just incase it's not showing in the server list.
  9. TurokGMT

    co30 Domination! One Team

    @carl the best place to start is within init.sqf of domination, it defines the different classes of soldier used in vanilla domination. eg d_engineer now look at x_playersetup (might be called x_setupplayer) and x_playerweapons these two scripts determine the weapons an actions available to each player class. This should help get you started on adding unique action menu to your new class of grunts. I don't know a lot about limited ECS revives, but in the revive version of domination, I believe there is a script called x_revive.sqf (I know, crazy naming...) which limits revives to 3 per medic per respawn by using an internal variable which increases by one each time a revive is used and is reset by x_playersetup. Have a look at the reload script in mando missiles that I've used for allowing the ammo trucks to rearm mando missile units - you should be able to adapt that code for use with rearming your AT and AA pods when near a landrover. As for spawning the pods; I suggest you reverse engineer the scripts use in domination that allow medics to spawn MASH tents or MGunners to spawn MGNests. The FARP spawning script from EVO should be really close to your needs as well. The landrover is an addon, right? To avoid unecessary downloads, why not just create a specialist class hummer? The TOW hummers seem the obvious choice... Really nice ideas for new unit classes Carl
  10. TurokGMT

    co30 Domination! One Team

    @Tank 1. Create a copy of the pbo. 2. Unpbo the contents into a folder called whatever. 3. Put that folder into mydocs/arma/<yourname>/mpmissions 4. Load up the mission and save any changes you make 5. create the new pbo when happy for testing this way the description.ext and mission.sqm are being edited directly from the original. Just be careful not to create any addon units - even if you delete them later, the mission.sqm will have a reference to them and sometimes throw up a complaint when you try to load it up without the addon. Airdrops - to speed them up, just spawn the heli closer to the player - although this might lead to "pop-up heli" problems. The dropped object is centred I believe by a random number deviation from the centre of the target - you could alter the max deviation allowed by looking into the relevant script.
  11. TurokGMT

    co30 Domination! One Team

    I wouldn't mind - but I haven't altered xeno's JIP script at all. @xeno - could you maybe shed a little light on this one? where is x_jip.sqf called? The only reference I can find to JIP is a global variable in init.sqf Any chance you could maybe download v0.4 and have a rummage through the relevant sections? The odd thing is, when I ran a dedicated server and joined it from the same machine, there were no problems - hence I released it...sorry to release a broken mission guys!
  12. TurokGMT

    co30 Domination! One Team

    I'll always love your definition of "easy" mando you've made reference to "scud_launcher.sqf" - is this script internal to arma already? Again, to my knowledge, there isn't a SCUD unit already in arma v1.14 - can someone confirm/deny this (I'm at work and can't ceck it myself - the suspense is killing me! PS - the bluppy.se server last night (thanks for running my edition of domination guys, but version 0.4 is out! Encountered weird effects with JIP - map markers not functioning, no maintarget, seconday target or side missions created. Other players said it was working fine for them. can anyone shed some light on this? has anyone had any similar problems with JIP? is it domination specific, or an arma issue?
  13. TurokGMT

    co30 Domination! One Team

    Is there already a SCUD unit in arma? I thought the SCUD launcher was an addon? *ponder... I know a SCUD could be scripted easily using mando missiles though.
  14. TurokGMT

    co30 Domination! One Team

    @colligpip I'm guessing you have to do it the old fashioned way like we did it in OFP: Place a marker with an obvious centre and call a script that returns the position of the marker as a sidechat or hint. Preview the mission and make a note of the coordinates. Then just use those coordinates in the init.sqf for your targets, or wherever you need them.
  15. TurokGMT

    co30 Domination! One Team

    @gunterland 1. The Su34 was put in by xeno during the development of domination. I'll check back through the scripts to see if mando missiles have been added to it - a different loadout could potentially make it more aggressive. 2. Transfering over to a new map would require quite a bit of work - mainly in finding the coordinates of new target areas and organising placement of existing and bonus units, but xeno has built in those lovely debugging lines into init.sqf which would really ease the process! The main target coordinates are currently spawned at random so you never know where you're going next which would maybe be a pain for island hoppers. Also, with the HALO code and teleporting (not to mention all the choppers), island hopping is island hopping really relevant? Most players are just too impatient to get around by boats!
  16. TurokGMT

    co30 Domination! One Team

    @colligpip SHIT! Thanks for that glaring error, I'll get right on it - it's a left over from when I started editing the RACS version with mando originally....right done. @gunterland x_serverfuncs.sqf contains the code that generates units to guard the town - you'll find my edited SM shilkas in there. The array it selects from is found in init.sqf. @Carlgustafa Nice ideas - I'd thought about adding a few of the warfare static gun emplacements around the base for defense - MG nests for those irritating spetnatz and perhaps some AA for twatting the Mi17's, Kamovs and Su38's that toddle over from paraiso. I don't think the rebuilding base idea is worth it - the base already has respawning ammo and repair trucks making getting the reloading areas destroyed an incovenience rather than a mission breaker. @Mando Giving the AI your cruise missiles?! Are you mad man?! But I do really like the idea of having a SCUD hunt sidemission - even though that goes kinda against the "no addons required!" element that domination has going for it at the moment...200 MB addon download for sahrani life anyone? Keep the ideas coming dudes - Domination can only get better! Thanks to xeno once again for creating such an excellent platform to build from - looking forward to mutilating the next release to within an inch of it's life!
  17. TurokGMT

    co30 Domination! One Team

    I've seen the saturation attack in action mando! My edition is tailored towards low population servers where the high armour presence of enemy AI is more of an irritant. It should be noted that the current setup of the saturation attack only targets 4 armoured units - there is often upwards of 10 or more armoured units at main target areas in domination. What should be taken into account is that the main target areas also have radio towers calling in reinforcement armour, so the saturation attack provides a quick way through the armour shield for saboteurs. Also, saturation attacks may destroy bonus opportunity targets such as ammo trucks in main target area or friendly captive soldiers so it's a risky business. I'm hoping players will only call a strike as a last resort or for a good laugh - the LONG timer will also encourage conservative useage. Do you think we could code a saturation launch to occur as the result of a player vote? That would be a nice control method - plus a nice challenge for you! As for the missile interceptor SAM shilkas, seeing as there is only a 1 in 3 chance that they'll have AA missile capability anyway, they may as well also have the ability to intercept missiles.
  18. TurokGMT

    co30 Domination! One Team

    ***** NEW VERSION OF DOMINATION! - TUROKGMT EDITION RELEASED! ***** Linkage : http://files.filefront.com/Dominat....fo.html Current Version is now v0.4 Significant Changes : v0.4 - removed ability for all players to call air support - air support can now only be called from MHQ (assumed there is a satellite uplink, makes more sense and prevents rushing) - added 10 minute timer before cruise missile saturation attack can be fired - removed individual cruise missile strikes - spawned shilkas now have 30% chance to be equipped with 24 mando SAMs (if you can steal one, you get to use them! - added 3 respawning MH-6s - (you can never have too many helis in a mission with all those SAMs flying around! Additional File Edits from Domination v3.02: allow_air_support.sqf - NEW SCRIPT FROM MANDO! Simple script to enable air support console for drivers of MHQ init.sqs - changed initial value of cruise missile saturation availabbility. - Disabled individual cruise missiles. - Added Air Support action to both MHQs description.ext - Mission now shows "Domination! TurokGMT Edition" on mission loading screen x_weaponcargo.sqf - all ammo crates now have 100% chance of containing AA and javelins All feedback greatfully accepted!
  19. TurokGMT

    co30 Domination! One Team

    cheers once again mando... I did get it working - but your solution is much less of a dirty hack than mine It also makes sure that only two people can ever be calling airsupport - the drivers of the MHQs, my solution enabled anyone nearby to start shouting down the radio for planes *sigh...I just can't get back into the habits of thinking like a code monkey... BTW shouldn't <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _accidx = vehicle player ["Air Support", "mando_bombs\mando_airsupportdlg.sqf"]; be this instead? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _accidx = vehicle player addaction ["Air Support", "mando_bombs\mando_airsupportdlg.sqf"]; *hopes to god he just scored a point from mando...
  20. TurokGMT

    co30 Domination! One Team

    @xeno or mando I'm editing x_vehirespawn.sqf to give an action to respawned MHQs. So fa, I have this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // by Xeno private ["_delay","_disabled","_moved","_newveh","_startdir","_startpos","_type","_vehicle"]; if (!isServer) exitWith{}; _vehicle = _this select 0; _delay = _this select 1; _moved = false; _startpos = getpos _vehicle; _startdir = getdir _vehicle; _type = typeof _vehicle; while {true} do { sleep (_delay + random 15); _moved = (if (_vehicle distance _startpos > 5) then {true} else {false}); _empty = (if (({alive _x} count (crew _vehicle)) > 0) then {false} else {true}); _disabled = (if (damage _vehicle > 0) then {true} else {false}); if ((_disabled && _empty) || (_moved && _empty) || !(alive _vehicle)) exitWith { deletevehicle _vehicle; sleep 0.5; _newveh = _type createvehicle _startpos; _newveh setpos _startpos; _newveh setdir _startdir; //***** ADDED CODE TO GIVE AIRSUPPORT FUNCTION BACK TO MHQ ON RESPAWN ***** if (_type == "M113_MHQ") then { _newveh addaction ["Air Support", "mando_bombs\mando_airsupportdlg.sqf"]; }; //***** END OF ADDED CODE ***** [_newveh, _delay] spawn x_vehirespawn; }; }; but it's not doing the job. The MHQ is respawning fine, but not with the required action available - little help? EDIT - nevermind - I was editing the wrong bloody script - I needed x_vrespawn.sqf!!
  21. TurokGMT

    co30 Domination! One Team

    @colligpip TurokGMT edition *does* have AI using mando missiles for SAM defense - there is a 20% chance that any shilka spawned at main target will be a mobile SAM device also. The percentage can be increased easily (just look in x_createguardpatrols.sqf), but anything above 35% just makes flying a terrifying experience! @gunterland thanks for the feedback - yeah I know that mando airsupport is very heavy duty stuff. I've tried to limit it with time limits before certain options get restocked to limit it's destructive power, but cruise missile saturation attacks will ALWAYS ruin the area Domination doesn't currently have a rank system built in, but the individual units DO have ranks assigned to them. I might be able to figure out a way of coding the airsupport so that only certain ranks have access to certain types of air support - eg only captin and above can call for cruise missile attacks. I've designed the inital version to turn low population servers into faster paced tank fucker missions - it was a pain to attack a main target with all that armour with so few people! So, I guess my main areas for improvement will be either: 1. Limit Air Support in a similar fashion to the artillery - only certain units have the option to call for it. 2. Limit the action to an object eg MHQ or laser designator so player have to communicate with eachother or use inventory space to bring airsupport in. I've also thought about using the laptop addon and binding the action to that - so you can rob the sergeants corpse to get the laptop if /when he gets nailed 3. Only allow certain rank units to call for certain types of support (although this has issues with low numbers of players - maybe highest ranking unit in the squad can call?) 4. Tinker further with the amount and time availability of types of support - eg saturation attack can't be called for 20 minutes. I haven't fired the cobra's TOW missiles yet - I know the gunner needs to guide them manually which forces two people into the heli - I really like the new systems that mando missiles adds to the cobra in particular.
  22. TurokGMT

    co30 Domination! One Team

    bear in mind that a lot of the scripted effects can't be tested in editor preview mode - you'l have to compile the pbo to test it. Target clearance may well be one of those things.
  23. TurokGMT

    co30 Domination! One Team

    @colligpip try looking in the x_createguardpatrolgroups.sqf there's a bit of code there called something like x_makevgroup which chooses random vehicles from an array of light and heavy armoured units. You *might* get away with just commenting that code out, but be prepared for a horrible string of script errors when you test it for the first time Alternatively, you could find the vehicle array that's passed to that script and just empty it of vehicles - might be the easy option! Then you'll have to find the script that checks for enemy presence to determine when to say you've cleared the town - not sure where that one is, but it *might* be in x_serverfuncs... happy hunting.
  24. TurokGMT

    co30 Domination! One Team

    @tankbuster everything you need to know can be found in the readme included with my domination edit - just look for the link on the previous forum page. I've detailed which scripts I've altered with mandos help. Every script I've altered I've made the alterations REALLY obvious (make sure you scroll to the bottom incase there are edits in more than one place) all the added code is commented either by myself or mando - good luck!
  25. TurokGMT

    co30 Domination! One Team

    @gunterland Script for generating AI : First make sure you have the AI version of Domination - I'm not sure if the script exists in other versions. The script you're looking for to create friendly AI is: x_addsoldier.sqf The scripts for spawning enemy AI at specific location is tied in with x_serverfuncs and x_createguardpatrolgroups.sqf I believe. Xeno will be able to elaborate further. Failing that, you could always look up the DACS addon which handles AI spawning and adapt it to your needs. EVO vs Domination : Essentially they are both Capture the Island style gamemodes with emphasis on attack - AI will never retake territory, although counter attacks can occur in Domination. 1. EVO only lets you drive certain vehicles once you've "ranked up" (rank is based on kills). Domination allows anyone to drive/pilot anything that's at base. 2. In Domination, bonus vehicles like air units other than blackhawk and armour like abrams must be earned through side missions. In EVO, what you see at base is what you get. 3. Vehicle respawning/repair in EVO is done using FARPS - mobile locations setup by engineer class units when near a repair truck. In Domination, wrecked vehicles are airlifted back to base by players and repaired there. 4. I've found EVO gameplay to be a little faster than Domination, mainly because the servers are usually more populated, however EVO in my opinion doesn't achieve the level of teamwork that Domination does - most people on an EVO server just go engineer and repair stuff until they can pilot cobras then that's the last you ever see of them. Domination on the other hand requires vehicles to be earned through missions, which are very hard to accomplish alone because of the amount of enemy armour. 5. Domination puts more emphasis on individual combat roles than EVO. EVO has medics and engineers who can build MASH tents and FARPs and that's about it. Domination has both medics and engies (the engies can't build FARPS, but they can do on site repairs without a repair truck) and in addition it also has dedicated artillery and rescue teams (the only guys who can rescue hostages or take prisoners), the machine gunners can build machine gun nests and squad leaders can call for airdrops to support their squads. ***** IN SHORT DOMINATION RULES ***** (but EVO is ok for a bit of rambo action with everyone piling into littlebirds and hoping the pilot can fly straight) @xeno - with all these new versions flying around, could you update your first post with the v3.02a links please?
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