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Flightster

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Posts posted by Flightster


  1. I honestly wouldn't even know where to start, lol.. My knowledge of the Domination script is pretty basic:

    - edit intro

    - edit side / main mission rewards

    - edit ammo crates

    - change vehicles

    - change units

    - change flags

    - ...

    So I know how to change the look of it, but not the functionality.. I'll probably will have to go with 2.11 then, seeing as that is the last chernarus version that I know of.


  2. Hi,

    Are there any 2.29 / 2.54 versions of Domination that support Chernarus? I've tried using the dom maker included in the last versions (links posted by Tankbuster) but there seems to be an issue with the Chernarus versions it created.. To be more precise: The Halojump does not work and neither does the "time parameter".

    So I'm basically looking for a working 2.29 / 2.54 version on Chernarus that I can modify into BAF versions..? Prefferably AI..


  3. Hi,

    Some of my clanmates have found some Domination maps (editted by other people) that look interesting to try but have an issue with it.. They're all revive. So my question is, is there any easy / simple way to take these revive missions and change them into an AI / normal version?

    ---------- Post added at 09:54 AM ---------- Previous post was at 09:36 AM ----------

    Also, where can I change the AI emplacements at the base? As in, the emplacements on the sides of the base with avengers, AA pods etc.. I ask this because I'm currently working on a BAF version and would like to alter those troops (which are US) to BAF ones :)


  4. Have run into a little bug, dont know if its the mission or something ealse. But when we enter a empty enemy vehicles we fall out and die

    Did you set the parameters up so you were allowed to use enemy vehicles?

    ---------- Post added at 10:43 PM ---------- Previous post was at 10:41 PM ----------

    Good work there!

    Just to clarify? Does these versions require ACE? :)

    No, they don't, it's for OA / CO only :)


  5. Hi guys,

    Just wanted to let you know that I've editted Xeno's AI Domination (2.29 and 2.54 version) to have full BAF support.. This started out as a clan project, but after testing it on our servers (www.thegruntsclan.com !) I feel confident enough about it working propperly for me to put it out there for the public.

    Things added / changed:

    - Changed intro song to God save the Queen, we're playing with British Armed Forces afterall;

    - Changed recruitable AI units to BAF units;

    - Changed both base and camp flags to Union Jack;

    - Added BAF choppers to base: 2 Chinooks as lift choppers, 2 Merlins as transport;

    - Added 2 ATV's, 1 Offroad and 1 Jackal HMG as "standard in-base vehicles"

    - Added BAF weapons to ammo crates;

    - Added some BAF vehicles to both side and main target completion rewards.

    Links:

    2.29 version:

    - FileFront

    2.54 version:

    - Filefront

    I hope you guys like it, and have fun playing around with the British side of things :)

    - Credit goes to Xeno for all his years of effort in making Domination the best coop experience one can find on Arma 2 / OA / ACE.


  6. Xeno,

    I realize that you need a break from working on the Domi maps, but why such a drastic move? You have developed probably the most popular mission in the whole game, that's the only thing I have been playing since Arma 1, and you are just quitting totally out of the blue?

    Why don't you take some time off, decompress, and then work on the missions only once in a while when you feel like it instead of hitting burnout periodically.

    I will certainly appreciate it.

    Couldn't agree more.


  7. Ok, thanks guys.. I've found it :)

    One last question though, which should I edit? And how? Simply change the classnames, or is it a bit more complicated?

    if (d_with_ai) then {
    [] spawn {
    	waitUntil {!isNil {__XJIPGetVar(D_AI_HUT)}};
    	_D_AI_HUT = __XJIPGetVar(D_AI_HUT);
    	_D_AI_HUT allowDamage false;
    	player reveal _D_AI_HUT;
    	_script = "x_client\x_addsoldier.sqf";
    	#define __aiadda _D_AI_HUT addAction
    #ifdef __OA__
    	__aiadda ["Recruit Soldier" call XBlueText,_script,"%1_Soldier_EP1"];
    	__aiadda ["Recruit AT Soldier" call XBlueText,_script,"%1_Soldier_AT_EP1"];
    	__aiadda ["Recruit Medic" call XBlueText,_script,"%1_Soldier_Medic_EP1"];
    	__aiadda ["Recruit MG Gunner" call XBlueText,_script,"%1_Soldier_MG_EP1"];
    	__aiadda ["Recruit Grenadier" call XBlueText,_script,"%1_Soldier_GL_EP1"];
    	__aiadda ["Recruit Sniper" call XBlueText,_script,"%1_Soldier_Sniper_EP1"];
    	__aiadda ["Recruit AA Soldier" call XBlueText,_script,"%1_Soldier_AA_EP1"];
    	__aiadda ["Recruit Specop" call XBlueText,_script,"Specop"];
    #else
    	__aiadda ["Recruit Soldier" call XBlueText,_script,"%1_Soldier"];
    	__aiadda ["Recruit AT Soldier" call XBlueText,_script,"%1_Soldier_AT"];
    	__aiadda ["Recruit Medic" call XBlueText,_script,"%1_Soldier_Medic"];
    	__aiadda ["Recruit MG Gunner" call XBlueText,_script,"%1_Soldier_MG"];
    	if (d_own_side in ["WEST","GUER"]) then {
    		__aiadda ["Recruit Sniper" call XBlueText,_script,"%1_SoldierS_Sniper"];
    	} else {
    		__aiadda ["Recruit Sniper" call XBlueText,_script,"%1_Soldier_Sniper"];
    	};
    	__aiadda ["Recruit AA Soldier" call XBlueText,_script,"%1_Soldier_AA"];
    	__aiadda ["Recruit Specop" call XBlueText,_script,"Specop"];
    #endif
    	__aiadda ["Dismiss AI" call XRedText,"x_client\x_dismissai.sqf"];
    	_marker_name = "Recruit_x";
    	[_marker_name, position _D_AI_HUT,"ICON","ColorYellow",[0.5,0.5],"Recruit Barracks",0,"mil_dot"] call XfCreateMarkerLocal;
    };


  8. I'm unbable to search for a unit name, seeing as it's all folders and files.. So I would need to open each file seperately for that to work.. Here's the addsoldier.sqf, which I think should be it:

    // by Xeno
    #include "x_setup.sqf"
    private ["_exitj", "_rank", "_unit", "_type_soldier"];
    
    _type_soldier = _this select 3;
    
    d_grp_caller = group player;
    if (player != leader d_group_caller) exitWith {
    "You are currently not a group leader, no AI available. Create a new group" call XfHQChat;
    };
    
    _exitj = false;
    if (d_with_ranked) then {
    _rank = rank player;
    if (_rank == "PRIVATE") exitWith {
    	"You current rank is private. You can't recruit soldiers!" call XfHQChat;
    	_exitj = true;
    };
    
    if (score player < ((d_points_needed select 0) + (d_ranked_a select 3))) exitWith {
    	(format ["You can't recruit an AI soldier, costs %2 points, your current score (%1) will drop below 10!", score player,d_ranked_a select 3]) call XfHQChat;
    	_exitj = true;
    };
    
    _max_rank_ai = switch (_rank) do {
    	case "CORPORAL": {3};
    	case "SERGEANT": {4};
    	case "LIEUTENANT": {5};
    	case "CAPTAIN": {6};
    	case "MAJOR": {7};
    	case "COLONEL": {8};
    };
    if (d_current_ai_num >= _max_rank_ai) exitWith {
    	(format ["You allready have %1 AI soldiers under your control, it is not possible to recruit more with your current rank...", _max_rank_ai]) call XfHQChat;
    	_exitj = true;
    };
    // each AI soldier costs score points
    ["d_pas", [player, (d_ranked_a select 3) * -1]] call XNetCallEvent;
    } else {
    if (d_current_ai_num >= d_max_ai) exitWith {
    	(format ["You allready have %1 AI soldiers under your control...", d_max_ai]) call XfHQChat;
    	_exitj = true;
    };
    };
    if (_exitj) exitWith {};
    
    #ifdef __OA__
    _ai_side_char = switch (d_own_side) do {
    case "GUER": {"GUE"};
    case "WEST": {"US"};
    case "EAST": {"TK"};
    };
    #else
    _ai_side_char = switch (d_own_side) do {
    case "GUER": {"GUE"};
    case "WEST": {"USMC"};
    case "EAST": {"RU"};
    };
    #endif
    
    _ai_side_unit = if (_type_soldier == "Specop") then {
    #ifndef __OA__
    switch (d_own_side) do {
    	case "GUER": {"GUE_Soldier_Sab"};
    	case "WEST": {"FR_Sapper"};
    	case "EAST": {"RUS_Soldier_Sab"};
    }
    #else
    switch (d_own_side) do {
    	case "GUER": {"GUE_Soldier_Sab"};
    	case "WEST": {"US_Delta_Force_Night_EP1"};
    	case "EAST": {"TK_Special_Forces_EP1"};
    }
    #endif
    } else {
    format [_type_soldier, _ai_side_char]
    };
    
    _unit = d_grp_caller createUnit [_ai_side_unit, position AISPAWN, [], 0, "FORM"];
    _unit setVariable ["BIS_noCoreConversations", true];
    [_unit] join d_grp_caller;
    _unit setSkill 1;
    _unit setRank "PRIVATE";
    ["d_ad", _unit] call XNetCallEvent;
    if (d_with_ranked) then {
    _unit addEventHandler ["handleHeal", {_this call XHandleHeal}];
    };
    _d_ai_punits = d_ai_punits;
    _d_ai_punits set [count _d_ai_punits, _unit];
    d_ai_punits = _d_ai_punits;
    __INC(d_current_ai_num);


  9. I know this question has been asked before, but I can't seem to find an answer in this thread.. So here goes: Is there a way to change the recruitable AI units, in the AI version of Domination, to BAF units? I've looked in the x_client folder and looked at the x_addsoldier.sqf but I can't seem to make much sense of it.. I'm a semi noob, lol.

    Anyone able to help? It would defenitely be appreciated :-)


  10. Does no one have any interest in playing AAS anymore? Or are my maps just not appealing enough? If it's the case, please: Tell me what to improve on, so I can get some sense of what the AAS community is looking for.. Or if I don't get any feedback, I'll just put a stop to my efforts on making my maps public.. The latter will cost me a lot less time and effort, eventhough I enjoy making them => No feedback usually means no interest.


  11. Hi guys, I'm intending to build a new computer to fit my gaming needs and was looking for opinions on how it would play Arma.. Here's the stuff I'm planning to use:

    Motherboard

    Asus P7P55 Deluxe Motherboard ($150)

    CPU

    Intel Core i5 750 ($200)

    RAM

    Corsair XMS3 4GB Dual Channel DDR3 RAM ($100)

    Video Card

    Diamond Radeon HD 5850 1GB ($320)

    Sound Card

    Creative Labs Sound Blaster X-Fi XtremeGamer ($90)

    Hard Drive

    Western Digital Caviar Black 750 GB ($75)

    DVD Burner

    LG GH22NS50R DVDRW Drive ($28)

    Case

    Cooler Master HAF 922M ATX Mid Tower Case ($90)

    Power Supply

    Cooler Master GX Series 650W ($70)

    TOTAL COST: $1123 (USD)


  12. Are you sure you don't see the server only because you're running CO and the server is standalone OA? Because I haven't really noticed a difference in the server list regardless of if I run CO or standalone OA (I can run both since I have steam and games are installed in different folders), but then again I didn't thoroughly test this and I do have the games installed in separate folders.

    I meant that they're unable to join the server if it's standalone OA, it will kick them off.. Basically you're only able to join servers that are CO if you have it installed in that fashion, or vice versa.. Which is pretty stupid, if you ask me.


  13. Hi guys,

    Instead of making 5 different topics for each, I decided to make one topic for this.. I've come across several bugs in each of my releases that required a fix, so I went ahead and put them all in an easy to access map pack (the fixed maps, not the bugs) for anyone who's been playing them / wants to play them to download.

    Download here. or on ArmaHolic.com

    The pack contains all of my OA releases:

    Zargabad:

    - Zargabad Siege

    - Capital Showdown (new release)

    - Mosque Control

    Takistan:

    - Black Gold

    - Elysian Fields II

    !!! Please note that the other topics containing these missions seperately have NOT been updated to the fixed versions. Links are for info purposes ONLY !!!


  14. Hi guys,

    I seem to have a problem finding my clan's server because of the way I installed OA.. I installed it in the Arma II folder, while on our server it's been installed in a seperate folder for OA. Is this supposed to happen, or will it be fixed in the future? I find it pretty confusing / stupid that servers lose "regulars" because of different installs on peoples machines.


  15. Hi guys,

    I seem to have a problem finding my clan's server because of the way I installed OA.. I installed it in the Arma II folder, while on our server it's been installed in a seperate folder for OA. Is this supposed to happen, or will it be fixed in the future? I find it pretty confusing / stupid that servers lose "regulars" because of different installs on peoples machines.


  16. We've found that there are a lot of people that installed OA in the Arma II folder, while our server has a seperate folder for OA.. Thus making it impossible for people that installed OA in the Arma 2 folder to see our server.

    BI should really fix this, and make it so that all servers are visible without having to install it in a certain way.


  17. Mosque Control is an AAS mission located in the city of Zargabad, it offers plenty of CQB oppurtunities aswel as long range. The objective for both teams is to capture the Mosque (Charlie) which will be one of the hardest flags you've ever tried to capture, as it's located on the roof (yes, the roof) of the Mosque. Both west and east do, however, have acces to 1 unarmed Little bird, for air approaches (if necessary).

    I've wanted to try something like this for a long time, and now it's finally here.. I hope you guys enjoy, and don't get too frustrated :D

    Screens:

    - Map:

    mosquecontrol.th.png

    - Charlie flag:

    http://img830.imageshack.us/img830/339/flagcharlie.png

    Download:

    - Easy-Share

    - Armaholic mirror

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