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{SAS}Nutta

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About {SAS}Nutta

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  1. I've just discovered why M203 grenades don't go into the Domination backpacks - if you too have been missing the business end of your EGLM rifles when carrying AT rockets then the fix is in the spoiler: On the engineer front, with the new engineer repairs from BIS you'll only be able to repair vehicles that are quite severely damaged and then only to get them back into an orange state instead of red. Personally I much prefer the old Domination repairing so I've put it back in in my version. Am about to embark on a thorough "testing" session, if it all works nicely I'll post the changes I made either later tonight or tomorrow.
  2. Shows up fine for me - check http://dev-heaven.net/projects/domination/files.
  3. It's the same stuff that hits the ground when a player calls in a DPICM submunitions barrage but when the AI call it in they just drop a handful of the shells directly via a different bit of code, said bit of code being where the fix goes. Player summoned DPICM seems to work fine here, it's quite possible any problems you found were indeed self inflicted... :)
  4. Those of you who don't feel the AI are dropping enough arty on your head will be delighted to know that I've found a bug with the arty that was stopping light artillery (30 and 40 mm) from being dropped. Thanks to Carl Gustaffa for the intel fixes, without which I'd never have known anything was amiss! Fix in the spolier: Carl Gustaffa, apologies for the delay but I've finally got round to having a proper look at the code you posted the other week. After spending most of Sunday doing the complete ordered route all the arma players in {SAS} decided that short distances between towns was the way forward so I decided to have a go at it myself. Here's what I came up with, it's not especially clever but it does the job and generating a full 21 random targets only takes around 50 milliseconds on the steam-powered PC I run my test server on:
  5. Just encountered the problem with the scud launcher earlier today (it's ok if you fail the mission but will never end if you destroy the scud). Fixed version follows. I also moved the launch to a more sensible place as I took pity on the AI spending all their time swimming in the lake...
  6. It doesn't look like anything has changed in playerammobox.fsm or playerammobox.sqf since 2.17 - you want to get file comparison program (winmerge isn't bad for a freebie) which will allow you to easily see what's changed between releases.
  7. It'll take well over 10 seconds anyway - the script only scans one chopper every 20 odd seconds and has to scan a chopper twice before it will respawn so if you've got 6 choppers on the map you're looking at 2.5-5 mins before you can expect a respawn.
  8. Hmm, couldn't get it to work here - I set the respawn time to 0 seconds and the chopper was still there half an hour later when I checked back on the persistent server I was using for tests. Added the _startpos line and the choppers respawned within 5 mins.
  9. Looks like 2.29 has almost all the fixes mentioned earlier (support building repair + location, FARPs after death, missing intel, artillery drop marker and probably more) except for the abandoned chopper respawn timer which only needs one line adding now. New fix for that in the spoiler: You might have been missing FSMCompiler.exe from the BI tools - it needs to either be in your path or copied into the dom_maker directory in order for the FSMs to work.
  10. I've only been testing co-op West OA so far as that's what we're running on our server so there could well be things I'm missing for the revive, ACE, TT etc. versions. I shall have a go at running the other versions and see what I find - is there any flavour that's the most popular these days? If Xeno's OK with me uploading a bugfixed version of 2.28 I'll get one together ASAP. Can't say exactly when that might be, it won't take me long to get a co-op West bugfixed version but as for the others I have no idea what surprises await... That'd be the one - it's possible I may have some of the directories wrong as I ended up typing most of those by hand. The code should be more reliable as that was pasted directly from my working version. *edit* Any recommended upload site for ArmA stuff? Freeness, ease of use and reasonable download speeds being the priorities...
  11. {SAS}Nutta

    co30 DominationA2! One Team

    Ahh, I haven't tried the TT version, we're running co-op on our server. Will have a look at it in a bit and see if I can see what's going on.
  12. {SAS}Nutta

    co30 DominationA2! One Team

    In the fsms directory, best edited with BIS's FSM Editor (which I only discovered after a couple of days spent nearly driving myself crazy double quoting everything... :banghead:) Worrying news indeed, can only hope it's not a permanent state of affairs!
  13. {SAS}Nutta

    co30 DominationA2! One Team

    Ahh, thanks for that. I've fixed a few more bugs in DomiOA! 2.28 this weekend, details are over in the Modifying and Expanding Domination thread. If you wish to post them as well that'd be great, otherwise I'll try to drag myself away from editing for long enough to do it myself... :) Haven't seen the first one but I've got a fix that seems to do the job for the second - check the link above.
  14. After a weekend in which I spent almost as much time editing DomiOA! as playing it I've fixed a few more bugs in v2.28: Choppers not respawning when abandoned intact despite setting times in init.sqf: Engineers unable to build a FARP after first death: Fix for network messages for FARP, MASH and MG nest marker removal: That's about it for now, I'll be back if I find any more... Previous bug fixes for DomiOA! 2.28
  15. Things to check for the chopper ammo box hud are: i_client.sqf: d_check_ammo_load_vecs needs to have the chopper type in it. d_choppers needs an entry for the chopper (make sure you put it into the correct version's array) - something along the lines of: ["HR7",2,"chopper7",307,"n_air","ColorWhite","7",""] init.sqf: Search for x_helirespawn2 and add an entry for your chopper: [ch7,307,true] Note that ch7 is the name of the chopper in mission.sqm and 307 must match with the number in d_choppers. That should be it, if it still isn't working post what you've already got and I'll have another go. *edit* Agh! I see you beat me to it Carl Gustaffa - I shall remember to type quicker next time, even if I am eating... :)
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