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Thread: Editing, Expanding and Modifying Domination

  1. #1371
    Sergeant
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    As i said, i am not running ACE
    And i can confirm that this will indeed add the rep ability, though now every unit has it, thus rendering engineers redundant... not a bad thing necessarily, thank you Mousetrap.

    Also, i managed to get the mission displayed in the editor by following this example

    Quote Originally Posted by Grimes [3rd ID] View Post
    If you open up the mission.sqf in Eliteness after dePbo-ing it shows up fine. I just copied that text and replaced the binarized mission.sqf with it.....

    Not wanting to appear ungrateful but all these were just minor issues i had.
    The major issue i have is the respawn/revive issue were players are stuck in spectator mode and have to quit to lobby every time they get dead.
    I was hoping someone would pick up on this one

  2. #1372
    So, usually when I play OA, I'll just host a LAN server with 2.28 West AI and play on my own. However it's becoming frustrating having to keep earning back vehicles. So I was wondering if there was any way to have these spawned from the get-go.

    Thanks in advance.

    - Sharpshooter.

  3. #1373
    Quote Originally Posted by McSpeed View Post
    As i said, i am not running ACE

    The major issue i have is the respawn/revive issue were players are stuck in spectator mode and have to quit to lobby every time they get dead.
    Ok ... so in the show map you are not seeing the green rotating circle at the base spawn or on Deployed MHQ?
    or you cant respawn after clicking on one?

  4. #1374
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    if all you want is some vehicles without special abilities (like lifting and such) you can simply place them in the editor and have them respawn with the simple vehicle respawn script.


    - create a new text file in your mission folder (C:\Users\yourprofile\Documents\ArmA 2\yourprofile/missions/missionsname)
    - paste the following code into it


    Code:
    /*  
    =========================================================
      Simple Vehicle Respawn Script v1.7
      by Tophe of Östgöta Ops [OOPS]
      
      Put this in the vehicles init line:
      veh = [this] execVM "vehicle.sqf"
    
    
      Options:
      There are some optional settings. The format for these are:
      veh = [this, Delay, Deserted timer, Respawns, Effect, Static] execVM "vehicle.sqf"
    
      
      Default respawn delay is 30 seconds, to set a custom
      respawn delay time, put that in the init as well. 
      Like this:
      veh = [this, 15] execVM "vehicle.sqf"
    
      Default respawn time when vehicle is deserted, but not
      destroyed is 120 seconds. To set a custom timer for this 
      first put the respawn delay, then the deserted vehicle timer. (0 = disabled)
      Like this:  
      veh = [this, 15, 10] execVM "vehicle.sqf"
    
      By default the number of respawns is infinite. To set a limit
      First set the other values then the number of respawns you want (0 = infinite).
      Like this:
      veh = [this, 15, 10, 5] execVM "vehicle.sqf"
    
    
      Set this value to TRUE to add a special explosion effect to the wreck when respawning.
      Default value is FALSE, which will simply have the wreck disappear.
      Like this:
      veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf"
      
      By default the vehicle will respawn to the point where it first
      was when the mission started (static). This can be changed to 
      dynamic. Then the vehicle will respawn to the position where it was destroyed. 
      First set all the other values then set TRUE for dynamic or FALSE for static.
      Like this:
      veh = [this, 15, 10, 5, TRUE, TRUE] execVM "vehicle.sqf"
      
      If you you want to set the INIT field of the respawned vehicle, first set all other 
      values, then set init commands. Those must be inside quotations.
      Like this:
      veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf"
      
      Default values of all settings are:
      veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf"
      
    
    
    	
    Contact & Bugreport: harlechin@hotmail.com
    
    =========================================================
    */
      
    if (!isServer) exitWith {};
    
    // Define variables
    _unit = _this select 0;
    _delay = if (count _this > 1) then {_this select 1} else {30};
    _deserted = if (count _this > 2) then {_this select 2} else {120};
    _respawns = if (count _this > 3) then {_this select 3} else {0};
    _explode = if (count _this > 4) then {_this select 4} else {false};
    _dynamic = if (count _this > 5) then {_this select 5} else {false};
    _unitinit = if (count _this > 6) then {_this select 6} else {};
    _haveinit = if (count _this > 6) then {true} else {false};
    
    _hasname = false;
    _unitname = vehicleVarName _unit;
    if (isNil _unitname) then {_hasname = false;} else {_hasname = true;};
    _noend = true;
    _run = true;
    _rounds = 0;
    
    if (_delay < 0) then {_delay = 0};
    if (_deserted < 0) then {_deserted = 0};
    if (_respawns <= 0) then {_respawns= 0; _noend = true;};
    if (_respawns > 0) then {_noend = false};
    
    _dir = getDir _unit;
    _position = getPosASL _unit;
    _type = typeOf _unit;
    _dead = false;
    _nodelay = false;
    
    
    // Start monitoring the vehicle
    while {_run} do 
    {	
    	sleep (2 + random 10);
          if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true};
    
    	// Check if the vehicle is deserted.
    	if (_deserted > 0) then
    	{
    		if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then 
    		{
    			_timeout = time + _deserted;
    			sleep 0.1;
    		 	waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0};
    			if ({alive _x} count crew _unit > 0) then {_dead = false}; 
    			if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; 
    			if !(alive _unit) then {_dead = true; _nodelay = false}; 
    		};
    	};
    
    	// Respawn vehicle
          if (_dead) then 
    	{	
    		if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;};
    		if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;};
    		if (_explode) then {_effect = "M_TOW_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;};
    		sleep 0.1;
    
    		deleteVehicle _unit;
    		sleep 2;
    		_unit = _type createVehicle _position;  
    		_unit setPosASL _position;
    		_unit setDir _dir;
    		
                   
    
    		if (_haveinit) then 
    					{_unit setVehicleInit format ["%1;", _unitinit];
    					processInitCommands;};
    		if (_hasname) then 
    					{_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname];
    					processInitCommands;};
    		_dead = false;
    
    		// Check respawn amount
    		if !(_noend) then {_rounds = _rounds + 1};
    		if ((_rounds == _respawns) and !(_noend)) then {_run = false;};
    	};
    };

    - save the file as vehicle.sqf
    - place any vehicle you like in the editor and enter this in the units Initalization field

    Code:
    veh = [this, 5, 1800] execVM "vehicle.sqf"
    read through the vehicle.sqf to see what the numbers modify and change at will.


    i find this is the easiest way to add vehics, but there may be other ways.

    ---------- Post added at 20:13 ---------- Previous post was at 20:11 ----------

    Quote Originally Posted by mousetrap View Post
    Ok ... so in the show map you are not seeing the green rotating circle at the base spawn or on Deployed MHQ?
    or you cant respawn after clicking on one?

    I do see the circle and i do respawn ( i get the message "you have respawned" and see myself standing at the flag or at the spot i was being revived)

    but then it switches to spectator mode and thats it...

  5. #1375
    Quote Originally Posted by Xeno View Post
    GVAR just expands the parameter to d_parameter, it adds d_ in front of it. So GVAR(parameter) is the same as d_parameter. You have to use d_xxxxx.
    Boy do I feel stupid! Yeah I remember trying GVAR(varname=), varname= and none of them worked on the US server. I'm pretty sure I once tried d_varname= on our norwegian server, but that also had the additional problem that the shortcut I used to edit the configfile, pointed to some kind of backup file that wasn't in use, so those changes were never tried out.

    It's working beautifully now, but it took some hours to make it work. "User error, please replace user"

    Server eventually crashed after an hour or so with me as only player, on tbb3malloc_bi.dll (Exception code: C0000005 ACCESS_VIOLATION at 00565D6F), but nothing in the rpt I can trace to the mission.

    Is the forced grass option removed, or did it just slip me by?
    Regards
    Carl Gustaffa - left this game due becoming Steam Exclusive

  6. #1376
    I appreciate the tip, McSpeed but uh... I'm afraid I need a little more help considering I've got no clue what I'm doing or even which editing tool I'm supposed to use.

    Which tool am I supposed to use to place the vehicles?

    - Sharpshooter.

  7. #1377
    Sergeant
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    urgh ok.

    1. locate your dom.pbo and unpack it - use eliteness for that (google for it )
    2. move the folder that you get from unpacking to your editor directory (i.e. C:\Users\yourprofile\Documents\ArmA 2\yourprofile/missions/missionsname) The mission folder would be called something like co30_Domination_2_61_West_OA_v4.Takistan
    3. provided your version is an older one you should now be able to open it in the editor (the thing that comes with arma) - Single player > Editor
    4. a tonne of questions will come to you that have all been answered in these here forums but i recommend you get MrMurrays Armed Assault Editing Guide and read through that.
    5. when you are done export mission to multiplayer and off you go

  8. #1378
    Second Lieutenant Tankbuster's Avatar
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    Author of the Thread
    Xeno,

    How is the Two Teams code? Has it received as much love as the rest of the mission?

    I still like the TT ethos, but if it hasn't kept up with the rest of the mission, I'll go with the One Team stuff.
    Documentation is not a dirty word.
    : TeamSPAFF : PRACS : RKSL : Stella Artois : Creme Eggs : GITS :

  9. #1379
    Sergeant
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    Ok so i found the cause for the spectator issue.

    It's caused by the SLX Mod (Version: @COSLX 2.4 Arma2CO) though i have yet to find exactly which of the files is the culprit.

  10. #1380
    Quote Originally Posted by Tankbuster View Post
    How is the Two Teams code? Has it received as much love as the rest of the mission?
    Well, 2.29 is almost 2 years old. The current "stable" 2.60 release and the upcoming 2.61 has thousands of changes compared to 2.29 including TT stuff. And at least the ACE TT version is played quite often.

    Anyways, for getting faster feedback I've added a complete 2.61 download package at the Domina download section on dev-heaven. Be aware that this version is far from finished and still may have some bugs though during a short test everything looked fine.
    What's still missing are translations, so far only the spanish translation is in (russian translation is in progress) and some major gameplay changes are not in yet.

    Xeno

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