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Thread: Editing, Expanding and Modifying Domination

  1. #1071
    Private First Class Signaller's Avatar
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    I been getting a lot of requests from visitors & members of my Domi server, for a permanent waypoint to the base.

    The I came up with the idea of adding a task with a waypoint to the base, but as I feared, it won't allow the game to finish once all of the main targets are solved. I think the solution is to add it as a child task to each new main target mission as child tasks auto complete once the parent task is solved.

    The problem is I can't find where the main mission tasks are.

    Using Domi 2.60M

    in tasks.sqf

    Spoiler:


    Anyone know how to do this?

    Thanks

    ---------- Post added at 01:14 PM ---------- Previous post was at 12:44 PM ----------

    Quote Originally Posted by =101AD=Richard View Post
    How can I add more of Xenos ammoboxes around the map, say on a FOB. I was looking through his scripts and see he placed his with a marker but couldnt find how to add another.
    I tried this too, but couldn't figure it out, I found a script that would do the same thing.

    Make an ammo box on the editor, put the text below in the init line of your box (please note this box is for OA, BAF, PMC and won't work with Arma 2)
    Code:
    nul = this execVM "ammo.sqf";

    create ammo.sqf (in spoiler below) & place it in your mission directory.

    Spoiler:


    If you want the 'save layout' , 'clear layout' & 'Get Backpack' options for your ammo crate add the text below to the init field (I use domi 2.60m, this may not work with older versions)

    Code:
    this addAction[("<t color=""#F4C610"">" + ("Save Layout") +    "</t>"),"x_client\x_savelayout.sqf"];  this addAction[("<t color=""#F4C610"">" + ("Clear Layout") +    "</t>"),"x_client\x_clearlayout.sqf"];    this addAction[("<t color=""#F4C610"">" + ("Get Backpack") +    "</t>"),"x_client\x_getbackpack.sqf"];
    Hope this helps
    Last edited by Signaller; Sep 25 2011 at 12:16.

  2. #1072
    Quote Originally Posted by Signaller View Post
    I tried this too, but couldn't figure it out, I found a script that would do the same thing.
    This script doesn't do the same thing as the crates in Domina.
    All crates in Domina are clientside only, means, they are only created (with createVehicleLocal) on a client and do not exist on the server to avoid issues with crate content synchronization (beside making it easier to handle different weapon layouts for the ranked version and having less data to sync for JIP clients).

    Xeno

  3. #1073
    Private First Class Signaller's Avatar
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    Quote Originally Posted by Xeno
    This script doesn't do the same thing as the crates in Domina.
    All crates in Domina are clientside only, means, they are only created (with createVehicleLocal) on a client and do not exist on the server to avoid issues with crate content synchronization (beside making it easier to handle different weapon layouts for the ranked version and having less data to sync for JIP clients).

    Xeno
    My apologies Xeno, I didn't take this into account, would it be possible to associate the x_playerammobox.sqf with a second marker so it could spawn another crate?

    P.S. Thank you for all of your hard work on Domi it's greatly appreciated.

    *Edit* How about this?

    Place an invisible helipad where you want the extra ammo crate to go, name it box1

    x_client\x_playerammobox.sqf

    Spoiler:


    Box disappeared after respawn, add the lines in red to x_client\x_setupplayer to fix this.(the code is just before half way down in the original script)

    Spoiler:




    I realise this is a bit of a sloppy (possible) solution, but my scripting knowledge is somewhat limited.
    Last edited by Signaller; Sep 26 2011 at 09:59. Reason: Found a possible solution

  4. #1074
    I did search for this but found nothing of help.....

    How do I play a Domination game but with character skins/models of my choosing rather than the stock US Army ones?

    Thanx in advance.

  5. #1075
    depbo the mission, copy it to your missions (\ArmA 2 Other Profiles\name\missions\), open it with the editor and replace the playable units with the ones you want. Don't forget to make them playable again and keep their names.

  6. #1076
    Quote Originally Posted by Noricum View Post
    depbo the mission, copy it to your missions (\ArmA 2 Other Profiles\name\missions\), open it with the editor and replace the playable units with the ones you want. Don't forget to make them playable again and keep their names.
    depbo? what is this and how would I go about doing this....sorry for being such a n00b

  7. #1077
    Second Lieutenant Tankbuster's Avatar
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    Quote Originally Posted by REAPER LOK View Post
    depbo? what is this and how would I go about doing this....sorry for being such a n00b
    Read the first few posts in this thread, it has most of what you need there.
    Documentation is not a dirty word.
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  8. #1078
    So xeno is their a way to do it with your ammoboxs?

  9. #1079
    Private First Class Signaller's Avatar
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    Quote Originally Posted by =101AD=Richard View Post
    So xeno is their a way to do it with your ammoboxs?
    Had another idea on this, seems to work OK on a dedi server, haven't tested it with JIP though.

    Place a marker anywhere in the editor called AMspawn then place an invisible helipad named hp1 where you want the ammo box to be.
    Finally put the code below at the end of x_client\x_playerammobox.sqf

    Code:
    _AM1 = "BAF_BasicWeapons" createVehiclelocal (getMarkerPos "AMspawn");
    [_AM1] call FUNC(weaponcargo);
    [_AM1,_box_array] execFSM "fsms\PlayerAmmobox.fsm";
    player reveal _AM1;
    player reveal _AM1;
    _AM1 attachTo [hp1,[-6,0,1.35]];
    _AM1 addAction ["Save gear layout" call d_fnc_BlueText, "x_client\x_savelayout.sqf"];
    _AM1 addAction ["Clear gear layout" call d_fnc_BlueText, "x_client\x_clearlayout.sqf"];
    _AM1 addAction ["Get Backpack" call FUNC(BlueText), "x_client\x_getbackpack.sqf"];
    You may want to add the line _AM1 allowDamage false; although the crate will respawn it will be empty. Remember to comment out the backpack line if your not using the OA version.

    Hope this helps.

  10. #1080
    Quote Originally Posted by Signaller View Post
    Had another idea on this, seems to work OK on a dedi server, haven't tested it with JIP though.

    Place a marker anywhere in the editor called AMspawn then place an invisible helipad named hp1 where you want the ammo box to be.
    Finally put the code below at the end of x_client\x_playerammobox.sqf

    Code:
    _AM1 = "BAF_BasicWeapons" createVehiclelocal (getMarkerPos "AMspawn");
    [_AM1] call FUNC(weaponcargo);
    [_AM1,_box_array] execFSM "fsms\PlayerAmmobox.fsm";
    player reveal _AM1;
    player reveal _AM1;
    _AM1 attachTo [hp1,[-6,0,1.35]];
    _AM1 addAction ["Save gear layout" call d_fnc_BlueText, "x_client\x_savelayout.sqf"];
    _AM1 addAction ["Clear gear layout" call d_fnc_BlueText, "x_client\x_clearlayout.sqf"];
    _AM1 addAction ["Get Backpack" call FUNC(BlueText), "x_client\x_getbackpack.sqf"];
    You may want to add the line _AM1 allowDamage false; although the crate will respawn it will be empty. Remember to comment out the backpack line if your not using the OA version.

    Hope this helps.

    Thanx Ill have to try this out in the dedi, otherwise it works great in editor, Thank you

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