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Thread: Editing, Expanding and Modifying Domination

  1. #1141
    ran into the same issue once, did a workaround for it;

    place a trigger somewhere (axis 0).
    activation: none - repeatedly - present

    condition:
    vehicle player isKindOf "plane" && typeOf player != "US_Soldier_Pilot_EP1";

    activation:

    if (player == driver vehicle player) then {player action ["eject",vehicle player]; player groupChat "Class restriction: Pilots only"};

    note that this works in this case only for planes. change "plane" to "air" if you want to make the restriction for other air classes too. Not sure, but i guess, the parachute is affected too then :P
    Last edited by Noricum; Nov 12 2011 at 20:42.

  2. #1142
    Having an issue modifying chernarus ace version....i used the mission sqm from the :dom maker" and renamed it but when i load it all up in game it doesnt have all the ACE features...if I depbo chernarus domination i get that garbled miussion sqm again so I used the one from the dom maker...wich is
    "mission_west_ace_sqm" renamed to "mission.sqm"..edit it and repack ..loads up all the editing i did at base is their..but without the ACE features...any tips help would be great..Thanks


    JC

  3. #1143
    have you defined ace in x_setup.sqf?

    #define __ACE__

  4. #1144
    I just tried what you mentioned and still doesnt have the ACE stuff in it..I did however notice something...as I mentioned above I used Eliteness to unpbo tho mission from the 2.60 anniversery pack from DevHeaven....the mission sqm is all garbled so i used the sqm from the dom maker and renamed it (wich is what I did with takistan and worked fine) but I think the versions are different...the dom maker version is 2.12

    "briefingName="co@40 DomiA2! ACE West [2.12]";

    wich is mission_west_ace.sqm

    But I am trying to Edit the 2.6 version...
    So I really need the 2.6 version sqm I think...wich when i unpbo isnt readable..if thats the case...is their anyplace to get the 2.6 version sqm?

  5. #1145
    open the mission.sqm with eliteness, copy all the lines, make yourself a mission.sqm and insert the copied files there. replace the dom mission.sqm with your new one, finito

  6. #1146
    Thanks for the reply...I'll give that a try...also when I enable _ACE_ should i do that on every set up.sqf or just the one inside the main folder..Thanks again!


    JC

  7. #1147
    Second Lieutenant Tankbuster's Avatar
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    run setupcopy.bat from the mission folder. That will copy setup.sqf (and macros.sqf) to everywhere that needs it.
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  8. #1148
    Quote Originally Posted by killjoer3f View Post
    But to go ferther : in the RespawnGroups.fsm

    before changing and testing we think it could be in the Class Loop2 that the delay between each Respawn Groups could be : so we could change _timenow = time +3.11 to time + 300.

    class Loop2
    But all this is on a loop to check the condition on a counter.

    And the condition counter will respawn new reinforcements group if counter = 0 (all AI kill in the previous respawngroup).
    It is at this point that we would like to put a delay around 300 sec.
    So after several test in Mp on our R3F_server we have create a random to set the ground reinforcement.

    In fsms/RespawnGroups.fsm
    between line 88 and 106

    if ((count playableUnits) < 13) then {" \n
    " _tempo = 1500;" \n
    " } else {" \n
    " _tempo = 900;" \n
    " };" \n
    "" \n
    " _timenow = time + (_tempo + (random _tempo));" \n


    Code:
          "if (typeName _onegrpar == ""ARRAY"") then {" \n
           "	_grp = _onegrpar select 0;" \n
           "	if ((isNull _grp || (_grp call d_fnc_GetAliveUnitsGrp) == 0) && (time > (_grp getVariable ""X_CREATED""))) then {" \n
           "		_mg_array = _onegrpar select 1;" \n
           "		_resp_mid = _mg_array select 10;" \n
           "		_rpos = [_resp_mid select 0, 600, 400, _resp_mid select 1] call d_fnc_GetRanPointSquare;" \n
           "		_mg_array set [1, [_rpos]];" \n
           "		d_respawn_ai_groups set [_counter, -1];" \n
           "		_mg_array spawn d_fnc_makegroup;" \n
           "		if ((count playableUnits) < 13) then {" \n
    	  "			_tempo = 1500;" \n
    	  "		} else {" \n
    	  "			_tempo = 900;" \n
    	  "		};" \n
           "" \n
           "		_timenow = time + (_tempo + (random _tempo));" \n
           "	};" \n
    this changes makes reinforcement no more often than every 1500 to 2400sec if less than 13 players
    and 900 to 1800 sec if more than 13 players.

    It is efficient.
    Last edited by killjoer3f; Nov 14 2011 at 18:03.

  9. #1149
    wow, thanks a lot for sharing!
    Tried something too, but i have no plan of fsm.

    Ahm, can please post the whole class loop2 code, from beginning to the end, i somehow get critical errors/crashes when i copy and paste the lines above.
    Last edited by Noricum; Nov 15 2011 at 16:12.

  10. #1150
    Got most everything working now..just a few small issues I cant figure out..
    1) Added 2 choppers but cant get them to be lift choppers.
    2)some choppers/planes I add have AI in them....how do I take all of the AI out?
    3)I want this set up for a small 8 person server to do the side missions only..is their anyway to limit the positions availible to Squad Leader,Pilot,Artillary,Rifleman etc etc? so their isnt a huge list to choose from..just 8 player slots? Thanks again for all of the help..learning more stuff all the time!

    JC

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