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Thread: Editing, Expanding and Modifying Domination

  1. #1671
    Quote Originally Posted by [HUD]Dorph View Post
    _welcome_str2 = localize "STR_DOM_MISSIONSTRING_184";
    Where do i change that welcome message ?
    Open stringtable.xml in the mission root folder with a text editor (notepad++ for example) and search for STR_DOM_MISSIONSTRING_184.

    There you can replace it.

    Xeno

  2. #1672
    Quote Originally Posted by Xeno View Post
    Open stringtable.xml in the mission root folder with a text editor (notepad++ for example) and search for STR_DOM_MISSIONSTRING_184.

    There you can replace it.

    Xeno
    Thx Xeno
    Play pc:
    I7 2600K@4.6GHz
    Nvidia gtx680
    Intel 160gb ssd
    16gb DDR3 1600Mhz ram
    win7 64
    ---------
    Dedi Server: (91.100.101.163)
    I7 875K@4.1GHz
    Intel 250gb ssd sata3
    8gb ram
    win7 64

  3. #1673
    Xeno
    PM sent about Dom 270 bug
    (can't file report on the Domination site)
    Thanks

    FIXED in 271
    Thanks
    Last edited by mousetrap; Aug 13 2012 at 09:48. Reason: update

  4. #1674
    Hello,
    I've added a backpack heap on the ground,all is almost working except that when i choose a backpack,it doesnt take it.
    It's working for one unit out of the 10 though.
    I've searched on the forum but i don't find what i've done wrong.
    A little help would be appreciated please.

  5. #1675
    ehm, sorry if they are stupid questions, but I've tried to search google and this thread with no good results :

    I'm using Domi 2.61 (the last one that still works for Arma 2/Arma 2 Free and have problems with

    a) ammobox not showing marker and sometimes disappear

    b) vehicles not being liftable (only MHQ and MTVR)

    any help would be much appreciated

  6. #1676
    @Vincentz
    the problems have been already alluded to.
    The (b) problem page 167

  7. #1677
    thanks, but I tried to search the whole thread for "ammo", "ammobox" and "ammocrate" and no solutions came up. did the same (more specific) in Google, and still same.

    Also this :

    http://www.mediafire.com/?e5dm2vzdmo8f964
    is a quick winmerge of chop_hud, and it have tons and tons of changes between 2.60zc and 2.61. I was hoping someone could specify the problem.

  8. #1678
    Hi Dorph,

    Quote Originally Posted by [HUD]Dorph View Post
    Thx Bob - Xeno already fixed it in latest ver

    Another question - I used to change the welcome message when you board the liftchopper. I did that in the
    "x_client\x_chop_hud.sqf" where the text was. Now the text isnt there anymore, but refers to a mission string like
    _welcome_str2 = localize "STR_DOM_MISSIONSTRING_184";
    Where do i change that welcome message ?
    I'm back from a holiday in Turkey.
    I have inserted the "MISSINSSTRING" in the two files.
    These refer to the "stringtable.xml" for version 2.61 and the grip height is now at least 15 meters.
    That should be a relief for those who can not make it themselves.

    Greetings from Bob


    x_chop_hud.sqf
    Code:
    // by Xeno
    #define THIS_FILE "x_chop_hud.sqf"
    #include "x_setup.sqf"
    private ["_state", "_vec", "_hud", "_control", "_chopttype", "_hudoff", "_nobjects", "_nearest", "_dummy", "_chdispx", "_nx", "_ny", "_px", "_py", "_control2", "_angle", "_a", "_b", "_dif", "_chdispx2", "_controlxx","_distvstr"];
    
    sleep 1.012;
    
    _X_Chopper_Welcome = {};
    
    disableSerialization;
    
    if (GVAR(show_chopper_welcome)) then {
    	GVAR(rsc_end) = true;
    	
    	GVAR(xxvllist) = [];
    
    	_X_Chopper_Welcome = {
    		private ["_state", "_vec", "_welcome_str1", "_welcome_str2", "_welcome_str3", "_welcome_str4", "_end_welcome", "_hud", "_control"];
    		disableSerialization;
    		GVAR(rsc_end) = false;
    		PARAMS_2(_state,_vec);
    		_welcome_str1 = format [localize "STR_DOM_MISSIONSTRING_183", GVAR(name_pl)];
    
    		switch (_state) do {
    			case 1: {
    				_welcome_str2 = localize "STR_DOM_MISSIONSTRING_184";
    				_welcome_str3 = localize "STR_DOM_MISSIONSTRING_185";
    			};
    			case 0: {
    				_welcome_str2 = localize "STR_DOM_MISSIONSTRING_186";
    				_welcome_str3 = localize "STR_DOM_MISSIONSTRING_187";
    			};
    			default {
    				_welcome_str2 = localize "STR_DOM_MISSIONSTRING_188";
    				_welcome_str3 = localize "STR_DOM_MISSIONSTRING_189";
    			};
    		};
    		
    		_ttyp = toUpper (typeOf _vec);
    		if (count GVAR(xxvllist) == 0) then {
    			{GVAR(xxvllist) set [count GVAR(xxvllist), toUpper _x]} forEach GVAR(check_ammo_load_vecs);
    		};
    		_welcome_str4 = if (_ttyp in GVAR(xxvllist)) then {
    			 (localize "STR_DOM_MISSIONSTRING_190")
    		} else {
    			(localize "STR_DOM_MISSIONSTRING_191")
    		};
    		
    		_end_welcome = time + 14;
    		67322 cutRsc ["chopper_hud", "PLAIN"];
    		_hud = __uiGetVar(DCHOP_HUD);
    		#define __CTRL(A) (_hud displayCtrl A)
    		while {vehicle player != player && alive player && player == driver _vec} do {
    			__CTRL(64438) ctrlSetText _welcome_str1;
    			__CTRL(64439) ctrlSetText _welcome_str2;
    			__CTRL(64440) ctrlSetText _welcome_str3;
    			__CTRL(64441) ctrlSetText _welcome_str4;
    			if (time >= _end_welcome) exitWith {};
    			sleep 0.431;
    		};
    		67322 cutRsc ["Default", "PLAIN",1];
    		GVAR(rsc_end) = true;
    	};
    };
    
    _ui_forward = "\CA\ui\data\ui_tankdir_forward_ca.paa";
    _ui_back = "\CA\ui\data\ui_tankdir_back_ca.paa";
    _ui_left = "\CA\ui\data\ui_tankdir_left_ca.paa";
    _ui_right = "\CA\ui\data\ui_tankdir_right_ca.paa";
    _ui_tohigh = "\CA\ui\data\tankdir_turret_ca.paa";
    _ui_ok = "\CA\ui\data\ui_tankdir_tower_ca.paa";
    
    _distvstr = (localize "STR_DOM_MISSIONSTRING_192");
    _typestr = (localize "STR_DOM_MISSIONSTRING_193");
    _liftstr = (localize "STR_DOM_MISSIONSTRING_194");
    _distgrstr = (localize "STR_DOM_MISSIONSTRING_195");
    
    #define __CTRL2(B) (_chdispx displayCtrl B)
    #define __CTRL3(B) (_chdispx2 displayCtrl B)
    
    while {true} do {
    	waitUntil {alive player};
    	waitUntil {sleep random 0.3;vehicle player != player};
    	_vec = vehicle player;
    	while {vehicle player != player} do {
    		if (player == driver _vec) then {
    			if (_vec isKindOf "Helicopter" && !(_vec isKindOf "ParachuteBase") && !(_vec isKindOf "BIS_Steerable_Parachute")) then {
    				_chopttype = GV(_vec,GVAR(choppertype));
    				if (isNil "_chopttype") then {_chopttype = -1};
    				if (GVAR(show_chopper_welcome)) then {
    					if (_chopttype > -1) then {
    						[_chopttype,_vec] spawn _X_Chopper_Welcome;
    						sleep 0.321;
    						waitUntil {GVAR(rsc_end)};
    					};
    				};
    				if (_chopttype in [0,1]) then {
    					if (isNil {GV(_vec,GVAR(Vehicle_Attached))}) then {_vec setVariable [QGVAR(Vehicle_Attached), false]};
    					_search_height = 0;
    					_lift_height = 0;
    					_possible_types = GV(_vec,GVAR(lift_types));
    					if (_chopttype == 1) then {
    						_search_height = 70;
    						_lift_height = 50;
    					} else {
    						_search_height = 50;
    						_lift_height = 50;
    					};
    					_hudoff = true;
    					while {vehicle player != player && alive player && player == driver _vec} do {
    						if (GVAR(chophud_on)) then {
    							_hudoff = false;
    							_nobjects = nearestObjects [_vec, ["LandVehicle","Air"],_search_height];
    							_nearest = objNull;
    							if (count _nobjects > 0) then {
    								_dummy = _nobjects select 0;
    								if (_dummy == _vec) then {
    									if (count _nobjects > 1) then {_nearest = _nobjects select 1};
    								} else {
    									_nearest = _dummy;
    								};
    								_lift_height = 16;
    							};
    							
    							private "_marp";
    							_marp = GV(_nearest,GVAR(WreckMaxRepair));
    							if (isNil "_marp") then {_marp = GVAR(WreckMaxRepair)};
    							_check_cond = if (_chopttype == 1) then {
    								 (!isNull _nearest && damage _nearest >= 1 && ((typeof _nearest) in _possible_types) && _marp > 0)
    							} else {
    								(!isNull _nearest && ((typeof _nearest) in _possible_types) && (position _vec) select 2 > 2.5)
    							};
    							
    							sleep 0.001;
    							
    							if (_check_cond) then {
    								67321 cutRsc ["chopper_lift_hud", "PLAIN"];
    								_chdispx = __uiGetVar(DCHOP_LIFT_HUD);
    								__CTRL2(64440) ctrlSetText (if (_chopttype == 1) then {(localize "STR_DOM_MISSIONSTRING_196")} else {(localize "STR_DOM_MISSIONSTRING_197")});
    								
    								_type_name = [typeof _nearest,0] call FUNC(GetDisplayName);
    								__CTRL2(64438) ctrlSetText (if !(GV(_vec,GVAR(Vehicle_Attached))) then {format [_typestr, _type_name]} else {format [_liftstr, _type_name]});
    								__CTRL2(64439) ctrlSetText (if (getText (configFile >> "CfgVehicles" >> typeof _nearest >> "picture") != "picturestaticobject") then {
    									 getText (configFile >> "CfgVehicles" >> typeof _nearest >> "picture")
    								} else {
    									""
    								});
    								
    								if !(GV(_vec,GVAR(Vehicle_Attached))) then {
    									__CTRL2(64441) ctrlSetText format [_distvstr, _vec distance _nearest];
    									_nearest_pos = position _nearest;
    									_pos_vec = position _vec;
    									_nx = _nearest_pos select 0;_ny = _nearest_pos select 1;_px = _pos_vec select 0;_py = _pos_vec select 1;
    									if ((_px <= _nx + 10 && _px >= _nx - 10) && (_py <= _ny + 10 && _py >= _ny - 10) && (_pos_vec select 2 < _lift_height)) then {
    										__CTRL2(64448) ctrlSetText _ui_ok;
    									} else {
    										__CTRL2(64442) ctrlSetText (if ((position _vec) select 2 >= _lift_height) then {(localize "STR_DOM_MISSIONSTRING_198")} else {""});
    										__CTRL2(64447) ctrlSetText _ui_tohigh;
    										_angle = 0; _a = ((_nearest_pos select 0) - (_pos_vec select 0));_b = ((_nearest_pos select 1) - (_pos_vec select 1));
    										if (_a != 0 || _b != 0) then {_angle = _a atan2 _b}; 
    										
    										_dif = _angle - direction _vec;
    										if (_dif < 0) then {_dif = 360 + _dif};
    										if (_dif > 180) then {_dif = _dif - 360};
    										_angle = _dif;
    										__CTRL2(64444) ctrlSetText (if (_angle >= -70 && _angle <= 70) then {_ui_forward} else {""});
    										__CTRL2(64446) ctrlSetText (if (_angle >= 20 && _angle <= 160) then {_ui_right} else {""});
    										__CTRL2(64443) ctrlSetText (if (_angle <= -110 || _angle >= 110) then {_ui_back} else {""});
    										__CTRL2(64445) ctrlSetText (if (_angle <= -20 && _angle >= -160) then {_ui_left} else {""});
    										sleep 0.001;
    									};
    								} else {
    									__CTRL2(64441) ctrlSetText format [_distgrstr, (position _nearest) select 2];
    									__CTRL2(64442) ctrlSetText (localize "STR_DOM_MISSIONSTRING_199");
    									sleep 0.001;
    								};
    							} else {
    								67321 cutRsc ["Default", "PLAIN"];
    								67322 cutRsc ["chopper_lift_hud2", "PLAIN"];
    								_chdispx2 = __uiGetVar(DCHOP_HUD2);
    								__CTRL3(61422) ctrlSetText (switch (_chopttype) do {
    									case 1: {(localize "STR_DOM_MISSIONSTRING_196")};
    									case 0: {(localize "STR_DOM_MISSIONSTRING_197")};
    								});
    							};
    						} else {
    							if (!_hudoff) then {
    								_hudoff = true;
    								67321 cutRsc ["Default", "PLAIN"];
    								67322 cutRsc ["Default", "PLAIN"];
    							};
    						};
    						sleep 0.231;
    					};
    					67321 cutRsc ["Default", "PLAIN"];
    					67322 cutRsc ["Default", "PLAIN"];
    				} else {
    					67322 cutRsc ["chopper_lift_hud2", "PLAIN"];
    					_chdispx2 = __uiGetVar(DCHOP_HUD2);
    					__CTRL3(61422) ctrlSetText (localize "STR_DOM_MISSIONSTRING_200");
    					while {vehicle player != player && alive player && player == driver _vec} do {
    						sleep 0.421;
    					};
    					67322 cutRsc ["Default", "PLAIN"];
    				};
    			};
    		};
    		sleep 0.432;
    	};
    	waitUntil {sleep random 0.2; vehicle player == player};	
    };

    x_helilift.sqf
    Code:
    // by Xeno
    #define THIS_FILE "x_helilift.sqf"
    #include "x_setup.sqf"
    private ["_vehicle", "_nearest", "_id", "_pos", "_nobjects", "_dummy", "_depl", "_nx", "_ny", "_px", "_py", "_npos", "_fuelloss"];
    if (!X_Client) exitWith {};
    
    PARAMS_1(_vehicle);
    
    _menu_lift_shown = false;
    _nearest = objNull;
    _id = -1212;
    _release_id = -1212;
    
    _vehicle setVariable [QGVAR(Vehicle_Attached), false];
    _vehicle setVariable [QGVAR(Vehicle_Released), false];
    _vehicle setVariable [QGVAR(Attached_Vec), objNull];
    
    sleep 10.123;
    
    _possible_types = GV(_vehicle,GVAR(lift_types));
    
    while {alive _vehicle && alive player && (player in _vehicle)} do {
    	if ((driver _vehicle) == player) then {
    		_pos = getPos _vehicle;
    		
    		if (!(GV(_vehicle,GVAR(Vehicle_Attached))) && (_pos select 2 > 2.5) && (_pos select 2 < 16)) then {
    			_nearest = objNull;
    			_nobjects = nearestObjects [_vehicle, ["LandVehicle","Air"],40];
    			if (count _nobjects > 0) then {
    				_dummy = _nobjects select 0;
    				if (_dummy == _vehicle) then {
    					if (count _nobjects > 1) then {_nearest = _nobjects select 1};
    				} else {
    					_nearest = _dummy;
    				};
    			};
    			if (!isNull _nearest) then {
    				if (_nearest isKindOf "Man") then {
    					_nearest = objNull;
    				} else {
    					if ((speed _nearest > 10) || (position _nearest select 2 > 5) || !((typeof _nearest) in _possible_types)) then {_nearest = objNull};
    				};
    			};
    			sleep 0.1;
    			if (!isNull _nearest && _nearest != (GV(_vehicle,GVAR(Attached_Vec)))) then {
    				_depl = GV(_nearest,GVAR(MHQ_Deployed));
    				if (isNil "_depl") then {_depl = false};
    				if (!_depl) then {
    					_nearest_pos = getPos _nearest;
    					_nx = _nearest_pos select 0;_ny = _nearest_pos select 1;_px = _pos select 0;_py = _pos select 1;
    					if ((_px <= _nx + 10 && _px >= _nx - 10) && (_py <= _ny + 10 && _py >= _ny - 10)) then {
    						if (!_menu_lift_shown) then {
    							_id = _vehicle addAction [(localize "STR_DOM_MISSIONSTRING_250") call FUNC(BlueText), "x_client\x_heli_action.sqf",-1,100000];
    							_menu_lift_shown = true;
    						};
    					} else {
    						_nearest = objNull;
    						if (_menu_lift_shown) then {
    							_vehicle removeAction _id;
    							_id = -1212;
    							_menu_lift_shown = false;
    						};
    					};
    				};
    			};
    		} else {
    			if (_menu_lift_shown) then {
    				_vehicle removeAction _id;
    				_id = -1212;
    				_menu_lift_shown = false;
    			};
    			
    			sleep 0.1;
    			
    			if (isNull _nearest) then {
    				_vehicle setVariable [QGVAR(Vehicle_Attached), false];
    				_vehicle setVariable [QGVAR(Vehicle_Released), false];
    			} else {
    				if (GV(_vehicle,GVAR(Vehicle_Attached))) then {
    					_release_id = _vehicle addAction [(localize "STR_DOM_MISSIONSTRING_251") call FUNC(RedText), "x_client\x_heli_release.sqf",-1,100000];
    					[_vehicle, (localize "STR_DOM_MISSIONSTRING_252")] call FUNC(VehicleChat);
    					_vehicle setVariable [QGVAR(Attached_Vec), _nearest];
    					
    					switch (_nearest) do {
    						case MRR1: {
    							["mr1_in_air",true] call FUNC(NetSetJIP);
    							#ifndef __TT__
    							player kbTell [GVAR(kb_logic1),GVAR(kb_topic_side),"Dmr1_in_air",true];
    							#else
    							player kbTell [GVAR(hq_logic_en1),"HQ_W","Dmr1_in_air",true];
    							#endif
    							[QGVAR(mr1_l_c), _vehicle] call FUNC(NetCallEvent);
    						};
    						case MRR2: {
    							["mr2_in_air",true] call FUNC(NetSetJIP);
    							#ifndef __TT__
    							player kbTell [GVAR(kb_logic1),GVAR(kb_topic_side),"Dmr2_in_air",true];
    							#else
    							player kbTell [GVAR(hq_logic_en1),"HQ_W","Dmr2_in_air",true];
    							#endif
    							[QGVAR(mr2_l_c), _vehicle] call FUNC(NetCallEvent);
    						};
    #ifdef __TT__
    						case MRRR1: {
    							["mrr1_in_air",true] call FUNC(NetSetJIP);
    							player kbTell [GVAR(hq_logic_ru1),"HQ_E","Dmr1_in_air",true];
    							[QGVAR(mrr1_l_c), _vehicle] call FUNC(NetCallEvent);
    						};
    						case MRRR2: {
    							["mrr2_in_air",true] call FUNC(NetSetJIP);
    							player kbTell [GVAR(hq_logic_ru1),"HQ_E","Dmr2_in_air",true];
    							[QGVAR(mrr2_l_c), _vehicle] call FUNC(NetCallEvent);
    						};
    #endif
    					};
    					
    					_fuelloss = switch (true) do {
    						case (_vehicle isKindOf "Wheeled_APC"): {0.0002};
    						case (_vehicle isKindOf "Car"): {0.0001};
    						case (_vehicle isKindOf "Air"): {0.0003};
    						case (_vehicle isKindOf "TANK"): {0.0005};
    						default {0.0001};
    					};
    					
    					_nearest engineOn false;
    					_nearest attachTo [_vehicle, [0,0,-15]];
    					
    					while {alive _vehicle && alive _nearest && alive player && !(GV(_vehicle,GVAR(Vehicle_Released))) && (player in _vehicle)} do {
    						_vehicle setFuel ((fuel _vehicle) - _fuelloss);
    						sleep 0.312;
    					};
    					detach _nearest;					
    					_nearest setVelocity [0,0,0];
    					_nearest engineOn false;
    					if (position _nearest select 2 > 5) then {
    						_nearest spawn {
    							while {position _this select 2 > 5} do {
    								_this setDamage ((damage _this) + 0.01);
    								sleep 0.1;
    								if (!alive _this) exitWith {};
    							};
    						};
    					};
    					
    					_vehicle setVariable [QGVAR(Vehicle_Attached), false];
    					_vehicle setVariable [QGVAR(Vehicle_Released), false];
    					
    					switch (_nearest) do {
    						case MRR1: {
    							["mr1_in_air",false] call FUNC(NetSetJIP);
    							[QGVAR(mr1_l_c), objNull] call FUNC(NetCallEvent);
    							#ifndef __TT__
    							player kbTell [GVAR(kb_logic1),GVAR(kb_topic_side),"Dmr1_available",true];
    							#else
    							player kbTell [GVAR(hq_logic_en1),"HQ_W","Dmr1_available",true];
    							#endif
    						};
    						case MRR2: {
    							["mr2_in_air",false] call FUNC(NetSetJIP);
    							[QGVAR(mr2_l_c), objNull] call FUNC(NetCallEvent);
    							#ifndef __TT__
    							player kbTell [GVAR(kb_logic1),GVAR(kb_topic_side),"Dmr2_available",true];
    							#else
    							player kbTell [GVAR(hq_logic_en1),"HQ_W","Dmr2_available",true];
    							#endif
    						};
    #ifdef __TT__
    						case MRRR1: {
    							["mrr1_in_air",false] call FUNC(NetSetJIP);
    							[QGVAR(mrr1_l_c), objNull] call FUNC(NetCallEvent);
    							player kbTell [GVAR(hq_logic_ru1),"HQ_E","Dmr1_available",true];
    						};
    						case MRRR2: {
    							["mrr2_in_air",false] call FUNC(NetSetJIP);
    							[QGVAR(mrr2_l_c), objNull] call FUNC(NetCallEvent);
    							player kbTell [GVAR(hq_logic_ru1),"HQ_E","Dmr2_available",true];
    						};
    #endif
    					};
    					
    					_vehicle setVariable [QGVAR(Attached_Vec), objNull];
    					
    					if (!alive _vehicle) then {
    						_vehicle removeAction _release_id;
    					} else {
    						if (alive _vehicle && alive player) then {[_vehicle, (localize "STR_DOM_MISSIONSTRING_253")] call FUNC(VehicleChat)};
    					};
    					
    					if (!(_nearest isKindOf "StaticWeapon") && (position _nearest) select 2 < 200) then {
    						waitUntil {(position _nearest) select 2 < 10};
    					} else {
    						_npos = position _nearest;
    						_nearest setPos [_npos select 0, _npos select 1, 0];
    					};
    					_nearest setVelocity [0,0,0];
    					
    					sleep 1.012;
    				};
    			};
    		};
    	};
    	sleep 0.51;
    };
    
    if (alive _vehicle) then {
    	if (_id != -1212) then {_vehicle removeAction _id};
    	if (_release_id != -1212) then {_vehicle removeAction _release_id};
    };
    Last edited by Bob68; Aug 26 2012 at 10:41.

  9. #1679
    Hello gents, I just need to figure out how to enable ACE wounds on version 2.61 so that the standard revive isnt used. I already have the ace modules on the map itself, but cannot find the specific script edit needed.

    I apologize as I know this question has already been answered, but I cannot find it.

  10. #1680
    Staff Sergeant Heaney's Avatar
    Join Date
    Sep 16 2010
    Location
    Northern Ireland
    Posts
    220
    What's the cleanest way to disable the group system?

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