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Alt 25.12.2008, 18:58   #16 (permalink)
Xeno
10 Jahre hx3
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Registriert seit: 03.01.2008
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Ich spar mir mal das Übersetzen

New version 3.12 available...

Changelog:
Zitat:

- better handling for adding "Incoming" eventhandler in versions != Mando
- references to arrays do now get removed as soon as possible for better memory handling
- fixed a typo in x_bike.sqf
- added option d_lock_ai_armor, d_lock_ai_car, d_lock_ai_air. If set to true enemy AI vehicles will get locked (default = false)
- wreck markers get now transfered to JIP players
- mash and mg nest markers of disconnected player get now deleted (the abandoned mashes and mg nests too)
- replaced the wreck chopper with the UH60 MG/MI17 MG again. Instead you'll get a welcome message when entering a chopper as pilot that tells you what kind of chopper it is (welcome message can be disabled by setting d_show_chopper_welcome to false in init.sqf).
- added a chopper lift hud (to turn it of set d_show_chopper_hud to false in init.sqf)
- increased the wreck lift height
- fixed a bug in the creation of civilians
- fixed the side missions where you have to rescue civilians and hostages at main targets
- removed more vehicle inits
- removed the "Choose Parachute Location" action from the flag at base again (can still be activated by setting d_para_at_base to true in init.sqf). Makes the MHQ more important again.
- replaced the 5to trucks for the engineers with Warfare salvage trucks
- fixed a bug in the getin handler for the engineer salvage trucks (now only engineers can drive such a truck in versions != AI)
- ammo/humvee drops are more accurate now
- engineers can now analyze a vehicle before repairing/refuelling (they see a hint with the vehicle status and estimated repair time)
- engineers can now only repair and refuel a vehicle once. They have to go back to base to restore their repair and refuel capabilities (if they have a salvage truck near them (< 20 m) then they can repair and refuel more than one vehicle)
- it is now possible to specify more than one type of enemy vehicle that will get spawned. For example, if you want T72 and T90 on enemy side just change the first element of d_veh_a_E from ["T72"] to ["T72","ike_t90shtora"] (randomly chosen which type will spawn)
- added more warfare static weapons
- reworked placing of static weapons from engineer salvage trucks. You now get a preview mode (static object is created with createVehicleLocal) to place the object exactly where you want it.
- removed the "bring back a truck to base" main target mission
- fixed the "kill the officer" main target mission
- fixed a bug where enemy paratroopers could still jump over an allready cleared main target
- if d_arti_check_for_friendlies is set to true in init.sqf (now default) a check for friendlies near the artillery target will be done and no artillery strike will be executed if you fire HE or DPICM
- added a welcome message to some special vehicles (currently mobile respawns and engineer salvage trucks). Can be disabled by setting d_show_vehicle_welcome to false in init.sqf.
- fixed a bug that removed all static objects of the same kind in an engineer truck when one weapon was unloaded
- randomly spawned civilians get now created in some cities, if a player is near that city (busses, cars, pedestrian, disabled by default, you can enable it by setting d_create_civilian to true in init.sqf)
- there's now a support building near jet/chopper service and wreck repair point. If the corresponding building is destroyed, you are not able to service or repair vehicles. Engineers can rebuild the support building (takes some time).
- fixed the position of the player ammobox at base (sometimes it could get moved a few meters away from the correct position)
- fixed a small bug in x_water.sqf
- fixed the name of the recruit hut marker in the AI versions (didn't get drawn)
- added d_no_para_at_all variable in init.sqf. If set to true you want get any parajump flags at cleared main targets and base.
- integrated the uhao version into the base code
- it is now possible to build different versions in one version. For example, change d_version from [] (default version) to ["REVIVE","MANDO"] to get a version with revive and mando stuff
- removed the Team Status action menu entry. You now have a new button in the status dialog (Show Status) for the Team Status Dialog
- added a small map to the Status Dialog. It is now possible to show the main target or sidemission position in that map by clicking on the caption "Main Target:" or "Side Mission:"
- added a dialog with a map control for the parajump feature. The dialog shows up as soon as you choose the "(Choose Parachute Location)" action menu.
- it is now possible to change the number of vehicles/soldiers and groups in init.sqf that get spawned at main targets (maximum number of groups, minimum number of groups that get spawned and the number of vehicles per group)
- ruins of spawned buildings now get correctly deleted after some time
- you have now to solve the main target sidemission also to clear a main target
- added a Warfare depot at base where the player respawns. Makes it a little bit safer now.
- you now have to specify some basic settings (own side for example) in the macro file x_setup.sqf (use setupcopy.bat to copy the file into other mission folders)
- changed the AI recruit hut to Warfare barracks in the AI version
- you now get sidemission bonus vehicles after you've cleared a main target. For resolving a sidemission you get the previous main target bonus vehicles.
- the chance for an enemy counterattack is much higher now if you do not solve sidemissions. This also affects the number of attacking groups and vehicles.
- rewrite of the respawn and teleport dialog, does now get updated every second as long as the dialog is open
- brought back the Two Teams coop version
- fixed a bug in the arrest sidemission
- added terrain slope fix in revive versions
- added Spooners and Lokis cool light effect for radio towers at sidemissions (default turned off, change x_setup.sqf)
- fixed a small bug in the backpack stuff
- updated Dr. Eyeballs TeamStatus Dialog to version 1.3
- fixed remaining bugs
- added settings for ECS client and server
- if you use six_sys_suppression on your server Domination doesn't use its internal suppression scripts (it's the same script from ROMMEL)
- revive call out sounds didn't get played, fixed.
- new Mando missiles 2.35 beta added (tv cameras for attack choppers and planes)
- many internal script changes because of the Two Teams version
- changed the name of the Uhao and Schmalfelden version to co@30... to show that they need extra addons
- added One Team - CSLA
- added One Team - A.C.E.
- and like allways many more things that I've allready forgotten

Other mission changes...
- fixed getin message in Sahrani Battle
- added missing char animation in Sahrani Battle
- EXTRA EXTRA EXTRA NEW bonus missions: co33 Revenge (with revive), co35 Red Alert 1, co35 Red Alert 2 (with revive), co17 Wings of Steel, co18 Southern Comfort (with revive), co18 Green Holidays (with revive) and co16 Leviathan Rising (with revive) EXTRA EXTRA EXTRA
- co20 High Mountains updated

The most important change in this release is that the Two Teams version is back.

Important
If you are still using ArmA version 1.14 you have to dePbo the mission and comment the following line in x_setup.sqf in the main mission folder:
Code:
#define __NO_PARABUG_FIX__
It should look then like this:
Code:
//#define __NO_PARABUG_FIX__
After you've saved the file run setupcopy.bat once and pack the mission again.

In 1.15 the parachute bug was fixed so it isn't needed any longer.

------------------------------------------------

The package now includes the following missions:

co30 Domination! One Team - West
co30 Domination! One Team - West AI
co30 Domination! One Team - West Revive
co30 Domination! One Team - Racs
co30 Domination! One Team - Racs AI
co30 Domination! One Team - Racs Revive
co30 Domination! One Team - East
co30 Domination! One Team - East AI
co30 Domination! One Team - East Revive
co30 Domination! One Team - West Mando
co@30 Domination! One Team - West Schmalfelden Edition
co@30 Domination! One Team - East Uhao Edition
co@30 Domination! One Team - CSLA
co@30 Domination! One Team - A.C.E.
co30 Domination! Two Teams
co25 Sahrani Battle v3.12
co25 Sahrani Battle v3.12 Mando
co30 Hill Defense 1.61
co32 Returning Home 1.37
co20 High Mountains 1.82
co25 Enemy at the Gates (Corazol)
co33 Revenge 1.16
co16 Leviathan Rising 1.35
co17 Wings of Steele 1.63
co18 Green Holidays 1.03
co18 Southern Comfort 1.42
co35 Red Alert 1.0
co35 Red Alert 2 1.71

New bonus missions:

co33 Revenge (uses Norrins revive and Silolas DAC)
by Xeno

After SLA has driven UN troops out of Sahrani in a blameful battle, US government decided to get the island under control again.
As a result of our hasty abandonment there is still enough of our own military equipment on the island. The first objective is therefore to take back Paraiso airfield, which we used as our basis before we had to leave.
Beside airplanes and helicopters there are other vehicles like tanks too.
Several groups will parajump in the early morning hours near the airport.

co16 Leviathan Rising (uses Norrins revive and Silolas DAC)
by Panzeraufklaerer/Xeno

"Gentleman, we have to destroy a drug cartel today. This criminals took the harbour of Corazol under their control, now they can ship drugs to every point in Sahrani and other Islands. Check your briefing and go for it."

co17 Wings of Steele
by Panzeraufklaerer/Xeno

"We have to destroy several important targets on Sahrani. This is the first step of our invasion: clear the way for our groundtroops and destroy the enemy warmachine."
Mission for pilots and a small specop team.

co18 Green Holidays (uses Norrins revive)
by Many/Xeno

"Welcome in Bagango soldiers!
We are in Sahrani to look for order. But until now, we didn't have anything to do, so we can spend some holidays here
Today a Special Unit is on the way back to our base in Bagango, they were on a Patrol and they got some important information
So if its necessary, you have to help them to get back home, but that shouldnt be a problem
So enjoy the day and have nice holidays here in the Paradise
Good luck."

co18 Southern Comfort (uses Norrins revive and Silolas DAC)
by Xeno

"Today we will land with two groups at the beaches of Southern Sahrani.
Our first goal is it to take Ortego. One team (Alpha) will land near Dolores to get some vehicles"

co35 Red Alert
by Panzeraufklaerer/Xeno

"Our commando units attacked the russian chopperairport on Antigua last night. Our base is now on Antigua and we will destroy some other important targets in north Sahrani from here. We work with our allies together to weak the SLA and their russian allies behind enemy lines.
If we can destroy all targets, we will start an invasion from south Sahrani against the North.
Good luck!!!"

co35 Red Alert 2 (uses Norrins revive)
by Panzeraufklaerer/Xeno

"Enemy invasion!!!
The time of peace is over, enemy troops landed on the shores of Sahrani. We were surprised, but not helpless. Grab your gear and prepare for the battle. We will blow them back into the ocean.
Good luck!!!"


Download:
Domination! 3.12 Mission Pack

Not every feature that I wanted to add did make it into this Domination release. Hopefully with ArmA II the AI (and other things) will improve so that the number of enemy AI can be reduced.
That means, this will be the last release for ArmA (I'm impatiently waiting for ArmA II). If there are any serious bugs I'll make a bugfix version.

One more thing:
You don't have to ask me for permission to modify any of the missions or release a modified mission. Simply do it! (You even don't need to mention me anywhere!).
There are more important things in life.

Merry christmas to you all and a happy new year !

Enjoy!
And have fun !!!!!

Xeno
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