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Usermade Missions Der Platz für eure selbsterstellten Missionen und Kampagnen für ArmA3

 
 
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Alt 20.09.2013, 08:30   #541 (permalink)
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Wanted to add my thanks to Xeno for continuing Domination with the recent release of 2.99m. Arma would not be the same without Domination and it has given my friends and me countless hours of enjoyment over the past couple years. We sure appreciate your time and effort…Thanks again.

^^_this.
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Alt 20.09.2013, 11:22   #542 (permalink)
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Zitat:

Xeno's Sternzeichen ist Urknall

und seine Bestimmung ist "Domination" aber leider in einer anderen Art
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Arma 3 Dev" so far we haven't deemed it an issues significant enough for hotfixing and also there haven't been many requests for it." so Arbeitet man
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Alt 21.09.2013, 00:24   #543 (permalink)
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Just remove any line with simulSetHumidity from the scripts/fsms then it should work again.
Xeno

Done : it's work even in Branch: Development Version: 1.03.110300.

So
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Alt 21.09.2013, 00:28   #544 (permalink)
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Good to hear Killjoe.

There's also a typo in x_revive\xr_f\fn_spectating.sqf.
Search for a local variable called "_sfms" and rename it to "_sfm" (should be there only once).

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Alt 21.09.2013, 01:34   #545 (permalink)
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There's also a typo in x_revive\xr_f\fn_spectating.sqf.
Search for a local variable called "_sfms" and rename it to "_sfm" (should be there only once).
Xeno

OK done : only once in all the files no pb.
Thx Xeno.

I set the Dom on Independent vs Blufor...
I keep you posted about our server tests.
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Alt 21.09.2013, 14:20   #546 (permalink)
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I set the Dom on Independent vs Blufor...
I keep you posted about our server tests.

You mean a Two Team (PvP) version?

I wanted to make one too (if you are talking about the TT version) but there is simply not enough content for the independent side in Alpha 3 (for example a tank is completely missing).

I also won't make a OPFOR version, there is no reason for it now that virtually everything is just copy and paste for BLUFOR and OPFOR with barely any difference.

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Alt 21.09.2013, 18:43   #547 (permalink)
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Oh, TT was such fun to play! The dynamic of the two teams was totally unlike anything else. BLUFOR was enemy to the AI and the OPFOR, it was amazing fun and we had a totally different tactical approach to it.

I remember once on Takistan, where my team based down at Loy Manara were trying to take Feruz right in the middle of the map, but OPFOR from Rasman totally owned the air and we couldn't fly there to get an MHQ set up. It's a difficult drive from Manara to Feruz too. It looked like OPFOR were going to kill all the AI in the town and take it - they had already taken the tower down so there was no more AI reinforcements. OPFOR knew we were struggling and instead of taking the town, they decided to hang the battle out and harass our forces all over the map.

But an AI convoy spawned quite close to Manara, I can't remember where and we went in vehicles and found it then had it chase us up the map, we didn't attack it, just annoyed it. We sent a couple of guys out to the west making loads of noise and firing arty all over the place as a distraction force. OPFOR saw the convoy and didn't want to engage it, they were having too much fun attacking the small distraction force we had set up in the west.

Eventually, after much coaxing, we managed to get the convoy to drive right through Feruz Abad, surprising OPFOR and killing most of them. We ambushed the convoy on the road north of Feruz, rolled back south, took the last few camps and AI and was awarded the town!

The TT scoring system for deciding who wins the town is excellent. It's one of the things you've done that most impressed me. Not as impressed I was with my own skillz in using an AI convoy to spearhead our attack on a town though!
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Alt 21.09.2013, 18:50   #548 (permalink)
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The funny thing is that the first Domina version (Arma 1) was a Two Teams version but without any PvP, quite the other way around, if you killed somebody or destroyed a vehicle of the other team your team lost points. So it was basically a coop version with two teams who were allies (US and resistance) and they got points for main targets and resolving side missions. But it was never as popular as the One Team version.

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Alt 21.09.2013, 18:57   #549 (permalink)
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Amazing story, and apparently well played! You touched my ArmA-spot

Now that´s something to label your game with, tales of cunningly epic large MP battles.
I wish it was the norm, sadly it´s something only very few people will ever see in ArmA.
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Alt 22.09.2013, 02:08   #550 (permalink)
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The funny thing is that the first Domina version (Arma 1) was a Two Teams version but without any PvP, quite the other way around, if you killed somebody or destroyed a vehicle of the other team your team lost points. So it was basically a coop version with two teams who were allies (US and resistance) and they got points for main targets and resolving side missions. But it was never as popular as the One Team version.

Xeno

Yes, I remember that well on Sahrani. The two player teams were allied rather than enemy to each other. The odd dynamic was although the two teams weren't enemy, they'd do everything they could to hamper the other teams progress so that they could win. Personally, I thought the TT on Chernarus was the best, although it was crushingly hard because the AI were awesome in the forests. Oh those damn Kamovs. LOL. I'd love to see TT on Altis once there's enough independent to make it work.

BTW, you remember I asked about MHQ's falling below ground some time back? I've sussed this one, they really do fall below ground on occasion. You can provoke this behavior by airlifting an MHQ then crashing the helo with the MHQ still attached. I used the debug console to track the MHQs position and sure enough, it fell downwards underground at about 1m/sec for twenty minutes. I gave up after watching it for that long. I've written a little script to check every ten seconds if it goes below -20m in the Z and if it does, put it back up at zero Z. The MHQ is always damaged, but not destroyed (or it'd respawn).

I'm wondering if the same thing is happening with the disappearing wrecks we've mentioned more recently. I've not managed to prove it with debug console yet, but the observed behavior is the same. The vehicle hits the ground hard and the marker shows it's position but the wreck isn't there.

I'll try to reproduce in a mission with debug console and see if I can grab the pos of the wreck and report back.
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Alt 22.09.2013, 12:47   #551 (permalink)
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Is it intentional that the sideflag.sqf has no failure exit message? It used the previous message to say it had failed?
We managed to die in a fiery ball and the flag i presume got destroyed? Can you help please..

TIA Champy

Geändert von Champy_UK (22.09.2013 um 12:51 Uhr).
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Alt 22.09.2013, 13:42   #552 (permalink)
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Is it intentional that the sideflag.sqf has no failure exit message? It used the previous message to say it had failed?
We managed to die in a fiery ball and the flag i presume got destroyed? Can you help please..

There was never a failure exit message for flag missions simply because the engine returns the flag automatically to the flag pole if the carrying unit dies.

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Alt 22.09.2013, 16:00   #553 (permalink)
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There was never a failure exit message for flag missions simply because the engine returns the flag automatically to the flag pole if the carrying unit dies.

Xeno

Does that allow for being killed in a vehicle too? As when i died on foot, your correct it did return to the flag pole. But somehow it got destroyed with the man and the chopper it was in and never returned, just ended the side mission
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Alt 22.09.2013, 18:44   #554 (permalink)
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Uhm, it should return the flag then too, afair. If not then it's YAB (yet another bug) in Alpha 3... Means, finding yet another workaround

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Alt 23.09.2013, 16:04   #555 (permalink)
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You mean a Two Team (PvP) version?
Xeno

No : a Coop version.

_OWN_SIDE_INDEPENDENT_

ennemy_side : WEST >> GUE

we looking to use ArmA3 in 2013 : so the most realistic way is to set ENI side on BLUFOR Guerilla (a kind of civilian/proto-army faction).
We will be The french Army (Ours french uniforms and ours R3F weapons pack : FAMAS etc...) set on indépendent to be able the fight the BLUFOR GUE.

The only small pb is the lack of vehicles but we will adpat for a while to infantery combat without heavy backup...

So I'am setting the fn_preinti.sqf... No pb untill now with the Dom 2.99m on the dev branch apart of this sethumidity command

It is going to be great !!!
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Alt 23.09.2013, 16:05   #556 (permalink)
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@Champy_UK
What's even more sad is that you don't see the flag anymore on the player avatar or the vehicle the player is in once a player has taken a flag... In previous game versions the flag was always visible (it was sticking at the back of the player or on the vehicle where the player was in)... meh

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No : a Coop version.

_OWN_SIDE_INDEPENDENT_

ennemy_side : WEST >> GUE

Ah, ok. Will be interesting. I'm thinking about making a version where some players can take over the role of the enemy, just a few players, something along the line what Insurgency had, a small opposing force (though just thinking about it). But all that depends on some serious performance improvments of the engine.

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Alt 23.09.2013, 20:17   #557 (permalink)
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Xeno, two things.

Tests have shown that the bonus vehicle wrecks don't appear to be disappearing underground in the same way we think the MHQ does. We reckon the disappearing bonus wreck is more to do with server load. The busier the server is, the more likely it is to happen. Research continues.

I notice "experimental FPS saver" in the parameters. I've looked through the FSM it calls briefly. Is it still experimental? Should we be using it?
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Alt 23.09.2013, 21:51   #558 (permalink)
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Tests have shown that the bonus vehicle wrecks don't appear to be disappearing underground in the same way we think the MHQ does. We reckon the disappearing bonus wreck is more to do with server load. The busier the server is, the more likely it is to happen. Research continues.

Hm, weird. Hopefully they are not somewhere else because of PhysX which might kick them to another position on the island
Try to add some debug code into the FSM and write the object and the positon of the object to the RPT. Oh, wait, not possible, the FSMs are stripped down before release. Hm. I'll add some debug code in the next version.

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I notice "experimental FPS saver" in the parameters. I've looked through the FSM it calls briefly. Is it still experimental? Should we be using it?

Don't use it It's really experimental and I'll remove it again (it's more for missions which have some hundred AI units somewhere on the island).

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Alt 23.09.2013, 21:54   #559 (permalink)
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Hm, weird. Hopefully they are not somewhere else because of PhysX which might kick them to another position on the island
Try to add some debug code into the FSM and write the object and the positon of the object to the RPT. Oh, wait, not possible, the FSMs are stripped down before release. Hm. I'll add some debug code in the next version.



Xeno

I changed the wreck marker so it reported the z of the wreck. On my quiet test servers, it shows between 1 and -1 on the z. Not tried it on a busy server yet.
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Alt 23.09.2013, 22:44   #560 (permalink)
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Mkay...

At least the next version will no longer have virtual artillery for the artillery operators but something more real which makes it easier to use all ingame artillery shells...





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