Forum Jump :

Author Message


Posts: 416
Rank:


Level: Member

Country: us
Location:
Occupation:
Age: 39
In-game name: Gunter Severloh

 
#16 Posted at 2012-04-28 02:02        
     
Hi, thanks for your reply,
I know about the order in the parameters, im asking in the default order without changing the parameters, whats the exact order of city by city, as I had ported the mission over to Takistan, i know the first city, but after that i dont know.

So by MT marker number I need to know the order in terms of marker number.


Author Message

Titi  



Posts: 16
Rank:


Level: Member

Country: fr
Location:
Occupation:
Age:
In-game name:

 
#17 Posted at 2012-04-28 16:42        
     
In d_init.sqf search lines about: GVAR(maintargets_list)
Each number in arrays'GVAR(maintargets_list) represents the number of the logic located near a name of a city on the map.

ex:
case 90: {GVAR(maintargets_list) = [6,14,5,17,18,0,13,19,1,7,16,2,12,11,8,10,9,4,15,3,20]};


Advertisement


Author Message


Posts: 416
Rank:


Level: Member

Country: us
Location:
Occupation:
Age: 39
In-game name: Gunter Severloh

 
#18 Posted at 2012-04-28 21:01        
     
Ok, thanks Titi.

I see the list in the init file as you stated, and in the editor, i see the markers for the main target and their numbers that corresponds to the list.
However what I need to know is without changing the default parameters for the main targets, if i were to just jump in the game and play what list or case is default?
I know the first main target is 6 but which case is the mission using by default, case 50, or case 90?


case 50: {GVAR(maintargets_list) = [6,14,17,18,0,13,19]};

case 90: {GVAR(maintargets_list) = [6,14,5,17,18,0,13,19,1,7,16,2,12,11,8,10,9,4,15,3,20]};

I think from looking at the mission in the ediotr and seeing all the other targets which exceeds the case 50 list, it looks as if its case 90:

case 90: {GVAR(maintargets_list) = [6,14,5,17,18,0,13,19,1,7,16,2,12,11,8,10,9,4,15,3,20]};

is this correct?

This post was edited by Günter Severloh (2012-04-29 06:02, 906 days ago)


Author Message

Titi  



Posts: 16
Rank:


Level: Member

Country: fr
Location:
Occupation:
Age:
In-game name:

 
#19 Posted at 2012-04-29 08:57        
     
case 50 means west route
case 60 means north route
case 70 means east route
case 90 means complete ordered


Author Message


Posts: 416
Rank:


Level: Member

Country: us
Location:
Occupation:
Age: 39
In-game name: Gunter Severloh

 
#20 Posted at 2012-04-29 08:58        
     
Ok, whats the default route without changing the parameters? Complete ordered?


Author Message

Titi  



Posts: 16
Rank:


Level: Member

Country: fr
Location:
Occupation:
Age:
In-game name:

 
#21 Posted at 2012-04-29 12:56        
     
values[] = {50,60,70,90,2,4,6,8,10,12,14,16,18,21};
default = 50;
texts[] = {"West Route","North Route","East Route","Complete, ordered","Random 2","Random 4","Random 6","Random8","Random 10","Random 12","Random 14","Random 16","Random 18","Random 21"};

in description.ext default is set to 50(west route), change to 90 for (complete ordered)


Author Message


Posts: 416
Rank:


Level: Member

Country: us
Location:
Occupation:
Age: 39
In-game name: Gunter Severloh

 
#22 Posted at 2012-05-03 00:05        
     
Hey Titi, got a problem.

this code in the description.ext dont seem to work ingame:

class GVAR(MTTowerSatchelsOnly) {
title = "MT Tower Satchels only:";
values[] = {0,1};
default = 0;
texts[] = {"Yes","No"};

My buddy and I tried to blowup the tower with satchels, and nothing happened, we tried several times, with various satchels, and it would not go down, is there something special we need to use?


Author Message

Titi  



Posts: 16
Rank:


Level: Member

Country: fr
Location:
Occupation:
Age:
In-game name:

 
#23 Posted at 2012-05-04 09:26        
     
Hi,
works without problems with 4 or 5 : "I44_Item_M37DemoKit" or "I44_Item_SprB24" (tested a lot in MP!)


Author Message


Posts: 1
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name:

 
#24 Posted at 2012-05-28 04:03        
     
any chance you'll either write something similar for iron front or port this one over?


Author Message

Titi  



Posts: 16
Rank:


Level: Member

Country: fr
Location:
Occupation:
Age:
In-game name:

 
#25 Posted at 2012-06-16 10:12        
     
>> Porting Domination to any other RV Engine game except ArmA 2, Operation Arrowhead (Combined Operations), Take On Helicopters or any non RV Engine game is NOT allowed!
This also includes ArmA 3, no porting to A3 allowed!!! Xeno <<

This post was edited by Titi (2012-07-11 09:45, 833 days ago)


Author Message


Posts: 4
Rank:


Level: Member

Country: us
Location: North carolina
Occupation:
Age: 20
In-game name: shakazulunation

 
#26 Posted at 2012-08-14 15:24        
     
Hello Titi, I was wondering where the scripts are of the AI's on the base? I was trying to remove the Allied AI's from parameters but there isn't an option. I run one of the largest Arma2 Invasion 1944 servers and we experience lag after about 30-40 people and all the AI's don't help that. Removing them wont effect game play if were under attack we can handle that with human players no need base Base AI's defending. Plus the AI's are always doing weird things at base like crashing half tracks into buildings and just mounting a vehicle and sitting there with the engine running.

Myself, 82nd AB, and all our public community players will greatly appreciate us making an effort to remove Base AI's. Hope to hear back from you.

Kind Regards,
David Bardess


Modedit:
Advertising removed from your post. We have an advertising section for such!

This post was edited by Foxhound (2012-08-14 15:46, 799 days ago)


http://www.82ndairborne.us
1st Lt D. Bardess
Realism Reenactment Role-Play
Easy Company Executive Officer

Author Message

Titi  



Posts: 16
Rank:


Level: Member

Country: fr
Location:
Occupation:
Age:
In-game name:

 
#27 Posted at 2012-08-18 16:13        
     
In the next release you will find some fixes and changes.

This post was edited by Titi (2012-09-03 08:16, 779 days ago)


Author Message


Posts: 2
Rank:


Level: Member

Country: de
Location:
Occupation:
Age:
In-game name:

 
#28 Posted at 2012-08-20 15:43        
     
Hi Titi ,
first i would thanks for this great Mission.

Will be in the next Version the AI Spawn Bug be fixed.
I mean , when i die or the AI that i recruited dies , i can´t recruit new one.

Thx !

Rygar


Author Message

Titi  



Posts: 16
Rank:


Level: Member

Country: fr
Location:
Occupation:
Age:
In-game name:

 
#29 Posted at 2012-08-23 22:54        
     
# Rygar1972 : Will be in the next Version the AI Spawn Bug be fixed.
I mean , when i die or the AI that i recruited dies , i can´t recruit new one.

True thx for the info.

I've just made a test with a little change and i'am always able to recruit even if i die :)
(problem of addaction witch deseapears, dislike tent i suppose)

This post was edited by Titi (2012-08-23 23:14, 790 days ago)


Author Message


Posts: 10
Rank:


Level: Member

Country: us
Location: Washington coast
Occupation: jack of all trades, master of none
Age: 47
In-game name: [CoFR]October

 
#30 Posted at 2012-09-05 01:31        
     
Wow! What a great concept! Love playing Domination... with I44?!?!? I'm downloading now!!! Hoping there are servers up!