The Domination it's based on the ArmA 1 3.70 version, you can check this page for more info.
Installation:
Extract to your ArmA2\MPMissions folder.
Changelog:
v2.11
- Fixed, wrong setup files (west) in some of the ACE East versions
- Added, Domination Tactical Guide included in download file, made by [KH]DaOarge (Edit: No, my missions are not that hard to edit )
- Fixed, small typo in WreckMarker.fsm
- Fixed, ranked captain launchers corrected
- Changed, very restrictive weapon check in the ranked versions. You are not able to pick up any other weapon than your current rank allows
- Fixed, zero divisor error in revive
- Added, two Littlebirds for each team in the ACE TT version
- Added, additional vehicles at base in the ACE TT version
- Changed, removed MLRS/Grad from main target bonus vehicles in the TT version
- Fixed, vec hud error message when using the ACE spotting scope
- Changed, points in TT version
v2.10
- Fixed, earplugs got removed when a player was killed
- Fixed, wrong artillery function names for SADARM in the ACE versions (and wrong artillery ammo classnames), forgot to update it after switching to ACE ARTY
v2.09
- Fixed the crashes caused by the preprocessor introduced in 2.08
v2.08
- Fixed, prisoner sidemisson didn't work
- Added server lobby paramter to disable ACE sys wounds for AI units in the ACE Wounds version, only players are then affected by wounds
- Added missing M32 CS gas grenades and M72 launcher in the ACE versions
- Fixed, copy and paste bug in TT version which prevented west players to capture all camps and clear a main target
- Changed, wreck, mash and mg nest markers are no longer visible for the enemy side in the TT version
- Fixed, logged in admins could unlock vehicles getting repaired on the wreck repair point
- Changed, in the ACE version teamkillers get some special love so that everybody knows who the teamkiller is
- Changed, only one point gets subtracted when the TT version gets played in combination with ranked for vehicle creation and artillery
- Added ACE East weapons
- Added ACE East versions (normal, AI, ranked, revive and wounds)
- Added ACE TT version
- Changed, the ACE versions now use the ACE artillery module instead of the BIS artillery module
v2.07
- Fixed, prisoner sidemisson didn't work
- Added server lobby paramter to disable ACE sys wounds for AI units in the ACE Wounds version, only players are then affected by wounds
- Added missing M32 CS gas grenades and M72 launcher in the ACE versions
- Fixed, copy and paste bug in TT version which prevented west players to capture all camps and clear a main target
- Changed, wreck, mash and mg nest markers are no longer visible for the enemy side in the TT version
- Fixed, logged in admins could unlock vehicles getting repaired on the wreck repair point
- Changed, in the ACE version teamkillers get some special love so that everybody knows who the teamkiller is
- Changed, only one point gets subtracted when the TT version gets played in combination with ranked for vehicle creation and artillery
- Added ACE East weapons
- Added ACE East versions (normal, AI, ranked, revive and wounds)
- Added ACE TT version
- Changed, the ACE versions now use the ACE artillery module instead of the BIS artillery module
v2.06
- Changed, dropping artillery on sidemission targets like officers renders a sidemission as not resolved
- Fixed exploit, the ammobox at the base spawn point could be loaded too, no max ammoboxes check in this case
- Changed, arty available time for enemy AI artillery observers can now be changed as a parameter in the server lobby, default 240 seconds
- Fixed, briefing, you don't have to deploy a MHQ to drop or load an ammo crate
- Changed, convoy sidemissions do end after one hour now if something went wrong (convoy units hiding somewhere, whatever)
- Fixed exploit, it is possible to place a satchel while playing the halo freefall animation. Midair placed satchels do allways explode on the ground.
v2.05
- Fixed ACE US Army guys got Russian weapons
v2.04
- Fixed, joining other groups works again with TeamStatusDialog
- Fixed, stupid copy and paste error in BIS_Effects\burn.sqf or better PEBKAC which caused problems in the non ACE versions
- Fixed, spectating dropped camera is steerable again with wasd keys
v2.03
- Added missing G3 and HK weapons in ACE versions
- Fixed, snow looks better now, thx to oktane
Changed markers in AI version for player AI, thx to Joe
- Fixed a nil bug in player names shown above head
- Fixed, a not initialized variable in TeamStatusDialog prevented players from joining other groups (hopefully fixed)
- Changed, using another method to remove markers in the revive version of unconscious players which disconnect (hopefully fixed)
- Changed, it is now not possible anymore to teleport to destroyed MHQs or use other features
- Fixed, when a MHQ was destroyed and the camo net (when deployed) was ok it didn't get removed
- Fixed, better handling of MHQs in the ACE versions that are no longer usable (because of the different ACE vehicle damage handling)
- Changed, jump position for HALO jump (dialog) is now random and not exact anymore like before (someone found a nice exploit in the ACE version because of it)
- Fixed, wrong height for player artillery flares
- Changed, reduced number of satchels in ammo crates
- Fixed, no kbTell messages during intro
- Added burn.sqf from BIS to BIS_Effects to get rid of a null vehicle problem, optimized it (non ACE versions)
- Fixed, Carrier intro text resource didn't show up in the carrier versions
and some other minor internal changes
v2.02
- Fixed, medic points in the ranked version for normal healing and mash healing (more animatons checked now, check distance for mashes increased, exploit removed)
- Changed, when spawned, MLRS and BM21 magazines get replaced with the ones available in the ARTY module
- Changed, using setPosATL now to move the players to the MHQ. Sometimes players ended standing on the camo net
- Changed, the ACE versions do now use the same spectating script as the normal versions. ACE dev repo has already the fixed specating version, but it isn't available in the stable ACE release yet. Should make admins happy again
- Fixed, player names (above head) from players that disconnected stayed forever on the screen
- Fixed, winter weather is now completely controlled by the server so every player should see the same winter weather
- Fixed, placed objects and in the revive version markers of disconnected players didn't get removed (typo in the variable name of the precompiled function)
v2.01
- fixed ACE artillery operator not getting Call Artillery action
- corrected fsm build
- fixed kb related problem
v2.0
- MHQs must get deployed now before someone can teleport or use the other features, boxes can still be dropped
- You should search the bodies of dead main target mission units (officer, other units), maybe you'll find some usefull information that will help you (not available in the TT version)
- A few more main target missions
- Added some more sidemissions, now 50 sidemissions in the normal version
- SAT view (from Vienna) added, available at MHQs
- Added SADARM to artillery
- Artillery uses now some of the effects from the ARTY module
- Artillery action menu is now also available in vehicles for artillery operators
Wrecks of vehicles you've got for solving sidemissions, etc, will now get deleted after an hour (default) if nobody brings them to the wreck repair point, can be changed or disabled in the server lobby
- Winter weather from ruebe added, depending on the weather conditions it may snow, there may be fog on the ground and colors look like they do on cold days (too much rain = no fog and no snow)
- Mission now takes place in November instead of June like before (needed for winter weather)
- Blood and dirt hit effects added
- Replaced team Echo in all non ACE west versions with a CDF team
- Added vehicle hud. Chopper hud fixed and colors changed
- More features can now be changed in the lobby (parameters), all in all 63 parameters that can be changed depending on the version
- Camo nets get spawned for the initial vehicles at base
- Dom uses now kbTell/BIS talk system to broadcast most of the serverside messages (including speech for some messages)
- Admin spectate completely rewritten (much much faster now), to end it press X
- Admin lock vehicle feature fixed
- Automatic teamkill kick added. If a player reaches a specific number of teamkills (number can be changed, default is 10) he gets kicked automatically. If the player then joins again and does another team kill, well, immediate kick, and so on...
- Added admin dialog for logged in admins, accessable via Status Dialog. There an admin can reset teamkills and ban or kick a player. The position of the player is shown on an embedded map control plus some other info.
- TT version enhanced (should be completely bug free now including side missions, me hopes :-)), capturing camps is now available in the TT version too
- TT version points system changed (points can be altered in i_common.sqf, d_tt_points)
Random number of camps at main targets
- As long as the anti air radar at base isn't destroyed you can track enemy air movements on the map
- Net code completely rewritten (event based). Dom itself now only uses one publicVariable
- Internal vehicle handling rewritten, initial base vehicles/choppers are initialized completely different now
- Markers are now created on the fly instead of using editor placed markers
- Almost all call compile formats removed and replaced with either missionNamespace/object getVariable (specially in the revive version) or with better coding
- Revive uses event based net code too (own system) instead of millions setVehicleInits like before
- Removed all AI chopper/plane start positions, they are now created on the fly based on island config sizes
- Reading in description.ext class Params optimized, mission variables are created on the fly from description.ext class Params by writing them into missionNamespace
- Headbug fix now also works on LHDs
- Artillery used by AI enemy artillery observers fixed and particle effects added
- Getting points for transporting other players in the Ranked version fixed and optimized
- Same for ranked vehicle check
- BIS_Effects_EH_Killed, BIS_Effects_AirDestruction and BIS_Effects_AirDestructionStage2 replaced with versions without setVehicleInit (can be disabled in the lobby, it will surely break addons like WarFX which I can live with as I don't use them :-). No I won't answer why but there is a reason why)
- BIS HALO code transfered to sqf, added sound during freefall
- Mando missile version removed, nobody played it
- Player to player message system will now add new received messages while the dialog is still open
- Code for showing player names above a unit optimized
- New TeamStatusDialog version added (cleaned up and optimized)
- Player names now also get stored when a player leaves a server. A message will show up if a player connects with a different name including a log entry into the server rpt
- In the TT version a warning message shows up if a player switches sides
- Corrected saving autokicktime in onPlayerConnected
- onPlayerConnected uses an object now to store player values instead of an array (with UID as key)
- Destroyed AI vehicle handling changed (no more replacement with a new destroyed vehicle, only dead crew inside vehicle gets deleted immediately)
- Many files changed, removed, rewritten and optimized, more precompiled functions and scripts
- Internal folder structure changed
- Cleanup of all files plus more macros
- FSM decompile info gets removed during build for smaller FSM sizes in the release missions
- Developer version plus dom_maker included in the download file. For dom_maker you just need the - - FSMCompiler from the BI Developer Tools
- Plus gazillions of other changes, enhancements, optimizations and bug fixes that would simply break the post
Hi.

anyone else getting this error mesage
Mpmission\__cur_mp.Chernarus\x_server\x_getbonus.sqf - error 6
im getting this every time i complete a mission, then the game crashes out to the error window showing only this text.
im not running ACE and im not using the ACE marked maps. i have no addons that change the behavior of the game in any way.
Thankfull for any help.
ps. Kickass maps
thx Xeno always the best mission.
(but a mando version maybe ranked?)
Regards and thx again
:):yes
Total comments : 3, on page: 3