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#1 Posted at 2013-10-29 22:18        
     




Altis Domination XTRA

by
Champy_UK & Tankbuster


Description:
Way back in the summer of 2013, BIS broke GITS Evolution and Eggbeast was heavily involved in other projects, so as a new clan member, I offered to make a lightly edited version of my favourite mission, Domination for the guys.

As often happens, it turned into a massive project with a second full time coder and a small, dedicated and VERY patient team of testers and players within the clan, plus a few other select groups.

And so we arrive at release day of V1.00 of GITS Domination. It's recognisably Domination, the most popular MP mission in the history of the series doesn't need a great deal of work, but we couldn't resist putting our own little stamp on it.

We wanted to be creative so we spent much of our time on new side missions, as well as expanding other little known features, such as the intel system.

There are two versions of the mission, one for Arma 3 vanilla and one that requires some addons to be played.


Features:
  • Main:
      - Player base and spawn is at south end of main airbase.- Added second ammo box at base which contains clothing and vest items.
      - Teleport from base is from mapboard instead of flag
      - Fortress with static MG to help with base defence.
      - Chopper and Plane service point now amalgamated
      - Prize array contains ALL current west vehicles (except for UAVs)
      - Added heavy lift helicopter to lift tracked vehicles such as MBT,Bobcat and HEMMTs
      - Attack boats added to lift array
      - MHQs now HMG and GMG Hunters (Weapons enabled if undeployed)
      - Can spawn static AA at a deployed MHQ
      - Loading and dropping of ammo boxes removed. Is now in MHQ cargo space. Now contains only ammo
      - Airdropped box now contains only ammo.
      - Medic can create MASH tent
      - Engineer can create FARP from Repair Truck
  • Main Targets:
      - 31 Main target towns of differing sizes. From 200m radius to 500m radius.- Towns 300m radius and over have more enemy and have additional squads within the buildings in the centre of town
      - Reintroduced secondary main target missions. Now 10 available
      - Paradrop reinforcements replaced by helicopter that lands at main target to unload troops.
      - Custom flag texture on camps
      - Camp model changed to old Arma 2 style
  • Sidemissions:
      - 110 side missions including;- 18 Brand new side missions
      - 18 Reimagined existing Xeno side missions
  • Other:
      - Custom sounds for calling of artillery - Independent faction is sided enemy along with OPFOR
      - Island patrols are Independent faction and spawn three different force compositions
      - Base Saboteurs paradrop into base and plant explosives in base
      - Enemy AI skills now use Skill Array command.
      - Enemy skill settings now called 'Extra Low', 'Low', 'Normal 'and 'High' Default setting is 'Low'
      - Self destruct option for driver of badly damaged MHQ or choppers. (WIP)
      - Admin can use tky_monitor which periodically writes performance data to RPT



Installation:
Note that this is intended for stable branch. Your mileage on Dev may vary.
Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder.


Future plans:
Better support for revive, it works, but we'd like to tweak it a little.
I fiddled with the ranked setting but at the time, didn't have time to get it just how I wanted, so don't use that for the time being.
ACRE, I'm told is funky, so we will look closely at how well that works with the mission.
There will be even more side missions. We have loads of ideas for this.
The intel system will be expanded too.


Notes:
It has been pretty extensively tested, but it's a big complex mission, so there may be some weird stuff to be seen. Please report here anything you find.

Until BI fix a few issues, we'd suggest running with nologs on the server. We did some early testing with a headless client. We plan to test it again soon.


Changelog:
v3.02
- Improved group joning behaviour of rescued prisoners in side missions.
- Improved failure condition of rescue prisoners side missions. If rescuer dies, mission fails.
- New scripting function for disableAI.
- Updated to latest version of COS civilian spawn system. (Thanks Bangabob)
- Added parameters to allow server admin to control COS bomber extension (car bombs, IED, suicide bombers)
- Improved UAV support system so players can't connect to UAV with a terminal (it's supposed to be entirely AI driven)
- Improved scoring system for kills got by artillery and UAV support calls.
- Fixed error with UAV markers.
- Fixed error with MASH markers.
- Changed weather systemso it's less likely to get stuck in a medium-fog/heavy-fog/medium-fog/heavy-fog loop.
- Introduced COS extension. Can now create car and truck bombs (parked vehicles only)
- Added. Some convoys now use civilian vehicles.
- Added vehicle is now automatically detached if the lifting helicopter is destroyed. Prevents nasty desync stuff.
- Added. Above system also added to wreck lift too.
- Removed. All required addons.
- Removed. All Independent style (were resided to West) from BLUFOR assets.
- Added. New DLC content. Huron is new heavy lift, wreck lift, support drop and used in side mission where C130 used to be. MH9 is new MHQ 3.
- Added. Custom heavy lift code to allow heavy lift HUron to sling load vehicls it wouldnt otherwise be able to do.
- Added. Custom wreck lift code so wreck lift appears to use ropes (it doesn't really, just for show!)
- Added Huron support containers. Still WIP.
- Removed. Some redundant TT code.
- Improved. Rearranged BLUFOR base to liftable HEMMTs are no longer under a metal canopy.
- Improved. Changed some scripts to use BIS fnc spawn vehicle instead of Xeno function.
- Changed. Headless client support changed to new BIS protocols and units.



Disclaimer:
Existing licensing and restrictions from Domination apply. In particular, no steam workshop!


Credits & Thanks:
Xeno for the Domination Mission this is based on.
SPUN_Fin for some of the funky scripts and Big Pickle for some of the sounds.
Among the many people who have helped over the years I've been fiddling with Domination, Zapat and Pokertour have contributed new scripts. Zapat, in particular, made from scratch, a script that places units near, and makes them look out of building windows.
Zach72 for his help
Keewa for the CJTF editor upgrade, Bangabob for his Civilian Occupation System (COS), Eggbeast, F2K Sel and K0rd for help with an aircraft speed restriction script.

brigada_spanish for his stringtable translations, Larrow, tryteyker, Das Attorney, Meatball (weather system), Terox

thanks to Champy_UK for his input and work and the XTRA clan chaps and the others who've helped with testing, feedback, bug reports and feature requests.


Forum topic:
- Armaholic forums



This post was edited by Big (2014-11-18 06:09, ago)


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#2 Posted at 2013-10-30 08:00        
     
Thanks for posting the release here :-)
News is up on the frontpage and you can find our mirror here:


** I hope I made the pages correctly, if you see an error PM me ;-)

This post was edited by Big (2014-02-18 06:28, ago)


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#3 Posted at 2013-10-30 15:57        
     
Good work, but can you release a version without a KDK's Blufor Mohawk requirement?. Addon require only for one heli retexture i think is bad idea.


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#4 Posted at 2013-10-30 18:50        
     
# Legolasindar : Good work, but can you release a version without a KDK's Blufor Mohawk requirement?. Addon require only for one heli retexture i think is bad idea.

Hi, whilst your quite right to your own opinion, i beg to differ. We have taken every aspect of the mission into consideration when we have gone through our edit, and from extensive playing and testing it was suggested we required a Heavy lift chopper. With using the Ghosthawks to carry tanks and track vehicles it was deemed that it didnt quite fit the bill both aesthetically and also with current vehicles we have they wouldnt be able to lift those kind of weights in real life. I ask if your so keen not to use a chopper when you have to drive a vehicle from base to the furthest point on the island @40km only to die in a firey mess.
Whilst most other missions have elected to use the Independent coloured Mohawk, we had a lot of discussion and reluctantly allowed an addon to be used within our mission. We have tried to minimize the use of addons where possible,to enable a 'download and play straight away', but when we saw this addon, it fitted lock stock to our requirements
I would say that if our mission had 40 downloads of vehicles plus other associated uniforms etc then possibly i would entertain its an issue for some... but to download 1 addon..

Thanks and i hope you enjoy it

Champy_UK


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#5 Posted at 2013-10-30 23:11        
     
Champy said it all. Throughout the development of this mission, I held off on putting in addons for a number of reasons.

Firstly, there's always the potential of an addon breaking something else, especially during the alpha and beta stage.
Secondly, I didn't want to open the floodgates of my test group asking for all sundry addons.
Thirdly, I actually prefer not to use addons.

So, we said that in order to use an addon, we had to wait until after the game goes retail and ther has to be a number of compelling reasons to use it, other than "it'll be nice". The island is SO big that it's impossible to drive the heavy vehicles around it, especially in Domi where the island is alive with enemies. It looked rubbish having the Ghosthawk lifting the slammer so we decided to use the blu mohawk addon. So in summary, we didn't use it because it's nice, we used it because there is a compelling mission design reason to do so.

Tanky -Paul-


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#6 Posted at 2013-10-31 00:03        
     
First of all , English is not my language , read this text as a constructive criticism , without bitterness , trying to make my point , I hope the translation is not confused cheerful tone .
An addon that only a helicopter that already exists in the simulator , with different painting, in my opinion is a mistake.
I'll explain from the practical standpoint . If I on my server , I put this mission , nobody will be able to connect , because almost nobody uses this addon (sorry , it is not important and does not come in a larger package ) . What is going to force people to get off this addon , just to play that mission , as an addon which again, is purely aesthetic .
If instead of a camouflage of a helicopter , all camouflage change in infantry and vehicles, or, if one or more new aircraft , if you have more logic.
Many people will not use this mission , if it has to be downloaded to an addon that adds nothing except a new texture for existing helicopter .
It is my sincere opinion, no offense , the mission is very good, but it's bad marketing strategy include this addon.


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#7 Posted at 2013-10-31 04:25        
     
Gday
Well done on your edit, played only a few mins thus far but really good. I have taken out the Mohawk for our server as most of my guy run vanilla most of time. Just using the AAF Mohawk fro the time been. 1 thing which I did find was no guns in ammo box, was that spose to be or not? As a temp fix just threw in some nilla boxes.

Nice job on Voice for mission announcements.
Good job all round Well done again

Cheers

All good on the ammo box my mistake!!

Added 6 hours 4 minutes later:

Well been playing for a few hrs now and what a great edit, You guys have done a fantastic job. This would have to be the best Domi I have ever played, Congrats.

This post was edited by badbenny (2013-10-31 10:40, ago)


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#8 Posted at 2013-10-31 10:53        
     
Thanks mate. Glad you like it. Please keep the feedback coming. :)

Added 8 minutes later:

It's cool, Lego. We know your criticism is in good spirit and sincere.

We too thought long and hard about using a single addon and we didn't take the decision without a lot of consideration. I was against it all along but other members of the team persuaded me.

In the end it comes down to; Do we use an existing helicopter within the game and have it look weird when the Ghosthawk lifts a slammer?

Or we could use the independent faction with blufor, but we'd decided against that many months ago and I think we made the right decision putting independents as player enemy.

Or we could go with an addon. The adon itself is a great reskin and the author has been very helpful. It's actually my plan to absorb it into a GITS Domination addon that will contain other fixes such as a more powerful 6.5 round and less weapon sway for kneeling troops. KDK has given permission for us to do just that.

This post was edited by TankbusterSPAFF (2013-10-31 11:08, ago)


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#9 Posted at 2013-11-01 01:36        
     
@Tankbuster

I am pretty sure there is a way to make it so the addon optional. It may be a good way to appease some ppl.
I am not a scriptwriter but I am sure it can be done. So something like if Blu Mohawk mod not present use nila ghosthawk.
Have seen done it before, if I can stop playing your edit lolol will have a scout around for the line to use.


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#10 Posted at 2013-11-01 08:51        
     
There are ways to make addons optional if the vehicle is spawned by script, I've done it before, but in Domination, the base stuff is spawned by the mission editor.

The only way around this is to make a non-addon version. So the question is, do I make the Ghost hawks able to lift everything, even the heavies, or make the heavies unliftable?


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#11 Posted at 2013-11-01 23:35        
     
# TankbusterSPAFF : There are ways to make addons optional if the vehicle is spawned by script, I've done it before, but in Domination, the base stuff is spawned by the mission editor.

The only way around this is to make a non-addon version. So the question is, do I make the Ghost hawks able to lift everything, even the heavies, or make the heavies unliftable?

I know what u mean, Ghosthawk lifting a tank etc etc looks silly. Maybe put both options for players as 2 versions 1 Nilla and 1 with Blu Mohawk. Hopefully there will be a nilla heavy lift chopper coming from BI in the future which would make life easier :) As a nilla Domi will probably see it on more public servers admins I think prefer nilla stuff to keep player numbers up on servers. I am trying to get your domi up on the public server I play on, but the admin said no , because it had a addon and did not use the VAS ammobox system. They currently run AW Invade & Annex, which is good, but I think yours is better.

We are planning to run it on our server with Blu Mohawk and few other addons like FHQ M4 pack, NATO SF and Russian Spetsnaz Weapons and thinking of using ADF UNCUT for units as we are Aussies.

What I would really love it a good old Chinook and Black hawks as we prefer current time line. I really miss the Arma 2 equipment can't wait till its all ported over which I think is in the works from what I hear.

again I got to say having a blast using your edit, really good fun and your side missions are refreshing.

Added 10 hours 8 minutes later:

Went live on pub server today and there is a issue with ammo box players were unable to unload gear back into the box, as if it full. Not sure whats causing that.

Also the box was running out of ammo and weps. Dose not seem to be reloading.
Just letting you know :)

Cheers

This post was edited by badbenny (2013-11-02 09:43, ago)


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#12 Posted at 2013-11-02 09:46        
     
Right, I've had a chat with the team. It's unlikely we're going to be making a non addon version any time soon.

Firstly because it dilutes the design decision we took previously. Secondly because as the mission expands, I can only expect more addons to required and thirdly, because we have a bunch of new features that we want to make (a dozen brand new types of side mission for example) and we want to spend time on them.

The only way currently we're going to remove the kdk helicopter is if BI gives us an equivalent aircraft.


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#13 Posted at 2013-11-02 11:01        
     
alright i just read through this and some of you aren't understanding the point of the Helo addon

It's not just the fact its reskinned, its the fact that its added to the blufor side and within the same camo as the other helicopters so it fits

and you can't have domination without a heavy lift

the non-addon version would be simple, just replace the mowhawks with indep mowhawks, but they'd look out of place
honestly thats up to the authors and not me though


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#14 Posted at 2013-11-02 15:28        
     
# badbenny : Went live on pub server today and there is a issue with ammo box players were unable to unload gear back into the box, as if it full. Not sure whats causing that.

Also the box was running out of ammo and weps. Dose not seem to be reloading.
Just letting you know :)

Cheers

You're right, you can't put stuff back into the box, it's already full. Just drop stuff you don't want onto the ground and a script will clean it up when you're not looking. :)

The base box should refill every 20 minutes. I've just checked the script and there's nothing to indicate it isn't working. The MHQ and airdropped box use the same loadout and they won't refill. The MHQ inventory needs to be refilled at a FARP or at the vehicle service point on base. Note there's a bug with the service point that puts way more ammo in it than it should - that's fixed in the next version.

Added 1 minute later:

# Delta 1 Actual : alright i just read through this and some of you aren't understanding the point of the Helo addon

It's not just the fact its reskinned, its the fact that its added to the blufor side and within the same camo as the other helicopters so it fits

and you can't have domination without a heavy lift

the non-addon version would be simple, just replace the mowhawks with indep mowhawks, but they'd look out of place
honestly thats up to the authors and not me though

Thanks Delta. That's exactly the thought process we went through when we went this route.


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#15 Posted at 2013-11-02 16:55        
     
Hello,

I wanted to know if any of you would already use the Headless Client on a dedicated server.

Currently we have performance issues of the dedicated server side mission and would Headless Client tried to play more fluidly.

We tried to make it work but when the Headless Client connects RNs do not move and remain static.

Thank you for your help!