All A.C.E. missions including the ones released as a standalone package are now part of the Domination mission pack again.
New Domination! A.C.E. East and... tata... ranked versions.
Many things changed... but take a look at the small changelog yourself.

(Small) Changelog:

Zitat:

- dropping an ammobox from a chopper or mhq is now only possible if you've loaded one into the chopper or mhq
(load it at ammo point at base or load a dropped one again into the vehicle, though you have to wait about 5 minutes
before you can drop or load a box from/to the same vehicle again)

- added a dialog for the MHQs and the lift choppers (action menu "MHQ Menu" and "Chopper Menu").
It will let you create a vehicle or teleport from MHQs and gives you the possibility to drop and load an ammocrate if you
are the driver/pilot (all others can see if an ammocrate is loaded). Reduces the number of action menu entries for these vehicles.

- fixed the annoying "can't get anything out of an ammobox" bug. Ammoboxes are now handled locally on each client

- splitted init.sqf in 5 files. You have to edit init.sqf and the i_* files, too

- sidemissions are now easier to add, see x_missions folder, I've included a small howto in that folder (hopefully easier),
still WIP)

- artillery can now fire more than one salvoe but it will take some time before the first shell hits the target
(somehow more realistic, flight time, reload time, etc, for salvoes the artillery reload time can also be changed,
d_arti_reload_time in i_common.sqf)

- time until artillery is available again depends on the number of salvoes fired

- players can now see the artillery messages only if they are about 15 m away from an artillery operator.

- artillery operators now have to be max. 500 m away from the artillery target
("line of sight", default 500 m, can be changed in i_common.sqf, d_arti_operator_max_dist) otherwise no artillery
strike will be executed, you'll see a yellow diagonal marker which indicates the max distance.

- same for players that are able to call in an air drop, they have to be 500 m near the drop point to call in a drop,
you'll see a yellow diagonal marker which indicates the max distance.
("line of sight", default 500 m, can be changed in i_common.sqf, d_drop_max_dist)

- enemy troops will now recapture allready taken towns (totally random which town and when).
Does only work if there are human players on the server. Mission won't end if those towns don't get captured again by
the players.

- chance for a main target counterattack is now down to 10% and it doesn't depend on the number of resolved sidemissions
anymore (got sick of it)

- rebuilding a wreck at a wreck repair point will now take some more time (depends on the type of vehicle, plane,
helicopter, other)

- changed HALO jump height from 888m to 8888m. It'll now take some time to reach the ground making players think twice
about not moving a MHQ to the next target (HALO height can be changed in i_common.sqf, d_halo_height)

- instead of HALO jump flags that get created at a main target once it's cleared you can now also change it to create
a vehicle, no HALO parajump will be available then, instead the player will be put into a vehicle. Simply change
d_jumpflag_vec in i_common.sqf and add the vehicle you want, for example: d_jumpflag_vec = "UAZ";.
Default is still HALO jump.

- players get kicked out of air vehicles (bonus vehicles for sidemissions or main targets) for the first 30 minutes
when they join (true for all players, even those that joined at mission start). This will prevent players to havoc
those vehicles that others have won when they join later during the mission. Can be turned of by setting
d_player_air_autokick to 0 in i_common.sqf (if for example ArmA crashes in the first 30 minutes after joining the
mission that time will get subtracted from the 30 minutes so you don't have to start all over again).
You'll get a message displayed if the 30 minutes are over.

- because of adding the above... the player score gets saved when a player leaves and if he joins again later he will
get the same score as before. Players that kill other players will be punished by adding a -10 score, if you die your
score drops -1. Your rank gets updated similiar to the score in Evolution (in the status dialog you will see your
current rank in the middle of the dialog)

- reinforcements at main targets will now only start to occur if players were detected by the enemy, a message gets displayed.

- admins can now specify the order of main targets (predefined routes) in the server lobby (random targets are still available,
ordered routes are only available on Sahrani).
("Random 1-21","South Route","North West Route","North Middle Route","North East Route","Complete, ordered")

- teleport back to base disabled. You can now only teleport to mobile respawn one and two (if the player dies he
can still respawn at base)

- you can turn off player marker names (shown on map if enabled). Simply set d_show_player_marker_names to false
in i_client.sqf. Direction indication for markers (vehicle markers, playermarkers) can be turned off completely.
d_p_marker_dirs and d_v_marker_dirs in i_client.sqf. You can also specify which player markers get used, change
d_p_marker in i_client.sqf

- instead of 28 scripts running for boat respawn there's now only one script that handles the respawn of all 28 boats.
Same for all your choppers, MHQ and trucks at base. Means, instead of 45 scripts that were running now only 3 scripts
are responsible for vehicle respawn.

- fixed, now only engineers can board the Salvage trucks (in AI version still everybody can get in)

- changed markers, a lot warfare markers get used now

- fixed, when one of the warfare aircraft factories at base were destroyed new JIP engineers couldn't rebuild a
destroyed factory

- fixed, in all normal versions (means all version != A.C.E.) artillery operators didn't have the "Call Artillery"
action menu entry after respawn anymore (forgot to include x_macros.sqf in x_playerspawn.sqf)

- new enemy air attack planes and choppers will now only show up over main targets if players were spotted and the
radio tower at a main target is not down.
(choppers and planes that were allready over a main target will still progress to the next main target, kind of
following the players). Illumination at night at main targets will only start if players were spotted.

- added experimental air taxi support in the AI version (though not fully tested). It uses mando heliroute. A chopper
will come to your position, waits until the player has boarded and flys back to base (available via radio).

- added Domination! A.C.E. East version

- added ranked versions, somehow like in Evolution (A.C.E., West, East, RACS). Though you can setup the points
a player gets, looses or needs for a promotion for allmost everything (see i_client.sqf at the bottom of the file)

- changed all special player variables like d_artillery from class based to slot based (instead of d_artillery = ["OfficerW"];
use d_can_use_artillery = ["RESCUE","RESCUE2"])

- if parajump at base is enabled it is now possible to time limit the parajump (d_para_timer_base)

- changed respawn position at MHQs

- it is now possible to create an A.C.E. AI version just by changing parameters in x_setup.sqf
(AI will follow you when parajumping or teleporting)

- teamkillers will loose 10 score points (in every version) and a message will show up on all clients announcing the killer

- instead of creating ranom units in a group (could happen that you had to fight against a group of medics) groups are
now spawned with the same units everytime. Which groups gets spawned is still random

- lifting capability can be removed from the four choppers at base now without loosing the ability to load ammo boxes

- creating a vehicle at an MHQ is still possible, but you have to wait some time before you can create a new one
(adjustable in i_common.sqf, d_remove_mhq_vec_time, default 1800 seconds = 30 minutes)

- added new A.C.E. weapons and vehicles

- A.C.E. missions released as a standalone package are now part of the complete Domination! package again

- A.C.E.ified revive scripts in the A.C.E. missions that use revive

- many internal scripts changed, much new stuff added.
For example, boolean variables are no longer being transfered packed into an array to a new connecting player in
onPlayerConnected but get converted into a bit array which itself gets converted into an integer number. So instead
of sending 17 variables (default version, TT 25) over the network when a player connects only one integer variable
gets transfered

If somebody is more talented in making dialogs than me, please go ahead and change them (making dialogs is one of
the most frustrating editing parts in ArmA, I often want to throw my keyboard out of the window when ArmA crashes again
because of a missing semicolon in the dialog config or something else. It would be easier for me to convert Excel or Word
to ArmA script than dealing with dialogs ... just kidding)

Domination! is now a project over at dev-heaven.net. Feel free to join and help developing it !!!!!!!!

Please report bugs there using the bug tracker or if you want new features add them there too (Tickets).

It's up to you where the journey is going (let's call it a community project)... so get involved.

A bug in one of the sidemission files led to a server crash (nested #ifdefs).

Changelog:

Zitat:

* fixed nasty bug in x_sideprisoners.sqf which led to a server crash
* CarlGustaffa added support for statics to use vehicle hud and direction indication
* clients are not sending their score every two seconds to the server anymore (server can handle it itself)
* removed more unit types that can get spawned (hopefully solves performance problems)

fixed bug in sidemission 5 (spawn was used instead of call to get the result of a function, doesn't work)

fixed missing addAction command for choppers in TT version

added some experimental code that gives artillery operators points if they kill enemy ai with a strike

changed initial placing of units and reworked random position generator

added more nil checks for d_sm_p_pos (it could happen that a JIP player got an error message in x_sidemissionwinner.sqf)

fixed copy and paste error in x_vrespawn2.sqf (Truck5tRefuel) and added a variable in i_common.sqf to change those trucks (d_own_trucks)

removed airdefense and replaced it with isledefense. Instead some static Shilkas/Vulcans there are now patrols driving around the island, attacking players when they find them

replaced a last remaining bmp string with APC string in secondary target information

all repair stations ("Land_repair_center") can now repair vehicles if the player is the driver of a damaged vehicle (choppers/planes get repaired if the player is about 15 m over a repair station, can be disabled)

fixed typo in d_allmen_W (it's SoldierWMedic not SodlierWMedic)

added code for ranked AI versions that gives the players points when an AI of his group kills an enemy AI unit

added some checks here and there that turns off vehicle engine if a player enters a vehicle, gets kicked out but started the engine.

fixed typo in beam_tele.sqf (missing =) in Revive version

added removed civilian code again (disabled by default, eats up to much performance)

time until the next sidemission gets created now depends on the number of players (can be changed in i_server.sqf, d_time_until_next_sidemission)

!!!!!!!! as really nobody seems to read what I write when a new Domination version gets released, really nobody, Domination should now also run in a hosted environment. Though I do not promise anything, some things might still only run on a real dedicated server.
(STOP PLAYING HOSTED. You can run arma_server.exe on your own machine side by side with ArmA. If ArmA crashes you can connect again, if the same happens hosted and you are the host, everything is gone).

fixed a typo in ranked x_weaponcargor.sqf (normal version)

fixed flanking code (now really works, scary)

fixed, max arti distance gets now computed correctly

added two new sidemissions where you have to rescue pilots (enemy AI also try to get to the crash site, they will arive after some time and probably kill the pilots)

some kind of state machine is now running for each AI group, handling patrolling and group behaviour when an enemy is near the group (flanking, etc)

in the A.C.E. version engineers do need a rucksack now to repair/analyze and refuel vehicles.

added a settings dialog where you can change viewdistance, gras layer and player markers and which also shows mission settings (including points for ranks). It can be accessed from the show status dialog ("Settings" button).

fixed, JIP players will see the ruins of the support buildings now (if destroyed)

fixed, no to backback action menu if the player has no primary weapon

fixed, swapping the primary weapon from the backpack and getting killed resulted in a respawn without a primary weapon

fixed, if starting without a primary weapon backpack didn't work correctly

changed, use displayname in action menu instead of type name for backpack weapons

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 don't even need to mention me anywhere!).
There are more important things in life.

Enjoy!
And have fun !!!!!

Xeno

__________________
In arma everything is made of refined explodium, armored with wet paper towels.

The main focus for this release was to fix as much bugs as possible and optimize performance (specially for persistent servers).

Zitat:

Fixed copy and paste error in x_setupplayer.sqf, error message when setting a chopper to 2

Fixed copy and paste error in x_arifire2.sqf

Players don't loose a point in the ranked version now if they die (default now)

If a player gets killed by another player no need to check for the side of the killer (non TT versions)

Fixed, transporting other players gives the driver/pilot now actually points in the ranked version. It doesn't matter at which point on the map a unit enters the vehicle, only the transport distance counts.

Added pre 3.50 handling of ammoboxes (dropping from MHQ or chopper) again as an option

If a wreck doesn't reach the wreck point because the lift chopper got shot or the pilot released the wreck a new wreck marker at the current position gets created now

Added enhanced player markers support. It's now possible to show the marker with name, without name, with role and health of the unit.

Fixed, place base marker at correct position

Replaced the building in side mission 4 in the Uhao version with a lighthouse (was an object from editor update)

Fixed typos in Uhao sidemission four

Corrected direction display for static weapons

Fixed, reduced unit placement radius from 50 m to 0 m on top of Pico de Perez

Added markers for player AI in the AI version

Respawn any of the inital base vehicles when they land beyond the defined map area (after 10 minutes)

Don't display a killed by message and don't subtract points if a player chooses ESC->Respawn

Remove and recreate stuck island defense groups

All looping server scripts will now stop if all players left the server (persistent)

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 don't even need to mention me anywhere!).
There are more important things in life.

Enjoy!
And have fun !!!!!

Xeno

__________________
In arma everything is made of refined explodium, armored with wet paper towels.