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domination's Introduction

Domination

An Arma3 multiplayer mode for up to 50 players. Seize various (random) targets and solve side missions. Available as Coop and PvPvE version.

This award winning game mission stands as one of the oldest missions of the Arma franchise. Domination was created by Xeno.

Resources

Domination on Steam

Domination on Github

Running the mission

Administrator Guide

Playing the mission

Player Guide

Running the mission locally

To run the Domination mission locally:

  • copy the mission folder co30_Domination.Altis into your local mpmission directory
  • load the mission in Eden editor and click Play -> Multiplayer -> OK to run your local code

Editing the mission

The Domination mission may be modified in Eden editor.

All maps supported by Domination are released as PBOs. However you can use any PBO tool to modify and bundle your own mission modifications. Choose co30_Domination.Altis as the PBO source to bundle the default map (Altis).

If you want to bundle or modify maps other than Altis follow these steps:

  • delete co30_Domination.Altis/mission.sqm
  • copy the appropriate mission.sqm file from mission_sqm folder into co30_Domination.Altis
  • rename the file you copied to mission.sqm
  • delete co30_Domination.Altis/x_setup.sqf
  • copy the appropriate x_setup.sqf file from mission_sqm folder into co30_Domination.Altis
  • rename the file you copied to x_setup.sqf
  • rename co30_Domination.Altis folder to co30_Domination.NewMap (for example co30_Domination.Malden)
  • run your preferred PBO tool with PBO source folder co30_Domination.Malden

Remember that your modifications can only be shared with the community if you contribute your work back to the source repository.

Mod support

Domination uses a strict whitelist for client remote execution functions and commands. Some mods are not compatible with Domination due to these restrictions. To remove restrictions for client remote execution in your own PBO, see CfgRemoteExec in description.ext and set mode=2.

Reset saved mission namespace

Delete the namespace file in Documents/Arma 3 folder or Documents/Arma 3 - Other Profiles folder.

domination's People

Contributors

aienuo avatar alexvladn avatar auge103 avatar boersencrash321 avatar chl198011 avatar jlillis avatar longtimegamer avatar purplproto avatar schalldampfer avatar topden avatar wazzledi avatar xeno69 avatar xhabit avatar

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domination's Issues

main missions

tell me how to reduce the number of bots on the main missions

"Domination ATTENTION!!!!!! A player connected as null object or with an empty UID"

23:02:38 "Domination ATTENTION!!!!!! A player connected as null object or with an empty UID"
23:02:38 ["_this",[d_alpha_2,true]]
23:02:38 "This means the player has not connected properly, resulting in a no unit message!!!!!"
23:02:38 "This may break scripts!!!!"

When this message appears the mission ends a few seconds later and the players are abruptly sent to the mission selection screen.

Is anyone else seeing this? It's occurring on master build.

Undefined variable d_do_not_delete in getbonus.sqf

Since its kind of a new var, I'm unsure on how to debug this one.
So here's the error, it happened right when it spawned a UAV as bonusvec while testing.
(Maybe related to the UAV crews getting deleted bug? Since that one popped up after introduction of this new function)

2:53:36 Error in expression <]; }; }; _vec allowCrewInImmobile true; d_do_not_delete }; if (_vec isKindOf > 2:53:36 Error position: <d_do_not_delete }; if (_vec isKindOf > 2:53:36 Error Undefined variable in expression: d_do_not_delete 2:53:36 File x_server\x_f\fn_getbonus.sqf [d_fnc_getbonus], line 113

Undefined var in fn_dbtoppasync

Got this one after loading 3.991 with my DB from 3.95:

Error in expression <:updatePlayer:%1:%2:%3:%4:%5:%6:%7:%8", _infkills, _softveckills, _armorkills, _>
Error position: <_infkills, _softveckills, _armorkills, _>
Error Undefined variable in expression: _infkills
File x_server\x_f\fn_dbtoppasync.sqf [d_fnc_dbtoppasync], line 55

Strange enough, this file hasn't been touched since.

Also had this one:
Error position: <# 2, ((_dbresult # 1) # 0) # 3, ((_dbres>
Error Zero divisor
File mpmissions\__cur_mp.Tanoa\initPlayerServer.sqf, line 67

Reverting the relevant db playerscore code part of initPlayerServer.sqf to 3.95 fixed the errors and everythings still working. Also the first error doesn't occur every server start, the second one does.
I'll probably try to debug this in the next days.

CAS / Artillery splash is off location in CUP maps

Artillery is always off-target in Takistan. CAS and artillery is always off-target in Takistan and Sarahani.

Those maps are two examples but there are probably more. CAS and artillery splash is usually off by several hundred meters.

respawn

coop opfor rhs

does not work respawn if you change the number of lives in the settings. we put 5 and could not be reborn either on the base or on the kshm. The menu is active but there is no action. log errors http://joxi.ru/RmzoE6ZH07dPR2
try to default (-1) but too, cant respawn

Flag Town

we have a bug, when the flag base is down you can not take it!?
need to restart mission over and over again

Ejected A-143 missing Canopy/seat after repair.

A-143 Buzzard, if repaired after being ejected from is missing both the canopy and ejection seat. This also prevents the pilot from ejecting again in a repaired aircraft, although it is still flyable. Unsure if this also applies to any other jets at this time
image

Admin login

Hi Xeno, is there a way to modify your code so I can do uinit ID comparison instead of database for the admin slot in MP? I know I'm a noob but can't seem to find how to occupy the admin slot.

Any help is welcome!

Design

a small request for design. Can you move the positions in the screenshot slightly so that the text does not merge? Because:

  • Russian translation a little longer is obtained in different places
  • players with different extensions on the computer see this text in different ways
    And in this table there is free space for editing http://joxi.ru/YmE3zZMF0vD17A
    it's not critical, but it would look perfect http://joxi.ru/EA44Lwoiwnx4wA

Database - bonus vec respawn - endposition not working after server restart

Got the following error after restarting v3.91 on my DS with DB connection:

23:15:03 Error in expression <c setDir _dir;
_vec setVehiclePosition [_endpos, [], 0, "NONE"];
_vec addMPEven>
23:15:03   Error position: <_endpos, [], 0, "NONE"];
_vec addMPEven>
23:15:03   Error Undefined variable in expression: _endpos
23:15:03 File x_server\x_f\fn_db_loadsavegame_server.sqf [d_fnc_db_loadsavegame_server], line 88

It seems that one of the vehicles (jet) respawned at the d_bonus_create_pos but got not moved away. No further errors in my log.
I should mention that this happened on an edited mission.sqm, I had not the time to test this with a vanilla one so far. I'll update this after further testing.
// Edit: May be due to the new DB params, I'm still running the 3.90 DB since it's not on Git.

Playerscore total gets added to DB instead of score difference on disconnect

Well, I noticed that when I disconnect, the currently shown ingame score gets added to the database score instead of the current difference of scores. This was working in 0.95 which was my last used version.

The issue happens everytime when I go back to the lobby, but the ingame shown score gets only updated after a complete mission restart.
So when I connect with 2000 points in the DB, lose 50 points and disconnect with 1950 points, the database gets a score of 3950 points. And adds an additional 1950 every time I go back to the lobby.

So we have

private _totalscore = if (_scpl != -1) then {_scpl} else {_ps # 5};

changed since 0.95 which now allows direct saving of scores. It should be
then {_scpl - (_t_ps # 5)}
I'll make a merge request in order to fix this issue.

//Edit: Apparently this works when going back to the lobby.
But in another instance this didn't work:
I loaded into the game on slot 1, got a few points, back to lobby (progress was saved correctly, yay), into slot 2, lost a few points, back to lobby, exit from server. Points got doubled on the DB.
Strange indeed.
Is there another instance where it modifies the score?

Ok, so part 2:
Sometimes the _unit is not d_alpha_1 for instance, but a NULL-object . I coulnd't find the root cause for this, but it sometimes happens if you switch slots and reconnect a lot.
In this case it just overwrites the first statement and still adds the totalscore to the database.
So, it doesn't work at all.

Data too long for column in DB

The DB mission save fails when too many sidemissions or maintargets are present:

extDB3: SQL: Error MariaDBStatementException1: Data too long for column 'd_side_missions_random' at row 1
extDB3: SQL: Error MariaDBStatementException1: Input: missionInsert:d_dom_db_autosave:36:[19,18,16,14,15,13,9,6,3,0,1,24,27,28,29,33,30,25,26,31,32,23,22,20,21,12,11,8,7,5,2,4,10,17,34,35]:19:-1:[]:[]:[37,74,35,39,57,36,2,105,1,89,10,77,199,81,8,59,44,24,19,84,46,33,94,75,16,62,50,95,73,7,103,80,66,51,18,64,38,9,63,68,28,54,67,43,79,69,3,71,40,85,4,88,93,26,104,6,99,14,82,31,86,76,32,65,102,60,107,53,22,61,41,47,49,97,56,12,20,100,11,15,25,30,13,42,27,52,91,70,29,55,34,87,106,23,101,45,48,58,0,83,72,5,17,96,21,98,90,78]:1:[0,0,0,0,0,0,0]:[]:altis:altisd_dom_db_autosave:altisd_dom_db_autosave

I suggest switching from VARCHAR to LONGTEXT - worked for me at least.
Also the ingame chat message says "Mission progress saved" although nothing got saved at all in this case

incorrect civilian counts

Report from Auge103:

I also have the feeling that something is off regarding the civilian unit count. I set

Civ enabled: true
Civ unit count: 2
Civ group count: 5

and there were at least 30 civilian units present in the MT. This doesn't sound right?

Load saved ammunition from arsenal

with hotkey Ctrl+O maybe load saved ammunition from virtual arsenal.
i'm added in file fn_arsenal_mod.sqf this section:
after #include "..\x_setup.sqf"

ADDED:
[missionNamespace, "arsenalOpened", {
disableSerialization;
params ["_display"];
_display displayAddEventHandler ["keydown", "_this select 3"];
{(_display displayCtrl _x) ctrlShow false} forEach [44151, 44150, 44146, 44147, 44148, 44149, 44346];
}] call BIS_fnc_addScriptedEventHandler;

this code disabled all buttons except Close button.

Feature Request: ACE Arsenal

Features: acemod/ACE3#5734
Stats: acemod/ACE3#6110
https://ace3mod.com/wiki/feature/arsenal.html
https://ace3mod.com/wiki/framework/arsenal-framework.html

Full arsenal is easy to implement

["Open", true] call bis_fnc_arsenal;

->
[player, player, true] call ace_arsenal_fnc_openBox

The limited arsenal variant is slightly different. ACE Arsenal takes array of all Classnames without categorization. I think BI arsenal does things differently in that regard.

If ACE Arsenal is used then

["Preload"] call bis_fnc_arsenal;

is not needed.
and
_unit addAction [localize "STR_DOM_MISSIONSTRING_1585", {["Open",[true,nil,param [0]]] call bis_fnc_arsenal}, [], -1, false, true, "", "true", 3];

should also be replaced.

Domination mission parameters configurable by properties file

Is it possible for the mission parameters to be driven by file-based properties?

As an admin I use "#missions" to select the mission and then set the many, many mission parameters. As an example, my "taste" in Domination requires perhaps 20+ changes to the default parameters. So many clicks! (Or arrow keys!) Also the desired mission parameters are lost if the mission is stopped for any reason (because only "#restart" will remember mission settings). For this reason, many admins choose to download the code here to make changes and create custom PBOs for each update.

If there was a way to read defaults from a properties file then server admins would be able to use the "vanilla" Domination release PBOs and leave a properties file with the desired server tweaks in mpmissions folder (or wherever seems best). There are many properties that would be more accessible for tweaks, specifically the properties defined in description.ext, initcommon.sqf and fn_changeskill.sqf. It would be great to just create a few overrides in a text file once and after that each Domination release is just drop-and-replace for the new PBO.

What do you think? I could try to implement this myself too. Happy to try if you don't mind cleaning up my mistakes. :)

wrong way of air taxi

When ordering a taxi for the red side on altis, I am faced not the first time with the problem of incorrectly building the path to the base. Instead, the brave Mi8 flies to the place of an aircraft carrier, which is not on the map, because we are playing for the Reds. How to solve this problem?

Respawn/teleport position is not coherent with selected position in GUI

Issue:
When selecting a spawn point in the teleport or respawn GUI, the selected position in the list is not the same as on the map, nor does it spawn the player at the selected position.
This apparently happens when using more than 2 MHQ's, but I'm quite unsure with that.

Trace example:
(variable names only valid for this example, those are not from the original mission)

  • Respawn list array of BASE, Mhq1, Mhq2, Mhq3, CARRIER, Farp1, Farp2, Farp3 in that particular order, from top to bottom.
  • Since only the d_additional_respawn_points have this issue, we are only looking at their corresponding classnames (array has those names in exactly this order, exluding additional info like positions for better readibility):
    d_add_farp_d_flag_bb->CARRIER
    d_add_farp_d_flag_bb_2->Farp1
    d_add_farp_d_flag_bb_1->Farp2
    d_add_farp_d_flag_bb_3->Farp3

UI workflow:

  1. Player opens the UI. fn_teleportdialoginit.sqf gets called, each marker gets correctly drawn.
    Selection in fn_update_telerespsel.sqf is at
    _data: "D_BASE_D", _sel: "7" ,_uidx: "0", d_beam_target: "D_BASE_D" which are all correct so far.
  2. Player selects the last entry "Farp3". fn_update_telerespsel.sqf is correct again:
    _data: "d_add_farp_d_flag_bb_3", _sel: "0" ,_uidx: "-1", d_beam_target: "d_add_farp_d_flag_bb_3"
  3. Next up is fn_beam_tele.sqf, where the issue is visible:
    When the player pushes the TP/respawn button, this script gets its own _uidx value:
    private _uidx = d_add_resp_points_uni find d_beam_target;

    But this time, the _uidx comes from d_add_resp_points_uni, not d_additional_respawn_points.
    Which has this array inside:
    d_add_farp_d_flag_bb_3"",""d_add_farp_d_flag_bb"",""d_add_farp_d_flag_bb_1"",""d_add_farp_d_flag_bb_2"",""d_add_farp_d_flag_bb"",""d_add_farp_d_flag_bb_2"",""d_add_farp_d_flag_bb_1"",""d_add_farp_d_flag_bb_3
    (yes, somehow it has every value twice)

Since we get a _uidx value of 0 in this example (d_add_farp_d_flag_bb_3 is the first entry), but the following code uses the _uidx for selection in another array,

_global_pos = (d_additional_respawn_points # _uidx) # 1;

we get the wrong position. d_add_farp_d_flag_bb ≠ d_add_farp_d_flag_bb_3
In this case Farp3 is selected, respawn happens at the carrier.

A pretty similar codebase can also be found in fn_buttonclickrespawn.sqf, although I didn't found a use for this codefile yet.

I didn't try to solve this issue so far, since I'm a bit time limited.

d_cur_tgt_pos doesn't get set when using sidemissions only

When using the option "sidemissions only", everytime an enemy gets killed or a building gets destroyed, the corresponding eventhandler scripts will throw errors because of an empty d_cur_tgt_pos variable:

Error in expression <f (!isNil "d_cur_tgt_pos" && {_building distance2D d_cur_tgt_pos < 800}) then {
>
Error position: <distance2D d_cur_tgt_pos < 800}) then {
>
Error 0 elements provided, 3 expected
File x_server\x_f\fn_buildingchanged.sqf [d_fnc_buildingchanged], line 36
Error in expression <ctParent _unit && {_score > 0 && {_unit distance2D d_cur_tgt_pos < d_mttarget_ra>
Error position: <distance2D d_cur_tgt_pos < d_mttarget_ra>
Error 0 elements provided, 3 expected
File x_server\x_f\fn_handlescore.sqf [d_fnc_handlescore], line 40

d_cur_tgt_pos currently only gets set in

incorrect state with auto viewdistance change

The checkbox for "Auto viewdistance change at maintarget" does not "remember" its state.

Steps to reproduce:

  • uncheck "Auto viewdistance change at maintarget"
  • close dialog
  • open dialog
  • observe the box is checked again

Isledefense units not present when HC is in use?

So regarding that isledefense thing thats not working with an HC ony my server.
I placed a few debug markers in the files and it seems like the script never gets past this line:

if (isMultiplayer && {isServer && {!isNil "HC_D_UNIT"}}) exitWith {};

Do I see this right - it exits the isledefense script if it finds a HC unit on the server? Doesn't this just disable isledefense when an HC is present or is there another script that handles only HC's? (couldn't find one).
Also it already got an HC // server check a few lines before that (d_fnc_checkSHC), so I'm not quite sure what this line does except disabling only on servers with an HC.
After thinking about that line again, it indeed should work. Instead it seems to exit on HC's as well or never gets that far on an HC.
(I opened this issue because I'm not yet proficient with HC spawned units and maybe I'm in the wrong here and am missing something)

// EDIT: I was wrong about the above.
But removing that line does re-enable defense units on my server. Clearly thats not an elegant solution, since AI is not offloaded, but was a hint in the right direction.
My observations so far:

  • HC enters x_shcinit.sqf as it should
  • Then gets rejected at
    if !(d_with_isledefense isEqualTo []) then {execVM "x_shc\x_isledefense.sqf"};
    due to d_with_isledefense is [].
  • That points me to
    if (d_WithIsleDefense == 0 && {isServer}) then {

    where that var should be set to the isledefensemarker. Since it only executes on the server, the HC never gets that var set. Shouldn't this be set on both server and HC ? Seems like a possible solution.

LinuxServer

Downloaded last Release and getting this ["Dom Database result loading:","[0,""Database Config Error""]"]

Can't make connection to DB, am using mysql on linux Centos 7 and tried MariaDB on Win 7, no success..

[Main]
Version = 1

Randomize Config File = false
;; Randomizes Config File after loading.
;; Recommend to turn on, if you have enabled filepatching on arma.

Allow Reset = false
;; Allows 9:RESET, usefull for development work

Thread = 0;
;; Option to force number of worker threads for extDB3.
;; Min = 2, Max = 6

[Log]
Flush = true;
;; Flush logfile after each update.
;; Option really only usefull if running DEBUG BUILD

[Database]
IP = 90.190.177.29 tied local ip like 192.168.1.220 nothing same eeror
Port = 7777
Username = arma3
Password = mypassword
Database = domination

Some question again) (tt vers)

Artillery working-thx)

  1. Baer or Bear?
    http://joxi.ru/LmGn9RMieK001r

  2. after respawn on base player stay on second floor in barracks building. sometimes its may to kill player by texture or smth more. need to change marker place
    http://joxi.ru/vAWOzGnS1a007A

  3. WHY add spectator in tt version for any players?? for best game??))) http://joxi.ru/a2Xnz0Xi1MYGpr
    pls delete this and give only admins.

  4. Bonus vehicles spawn on marker 0 (i dont remember mission.sqm name marker), not on base. All bonuses spawns on this marker. and opfor too. http://joxi.ru/BA0G5wohJ9D6E2

  5. can I change the menu of the earplugs on the buttons? it is not very convenient to get them through your menu. for example, the button F1 or F2 or etc.

  6. If i change sides i recive new scores, but old congratuletions). and waiting few minutes i recive all my scores from orther side http://joxi.ru/eAOWzydhxQX1QA.

  7. and its NOT NORMAL, that player can change side. Maybe u can block it for 30 minutes for example? because on the server the people are switching over to the other side and watching where the mhq and so on and then go back. and catch everyone there is no time and desire. +And again your magic spectator for everyone)

  8. and it would be nice to add to the mission of the ability to transfer scores from player to player ...

  9. and add random start main targets after restart mission, becouse not interested to fight in the same cities, which start the same way. http://joxi.ru/a2Xnz0Xi1MGyNr first town in every versions(( tt or coop

  10. and after respawn player have all loot again http://joxi.ru/VrwzEjdcObP86A . Its no good.

low client fps on 4.20

A player reported low client FPS on 4.20 (latest version from this afternoon). Version 4.17 did not have that problem.

Let me know if I can add more information. We can try to capture logs if it will help.

cannot capture towers

Players attempting to capture a tower can see a progress bar but it does not fill.

Steps to reproduce:

  • start a mission (tested on Altis and Malden with settings "only check towers")
  • advance to a capture tower
  • observe the capture bar is not filling

This prevents the main target from ever being "beaten" and turned to a green circle.

parameter for Titan cooldown?

Is it possible to add a parameter for the Titan cooldown? As I understand it, changing the current cooldown requires code changes or modifying the database.

Zeus working with carrier

Hi Xeno,

I run a small game with just my friends and I. Normally I use Zeus a ton just to give us a leg up during the missions with the minimal amount of people we have. We love using the carrier.

Only issue I am facing is Zeus does not interact with the flight deck of the carrier (snapping units, objects, etc). Makes it almost impossible to place a Wasp down on the deck. Not sure if this has something to do with how the carrier is placed in mission. Was wondering if this could be looked at and fixed up in a future update?

error message when player recruits AI

This is happening on current master.

Steps to reproduce:

  • run master with AI
  • recruit AI
  • observe error message

{ drawIcon3D _x; } forEach d_pl_name_huddo> 21:16:27 Error position: <drawIcon3D _x; } forEach d_pl_name_huddo> 21:16:27 Error 0 elements provided, 4 expected 21:16:27 File client\fn_player_name_huddo.sqf [d_fnc_player_name_huddo]..., line 55

Overflow - Spamm in Console

Hi having weird issue, cant host server normally, coz after like 8-9 hours i get in console:
Overflow
Overflow
Overflow
Overflow
Overflow
and so on...
Massive LAG, Server FPS 0
Mission unplayable...
After server restart it's ok.
I notice that it happens when in game sun starts to set.

Sandstorm script - undefined variable after using admin spectate - serious log spam

Got this error after using admin spectate on Altis:

14:18:38 Error in expression <e {true} do {
if (rain isEqualTo 0 && {!d_rscspect_on && {!(player getVariable ">
14:18:38   Error position: <d_rscspect_on && {!(player getVariable ">
14:18:38   Error Undefined variable in expression: d_rscspect_on
14:18:38 File scripts\fn_sandstorm.sqf [d_fnc_sandstorm], line 33

Tested in Eden editor SP & MP - 3.95 - default settings.
Just load the mission (Altis), enter admin spectate, exit admin spectate. Thats it.

It seems that this var gets set to false in init, then to true in


and finally to nil in the same file.

That doesn't seem quite right.

When this error occurs, the arma rpt file gets seriously spammed with this error - it had about 120.000 lines in it (and roughly 7mb filesize) after about a minute or two.

infantry crawling

I am seeing infantry that crawl around for their entire lifespan. It looks as though they are spawned with behavior mode in STEALTH instead of AUTO.

Civilians don't work on dedicated with HC

Just tested this, if an HC is connected, no civilians are being spawned at all.
Just the dedicated without HC works fine.

I also have the feeling that something is off regarding the civilian unit count. I set

Civ enabled: true
Civ unit count: 2
Civ group count: 5

and there were at least 30 civilian units present in the MT. This doesn't sound right?

Some issues with handlescore eventhandling

First of all, I'll soon push a fix for the first two issues mentioned here. Testing done without mods.
We'll begin with the three simple ones:

  1. fn_handlescore.sqf gets triggered additional times per kill after each respawn in a hosted environment for the host itself. This can be abused to farm infinite points.
    This is due to this line not having an isServer check - since the host itself never loses the initial eventhandler added in initPlayerServer.sqf. (Only remote units lose it after respawn)

  2. Landing with a parachute can cause an airVec teamkill awarded (score only). This can be mitigated in handleScore.sqf.

  3. (Didnt push because I was not sure if bug or feature): The bonus score in range of MT patrols is set as addscore (score * 2) - since we already get one point from the kill itself, this adds two additional points. Is it intended to get thrice the points per kill in MT? Else it should be addScore ((_score * 2) - _score) (Gets worse if airkill - awards 15 points)

4. The main one and actually hard to debug:
On a dedicated server with a connected HC, the handleScore eventhandler which triggers fn_handlescore.sqf is somehow not reliable. The EH fires on most infantry against infantry kills, but when the player is inside a vehicle, suddenly a lot of kills, especially against other vecs, don't trigger the EH - despite Arma itself awarding points to the player.
I did test this quite a bit and it only occurs with a connected HC on dedicated (Didn't test hosted with HC).
Reproduction steps:

  • add [format ["|-> HS EH triggered on unit: %1 <-|",(_this # 0)]] remoteExecCall ["systemchat", 0]; below params in handlescore.sqf, then load the mission on hosted or dedicated without HC first. Enabling the debug console for dedicated in the desciption helps here.

  • Spawn yourself any combat vehicle like _test = "B_Plane_CAS_01_dynamicLoadout_F" createVehicle position d_artop_1;. Also allowDamage false for yourself helps.

  • Start killing enemy vehicles. For every single kill one message should pop up in systemchat, also a score should be awarded on the scoreboard. This works fine so far.

  • Repeat this as foot soldier in the main target or anywhere where you can shoot at AI's. Watch for message & scoreboard

  • Now test this on a dedicated server with a connected HC unit. Repeat the whole test. You won't get any messages for most of the kills from a vehicle, but then again, most of the kills done as foot soldier will spawn a message. BUT: You will get a score on the scoreboard for each and every kill.
    This is completely against what the EH should do.

I'm personally out of ideas and not quite sure if the "handleScore" EH is broken somehow.

ACE - Sidemission sometimes fail due to Nullobject as killer

Issue:
When using ACE, sidemissions sometimes fail if the target is killed by ACE logic (i.e. ACE medical system).
When the target gets killed, the killer of
_this addEventhandler ["killed", {_this call d_fnc_KilledSMTargetNormal}];
< File: fn_addkillednormal.sqf ,last line >
is sometimes set to [<NULL-object>] instead of [d_alpha_1] .

Reproduction:
Load only sidemission "1" (kill officer) and try to kill him with ace enabled (medical system set to players and ai). Headshots & explosives tend to finish the sidemission, "normal shots" tend to fail it.

//Edit: This seems related: acemod/ACE3#3790

ARTILLERY!!!

DEAR XENO! i download last u version again and:
- without ranks (tt) artillery working now), BUT:
- WITH RANKS -NOT WORKING! WHY? becouse see message http://joxi.ru/E2ppEJqT9bVgy2
http://joxi.ru/D2Pdz7Lcpl1O92
(i have 66666 scores and art.observer slot)
i think its script error or database config? On other servers some people fix it and say me, that u have some error in database. pls check again.
I cant open this dialog http://joxi.ru/eAOWzydhxQE3xA .Only in without ranks version.

The Chinese translation contain advertisement

line 1743 **军事模拟联盟QQ群:422522513
line 1753 语音TS服务器:ts.msuoc.cn
I recommend to change that into:
line 1743 欢迎进入Domination任务 //welcom to domination server
line 1753 祝您游戏愉快 //I wish you a happy game

Hope to adopt.Thanks!

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