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Releases: Xeno69/Domination

Domination 4.51

13 May 11:33
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4.51

  • Fixed: Players could end up at the roof of the hangar in the SOG version when spawning at base... NOW REALLY FIXED!!!1!11!!!
  • Fixed: Chat could not be opened when a player was dead or unconscious
  • Fixed: Show text "Unlimited" in statusdialog/dashboard instead of -1 when player lives are not limited
  • Fixed: SQL import of negative numbers converts them into 0 resulting in wrong CfgParams values

Domination 4.50

09 May 08:01
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4.50

  • Added: vn_arsenalShowMelee = 1 to description.ext so that SOG melee weapons show up in Virtual Arsenal (secondary/handgun slot)
  • Added: Maintarget SOG civilians and cars, by longtimegamer
  • Added: Scores awarded to players for completing maintarget events, by longtimegamer
  • Fixed: Short sound when taking a camp was not played on clients
  • Fixed: Players could end up at the roof of the hangar in the SOG version when spawning at base
  • Fixed: Dropped air ammobox didn't work in the SOG version
  • Udpated: Simplified Chinese translation by SanJinSix

Domination 4.49

06 May 14:06
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4.49

ADDED: S.O.G. Prairie Fire version

  • Added: New "scud" side mission, destroy tactical ballistic missle and launcher (currently only for S.O.G. Prairie Fire)
  • Added: New param d_disable_player_arty (Disable player artillery), set to Yes / 1 will remove marking and calling artillery for players
  • Added: New param d_disable_player_cas (Disable player CAS), set to Yes / 1 will remove calling CAS for players
  • Added: T15 and M1A2SEPv2 in the RHS versions
  • Added: Maintarget event - defend unconscious pilot, by longtimegamer
  • Added: Maintarget event - prisoner explosive vest defuse rescue, by longtimegamer
  • Added: d_add_to_arsenal in fn_preinit.sqf too add weapons/items to Virtual Arsenal
  • Added: Rescue event "kill the triggerman", by longtimegamer
  • Changed: Added new mode "Block but not for missile launchers" to d_without_nvg and d_without_ti params
  • Changed: Sway and fatigue now disabled by default, revive max lifes set to unlimited
  • Changed: Repair/refuel points checktime increased to two minutes because of engine startup times in the RHS versions
  • Fixed: MHQ near ammo box check when placing a satchel was still reporting true even when the MHQ was gone
  • Fixed: If gras at start and player can't change gras layer was activated no gras was shown
  • Fixed: DeleteMarkerLocal was only allowed to be remotely executed on the server (which makes no sense)
  • Fixed: Server localization instead of client localization was used for many markers created on the server
  • Fixed: Use "CAN_COLLIDE" for vehicle creation of bonus vehicles to prevent them flying up in the air at creation if there is another vehicle at the same spot
  • Fixed: Somehow initing special vehicles (handled like bonus vehicles from sidemissions) got lost
  • Fixed: SAM side missions objects now always have radar on
  • Fixed: Script error in admin dialog
  • Fixed: It could happen that when base respawn was inside a hangar that players spawned on the roof
  • Fixed: Teleporting and creating vehicles was not possible if the MHQ was a boat/ship
  • Fixed: Some kbTell messages like Camp captured didn't show up anymore
  • Fixed: Bipod check for RHS weapons was missing some bipods
  • Fixed: Some groups gone missing in the RHS blufor allmen arrays
  • Fixed: Hostage event now is an exact marker location instead of an area search, pilots in rescue event given longer time with no damage, marked-for-death event is now enabled, by longtimegamer
  • Fixed: Tanoa CfgIdentities were missing
  • Fixed: Some client variables had to move from fn_preinit.sqf to initcommon.sqf because of not initialized variables in preinit (like air taxi)
  • Updated: Russian translation by Babayka
  • Udpated: Simplified Chinese translation by SanJinSix
  • Many scripts optimized again

Domination 4.48

03 Apr 10:40
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4.48

  • Fixed: AI medic revive routine did not end when a player was already revived
  • Fixed: When the main target was done it could happen that destroying a barracks building or AI vehicle MHQ at the old main target triggered variable change for the new main target
  • Fixed: Putting players in jail was not working at all
  • Fixed: Script error because of wrong blacklist area in jail script
  • Improved: Destroying vehicles at base check
  • Improved: Cleanup routines after main target (should no longer cause performance issues)

Domination 4.47

29 Mar 16:23
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4.47

  • Added: Teamkill forgive system (only available when mission revive and revive spectating is on)
  • Added: Dynamic AI recruitment (1 player d_max_ai recruitable, more players less AI recruitable, over 20 players, no AI recruitment possible; d_with_ai values 3 and 4)
  • Added: Players are now kicked back to the lobby if they destroy vehicles at base (no session ban, just kick back to slot selection)
  • Added: Params d_with_airtaxi (With AI air taxi (coop version only)) and d_with_airdrop (With air drop) to enable and disable AI air taxi and AI air drop (both enabled by default)
  • Added: In vanilla A3 versions you might have to climb a cargo tower first to blow up the main target radio tower
  • Fixed: Unconscious state and dialog doesn't end if a player has to go to jail
  • Fixed: Jail escape counter was increased every second instead of just once per jail time
  • Fixed: Destroying a vehicle of the other player side caused a script error in the TT version
  • Fixed: Laser target base check for opfor side was in blufor base area in the TT version
  • Fixed: Side mission task did not disappear when a logged in admin ended a side mission via admin menu
  • Fixed: Virtual Arsenal Save and Load buttons were disabled in the IFA3 version
  • Updated: Global Mobilization Mod versions with 1.3 assets like Marder SPZ

Domination 4.46

18 Mar 17:29
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4.46

  • Added: Marked for death - player survival event at maintarget, by longtimegamer
  • Added: Overwatch units are allowed to move when an enemy fires a weapon nearby, by longtimegamer
  • Added: For vehicles added with d_add_vec_ there is now a new setVariable for init: this setVariable ["d_empty_dist", 1000], vec will respawn if empty and players are x meters away (example here 1000)
  • Added: New param d_del_crew_always ("Kill ALL vehicle crew (even outside) when a vehicle gets destroyed" in lobby), deletes all crew which might have jumped out of a vehicle too if the vehicle gets destroyed
  • Added: 1030 motor bikes to the Chernarus Winter version
  • Fixed: AI did not occupy buildings in the TT version
  • Fixed: Penalty for civilian kills by artillery or CAS, by longtimegamer
  • Fixed: When ACE is used the dead crew of destroyed enemy AI vehicles doesn't get deleted
  • Fixed: Pilot gear check did not work in Unsung version
  • Fixed: Disabling only TI for inf weapons also disabled NV mode and vice versa
  • Fixed: Removed pook vehicle class names in the Unsung version, they do not longer exist
  • Fixed: Headgear didn't show up in ranked mode (now really fixed)
  • Changed: d_ai_awareness_rad, d_snp_aware, d_ai_pursue_rad, d_ai_aggressiveshoot now also work in the TT version
  • Removed: House patrol (d_house_patrol), was deactivated anyway and caused too much performance issues
  • Removed: Rosche version

Domination 4.45

04 Mar 15:33
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4.45

  • Fixed: When ACE was used player names above head and markers were not shown
  • Fixed: In the Unsung version UAV and Satellite buttons were available
  • Fixed: It could happen that only one headgear item showed up in Virtual Arsenal when ranked mode was activated
  • Fixed: MHQ dialog does not update button and listbox status (stays open now)
  • Fixed: Markers of other players were not visible when ACE was used
  • Fixed: ACE doesn't trigger the game engine entityKilled eventhandler for vehicles, therefore enemy AI vehicle respawn at main targets did not work

Domination 4.44

27 Feb 11:40
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4.44

  • Fixed: Marked artillery targets did not show in the Call Artillery dialog (accidentally removed the code which adds them to a listbox)
  • Updated: Russian language by Babayka

Domination 4.43

25 Feb 18:15
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4.43

ATTENION: Altis Blufor mission.sqm file has changed!

  • Added: New FARP compositions by Babayka for Altis
  • Added: New param d_ao_bfires/Big main target fires: in params lobby so you can disable the main target fires burning
  • Fixed: Dead crew did not get deleted
  • Fixed: Algorithm to check weapons when virtual arsenal was closed removed the RHS M4 Grip weapon (no grip is attached, the weapon gets completely replaced with another model)
  • Fixed: Removed shadow from player names above player heads again, caused flickering

Domination 4.42

23 Feb 13:12
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4.42

ATTENTION: SQL database table players has changed. Run DOM_DB_Changes_for_4_42.sql once (in Heidi or any other SQL tool) too update your SQL DB
Your_A3_server_folder@extDB3\sql_custom\domination-custom.ini has also changed. Please replace it with the version from the Domination 7z download

ATTENTION2: The following mission file(s) has/have changed: TT Malden, Altis Blufor

ATTENTION3: If you run DOM_DB_Changes_for_4_42.sql check also the DOM_DB_Changes_for_4_42_IMPORTANT.txt file!!!!

  • Added: Full InterceptDB support (see https://forums.bohemia.net/forums/topic/222595-intercept-database-sql-database-extension/ )
  • Added: Player suppression, can be disabled in params "Player can be suppressed" or d_with_suppress in description.ext
  • Added: If d_with_mhq_camo is enabled it is now possible to deploy a mhq without camo net by selecting it with the "Deploy with camo net" checkbox
  • Added: Utility functions created fixed or improved: isinhouse, getbuildings, isvisible, sortarraybydistance, makemgroup now respects units per group, added dry run to occupy house script, by longtimegamer
  • Added: If a SQL database is available then player movement on foot, in land, air and maritime vehicles is added to the database (in meter)
  • Added: If a SQL database is available then number of player headshots and number of rounds fired are added to the database
  • Added: Main target illumination flares when it is dark (can be disabled in lobby "Illuminate main target:" or d_IllumMainTarget in description.ext)
  • Added: Parameter to enable/disable static weapon defenses at maintarget, by longtimegamer
  • Added: RADIOPROTOCOL for the player can be disabled in the Status Dialog (not sure yet if it really does what it should)
  • Added: d_uids_def_choppers (also available in dom_settings table); if the array is filled with player UIDs (strings) only those players can fly the initial choppers at base
  • Added: Parameter d_dis_servicep/Disable all service points, including FARPs (no refuel, no repair, no rearm)
  • Added: Fires at main targets
  • Added: Parameter d_playerspectateatbase (Player can spectate other players at base flag), default 0 or Yes
  • Added: Parameter d_score_needed_to_fly (Flying choppers and planes only allowed when a player has a score higher than:), only available when a SQL database is running, kicks player out of planes and choppers if score is too low (default 1000)
  • Added: Parameter d_without_ti (Disable Thermal Imaging (TI) for inf weapons/optics)
  • Changed: CAS with very short cooldown (90 secs) if artillery is set to unlimited, by longtimegamer
  • Changed: Added visibility check for player and AI names over the head, means, players see the names above head if the unit is visible and not all the time
  • Changed: Maintarget prisoner event now has a suicide bomb if the rescue is botched, by longtimegamer
  • Changed: Enemy AI vehicle island patrols are back
  • Changed: You can now disable ACE medical system and use the internal mission Revive when ACE is running (d_ACEMedicalR in description.ext, "Disable ACE medical revive (if ACE is used) and use mission revive" in lobby, finally in, somehow got lost before)
  • Changed: SAT View removed from MHQs in the TT version (enemy could spott opponent MHQ too easily)
  • Changed: Removed the marker tiles at main targets in the TT version, back to solid filled circle again
  • Changed: If ACE is used the mission pylon loadout dialog is disabled and you have to use the ACE pylon dialog (razorclam wanted it so blame him for it :)
  • Changed: Enemy mobile HQs are now spawned with snipers on the roof
  • Changed: If d_MTTowerSatchelsOnly if set to 1 (disabled) then it there is no satchel check for main target radio tower, main target side mission, main target barracks and mobile MHQ
  • Changed: Reduced radius of many addActions
  • Changed: ToolKit and MineDetector are now always available, no matter which version is beeing played
  • Changed: You may encounter divers at naval mines side missions now
  • Changed: MHQs should now be added automatically to the list of vehicles which can load an ammo box at an ammo point
  • Changed: Removed T-14 from RHS version (seems too be not ready yet)
  • Changed: MHQ dialog no longer closes when Deploy or Load/Drop Ammobox button is pressed
  • Fixed: If a player can escape jail with a mod like enhanced movement put him back again into the jail if he is too far away; if he does it 10 times then the player will be banned for the running session
  • Fixed: Object compositions were placed half in the ground on CUP Winter Chernarus
  • Fixed: Event triggers now have a defined height to prevent flyovers from triggering ground events, by longtimegamer
  • Fixed: In ranked mode players with rank private ended up with just one uniform in Virtual Arsenal
  • Fixed: incorrect logic in maintarget event selection, improved dashboard list and line breaks, by longtimegamer
  • Fixed: Camouflage script had the wrong stance in it, "STANCE" instead of "STAND"
  • Fixed: ToolKit was missing in the unsung version in VA
  • Fixed: Choppers exploded on the carrier in the carrier version (yet again)
  • Fixed: Fog, overcast and date can be set again by Zeus
  • Fixed: In the CUP Chernarus 2020 version Land_trafostanica_velka objects do not exist near Zelenogorsk which broke the side mission
  • Fixed: TFAR radios are now no longer removed when another mod version like CUP is played
  • Fixed: ACE medical items were not available in ranked mode
  • Fixed: Line breaks were broken in hintChat function
  • Fixed: Main target creation in the TT version was broken
  • Fixed: In the TT version the 3D icon above dropped ammo boxes (drop called by squad leader) was also visible for the enemy
  • Fixed: Friendly shooting at MHQ was displayed for the enemy side too instead of only for the side the MHQ belongs to
  • Fixed: MHQs in the Malden TT version could not load ammo boxes at ammo points
  • Fixed: Main target viewdistance reduction was based on camera position not on the player position
  • Fixed: If the enemy AI vehicle or group type was not defined in the scripts which create the AI at side missions the scripts ended with a script error
  • Fixed: There was a satchel check in the main target side mission eliminate local governour when d_MTTowerSatchelsOnly was enabled
  • Fixed: Script error loading DB save files in the TT version (bonus vecs creation failed)
  • Fixed: Adding additional respawn points with d_additional_respawn_points didn't work as described causing script errors
  • Fixed: If a headless client was available side specops units were transfered to the HC causing problems with server eventhandlers
  • Fixed: d_arsenal_mod_remove_strings didn't work anymore, no gear from the addons/mods defined in d_arsenal_mod_remove_strings as strings were removed
  • Fixed: Service marker was not created in the Carrier version on the carrier
  • Fixed: In ranked mode players can now pick up weapons lying around or from dead enemy AI (respawn at MHQ or base/FARP will bring back the weapon they had at mission start or the last Virtual Arsenal access)
  • Fixed: LaserDesignator no longer gets removed in the RHS versions
  • Fixed: The "You can teleport to..." message was shown when d_WithMHQTeleport was turned off
  • Fixed: Pylon dialog stayed open when a player was killed
  • Fixed: CUP Chernarus side mission 46 did not work on Winter Chernarus and autumn Chernarus
  • Fixed: Don't spawn AI near Land_Canal_Wall_10m_F on Tanoa, AI spawns inside the walls
  • Fixed: Thermal or NV optics of infantry weapons are no longer removed if d_without_nvg or d_without_ti is enabled but correctly blocked
  • Improved: Make use of new A3 2.02 scripting commands where possible
  • Improved: Use new import keyword to load UI configs from the game itself rather than copying them into description.ext
  • Improved security: The following scripting commands can no longer be executed over the network when remoteexec mode is set to 1: setVariable, switchMove, setDir, hideObjectGlobal, endMission, setCaptive and addScore
  • Updated: Russian translation by Babayka
  • Updated: Simplified Chinese translation by XinLau1996
  • Updated: Spanish translation by longtimegamer
  • Updated: Malden TT mission file by Babayka
  • Workaround: If an enemy AI vehicle is under water for whatever reasons it virtually can't be destroyed; the workaround adds more damage in that case
  • Added slightly more debug output (possible with improved A3 logging)
  • And more optimizations like for example eachframerun