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OldChangelogs.txt
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Changelogs
Old...
4.69
- Added: Lights at base and main target illumination (SPE flares module) in the SPE version because nights were too dark
- Changed: Disable ambient radio chatter in SPE and IFA3 versions
- Changed: If server is unranked then players can create a UAV anywhere (not restricted to a deployed MHQ), by longtime
- Changed: Combat UAV will reposition to new maintarget when previous target in cleared, by longtime
- Changed: d_snp_aware is now a configurable distance, 0 no awareness, 1 is unchanged (1200m like before) or awareness is set by property value 100m-2000m, by longtime
- Changed: More flares at night at main targets in the normal versions (non SPE versions)
- Changed: Cooldown phase now also for normal AT rockets if fired close to an ammo box (avoids spamming targets with rockets)
- Improved: Remove killed AI units in buildings immediately if no player is nearby (dead units eat up a lot of FPS)
- Improved: Better protection for base AA vehicles so that players can't enter them
- Fixed: "Error: No Unit" problems with the best player at main target dialog (only players actually still playing are shown, hopefully fixed)
- Fixed: When a squad leader died when a player selected respawn at SL the player could end up at position [0, 0, 0]
- Fixed: WheeldTracked APCs did not spawn gunners in the SPE version (and probably other versions)
- Fixed: Do not run quick cleanup when persistent corpses is enabled, by longtime
- Fixed: Spawn fewer civilians when low/med/high/veryhigh/extreme is selected, by longtime
- Fixed: Cleanup could target an undefined trigger, by longtime
- Fixed: Combat UAV loiters closer to maintarget, altitude lowered from 2000m to 1100m, vehicle lights are off, by longtime
- Fixed: No mines during preemptive event, by longtime
- Fixed: When closing Virtual Arsenal players ended up in a standing stance even when they were prone when opening it
- Fixed: Turn NV for camera off when specatating dialog starts at night (otherwise the NV button shows the wrong state)
- Fixed: Deleted cooldown rocket/missile projectiles are now deleted globally and not only on the client who fired
- Fixed: SPE explosives did not destroy side mission tanks
- Fixed: Tank side missions didn't work in other versions too
4.68
- Added: 2.14 scripting commands
- Added: Opfor T-100X Futura Railgun tank (vanilla A3)
- Added: 2035 mercenaries are now available as Opfor enemies (appear as FIA infantry), by longtimegamer
- Added: 2035 mercenaries now have some AA infantry, by longtimegamer
- Added: if enemy skill is very low, low, normal then aim/reload skills are reduced, by longtimegamer
- Added: Maintarget event - rabbit rescue is back, by longtimegamer
- Fixed: Better success and failure messages for the VIP escort event, by longtimegamer
- Fixed: Rabbit marker was not cleaning up after event ended, by longtimegamer
- Fixed: event with guerrillas embedded as civs - guerrillas start with no weapons until triggered by firedNear 30m away, by longtimegamer
- Fixed: Tanks couldn't be destroyed in destroy tanks side missions
4.67
- Changed: Prefer to spawn civilians in safe buildings (church, chapel, mosque, hospital etc), by longtimegamer
- Fixed: Launchers like Titan Compact or RHS Javelin didn't lock (never use player disableAI "CHECKVISIBLE")
- Fixed: The Western Sahara Sefrouramal version was missing in the 7zip file
- Fixed: Main target order "Complete, ordered" and "Order like placed in the editor" didn't mwork at all anymore
- Fixed: Preemptive event cleanup not working when persistent corpses is enabled, by longtimegamer
- Fixed: Admin may use end maintarget function when a preemptive event is running, by longtimegamer
- Fixed: If guerrilla events are enabled there is a 50/50 chance for a preemptive (defense) event, by longtimegamer
4.66
- Added: SPE GER and USA Normandy versions
- Added: New entry d_excludemag_gen in CfgVehicles.cpp to remove magazines from all planes and not plane specific
- Added: Pre-emptive event with some garrisoned guerrillas, new events server setting for "guerrilla and defense only", by longtimegamer
- Added: Project RACS and SLA support, by Schalldampfer
- Added: New param d_sm_mt_protectionAI (Side mission/main target protection from friendly AI CAS missiles and bombs (call CAS) in lobby, default off). Adds side mission and/or main target protection for player call CAS AI
- Added: When a main target is done the top 10 players scores reached during that time are now shown
- Added: Cam rose to spectating dialog
- Added: Points get subtracted for killing animals (dogs -10, goats/sheep -5, hens/cocks -3, snakes -1)
- Added: New vehicles from the S.O.G. Prairie Fire 1.3 update (including missing weapons from previous updates)
- Added: Guerrilla faction configurable by server admin (Community Factions Project, Asian Factions for CUP), by longtimegamer
- Added: Phronk's Furniture, by longtimegamer
- Changed: AI Advanced - enhanced awareness is now enabled by default, range 650m (param d_ai_awareness_rad, you have to change it in the database manually if you already use one)
- Changed: GBU24 bombs (FIR) are removed from pylon loadout (too overpowered)
- Changed: If the admin ends a main target enemy main target AI will be also be deleted
- Changed: Status bar now also shows if enemy vehicle MHQ is destroyed
- Changed: Server/Client FPS and system time ui adjustments
- Changed: Check pylon magazine name for "cluster" bomb type if d_pylon_noclust is enabled
- Changed: Barracks now also working when d_ai_awareness_rad, d_snp_aware, d_ai_pursue_rad and /or d_ai_aggressiveshoot is enabled
- Changed: Show dist traveled in kilometer not meter
- Changed Civs move away when weapon is raised nearby, by longtimegamer
- Fixed: Side mission protection disabled for convoy side missions
- Fixed: Side mission protection for deliver side missions is now at the delivery point and not the start point
- Fixed: Airdrop sometimes didn't drop ammo, by longtimegamer
- Fixed: Airdrop vehicle sometimes did not fly away after drop was completed, by longtimegamer
- Fixed: Additional recruit sign could fall over
- Fixed: It could happen that a player had damage when he was moved out of jail back to base
- Fixed: High numbers were shown in scientific notation in the top 10 player dialog
- Fixed: Prisoner side mission sometimes ended with a script error
4.65
- Added: Admin may end the maintarget (Admin UI), by longtimegamer
- Added: "Always" to d_with_autorevive (value is 2, "With auto revive if no player is nearby (less than 215m)"), by longtimegamer
- Added: Semi-randomize the sniper spawn positions, by longtimegamer
- Added: Create combat UAV at MHQ if d_extra_cas is enabled one per team, if d_arty_unlimited == 1 then one per player, cost of 30 points if ranked (loiters main target), by longtimegamer
- Added: Support for several new Opfor enemy factions from mods - Community Factions Project (CFP) and Asian Factions for CUP (AFCUP) - Taliban, East Asian Insurgents, Islamic State, Central African Insurgents, Sudanese Armed Forces, by longtimegamer
- Added: "High" enemy armor setting for maintarget, by longtimegamer
- Added: Additional no-HUD support, by longtimegamer
- Added: Civilians and civilian vehicle type server settings (2035 units or with mods), by longtimegamer
- Added: Suppress ambient battlefield sounds in server settings, by longtimegamer
- Added: Throwing grenades at the base flag removes them to stop idi*ts
- Added: New param d_sm_mt_protection ("Side mission/main target protection from friendly CAS missiles and bombs" in server lobby). Deletes either friendly CAS missiles/bombs over side mission or main target or both, default 0, Off
- Changed: d_cas_plane_ai and d_sm_speedboat can now also be an array of class names
- Fixed: When a server restart happened players could lose all their points (hopefully fixed)
- Fixed: AI awareness behavior suddenly stopped when radiotower destroyed and d_mt_spotted is set to false, by longtimegamer
- Fixed: Invalid setIdentity on walking civilians, by longtimegamer
- Fixed: Dying in a vehicle could make inf viewdistance the same as vehicle view distance (yet again, hopefully fixed)
- Fixed: UAV viewdistance was reduced being near the main target or base
- Fixed: DB Top players list only showed the first entry after a while
- Fixed: Saved vehicles (DB) exploded when spawned after DB read (hopefully fixed)
- Fixed: User placed markers at main targets were not removed once a main has been seized
- Fixed: Cleanup misplaced civilian units, better civ spawn positions in buildings, by longtimegamer
- Fixed: Increased action radius for gas leak missions hopefully fixing the action not showing up problem in some cases
- Fixed: Change pylons didn't work on the carrier (action didn't show up)
- Fixed: Saving player stats to missionProfileNamespace should really work now
- Fixed: When d_respawnatsql was set to 2 squad leader were able to respawn at themself
- and like always make use of new script commands and other optimizations
4.64
- Added: You can now turn of missionProfileNamespace autoload and autosave to enable manual load and save (set d_save_to_mpns to 2, (missionprogress autosave disabled))
- Fixed: Stupid copy and paste error which broke asnyc aplayer update for missionProfileNamespace (player progress also gets saved when a player disconnects)
- Fixed: Somehow code for saving and loading mission progress from missionProfileNamespace got lost resulting in messing up resolved targets array and deployed MHQ not working
- Fixed: Vehicles at FARPs were spanwed under the ground in the IFA3 version
4.63
- Added: Support for missionProfileNamespace, player and mission progress is saved there if no database is available
- Added: New parameter d_save_to_mpns ("Save player and mission progress to missionProfileNamespace if no SQL database is available" in server lobby) where you can turn off saving and loading mission progress to missionProfileNamespace
- Added: Sign "AI Recruit" behind recruit desk if with AI is enabled
- Added: Occupy script uses fuzzy positions when build positions are full, by longtimegamer
- Added: Param d_no_ai_silencer ("Remove silencer from spawned enemy AI units:" in lobby, default No) which removes silencers from spawned enemy AI units
- Added: OpticsMode for the primary weapon is now set to the previous optics mode when a player gets revived
- Added: New parameter to enable extra CAS ordnance (d_enable_extra_cas in description.ext, "Enable extra CAS ordnance" in lobby), by longtimegamer
- Added: If a M113 Command is used as MHQ in the Global Mobilization version deploy the antenna too when the MHQ gets deployed
- Added: Mercenary settings available for all maps (2035 experimental), by longtimegamer
- Added: New viewdistance option sets client to initial server value but player may change later (a server hint for player viewdistance), by longtimegamer
- Added: New param d_use_systemtime ("Use server system time as game time" in lobby) to use server time as game start time, default disabled
- Added: VIP escort event, by longtimegamer
- Added: Players may create UAV at MHQ, by longtimegamer
- Changed: Civilians spawned with occupy script can be on upper floors, by longtimegamer
- Changed: d_dis_servicep param ("Disable all service points") now disables all service points including wreck repair
- Fixed: If a camp is destroyed (which shouldn't happen but meh) it will be recreated
- Fixed: Some targets in the Western Sahara version were still using Malden names
- Fixed: Base wasn't mentioned in Auto change viewdistance string in the Status Dialog/Dashboard
- Fixed: Don't throw an error messages when Domination.sqf for InterceptDB is found but InterceptDB is not loaded
- Fixed: Vehicle respawn script could break if vehcile locked status wasn't correct
- Fixed: Script error when accessing a non existing pylon array in fn_skinpolyresp.sqf
- Fixed: If no squad leader was available for respawn/spawn the the marker was still drawn resulting in an error message
- Fixed: Added SOG Prarie Fire remoteExec functions to CfgRemoteExec in description.ext
- Fixed: Snipers do not spawn on roof, by longtimegamer
- Fixed: Occupy script places all units in a group and does not delete units, by longtimegamer
- Fixed: Do not spawn guerrilla events if d_with_MainTargetEvents == -1 "always"
- Fixed: When a plane without VTOL was used for dropping para units over main targets it sometimes tried to land like a chopper or VTOL at the AO
- Fixed: Do not spawn civilians near enemy units, by longtimegamer
- Fixed: CAS fired eventhandler was called when arty fired
- Fixed: Players get moved out of base artillery and AA vehicles if they somehow manage to get into them
- Fixed: UAV triggers main target events, by longtimegamer
- Fixed: Use building blacklist for enemy units as well as civilians, by longtimegamer
- Fixed: Virtual Arsenal for recruited AI can only be used near the flag at base to avoid them beeing used as mobile arsenal point
- Fixed: Calling CAS in the TT version did not work at all
- Fixed: Air dropped vehicles should no longer land nose down (hopefully)
- Fixed: Exploit where one could heal a friendly AI unit many times to increase score points
- Fixed: Some maintarget events (guerrillas and defense events) should only be available when configured in settings, by longtimegamer
- Fixed: Makegroup road selection for vehicles, by longtimegamer
- Removed: RHS T15 tank was still in the enemy spawn vehicle classes, it's indestructible
- Updated: IFA3 AIO version
- Updated: S.O.G. version (update 1.2 vehicles added)
- Updated translations
4.62
- Fixed: Side missions were broken
4.61
- Fixed: Respawn at base when MHQ gets destroyed while trying to spawn there
- Fixed: MHQ menu, dashboard and group management actions were still visible and usable when a MHQ was destroyed
- Fixed: Don't show the "player is shooting at a MHQ vehicle" when the MHQ is destroyed
4.60
- Added: More CUP weapons to ranked mode, by Wazzledi
- Changed: If unlimited artillery is enabled then CAS bombs are dropped very quickly and without spawning a plane, by longtimegamer
- Fixed: ACE medic/engineer trait not set, by Wazzledi
- Fixed: If a side mission created by marker(s) doesn't exist take the next one instead of throwing an error
- Fixed: Don't select non alive mobile respawn vehicles for respawn
- Fixed: Bomb correctly guided to terrain with laser or binoculars, by longtimegamer
- Fixed: Non existing define COLOR_LOCKED caused a script error in dynamic groups script
- Fixed: Delete bonus air and normal vehicle marker when d_without_sm_bonus = 0 or "Without sidemission bonus vehicles:" is set to true
- Optimized: DB top players are no longer a huge public variable (please note that the domination.sqf file in the @InterceptDB folder has changed)
- Removed: Big AO fires (d_ao_bfires in description.ext). They damaged camps
4.59
- Added: Param "With auto revive if no player is nearby (less than 215m):" (description.ext d_with_autorevive, default 1, No, disabled)
- Added: Headshot indicator and param to enable/disable it (d_show_headshots, default 0, disabled)
- Added: More civilian unit types, by longtimegamer
- Added: Emergency exit action menu entry for air vehicles in non ACE versions. Pops up if the air vehicle you are in can't move anymore or has damage
- Added: New param d_targetselect_time (Target selection time in server lobby, default 30 seconds) where you can set the target selection time
- Added: Points for reviving players when using ACE medical system, by Wazzledi
- Added: ACE splints/earplugs to arsenal, by Wazzledi
- Added: New guided CAS ordnance: 500 lb bomb, by longtimegamer
- Added: State of "Auto viewdistances change at main target" checkbox gets now saved to profileNamespace
- Added: Player will see option in binoculars to drop 500 lb napalm bomb on SOG map, by longtimegamer
- Added: New parameter to fight enemy mercenaries (units wear no body armor, currently only available for 2035 maps, d_enemy_mercenaries in description.ext), by longtimegamer
- Changed: Respawn teammates 1 m behind squad leader position to avoid friendly fire, by longtimegamer
- Changed: You can now set viewdistances individually for inf, vehicles and air in the Dashboard/Statusdialog (max value maxviewdistance)
- Changed: CAS now uses eachFrame handling, by longtimegamer
- Changed: No penalty for civilians killed by players within 100m of objectives (sometimes civilians will not move so consider them collateral damage / acceptable losses), by longtimegamer
- Changed: Dynamic simulation triggering of recruited AI in with AI version moved from client to server
- Changed: Remove binoculars from recruited AI in the AI version to prevent them running around with binos constantly
- Fixed: Some armor being spawned when d_WithLessArmor set to none, by longtimegamer
- Fixed: Bayo attachment in weapon class names was missing for correcting weapon names (SOG/UNSUNG)
- Fixed: Ambush and overwatch units are now allowed to move once injured, by longtimegamer
- Fixed: Some scores weren't added to player scores (like scores for destroying barracks, etc)
- Fixed: make_dom.bat didn't delete some files
- Fixed: make_dom.bat now needs the newest makePBO version
- Fixed: Very short CAS delay if artillery cooldown is unlimited, by longtimegamer
- Fixed: Airstrike with steeper angle of attack and high altitude, by longtimegamer
- Fixed: Rappeling for players was disabled
- Fixed: Only spawn enemy AI awareness when features are used, incorrect logic in massacre event expression, by longtimegamer
- Updated: Chinese translation by XenLau
- And as always many not mentioned optimizations
4.58
- Added: Faster camp capture (non-TT), by longtimegamer
- Added: WSahara civilian unit types, by longtimegamer
- Added: Autorevive, if no players nearby in a radius of 215 m, by alexvladn
- Added: New maintarget event, units dressed in plain clothes can be triggered to fight as guerrillas or join the player group, by longtimegamer
- Changed: No rain and fog in the Western Sahara version
- Fixed: Updates to profileNamespace mission progress save were missing a variable resulting in an error when starting the mission again
- Fixed: Civ massacre event is very rare and with smaller trigger area, by longtimegamer
- Fixed: Remove civilians near maintarget objectives so they are not killed by explosives, by longtimegamer
- Fixed: Reoptimized vehicle map marker drawing
- Fixed: Don't put ZU23 inside a bunker in the WS version
- Updated: Simplified Chinese translation by SanJinSix
4.57
ADDED: co21 Western Sahara Blufor version on Sefrou Ramal
- Added: Server parameter to use faster intro sequence, by longtimegamer
- Changed: Larger search radius (75m) for AI when civilian massacre is triggered, by longtimegamer
- Changed: Added: only run civ events if guerrilla events are enabled, by longtimegamer
- Fixed: Player 3D markers were not available after respawn in Zeus
- Fixed: Wrong variable name in fn_sidearty.sqf
- Fixed: Main target event "marked for death" didn't work correctly
- Fixed: CUP civilian profiteer classname in civilianmodule
- Fixed: Garrison units script errors
- Fixed: Auto viewdistance server-side override was not working, by longtimegamer
- Fixed: Status bar wasn't centered in multi monitor setups
- Fixed: SOG was missing 1.1 update weapons and uniforms
- Fixed: Correct logic for automatic viewdistance default setting, dyke fix for SOG maps copied from johnnyboy, wiki params fix forcestream add autoviewdistance, by longtimegamer
- Updated: Simplified Chinese translation by SanJinSix
4.56
ATTENTION: Globhal Mobilization Weferlingen misson.sqm files have changed!!!
ATTENTION2: Scripts in virtually all folders are compiled with the ArmaScriptCompiler (sqfc files). Please report problems asap (though it should work fine)
- Added: d_sm_vec_weighting to dom_settings table (one can set the weight for selectRandomWeight function for planes, helicopters, tanks and other vehicles in there)
- Added: Parameter d_WithVoicesDisabled (default 0) to disable voices, currently only works for VN map using their module, by longtimegamer
- Added: New parameter d_pnspace_msave (default 1, enabled), "Save mission progress to profileNamespace if no database is available"
- Added: New parameter d_pnspace_msave_auto (default 1, enabled), "Saved profileNamespace mission progress auto load"
- Added: New parameter d_artycheckfriendlies (Check for friendly units near artillery targets when firing artillery), default Yes (1)
- Added: Server admin can set a default value for client side checkbox "automatically reduce view distance at maintarget" still false for TT and true otherwise, by longtimegamer
- Added: AI awareness and aggressive fire is only activated when d_mt_spotted is true, by longtimegamer
- Added: If a database is available a logged in admin can add up to 10000 score points to another player
- Added: Workaround for camps stall when AI is stuck inside a nearby rock for example (all barracks must be destroyed and just a few enemy units left, after that a 6 minute timer starts)
- Added: Bridge layer BrPz1 in the Global Mobilization versions
- Added: Stream friendly player names, ides player names when stream friendly UI is enabled, by longtimegamer
- Added: Adaptive settings for number of civilians, lay down behavior timer, walking civs can now be threatened and will sometimes low crawl or middle walk, by longtimegamer
- Added: Ambientanimals for main targets (currently only available on Altis), by Lelik
- Changed: Side mission bonus vehicles are no longer selected consecutively
- Changed: Recruit terminal in Altis Blufor version moved closer to spawn point
- Changed: You have to take barracks and vehicle MHQs in the Unsung version instead of destroying them
- Changed: Replaced vanilla artillery with new Global Mobilization M109 in the Weferlingen versions
- Fixed: If d_with_ranked was set to 2 (Ranked mode on but weapons not ranked) d_remove_from_arsenal was not processed
- Fixed: Main target mission buildings got destroyed 30 seconds after creation
- Fixed: Snipers were not being created with new dynamic parameter
- Fixed: HUD with duplicated character "Score::"
- Fixed: Vehicle markers are not shown when player AI is alone in vehicles
- Fixed: When AI aggressive shoot (d_ai_aggressiveshoot) was activated AI was shooting at unconscious players
- Fixed: No sidemission bonus vehicles were awarded in the TT version
- Fixed: TT points were broadcasted before the variables were created on the server
- Fixed: JIP was disabled for remoteExecCall functions which make use for JIP
- Fixed: In the SOG PF version capturing of barracks and vehicle MHQ continued even if nearby players were dead (d_bar_mhq_destroy = 0)
- Fixed: Moving mousewheel when looking at a friendly vehicle or when a player was inside a vehicle didn't show the crew anymore
- Fixed: It could happen that already respawned vehicles were still drawn on the map
- Fixed: Marked for death never failed when target was killed, vip defend map icon in wrong place, by longtimegamer
- Fixed: Some cargo containers have building positions but can't be opened resulting in AI stuck inside (occupy buildings)
- Fixed: RHS stun grenades are no longer causing a shooting at player message
- Fixed: findSafePos should find positions on roads, trails and tracks again
- Fixed: Enemy was completely missing in cache side missions
- Fixed: Do not automatically reduce viewdistance at main targets when fake UAV is on
- Fixed: Fallen trees could block satchels at side missions
- Optimized: Do not spawn commander in AI vehicles
- Optimized: Make use of new 2.06 scripting commands where possible
- Tweaked: Spawn factor variables
- Updated: Korean translation by kkim
- Updated: Russian translation by Babayka
- Updated: Simplified Chinese translation by SanJinSix
4.55
- Fixed: Reverted some last minute changes which caused script errors
- Updated: Russian translation by Babayka
- Udpated: Simplified Chinese translation by SanJinSix
4.54
- Added: CSLA Gabreta OPFOR version
- Added: Parameters for number of patrol and guard/camps spawned, d_priority_target implemented for most infantry, by longtimegamer
- Fixed: Mini tripod weapons where spawned inside bunkers when using a CUP version
- Updated: Russian translation by Babayka
- Udpated: Simplified Chinese translation by SanJinSix
4.53
- Added: Param d_allow_observers (default 1, yes) "Enemy AI observers for artillery and CAS at AO", 0 or no = no observers at main targets/AO
- Added: Param d_bar_mhq_destroy (default 1, yes) "AO enemy barracks and vehicle MHQ has to be destroyed by explosives"; if set to no or 0 then you have to take those like camps (0 is default in the VN versions)
- Changed: Increased time for enemy AI forward obsers at main targets to call in arty strikes (depends on players numbers)
- Fixed: Hangar side mission in the SOG version; yet another SOG object which can't be destroyed by a satchel
- Fixed: If d_no_mortar_ar is set to 0 mortar bagpacks are added again in the SOG version
- Fixed: Too many enemy AI vehicles spawned at main targets when ACE is used
- Udpated: Simplified Chinese translation by SanJinSix
4.52
- Fixed: Removed sqfc files (compiled sqf), seems they don't work fully with 2.04; broke 4.51 completely
- Updated: Japanese translation, by Schalldampfer
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
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
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
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)
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
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
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
4.44
- Fixed: Marked artillery targets did not show in the Call Artillery dialog (accidentally removed the code which adds them to a listbox)
- Fixed: If ACE was found players respawned with the default unit gear not the one they selected at Virtual Arsenal
- Updated: Russian language by Babayka
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
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
4.41
- Fixed: In the Chernarus versions satchels placed near the cache in the huge radio tower on Green Mountain disappeared
- Fixed: In the Chernarus 2020 version class names of side mission 46 buildings have changed breaking the side mission
- Fixed: The hovercraft in the CUP versions spawning near main targets are virtually invincible, removed
- Fixed: For whatever reason the ToolKit was removed from Virtual Arsenal in the CUP versions
- Fixed: Many CUP launchers did get removed from the player inventory when he/she closed the Virtual Arsenal (because of "_Loaded" at the end of the class name)
- Fixed: If only CUP Chernarus 2020 was loaded with CUP Terrains Core some buildings are missing which breaks transfomer station side missions
- Fixed: SAT View on a deployed MHQ script was broken
4.40
- Fixed: Major gamebreaker, revive screen stayed black when a player died an revive max lives was set to unlimited
4.39
ATTENTION: extDB3 domination-custom.ini file has changed (update it with the one available in the Domination_4_39.7z download file)
ATTENTION2: The missionsave table in the Domination sql database has changed, either execute DAddColumn_d_vrespawn_vecs_4_39.sql (in Heidi for example) or make the changes yourself
- Added: Force streamfriendlyui through param, by Longtimegamer
- Added: "Bots are silent" Parameter (description.ext d_ai_silent) to silence recruited AI radio chatter, by longtimegamer
- Changed: In the non TT versions the positions of the default Domination base vehicles and all bonus vehicles is now saved to missionsave too, if those vehicles are alive and more than 700 meters away from base
Additionally, if an ammobox is loaded it is saved too and if MHQs are deployed it is also saved
- Changed: Enemy AI CAS now adjust firing position if player has moved
- Changed: Main target sidemission non AI objects must now also be destroyed by satchels
- Changed: Refactored building selection for garrisoned enemies, by Longtimegamer
- Changed: A player with no revive lives left can exit revive spectating with the X key
- Changed: UAV patrols at main targets (if UAVs are available), by lelik
- Changed: Better air ai integration, by lelik
- Fixed: Database mission progress autosave (already in the 4.38 reupload at GitHub)
- Fixed: Revive spectating was using missionnamespace var name for unit reference which sometimes doesn't return anything; switched to UID
- Fixed: If a mash got destroyed (or a FARP) then the marker was not removed correctly
- Fixed: Call CAS was broken because of a wrong variable name
- Fixed: Class rhsgref_BRDM2_ATGM_msv no longer exists in RHS leading to script errors during vehicle creation
- Fixed: Don't delete uniform, vest, headgear or backpack if players ends up with none of them when Virtual Arsenal gets closed
- Fixed: Number of units did not get reduced for paratroopers over main targets when d_smallgrps was activated
- Fixed: Vanilla Altis OPFOR version was broken, d_allmen_W was not defined at all
- Fixed: Create a unique group for each civ module instead of using the same group, by longtimegamer
- Fixed: Fix CUP BLUFOR air taxis by using different aircraft, by jlillis
- Fixed: Don't throw an error if the number of d_target_x is not the same in the mission as in the SQL DB data save
- Fixed: UAVs created at MHQs are now indestructible. Prevents players from beeing stuck in some weird camera mode
- Fixed: It could happen that a player was still attached to a remote player after revive (because of dragging or carrying)
- Improved: If a player has no revive lives left show a message in the spectating dialog so he actually knows it :)
- Improved: More different enemy groups, by lelik
- Updated: Russian translation by Babayka
4.38
ATTENTION: extDB3 domination-custom.ini file has changed. You need to copy the one from the download file @extDB3\sql_custom folder to your server @extDB3\sql_custom folder
ATTENTION2: mode was set to 1 in description.ext CfgRemoteExec Functions and Commands. That means only script commands and functions defined in CfgRemoteExec are allowed to be executed remotely now. Set to 2 to disable it if it causes issues
- Added: In params "With AI recruitment" you can now select "Yes, but AI may not enter static weapons" (description.ext d_with_ai value 2)
- Added: Parameter to announce enemy artillery or CAS without capturing intel (d_tell_arty_cas, "Always announce enemy artillery / CAS"), by Longtimegamer
- Added: Parameter to randomize armor at maintarget and side missions (-1 fir d_WithLessArmor and d_WithLessArmor_side), by Longtimegamer
- Changed: CfgRemoteExec functions and commands mode is set to 1 (only whitelisted functions/commands are allowed for remote execution) in description.ext now; please note that it might block scripting commands and functions used in addons/mods
- Changed: Show the number of votes a main target got as number beside the marker
- Changed: Bigger parajump dialog
- Fixed: Number of player teamkills did not get added correctly to the SQL database
- Fixed: If with AI recruitment is enabled you can now use additional addons which create AI on the player side without the mission deleting them
- Optimized: Only broadcast the last global marker command over the network and not all
4.37
- Fixed: mapondraw script error introduced in 4.36
4.36
- Added: Boat patrols when sea or rivers are near a main target, by Lelik
- Fixed: Secondary weapons (launchers) got removed in arsenal/inventory even when they were valid weapons (stupid copy and paste error)
- Fixed: min/max spawn radius for guerrilla infantry spawn to avoid creating guerrillas too close or too far from maintarget
- Fixed: Side mission objects like radio towers were spawning in the air (at least in the UNSUNG version)
4.35
- Changed: FIR Rocket Launchers removed from pylon loadout when FIR AWS is loaded (some hundred Hydra rockets at once at the AO will bring even the fastest server down)
- Fixed: Somehow a weird Altis TT version managed to get into the download 7z file
- Updated: Chineseimp translation by CHL198011
4.34
- Added: Your local system time is displayed beside the FPS number
- Added: Param d_ai_persistent_corpses (Persistent AI corpses), maintarget AI leave persistent corpses until the target is cleared, by longtimegamer
- Added: Camouflage script, changes camouflage trait depending on stance
- Changed: Use setVehiclePosition instead of setPos units into the air and falling too avoid spawning in a rock
- Changed: A marker will show up after some time in cache side missions and get smaller too help players find the caches
- Changed: Better CUP island check for internal objectsmapper
- Changed: You can now disable ACE medical system and use the internal mission Revive when ACE is running (d_ACEMedicalR in description.ext, Use ACE Medical Revive and not mission Revive (if ACE is available) in lobby)
- Changed: Add small bunkers to high static weapons (currently only available for non 3rd party versions)
- Changed: Two new grass settings, one can now select: none / medium / full / high / very high, by longtimegamer
- Improved: Make use of new configOf scripting command where possible
- Fixed: New chopper MHQ couldn't load ammo boxes in the GMCWG versions
- Fixed: Use correct event handler for ACE arsenal, by jilillis
- Fixed: ACRE radios were not available in Virtual Arsenal in ranked mode
- Fixed: Better handling for destroying side mission objects (last damager was not taken into account, broke side missions like the arty cannon sm)
- Fixed: Better handling for destroying main target side mission objects (last damager was not taken into account)
- Fixed: Inventory weapon check is now checking all available weapons instead of just the ones in BI arsenal (which are missing Hamr, pointer, ACO, etc, etc)
- Fixed: Destroying a respawn barrack or vehicle MHQ at a taken main target still added points to players and displayed a destroyed message
- Fixed: Static weapons should spawn on roads less often
- Fixed: Static weapons should no longer point at walls
- Fixed: hallyg_dlegion_Snipe_awareness script did not end when a unit it was running for was no longer alive
- Fixed: Map on draw was not drawing displayname for vehicles correctly
- Fixed: Copy and paste error resulting in non existent variables when loading a DB savegame
- Fixed: Copy and paste error in getbonus script
- Fixed: Respawned Inf AI could get stuck in the wall in front of a respawn barrack
- Fixed: Recruited AI (when with AI is enabled) was subject of dyanmic simulation thus stopping those player controlled if they were too far away; they did also not trigger dyn sim
- Fixed: Shooting at objects which can only be destroyed by satchels no longer resets the object damage to zero (like main target radio tower for example)
- Fixed: The CUP team renamed some CfgGroups RU infantry class names yet again resulting in less units spawning
- Fixed: Possible non remote jail objects did not get deleted when a jailed user disconnected
- Removed: d_no_3rd_person parameter (No 3rd person), allowed 3rd person view in vehicles only. There is now a new A3 game difficulty setting (see https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3411692)
- Updated: Korean translation by kkim
- Updated: Russian translation by Babayka
4.33
- Added: rabbit rescue event, by longtimegamer
- Added: New parameter d_retakefarps, default 0 = Yes, On. If set to 1/No all Farps will be available at mission start
- Changed: ACE arsenal box back in non ranked version and d_arsenal_mod set to 1
- Fixed: Script error in fn_helilift.sqf, _oldmass undefined error
- Fixed: Score/points for destroying a barrack at main targets were only added and shown if a database was available
- Fixed: Players got two times score added when a barrack at main target was destroyed in the TT version
- Fixed: Main target mission objective could fail because of wrong friendly units check
- Updated: Russian translation
4.32
- Fixed: Move side mission groups to a headless client later. Prevents inf AI units from dying
- Fixed: Chinese string accidentally added to Russian translation
- Fixed: Wreck repair point (and probably other repair points) did not work in the Unsung version (and maybe other 3rd party mod versions)
- Fixed: Ammo load point did not work in the Unsung version
- Fixed: If a player removed a weapon in Virtual Arsenal and did not add a new one the previous weapon was added again when he closed Virtual Arsenal
4.31
- Changed: If you play a mod version like CUP, GMCWG or Unsung and use only mod weapons and items then a player can no longer load vanilla weapons in Virtual Arsenal
- Fixed: When ACE was running the mission still used ace_arsenal_displayOpened and ace_arsenal_displayClosed eventhandlers even though only BI arsenal was used
- Fixed: Ammo point and wreck repair point markers did not show in the Unsung version
- Fixed: Pylon loadout didn't work anymore in base
- Fixed: The mission did no longer recognize additional respawn points placed with an object with d_respawn_point_x as variable name
- Fixed: Helicopters on board of the aircraft carrier in the Carrier version constantly exploded on respawn
- Updated: Russian translation
4.30
ATTENTION: Altis Blufor Carrier, Chernarus (autumn), Chernarus (winter), Chernarus 2020, Malden and both Weferlingen mission.sqm files have changed
ATTENTION2: domination-custom.ini has changed; And missionsave table in the SQL database has a new row called d_retaken_farpspos, VARCHAR, 1000, no null
- Added: New server lobby param/description.ext param to disable transfer of points from one player to another in ranked mode ("Allow transfer of points to other players in ranked mode:", d_transf_allow)
- Added: New server lobby param/description.ext param to disable AO tower and camps markers ("Turn off markers at AO for tower and camps:", d_ao_markers)
- Added: TT gameplay change: When all camps are seized and all barracks are destroyed by one side a one minute timer will run to give the other team a chance to retake a camp (timer visual on screen)
- Added: You can now also select ranked mode with no weapons ranked (value 2 for d_with_ranked in description.ext or in params "Ranked:" values "Ranked mode on but weapons not ranked")
- Added: New main target "events" for non-TvT with optional complex mission scenarios embedded in maintarget (first "event" scenario Blackhawk Down rescue), by longtimegamer
- Added: Boat MHQ to the Altis Blufor Carrier version
- Added: In the TT version you can now also add additional base vehicles by simple giving them specific unique var names, they must start with:
* d_mhq_add_o_ and d_mhq_add_b_ for additonal MHQs
* d_lift_add_o_ and d_lift_add_b_ for additonal lift choppers
* d_wreck_add_o_ and d_wreck_add_b_ for additonal wreck lift choppers
* d_trans_add_o_ and d_trans_add_b_ for additonal transport choppers
- Added: Support for boat respawn in the TT version (the var name must start with d_boat
- Added: Gas leak side mission type
- Added: New GMCWG 1.2 APCs and choppers. The GMCWG version now has lift support and a chopper MHQ
- Added: Malden TT version by Babyka
- Added: Low Gear by WINSE, for tanks, trucks, wheeled APCs and MRAPS. Gives better acceleration when speed is under 30, and breaks automatically if speed is above 40 when turned on
- Added: Unsung Song Bin Tanh, Mekong Delta, version (mission.sqm from PK IllinoisFIN)
- Changed: Removed jump flags created at seized main targets in the TT version
- Changed: If disable TI or disable NVG is turned on in the server lobby launchers sight will be blocked when either NV or TI mode is used
- Changed: Enabled simulation on base flags again to show flags (if it really is a flag)
- Changed: Award points, for example points a player gets for destroying a barrack building, can now be changed in d_addscore_a array (available in initcommon.sqf and database dom_settings table). Only available in ranked and database mode
- Changed: Removed d_with_targetselect/"Players can select next main target:" and integrated it in d_with_targetselect_count/"Players can select from available targets:"
- Changed: There is now also an enemy AI vehicle MHQ at main targets in the TT version like it is in the normal coop version
- Changed: Setting d_number_attack_planes, d_number_attack_choppers, d_number_light_attack_choppers or d_number_attack_uavs to 0 in init\fn_preinit.sqf does not spawn air vehicles for the specific class
- Changed: In ranked mode bagpacks are now added to the ranks by their maximumLoad property, < 200 for all ranks, < 300 for ranks starting at sergeant, < 400 for ranks starting at major and everything above for colonel and better
- Changed: In ranked mode vests are now added to the ranks by their maximumLoad supply property, < 101 for all ranks, < 121 for ranks starting at sergeant, < 141 for ranks starting at major and everything above for colonel and better
- Changed: Added d_number_attack_planes, d_number_attack_choppers, d_number_light_attack_choppers, d_number_attack_uavs, d_noambient_bf_sounds, d_time_until_next_sidemission and d_airai_respawntime to dom_settings table, means, those values can now be changed in the Domination SQL database
- Changed: Transfer data sidemissions should now also work in the TT version
- Changed: Gameplay change. In the normal non TT versions FARPs are no longer available at mission start. They now have to be retaken in side missions to make them available for respawn.
- Changed: Pylon loadout no longer available at FARPs, only at bases and additional respawn points
- Changed: Service points should now also work on water (for boats for example)
- Changed: AI barrack bunkers at main targets are now a little bit more sheltered
- Changed: Removed "Fix Headbug" from Status dialog, by longtimegamer
- Changed: Some status dialog items are hidden if not relevant to mission parameters, by longtimegamer
- Changed: If the player selects "stream friendly UI" in Configure -> Game settings then Domination status bars are hidden, by longtimegamer
- Changed: Moved AI settings higher in description.ext, moved fatigue and sway to top of parameters; by longtimegamer
- Fixed: When using earplugs in the TT version a dialog error appeared because of a missing gui baseclass
- Fixed: Heli lift script did break with an error message when the mass of the lift object was lower than the max load of the chopper
- Fixed: When a player changed the TeamSwitch key in the A3 settings when the mission was running the mission didn't pick up the new key
- Fixed: Added missing items like goggles in Virtual Arsenal in ranked mode
- Fixed: Some colors in the game class CfgMarkerColors are stored as string instead of number resulting in broken 3D marker drawing
- Fixed: Target select entire map caused a script error
- Fixed: Possible script error in fn_spectdraw3d.sqf
- Fixed: Side cache mission could break when no building with positions were available or buildings were null
- Fixed: "Data uploaded!" message was displayed when the data upload was iterrupted and not when the data was uploaded in the transfer data sidemisssions
- Fixed: The GMCWG winter version did use some wrong class names for winter units
- Fixed: The Chernarus autumn and winter versions still had the editor placed Teleporter marker at base
- Fixed: Script error in StatusDialog
- Fixed: Cache side mission now really works, no more you are too close to a ammo box message anymore
- Fixed: Virtual Arsenal did still show vanilla weapons and items sometimes when using third party mods
- Fixed: Script error in spectdraw3d
- Fixed: Auto viewdistance at main target checkbox did not show the correct checked state
- Improved: Boats can now also be used as MHQs (needs empty cargo positions to spawn into a boat and can't load ammo boxes but doesn't need to get deployed)
- Improved: Boats can be pushed if they are on the beach
- Updated: Russian translation by Babayka
- Updated: Korean translation by kkim
- Updated: Chineseimp translation by CHL198011
4.27
- Added: Players can now change the Earplugs and 3DMarker toggle keys in the status/settings dialog (you still need to set the user action key in the A3 key/control settings)
- Fixed: If some AI advanced features were enabled then a snipe awareness script was running every frame on the server
- Fixed: Stupid script error in fn_aftereject.sqf (yeah, suspending is not allowed in non scheduled environment)
4.26
- Added: Angry bots by longtimegamer (has to be turned on)
There are four new AI settings for allmen and snipers bot behavior:
- all enemy infantry bots: on an interval, reveal nearby players with "reveal 4" within configurable radius
- all enemy infantry bots: on an interval, check line-of-sight with players and doSuppressiveFire if LOS or isVisible are true within configurable radius
- all enemy infantry bots: on an interval, if _fired is true then frequently do "setAmmo 1" (this helps to balance new shooting behavior vs running out of ammo too quickly)
- all enemy infantry bots which are free to move: on an interval, if bot is a leader then order the group to move to location of nearest player within configurable radius
- Added: Parameter to allow camps to simulate penetration and damage by longtimegamer (d_EnableSimulationCamps)
- Added: Parameter option for very low number of civilian vehicles
- Added: Parked civilian vehicles (configurable) by longtimegamer (d_enable_civ_vehs, d_enable_civ_vehs_rad, d_enable_civ_vehs_locked in description.ext)
- Added: New parameter d_sm_dorandom (in description.ext), "Random side missions:" in server lobby. If set to 1/No then side missions are not random but the order is always the same
- Changed: Wait 10 seconds before spawning the next enemy AI groups at barracks in the AO
- Changed: Number of units in enemy AI inf groups now depends on player numbers making the mission more friendly for lower player numbers (nothing changes for higher player numbers); can be disabled in params, d_smallgrps
- Changed: Added new option for d_MainTargets_num (Main Targets in Params server lobby): Order like placed in the editor; target select has to be turned off for it
- Changed: Civilian unit types, faces, and vehicles now determined by which map is being played (by longtimegamer)
- Changed: Increased the mission endtime for destroy cache side missions to 1 hour instead of 33 minutes
- Fixed: Round camp capture time and clip progress capture bar when max value is reached
- Fixed: Some kick player to lobby messages still showed up
- Fixed: In the Altis RHS Blufor version the CH53 spawned in the ground and was therefore exploding at every spawn
- Fixed: Players with enhanced movement mod could escape jail
- Fixed: Statusbar was updating every frame in non TT versions instead of every 2 seconds only
- Fixed: When ACE was used in the TT version and a dropped box was moved the box marker was visible for the other side
- Updated: Spanish and Protuguese translation by Linux
- Optimization: Lots of scripts optimized yet again (mapondraw runs now about 200 micro seconds faster for example)
4.25
- Fixed: Script error (call eventhandler code, copy and paste in several scripts) broke the mission completely! :(
4.24
- Added: Max_camp_cnt_method mission parameter by longtimegamer
- Added: If a player (accidentally) places an explosive too close to a MHQ (< 9m) the explosive will be removed and put back into his/her inventory
- Added: CUP BTR 80 versions to enemy AI vehicles
- Changed: Make use of new triggerinterval stuff to run scripts at a specific time
- Changed: Added setTriggerinterval as new parameter to createTrigger and createTriggerLocal functions (by alexvladn)
- Changed: Teamkillers are no longer pushed to the server lobby (slot selection) but they now can listen to a song in jail (something with bananas :))
- Changed: Updated Korean translation by kkim
- Changed: Launcher cooldown time is no longer set by launcher class name but is the same for all
- Changed: Removed searchlight from GMCWG version vehicles
- Changed: Always use BIS Virtual Arsenal instead of ACE arsenal if ACE is available (ACE arsenal causes issues when mods like GM run, loads vanilla A3 weapons too instead of only GM weapons for example)
- Changed: You can now select between
- All camps captured and radio tower destroyed
- Low number of AI units, all camps captured and radio tower destroyed
- Low number of AI units and radio tower destroyed
for "Seize condition for main target:" (d_ao_check_for_ai in description.ext).
Second one is default (d_ao_check_for_ai = 1)
- Fixed: Added missing light attack chopper for independent side
- Fixed: Some SLA CfgGroup names and sections got renamed in the CUP update resulting in spawning no groups
- Fixed: CUP composition objects were spawned under or half in the ground
- Fixed: In the GMCWG versions enemy AI infantry didn't spawn because CfgGroups class names have changed
- Fixed: Some vehicles at base were placed half in the ground in the IFA3 version
- Fixed: When a player ejected with an ejection seat from an air vehicle on the ground it was still possible for an admin to unlock the vehicle via the isAdmin script and get into it
- Fixed: Array holding all player base artillery vehicles was resized to 1 when using cluster artillery shells so only one artillery vehicle was firing even normal rounds afterwards
- Fixed: Repack magazines could break and block access to the inventory completely
- Fixed: In ranked mode no sidemission points got added to the player score because of a script error
4.23
- Changed: Dropped box markers will move now when a player drags an ammo box when using ACE
- Fixed: Don't show alternative respawn position markers when a MHQ is moving or not available
- Fixed: Dynamic simulation was enabled for vehicles which should not use it like drop aircraft when CBA was available on the server (vehicles did no longer move)
4.22
- Added: Chernarus 2020 version
- Added: Object compositions for CUP versions
- Added: French translation by -mj-
- Added: No Go zone for the TT version. Players may not go beyond the map, otherwise they will be killed
- Changed: If CBA A3 is running on the server then all vehicles (including user placed vehicles) will be added to dynamic simulation (if enabled in the mission params)
- Fixed: Do not select another respawn like squad leader inside the 40m MHQ alternative respawn area (now really fixed)
- Fixed: Somehow a "p" landed at the end of d_launcher_cooldown in description.ext
- Fixed: AI can now use vehicle service points again (and not only AI in UAVs)
- Fixed: CUP Chernarus version was spawning a CSAT JTAC instead of a Russian one
4.21
- Added: Server param to turn off Virtual Arsenal ammo box limitation (d_va_percentage)
- Fixed: Don't select another respawn/teleport point which may be inside the 40 m MHQ area by map click
- Fixed: Some object classes return a sizeOf value of zero so positions might not fit for those objects
- Fixed: Not all binoculars were removed from AI units
4.20
- Added: Parameters for enemy spawn radius for AI which occupies buildings by longtimegamer
- Added: Overwatch mode for static infantry in building by longtimegamer
- Added: Object compositions at main targets
- Added: If a player wants to teleport or respawn at a MHQ he/she can select an alternative position 40 meter around the MHQ (zoom map and an extra markers shows you the possible alternative area; left click selects alternative position, ALT left click resets it)
- Changed: Shorter names for some classes in CfgParams (note that you have to check your DB params too; best to recreate them completely)
- Changed: Lift choppper (chopper 1) will now respawn after 10 minutes (if empty), like the wreck lift chopper
- Changed: Remove user markers at a main target after target is seized (cleanup)
- Changed: Parajump does no longer spawn a client side chopper for ejecting (caused issues without createVehicleLocal)
- Changed: Placing explosives near ammo boxes is no longer possible (prevents idiots from placing thousands of mines around respawn points)
- Changed: Dropped ammo boxes (e.g. from MHQ) can now only be accessed about 1000 times from players; they then get deleted
- Changed: Moved player killed check to server entitykilled instead of sending a remoteExec from the killed client to the server everytime
- Changed: Enabled AMRAAM type missiles for pylon loadout again
- Changed: Squad leader gets one point when another group member spawns at his/her position (only available in ranked mode or a database is running)
- Changed: Removed some more uniforms/vests and backpacks from Virtual Arsenal
- Changed: More strict check and removal of disabled Virtual Arsenal uniforms/vests/backpacks and headgear
- Fixed: Saving the player gear layout when closing arsenal to the server was missing side parameter which broke it
- Fixed: Sometimes dropped box markers did not get deleted
- Fixed: Removed binoculars from enemy AI group leaders so that they don't run around with a bino in their hands constantly
- Fixed: No chat message when an ammobox near a vehicle was loaded
- Fixed: Moved revive help message a little bit to the left to avoid cut off text
- Fixed: AI inf barracks respawn handling did sometimes not select another barrack when one was destroyed
- Fixed: Pressing the M key in the spectating dialog to open the (respawn) map did not close the player panel
- Fixed: Loading gear setup in Virtual Arsenal was still possible in ranked mode with key combo CTRL-O
- Fixed: Added missing shotboundingmine simulation to check for explosives laid at base
- Fixed: Enemy AI vehicles should no longer explode during creation
- Fixed: Camp dialog progress resource did not show again if a player was killed inside the camp area
- Fixed: Carrier service trigger was created on sea level and not on the carrier flight deck
- Fixed: When a player gets uncon over the sea, waterfix should no longer put the player object under a pier or rock at the beach
- Fixed: Service point 3D marker was not drawn for all service points (especially not on carriers)
- Fixed: Some remote messages were translated with the sender localization instead of the receiver client localization
- Fixed: Enemy AI inf units should no longer longer hover near camps (hopefully fixed)
4.17
- Added: If there are markers at base which start with "d_base_tank" or "d_base_apc" friendly tanks or APCs will be added (no driver, just AI commander and AI gunner)
- Fixed: Camps were not immediately set to indestructable after creation
- Fixed: When engineer full was enabled repair and refuel ability was also restored when the player was revived or respawned at a MHQ/Farp/squad leader
- Fixed: At player connect, time for resetting revive lives (15 minutes if a player leaves a server and reconnects) and side switching in the TT version (30 minutes) was not correctly resetted on the server
- Fixed: CUP Winter Chernarus was missing CfgWorlds mapSize field resulting in markers not drawn and wrong bounds for vehicle respawn check (vehicles simply respawned because they were out of bounds)
- Fixed: Engineer spawned FARPs did not use the new txxxservice format resulting in script errors
- Fixed: If a unit classname array had four or less unit classnames it resulted in an array select script error
- Fixed: Independent sniper classname variable was defined as d_sniper_I instead of d_sniper_G which prevented making a normal One Team version against an independent enemy
4.16
- Added: New parameter d_pylon_noclust, set it to one and cluster bombs should be there again (if not exlucded otherwise; "Remove cluster ammo from pylon loadout" in the server lobby params)
- Added: Status Bar by Babayka (includes Score too -> Score resource on top removed)
- Added: Launcher Cooldown can now also be changed in Params ("Launcher Cooldown Time in seconds", d_launcher_cooldownp in description.ext)
- Changed: Added even more score messages to the new UI score message system
- Changed: Remove weapon backpacks from loaded Virtual Arsenal save files
- Changed: Remove all weapon bagpacks from Virtual Arsenal (it's still the d_no_mortar_ar param which enables/disables it)
- Changed: You can now easily add an additional MHQ by adding a variable name that starts with "d_mhq_add_" to the vehicle. Same for additional lift: "d_lift_add_", additonal wreck lifter "d_wreck_add_" and additional transporter: "d_trans_add_"
- Fixed: A destroyed MHQ vehicle was still displayed as deployed and not destroyed on the map
- Fixed: Launcher cooldown did not work for 3rd party Addon/Mod launchers
- Fixed: Sometimes a launcher mag was not readded when launcher cooldown deleted the missile projectile
- Fixed: The crew of alive enemy AI vehicles at seized/resolved main targets did not get deleted at the same as the vehicles
- Updated: Russian translation by Babayka
4.15
- Fixed: Player did not get extra points for helping solving the sidemission (score was added on the client not on the server; available in ranked mode and when SQL database is available)
- Changed: All cluster/subammo type magazines removed from mission pylon loadout dialog (including 3rd party mods). Causes much too much lag!!!
- Changed: Added more score messages to the new UI score message system
- Fixed: Global Mobilization versions both had two accidentally placed blufor units
- Fixed: Global Mobilization player artillery had no crew at all so artillery called by players did not fire
- Fixed: Sniper teams were missing from all 3rd party mods/dlcs (d_sniper_x); Vanilla units got spawned instead of the correct mod/dlc ones
- Added: Chinese translation by ??
- Updated: Russian translation
4.14
- Fixed: Stupid bug which prevented the creation of the last main target when select targets was activated; this also rendered removing auf db autosave rows; game breaker because the mission did not end at all :/
- Fixed: Points were not added to player score when a player destroyed a barracks building or a mobile HQ at main targets (if SQL database available)
- Changed: Add score to players who revive other players too if database is found and revive lives are infinite
- Changed: Show player message for changing sides in the TT version after intro is over
4.12
- Changed: Don't show score resource when the main map is open
- Changed: Added d_launcher_cooldown; when a player fires a guided launcher like a Titan then he has too wait a specific time in seconds defined in d_launcher_cooldown (default 120 seconds, can be changed in dom_settings too; 0 to disable)
- Fixed: UAV servicing at service points did not work at all, game breaker :(
- Fixed: Some more minor issues and problems
4.11
- Changed: Increased dynamic "Group" simulation from 1000m to 1400m
- Fixed: Mine sidemission 104 was spawning enemy AI far far away (marker moved by accident)
- Changed: Reduced number of spawned enemy AI units slightly, seems 1.96 has some performance issues
- Fixed: Really stupid script error in revive
- Fixed: Script error in air AI script
- Fixed: d_ranked_a array was not available on the server (in case a server is not using a SQL database table)
- Fixed: Air vehicles para dropping or unloading AI over the main target got deleted way too early
- Fixed: Really stupid error which did not delete AI groups of destroyed vehicles, game breaker
- Fixed: Island patrol groups were spawning too much crew
4.10
ATTENTION: ALL mission.sqm files have changed!!!!!!
ATTENTION: You need to replace the domination-custom.ini file in your @extDB3\sql_custom folder with the new one!!!!!!!!
- Fixed: The key for turning on Domination Usermenu (TeamSwitch key) was displayed as number and not as key in the intro
- Changed: Support for copilot (means a copilot is now able to also lift vehicles, drop ammo boxes, etc; should work in flight after a switch too)
- Optimized: Using toLowerANSI/toUpperANSI where possible
- Added: Parameter to allow players more target selections across the map, discrete parameters for each of the three garrison behaviors (by longtimegamer)
- Fixed: Removed occupy buildings troop level parameter, replaced with three parameters for garrison behaviors (by longtimegamer)
- Optimized: Repwreck, including constant check for a wreck object, now only starts on the server when a player is nearby and ends when the player is gone (or the wreck is repaired)
- Changed: Disabled AI Radioprotocol
- Changed: Show score on the main display in the ranked version or when a SQL database is running
- Optimized: (Capture)CampDialog FSM now only runs if a player is near a Camp and not constantly
- Changed: Service triggers are now only created on clients, editor placed ones removed, by lelik
- Optimized: Entity killed eventhandler, now only uses one object space variable instead of 17 different ones (saves 17 getVariable calls)
- Changed: Replaced Land_Factory_Main_F with Land_IndustrialShed_01_F in "find IED factory" main target mission
- Changed: Display "Stall" in the camp capture progress dialog if there is a stall between players and enemies at a camp
- Changed: Artillery projectiles on the way will now be deleted if an arty operator cancels an artillery strike
- Fixed: If a player connects as leader of an existing group he/she should no longer change the assigned task of other players
- Changed: 50/50 chance that airborne groups (main tower) now do not paradrop but the aircraft lands and they get out of the aircraft normally
- Fixed: SM position in convoy sidemissions in ranked and DB mode did not get updated when the original leader of the group got killed
- Changed: Force convoy sidemission vehicles to stay on road
- Fixed: Who fired variable was still using missionnamespace variable instead of net ID of player object
- Fixed: Script error when loading saved mission from SQL DB (ATTENTION: YOU NEED TO REPLACE domination-custom.ini)
- Fixed: Vehicles placed on the carrier in the Carrier version did not spawn and respawn correctly
- Fixed: One allmen group had no units in the Sahrani version (CUP_O_SLA_InfantrySquad_Desert)
- Changed: If player ammobox at base gets destroyed delete it and create a new one so that the Inventory action shows up again
- And various other improvements and optimizations
4.06
ATTENTION: Livonia/Enoch, Chernarus, Chernarus Winter, RHS Altis and normal Malden mission sqm files have changed
- Fixed: Normal Malden version was using the Malden NBV version mission.sqm file
- Fixed: After the last RHS update some editor placed vehicles spawned half in the ground
- Fixed: Editor placed CUP CH-53 always sank into the ground in the Chernarus and Chernarus Winter versions
- Fixed: Names for players in vehicles were not drawn on the map
- Fixed: Wreck repair service building was spawned in the chopper repair area in the Livonia/Enoch version
- Fixed: Wreck repair point was completely missing in the Livonia/Enoch version
- Fixed: Enemy attack UAVs at main targets did not spawn (vehicle number was always zero)
- Fixed: Livonia/Enoch version was missing Zeus module
4.05
- Changed: If d_without_nvg or d_without_vec_ti all optics and headgear which use either NVG or TI will be removed once arsenal or inventory closes (d_without_vec_ti also still turns off vehicle TI)
- Added: Checkbox in StatusDialog to enable/disable automatic viewdistance change at main targets
- Fixed: Enemy vehicle HQ could spawn under the ground
- Fixed: One playable group in the Altis Blufor version was somehow moved outside the map and thus players spawned in the water
- Lots of optimizations
4.04
- Changed: Better handling for enemy near MHQ trigger (no more format)
- Changed: Rewrote camp and barracks creation code
- Changed: Camp capture FSMs have now exactly the same code as in 3.99s
- Changed: Removed disableRemoteSensors again
- Changed: Switched waitUntil {sleep xxx;..} to while loops
- Added: New param "With 3D draw icon above wreck repair/ammo point:" (d_with_3Dicon), default is on (1)
- Fixed: While remote AI units on a headless client trigger a EntityKilled eventhandler on a server immediately, the alive status of the killed unit is not updated right away,
this broke respawn AI groups when they were transfered to headless clients
4.03
(Interims version only)
4.02
- Fixed: MHQ flag removed in TT version
- Fixed: If "Locate the first enemy camp to capture near the center of the main target" was activated the camp marker of the first camp was not drawn
- Fixed: In the TT version Viewdistance change slider in the Status Dialog did not work at all
- Changed: Removed UAV and UGV backpacks from Virtual Arsenal
- Fixed: In the TT version messages for capturing camps were gone
- Changed: Server param "Armor at side missions" changed, available is "Normal", Less" and "None" now (d_WithLessArmor_side, 0 = normal, 1 = less, 2 = none)
- Changed: If a player respawns at a MHQ and there is no ammobox dropped or nearby then he respawns with the same weapons and ammo as he/she had when he/she died
- Changed: Do stop initPlayerServer if a player connects without a unit ("WARNING: Function 'name' - d_xxxxx has no unit" happens before that and breaks stuff)
- Fixed: Don't play ambient radio chatter for UAVs
- Changed: Boats (d_boat_xx) now use d_fnc_vehirespawn instead of a FSM (check 3.97 changelog for respawn params)
- Fixed: d_WreckMaxRepair was saved as string instead of number to vehicle object space
- Fixed: Zen_JBOY error messages