Releases: Xeno69/Domination
Releases · Xeno69/Domination
Domination 4.74
4.74
- Changed: All players can now call in a drop aircraft in versions without AI recruitment or AI features
- Fixed: Fix race condition causing stat loss when using missionProfileNamespace, by horstio
- Fixed: Save player stats when mission ends
- Fixed: Sometimes two "Recruit AI" action menus were shown on base when "with AI" is enabled
Domination 4.73
4.73
- Added: Squad leaders can now set rally points in the map with ALT-Mouse left click (visible for group members at the map and in 3D world if less than 1000m away and in group radio channel)
- Changed: All players can mark artillery and call in CAS in versions without AI recruitment or AI features
- Fixed: Script error in fn_call_cas_bomb.sqf
- Fixed: Script error in fn_teleportdialoginit.sqf
- Fixed: Top player list after a main target is done completely broken (finally fixed)
- Fixed: It could happen that selecting respawn at squad leader ended at position [0, 0, 0] when the squad leader died shortly before respawn
- Fixed: It could happen that the number of camps captured were higher than the number of camps available
- Fixed: In the SPE version air AI attack planes were flying too high
- Fixed: Enemy vehicle MHQ in the SPE version had no destroyed object
- Fixed: Disconnect a player from an UAV if he does a teamkill and is moved to jail
Domination 4.72
4.72
- Added: More targets and side missions to the Chernarus 2020 version
- Added: AH-99 Blackfoot (Stub Wings)
- Added: Enemy AI ragdoll based on the MDH ragdoll addon from Moerderhoschi (see https://steamcommunity.com/sharedfiles/filedetails/?id=3387437564 ), can be disabled in description.ext (d_doairagdoll)
- Fixed: Resources were subtracted from dropped ammo boxes even if a player didn't take or change gear
- Fixed: Empty east groups in the Western Sahara version
- Fixed: Simplified enemy RPG force fire script to avoid stuttering, by longtime
- Changed: If d_servicepoint_building is an empty string it won't spawn the service point side buildings (the service point itself is still spawned)
- Changed: setUnitLoadOut change in 2.20 (switching weapons check)
Domination 4.71
4.71
- Fixed: Distribution to headless clients did not work at all anymore
- Fixed: Currator status was gone after respawn
- Fixed: Jail didn't work anymore ("Respawn" button disabled as long as a player is in jail to avoid further issues)
- Fixed: Rollback fn_moduleCAS_guidedmissile.sqf to 4.69 to resolve problems with bomb drop skipping in a loop, by longtimegamer
- Fixed: When creating an ambush group do not spawn an accompanying overwatch group, too many groups, by longtimegamer
- Fixed: Do not create static, guard, patrol groups when preemptive event is running, by longtimegamer
- Fixed: Some INDFOR groups did not have sniper, AT capabilities (RWR, ION, ION Arctic), by longtimegamer
- Fixed: Disabled Dom menu UAV for DLCs withoutg UAVs (like SPE)
Domination 4.70
4.70
- Added: Civilian east Asian types from CFP and CUP mods, by longtimegamer
- Added: Some fighting vehicles are now available via airdrop if d_with_airdrop == 2 (ammo truck, APC, MRAP), by longtimegamer
- Added: 2.16 overrideHazeQuality is set to VeryLow in description.ext (check https://community.bistudio.com/wiki/Description.ext#overrideHazeQuality )
- Added: Faction for CUP Russian Ground Forces Winter, by longtimegamer
- Added: Faction Russian Armed Forces Summer (woodland/jungle), by longtimegamer
- Added: ION PMC Security Detail as INDFOR unit types, by longtimegamer
- Added: AI enhanced RPG attack on players when d_ai_aggressiveshoot == 2, by longtimegamer
- Added: Chance for sniper positions in tall buildings (not just overall max elevation), by longtimegamer
- Added: More initial viewdistance options, by longtimegamer
- Added: Destroyed vehicles persist until end of target when d_ai_persistent_corpses == 0, by longtimegamer
- Added: Server parameter to disable Domination weapon and inventory management (d_disable_dom_weapon_mgmt, "Disable Domination weapon and inventory management" in server lobby), by longtimegamer
- Added: Server parameter "extra" isle defense includes AA if d_WithIsleDefense == 2, by longtimegamer
- Added: Server parameter to enable or disable randomized guard and patrol groups to allow more administrator control over the number of enemy units, by longtimegamer
- Added: Notify the players when there are no parajump restrictions, by longtimegamer
- Added: Civilian cars parked closely together, less intersections blocked, some car types severely damaged, by longtimegamer
- Added: Faction Islamic State updated vehicles, updated infantry AT, by longtimegamer
- Added: Pylon loadout change for spawned drones
- Added: Rabbit rescue will announce if a player killed the rabbit, by longtimegamer
- Changed: Added new 2.18 scripting commands and scripting command changes
- Changed: AI group respawn times increased again
- Changed: Better messages if farp/mash position is too close to base or slope is too steep
- Changed: Filtering out handleDamage firing when no damage occurs and fake head hits
- Changed: JSDF Overhauled data for 4.69, by schalldampfer
- Changed: Additional no-HUD support, by longtimegamer
- Fixed: d_sum_camps > 0 before spawning target clear, by longtimegamer
- Fixed: Do not show virtual arsenal 3dmarker, flagpole beacon when streaming friendly or server-forced no-HUD, by longtimegamer
- Fixed: Statusbar rank did not show General
- Fixed: Unloaded static weapons created partially underground, by longtimegamer
- Fixed: Do not show airdrop message if streamfriendly is enabled, by longtimegamer
- Fixed: If tower under radio got deleted (for whatever reason) main target mission did not end
- Fixed: If an air taxi was also a vehicle available as bonus vehicle (side mission or main target bonus) player without enough points could not enter it when database is available
- Fixed: All mission start air vehicles at base can now be flown if you have 0 points (if database is enabled)
- Fixed: Proper random movement during "rabbit rescue" event, by longtimegamer
- Fixed: Small variation in direction of spawned civilian cars, by longtimegamer
- Fixed: Spawning a UAV is only available away from the the MHQ when d_enable_extra_cas == 1, by longtimegamer
- Fixed: Minor bug when spawning civilians and group limit is reached, by longtimegamer
- Fixed: Air Drop Aircraft map marker should be Air Drop Zone, by longtimegamer
- Fixed: If maintarget votes are a tie then target is selected randomly, by longtimegamer
- Fixed: texts array was missing in the SPE version in description.ext class Params -> class d_MainTargets_num
- Fixed: The "Team Alpha MG Gunner" slot still had the vanilla A3 mg gunner class instead of the SPE class in the SPE GER version
- Fixed: If a unit is in Team Delta (engineer) and the class doesn't have the trait "engineer" it is added now (for example the SPE version had the problem)
- Fixed: Smokeshells were missing in the CUP versions
- Fixed: Using CUP UAV now instead of vanilla ones in the CUP blufor versions
- Fixed: Respawning at SQL in a vehicle after beeing unconscious caused the player to stand in the vehicle
- Updated: Added new SPE 1.1 classes and missing CfgRemoteExec entries
- Updated: Korean translation, by kkim
- Workaround: Zeus was not transfered to a logged in admin player object after respawn
- Workaround: If some 3rd party mod/addon kills a camp at the main target (happens with some bombs using setdamage) change the camp to captured so that the main target can end
- Opimizations (script profiling)
Domination 4.69
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
Domination 4.68
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
Domination 4.67
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
Domination 4.66
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
Domination 4.65
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