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timebomb17

DAC map markers

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hello community, first sorry for my english.

I'm working with the DAC system for AI spawn, and every time I make a zone, the game map is marked with the units and their waypoint, as I take these tags? My goal is to do something like that famous map of "insurgency"

thanks

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Hey timebomb17 I don' t really understand what you are asking but if you want the camps, units and their waypoint not to show on the map you need to look at the game logic with the name DAC_Marker and change the init box of the game logic from DAC_Marker = 5 to DAC_Marker = 12 or 0 this will take all the markers off the map and you will only see what you have contact with during the mission. Hope this helps. DAC is a great tool to use. I use it in most of my missions.

Edited by AVIBIRD 1
added code 0

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thank you man, I got it, however even when a soldier joins another group, is appearing in chat messages warning you, as I remove?

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The side message that says units reduce or join a group! I don't think you can stop that one from showing but if you find a way please do tell.

Hey if you think the base camp has no defence and you want to improve the defence of the RU camps then I have a great config for you brother.

Open DAC folder > config folder > DAC_config_Camps.sqf open it up in the first case 0: delete (but save it somewhere if you want to put it back) and copy this into the section

case 0:
{
	_campBasic     = ["FlagCarrierRU",["Land_Fire_burning",10,9,0],["RU_WarfareBFieldhHospital",5,1,0],["Logic",10,15,0],0];
	_campAmmo      = [["RUOrdnanceBox",11,4,0],["RULaunchersBox",11,0,0],["RUSpecialWeaponsBox",11,-2,0],["RUBasicAmmunitionBox",10,-4,0]];
	_campStatic    = [["D30_RU",-10,29,0,"MVD_Soldier_GL"],["KORD_high",0,28,0,"RU_Soldier_AA"],["ZU23_Ins",14,29,0,"MVD_Soldier"],["D30_RU",27,28,0,"MVD_Soldier_GL"],["KORD_high",28,9,180,"MVD_Soldier_MG"],["ZU23_Ins",29,-6,180,"MVD_Soldier"],["D30_RU",28,-24,180,"MVD_Soldier_GL"],["KORD_high",16,-25,180,"MVD_Soldier_MG"],["ZU23_Ins",3,-26,180,"MVD_Soldier"],["D30_RU",-10,-25,180,"MVD_Soldier_GL"],["KORD_high",-10,-5,0,"RU_Soldier_Medic"],["ZU23_Ins",-11,10,0,"MVD_Soldier"],["TOW_TriPod",-2,21,0,"MVD_Soldier_AT"],["2S6M_Tunguska",-32,42,180,"RU_Soldier_Crew"],["T90",-42,52,180,"RU_Soldier_Crew"],["TOW_TriPod",19,14,180,"MVD_Soldier_AT"],["2S6M_Tunguska",49,34,180,"RU_Soldier_Crew"],["T90",59,44,180,"RU_Soldier_Crew"],["TOW_TriPod",17,-15,180,"MVD_Soldier_AT"],["2S6M_Tunguska",47,-35,180,"RU_Soldier_Crew"],["T90",57,-45,180,"RU_Soldier_Crew"],["TOW_TriPod",-2,-16,180,"MVD_Soldier_AT"],["2S6M_Tunguska",-32,-36,180,"RU_Soldier_Crew"],["T90",-42,-46,180,"RU_Soldier_Crew"]]; 
	_campAddUnit   = ["RU_Soldier_LAT","RU_Soldier_AT","RU_Soldier_HAT","RU_Soldier_AA","RU_Soldier_Medic","RU_Soldier_LAT","RU_Soldier_AT","RU_Soldier_HAT","RU_Soldier_AA","RU_Soldier_Medic","RU_Soldier_LAT","RU_Soldier_AT","RU_Soldier_HAT","RU_Soldier_AA","RU_Soldier_Medic"];
	_campUserObj   = [["Land_Antenna",5,-5,45]];
	_campRandomObj = [];
	_campWall      = ["Land_HBarrier3",[-10,30],[40,56,0],[2,2,2,2],[1,0.5],[0,0]];
	_campObjInit   = [[],[],[],[],[],[],[]];
};

I will guarantee you will need a small army to take out the camp site have fun and let me know what you think about the config setup.

You may need to readjust the lines!

Edited by AVIBIRD 1

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wowwwwwww VERY GOOD SCRIPT, will help a lot! thanks man, but i just have one more doubt, I wanted to make the map stay alive with it full of AI, but it's a lot of lag. Is there any way to spawn AI as the player walks on the map, around him?

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Yes on page 15 of the DAC HANDBOOK that came with the demo!

15 Activate / deactivate DAC zones

If necessary, each zone can be activated or deactivated at a later time.

Late activating means that everything is prepared for the zone, its units are however still held back,

and are only produced when a certain condition is met.

Deactivation means that all units of a zone are deleted when a certain condition is met.

Both methods primarily have the purpose to save and/or again release performance

Zones, that are needed only in the later process of the mission, since they are far off from the first mission goal,

can so be set on "Standby". That will possibly save much performance.

The same goes for zones, which have no more meaning for the mission, these can be deleted to save

performance too.

DAC therefore has a function which can be used multiple times on a zone. In other words you have the

possibility to activate and deactivate a zone multiple times.

Please be aware that a zone which is activated/deactivated multiple times always is restored to its initial state.

That means if you deactivate a zone in which some units died and you activate this zone again later,

all units that had been defined in this zone will be generated.

A zone will not be automatically deactivated once all units of this zone are down. You can reanimate such

a zone by deactivating it and afterwards activating it again.

The function is called like this:

[NameOfTheZone] call DAC_Activate example: ([z1] call DAC_Activate or [z1,z2,z3] call DAC_Activate)

[NameOfTheZone] call DAC_Deactivate example: ([z1] call DAC_Deactivate or [z1,z2,z3] call DAC_Deactivate)

If you want that a zone from the beginning is inactive, you can use the following parameter :

["z1",[1,0,0],[15,2,10,15],[ ],[ ],[ ],[0,0,0,0]] spawn DAC_Zone

The zone is active from the beginning

["z1",[1,1,0],[15,2,10,15],[ ],[ ],[ ],[0,0,0,0]] spawn DAC_Zone

The zone is inactive from the beginning

Warning, when you activate/deactivate zones you always should keep linked zones in mind. Thus linked

zones should be activated/deactivated together. Please be aware that there is a short break between

the activating/deactivating (min. 3 sec.).

How many zones are you using on the map and what is your fun = ["z1",[1,0,0],[1,2,10,15],[ ],[ ],[ ],[0,0,0,0]] spawn DAC_Zone look like.

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thank you man, I got it, however even when a soldier joins another group, is appearing in chat messages warning you, as I remove?

Sounds like you have DAC debugging turned on. I am not in front of the manual but there are various settings for debug.

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@ delta nothing in the manual about debug I looked maybe I did not see it but in the dac_config_Creator there is a line that looks like this DAC_Join_Action= false Maybe if true, It will turn off the join message. I never knew how to turn that off and after a while I did not care but it would be nice not to have that pop up lol.

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@ delta nothing in the manual about debug I looked maybe I did not see it but in the dac_config_Creator there is a line that looks like this DAC_Join_Action= false Maybe if true, It will turn off the join message. I never knew how to turn that off and after a while I did not care but it would be nice not to have that pop up lol.

There are definitely settings for it. I've used them many times. When/if I get a chance and remember I will look it up and let you know the details. Perhaps its not called debug.

For those that use DAC regularly they would know this as well so hopefully they will see this thread.

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I understand the logic bird, i could not make it when the player enter the area of the trigger, the AI spawning and when leaving the area, disable the DAC ... I tried to create a trigger for when the player enter the area, activate the DAC and other triggers for when he leaves the DAC off, i could not.

Delta, this really DEBUG that appears on the screen are very disruptive, you have any solution?

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I understand the logic bird, i could not make it when the player enter the area of the trigger, the AI spawning and when leaving the area, disable the DAC ... I tried to create a trigger for when the player enter the area, activate the DAC and other triggers for when he leaves the DAC off, i could not.

Delta, this really DEBUG that appears on the screen are very disruptive, you have any solution?

Look at DAC_Com_Values. To turn everything off set it like so: DAC_Com_Values = [0, 0, 0];

But you should check to see what you really want. There are a bunch of other settings that can be set as well for various other things. Page 34 of the PDF DAC manual that I have (might be an updated version now). These should typically be set before calling DAC_Config_Creator.sqf.

For example, here is a snippet of code I used in one of my missions. Note, this is a long while ago but probably still valid with the current version of DAC:

DAC_AI_Count_Level = [[2,4],[2,6],[2,8],[2,12],[5,0],[4,4],[4,8],[8,8]];

DAC_Dyn_Weather = [0,120,1,0.7];

DAC_Reduce_Value = [1200,1250,0.5];

DAC_AI_Spawn = [[5,10,10],[5,10,15],0,0,100];

DAC_Delete_Value = [120,150];

DAC_Del_PlayerBody = [0,0];

DAC_Com_Values = [0,0,0];

DAC_AI_AddOn = 1;

DAC_AI_Level = 3;

DAC_Res_Side = 0;

DAC_VehAllowed = [0,1,2,3];

DAC_Marker = 0;

DAC_WP_Speed = 0.01;

DAC_GunAllowed = ["M2StaticMG","M119","DSHKM","AGS","D30"];

_DACHandle = execVM "DAC\DAC_Config_Creator.sqf";

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yeeeah, it worked, thanks man! now just need to know how to solve that problem with disable and enable the DAC area

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@ DELTA99 (: thank you for the code direction!

@ timebomb17 do you have the demo pack DL? if yes in the DCA folder you should see three folders go to the DCA_pbo open it go to the DAC_Demo folder open it pick English or german ( what ever you know best) open it demo # 9. Now you have a demo showing you how it works. You may need to add some other SQF that are in this demo. You may need to add someother things to the mission init. Here is the demoText.sqf

if(time < 2) then

{

onMapSingleClick "player setpos _pos";

waituntil{time > 1};

_text = format["

[Activate/Deactivate of DAC zones]

\n\nThis demo shows you how you can completely deactivate a DAC zone, and how you can activate a deactivated DAC zone again.

\n\nDeactivate signified, that all groups from a certain zone, are deleted. However, the zone is preserved.

\n\nWith the activation, a deactivated zone is completely anew generated again.

\n\nNow wait until the DAC has been initialized ...

"];

"DAC V3.0 Demonstration - Part 9" hintC [_text];

sleep 1;

hintsilent "";

waituntil {(DAC_Basic_Value > 0)};

sleep 1;

_text = format["

[Activate/Deactivate of DAC zones]

\n\nOk, right in front of you DAC has generated a zone with 4 different unit categories.

\n\nWait a moment, then an action item appears to you, with which you can disable the zone (all units in this zone are deleted then).

\n\nThen you get a new action item, with which you can activate the zone again, etc.

\n\nThe actions "" activate / deactivate "" You can repeat as often you want... try this out now.

"];

"DAC V3.0 Demonstration - Part 9" hintC [_text];

sleep 2;

pAction1 = player addaction ["Deactivate zone [z1]","Action.sqf",[2]];

}

else

{

_text = format["

[Activate/Deactivate of DAC zones]

\n\nIn the West, I placed another zone that has been disabled from the very start.

\n\nThe activating / deactivating of this zone is coupled to a trigger, which I have marked on the map with a red marker.

\n\nClick yourself in these trigger to activate this zone, or click outside of the trigger to deactivate the zone again.

\n\n

"];

"DAC V3.0 Demonstration - Part 9" hintC [_text];

player sidechat "Use the single mapclick to set the player to a new position";

};

here is the Action.sqf

switch ((_this select 3) select 0) do

{

case 1: {

player removeAction pAction1;

[z1] call DAC_Activate;

sleep 5;

pAction1 = player addaction ["Deactivate zone [z1]","Action.sqf",[2]];

if(pAct == 0) then

{

pAct = 1;

sleep 3;

execVM "DemoText.sqf";

};

};

case 2: {

player removeAction pAction1;

[z1] call DAC_Deactivate;

sleep 5;

pAction1 = player addaction ["Activate zone [z1]","Action.sqf",[1]];

};

Default {};

};

Avibird.

PS did you try my campbase config setup for the RU.

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I have set up your configuration for the RU, worked thank you.

I use the DAC script, and not the DAC pbo, however as in the demo, I used the pbo and could not, tried to use the trigger when you enter it activates dac however could not. Using pbo, says he has some settings in DAC_camp that is not valid, however the dac script works.

Edited by timebomb17

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I use the script has well. I never attempted the Activate/Deactivate zones. If you are looking for a really great random unit script that goes well with the DAC then use RUIS script (Random Unit Invasion Script) v1.2.

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All you need to deactivate a zone is:

[z1] call DAC_Deactivate;

where z1 is the zone name.

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hey Delta99 do you put that in a function trigger on the map or into the zone itself

fun = ["z1",[1,0,0],[ ],[ ],[ ],[ ],[1,1,1,1,1]] spawn DAC_Zone

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yes, but I put in "on deactivation" in the trigger?

Not sure what you mean here. Are you trying to deactivate a DAC Zone when a trigger is fired?

---------- Post added at 21:59 ---------- Previous post was at 21:58 ----------

hey Delta99 do you put that in a function trigger on the map or into the zone itself

fun = ["z1",[1,0,0],[ ],[ ],[ ],[ ],[1,1,1,1,1]] spawn DAC_Zone

Not sure what you mean here. Can you explain further?

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I'm not at home right now & don't have the manual to hand, however there can sometimes be issues with activating/deactivating/reactivating DAC zones because some of the scripts may not finish before others start, especially if there is a lot going on & the CPU is very busy. You can avoid failures by adding appropriate waitUntil lines before & after calling the DAC code. Silola didn't cover it in the manual (though IIRC he posted one example somewhere in the DAC thread).

MadRussian kindly provided me a list of 'missing' commands which I posted here, with some example scripts. Be aware that when you deactivate a DAC zone all remaining units & vehicles that were spawned by it are deleted unless you have previously released them, e.g., to another script.

The DAC thread has a lot of information that is additional to the manual, for example about the error on p7 where the Resistance and East sides were accidentally reversed.

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