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halex1316

DAC Zones not acting properly (Dynamic AI Creator)

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I've been doing some searching, and have not been able to find any related issues, which concerns me . . . I'm having an issue where I create two zones in DAC, one for spawning units, and the other for creating waypoints. I'm using the default scripts, nothing has been altered. The two inits read as follows -

fun = ["z2",[1,0,0],[15,3,25,20],[],[1,1,20,15],[],[0,0,0,0,0]] spawn DAC_Zone (this is my spawning zone)

and

fun = ["z1",[1,0,0],[75],[],[50],[],[0,0,0,0,0]] spawn DAC_Zone

Both of these zones have a condition of time > 10.

However, when the DAC begins to spawn the units, it spawns units inside of my waypoint zone. . . It doesn't seem to me like it should be doing this. It primarily spawns the units inside the small spawning zone, and then has them randomly select their waypoints, however, there are couple of groups here and there that appear within the waypoint zone (as you can see, no groups are defined, only the number of waypoints for the desired unit type ie infantry and tracked.

Has anyone experienced a problem like this before? I've gone from the vanilla files and have tried many things in order to prevent them from spawning inside the waypoint zone (I can't possibly imagine what is wrong, I barely did anything and even tried this on a blank mission.) It's frustrating because there's so few things that could have gone wrong, and I can't seem to pinpoint the problem.

---------- Post added at 04:38 ---------- Previous post was at 04:29 ----------

After doing some testing and troubleshooting, it seems that things act up when I have DAC_Extern on the map (I'm using the script version). As soon as I remove this logic, it begins to work as it should it seems. . . however, I have no idea as to how this might affect online play. Is anyone aware of any conflicts regarding that?

One thing I did notice, is that when the logic existed, and DAC initialized, one of the zones was labeled as "Neutral", while the other (the one supposed to be spawning AI) was labeled as "East". However, AI was still spawning in both of them.

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fun = ["z2",[1,0,0],[15,3,25,20],[],[1,1,20,15],[],[0,0,0,0,0]] spawn DAC_Zone (this is my spawning zone)

Unless you are using custom waypoints lose the last zero in the last array (bolded).. not needed although this was not the cause of your issue

After doing some testing and troubleshooting, it seems that things act up when I have DAC_Extern on the map (I'm using the script version). As soon as I remove this logic, it begins to work as it should it seems. . . however, I have no idea as to how this might affect online play. Is anyone aware of any conflicts regarding that?

If you have DAC_Extern on the map it means you also have the DAC mod loaded (are you using ACE by chance?). I'm guessing the script version is conflicting with the addon version (although I thought the script defaults were the same as the mod ones.. but perhaps not). If I were you I would lose the script version (saves you hundreds of kB in mission size), place the DAC_Extern again and add a dac folder to your mission root with all the DAC_Config_* files inside.

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I am using ACE. I would try to figure this out by myself (well, I have tried), however, I'm guess that it's a bit of a language issue. I'm guess from the mod, that the author is German? Some of the English is kind of confusing to understand (though it's pretty much perfect otherwise) and I was under the assumption that DAC_Extern was meant for the script version, and DAC_Intern meant you were using a mod (because it states in the readme...

But if you are a professional already and want the total control about the configuration-files, which are
providing you a high grade of Adjustment, you’ve got to use the DAC_extern Logic. But this logic requires the
DAC Folder itself to be placed right into your Missions folder (DAC Folder is part of the Zip-file). In this case
DAC is expecting all configuration files right in this folder. Which settings are adjustable will be explained in
the sub item [The DAC-Configuration_files]. You will also learn there that there’s a further, third variant to
store configuration-files individually outside the main DAC resource

Now, I'm definitely not a pro :P And this has confused me from the beginning - I don't need the other files, I know that, and it would make it a WHOLE lot easier to be just using the .pbo version of it. However, because I didn't know which DAC logic to use, I just refrained from anything other than what I've been doing.

Is DAC included in ACE somehow? Because I know i don't have the DAC modfolder installed manually on my part, however, I also wondered how it had the game logic available for use.

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Yes author is German and I agree there are a few areas that are difficult to understand. ACE does include the mod version of DAC, so no need to bother with the script version.

DAC_Intern tells DAC to use the default values (no external files required) while DAC_Extern tells DAC to look at the dac folder in your mission root folder (which you have to add).

So create a new folder in your mission root called dac (lower case) and copy all the files from the config folder in the script version there, as well as DAC_Config_Creator.sqf. Now add the DAC_Extern module and now DAC will look to that folder for all it's config options.

You can also do it another way... add the DAC_Intern module then in the init of that (or any other) module you can change various params from the DAC_Config_Creator file ie: DAC_Marker = 4. This way is more tedious (but does save you manually adding files)... but if you want to change the default units, loadouts, etc it's much easier to do it the Extern way.

Edited by SavageCDN

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Right! Thanks very much. I had always been confused about the purpose of DAC_Intern and DAC_Extern, but now that clears everything up. I only need the config files if I want to change anything, which makes my life a whole lot easier!

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Good luck!!

I'd also suggest posting any further questions in the main DAC thread before any mods get angry :p

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