slendermang 2 Posted May 17, 2016 Got it now, thanks bro. I have another question now. I'm using a .sqf to spawn a zone using the following. [] spawn { waitUntil {sleep 1; time > 0}; waitUntil {sleep 10; (!alive refinery) && (alive mi24)}; hint "It worked!"; deleteVehicle mi24; [helo] call DAC_Activate; }; [] spawn { waitUntil { sleep 1; time > 0}; waitUntil {sleep 10; (!alive refinery)}; _cnt = {alive _x} count [hmmv_1,hmmv_2,hmmv_3,hmmv_4]; if (_cnt > 0) then { _values = ["vic_reinf",[19,0,0,0],[],[_cnt,4,1,15],[],[],[1,1,8,0,2]]; [(position [5219.493,6786.812,0]),40,40,0,0,_values] call DAC_fNewZone; {deletevehicle _x} forEach thisList [hmmv_1,hmmv_2,hmmv_3,hmmv_4]; [vic_reinf] call DAC_Activate; hint "Humvees activated"; }; }; However upon destroying the refinery DAC spams in the .rpt non-stop 21:56:31 Error in expression <40 set [count 40,_group]> 21:56:31 Error position: <count 40,_group]> 21:56:31 Error count: Type Number, expected Array,String,Config entry Can anyone discern the reason? It appears to be tied to the activation of the vic_reinf zone. Share this post Link to post Share on other sites
silola 1087 Posted May 17, 2016 Got it now, thanks bro. I have another question now. I'm using a .sqf to spawn a zone using the following. [] spawn { waitUntil {sleep 1; time > 0}; waitUntil {sleep 10; (!alive refinery) && (alive mi24)}; hint "It worked!"; deleteVehicle mi24; [helo] call DAC_Activate; }; [] spawn { waitUntil { sleep 1; time > 0}; waitUntil {sleep 10; (!alive refinery)}; _cnt = {alive _x} count [hmmv_1,hmmv_2,hmmv_3,hmmv_4]; if (_cnt > 0) then { _values = ["vic_reinf",[19,0,0,0],[],[_cnt,4,1,15],[],[],[1,1,8,0,2]]; [(position [5219.493,6786.812,0]),40,40,0,0,_values] call DAC_fNewZone; {deletevehicle _x} forEach thisList [hmmv_1,hmmv_2,hmmv_3,hmmv_4]; [vic_reinf] call DAC_Activate; hint "Humvees activated"; }; }; However upon destroying the refinery DAC spams in the .rpt non-stop 21:56:31 Error in expression <40 set [count 40,_group]> 21:56:31 Error position: <count 40,_group]> 21:56:31 Error count: Type Number, expected Array,String,Config entry Can anyone discern the reason? It appears to be tied to the activation of the vic_reinf zone. Hi, please show me the script with "...set [count 40, _group]", because normaly the "set" command changes a value within an array. But I can see two more mistakes: [(position [5219.493,6786.812,0]),40,40,0,0,_values] call DAC_fNewZone; Please try this: [[5219.493,6786.812,0],40,40,0,0,_values] call DAC_fNewZone; or this: [(position NameOfAnyUnit),40,40,0,0,_values] call DAC_fNewZone; the other one: {deletevehicle _x} forEach thisList [hmmv_1,hmmv_2,hmmv_3,hmmv_4]; try this: {deletevehicle _x} forEach thisList; or this: {deletevehicle _x} forEach [hmmv_1,hmmv_2,hmmv_3,hmmv_4]; Silola Share this post Link to post Share on other sites
slendermang 2 Posted May 17, 2016 Hi, please show me the script with "...set [count 40, _group]", because normaly the "set" command changes a value within an array. Silola That is the curious thing. I'm not referencing those two 'count 40' or the '_group' handle anywhere. The only thing I've used is the script you see above. However I fixed the position and it seems to be working now. It still gives out the "...set [count 40, _group]" error however Share this post Link to post Share on other sites
tortuosit 486 Posted June 9, 2016 A probably basic question, but I even didn't find the word "faction" in the manual. I'm new @ DAC. - Mod version. I set up a very basic mission in Eden which works, just for testing DAC. How can I tell DAC which faction to spawn, because out of the box it's CSAT, which I'm sick of... Some config file/module? where I put a faction name? EDIT: OK, I think I've got it. As I only use it for Editor quick and dirty missions, I don't want to handle files in the temporary mission folder. So I guess I have to define new factions in the DAC_Config_Units.sqf inside the pbo... EDIT: It's amazing and due to unit despawning nice to my cpu... 1 Share this post Link to post Share on other sites
Tuskegee_99th 43 Posted June 9, 2016 You should check out the following links, a couple of guys have already made expanded configs for DAC supporting additional factions... https://github.com/SavageCDN/DAC_A3 https://github.com/Przemro/DAC_A3 Looking more closely they may be the exact same files, but, in any case, very useful. 1 Share this post Link to post Share on other sites
tortuosit 486 Posted June 10, 2016 Thanks Tuskegee_99th, it worked and I already spawned Russians from RHS. I have three questions/remarks. 1. I created a big zone (size is full Tanoa main island) and tried to make 2 helicopters spawn. Sometimes it seems to work, sometimes it doesn't. DAC reports a failure and does spawn nothing. So it seems, sometimes it does not find an appropriate place? EDIT. Maybe related to this? https://feedback.bistudio.com/T117581 2. There's that reduction of units. I think a mechnism of even setting the group leader to disable simulation would be interesting for more far away units... especially let's say if I spawn many (~50) small fireteams with like 1-2 units. Then reduction to 1 does not help much as for FPS. And for far away units, I do not care if they are frozen and do nothing. 3. So e.g. in infantry spawning there are those group size presets (1-4). I know I can change the presets details in a config file. Wouldn't it be more intuitive to let us define the # of units more directly? I.e., instead of that preset numbers 1-4 allow for a nested [min,max] array? Example, spawn 50 groups of 1-2 soldiers: ["z1",[1,0,0],[50,[1,2],200,10],[],[],[],[1,1,1,1] spawn DAC_Zone I don't want to sound negative. Thank you very much, this offers so much and easily brings my ArmA to life. Share this post Link to post Share on other sites
Tuskegee_99th 43 Posted June 10, 2016 I would recommend not experimenting with DAC on a work-in-progress terrain like Tanoa. As you endeavor to get DAC to do the things you want it would be much better to use an established/released terrain like Altis, Stratis, or any of the long ported A2 maps, for example, from the CUP Terrains package. Share this post Link to post Share on other sites
Przemro 18 Posted June 10, 2016 To your second question, you can set camps that respawn units, if your camp is far, units will never come. Share this post Link to post Share on other sites
tortuosit 486 Posted June 10, 2016 Thanks guys. Yeah, as for the helicopters, even if I restrict the master zone to the south eastern island airfield (and add a big waypoint zone on the main island for them), once it happened they spawned on the greens close to the airfield (still in the zone), after a mission restart DAC refused to spawn them. So DAC and Helis seems to be a problem on Tanoa. It's beautiful just watching the units doing their things with in the ArmA spectator :) Share this post Link to post Share on other sites
slendermang 2 Posted June 17, 2016 I'm back again (lol) at the moment I'm having an issue where my mission runs fine in a local server on MP, however If I attempt to run it on a dedicated server DAC simply says initializing then the hint box fades away. There is no errors in the server .rpt or my own local one. Any idea? Server .rpt: http://pastebin.com/dcC47wqv Local self hosted server: http://pastebin.com/c23hhd2s Share this post Link to post Share on other sites
tortuosit 486 Posted June 18, 2016 I've turned debug on. - On map (Altis) it says "[10,0] respawns left", so I suppose there should be the base... but I go exactly there and there is nothing... Must say I am on ArmA devbranch. - The waypoint lines are barely visible on map... - Waypoint generation for helis stops on Tanoa (no appropriate WP even on airfields), maybe it will change, but I have doubts. Altis works nicely. Share this post Link to post Share on other sites
tortuosit 486 Posted June 19, 2016 Hmmm, if I offer waypoints in a zone for my helicopters - the helicopters use the zone. BUT: The zone is an ellipse and waypoints end at the center of that ellipse. Then they return to where they come from.Why isn't the whole ellipse used? See screenshot. The helicopters from the southern island only fly to the center of the big norther zone. http://images.akamai.steamusercontent.com/ugc/490145495164695636/9791C29064D15FB226384E43BA312FD2EDD5B1C6/ Share this post Link to post Share on other sites
teilx 4 Posted June 19, 2016 maybe dac think it is bad place to create waypoints....btw Dac have on some maps problems with creating waypoints (to much objects close together), it needs enough free surface to create waypoints. Those red lines(in your screenshot) show only that the zones are connected if i remember correctly. You can see very short the created waypoints on the map with debug when creating the zone on starup (the little colorful points inside the zone wich rapidly disappearing) Custom waypoints may help or/and check the demo missions/manual and avoid overlapping zones to minimizes unwelcome results 1 Share this post Link to post Share on other sites
tortuosit 486 Posted June 29, 2016 Hi guys, I am using the mod version. My goal is clicking/exporting a quick mission via editor without having to touch mission folders/files. Now let's say I want to have markers in a mission. Is there a way to override the pbo's DAC_Config_Creator.sqf setting ("DAC_Marker = 0") via some editor objects init line? Share this post Link to post Share on other sites
SavageCDN 231 Posted June 29, 2016 Hi guys, I am using the mod version. My goal is clicking/exporting a quick mission via editor without having to touch mission folders/files. Now let's say I want to have markers in a mission. Is there a way to override the pbo's DAC_Config_Creator.sqf setting ("DAC_Marker = 0") via some editor objects init line? If you want to do it without adding files to your mission folder I believe you can just use an objects init line (ie: the DAC module - add DAC_Marker = 0 to the init line). This will override the default value. See the note at the bottom of page 38 of the DAC manual. Share this post Link to post Share on other sites
tortuosit 486 Posted June 30, 2016 If you want to do it without adding files to your mission folder I believe you can just use an objects init line (ie: the DAC module - add DAC_Marker = 0 to the init line). This will override the default value. See the note at the bottom of page 38 of the DAC manual. Ah I see, there is an isNil check in the config file... Exactly this is what I need, thank you. Until now I always changed the config file and de-/pboed. The nice thing is, you can save such an object in Eden for later use ("Custom composition"). So I will create a DAC_Config game logic... Share this post Link to post Share on other sites
SavageCDN 231 Posted June 30, 2016 Ah I see, there is an isNil check in the config file... Exactly this is what I need, thank you. Until now I always changed the config file and de-/pboed. The nice thing is, you can save such an object in Eden for later use ("Custom composition"). So I will create a DAC_Config game logic... Yeah if you're doing a lot of custom stuff in DAC it's much easier to just de-pbo and work with those files, but for a few small changes it works well. Share this post Link to post Share on other sites
tortuosit 486 Posted June 30, 2016 All I can say is: IT WORKED. FINNALY. THANK YOU FOR HELPING I SEARCHED FAR AND WIDE IN THE INTERNET AND I FOUND YOU. GOD BLESS YOUR EXISTANCE MR.SAVAGE 1 Share this post Link to post Share on other sites
delta99 34 Posted July 3, 2016 maybe dac think it is bad place to create waypoints....btw Dac have on some maps problems with creating waypoints (to much objects close together), it needs enough free surface to create waypoints. Those red lines(in your screenshot) show only that the zones are connected if i remember correctly. You can see very short the created waypoints on the map with debug when creating the zone on starup (the little colorful points inside the zone wich rapidly disappearing) Custom waypoints may help or/and check the demo missions/manual and avoid overlapping zones to minimizes unwelcome results You can mess with the config files so that DAC will place waypoints closer to objects etc. You'll have to checkout the manual but I've had to do that on some terrains and in spots where objects are tight. 1 Share this post Link to post Share on other sites
tortuosit 486 Posted July 10, 2016 Guys, I am too stupid for triggers. I am trying to set up a zone which builds up only if player enters the trigger area. Whatever I do, it will not work. Without the player condition: None, Anybody, Present, Repeatable - Condition: time>1 Works With player condition: None, Anybody, Present, Repeatable - Condition: ((time>1)&&(player in thisList)) Code starts, but no spawning Activation code: fun = ["z1",[1,0,0],[20,1,200,50],[],[],[],[0,0,0,0]] spawn DAC_Zone After entering the trigger zone, a hint appears! "Dac 3.1b initializing"... but DAC does not spawn any units. It does not display a hint afterwards, which it does normally do after having done the job. Share this post Link to post Share on other sites
delta99 34 Posted July 10, 2016 Guys, I am too stupid for triggers. I am trying to set up a zone which builds up only if player enters the trigger area. Whatever I do, it will not work. Without the player condition: None, Anybody, Present, Repeatable - Condition: time>1 Works With player condition: None, Anybody, Present, Repeatable - Condition: ((time>1)&&(player in thisList)) Code starts, but no spawning Activation code: fun = ["z1",[1,0,0],[20,1,200,50],[],[],[],[0,0,0,0]] spawn DAC_Zone After entering the trigger zone, a hint appears! "Dac 3.1b initializing"... but DAC does not spawn any units. It does not display a hint afterwards, which it does normally do after having done the job. Why bother setting it up only when the player enters the zone? DAC already does its reduction so performance will probably be fine. There might also be something in DAC that prevents spawning units too close to players but not sure about that. I don't think I've noticed that happen before. Share this post Link to post Share on other sites
tortuosit 486 Posted July 10, 2016 Well, in a mission I wanted to spawn many small groups over a large area. But it just does not work (a second run of spawn dac_zone). Share this post Link to post Share on other sites
delta99 34 Posted July 17, 2016 Well, in a mission I wanted to spawn many small groups over a large area. But it just does not work (a second run of spawn dac_zone). I never had problems with spawning multiple zones with multiple calls to DAC_Zone unless you have very small zones and DAC cannot find any spawn points. Share this post Link to post Share on other sites
andersson 285 Posted July 18, 2016 When making a campaign is it possible to have the DAC scripts in Dtaext folder, or do I have to duplicate it into every mission? Maybe this is wrong to ask here but maybe someone has experience? Share this post Link to post Share on other sites
oneisdown 16 Posted July 28, 2016 will Dac work on Tanoa? I can make it work on Altis and Stratis, but no go for tanoa. Share this post Link to post Share on other sites