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silola

DAC V3.1 (Dynamic-AI-Creator) released

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Hi,

today, DAC 3.1 for Arma3 is ready for release :)

This version for Arma3 is not a completely new version, but a slightly improved and hopefully error-free version.

At this point, again a big "thank you" to my testers and supporters:

MCPXXL, SKH|Flip, SKH|Cyborg, SKH|Hydra, t-800a, Lester

With the todays download you get the following content:

- DAC 3.1 addon Version

- DAC 3.1 script Version

- 33 demonstration/tutorial missions (german + english)

- 4 different MP mission examples (addon version)

- 2 different SP mission examples (script version)

- comprehensive documentations

wkDsti7.jpgpP4difo.jpg

The concept and the feature list is almost identical to the latest version of DAC,

but for those who do not know much about DAC, here's again a summary:

DAC 3.1 overview

In (so called) "DAC-zones", waypoints and units of different categories

and sides are being generated. If you play a mission using DAC, you will

get a different game experience every time restarting the mission.

This is the result of every AI-zone being generated every time,

when you start the mission.

The script is able to maintain supplies, in a dynamic, but by mission designers

controllable way. The AI respawns at fully generated camps, so it is possible

to create large, long lasting missions using DAC.

New features, such as create DAC-zones during a mission or object-generation

and also the features like global troup movements,or multiple de-/activation

of AI-zones are taking mission design to a new level.

A small video about DAC-zones you can find here:

DAC 3.1 feature list

# generate units and waypoints dynamically in AI-zones

# highly dynamic game experience, because of AI-zones being generated at every mission start

# dynamic decrease of unit number (infantry or vehicle groups)

# freely chosen size and number of zones (modify directly in in-game editor)

# every zone can be configured individually (modify directly in in-game editor)

# up to four different unit-categories can be generated per zone

# two zone types: unit-zones, waypoint-zones, can be combined

# freely chosen number of unit-zones can be linked with each other

# freely chosen number of waypoint-zones can be linked with unit-zones

# freely chosen number of unit-configurations can be defined

# freely chosen number of behaviour-configurations can be defined

# freely chosen number of waypoint-configurations can be defined

# movable zones (global troop movement)

# size of a zone can be changed at every time during a mission

# new behaviour-configuration can be loaded at every time

# new unit-configuration can be loaded at every time

# dynamic AI-respawn in camps generated dynamically (no respawn or camp limits)

# freely chosen number of camp-configurations can be defined (by a maximum of six camp-upgrades)

# camps can be linked to zones

# AI-respawn also possible without camp

# “Standby-mode†for zones, units are generated when needed

# zones can be activated, deactivated as often as you want to

# script, which can delete units (depending on time and/or distance)

# user defined waypoints can be included

# running on dedicated servers

# dynamic weather script (for SP missions only)

# control markers can be activated

# freely chosen number of marker-configurations can be defined

# new marker-configuration can be loaded at every time

# radio messages and markers depending on chosen side can be activated

# units placed in in-game editor can use DAC routines as well

# AI conquers buildings

# AI detects empty vehicles

# AI uses empty static guns

# AI uses smoke grenades

# complete new routines for detecting the enemy

# scripted artillery support for players and AI (static and mobile)

# AI-(voice-) sounds can be defined on seven different situations (works with MP)

# extended error handling (to avoid user input errors)

# 6 configuration files for individual modifications

# good MP performance

# You can create AI zones "on-the-fly"

# option to create mixed groups, for example 1 tank with 6 soldiers

# Zones can have now be rotated

# Zones can have all sorts of forms, such as: square, circle, ellipse and polygon

# Custom Waypoints can now be pre-defined everywhere on the map

# New behaviour options

# The ability to generate objects in zones (with lots of options)

# The ability to release DAC groups from the system in order to hand them over to another AI system

# Dynamic adjustment of the number of generated DAC-groups in MP games

# Many other small features

# and of course ... fixed some bugs

Usefull links:

End User License Agreement

DAC is released under Creative Commons Licence Attribution-NonCommercial-NoDerivs CC BY-NC-ND

You may share DAC with others as long as you credit the original authors. You are NOT permitted to edit,

tweak or change the addon in any way without explicit permission from the authors (With the exception of DAC_Config_ * files).

You are permitted to download and use this software for personal entertainment purposes only.

This add-on is meant for ARMA 3 game platform by Bohemia Interactive only.

Any commercial or military use is strictly forbidden without permission from the authors.

Version 3.1b

https://de.owncube.com/public.php?service=files&t=50eafd90ed591fc8b5ac6a71c2417f8a

fixed: Faulty reducing functionality of camp groups.

I hope you will have the same fun as we had and still have :-)

Greetings from germany

Silola

Edited by Silola
  • Like 6
  • Thanks 1

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Excellent work Silola, can't wait to try it out. I still remember the first release for OFP, I'm just as excited for this.

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Very nice. Looking forward to trying this out in combination with some of our other toys ;)

Inevitable question - can DAC optionally spawn units onto Headless Client?

Edited by friznit2

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Release frontpaged on the Armaholic homepage.

==================================================

You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages.

If you wish to be able to do this as well please register on Armaholic and let me know about it.

This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;)

When you have any questions already feel free to PM or email me!

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New mod v3.1 available at withSIX. Download now by clicking:

@dac_a3.png

@ Silola;

Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself.

To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work.

For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com.

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My arma experience is based on DAC. Thank you so very much.

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Questions:

DAC Camps - multiple game logics:

I've noticed this before checking out other DAC missions in Arma 2 - is there any benefit to adding more than one Logic in a DAC Camp? Will respawn groups pick one of the logics at random or do they always respawn at the position of the 1st logic defined under _campBasic?

DAC Auto UnitCount:

Is there any way to 'reverse' this feature? By reverse I mean instead of spawning more groups per connected player can it be set to spawn less groups per player? For example, using DAC as friendly AI on the same side as the player - the more players connected, the less friendly AI groups will spawn

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Does it cache the units that are far from player? or does it work with the Simulation Manager module?

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Does it cache the units that are far from player? or does it work with the Simulation Manager module?

Groups far away from the player are reduced to one unit, the group leader.

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Hi and thanks @all :)

@Foxhound: thanks for the news on ArmaHolic :)

Inevitable question - can DAC optionally spawn units onto Headless Client?

This possibility does not exist in the current version. As I said, due to time constraints I could not implement

any new rich features. May be later, who knows ;-)

DAC Camps - multiple game logics:

I've noticed this before checking out other DAC missions in Arma 2 - is there any benefit to adding more than one

Logic in a DAC Camp? Will respawn groups pick one of the logics at random or do they always respawn at the

position of the 1st logic defined under _campBasic?

Unfortunately this is not possible. The new units are always respawned at position of this one logic.

Why you need several respawn positions within one camp? Perhaps there is another possibility.

DAC Auto UnitCount:

Is there any way to 'reverse' this feature? By reverse I mean instead of spawning more groups per connected player

can it be set to spawn less groups per player? For example, using DAC as friendly AI on the same side as the

player - the more players connected, the less friendly AI groups will spawn

Sorry, but such a functionality does not exist unfortunately.

But you could, for example, control the count of the generating units via a parameter,

as I have done in the MP example missions (DAC difficulty level).

Does it cache the units that are far from player? or does it work with the Simulation Manager module?

DAC works with no modules. The integrated reduce functionality works as follows:

ze0Txgl.jpg

Greeting

Silola

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Thanks for your replies Silola.

Unfortunately this is not possible. The new units are always respawned at position of this one logic.

Why you need several respawn positions within one camp? Perhaps there is another possibility.

I don't myself.... I've just seen this in other DAC missions for Arma 2 - camps with 3 or 4 game logics - and wondering why the mission maker would have it setup that way. Just curious :)

Sorry, but such a functionality does not exist unfortunately.

But you could, for example, control the count of the generating units via a parameter,

as I have done in the MP example missions (DAC difficulty level).

Thanks I'll check out that demo mission.

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