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[COOP] Dynamic Combat Generator

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Overview
Dynamic Combat Generator (DCG) is a coop mission that uses locations (towns, cities and capitals) as the basis for its systems. At the start of the mission enemy forces occupy a number of locations; they properly fortify and patrol the area based on the type of settlement. One of the occupied locations contains an enemy officer with valuable intel. The first objective is to gather said intel. From this point, DCG will generate a number of tasks based on the officer's information. Alongside the main tasks are civilian tasks that influence the player's approval with the local population.

Download
DCG Download Archive * Takistan and Chernarus require AllinArma Terrain Pack

DCG 3.0.9 Armaholic Download

Features

  • Occupied locations with patrolling and garrisoned enemies
  • Enemy forces scale in strength based on occupied location
  • Enemy patrols and sniper teams throughout map
  • Enemy static emplacements
  • Enemy count scales based on player count
  • Civilian interaction
  • Civilian approval system
  • Civilian traffic
  • Civilian rebels and suicide bombers
  • FOB construction system
  • AI transportation system
  • Dynamic weather
  • Unit caching
  • Headless Client support
  • ACRE2 support
  • TFAR support
  • Unit and vehicle addon support
  • Easily portable to any map with locations (towns, cities, capitals)
  • Field manual (accessible through interaction menu)

Addon Integration
ACE 3 (requirement)

  • tasks designed with ACE in mind
  • constructed FOB buildings and medical vehicles work with ACE
  • DCG actions within ACE interaction menu

ACRE2 and TFAR

  • customizable radio structure based on player role (default structure includes Command, Support and Squad comm nets)
  • automatic channel setup based on radio structure
  • works correctly with radio ID systems

Task List

  • Locate Officer
  • Defend Supply Cache
  • Repair Patrol
  • Rescue VIP
  • Defuse Explosives
  • Eliminate Artillery
  • Destroy Ammo Cache
  • Retrieve Device Intel
  • © Rescue Civilian Hostage
  • © Deliver Medical Supplies
  • © Defend Against Rebel Attack
  • © Stabilize and Transport Injured Civilian
  • © Identify Deceased Politician

Media
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Changelog

v3.0.9

added weather - based on map data and selected season
added roadside IEDs
added fn_findOverwatchPos - finds nearby position with a defined elevation difference and line of sight to original position
added sen_unitpools.sqf - easy unit pool editing, place file in \userconfig\dcg\sen_unitpools.sqf
added support for BIS_fnc_dynamicGroups
added doctors to MOB Dodge Medical Center
changed Ammo Station placement - moved to Depot
changed Defuse Explosive task - disarm action moved from player to detonator
changed safezone functionality - removed fired eventhandler checks, now while in safezone, current weapon is put on safety and player is immune to damage
changed transport system functionality - due to a system breaking bug in the previous implementation, the first player to board the copilot seat will have control over the transport HLZ
changed task system - now runs until all tasks are called
changed vehicle hud - fits default ACE font
updated fn_setPatrolUnit - unit will return to patrol after disengaging from combat
updated fn_setPatrolVeh - driver will return to patrol after disengaging from combat
updated Ammo Station - includes ACE repair parts
updated code to use CBA's per frame handler
updated FOB system - placing helipad calls in friendly reinforcements (single use)
updated code for 1.50
updated RHS, LOP support
updated fn_spawnGroup - spawn vehicles with cargo units if possible
updated teleport actions between MOB and FOB
updated functions with ACE progress bar
updated fn_getNearPlayers - improved code performance
updated fn_spawnSniper - improved code performance
updated mission parameters
updated ACE basic medical level support - all players can use medical equipment
updated ACE settings
updated fn_cleanupMOB - now cleans up dropped items
updated Stabilize Civilian task - improved scripted damage for basic and advanced medical system
updated ACRE integration
updated Field Manual
fixed bug in Defend Against Rebel Attack task - task does not check if players are on server
fixed bug in fn_spawnTower - unit is reluctant to fire weapon
fixed bug in fn_setPatrolVeh - air unit patrol radius is capped at 1000m
fixed bug in fn_findRandomPos - returned position is almost always at minimum range
fixed bug in Arsenal Box init - Clean MOB Dodge action can delete Arsenal Box
fixed bug in Stabilize Civilian task - civilian automatically wakes up while using basic medical system
fixed bug in VVS - clear vehicle cargo does not function correctly
fixed bug in VVS - medical vehicles are not set as ACE medical vehicles
fixed bug in SEN_occupy.sqf - enemy units are occasionally damaged on spawn
fixed bug in fn_findRuralHousePos - returned position can be in safezone
removed ACRE/TFAR radios from Arsenal
removed vanilla addactions - replaced with ACE interaction menu
removed fn_setAction
removed fn_removeAction
removed fn_settingsPost
removed fn_getIntel - redundant, use ACE action on object instead
 
v3.0.8
added mission parameters
added fn_setUnitHostage
changed approval values
changed fn_setStrength - tweaked enemy strength values
changed fn_fobSetup - tweaked approval bonus
updated task system
updated Debriefing task
updated Field Manual
updated fn_spawnCivSuicide - suicide bombers have audio cue based on distance to target player
fixed bug in VVS - vehicles potentially do not spawn or explode on use
fixed bug in fn_setPatrolVeh - vehicle fuel is not reset
fixed bug in fn_spawnGroup - air units are spawned when argument calls for land units
fixed bug in FOB system - FOB constructor is not reassigned to curator on respawn
removed FHQ_TT
 
v3.0.7
added extended event handler support - all objects of class Civilian are part of approval system
added mission parameters - including ACE3 parameters
added fn_setParams - calls code defined in SEN_params.hpp
added SEN_occupyTrgAct.sqf - handles occupied location surrender
added fn_setUnitSurrender - handles occupied location surrender
changed FOB system - uses curator module to construct FOB
changed FOB system - aerial recon marks enemies (see Field Manual)
changed FOB system - influences civilian approval (see Field Manual)
changed occupied location system - opposition surrenders once most enemies are killed, officer is marked once location is liberated (see Field Manual)
changed fn_transfer - renamed to fn_setOwner for naming convention consistency
updated © Stabilize and Transport Injured Civilian task - support for ACE3 basic medical system
updated Headless Client support
updated fn_transportHandler - players can select transport type (classname defined in fn_settingsPre)
updated fn_transportHandler - checks for helipad in FOB Pirelli
updated fn_transportHandler - transport will search for spawn position away from occupied location
updated fn_findRandomPos - ability to find position in certain direction
updated fn_setTaskCiv - rebel task spawns are independent of civilian task spawns
updated fn_spawnCiv - suicide bombers can use vehicles
updated Field Manual
fixed bug in SEN_cleanup.sqf - deleted markers are not properly removed from marker array
fixed bug in SEN_cleanup.sqf - buildings can be deleted with a player inside
fixed bug in © Defend Against Rebel Attack task - rebels do not engage players before reaching target position
fixed bug in © Deliver Medical Supplies task - supplies potentially spawn inside another object
fixed bug in SEN_ACE3Actions.sqf - player can consecutively trigger action before the last action completes
fixed bug in SEN_ACE3Actions.sqf - potential CTD when opening field manual
fixed bug in fn_onCivQuestioned - questioning civilians does not return enemies in vehicles
fixed bug in fn_getPlayers - headless client is returned in array
fixed bug in VVS - potential vehicle explosion on spawn
fixed bug in fn_fobRequestHandler - non-local objects lag when curator user edits them
fixed bug in fn_spawnCiv - ACE3 interaction menu doesn't work on civilians (agents)
fixed bug in fn_spawnReinforcements - vehicle does not complete landing sequence on occasion
fixed bug in fn_setAcreRadio - radio channels are not properly set when using the "Take Radio" action
fixed bug in Headless Client support - groups are not properly cached when spawned on HC
fixed bug in Chernarus and Takistan ports - some essential base objects are not invulnerable
removed Plank
 

v3.0.6
added fn_settingsPre - runs preInit, previously fn_settings
added fn_settingsPost - runs postInit, replaced main.sqf
added field manual to ACE interaction menu
changed Arsenal - removed gear scripts, should fix loadouts and lag
changed SEN_ace_settings.hpp - lowered ai damage threshold, disabled ai unconscious state, increased advanced ballistics and wind deflection simulation intervals
changed SEN_occupy.sqf - replaced SEN_patrol.sqf
changed SEN_occupy.sqf - increased range that units patrol
changed SEN_animal.sqf - increased animal count and spawn radius
updated functions with 1.48 commands
updated fn_setTfrRadio and fn_setAcreRadio - shows role description in hint
updated fn_setStrength - better support for low player counts
updated fn_spawnSquad - simplified code and reflects changes in fn_setStrength
updated tasks - better support for small maps
updated fn_getApprovalNumber - new method of calculating suicide and rebel attacks
updated Rescue VIP task - support for Chernarus buildings
updated Rescue Civilian task - support for Chernarus buildings
fixed bug in fn_setPatrolVeh - units not properly exiting patrol loop
fixed bug in fn_setPatrolUnit - units not properly exiting patrol loop
fixed bug in SEN_medFOB.sqf - medical supplies are not properly placed in medical building
fixed bug in SEN_occupy.sqf - building destruction is injuring garrisoned units, moved to fn_settingsPost
fixed bug in Destroy Ammo Cache task - a reasonable amount of explosives does not destroy cache
fixed bug in Defuse Explosives task - laptop position is undefined in some cases
fixed bug in Defuse Explosives task - defusal variables are undefined on client
fixed bug in civilian interaction - approval rating is not updated clientside
removed depreciated functions from SEN_cfgFunctions.hpp
removed main.sqf
removed SEN_patrol.sqf

v3.0.5
added ACE3 support
added RHS support - dynamic usage of RHS units if addon on server/HC
added SEN_animal.sqf - terrain based wildlife
added Arsenal
added Take Radio action to Arsenal box
added Destroy Ammo Cache task
added Retrieve Device Intel task
added Identify Deceased Politician task
added Dodge Medical Center to MOB Dodge
updated ACRE2 support
updated transport functionality with voice cues
updated fn_spawnCiv - patrol optimization and use of createAgent instead of createUnit
updated enemy bases with more detailed versions - fn_spawnBase.sqf, fn_spawnSmallBase.sqf
updated FOB system to support ACE3 rallypoints
updated field manual
updated civilian questioning functions
fixed bug in VVS - VVS doesn't allow RHS content
fixed bug in VVS - error showing when opening VVS at Ammo Station
fixed bug in fn_findRuralFlatPos.sqf - unsuitable positions returned
removed CSE support
removed weather scripts - replaced by ACE3 weather system
removed VAS

v3.0.4
updated SEN_civ.sqf - civilian traffic is now cached
updated map compatibility - enemy patrol count, civilian trigger distances now consider map size
updated fn_spawnGroup - mostly optimization, minimized lag on unit/vehicle spawn
updated fn_setPatrolUnit - mostly optimization, units select less positions and properly wait at each position
fixed bug in SEN_civ.sqf - spawn distance does not scale with map size
removed vanilla gps restriction
removed fn_findTown - redundant

v3.0.3
added check for vanilla medical gear - removed on pickup
changed transport system functionality - players must select a starting HLZ when requesting transport. See field manual for more explanation
updated transport system - fn_transportHandler.sqf now removes unit from cargo before returning to base if they are not part of original crew
updated ACRE2 integration
updated messages and hints to use CSE message system
updated fn_log.sqf
updated VAS to handle CSE item errors - CSE items are read from cfgMagazines and added using addMagazine instead of addItem causing issues in CMS and field ration system (patched until CSE removes items from cfgMagazines)
removed fn_hint.sqf - redundant
removed field ration module - removed until ration values are increased
fixed bug in fn_spawnCivSuicide.sqf - suicide bomber does not properly chase target player
fixed bug in VVS - medical vehicles are not properly defined as CSE medical vehicles
fixed bug in Stabilize Injured Civilian Task - injured civilian not placed in unconscious state

v3.0.2
added TFAR support
added Approval system - rating system that further ties together enemy activity, civilian interaction and the FOB system
added fn_getApproval.sqf
added fn_getApprovalNumber.sqf
added fn_checkApproval.sqf
added Check Civilian Approval action to DCG Menu
added Stabilize and Transport Injured Civilian task
added fail state to Defend Supply Cache task
added fn_spawnReinforcements.sqf
added friendly reinforcements to FOB Pirelli
added default mapsize value if mapSize config value is undefined
added destroyed buildings to occupied locations
added wrecked and burning vehicles to occupied locations
added random time of day parameter
added occupied location visual effects parameter
added AI units to CMS
changed FOB system structure counts
updated compatibility for unit/vehicle addons - see main.sqf
updated Defend Against Rebel Attack task - rebels can destroy FOB Pirelli
updated Realism Mode to disable 3rd person view
updated fn_spawnBase - previously fn_spawnFort
updated fn_spawnStatic - includes fortified mortars, static GMGs and bunkered HMGs, previously fn_spawnRoofStatic
updated VAS to check for addon radio only if the player has addon enabled
updated VVS to support addon content - see scripts\VVS\configuration.sqf
updated VVS to set medical vehicles as CSE medical vehicles
updated FOB system - vehicle station is not automatically constructed
updated FOB system - structures follow terrain surface normals automatically
updated FOB system - added placement sounds
updated Headless Client support
removed pitch and bank settings from FOB system
removed fn_checkForFOB - redundant
removed SEN_cleanup.sqf - replaced by BI corpseManager
fixed bug in SEN_occupyTrg.sqf - liberating an occupied location does not increase approval
fixed bug in FOB system - FOB constructor able to create multiple FOBs
fixed bug in initPlayerLocal.sqf - player rating loop does not run
fixed bug in editor intel settings - Independent side enemies do not attack players

v3.0.1
updated Headless Client support - WIP
changed CMS damage thresholds - increased for players and AI
removed Headless Client mission parameter - redundant
fixed bug in Defuse Explosives task - SEN_codeInput undefined on client
fixed bug in Defuse Explosives task - task objects are not cleaned up
fixed bug in fn_getIntel - use of getpos instead of getposATL causing issues
fixed bug in Defend Supply Cache task - enemies do not spawn in waves
fixed bug in fn_spawnSniper - sniper team spawns on flat ground, instead of on a hill

v3.0.0
public release



Credits

  • ACE3 by ACE3 Dev Team
  • VVS by Tonic
  • ZBE Caching by Zorrobyte
  • Vehicle HUD script by Tier1ops
  • Defuse the bomb by cobra4v320
  • X-Cam by Siloa

License
HkPnWc5.png

  • Like 11

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Lots of potential in this mission !! Thx for sharing !

One quick question: intel is supposed to triggered by accessing the inventory of the officer ? I found one, shot him and search him but nothing happened.

EDIT: found it in the CSE - DCG menu.

Edited by 1212PDMCDMPPM

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Yep, the gather intel action is in the DCG menu. I'm still expanding the field manual with information about the mission.

You can access the field manual through the DCG menu in the CSE radial menu or by esc > field manual

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The mission isn´t working with headless client connected and activated. there are no tasks, enemyspawn or loacations on map starting.

Without or disabled headless client all looks fine.

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there is an on/off selection in at startup parameters for headlessclient

where to find the medical supply boxes to copöşete transport missions. couldnt figured out.

Edited by enngerek

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You have some kind of ammo pannel where you can spawn CSE medical equipment or supplies.

Just tested with a friend tonight: impossible to rescue hostage or VIP. We can talk to them (say Hi, talk about their occupation, life...etc) but it's not possible make them join our team.

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oh ok i was running around the map looking in house's looking for supplys

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Could you make a version without the CSE medical system ? It's too unforgiving for small team.

For now the medical system is going to stay in, but your welcome to open up the mission and delete the module.

The mission isn´t working with headless client connected and activated. there are no tasks, enemyspawn or loacations on map starting.

Without or disabled headless client all looks fine.

Make sure you had the headless client mission parameter turned on, but I'll test it out. I haven't tried the HC since BI updated the headless client system.

You have some kind of ammo pannel where you can spawn CSE medical equipment or supplies.

Just tested with a friend tonight: impossible to rescue hostage or VIP. We can talk to them (say Hi, talk about their occupation, life...etc) but it's not possible make them join our team.

The hostage and VIP don't join your team, they need to be arrested through CSE in order to be moved. It's in the CSE radial menu, you'll also need the keycuff item.

A few things to mention (some of this info is in the field manual)...

Any task object that must be transported by players must pass through the Processing Station. So, medical supplies for the deliver task (blue crates) spawn at the Processing Station and the VIP should be returned to the Processing Station.

Also, there's a "Take Additional Gear" option at the Armory that gives you a few things.

"Take Additional Gear" items: ACRE2 Radio (based on comm net) + "cse_m_tablet","cse_ab_ATragMX","cse_ab_Kestrel4500","cse_earplugs_electronic","cse_earplugs","cse_itemHelmetCamera_W","cse_Keycuffs"

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how does the civilian life works ? only on the occupied towns have civ. life or its all around map ? last night on my own i toured the map, saw only one civ car near the base thats all.aftter 10 min in a town one civ. fall down from the balcony and dead in front of me.i couldnt be sure its a bug or mission.Do i take him to the hospital or smthng like that.

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I'm not sure how you were touring the map, but you need to be within a certain distance to spawn the civilians. Also aircraft will not trigger the civilian spawns (this is to prevent a fast moving aircraft from triggering multiple towns in a short period of time).

Civilians spawn in unoccupied locations. Start the mission with the debug mode parameter on and you'll see the markers for the civilian triggers.

The civilian traffic spawns at unoccupied locations and travels from town to town. The amount of traffic is dependent on the total number of locations on the map.

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o.k. going to try with debug mode on again.it says ACRE is natively supported.Could you support TFAR too ?

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The mission isn´t working with headless client connected and activated. there are no tasks, enemyspawn or loacations on map starting.

Without or disabled headless client all looks fine.

Tried it myself, took out the headless client and doesn't work either.

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Tried it myself, took out the headless client and doesn't work either.

I'm testing the headless client support for the next version. Otherwise, the mission should start correctly.

I'll need your rpt file with DCG running in debug mode in order to figure out what your situation is.

o.k. going to try with debug mode on again.it says ACRE is natively supported.Could you support TFAR too ?

yep, TFAR support is coming.

Edited by SENSEII

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The hostage and VIP don't join your team, they need to be arrested through CSE in order to be moved. It's in the CSE radial menu, you'll also need the keycuff item.

I don't see any special radial menu for arresting the guy. Is it in the DCG sub-menu ? in interact ? elsewhere ?

---------- Post added at 23:15 ---------- Previous post was at 21:42 ----------

And how can we defuse the bomb ? We found the laptop, code the code, found the bomb, and ...???

No special command on the radial menu, nothing in the mouse wheel menu.

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the arresting action shows up under the interact tab. You need to have keycuffs in your inventory and be near an AI unit.

for the explosives task, after gathering intel at the laptop to get the code, walk up to the detonator and use the action in the interact tab

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Hum, We had the keycuffs in our inventory and didn't get the "arrest" choice, just sepak and search.

We're using a non dedi. That could be an explanation.

For the explosive task, we missed the detonator :)

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I'm going to be out of town for about a week, so here is a new version with some bug fixes.

The headless client support is still WIP.

DCG 3.0.1 - Altis

DCG 3.0.1 - Chernarus (requires All in Arma Terrain Pack)

DCG 3.0.1 - Takistan (requires All in Arma Terrain Pack)

v3.0.1

updated Headless Client support - WIP

changed CMS damage thresholds - increased for players and AI

removed Headless Client mission parameter - redundant

fixed bug in Defuse Explosives task - SEN_codeInput undefined on client

fixed bug in Defuse Explosives task - task objects are not cleaned up

fixed bug in fn_getIntel - use of getpos instead of getposATL causing issues

fixed bug in Defend Supply Cache task - enemies do not spawn in waves

fixed bug in fn_spawnSniper - sniper team spawns on flat ground, instead of on a hill

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Weirdly enough everything else work now. Transport works all fine and other essentials but no tasks nor enemies spawning. Untouched, vanilla mission.

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Weirdly enough everything else work now. Transport works all fine and other essentials but no tasks nor enemies spawning. Untouched, vanilla mission.

Like I said, I can't help you out without the rpt file.

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@ Sakai. What mods are you using? I've played this mission with the group i'm in several times and its been working fine for us (we have 10-15 members on an average event?). Towns spawning in, all of them populated etc etc.

And this mission is bloody amazing. SENSEI, I doff my hat to you Sir.

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