mattxr 9 Posted August 28, 2005 Wow Silola that is truly amazing... u are a scripting god Share this post Link to post Share on other sites
Balschoiw 0 Posted August 29, 2005 Nice idea One little comment or question though. As it is still a lag issue if lots of units are on their way on the map would it be possible to dynamically spawn them if the player or player´s party comes close ? This would mean that the waypoints would have to be created along with the delayed units. Or would it be possible to place a dummy unit at startup with all the waypoints calculated and replace the summy unit with the actual forces you want to have once the party or player comes into a certain distance to either the dummy or one of the created waypoints. I guess this would improve ingame performance. Another question: Would it be possible to add limited respawn to the created units ? This would be very helpful in large battle scenarios. Anyway, very impressive work. Keep it coming Share this post Link to post Share on other sites
silola 1087 Posted August 29, 2005 hi, this is still a problem in OFP and I hope that it runs in AA better. I have with respect to that already some tests behind myself. The problem are not necessarily the Units in high distance, because OFP this Units must not explain and calculate, rather these are the Units in visibility with which OFP has to fight. At least my tests have proved this. I have a Script that a group of Units reduces up to the leader, as soon as the player is away far enough. As soon as the player remains under a certain distance, if the rest of the group is added again. That functions well and also already with to armed vehicles, only I had not been able to measure really an advantage. Therefore, I have decided to put whole zones on standby, to generate the Units from this zone only when required. However, I will carry out a test again and indicate the result here. A Respawn will be possible, namely in dynamically generated camps. Then these anew generated Units will get the same way points, how her predecessors group. Greeting silola Share this post Link to post Share on other sites
Balschoiw 0 Posted August 29, 2005 Thx for the fast answer Silola ! Sounds like this thing will be a real big improvement for OFP. The respawn will be a very nice feature. I hope we can test the pack soon Keep up your good work. Share this post Link to post Share on other sites
silola 1087 Posted August 29, 2005 hi, thanks for your optimism ;-) Primarily, it is for me about the fact, that this zone system optimally functions and above all so simple as possible is to be used. The things like AI system or also the Respawn can be improved later and also developed still farther. I also hope that I can soon publish the first version :-) Yesterday I have still inserted a very useful function. This is also very easy again implements and raises the flexibility of DAC terrifically. If I am tonight at home, I can exactly explain to you this new function. bye silola Share this post Link to post Share on other sites
silola 1087 Posted August 29, 2005 hi, here the short info concerning the new function in DAC. DAC generates a given number of waypoints in every zone. This waypoints are anew generated by every new start of the mission again. Exactly this point is also a disadvantage of DAC. There are no steady positions, for the mission are relevant. The likelyhood, that DAC exactly in such positions generates waypoints, is very unlikely. The new function compensates exactly this disadvantage. Now it is possible to implement user-defined waypoints in DAC, and in a very easy manner. Best of all explains again an example: The picture shows a zone with 3 villages. The zone should 40 ways points for the infantry agree. For your mission it would be ideal, if in 3 villages also some waypoints would be generated. The next picture points what DAC says to your plan ;-) Almost no way points within the villages. Now at this point You could place user-defined waypoints namely as follows: Place a Logic unit in the zone... Then You give to this Logic simply a few waypoints, namely as well as you need it... Now You must only fix to which waypoint pool these user-defined positions are assigned. In addition You open the settings of the Logic and give away with "azimut" the value 1. This is everything. The picture below points, that they user-defined waypoints in this pool are integrated, automatically from DAC taken over. You dont need to modify any Script and you must not leave yet the editor to insert such way points. This is very easy to use, or not? You could place yet another Logic unit in the zone, around additional to fix user-defined way points for armed vehicles for example. Then the value of this Logic would be 3 and with unarmed vehicles 2 Basically 3 Variaten are possible: A zone exclusively with generated way to points. A zone with generated and user-defined way to points. A zone with exclusively user-defined way to points. I hope, the subject was interesting again bye silola Share this post Link to post Share on other sites
mattxr 9 Posted August 29, 2005 Yes thats a great idea, and it seems easy to use... i cant wait to put it to the test keep up the good work Share this post Link to post Share on other sites
honchoblack 2 Posted August 29, 2005 A good new addition heading to make this Dynamic AI creator an universal mission maker tool Your explanations on the work in progress are very good, and a pleasure to read. The idea of defining the gamelogic by the azimuth is plain briliant, good job on that idea Share this post Link to post Share on other sites
silola 1087 Posted August 30, 2005 Good morning. Many thanks for your very positive contributions. This motivates me. I am tensely on whether you will like DAC. I hope it. The following works must be still done, before DAC can be published: I must finish the description. This is a lot of work. Not because DAC so is complicated, but because DAC offers so many possibilities. Then insert the Respawn. In the first stage of development only as an infantry Respawn. Then I hope that Keycat can implement his GroupLink II without problems. He has already got a test version, however, he has probably still had no time, to argue with DAC. Perhaps, he does not like DAC ;-) Then under circumstances I need another 1-2 beta testers to test the baby again. Nice day and greeting silola Share this post Link to post Share on other sites
KeyCat 131 Posted August 30, 2005 Then I hope that Keycat can implement his GroupLink II without problems.He has already got a test version, however, he has probably still had no time, to argue with DAC. Perhaps, he does not like DAC ;-) You are dead wrong there Silola, I like DAC (and your X-cam) very much indeed However, as mentioned before my main problem right now is to get enough free time to actually sit down and play around with the beta version you sent me. I have it on my to-do list and when time permitts I will give it an honest try and see if GroupLink II can be implemented but I can't say when that will happen. On top of that I'm about to upgrade my gaming rig and hope that works out without any major problems... Keep up your great work! /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
mattxr 9 Posted August 30, 2005 Well, if this could be implemented into grouplink it would become revolutionary. But still if it doesnt i think Silola's Dynamic AI Creator sounds revolutionary anyways.. theres just so many posibilities et: Oh and Silola if u need a beta tester i would be honored. Share this post Link to post Share on other sites
mcpxxl 2 Posted August 30, 2005 You know where the Testserver resides Silola ;-) For Testing Purposes .... ;-) Share this post Link to post Share on other sites
silola 1087 Posted September 2, 2005 hi, I have another 2 small news:-) Now first it is possible that you can generate to begin with all used addon units, so that in the other course of the mission no Lag appears. This is only one parameter with which you can activate this sign or deactivate. DAC takes care of the rest. Everybody can decide for itself, whether it does sense or not in his mission. Besides, in the principle a dummy is generated by every possible unit. Besides, it is not put every dummy unit in a new group. Always only a group is filled in, before a new group is constructed. If there are, for example, 19 different unit types, if two new groups are thereby used for the dummys. The more Addon Units are used, DAC must the more unities at beginning generate and put away. I think, with too many Unit Addons you leave this better switched off. You must test this then yourself. As promised, I have carried out one more test with regard to reduction of groups. I must revise my statement;-) I have completely equipped Everon with infantry, 1 zone with 4000 x 4,000 meters, 428 Units in 60 groups. After DAC had generated everything, if I had only 22 Frames:-( Then I have switched on my Script, that groups outside from 800 meters reduces. This distance is freely adjustable and should be tuned to the sight. For the rest, remains only the leader of the group who processes then the way points. The result... 46 Frames:-) I am contented and now go to bed. Good night silola Share this post Link to post Share on other sites
.kju 3245 Posted September 3, 2005 awesome mate so it seems we managed to give you a useful idea after all Share this post Link to post Share on other sites
twisted 128 Posted September 6, 2005 looking forward to this one big time. Share this post Link to post Share on other sites
silola 1087 Posted September 12, 2005 hi, again a small step is made... The AI-Respawn is finished. The Respawn is automatically activated, as soon as suitable camps were generated. For generating the camps the following parameters are required: - The number of the camps in a zone - The group size for the guard's group of the camp - The radius of the marking by the guard's group - The Spawn type: - 1 = only infantry respawn - 2 = only vehicle respawn - 3 = infantry and vehicle respawn - The likelyhood of the Respawn in percent (1-100) Beyond it, these global settings are still required: - The minimum time distance up to the Respawn - The maximum time distance up to the Respawn - local / global setting - local signifies, these become only the groups respawed in whose zones at least one camp is. - global signifies, all groups become respawned if there is at least one camp on her side. The Respaw uses no new groups. The spawned group receives all qualities of the old group: - The identical unit type (however, not the same units) - The identical basic behavior - The same waypoints For the first version, should be sufficient for this Respawn. honchoblack wrote: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Even if the manipulation of the behaviour of the units is not supported, the mission maker could quietly make use of the dynamic waypoint engine, letting him use other groups with the system, which he can then influence Now it is possible to define own individual basic behavioural kinds in a Script. Then these basic behavioural kinds can be assigned to a zone. Besides, still comes that you can allow to play individual Sounds to certain reactions of the AI. (Only if the AI Addon is activated) Of these 5 reaction kinds are: - The AI reaches one of her waypoints - The AI notes enemies - The AI is under fire - The AI calls support - The AI has lost the contact with the enemy Unfortunately, there is not more news till present. bye silola Share this post Link to post Share on other sites
Balschoiw 0 Posted September 12, 2005 Thx for embedding that Silola. Keep it up Share this post Link to post Share on other sites
Baphomet 0 Posted September 14, 2005 I can't wait for this. Share this post Link to post Share on other sites
Baphomet 0 Posted September 16, 2005 I just want to clarify. The AI addon, this is your own personal creation released with the AI creator script/utility? Share this post Link to post Share on other sites
GoosemanXP 0 Posted September 16, 2005 This addon combined with dynamic campaigns could bring a 'new age' to the ofp missions, the possiblities are almost endless... :O Share this post Link to post Share on other sites
silola 1087 Posted September 17, 2005 hi, yes...that is my own creation. The AI-Addon is not perfect, but anyway enough for exciting fights with the AI. In addition, it is optimally adapted in DAC. Thus, for example, a group which has performed support will also return again in her zone to take up her waypoints again. I know that of every Mapper has other claims, then I have resolved to hold the possibility adaptable and to integrate at least another AI-Addon (GLII). maybe there is still another good AI-Addon that could cooperate with DAC ;-) bye silola Share this post Link to post Share on other sites
mattxr 9 Posted September 25, 2005 You guys at Mapfact really inspire me to play OFP im going to be failing my studies when ArmA comes out lol Share this post Link to post Share on other sites
C4P741N 0 Posted October 6, 2005 Any more news on this one Silola? Can't wait to try this out with roaming patrols/MG Jeeps. The preview pdf was very informative and only added to my want for this script set. I'm unsure if I missed this in the readme or thread but does it(DAC) support mechanized infantry who will dismount to engage, then remount thier vehicle(s)? Or is that something that GLII would be needed for? Cap. Share this post Link to post Share on other sites
silola 1087 Posted October 6, 2005 hi, I work every day on DAC to finish it as fast as possible. The description is not quite ready yet, 10 simple editor's examples are not still ready completely. For it I need a few more days. If the DAC AI is activated, the units get out and explore the area. Then they get in again, and move to the next WP. I announce myself, as soon as there is something new about DAC :-) bye silola Share this post Link to post Share on other sites