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"this is only a Help Tool for DAC notworthy.gif "

This is just to good, I've just got back into ofp crazy_o.gif when the news of ArmA was released and the addons and tools are amazing, I've really taken notice of the mapfact site and if Xcam is anything to go by then DAC is going to rock.... inlove.gif

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hi,

DAC slowly approaches the release and today I had a small one Idea.

Who has to the desire and some time, could perform a small contribution to DAC :-)

How you have certainly got, DAC can access arbitrarily many Addon units if they are

deposited. However, at the moment only few Addons are deposited, because this is

very time-consuming.

Everybody which would like to find again certain units in DAC,

if something can prepare here to make DAC still bigger.

What exactly is to be done?

There are 4 Arrays in which the unity types are filed. This

Arrays must be filled only with valid unities. This is everything.

These 4 Arrays will get all one unequivocal number (ID).

Then DAC can load every ID in a zone and generate the suitable units there.

Here two examples:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_1

;///////////////////////////

_Unit_Pool_S = ["SoldierWCrew","SoldierWPilot","OfficerW","Soldierwlaw","Soldierwb","Soldierwg","Soldierwmg"......."]

_Unit_Pool_V = ["Jeep","Truck5t","Truck5tOpen"]

_Unit_Pool_T = ["M1Abrams","Bradley","M60","Vulcan","JeepMG"]

_Unit_Pool_A = ["Cobra","AH64","Ch47D","UH60"]

;\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_215

;///////////////////////////

_Unit_Pool_S = ["BWMOD_CrewT","BWMOD_HeloPilot","BWMOD_Officer","BWMOD_Soldier","BWMOD_Medic","BWMOD_MG3Gunner"....."]

_Unit_Pool_V = ["BWMOD_MAN5tgl","BWMOD_MAN7tgl","BWMOD_MAN10tgl"]

_Unit_Pool_T = ["BWMOD_Leo1A5","BWMOD_Wiesel","BWMOD_Marder_Milan","BWMOD_Dingo_GMG","BWMOD_Fennek","BWMOD_Leo2A4"]

_Unit_Pool_A = ["BWMOD_EC135","BWMOD_BO105PAH1","BWMOD_BO105VBH"]

_Unit_Pool_S = Soldiers

_Unit_Pool_V = unarmed vehicles

_Unit_Pool_T = armed vehicles

_Unit_Pool_A = helicopter

The Unit_Config_1 contain, for example, standard west units.

In the Unit_Config_215 are, for example, BW Mod units.

If an Addon contains only soldiers, it is enough, if

only the Array for soldiers is filled...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_200

;///////////////////////////

_Unit_Pool_S = ["RHS_garr_driver","RHS_garr_driver","RHS_garr_officer","RHS_garr_medic","RHS_garr_soldier"....."]

_Unit_Pool_V = []

_Unit_Pool_T = []

_Unit_Pool_A = []

There are 2 default which must be followed:

_Unit_Pool_A = only helos allowed

_Unit_Pool_S = The first 3 entries are reserved:

The 1-st entry should be a soldier of the type Crew

The 2-nd entry should be a soldier of the type Pilot

The 3-rd entry should be a soldier of the type Leader

In the case of doubt, or if an Addon these special units does not offer,

you can use there standard units.

From the 4-th entry all units possibly.

It would be nice if here a few Configs appeared,

then I could deposit in DAC.

I hope, the description is not too complicated.

DAC is grateful for every new Config number;-)

thanks and bye

silola

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Ok if there is some interest i will put my little helper Tool here.

It is smal Delphi-Prg.

With it you can make as Sample the Soldier really fast.

1.) Ok you will go normal into your Mission Editor and place the needed Soldiers on the map.

2.) Then save your Mission normal (I use the name of the Troops as Filename)...

3.) After you made all the Types of Troops you want ,start this little helper and browse to your Mission.sqs .

4.) Aktivate Read an thats it.

Prg will create a mission.txt File, where the String for DAC resides.

So i made the Soldier Configs for this Types:

"About 100 Configs  crazy_o.gif "

;------------------------------

;    Dynamic-AI-Creator             

;------------------------------

;    Script by Silola                  

;    05 / 2005                        

;    silola@mapfact.net             

;                                          

;    Aditional Unit Config          

;    07 / 2005 MCPXXL            

;=======================

;                                          

;                                          

;    Aditional Unit Config          

;        

;    10 -  42 FDF 1.3                

;    50 -  67 CSLA2.1          

;    60 -  94 BAS              

;                              

;   110 - 112 USMC (MTCO)      

;   115 - 127 IRAQ/IRAN        

;   140 - 158 LSR              

;   160 - 178 LSR JAM          

;   179 - 179 LSR Seal 0.5    

;   200 - 214 RHS+Naval        

;                              

;======================

As Sample:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

;\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_147

;///////////////////////////

;#####################################################

;EDITOR West LSR US SpecOPs Des Ranger

;addOns[]={"lsr_rang","lsr_sfsnip","lsr_rang90"};

;#####################################################

You can see EDITOR

There i used the Name of the Editor Fields

The Missionname was then something like W-LSR-SPEC-DES-RANG

So i you want help.gif us ?

Feel free welcome.gif to call  us.

As i said, i made the Soldier Configs and there are only Standard Vehicles inside the Configs.

I would be a real advance if someone would make The vehicles

armed unarmed air.

At this Point i will announce, that we plan an extra Threat on MAPFACT for Especiality this Config Strings, to make updates

on further Versions of DAC and Zonewriter for DAC.

 

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Quote[/b] ];\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_900

;///////////////////////////

_Unit_Pool_S = ["OTW_HALO_soldier","SoldierWPilotHG","OfficerW","Soldi

erWSteyr","SoldierWMG","SoldierWXMS","SoldierWG36a",&qu

ot;SoldierWB","SoldierWSniper","SoldierWLAW","SoldierWPilot&

quot;,"HeavyGW"]

_Unit_Pool_V = []

_Unit_Pool_T = []

_Unit_Pool_A = []

is this what you are after,

there is only 12 units from ffur 2005 addon.

is 12 the maxium number of men I can put into the S pool or can i just place all of them and DAC picks randoms.

config 900 = right or wrong

config 901 = right or wrong

Quote[/b] ];\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_901

;///////////////////////////

_Unit_Pool_S = ["OTW_HALO_soldier","SoldierWPilotHG","OfficerW","Soldi

erWSteyr","SoldierWMG","SoldierWXMS","SoldierWG36a",&qu

ot;SoldierWB","SoldierWSniper","Pilotraft","SoldierWLAW&quot

;,"SoldierWPilot","HeavyGW","SoldierWG","EECP_WPilot&qu

ot;,"SoldierWPilotHG","SoldierWMortar","SoldierWMedic",&quot

;SoldierWAT","SoldierWSaboteurPipe","SoldierWSaboteurDay","S

oldierWCrew","SoldierWMiner"]

_Unit_Pool_V = []

_Unit_Pool_T = []

_Unit_Pool_A = []

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hi,

the Arrays can include with arbitrarily many entries.

With the Array "_Unit_Pool_S" becomes from the 4-th entry

by random which unity is generated, because the first 3 entries are reserved

Also double entries can be done of course, around

to raise likelyhood for this type.

This counts to all Arrays. Here an example with the Array "_Unit_Pool_T":

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Unit_Pool_T = ["M1Abrams","Bradley","M60","Vulcan"]

In this example every type was put down once, therefore

if there is for every typ a 25-percent likelyhood.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Unit_Pool_T = ["M1Abrams","Vulcan","Bradley","Vulcan","M60","Vulcan"]

In this example the type "Vulcan" was put down several times.

Now the likelyhood in this example lies at 50 percent

for the Vulcan, and 16.67 percent for the other types.

If you liked to generate in a zone, for example, excluding Bradleys,

if you put on a new Config number (derived from another)

and reduces the Arrays to the most necessary....

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_705

;///////////////////////////

_Unit_Pool_S = ["SoldierWCrew","SoldierWPilot","OfficerW"]

_Unit_Pool_V = []

_Unit_Pool_T = ["Bradley"]

_Unit_Pool_A = []

With it you have put on an additional Config, with which you in a zone

excluding Bradleys can generate, because the random admits no other unities.

(The first 3 entries in the _Unit_Pool_S are always required)

A good idea is, from a Masterconfig (a Config which contains all unities of an Addon)

to derive other Configs, around on this way several constellations to create.

@Squ33z3

wrong...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_900

;///////////////////////////

_Unit_Pool_S = ["OTW_HALO_soldier","SoldierWPilotHG","OfficerW","Soldi

erWSteyr","SoldierWMG","SoldierWXMS","SoldierWG36a",&qu

ot;SoldierWB","SoldierWSniper","SoldierWLAW","SoldierWPilot&

quot;,"HeavyGW"]

_Unit_Pool_V = []

_Unit_Pool_T = []

_Unit_Pool_A = []

right...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_900

;///////////////////////////

_Unit_Pool_S = ["OTW_HALO_soldier","SoldierWPilotHG","OfficerW","SoldierWSteyr","SoldierWMG","SoldierWXMS","SoldierWG36a","SoldierWB","SoldierWSniper","SoldierWLAW"]

_Unit_Pool_V = []

_Unit_Pool_T = []

_Unit_Pool_A = []

bye

silola

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By the way ...

Most of them are around 12 Men in each Type of Group ...

as Sample LSR Desert Rangers or LSR Desert Rangers

I would not mix these Groups and made one for every kind of Soldier

Here are some Screens from the Prg

First the Filenames from Missions:

Filename%20example.png

Then how this Tool looks .... ( Sorry for only German )

Buttons are for:

Search (suchen) the Mission

Activate the search (Zeichenkette suchen)

And EXIT (Ende)

You do not need to go Out if you want make more then one config.

The Prg places a file named output.txt into the activated Mission Folder ...

mission-import.png

And the the Outpustring with all Infos you need

About what ADDONS are needet and the String of Units ready for Copy and Paste in DAC_UNITS

Output.txt.png

And here is a link to this Tool

At the time i used it, i did not think about a public version.

But i will change it if needed wink_o.gif

Link to the Tool

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The Tool is as an additional Funktion in Zonewriter now.

Multilingual as Zonewriter too.

Until Zonewriter is released please use the old one ...

THX

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My contribution:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_667

; Desert FIA units by Offtime

;///////////////////////////

_Unit_Pool_S = ["OFF_DesFIAFALSoldier","OFF_DesFIAFALSoldier","OFF_DesFIAOfficer2","OFF_DesFIAM16A1Soldier","OFF_DesFIAG3Soldier","OFF_DesFIASoldier","OFF_DesFIAGLAKMSoldier","OFF_DesFIAMGFS","OFF_DesFIAMGRPDFS","OFF_DesFIASoldierRPG","OFF_DesFIASniperSVD"]

_Unit_Pool_V = []

_Unit_Pool_T = ["OFF_OPFOR_Jeep"]

_Unit_Pool_A = []

;\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_668

; Desert FIA units by Offtime (Hi-Dispersion)

;///////////////////////////

_Unit_Pool_S = ["OFF_DesFIAFALHDSoldier","OFF_DesFIAFALHDSoldier","OFF_DesFIAHDOfficer2","OFF_DesFIAM16A1HDSoldier","OFF_DesFIAG3HDSoldier","OFF_DesFIAHDSoldier","OFF_DesFIAGLAKMHDSoldier","OFF_DesFIAMGFSHD","OFF_DesFIAMGRPDFSHD","OFF_DesFIAHDSoldierRPG","OFF_DesFIASniper"]

_Unit_Pool_V = []

_Unit_Pool_T = ["OFF_OPFOR_Jeep"]

_Unit_Pool_A = []

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hi,

@ag_smith: Thanks for your contribution smile_o.gif

You can put down this jeep presumably on both arrays.

These arrays are questioned differently on crew...

_Unit_Pool_T = driver, gunner, commander

_Unit_Pool_V = driver, gunner, cargo

This means that vehicles "driver" and "gunner" have,

in both Arrays can be used.

In addition, the difference is, that the units of the

vehicles from the Array "_Unit_Pool_V" get out in her

waypoints to explore the closer area and ...

these vehicles use no regular crew unities.

Therefore, the Driver and the Gunner are "normal" units.

But then for an armed jeep that is okay wink_o.gif

bye

silola

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I've only got the latest ffur packs installed and just worked out that all units have the default names, so i have nothing to add.

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Do they have the Names in Mission Editor and in Mission.sqs also then it is ok ...

By searching for BUGS in my Action-HUD i often wonder that the Name showing by " Typeofthis" was sometimes different.

But if it is , as you say "we will see it in a short Time i think"

biggrin_o.gif

@Silola we should place a Threat at MAPFACT for UNIT_Configs shortly !

@AG Smith thx too !

As "UNIT-DAC-CONFIG-ADDER"  i will update all comming Configs untestet into the INITIAL RELEASE of DAC ...

@HONCHO

Whats about some Lybia Configs ?

-----------------------------------------------------------

On my personal List to make are following MODS:

Frenchpoint Mod

BW Mod

-----------------------------------------------------------

And belive me, the work will "sold back to you"

mfg

Emmi alias MCPXXL

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Quote[/b] ]@HONCHO

Whats about some Lybia Configs ?

Sanctuary has send DMA configs directly to Silola whistle.gif

Great to include many configs in the first release already, it will be quite easy to set up a DAC surrounding with the own favorite addons. And even altering DAC missions from others to use the favorite troops will be easy. Excellent thumbs-up.gif

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Really no Problem !

But this is why we should make an EXTRA Threat at Mapfact..

On list for "fast to do" now.

Emmi alias MCPXXL

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while working on my first DAC mission, here is the code for the Generic Middle East Rebels 1.21 from Munk-wimr-jjr

http://ofp.gamezone.cz/index.php?showthis=8833

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_299

;///////////////////////////

;#####################################################

;Generic Middle East Rebels 1.21 Resistance Middle East - Men (HD) High Dispersion

;addOns[]= {"jjr_rebels" };

;#####################################################

_Unit_Pool_S =

["jjr_r_hd_rebelCO","jjr_r_hd_rebelOfficer","jjr_r_hd_rebelleader","jjr_r_hd_rebelSoldier","jjr_r_hd_rebelsoldier2","jjr_r_hd_rebelgrenadier","jjr_r_hd_rebelMachinegunner","jjr_r_hd_rebelMedic","jjr_r_hd_rebelRPGSoldier","jjr_r_hd_rebelAASoldier"]

_Unit_Pool_V = []

_Unit_Pool_T = []

_Unit_Pool_A = []

_Unit_Pool_C = []

goto "SetPool"

;\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_300

;///////////////////////////

;#####################################################

;Generic Middle East Rebels 1.21 Resistance Middle East - Men

;addOns[]= {"jjr_rebels" };

;#####################################################

_Unit_Pool_S =

["jjr_r_rebelCO","jjr_r_rebelOfficer","jjr_r_rebelleader","jjr_r_rebelSoldier","jjr_r_rebelsoldier2","jjr_r_rebelgrenadier","jjr_r_rebelMachinegunner","jjr_r_rebelMedic","jjr_r_rebelRPGSoldier","jjr_r_rebelAASoldier","gmer_civfight_01","gmer_civfight_02","gmer_civfight_03","gmer_civfight_04"]

_Unit_Pool_V = []

_Unit_Pool_T = []

_Unit_Pool_A = []

_Unit_Pool_C = []

goto "SetPool"

;\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_301

;///////////////////////////

;#####################################################

;Generic Middle East Rebels 1.21 Civilian Middle East - Men

;addOns[]= {"jjr_rebels" };

;#####################################################

_Unit_Pool_S =

["gmer_rebel_hos_01","gmer_rebel_hos_02","gmer_rebel_hos_03","gmer_rebel_hos_04","gmer_civie_01","gmer_civie_02","gmer_civie_03","gmer_civie_04","gmer_civie_05","gmer_civie_06","gmer_civie_07","gmer_civie_08","gmer_civie_09","gmer_civie_10","gmer_civie_11"]

_Unit_Pool_V = []

_Unit_Pool_T = []

_Unit_Pool_A = []

_Unit_Pool_C = []

goto "SetPool"

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OK Man ...

Please put the used ADDONS listed in Mission.sqm in also ...

Here is a Sample :

Quote[/b] ]

;\\\\\\\\\\\\\\\\\\\\\\\\\\\

#Unit_Config_80

;///////////////////////////

;#####################################################

;EDITOR Resistance BAS Men African Gouverment HD

;addOns[]={"BAS_OPFOR"};

;#####################################################

_Unit_Pool_S = ["BAS_GovernmentCrewHD","BAS_GovernmentPilotHD","BAS_GovernmentSo

ldier5HD","BAS_GovernmentSoldierUrbanHD","BAS_GovernmentMedicHD",

"BAS_GovernmentOfficerHD","BAS_GovernmentRTOHD","BAS_GovernmentSc

outRPGHD","BAS_GovernmentSoldier4HD","BAS_GovernmentHVYMGunnerHD"

,"BAS_GovernmentMGunnerHD","BAS_GovernmentSoldier3HD","BAS_Govern

mentRPGSoldierHD","BAS_GovernmentRPGAASoldierHD","BAS_GovernmentRPGAPS

oldierHD","BAS_GovernmentScoutRTOHD","BAS_GovernmentScoutEngineerHD&am

p;qu

ot;,"BAS_GovernmentSoldierHD","BAS_GovernmentScoutHD","BAS_Govern

mentScoutRPGAPHD","BAS_GovernmentScoutRPDHD","BAS_GovernmentScoutRPGAA

HD","BAS_GovernmentSoldier2HD","BAS_GovernmentScoutSapperHD"]

_Unit_Pool_V = []

_Unit_Pool_T = []

_Unit_Pool_A = []

_Unit_Pool_C = []

goto "SetPool"

It is not really a must but the they are the same as mine,and if there is nothing in there they should make no probs if you use it elsewhere....

THX

MCPXXL

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changed the post above smile_o.gif

should be usefull to point out the version as well in the commented part wink_o.gif

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Thats a realy good Information , as i made them i had the newest ;-) in 07.2005 looool

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i see work is coming along promising, plus all this Extra stuff which will also be rleased gets me going lol notworthy.gif

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Will this configs be use as some additional files (.sqf for example) or they all be added to a one main file? The first option would add possibility to add new 'plugins' downloadable separatly.

Then you would just have to add/change one variable (array with plugin names)

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Wow i hope theres a english version of that tounge2.gif

also everytime someone posts in this thred i think "Released .. WooW" but then it isnt sad_o.gif LOL

Gd job and all notworthy.gif

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