mr.peanut 1 Posted June 23, 2006 Thanks Silola for the patch. Excellent to see these issues resolved so easily. Can anyone out there answer my unanswered question from above: Quote[/b] ]Do global spawns still require a spawn camp to work? As for a Wiki: far too much work for a small audience. I am sure Silola would not mind if you set one up though Those of us who are old farts, and still suffer from time-management disorders, know how hard it is to do that one extra thing, especially if it involves new learning. Since I started testing coop mission for LOL, I have almost no time left for mission making or even just playing OFP. Share this post Link to post Share on other sites
silola 1087 Posted June 23, 2006 hi, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Do global spawns still require a spawn camp to work? correctly. For Respawns during a mission, a camp is required. bye and cu later silola Share this post Link to post Share on other sites
sickboy 13 Posted June 23, 2006 Great Job on the code... works flawless! Made my own addition.. The Destruction and Deletion of camps... I connected it to the same variable... it won't destory until the players are further away than DAC_KI_Spawn select 4 (In DAC_Move_Camp.sqs in KI_0 and KI_1): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;----------------------------- #EndCamp ;----------------------------- ?((DAC_KI_Spawn select 3) == 0):exit ~5 _buildingC = _camparray select 0;_buildingD = _camparray select 3 ?(({(((_x distance _buildingC) < (DAC_KI_Spawn select 4)) && (alive _x))} count DAC_Players) > 0):goto "EndCamp" ~60 + random 30 _explo = "shell73" camcreate getpos _buildingA ~5 + random 5 _explo = "shell73" camcreate getpos _buildingB _buildingB setdammage 1 ~2 + random 2 _explo = "shell73" camcreate getpos _buildingC ~0.5 + random 0.5 deletevehicle _buildingC _explo = "shell73" camcreate getpos _buildingD ~0.5 + random 0.5 deletevehicle _buildingD exit Heightend the wait time to 5 seconds Share this post Link to post Share on other sites
mattxr 9 Posted June 24, 2006 Grr Ive been trying for ages Whats the Problem? I keep getting this ERROR!!! I have 2 zones set up.. [big zones] Main Zone Quote[/b] ][Z1,[1,0,0],[],[],[5,4,5,3],[],[0,0,1]]exec "DAC\Scripts\DAC_Init_Zone.sqs" Waypoint Zone Quote[/b] ][Z2,[1,0,0],[],[],[10],[],[0,0,0]]exec "DAC\Scripts\DAC_Init_Zone.sqs" so where am i going wrong?? Share this post Link to post Share on other sites
sickboy 13 Posted June 25, 2006 Either the zones are still too small, placed on a wrong location (much water, forrests, buildings... not much free space etc. etc.) or you should tune the DAC Waypoints file to allow waypoint creation in such zone. (The DAC Readme contains the explainations of the parameters etc.) Share this post Link to post Share on other sites
.kju 3245 Posted June 25, 2006 The idea of a wiki is that everyone can and should help to build it. So the main issue for the start is to get a host and to merge the readme into it in a reasonable way. ofpc.de/hx3.de offers hosting for such kind of projects. Share this post Link to post Share on other sites
mr burns 132 Posted June 25, 2006 or you should tune the DAC Waypoints file to allow waypoint creation in such zone. (The DAC Readme contains the explainations of the parameters etc.) to be exact: DAC_Config_Waypoint.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;\\\\\\\\\\\\\\\\\\\\\\\\\\\ #WP_Typ_3 ;-----------> | Tank | ;/////////////////////////// _CheckRadius = 40 Change this to about 10 or 17, works ok for cities on DMA Lybia. edit: time for some DAC moments Populated a whole town and put some enemys into aswell The pickup really stopped there and a civi walked right up to it You guess it, gotta swith Kiowa for Apache - asap Last two pictures is me trying to survive after being shot down with a chinook. The lot of support requests made by the enemy is a bad forecast though and it didn´t last very long http://hx3.de/files/team/mrburns/ofp_dac5.jpg http://hx3.de/files/team/mrburns/ofp_dac6.jpg Share this post Link to post Share on other sites
j w 0 Posted June 28, 2006 Wasn't in the mood of reading german, nor looking trough the 23 pages of this thread. Are there any "DAC for dummies"-tutorials out there? Regards JW Share this post Link to post Share on other sites
cobra@pulse 0 Posted June 28, 2006 Hi there guys, having a problem with DAC. I've used it many times before but in this one mission i've started i now get this error: Any ideas. It only shows up the error when markers are on but no matter what it doesn't measure the zone. Comes up with the measuring bit but instead of numbers it says string 0x etc and is very confusing, any ideas? Share this post Link to post Share on other sites
mr burns 132 Posted June 28, 2006 Are there any "DAC for dummies"-tutorials out there?Regards JW Maybe just download and try. Theres an english summary.pdf included which comes pretty close to a "- for dummies" tut. Also reading the whole readme is really worth it since it´s well written and sooner or later you´d want to do it anyways edit: Hi there guys, having a problem with DAC. I've used it many times before but in this one mission i've started i now get this error:http://raab.ofpcentral.co.uk/cobra/problem.jpg Any ideas. It only shows up the error when markers are on but no matter what it doesn't measure the zone. Comes up with the measuring bit but instead of numbers it says string 0x etc and is very confusing, any ideas? Have you probably used the optional "set marker size" function in the DAC init and changed the triggers size w/o updating the init? Share this post Link to post Share on other sites
cobra@pulse 0 Posted June 28, 2006 Haven't touched any of that stuff. Just added in the thing from the typewriter and created the trigger. Sometimes it works and sometimes it doesn't. Very annoying. Share this post Link to post Share on other sites
Shinbusan 0 Posted June 29, 2006 I did simply tutorial but in Polish So another vote for wiki page I guess DAC works always, but there are some easy to made mistakes, like wrong size of the zones, wrong waypoint definitions, forgeting about Server GameLogic (for MP). Most common (for me in the past). If you learn DAC carefully, it can make you almost anything (well, I did not try with cafe making :P) Share this post Link to post Share on other sites
NeMeSiS 11 Posted June 30, 2006 Does someone have a WGL5 DAC units config lying around? Would save me some work Share this post Link to post Share on other sites
mr burns 132 Posted June 30, 2006 Does someone have a WGL5 DAC units config lying around? Would save me some work Me not, but please post it if you get one Share this post Link to post Share on other sites
Shinbusan 0 Posted June 30, 2006 Just unpbo some mission from WGL team, where they used DAC Share this post Link to post Share on other sites
NeMeSiS 11 Posted June 30, 2006 EDIT: Forget it! But thanks for the tip! Share this post Link to post Share on other sites
j w 0 Posted June 30, 2006 Silly me, such an addon (an especially made by you guys) should come with an tut.. I've should've understood that Share this post Link to post Share on other sites
kutya 0 Posted July 4, 2006 I'm trying to include VTE units in DAC. If I put regular units, all is OK. As soon as I change the zone's unit config to (thanks dude, here's the corrected one): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;\\\\\\\\\\\\\\\\\\\\\\\\\\\ #Unit_Config_2000 ;/////////////////////////// ;##################################################### ;EDITOR Â Vietcong units ;##################################################### _Unit_Pool_S = ["VTE_nvcrew","VTE_nvcrew","VTE_vcofficer","VTE_vcsoldier"] ;,"VTE_vcsoldier2","VTE_vcsoldier3", etc. just for editing the above _Unit_Pool_V = [] _Unit_Pool_T = [] _Unit_Pool_A = [] _Unit_Pool_C = [] goto "SetPool" I get these error messages : '_temprndunit - ((units _group) select _rnd_vn_unit)|#|': Error Zero divisor' '_p < _rndpause) && (alive ((units _group) select _rnd_vn_unit)) && |#| (behaviour (leader _group) == _vn_curbeh) && ((count (untis _group...' don't see more and 'if ((! _hurt) && ({_x == ((units _group) select _rnd_vn_unit)} count VTE_HURT_UNITS == 0) && (getDammage ((units _group) select _rnd_...' don't see more I'm stuck, because if in the config I put only the crew & the VC officer, it's ok. As soon as I insert more units, this happens. Hope someone helps, because I really got no idea how to avoid these errors. BTW I'm trying to combine the DMA template with DAC, altough it seems to me that they don't collide (no probs with BIS units). Share this post Link to post Share on other sites
mr burns 132 Posted July 4, 2006 I'm trying to include VTE units in DAC. If I put regular units, all is OK. As soon as I change the zone's unit config to:;\\\\\\\\\\\\\\\\\\\\\\\\\\\ #Unit_Config_2000 ;/////////////////////////// ;##################################################### ;EDITOR Vietcong units ;##################################################### _Unit_Pool_S = ["VTE_nvcrew","VTE_nvcrew","VTE_vcofficer","VTE_vcsoldi er"] ;,"VTE_vcsoldier2",.. etc. just for easy editing _Unit_Pool_V = [] _Unit_Pool_T = [] _Unit_Pool_A = [] _Unit_Pool_C = [] It seems the forum messed up your unit config, although if it´s like that in your config too you´ve already got the error Could be better to post it in code Tags (needs to be copied from config again since just adding the tag would´nt restore it). Here´s an example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;\\\\\\\\\\\\\\\\\\\\\\\\\\\ #Unit_Config_58 ;/////////////////////////// ;##################################################### ;EDITOR CSLA Miliz ;Addons ;##################################################### _Unit_Pool_S = ["CSLA2_Tankista","CSLA2_Pilot","CSLA2_lm_officer","CSLA2_lm_radio","CSLA2_lm_leader","CSLA2_lm","CSLA2_lm","CSLA2_lmMG"] _Unit_Pool_V = [] _Unit_Pool_T = [] _Unit_Pool_A = [] _Unit_Pool_C = [] goto "SetPool" Share this post Link to post Share on other sites
kutya 0 Posted July 4, 2006 The problem seems a serious one, because when I tried VTE units without the DMA template, no errors occur. So: (always using DAC)+ VTE + DMA = errors BIS + DMA = no error VTE = no error Got no clue. The difference between VTE + DME and BIS + DMA is really just the change in the zone, using config 2000 or the default unit config! Share this post Link to post Share on other sites
causticwindow911 0 Posted July 5, 2006 I'm having a weird problem with DAC. Enemy infantry AT units refuse to fire on player armor. I am using WGL5. I've tried naming the tank, naming the tank and the armor crew, and just the armor crew. Any combination mention doesn't work. The infantry recognizes the tank as a threat and moves in to engage, but they just sit there. Enemy infantry still reacts viciously to infantry, however. When I try to turn off the new DAC AI I get some error and squads do not inflate normally, or even react to players. In WGL5 the AI is pretty open about using infantry based AT weaponry. I would like to get this to work! Share this post Link to post Share on other sites
Drongo69 117 Posted July 7, 2006 In the mission I am working on, DAC camps automatically repair themselves after being destroyed. About ten seconds after being destroyed, they seem to setdammage 0. Is this a feature or a bug? Is it possible to stop this from happening? Share this post Link to post Share on other sites
kutya 0 Posted July 8, 2006 Altough not many answers recently in this thread, I've got a problem: I set up a couple of zones: I've got in total: about 15 groups, about 100 units, and 112 waypoints. Everything goes ok. If I add a new zone, I get the _setmarkerpos error message (already mentioned in this thread). For testing, I tweaked the DAC_Config_Waypoints.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;\\\\\\\\\\\\\\\\\\\\\\\\\\\ #WP_Typ_1 ;----------->   | Soldier | ;/////////////////////////// _CheckRadius = 5 _checkAreaH  = 60 _checkMaxH  = 1200 _checkMinH  = 2 _checkNear  = 0 _checkObjH  = 50 _checkCount  = 400 _TempWPArray = DAC_WP_Pool_S Also tried various _checkCount up to 6000, and still get the message. I tried putting the zone on top of an already existing one, and still the errors occur, which really confuses me. The new waypoint count is 132. Share this post Link to post Share on other sites
kutya 0 Posted July 8, 2006 I came to the conclusion that the _setmarkerpos can be avoided by turning markers off in the DAC config, altough in that case editing is tougher. Max. I got without errors is about 100 wp's, 18 groups and 63 soldiers. Share this post Link to post Share on other sites
mr burns 132 Posted July 8, 2006 Just tested and about 141 WP´s worked fine. omg wheee I´d say, double check your triggers for errors first, if nothing helps try to define some zomes as inactive as long as the player don´t get there, and deactivate futile zones...just a shot into the blue though, hopefully mapfact comes back soon @tacrod: Maybe the remaining troops are sent to "repair" bases, have you tried destroying camps w/o any respawns left? Share this post Link to post Share on other sites