silola 1087 Posted July 30, 2006 hi, @Extremeus Decimus: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Hey great work, Silola :tup: but i was just wondering is it possible to get general barrons custom formation script to work with DAC?,the script is started like so thx Extremeus Decimus You can give me please a link, where I can download the "general barrons custom formation script" ? I could try then something out. Perhaps find I a solution for you bye silola Share this post Link to post Share on other sites
kutya 0 Posted August 1, 2006 hi, Does someone have good ideas, about implementing DAC on islands with many rivers? The only I'm having is making a small zone for every smaller island, but I don't have a good solution for respawn. Share this post Link to post Share on other sites
Drongo69 117 Posted August 1, 2006 I have another request for the next version of DAC (sorry Silola ). It would be nice to have an option to turn off the Hints that appear when DAC is successfully started (eg. "DAC is initialising", "You may start your mission", etc). Perhaps something like "DAC_Hints = false" set in DAC_Config_Creator.sqs, Such messages are very useful during the mission making process, but players don't really need to see such information Share this post Link to post Share on other sites
kutya 0 Posted August 1, 2006 Supporting TacRod's request. @TacRod: I solved this by inserting a boolean at the end of the DAC script. In the init, I'm having a loop that keeps disableuserinput and a black screen. When caching in DAC is complete, the bool goes to true and the loop exits. It isn't a nice solution, since you have to make yet another global variable and also to modify DAC code (altough, by my knowledge, you modify it heavily ). Beside that, the only annoyance is the ping sound of the hints. That can be also disabled by fadesound (altough I didn't manage to make it to work). Share this post Link to post Share on other sites
silola 1087 Posted August 1, 2006 hi <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">It would be nice to have an option to turn off the Hints that appear when DAC is successfully started (eg. "DAC is initialising", "You may start your mission", etc). Perhaps something like "DAC_Hints = false" set in DAC_Config_Creator.sqs, Such messages are very useful during the mission making process, but players don't really need to see such information That is a little thing. I will insert it...this evening <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Does someone have good ideas, about implementing DAC on islands with many rivers? The only I'm having is making a small zone for every smaller island, but I don't have a good solution for respawn. Those are difficult conditions for DAC. But not impossible. For the moment I do not have the time to care me for this topic...sorry m8 bye silola Share this post Link to post Share on other sites
kutya 0 Posted August 1, 2006 @Silola: no problemo. Anyway, it's a really great addon for OFP. And really looking forward for the next version, keeping in mind all the improvements which are mentioned . Share this post Link to post Share on other sites
mattxr 9 Posted August 1, 2006 Hi, im back with a question. When i have a trigger like such Quote[/b] ][Z1,[1,0,0],[],[],[2,4,2,7],[],[0,0,1]]exec "DAC\Scripts\DAC_Init_Zone.sqs" Is there any possible way for the tanks to keep respawning for a certain time? or do i have to make a camp which keep spawning tanks? dunno hows thats done? Anyhelp would be wonderful Matt. Â Share this post Link to post Share on other sites
kutya 0 Posted August 1, 2006 The next is my experience, not facts: (actually this is a fact) respawn is done with a counter end, not a time end. In the config of the spawn zone, you define how many respawns are done, before the camp is disbanded (regardless of infantry or armor). Also in the same place, you can define what is respawned in the current zone: infantry/armor/infantry&armor. It's explained in the readme. Share this post Link to post Share on other sites
silola 1087 Posted August 1, 2006 hi, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">The next is my experience, not facts: (actually this is a fact) respawn is done with a counter end, not a time end That is absolutely correct ! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Is there any possible way for the tanks to keep respawning for a certain time? or do i have to make a camp which keep spawning tanks? dunno hows thats done? In order to be able to respawn new groups, you need at least one Camp. I recommend to you to generate first only one zone with one camp. In addition you should activate the DAC marker for a first test. So you can determine whether there are problems in the zone to find a suitable place for the camp. The zone with the camp can be placed somewhat outside. Make the zone largely enough, thus for DAC sufficient area has for the search. Here an example of an script call, which produces a camp: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[z2,[1,0,0],[],[],[],[1,1,50,0,100,5],[0,0,1]]exec "DAC\Scripts\DAC_Init_Zone.sqs" The Respawn is automatically activated thereby :-) You find more details still in the Readme. There also all parameters are described exactly bye silola Share this post Link to post Share on other sites
kutya 0 Posted August 2, 2006 Hi, I'm having an idea that is building upon TacRod's with the hint disabling. I thought about a "release version master switch". Didn't found a better name for it. It would be a boolean among those in DAC_Config. It's purpose would be that if you set it to true, it would override some setings in DAC_config: markers to false, hints to false, comunications off and maybe a dark screen and disableuseriput while DAC initialises. This way the guy using DAC wouldn't have to tweak 5-6 variables when making a release version. Â In short, it's like in programming, when you turn debug options on/off. I think this isn't hard to implement, but also it isn't so important also. Just an idea. Share this post Link to post Share on other sites
j w 0 Posted August 2, 2006 @JW when i use sfp4 who are resistance i use east soldiers that i group with the sfp i want to use and that works greatedit forgot to tell that i delete the east unit How did.. you.. know that.. I was going to.. use.. SFP4? *runs* Share this post Link to post Share on other sites
sickboy 13 Posted August 2, 2006 Hi,I'm having an idea that is building upon TacRod's with the hint disabling. I thought about a "release version master switch". Didn't found a better name for it. It would be a boolean among those in DAC_Config. It's purpose would be that if you set it to true, it would override some setings in DAC_config: markers to false, hints to false, comunications off and maybe a dark screen and disableuseriput while DAC initialises. This way the guy using DAC wouldn't have to tweak 5-6 variables when making a release version. In short, it's like in programming, when you turn debug options on/off. I think this isn't hard to implement, but also it isn't so important also. Just an idea. You can easily make that I have for myself an editor gamelogic, which I set presencecondition true/false to disable/enable the editor functionality.. when the gamelogic is enabled.. it sets the variables for dac_marker etc. etc. etc. I just made a config change in DAC_Config stating (for each variable that I wanted to manipulate from the editor): ?(DAC_Markers == "scalar bool bla bla bla"): DAC_Markers=false etc. etc. (just example) But a built in boolean is more easy, for sure Share this post Link to post Share on other sites
kutya 0 Posted August 2, 2006 Quote[/b] ]I have for myself an editor gamelogic, which I set presencecondition true/false to disable/enable the editor functionality.. Good idea! I wouldn't thought of that. Altough I try to make my mission as much independent from DAC as I can. Just for compatibility with further versions. Thanks! Share this post Link to post Share on other sites
Extremeus Decimus 0 Posted August 2, 2006 Hey Silola, sorry for the delay but I've sent you an PM with a link to the formation script(s), keep up the great work, can't wait for the new version!. Thanks for your time ED Share this post Link to post Share on other sites
silola 1087 Posted August 2, 2006 hi <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Hey Silola, sorry for the delay but I've sent you an PM with a link to the formation script(s), keep up the great work, can't wait for the new version!. I noticed your PM. Thanks for the link. Unfortunately I had still no time to test it <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">I'm having an idea that is building upon TacRod's with the hint disabling. I thought about a "release version master switch". Didn't found a better name for it. It would be a boolean among those in DAC_Config. It's purpose would be that if you set it to true, it would override some setings in DAC_config: markers to false, hints to false, comunications off and maybe a dark screen and disableuseriput while DAC initialises. This way the guy using DAC wouldn't have to tweak 5-6 variables when making a release version. In short, it's like in programming, when you turn debug options on/off. I think this isn't hard to implement, but also it isn't so important also. Just an idea. I split the attitudes for DAC_Marker and DAC_Com_Values now. DAC_Marker = [false,0,0,0.3] DAC_Com_Values = [false,0,0,0,0] In each case if the first value is set on false, all other parameters are ignored. If they are set on true, the parameters have the following meaning: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">================================== A B C | | | DAC_Marker = [true,1,1,0.3] ================================== A = Unit Marker --------------- 0 = No markers for units are indicated 1 = Only markers for enemy units are indicated 2 = Only markers for friendly units are indicated 3 = markers of enemy and friendly units are indicated B = Zone&WP Marker ------------------ 0 = No markers for Zones&WPs are indicated 1 = The markers for Zones&WPs are indicated only during the initialization 2 = The markers for Zones&WPs are permanently indicated C = Marker Refresh Value ------------------------ Value = The actualization rate for the markers <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">================================== A B C D | | | | DAC_Com_Values = [true,1,0,1,3] ================================== A = Hint(Initstatus) --------------- 0 = None Hint is shown during the initialization 1 = Hints are shown during the initialization B = Cuttext(Processbar) ------------------ 0 = None Cuttext is shown during the initialization 1 = Cuttext are shown during the initialization C = DAC system messages ------------------------ 0 = DAC system messages are not active 1 = DAC system messages are active D = DAC radio message ------------------------ 0 = DAC radio message are not active 1 = DAC radio message only on enemy side active 2 = DAC radio message only on friendly side active 3 = DAC radio message on both sides active Therefore there are two values must set on false, in order to deactivate everything. The attitudes of the parameters remain thereby. I hope that you agree with it bye silola Share this post Link to post Share on other sites
kutya 0 Posted August 2, 2006 I like this . Great work! BTW My campaign is taking shape and only rare bugs are present. Combined with the next DAC and VTE 0.3, when they come out, it should be a good gaming experience. Greetings! Share this post Link to post Share on other sites
sickboy 13 Posted August 2, 2006 ...Therefore there are two values must set on false, in order to deactivate everything. The attitudes of the parameters remain thereby. I hope that you agree with it bye silola Great options, as usual! Nice job. It would be nice that mission makers are able to edit the options within the editor, by usage of a gamelogic or whatsoever. as I shown earlier, by simple if paramater=scalar then define the parameter, otherwise take the parameter that was set before, like the setting in the gamelogic. This way Editors can do it both ways.. editing the config or changing it while mission debugging etc Share this post Link to post Share on other sites
silola 1087 Posted August 2, 2006 hi, Quote[/b] ]It would be nice that mission makers are able to edit the options within the editor, by usage of a gamelogic or whatsoever.as I shown earlier, by simple if paramater=scalar then define the parameter, otherwise take the parameter that was set before, like the setting in the gamelogic. This way Editors can do it both ways.. editing the config or changing it while mission debugging etc I thought over it. A conceivable solution would be the following (that is only one example): For example for DAC_Marker and DAC_Com_Values. For these two adjustment possibilities 2 Logics are needed. Each Logic gets as much way points, as parameters are needed. The first waypoint corresponds to the first parameter, the second waypoint the second parameter etc. This waypoints must be moved now simply into the respective range of the markers, in order to set the appropriate value. Thats all The first parameter (true/false) is reached by the value “azimuthâ€: 0 = false 1 = true 2 = disabled (values by script) Here a small illustration, which makes the principle clear. Is this solution interesting? bye silola Share this post Link to post Share on other sites
Zendjir 0 Posted August 3, 2006 It is an interesting solution but would it not be easier to just put the values to be used in the init file of a gamelogic and let DAC acces these values when it is required to do so? Share this post Link to post Share on other sites
sickboy 13 Posted August 3, 2006 hi,.. I thought over it. A conceivable solution would be the following (that is only one example): .. For example for DAC_Marker and DAC_Com_Values. For these two adjustment possibilities 2 Logics are needed. .. Is this solution interesting? bye silola Man, I like your think pattern and way of solving things.. it's a wonder what U can do with these nifty features I think it is a good solution in general, BUT I also have to go with zendjir that it might be a bit overkill for it's purpose? Anyway.. great going again as usual!! Share this post Link to post Share on other sites
Zendjir 0 Posted August 3, 2006 Silola, I have a couple of questions for you: - How can I remove or circumvent the 'take cover' behaviour of DAC groups? Or, framed in another way; how can I ensure that DAC groups take only little pauses in their movement routines and are nearly always on the move to their assigned waypoint? - How can I prevent groups from leaving their patrolzones. In a mission I'm currently working on I got the troops from 2 zones that are supposed to defend 2 town joining the troops that are supposed to attack an enemy town. Thus leaving their assigned towns defenceless. Thanks in advance, Zendjir Share this post Link to post Share on other sites
silola 1087 Posted August 4, 2006 hi, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">- How can I remove or circumvent the 'take cover' behaviour of DAC groups? Or, framed in another way; how can I ensure that DAC groups take only little pauses in their movement routines and are nearly always on the move to their assigned waypoint? - How can I prevent groups from leaving their patrolzones. In a mission I'm currently working on I got the troops from 2 zones that are supposed to defend 2 town joining the troops that are supposed to attack an enemy town. Thus leaving their assigned towns defenceless. You can make the attitudes in the script “DAC_Config_Behaviour.sqsâ€. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_setPause = [5,5,10,25,5] Here you can set the break times for each units category, which is inserted by the groups between the way points. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_setSupport = 0 This attitude ensures for the fact that the groups from the appropriate zone can not be requested for support. The groups therefore remain in their zones. bye silola Further information > see Readme page 23 Share this post Link to post Share on other sites
Zendjir 0 Posted August 4, 2006 Ok that helped, thanks. But there is an other thing that I have noticed that really bugs me. - When the first DAC groups are created I notice that they immediately travel towards a waypoint. Judging from the troop-markers on the map I can see that the groups are travelling with a clear goal in mind and are moving at a constant 'normal' speed towards their goal. -But then, when some groups are killed, they respawn, and that's when the sh** hits the fan. When monitoring the behaviour of the groups on the map it seems they don't really know what they are supposed to do. Sometimes they move in directions where no waypoint is present. Sometimes they pause for no apparent reason. Sometimes they just move around aimlessly in the zone where they have been created. And occasionaly they do seem to care about their objectives and move towards a waypoint. If I would have created a normal patrol zone I would not really find this so problematic. But I am trying to create a townbattle scenario where east and west battle for a town. I have created 3 zones for pure respawn purposes (1 camp and 1 troop waypoint per zone) and 1 zone with the town in it with around 25 handplaced waypoints. Each group has been given 10 waypoints, so they should move towards the town. The thing is, after the first groups are dead the AI doesn't really seem to care about the town anymore, ruining the mission. I have tested this with several settings (Ki-Addon, no Ki-addon, support=1, support=0, with and without my AI script) but the results are the same. Help please, I'm desperate. Share this post Link to post Share on other sites
silola 1087 Posted August 4, 2006 hi, can you send this mission to me? If possible with standard BIS units. Email: silola@freenet.de thx and bye silola Share this post Link to post Share on other sites
silola 1087 Posted August 4, 2006 hi, It can also be that you do not link the zones correctly. In your case it would have to actually be 4 zones. Here a picture, how it looks supposed with you... And here a picture, how it must look... Each masterzone has its own waypoint zone, with which it is linked. Perhaps that helps you EDIT: Importantly... The Logics for the individual waypoints, may be not in the same zone ! bye silola Share this post Link to post Share on other sites