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Mapfact releases DAC 2.0 for ArmA

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This sounds excellent! haven't had a chance to try it yet but this is exactly what I've been needing for my Quarantine mission.

Once i get my head around it and implement zombie units (had quick look over the documentation seems it should be easy) ill start updating Quarantine!

Thanks for these excellent set of scripts!

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Congratulations Silola and all who contributed to this enormous undertaking! smile_o.gif  smile_o.gif  smile_o.gif

It's great to have the DAC back... and with all this new functionality!  Just how many man-hours have logged by now, Silola?!? tounge2.gif

After the demo missions I was floored with all the new capability.  Deactivation and reactivation of zones will open up new worlds and breathe new life into ArmA. biggrin_o.gif

There are only a couple of things I was hoping for that don't appear to have made it in.

#1: We now have the ability to add editor groups via DAC_fInsertGroup, which is fantastic!  I was kind of hoping for a function to remove a given group completely from the DAC on command (for things very specific to a given mission, where you know the group can't go back to being DAC controlled, etc).  Any plans for this?  

#2: The new DAC_fChangeZone command is a great new enabler.  But... In addition to what's already there, I was really hoping to be able to change the number of groups within a given type in a zone.  Was this something you were planning on adding at a later time?  Also, if there's something I'm missing here please advise (knowing me, I wouldn't be surprised).

In the mean time, I have added this capability to change the number of groups for a type in a zone, via a new function.  (This was not trivial, due to how the DAC "reserves" groups and the manner in which it rebuilds them, but I was able to accomplish it.)

So far I have it working for infantry.  I done a descent amount of testing... no bugs that I can find.  In a few minutes, I'm going to tackle wheeled vehicles and tanks, which should be no problem... then I may have a look at helos and bases to check on feasibility.

There are two restrictions to be aware of -

First, the changes only take affect upon reactivation of the target zone.  And secondly, the new number of groups you select for the zone upon reactivation must not exceed the original value.  This is not a problem because you should be able to anticipate the max number of groups you'll ever need in the beginning.  (i.e. With current DAC 2.0 we do this anticipation already anyway! )

In any event, I'd be happy to provide my solution via pm to you Silola for evaluation or post it here if you desire.

[i needed this capability for a phase-based mission I'm putting together.  Think of it in terms of a series of days of combat, with planning during the "breaks".  btw- Without DAC 2.0, my mission would never have even a chance!]

Anyhow, I have trouble putting in to words just what a marvel DAC 2.0 really is.  Thanks so much for everything you have done!  What a gift for so many of us. xmas_o.gif

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This is just what Arma needed!

However...

Any chance of a v2.0 of the "zonewriter" (i think it was called) that was in the version for ofp? It made it very simple to generate zones for noobs like myself  tounge2.gif .

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Hi,

many thanks again smile_o.gif

Please excuse my late reaction, but I had some problems with my new motherboard crazy_o.gif

Quote[/b] ]@wolfsblut_

I have trouble to download this beauty.

I get only corrupted rar-files sad_o.gif

Does the problem still exist? I think you have tried it at the time

when I have upload a new version.

Quote[/b] ]@DMarkwick

_skillbank = (sup_skillarray |#|select _man)

This mistake is definitively no DAC mistake wink_o.gif

Quote[/b] ]if(|#|count _exgroup > 0) then

However, this mistake is a DAC mistake.

Unfortunately, I could not find the cause for the error message yet.

At the moment I also do not have the time for an intensive search.

However, I will soon find the mistake and remove him then.

Quote[/b] ]One question - do they get smoke grenades given to units or is the smoke spawned?

Sorry, but the smoke is spawned.

The trigger for it is a group in wheeled vehicles which gets out,

as soon as she has enemy's contact. This is the time where the smoke shells are generated.

Especially for you I have assembled an Array in which the parametres are to be found:

Script: DAC\AI_1\DAC_AI_Init.sqf

Array: DAC_Smoke = ["smokeshell",[-15,15],"5 * DAC_AI_Level + ((skill (group _leader)) * 10)","((count units (group _leader)) > 3)"];

1. Element = type of the shell

2. Element = number of the shells with direction information

example:

[0] = one shell exactly in the direction of the target

[-25,25] = two shells, The first with-25 degrees of divergence to the target, second with 25 degrees of divergence to the target

[-135,-90,-45,0,45,90,135] = tounge2.gif

3. Element = in which distance the shells are created

4. Element = which basic condition must exist, so that the script generates the shells.

(The variable _leader can be used to include values of the group.)

Do you have some wishes with respect to that?

Quote[/b] ]@mrcash2009

Ive placed them in "missions "mp missions" in my profile location and local to BIS folder and I can only see them in editor, then its states when I open in editor map used is missing? (No maps are missing BTW).

They end ".SSara" not ".Sara" .. so whats the map?

I use various scripts and im not stupid, but this is got me a bit lost. Help.

For the DAC demonstration and the DAC examples, this island is urgently required:

http://www.mapfact.net/include....tid=600

Do you still have the problem? If so, I will explain to you over again how you have to handle with it.

Quote[/b] ]@jezpops

I tried to spawn a West infantry group, the Dac initialises, the wp's are created and it says they are west units. But when the units are created they are East and they then shoot each other?

These problems originate if you generate, e.g. west units on side east, or the east units on side west.

Presumably you have put down in the script call a wrong Unit_Config.

Quote[/b] ]@MadRussian

#1: We now have the ability to add editor groups via DAC_fInsertGroup, which is fantastic!

I was kind of hoping for a function to remove a given group completely from the DAC on command

(for things very specific to a given mission, where you know the group can't go back to being DAC controlled, etc).

Any plans for this?

You mean, an editor placed group which was integrated into the DAC,

that this group can be also remove again from the DAC?

This should be basically feasible. I will check this possibility for you wink_o.gif

Quote[/b] ]#2: The new DAC_fChangeZone command is a great new enabler. But... In addition to what's already there,

I was really hoping to be able to change the number of groups within a given type in a zone.

Was this something you were planning on adding at a later time?

Also, if there's something I'm missing here please advise (knowing me, I wouldn't be surprised).

In any event, I'd be happy to provide my solution via pm to you Silola for evaluation or post it here if you desire.

I had hoped that nobody asks for it wink_o.gif I think that I insert a solution afterwards.

You can send your solution to me with pleasure. Then I will check this.

However, a bigger adaptation is necessary.

Quote[/b] ]@Odjob

Any chance of a v2.0 of the "zonewriter" (i think it was called) that was in the version for ofp?

It made it very simple to generate zones for noobs like myself.

Sorry Odjob, at the moment no adaptation is planned.

@all: Happy Christmas

Greeting

Silola

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Hi,

many thanks again smile_o.gif

No Silola, it's you who we thank smile_o.gif

Sorry, but the smoke is spawned.

Heh, that's no problem, I was just wondering smile_o.gif It looks like I need to work on my viewblock addon to work with it though.

The trigger for it is a group in wheeled vehicles which gets out,

as soon as she has enemy's contact. This is the time where the smoke shells are generated.

Good stuff. Is there the possibility of adding in an optional ground troop smokeshell function? I would think that a ground troop patrol might have say a 20% chance of deciding to spawn a smoke, something simple like that.

Especially for you I have assembled an Array in which the parametres are to be found:

Script: DAC\AI_1\DAC_AI_Init.sqf

Array: DAC_Smoke = ["smokeshell",[-15,15],"5 * DAC_AI_Level + ((skill (group _leader)) * 10)","((count units (group _leader)) > 3)"];

1. Element = type of the shell

2. Element = number of the shells with direction information

example:

[0] = one shell exactly in the direction of the target

[-25,25] = two shells, The first with-25 degrees of divergence to the target, second with 25 degrees of divergence to the target

[-135,-90,-45,0,45,90,135] = tounge2.gif

3. Element = in which distance the shells are created

4. Element = which basic condition must exist, so that the script generates the shells.

(The variable _leader can be used to include values of the group.)

Wow that's great, thanks for the info smile_o.gif I can see that there is scope for fiddling around with the numbers there. I wonder how much other stuff there is to fiddle with wink_o.gif

The only element there that really makes a difference to me is the first one, and as long as that is a standard ArmA shellsmoke item then the viewblock has the right shape & movement to work effectively. But the addon right now only works on the "fired" event, so it looks to me that a spawned smokeshell won't use my addon. I'll need to think about this & see how I can change my addon, if it's possible.

Until then, the VFAI addon will work on all ground troops (including DAC units it seems, as far as I can tell anyway.)

Do you have some wishes with respect to that?

Only a "fired" event wink_o.gifbiggrin_o.gif

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Quote[/b] ]Only a "fired" event wink_o.gifbiggrin_o.gif

This can be inserted by yourself.

For it is done the DAC_Config_Event.sqf (readme page 34 + 35) wink_o.gif

Greeting

Silola

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Quote[/b] ]Only a "fired" event wink_o.gifbiggrin_o.gif

This can be inserted by yourself.

For it is done the DAC_Config_Event.sqf (readme page 34 + 35) wink_o.gif

Greeting

Silola

I had a look there, but I cannot see how I can use it for my purposes.

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This is quite amazing, im making a small 12 man coops but its very big in its tacticalness and using DAC Activate and Such is making this soo awesome, especially when the enemy units call backup and such.. Its just too amazing for words.. Long Live DAC, Long Live Mission making!!!

Hip Hip - Hooray!! notworthy.gifnotworthy.gif

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Got this error a few minutes into the activate/deactivate example - triggered only the south mission:

Quote[/b] ]Error in expression <Move_to_VH - case1",time]};

sleep 5;

if(count _exgroup > 0) then

{

if(format["%1>

 Error position: <count _exgroup > 0) then

{

if(format["%1>

 Error count: Type Object, expected Array,Config entry

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Hi,

I believe that I have found the damned bug. Please, try out the following:

In the script DAC\AI_1\DAC_Move_to_Enemy.sqf please remove the line 386 completely.

(Or search according to the word "_vehiclepara", then you will find the line immediately)

Quote[/b] ][[_group,(_groupcount select 4),_groupende],_harray,6,_maxrad,_vehiclepara,_startid] spawn DAC_fMoveToVH;

This line has been put down during a test phase there, but has not been removed again. Sorry confused_o.gif

The next patch will contain this change of course.

Greeting

Silola

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You mean, an editor placed group which was integrated into the DAC,

that this group can be also remove again from the DAC?

This should be basically feasible. I will check this possibility for you wink_o.gif

Sounds great! smile_o.gif In addition to the specific case you mention here (remove groups that were inserted to DAC that were originally editor groups)... What about removing groups that were originally generated by DAC?  I can think of many uses for this possibility.  However, from reading certain passages in the Manual and having a quick look at the code, I realize this type of removal from DAC may be a bit more difficult to acheive. wink_o.gif

Quote[/b] ]#2: The new DAC_fChangeZone command is a great new enabler.  But... In addition to what's already there,

I was really hoping to be able to change the number of groups within a given type in a zone.

Was this something you were planning on adding at a later time?

Also, if there's something I'm missing here please advise (knowing me, I wouldn't be surprised).

In any event, I'd be happy to provide my solution via pm to you Silola for evaluation or post it here if you desire.

I had hoped that nobody asks for it wink_o.gif I think that I insert a solution afterwards.

You can send your solution to me with pleasure. Then I will check this.

However, a bigger adaptation is necessary.

Cool!  I need to do a bit more testing of my solution in terms of respawn, and then clean it up a little.  With any luck, I should be able to send it to you sometime this weekend (Fri-Sun for me).

Just curiosity, but by "bigger adaption", I think you may be refering to the user being limited when the number of groups is reset?  Also perhaps to keep a cap on the total number of groups DAC reserves for itself (i.e. relating to DAC_GroupPoolEast, etc.  Maybe there is a way to release all the currently unused groups back to the mission creator?)  Or something more entirely?!? DAC just keeps getting better. smile_o.gif

Thanks again for this monster you have unleashed! biggrin_o.gif

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Hi,

Quote[/b] ]Hi,

I believe that I have found the damned bug. Please, try out the following:

In the script DAC\AI_1\DAC_Move_to_Enemy.sqf please remove the line 386 completely.

(Or search according to the word "_vehiclepara", then you will find the line immediately)

Quote

[[_group,(_groupcount select 4),_groupende],_harray,6,_maxrad,_vehiclepara,_startid] spawn DAC_fMoveToVH;

This line has been put down during a test phase there, but has not been removed again. Sorry confused_o.gif

The next patch will contain this change of course.

Greeting

Silola

Sorry, but in addition, the following change must be done:

Script: DAC\AI_1\DAC_Move_to_VH.sqf

Line: 440

old code:

Quote[/b] ][_garray,_target,_wparray,_groupid,_maxrad,_zskill,_groupvehicle] spawn DAC_fMoveToEnemy;[_leader,3] spawn DAC_fAISpeak;

new code:

Quote[/b] ][_garray,_target,_wparray,_groupid,_maxrad,_zskill,_exgroup] spawn DAC_fMoveToEnemy;[_leader,3] spawn DAC_fAISpeak;

The bug should be repaired with it finally smile_o.gif

Greeting

Silola

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In the script DAC\AI_1\DAC_Move_to_Enemy.sqf please remove the line 386 completely.

(Or search according to the word "_vehiclepara", then you will find the line immediately)

Quote[/b] ][[_group,(_groupcount select 4),_groupende],_harray,6,_maxrad,_vehiclepara,_startid] spawn DAC_fMoveToVH;

Not finding that Silola.

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Hey Silola, in this line:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">DAC_AI_Count_Level = [[2,4],[3,6],[5,8],[9,12],[5,0]]

(where as you can see I've changed it to my needs) two quick questions:

1. What is the final element for? The one that reads "[5,0]".

2. Is it possible to add elements to the end for use? Example ",[12,24]" on the end becoming setting number 6?

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This is freakin amazing, the scripting behind this release is so well done it's mind boggling the hours of work that must have gone into this. You guys are truly an asset to the community, and if BIS doesn't offer any of you guys a job, they are all mentally ill.

notworthy.gif

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Hello,

@DMarkwick:

1. This means that the groups contain exactly 5 units, because the value of the randomness amounts 0.

2. Is right exactly what you have supposed smile_o.gif

@Jocko: many thanks xmas_o.gif

Greeting

Silola

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Quote[/b] ]@MadRussian

#1: We now have the ability to add editor groups via DAC_fInsertGroup, which is fantastic!

I was kind of hoping for a function to remove a given group completely from the DAC on command

(for things very specific to a given mission, where you know the group can't go back to being DAC controlled, etc).

Any plans for this?

You mean, an editor placed group which was integrated into the DAC,

that this group can be also remove again from the DAC?

This should be basically feasible. I will check this possibility for you wink_o.gif

Quote[/b] ]#2: The new DAC_fChangeZone command is a great new enabler. But... In addition to what's already there,

I was really hoping to be able to change the number of groups within a given type in a zone.

Was this something you were planning on adding at a later time?

Also, if there's something I'm missing here please advise (knowing me, I wouldn't be surprised).

In any event, I'd be happy to provide my solution via pm to you Silola for evaluation or post it here if you desire.

I had hoped that nobody asks for it wink_o.gif I think that I insert a solution afterwards.

You can send your solution to me with pleasure. Then I will check this.

However, a bigger adaptation is necessary.

just a few days away and the most important discussion of the forum drops to page 3 crazy_o.gif

tounge2.gif

I just want to add that I'm also waiting for dynamic change of amount of active units for a zone! If nothing else helps a zone deleter would be sufficient. I could then recreate the zone with the according settings.

I'm still working through the demos, but if it is not available would it be possible to get the amount of units lost and/or the number of respawns left from somewhere?

Also when I move a zone, can I read any error messages by script somewhere to do automatic corrections? (e.g. increasing the zone size until it fits)

Thank you for this great piece of work!

QuietMan

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I've been playing around it a bit, and must say I really like it in general. There are a couple of things I'd like though:

- Automatic naming of every unit

- More flexibility regarding zone creation (I can't fit my air zone inside the airport on the tolafarush island - anything less than 140 horisontal side isn't accepted)

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@DMarkwick:

1. This means that the groups contain exactly 5 units, because the value of the randomness amounts 0.

2. Is right exactly what you have supposed smile_o.gif

OK, thanks for answering the questions smile_o.gif

Couple more:

When radioing for assistance, what is the criteria for responses?

Same zone?

Same zone group?

Same side?

Distance/type/random?

When placing down manual waypoints, if I need only manual waypoints to be used do I put 0,0 in the waypoint element places in the arrays?

If I have a zone within a zone, how does DAC decide that a logic unit's waypoints belong to any one zone?

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yay.gif This looks great, i never used DAC before though.

I started playing around with it and i have come up with a small issue not sure what is causing it.

I get the following message from the following script call.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["bluebase",[1,0,0,550,350],[8,2,20,5],[3,3,20,5],[2,2,20,5],[2,1,5],[1,1,2,7,2]] exec "dac\scripts\dac_init_zone.sqs"

It tells me it is not suitable for infantry? the zone is placed over the small island Ramadi using the full sara map.

any ideas why the only way it will create infantry is in the water ?

Mort. banghead.gif

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Quote[/b] ]#2: The new DAC_fChangeZone command is a great new enabler.  But... In addition to what's already there,

I was really hoping to be able to change the number of groups within a given type in a zone.

Was this something you were planning on adding at a later time?

Also, if there's something I'm missing here please advise (knowing me, I wouldn't be surprised).

In any event, I'd be happy to provide my solution via pm to you Silola for evaluation or post it here if you desire.

I had hoped that nobody asks for it wink_o.gif I think that I insert a solution afterwards.

You can send your solution to me with pleasure. Then I will check this.

However, a bigger adaptation is necessary.

Cool!  I need to do a bit more testing of my solution in terms of respawn, and then clean it up a little.  With any luck, I should be able to send it to you sometime this weekend (Fri-Sun for me).

@anyone following this effort to add ability to change group counts in a given zone... quick update on my solution:  I was able to add ability to change the number of infantry, wheeled, and tank groups.  I've got this working, including in zones which have camps offering respawn.  Next, is to give Silola a chance to evaluate for possible inclusion.

@Silola- You have a new PM. smile_o.gif

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Hi,

please, some patience, until I can answer your questions.

I expect the solution of MadRussian by email to test them wink_o.gif

Happy new year smile_o.gif

Greeting

Silola

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I see it requires/uses a few addons.

Can any DAC features be used by the mission maker without adding any addon dependancy to the mission? smile_o.gif .

edit: I just went thru all the test missions and its fantastic wow_o.gif .

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@DMarkwick:

1. This means that the groups contain exactly 5 units, because the value of the randomness amounts 0.

2. Is right exactly what you have supposed  smile_o.gif

OK, thanks for answering the questions smile_o.gif

Couple more:

When radioing for assistance, what is the criteria for responses?

Same zone?

Same zone group?

Same side?

Distance/type/random?

When placing down manual waypoints, if I need only manual waypoints to be used do I put 0,0 in the waypoint element places in the arrays?

If I have a zone within a zone, how does DAC decide that a logic unit's waypoints belong to any one zone?

If you have an 3 Zones [Z1.Z2.Z3] and if they are linked togther the support will come from anyone. But if you have 3 xones which arnt linked they wont come.

If you have a Camp with arty and it is supporting 3 zones, those 3 zones will be beable to call in the arty and ask for reinforcements from the camp.

To monitor how the AI use reinforcements go into your Config_Creator and use this

DAC_Com_Values = [1,1,3]

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