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Mapfact releases DAC 2.0 for ArmA

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I may have missed it, so sorry if it was covered here or in the docs..

Is there a way to get tracked vehicles (APC type) to transport infantry, but the crew remains? IE: BMP, crew stays inside, infantry dismount/patrol? (Sort of a check if unitisgunner/driver/commander stay in, otherwise get out)

I know I could set them in a "wheeled" group, but then the crew hops out with the dismounts. sad_o.gif

Thanks for any help, and BIG thanks for making this package.

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I don't know what I'm doing wrong here. I'm trying to get the artillery to be useable for the player.

I've placed an M119 called art1

I have a radio trigger with the following

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">OnMapSingleClick "this=[_pos] execVM ""ArtilleryCall.sqf"""

ArtilleryCall.sqs looks like this

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[player,_this select 0, 2,50] spawn DAC_fCallArti;

Config Arty type 2 is set up like this

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> case 2:

{

_set0 = [10,2,0,30];

_set1 = [0,0,0,[],2,30];

_set2 = [100,100,100,100,4,1,0];

_set3 = [["M119",["Sh_125_HE"]]];

_set4 = [2,5,1];

_set5 = [10,30,1];

_set6 = [10,30,1];

_set7 = [0.1,0.5,1];

_set8 = [Art1];

_set9 = [];

};

I get this error message.

dacerror.jpg

Ideas?

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Hello smile_o.gif

@vengeance1:

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

Quote[/b] ]Hi Silola,

Second question please, while I really need some Arti Code I would also like to know if there is a way to DeActive a Zone but not DELETE the Enemy Air or Vehicles? Just enemy soldiers?

Tested New Mission "Alien Abduction" with multiple Test Players at Global Aliens Clan and got outstanding comments on DAC. Nice Job!

Thanks

Vengeance

For Your plan you must modify a script: \DAC\AI_1\DAC_Waiting_for_End.sqf

There you find this code (line 99):

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if((((getMarkerSize _markerVal) select 0) == 4)

|| (({alive _x} count units _group) == 0)) then

{

_run = 3;_go = false;

};

sleep (0.5 + (random 0.5));

change to:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if((((getMarkerSize _markerVal) select 0) == 4)

|| (({alive _x} count units _group) == 0)) then

{

if((({alive _x} count units _group) == 0) || (_groupid == 1)) then {_run = 3;_go = false};

};

sleep (0.5 + (random 0.5));

@Baron von Beer:

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

Quote[/b] ]I may have missed it, so sorry if it was covered here or in the docs..

Is there a way to get tracked vehicles (APC type) to transport infantry, but the crew remains? IE: BMP, crew stays inside, infantry dismount/patrol? (Sort of a check if unitisgunner/driver/commander stay in, otherwise get out)

I know I could set them in a "wheeled" group, but then the crew hops out with the dismounts.

This does not run in such a way, because otherwise, 2 groups would have to be co-ordinated for every vehicle.

But perhaps, you have noted that in each case the gunner stays in the vehicle to protect the area wink_o.gif

@Charliereddog:

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

Quote[/b] ]I don't know what I'm doing wrong here. I'm trying to get the artillery to be useable for the player.

Please excuses the bad description at this point. You have to change the DAC_Arti_Config a little bit:

Your config:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">case 2:

{

_set0 = [10,2,0,30];

_set1 = [0,0,0,[],2,30];

_set2 = [100,100,100,100,4,1,0];

_set3 = [["M119",["Sh_125_HE"]]];

_set4 = [2,5,1];

_set5 = [10,30,1];

_set6 = [10,30,1];

_set7 = [0.1,0.5,1];

_set8 = [Art1];

_set9 = [];

};

right config:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">case 2:

{

_set0 = [10,2,0,30];

_set1 = [0,0,0,[],2,30];

_set2 = [100,100,100,100,4,1,0];

_set3 = [["M119",["Sh_125_HE"]]];

_set4 = [2,5,1];

_set5 = [10,30,1];

_set6 = [10,30,1];

_set7 = [0.1,0.5,1];

_set8 = [[Art1,["Sh_125_HE"]]];

_set9 = [];

};

or for several units:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">case 2:

{

_set0 = [10,2,0,30];

_set1 = [0,0,0,[],2,30];

_set2 = [100,100,100,100,4,1,0];

_set3 = [["M119",["Sh_125_HE"]]];

_set4 = [2,5,1];

_set5 = [10,30,1];

_set6 = [10,30,1];

_set7 = [0.1,0.5,1];

_set8 = [[Art1,["Sh_125_HE"]],[Art2,["Sh_125_HE"]],[Art3,["Sh_125_HE"]]];

_set9 = [];

};

Greeting

Silola

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Thanks Silola, I will give that a try on the Save Vehicles when closing a Zone. Much appreciated

Vengeance

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Hi Silola,

I'm struggling with civilians behaving badly smile_o.gif

I have them in a hot zone being contested by east and west. They dont really move between waypoints, they mostly stay in the same spot doing "pushups" - getting up, then going prone.

I've tried setting behaviour to "Careless" and combatmode to "blue" but it doesnt seem to have much effect.

Any idea how to have them behave more normal?

cheers!

trooper

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@Trooper;

Nothing Silola can do about I believe.

Civilians have other FSM models for their behaviour, non combat ai basicly..

There are addons out that add seperate "Armed Civilians" with normal behaviour patterns. It is in no other way possible to let them behave like soldiers, AFAIK.

@Silola;

I would like an option in DAC to continue generating other zones, if a certain zone had waypoint errors.

I let the Mission Commander Decide where he wants to have his mission, while placing 1 block, of about 6 zones at once smile_o.gif

Many times the commanders put it too much to the water or at hilly terrain, and as such the whole mission must be restarted, because DAC Gives error 7, waypoint generation errors.

So basicly what I would like is: Continue other zones even if 1 or more zones get errors. (Maybe a setting).

I could edit DAC to this need, but I thought it might be a cool idea for DAC v2.01? smile_o.gif

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Thanks Silola, that solved my problem instantly. I've amended my manual to that effect. Maybe you could update the PDF for when the next version comes out.

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Is it correct that helo groups do not respawn? Thought I read that in the documentation, but for the life of me cannot find it now. I tried testing and this seemed to be the case, but often they would get damage, land and abandon so dunno if that would block the respawn, if it existed.

No biggie if not, was intending to plug in manually created choppers as needed but if that is an unnecessary step... smile_o.gif

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Hey is there a way to get airplanes in DAC?

I have tried replacing the helicopter in the UnitConfig with the aircraft. Sadly I recieved error 7 (waypoints) and no units get generated. icon_rolleyes.gif It also gives me the error that no units can get generated in this zone.

Thanks

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Hi smile_o.gif

@sickboy:

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

Quote[/b] ]I would like an option in DAC to continue generating other zones, if a certain zone had waypoint errors.

I let the Mission Commander Decide where he wants to have his mission, while placing 1 block, of about 6 zones at once smile_o.gif

Many times the commanders put it too much to the water or at hilly terrain, and as such the whole mission must be restarted, because DAC Gives error 7, waypoint generation errors.

So basicly what I would like is: Continue other zones even if 1 or more zones get errors. (Maybe a setting).

I could edit DAC to this need, but I thought it might be a cool idea for DAC v2.01?

This is a good idea sickboy. As soon as I have a little bit more time, I compile a solution.

@Baron von Beer:

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

Quote[/b] ]Is it correct that helo groups do not respawn? Thought I read that in the documentation, but for the life of me cannot find it now. I tried testing and this seemed to be the case, but often they would get damage, land and abandon so dunno if that would block the respawn, if it existed.

No biggie if not, was intending to plug in manually created choppers as needed but if that is an unnecessary step...

Sorry Baron, to respawn helos is not possible sad_o.gif You have only the possibility to deactivate a helicopter zone

with a certain condition and after a short break to activate the zone again.

Then the helicopters are anew generated again.

@Comrade12:

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

Quote[/b] ]Hey is there a way to get airplanes in DAC?

I have tried replacing the helicopter in the UnitConfig with the aircraft. Sadly I recieved error 7 (waypoints) and no units get generated. icon_rolleyes.gif It also gives me the error that no units can get generated in this zone.

Airplanes are not suitable for DAC. The DAC system is not tuned to it ... sorry

Bye

Silola

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Hey again!! I got aircraft to get respawned at a airbase and they took off! To bad 20 min later he crashed flying around in circles. rofl.gif Thanks

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This is for sure the most professional and complete addon in ARMA its great it makes the enemy feel so much more alive and real.  

Just some help needed though icon_rolleyes.gif .  I use the 'Heli pad empty' for the choppers but for some reason if its a transport chopper it doesnt land back on the start pos it sometimes lands even on buildings,is this a problem you know about or have i done something wrong.  If i use a gamelogic to place the camps all the objects move by about 5 meters except the wall so things end up stuck in the wall, ive done some testing and it seems to be relative to the direction of the WP, i.e from game logic straight up less movement, down most movement.  One last thing if I want a condition for AI arti and i use this

Quote[/b] ]["(({alive _x} count [comm1, comm2, comm3]) > 0)"]
then will the ai not have arti when all these are destroyed.  I dont know how to use these, that there is a copy from the readme.

Thanks again. notworthy.gif Dont rush to reply Im sure you got better things to do.

edit:One other thing how can i turn the join of smaller groups off ive set it to 0 but a group of 1 still joins. This is a prob when a chopper drops paratroopers and after disconecting from the sqaud then joins another but then starts acting like choppers do in normal arma as though the're infantry and actually makes the squad useless.  Also id like the soldiers attending the camps to stay after all respawns gone.  thanks

STS

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Hmm, I had another idea for a feature, imagine having DAC use more organized attacks.

How? Well lets say that when waypoints are selected and some groups have the selected waypoints or created waypoints near, 50-100(could be defined) and if detected they would then add another waypoint in between their current path, and the other groups would add it near them and they would be snycronized. That way they could travel in mass to the next way point and perhaps assault something.

Is this possible?

Any thoughts on this idea?

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DAC2.0 is awesome, thanks for the great work. I wanted to ask if there is a way to get it to run in Sakakah Al Jawf. It works great on Sahrani, but on Al Jawf there is nobody spawning in the trigger zones.

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Hello smile_o.gif

@Comrade12:

~~~~~~~~~~~~~~~~~~~~~~

Quote[/b] ]Hey again!! I got aircraft to get respawned at a airbase and they took off! To bad 20 min later he crashed flying around in circles.

Really? LOL ... I have never tried out such a situation.

@Sabre Tooth Sniper:

~~~~~~~~~~~~~~~~~~~~~~

Quote[/b] ]Just some help needed though. I use the 'Heli pad empty' for the choppers but for some reason if its a transport chopper

it doesnt land back on the start pos it sometimes lands even on buildings,is this a problem you know about or have i done

something wrong.

No. such problems are not known to me.

Maybe some parametres for the waypoint generation are not right.

Test it also on free area to see if the problem existing then also.

Quote[/b] ]One last thing if I want a condition for AI arti and i use this

["(({alive _x} count [comm1, comm2, comm3]) > 0)"]

then will the ai not have arti when all these are destroyed. I dont know how to use these, that there is a copy from the readme.

Your condition must be put down in the script "DAC_Config_Arti" (_set9 = ...)

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

_set0 = [10,2,0,30];

_set1 = [0,0,100,[],2,30];

_set2 = [100,100,100,100,4,1,0];

_set3 = [["D30",["Sh_125_HE"]]];

_set4 = [2,5,1];

_set5 = [10,30,1];

_set6 = [10,30,1];

_set7 = [0.1,0.5,1];

_set8 = [];

_set9 = ["(({alive _x} count [comm1, comm2, comm3]) > 0)"];

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

According to that which config number you use, this number has to go

in the script "DAC_Config_Behaviour":

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

_setSkill = [0.3,0.9];

_setCombat = ["yellow"];

_setBehav = ["aware"];

_setSpeed = ["limited","normal","full"];

_setForm = ["line","vee","column","wedge","stag column","ech left","ech right","file","diamond"];

_setFleeing = [0,50];

_setHeliVal = [45,100,0.7,1];

_setPause = [[1,5],[1,5],[1,5],[20,30,5,5],[1,3],[0,0]];

_setBldgBeh = [0,50,120,600];

_setPatrol = ["35 + (20 * (skill _leader))","(30 + (random 30)) + ((skill _leader) * 50)"];

_setSearch = ["20 + ((skill _leader) * 150)","30 + ((skill _leader) * 50)"];

_setSupport = [1,1];

_setJoin = 2;

_setEmpVeh = [[100,100],[100,100]];

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

Quote[/b] ]edit:One other thing how can i turn the join of smaller groups off ive set it to 0 but a group of 1 still joins.

This is a prob when a chopper drops paratroopers and after disconecting from the sqaud then joins another but then

starts acting like choppers do in normal arma as though the're infantry and actually makes the squad useless.

Can you describe this problem a little bit better?

Only the heli groups, or also normal infantry are concerned by it?

the group which belongs to a heli, joins always then to another group,

if the heli is damaged too strongly (greater than 0.7).

Quote[/b] ]Also id like the soldiers attending the camps to stay after all respawns gone. thanks

To reach this, you must modify the script "DAC_Move_Camp" a little bit:

Script line 178: if(((_thisCamp select 5) select 0) <= 0) then

change to: if(((_thisCamp select 5) select 0) < 0) then

@MehMan:

~~~~~~~~~~~~~~~~~~~~~~~

Quote[/b] ]Hmm, I had another idea for a feature, imagine having DAC use more organized attacks.

How? Well lets say that when waypoints are selected and some groups have the selected waypoints or created waypoints near,

50-100(could be defined) and if detected they would then add another waypoint in between their current path, and the other

groups would add it near them and they would be snycronized. That way they could travel in mass to the next way point

and perhaps assault something.

Is this possible?

Sorry MehMan, Your idea is not possible without big expenditure sad_o.gif

@junior_g:

~~~~~~~~~~~~~~~~~~~~~~~

Quote[/b] ]DAC2.0 is awesome, thanks for the great work. I wanted to ask if there is a way to get it to run in Sakakah Al Jawf.

It works great on Sahrani, but on Al Jawf there is nobody spawning in the trigger zones.

I think that the area height is too low and therefore no waypoints are generated.

Test the following waypoint config:

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

_CheckRadius1 = [ 5, 10, 10, 20, 20 ];

_CheckRadius2 = [ 10, 30, 30, 40, 60 ];

_checkAreaH = [ 20, 15, 15, 10, 10 ];

_checkMaxH = [ 500, 500, 500, 500, 500 ];

_checkMinH = [ 1, 1, 1, 1, 1 ];

_checkNear = [ 0, 0, 0, 100, 200 ];

_checkObjH1 = [ 0.5, 0.5, 0.5, 0.2, 0.2 ];

_checkObjH2 = [ 30, 20, 10, 5, 4 ];

_checkCount = [ 200, 200, 200, 500, 1500 ];

_checkResol = [ 45, 36, 36, 12, 12 ];

Many Thanks

Greeting

Silola

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A few more questions.

Several regarding arty:

1: What does the moveable arti-units control? (Condition set 2, variable 7). Is it to allow an arty defined type that is zone spawned (opposed to base spawned static) to also act as arty? (Say an M1)

2: Editor placed arty (Set 8). Will these be in addition to base spawned arty types, or in place of them? (And must they be of defined arty types, or simply listed in this array?)

3: Follow up to that, if the editor placed unit is mobile, must moveable arty be set too? Eg: I place M113s to act as mortar carriers. Would I just add them to the set 8 array, would I also have to set moveable arti to on, and also, would M113 have to be defined as arty type as well? (and have the side effect of all M113s acting as such).

Trying to get a feel for how far it can be taken, and what side effects might develop.

4: config_events

Say I add a script to a zone's groups so they may surrender. Would this interfere with that group respawning when "empty"?

For example, group is created with 8 soldiers. Script is called when X % of a given group are killed, they surrender and then join captor's group. Would that group ,now being empty, respawn regularly (if the zone is so configured) or would this interference upset the balance of the DAC universe? smile_o.gif

Thanks for any feedback, and possibly saving a lot of trial and error testing!

If I missed answers in the readme, my apology. I've just read it twice over and rebrowsed this thread, and think for every bit retained, another got pushed out.

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@junior_g:

~~~~~~~~~~~~~~~~~~~~~~~

Quote[/b] ]DAC2.0 is awesome, thanks for the great work. I wanted to ask if there is a way to get it to run in Sakakah Al Jawf.

It works great on Sahrani, but on Al Jawf there is nobody spawning in the trigger zones.

I think that the area height is too low and therefore no waypoints are generated.

Test the following waypoint config:

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

_CheckRadius1 = [ 5, 10, 10, 20, 20 ];

_CheckRadius2 = [ 10, 30, 30, 40, 60 ];

_checkAreaH   = [ 20, 15, 15, 10, 10 ];

_checkMaxH     = [ 500, 500, 500, 500, 500 ];

_checkMinH     = [ 1, 1, 1, 1, 1 ];

_checkNear     = [ 0, 0, 0, 100, 200 ];

_checkObjH1     = [ 0.5, 0.5, 0.5, 0.2, 0.2 ];

_checkObjH2     = [ 30, 20, 10, 5, 4 ];

_checkCount   = [ 200, 200, 200, 500, 1500 ];

_checkResol   = [ 45, 36, 36, 12, 12 ];

Many Thanks

Greeting

Silola

Okay, do I just put this for "case 0" in the DAC_Config_Waypoint.sqf file? Sry, long time, no reply, I was busy doing other stuff. Thanks for the reply though Silola

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Silola, I tried copying across a simple test zone to a brand new custom map, but the mission complained that the zone was unsuitable for infantry, helos, armoured and unarmoured vehicles. Everything basically. The area around the zone is not much different in density than any area in Sahrani, and quite flat.

What does my map need to be DAC compatible?

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Hello smile_o.gif

@junior_g:

~~~~~~~~~~~~~~~~~~~~

Quote[/b] ]Okay, do I just put this for "case 0" in the DAC_Config_Waypoint.sqf file? Sry, long time, no reply, I was busy doing other stuff. Thanks for the reply though Silola

Yes junior, try it. I am curious to see if it works ;-)

@DMarkwick:

~~~~~~~~~~~~~~~~~~~~

Quote[/b] ]Silola, I tried copying across a simple test zone to a brand new custom map, but the mission complained that the zone was unsuitable for infantry, helos, armoured and unarmoured vehicles. Everything basically. The area around the zone is not much different in density than any area in Sahrani, and quite flat.

That is bad. Such problems are not known to me.

Please show me a picture of the place where you have placed a zone.

You can also try to change the values of "DAC_Config_Waypoints". May be You notice a small difference.

User-defined waypoints make no problems, right?

I think we can resolve the problems soon :-)

@Baron von Beer:

~~~~~~~~~~~~~~~~~~~~

Quote[/b] ]1: What does the moveable arti-units control? (Condition set 2, variable 7). Is it to allow an arty defined type that is zone spawned (opposed to base spawned static) to also act as arty? (Say an M1)

For the movable arty, the same conditions apply as for the stationary arty.

The above-mentioned parameter determined only whether mobile units are to be taken into account.

And yes, even an "M1" can act as a arty-unit (You can see that also in the demonstration).

Each type of unit that registered in the "DAC_Config_Arti" can be used. The same goes for units that later generated.

Quote[/b] ]2: Editor placed arty (Set 8). Will these be in addition to base spawned arty types, or in place of them? (And must they be of defined arty types, or simply listed in this array?)

The editor placed units are in addition to those generated units.

You have only to register the name of unit (+parameters) in this array.

Quote[/b] ]3: Follow up to that, if the editor placed unit is mobile, must moveable arty be set too? Eg: I place M113s to act as mortar carriers. Would I just add them to the set 8 array, would I also have to set moveable arti to on, and also, would M113 have to be defined as arty type as well? (and have the side effect of all M113s acting as such).

Yes, you have to activate the mobile-parameter.

Each unit type can be operate on each side. For which side the unit is operate, is dependent on the side of the crew.

Quote[/b] ]For example, group is created with 8 soldiers. Script is called when X % of a given group are killed, they surrender and then join captor's group. Would that group ,now being empty, respawn regularly (if the zone is so configured) or would this interference upset the balance of the DAC universe?

Such conditions, I have never been tested. This means that you must try it yourself wink_o.gif

Greeting

Silola

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@DMarkwick:

~~~~~~~~~~~~~~~~~~~~

Quote[/b] ]Silola, I tried copying across a simple test zone to a brand new custom map, but the mission complained that the zone was unsuitable for infantry, helos, armoured and unarmoured vehicles. Everything basically. The area around the zone is not much different in density than any area in Sahrani, and quite flat.

That is bad. Such problems are not known to me.

Please show me a picture of the place where you have placed a zone.

You can also try to change the values of "DAC_Config_Waypoints". May be You notice a small difference.

User-defined waypoints make no problems, right?

I think we can resolve the problems soon :-)

I hope so smile_o.gif DAC is still my favourite addon. Ever smile_o.gif

Anyway, the area is as described in the picture below. It's not very dense (still WIP) and there's plenty of empty flat ground around. The zone seems to work OK if I just transfer it across to another map.

The initialisation for the zone looks like this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["Z1",[1,0,0,800,800],[3,2,10,5],[3,2,10,5],[3,2,10,5],[2,2,4],[0,0,0,1]] exec "DAC\Scripts\DAC_Init_Zone.sqs"

ArmA_SV_DAC_Test.jpg

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Hi again,

I can immediately see why DAC no waypoints generated.

The terrain is everywhere higher than 500 meters tounge2.gif

You have to be adapt the config for waypoints.

This is the default setting (max 500 meters):

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_checkMaxH = [500, 500, 500, 500, 500];

Now try this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_checkMaxH = [1500, 1500, 1500, 1500, 1500];

That's all wink_o.gif

Greeting

Silola

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Brilliant biggrin_o.gif thanks very much Silola. Another problem stomped. smile_o.gif

The height is real-world correct, but this is the second problem that it's causing me. The first problem is that helos won't fly up the mountains (which reach over 2000m). Looks like I should lower the whole terrain.

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Is there a way to turn off the "radio text" saying which groups were reduced/removed/activated and can you make the units not show up on the map when in game?

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Hi smile_o.gif

Try this:

DAC Readme -> Page 21 -> DAC_Com_Values

DAC Readme -> Page 22 -> DAC_Marker wink_o.gif

Bye

Silola

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