silola 1086 Posted October 20, 2009 (edited) Hello, the "Dynamic-AI-Creator" is still alive and will come this year to ArmaII in version 2.1 I open this thread to inform u about some small changes in the new version and also to discuss with you about this DAC script-mod. The main focus for the new version is the faultless operation of DAC. In addition, there are also some minor news. For example, the appearance of the DAC-zones. So far, the zones could only have the following form: Rectangular and always oriented to the north (see pictures below)... In the new version you have much more options to create a DAC-zone: - Rectangular and oriented to any direction you want - circular (but no ellipses) - user defined shape of a zone The following pictures show you the expanded forms ... As you can see, especially a user defined shape of a zone is a nice, additional feature. With this method, you have unlimited possibilities to create a DAC-zone. A zone can assume any shape (closed polygon) as you can see in the next picture... Creating such a DAC-polygon-zone, is very simple. The principle is the same as the one used with the custom waypoints: Within a zone, the polygon is created with waypoints from a logig unit. That's all :-) I hope you enjoy the new possibilities :) Greeting Silola Edited December 31, 2009 by Silola Share this post Link to post Share on other sites
mr.g-c 6 Posted October 20, 2009 Ohh Yeah, DAC was awesome in Arma1 already... Share this post Link to post Share on other sites
.kju 3245 Posted October 20, 2009 Welcome back Silola :) Massively looking forward to DAC2.1! Especially how micro AI and DAC work together, how you have overcome the a2 3.0 ms limit design and how DAC gameplays is. Coop in a2 will start with the release. :) Share this post Link to post Share on other sites
fabrizio_t 58 Posted October 20, 2009 That's great news. Share this post Link to post Share on other sites
Razor91 17 Posted October 20, 2009 Good news, Silola! Share this post Link to post Share on other sites
dmarkwick 261 Posted October 20, 2009 (edited) Oh my God :) my favouritest mod ever makes a comeback :) As I've often told you Silola, the FireAndSmoke mod (and it's predecessor the SmokeEffects mod) were designed to be used with DAC. I am VERY excited by this news. The only, single problem I had with DAC2 was that a zone within a zone had trouble with identifying it's logic unit. I often had to "poke" one part of a zone out of a bigger zone, so that I could get a logic unit to "belong" to it. As far as feature requests, I've often thought that a "negative" zone might be useful, where the placenment and movement through of DAC units would be disallowed. So for example Silola your irregular polygon zone in image 6 & 7 you could place negative zones to prevent DAC AI from walking across the gaps. Edited October 20, 2009 by DMarkwick Share this post Link to post Share on other sites
snkman 351 Posted October 20, 2009 Hey Silola, good to see you in the ArmA 2 forums. ;) Share this post Link to post Share on other sites
W0lle 1050 Posted October 20, 2009 Wonderful news, looking forward to use it again. :) Share this post Link to post Share on other sites
mrcash2009 0 Posted October 20, 2009 Aaaah, Arma2 is becoming home again :) Share this post Link to post Share on other sites
vengeance1 50 Posted October 21, 2009 This is the "Best News Yet"! Man have I missed using this for missions. Thanks! Share this post Link to post Share on other sites
andersson 285 Posted October 21, 2009 Thank you for this info!! Was slowly going crazy as DAC is so essential for me :) Share this post Link to post Share on other sites
sickboy 13 Posted October 21, 2009 Yay indeed! Looking very much forward :) Share this post Link to post Share on other sites
poolpunk 668 Posted October 21, 2009 Fuck White Trash Hardcore Rock'n'Roll Baby, yeah! Silola is back! I'll love that Shape-function. And again DAC will help save heaps of time in mission creation. ArmA2 + DAC + 3DE + ACE = Buy a new PC :bounce3: Share this post Link to post Share on other sites
Nutlink 10 Posted October 21, 2009 AWESOME! I was getting ready to give up on seeing this in ArmA 2, but this has made me very happy! Share this post Link to post Share on other sites
mcpxxl 2 Posted October 21, 2009 -3DE it is blocked ATM :-( Share this post Link to post Share on other sites
SwiftyBoy 0 Posted October 21, 2009 Ah, brilliant news. My "so-called Arma2 life" just keeps getting better and better... Share this post Link to post Share on other sites
Commando84 0 Posted October 21, 2009 omg! DAC :D man If group link script would return to Arma 2 and RHS and BAS addon studios would comeback...that would so rock. And Laser delta ranger pack with all the awesome weapons that where in there :P Can't wait what DAC will look and feel like in the Arma 2 :) Share this post Link to post Share on other sites
lt.chris 0 Posted October 21, 2009 great news , looking forward to seeing this again :) Share this post Link to post Share on other sites
poolpunk 668 Posted October 21, 2009 @MCPXXL: Lester wrote about that "interface-problem" (rather a closed security-hole ,.. ;) ) but i hope, i encourage you: There will be a solution to that problem, too. Hope springs eternal. :rolleyes: Share this post Link to post Share on other sites
Mr_Harding 1 Posted October 21, 2009 Can't imagine ArmA 1 without DAC today. I hope, such will be with ArmA 2 and DAC 2.1. Share this post Link to post Share on other sites
KeyCat 131 Posted October 21, 2009 (edited) Great news and nice to see you back Silola! Wished I had some more time :( /KC Edited October 21, 2009 by KeyCat Share this post Link to post Share on other sites
silola 1086 Posted October 21, 2009 Hi, thanks for the comments and your interest :) As far as feature requests, I've often thought that a "negative" zone might be useful,where the placenment and movement through of DAC units would be disallowed. So for example Silola your irregular polygon zone in image 6 & 7 you could place negative zones to prevent DAC AI from walking across the gaps. This is really a very good idea, but I think the effort required for the implementation, is disproportionate to the benefits. Moreover, this would consume additional performace, which I would rather use elsewhere ;) The only, single problem I had with DAC2 was that a zone within a zonehad trouble with identifying it's logic unit. I often had to "poke" one part of a zone out of a bigger zone, so that I could get a logic unit to "belong" to it. In the new version this problem is already solved. You need only to place each logic unit in the center of the corresponding zone. A simple distance query then determines the membership of the logic units. Massively looking forward to DAC2.1!Especially how micro AI and DAC work together, how you have overcome the a2 3.0 ms limit design and how DAC gameplays is. I must say that I have not seen any restrictions so far regarding to the time limit. Ok, I've made some changes in the code, but I have not made any major improvements. I think that the DAC code has a solid structure. Therefore, the DAC has no problems with the script time limit. But wait, there is one place where I felt the limitation...the DAC_Marker. The more units are displayed with markers, the more it runs jerky :( But that's not really bad, because the markers should be used only during the development phase. Since DAC V1.0 I have still the idea in my mind that the DAC is able to process various AI-addons. But that would mean that it requires a small cooperation between the AI scripters, to create a common interface so that data can be exchanged. Greeting Silola Share this post Link to post Share on other sites
dmarkwick 261 Posted October 21, 2009 This is really a very good idea, but I think the effort required for the implementation,is disproportionate to the benefits. Moreover, this would consume additional performace, which I would rather use elsewhere ;) No biggie, it won't affect my enjoyment :) In the new version this problem is already solved.You need only to place each logic unit in the center of the corresponding zone. A simple distance query then determines the membership of the logic units. Marvelous :) that was the only trouble I ever had with DAC. What constitutes "center" of an irregular shape, first waypoint? Share this post Link to post Share on other sites
silola 1086 Posted October 21, 2009 Hi, What constitutes "center" of an irregular shape, first waypoint? If you look at the last picture, you will find that a polygon requires a regular zone. This is necessary to start the (poly) zone. So, the correct position for the logic unit remains still the center of the regular zone ;) Greeting Silola Share this post Link to post Share on other sites