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silola

Dynamic-AI-Creator (DAC) V3.0 released

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Problem Solved

Edited by Shadow.D. ^BOB^

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Hi :)

Does anyone know of a way to get the DAC AI to use buildings, i'e maybe walk through them on patrol or stand about inside them?

Yes, I know how it works :D

By default the AI considered no buildings, but if u make a small change inside the DAC_Config_Behaviour.sqf file, it will work fine.

Example:

1. Insert the DAC-logic "DAC_intern" into your mission

2. Write the following code in the init-line of the logic:

DAC_Single_Config = ["Behaviour"]

3. Copy the file DAC_Config_Behaviour.sqf into your mission folder.

(You can find this file in "zip-file\Configs\DAC\DAC_Config_Behaviour.sqf")

4. The last thing ... you change the following values (inside the in the DAC_Config_Behaviour.sqf) in the appropriate sections:

old: _setBldgBeh = [0,50,120,600,1];

new: _setBldgBeh = [3,50,120,600,1];

This means that a maximum of 3 units of a group can occupy a building.

The readme says (page 41):

Here you determine how much infantry groups can occupy buildings.

If you don't want to use this feature, you need to set the 1st value to 0.

1st entry = maximum number of units from the group, which can occupy a building

2nd entry = radius of the building detection

3rd entry = time how long the units stay in a building

4th entry = time before a building can be entered again a second time

5th entry = number of positions, which a building must have at least

The example above would also mean that 2 units of a group occupy a building,

if a suitable building with at least one position in a radius of 50 meters was found.

The units hold it for 120 seconds. Then the building is not occupied for 600 seconds..

Caution, there are not many buildings / objects which work correctly.

Buildings which cause problems can be excluded (see issue Tips + Tricks)

There is another setting that allows the DAC AI to detect and enter empty guns and / or empty vehicles (by default not enabled):

old: _setEmpVeh = [[0,100],[0,100]];

new: _setEmpVeh = [[150,100],[150,100]];

With the new setting the AI will detect empty guns/vehicles within a radius of 150 m.

The readme says (page 42):

These arrays enable the boarding of empty vehicles and guns.

If you don't want to use one of these characteristics in the zone, you have to set the 1st value

to 0, otherwise as follows:

1st Array = radius of the detection of empty vehicles to board; probability %

2nd Array = radius of the detection of empty guns in order to board; probability %

Which vehicle types can be boarded, will be determined by the setting up

DAC_VehAllowed (page 22).

Which guns can be boarded, will be determined by setting up DAC_GunAllowed (page 22).

Try it out and let me know if it works :)

Greeting

Silola

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Hi Silola,

Is it possible to integrate the first aid modules into zones for SP purposes? its not so important but hate seeing AI crawling around the ground still wanting to fight!?

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Could someone help me with how to dynamically DeActivate a Zone.

I am redoing all of Domination OA Side Missions with DAC, almost done and I need to DeActivate the Zone with Current Mission # but not sure how to script it.

Here is what I have.

Example:

[z40] call DAC_Deactivate;

Need to do this: Obviously don't know correct way to insert variable.

[z["current_mission_index"]] call DAC_Deactivate;

Thanks

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Cheers Silola, much appreciated. After i asked the question i read through the readme again, as i figured there would be a way to do it :)

As far as i can tell, it seems to work fine. The AI climb ladders n mill about on rooftops aswell as inside the buildings, so pretty spot on. I will test the empty guns and vehicles, but so far so good. The fact that OA has so many open buildings really brings this script suite into its own.

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The fact that OA has so many open buildings really brings this script suite into its own.

No doubt. I'm amazed how OA really makes this script work.

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Hi :)

Hi Silola,

Is it possible to integrate the first aid modules into zones for SP purposes? its not so important but hate seeing AI crawling around the ground still wanting to fight!?

Hmm...I have not used this module so far.

How do you initialize this module script-wise?

Maybe this action can be solved with the "DAC_Config_Event" File :rolleyes:

Could someone help me with how to dynamically DeActivate a Zone.

I am redoing all of Domination OA Side Missions with DAC, almost done and I need to DeActivate the Zone with Current Mission # but not sure how to script it.

Here is what I have.

Example:

[z40] call DAC_Deactivate;

Need to do this: Obviously don't know correct way to insert variable.

[z["current_mission_index"]] call DAC_Deactivate;

Thanks

I think you need a script-call like this one:

[color="Blue"]call compile format["[z%1] call DAC_Deactivate",current_mission_index];[/color]

Greeting

Silola

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Just a shy question:

Are there any mission built on DAC 3.0 out yet?

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Hi Silola, just a quick question based on a bit of testing i have done regarding the use of buildings. Do the AI prioritise finding buildings to enter rather than engaging the enemy / supporting other units?

I have set up a few basic scenarios, basically me in an AC130 overhead watching a number of BLUFOR units sweeping through a town, with say 5/6 OPFOR infantry groups. I have the OPFOR guys being able to enter buildings, the thing is even when one group of OPFOR makes contact, the others just seem to want to keep moving between buildings rather than engaging the BLUFOR forces.

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Is there or will there be a compatible DAC for Standalone OA users? It appears to error needing A2 content for those that have separate installed OA.

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Hi :)

With the new PBO- and script version, it is possible to use either Arma2 or OA as standalone or both together.

The new versions will come in the next few days, I think.

Bye

Silola

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Thanks Silola then I will continue with my development of DAC in Domination.

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This is awesome just finished the demo missions and read manuals.Massive thanks for all your work put into this Silola and others:)

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Hi Silola,

I found an issue with DAC and ACE2OA. The gear system in particular. When DAC is active at all and I check my gear by pressing "g" the contents of the ACE2 rucksack are visible the very first time(in the lower left of the menu). If I close that menu and reopen it again with"g" the contents are gone.

Here's a simple example mission:

http://www.filefront.com/17016921/@%5BACE2%5DDAC_Gear_TEST.Takistan.pbo

I'm not sure if you've ever played ACE2 or not so I'm not sure if this is fixable. I posted a ticket over at the ACE2 bug tracker at DH so maybe someone over at ACE2 will check into it:

http://dev-heaven.net/issues/11817

Thanks for this excellent piece of content, it's epic.

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Excelent news that the script version will be soon Solia! i look forward to seeing it ;)

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So Xeno explained to me that the cause of my conflict between DAC and ACE2 is due to:

NEVER EVER ASSIGN A VALUE TO NIL !!!!!!!!!!¶

nil=["z1",[1,0,0],[3,3,30,15],[2,1,25,12],[],[],[0,0,0,0,1]] spawn DAC_Zone

It overwrites nil from the engine with the script handle, means it creates a global variable with the script handle.

If scripts use nil to to nilify a variable it does assign the script handle to them instead of the "real" nil.

Replace nil with 0 and it's running fine.

Not sure why you'd use nil in the short instructions if it's never supposed to be used as Xeno says.

That could cause problems. Oh well, at least I got the conflict solved.

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Hi :)

I know. As I have said before, it's my fault.

I have no idea why I wrote this. I suspect that at this moment my head was pretty strained.

The DAC has only very few bugs, but this one is very effective :D

But in principle this is not real bug, but more of a write error ;)

SORRY

Greeting

Silola

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Fantastic work! having a lot of fun. However...

Having a bit of trouble getting units(infantry) to pause at waypoints.

Have tried adjusting...

_setPause = [[10,60],[40,80],[30,100],[20,30,5,5],[1,3],[10,60]];

...but they stop only for a few seconds at the most. Sometimes it does vary, but they never stop for more than a few seconds.

I have successfully adjusted some of their other parameters, but this on doesn't seem to work for me?

Also, they don't seem to keen on getting in empty guns, despite...

_setEmpVeh = [[150,100],[150,100]];

I've spent so much time messing with a couple of small groups, just trying to get these two things to work.

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Hi :)

_setPause = [[10,60],[40,80],[30,100],[20,30,5,5],[1,3],[10,60]];

There are actually a small bug.

It's possible that the group does not pause long enough. But not always.

Now it's fixed for the new version.

_setEmpVeh = [[150,100],[150,100]];

But this thing should work in any case.

Are you sure that the right ID of the behavior config is loaded?

Please check it again.

Greeting

Silola

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Hi :)

I know. As I have said before, it's my fault.

I have no idea why I wrote this. I suspect that at this moment my head was pretty strained.

The DAC has only very few bugs, but this one is very effective :D

But in principle this is not real bug, but more of a write error ;)

SORRY

Greeting

Silola

I figured you mentioned it just couldn't find it. I should've checked better, my apologies.

It's all good. I'm just glad it was a simple fix and not a conflict between ACE2 and DAC. :)

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I don't know what was going on, but I seem to have both working fine now.

I have only just started playing with this excellent tool, and have never used earlier versions. Going okay so far with trial and error.

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Forgive my noobness please. I am asking if there is an installation instruction portion? The readme explains very well how to use it, but with all the content in the downloaded file, what goe where exactly? any advice is appreciated. Thanks and great work

---------- Post added at 05:04 PM ---------- Previous post was at 04:57 PM ----------

found answer on page 4, sorry and thanks all

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Hey guys, some friends in our server are having problems with the Ace backpack feature, we cannot pack anything into our backpacks. This only happens with dac related missions? :S any ideas cause i am puzzled.

If it helps its just stock A2

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I know arrowhead has been mentioned a few times in this thread but can someone give me a quick overview on how to get DAC working with OA? I'm a bit familiar with DAC as I got it running in Arma2 but I wouldn't know where to begin to get it to work with standalone Arrowhead.

Thanks!

Edited by nuggetz

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