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silola

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

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Thankyou Silola for all your help. I will try out these changes as soon as i get the chance.

Also... :eek:... I look forward to trying out v3.0c!!

(ps - hope all your PC issues are sorted, re-installing OS's isnt fun ;))

Cheers mate.

:)

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Hi :)

@andersson:

From my mission (http://forums.bistudio.com/showpost....&postcount=289) I noticed that when a base is activated again I must use a base with objects, if I use an empty base without anything nothing is respawned when the zone is activated again. Everything else works just fine.

I've found a little bit time to make some tests with "empty bases" (case 11).

And....I've found no bug in regards of this type of camp.

I can activate such a camp as often as I want, and I've found no problems.

Ok, the test was made with DAC V3.0c, but I think I've made no changes in this area.

Maybe u can check it again - thx :)

Greeting

Silola

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I do have some special setups lol. Thank you for having a look, I will check if v3.0c is magically better. If not I will just rebuild my mission as it is working for you.

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Hi :)

I mean the script-calls to create the DAC zones.

For example:

khelmb=["z1_b",[1,0,0],[],[],[],[1,1,25,0,100,2,[z1_s]],[0,0,0,11]] spawn DAC_Zone 

How many DAC zones you have placed within your mission?

I need the script-call from each DAC zone (trigger).

Silola

I'm having trouble getting the spawn DAC zone feature to work.

Here's what I want to set up:

After I complete a certain objective a new one gets created. The new objective is basically a town assault but I'd like to use a DAC zone around it. The only thing is that I'd like the DAC zone only to be created(with spawned groups) when I get this new objective. DAC will already be used in the mission so I just need a new zone to appear around a pre-placed marker(presumably in the town's center).

I have a trigger that goes off when the player enters it and this triggers the script with the objective creation and where I'd like the DAC zone to be created. In this script I have:

hint "DAC Zone being created"; (For reference)

_values = ["z1",[1,0,0],[5,2,50,8],[],[],[],[1,1,1,1]];
[(markerpos DAC1),250,150,0,0,_values] call DAC_fNewZone;

The marker name where I want the zone created around is called DAC1.

I bet I'm doing something wrong. I just tried to incorporate what's in the ReadMe cause I was lost. Any help would be great.

Thanks in advance.

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Hi Manzilla :)

a post by myself...

Info:

The latest version has a little bug. You get an error message when you try to call the "DAC_fNewZone" function, to generate a DAC zone during a mission.

(Thx to Gnome for the hint)

A fixed version is comming soon.

The new version also contains two simple Sector-Fight example missions

and a valid key for the extended sound.pbo

Sorry m8, but you have to wait until I've released the new version.

Greeting

Silola

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Ahhhh that's where that error appears. Didn't realize it was the same one. My apologies.

Thanks for the info. I look forward to the next version!

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Hey Silola,

I have a question: Say I have a DAC zone with 30 waypoints. Then I create a waypoint zone for that zone with an extra 30 waypoints. The units in the master zone are set ot have:

[4,3,30,25]

So they only choose 25 of the waypoints. So, when I add a waypoint zone, is there a change in "25". This is because I'm adding several waypoint zones all across the map in my mission, but only one master zone. If the units only choose 25 from the waypoint pool, I thought they may not go aorund the whole map. I'm assuming that the way it works, is that a unit chooses "25" waypoints from the pool at the start, and then only travels between these "25". Am I right? If this is the case, could I use:

][4,3,30,100]

To ensure that units travel all across the map, or will it cause bugs?

Thanks

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How about capture-able/re-capture-able zones? thought id throw it in again :)

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How about capture-able/re-capture-able zones? thought id throw it in again :)

this is the answer^^

The new version also contains two simple Sector-Fight example missions
next release:yay::yay::yay: Edited by TeilX

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How about capture-able/re-capture-able zones? thought id throw it in again :)

That would be very useful.

In the meantime I'm using this:

private ["_unitList", "_factionList", "_N0CDF", "_N0USMC", "_N0GUE", "_N0RU", "_paramCDF", "_paramRU", "_paramUSMC", "_paramGUE", "_rulingFaction", "_CDF", "_USMC", "_RU", "_GUE"];

// Waits untill DAC is initiated
sleep 2;

// Defines parameters for DAC zones
_paramCDF = ["z4",[1,0,0],[6,3,40,40],[3,3,30,30],[],[1,4,50,0,100,500],[1,5,1,1,0]];
_paramRU = ["z4",[1,0,0],[6,3,40,40],[3,3,30,30],[],[1,4,50,0,100,500],[0,0,0,1,0]];
_paramUSMC = ["z4",[1,0,0],[6,3,40,40],[3,3,30,30],[],[1,4,50,0,100,500],[1,1,1,1,0]];
_paramGUE = ["z4",[1,0,0],[6,3,40,40],[3,3,30,30],[],[1,4,50,0,100,500],[2,2,2,1,0]];

_CDF = 0;
_USMC = 1;
_RU = 2;
_GUE = 3;
_rulingFaction = 4;


// Loop
while {true} do {
_unitList = _this;

// Counts number of units per faction
_factionList = [];
{_factionList = _factionList + [(faction _x)]} foreach _unitList;
_N0CDF = {_x == 'CDF'} count _factionList;
_N0USMC = {_x == 'USMC'} count _factionList;
_N0GUE = {_x == 'GUE'} count _factionList;
_N0RU = {_x == 'RU'} count _factionList;


// Checks for dominant faction
if ((_N0CDF > _N0USMC) AND (_N0CDF > _N0GUE) AND (_N0CDF > _N0RU)) then {

// Checks to see if the faction doesn't already contorl the area
if (_rulingFaction != _CDF) then {

// Deletes the previous DAC zone
	if (!isNil "z4") then{
		["z4"] call DAC_fDeleteZone;
		sleep 20;};

	[(getMarkerPos "zone4"),750,500,0,0,_paramCDF] call DAC_fNewZone;
	sleep 300;

// Markes the controlling faction
	_rulingFaction = _CDF;};
};

if ((_N0USMC > _N0CDF) AND (_N0USMC > _N0GUE) AND (_N0USMC > _N0RU)) then {
if (_rulingFaction != _USMC) then {

	if (!isNil "z4") then {
		["z4"] call DAC_fDeleteZone;
		sleep 20;};

	[(getMarkerPos "zone4"),750,500,0,0,_paramUSMC] call DAC_fNewZone;
	sleep 300;
	_rulingFaction = _USMC;};
};

if ((_N0RU > _N0CDF) AND (_N0RU > _N0GUE) AND (_N0RU > _N0CDF)) then {
if (_rulingFacton != _RU) then {

	if (!isNil "z4") then {

		["z4"] call DAC_fDeleteZone;
		sleep 20;};

	[(getMarkerPos "zone4"),750,500,0,0,_paramRU] call DAC_fNewZone;
	sleep 300;
	_rulingFaction = _RU;};
};

if ((_N0GUE > _N0CDF) AND (_N0GUE > _N0USMC) AND (_N0GUE > _N0RU)) then {
if (_rulingFaction != _GUE) then {

	if (!isNil "z4") then {
		["z4"] call DAC_fDeleteZone;
		sleep 20;};

	[(getMarkerPos "zone4"),750,500,0,0,_paramGUE] call DAC_fNewZone;
	sleep 300;
	_rulingFaction = _GUE;};
};
sleep 60;
};

It's not very well written, but it gets the job done. Though you guys are much better than me (and you could probably come up with something like that in 2 minutes). Anyway, I thought it might help someone...

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where should i put all the folders

Man are you serious? DAC's readme couldn't have been possibly more detailed. Just create a folder named @DAC, create another folder in it called "addons", then put everything you extracted into it. Goto the games shortcu and add "-mod=@DAC;" into the "Target" line.

Though if you're playing around with configs and settings, you'd have to move a few files around. Just read the readme, its has everything in it (Silola wrote it especially in noob friendly format; thanks Silola :)).

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Or if you use the scripted version you put the DAC folder with all content inside your mission folder.

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Or if you use the scripted version you put the DAC folder with all content inside your mission folder.

Not sure if that has been released yet?? if it has link? lol i stopped all mission editing arma 2 playing just hoping the script set will be released to get me back into it.. :D

Think he might of ment the actually test mission folders. = they go into the editor so you can see how they were made

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Not sure if that has been released yet?? if it has link? lol i stopped all mission editing arma 2 playing just hoping the script set will be released to get me back into it.. :D

Pretty sure if you download the current version in the OP you'll find the script set. ;)

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Hi :)

Today I have released the latest version of DAC: DAC V3.0C.

I've fixed the function DAC_fNewZone and I was also able to remove some other minor bugs.

I have also attached two simple templates of DAC_Sector_Fight to the download. I hope u like it.

See first post for download link :)

Greeting

Silola

Edited by Silola

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neindochohh_gif.gifoooohhh:yay::yay::yay::yay:

thx soooo much...... Silola you are the King/GoD!!!!!!

have a nice week..

Greeting

Teilx

Edited by TeilX

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Silola I think your B Sector fight for both the script and pbo versions are the same. the script one is looking for dac_source

---------- Post added at 06:16 AM ---------- Previous post was at 06:05 AM ----------

Hi :)

Today I have released the latest version of DAC: DAC V3.0C.

I've fixed the function DAC_fNewZone and I was also able to remove some other minor bugs.

I have also attached two simple templates of DAC_Sector_Fight to the download. I hope u like it.

See first post for download link :)

Greeting

Silola

Silola

I dont think the function is working server side still. I ran the following code

waituntil{time > 3};
_pos1 = getMarkerPos "Marker1";
_pos2 = getMarkerPos "Marker2";
_pos3 = getMarkerPos "Marker3";
_pos4 = getMarkerPos "Marker4";
_pos7 = getMarkerPos "Marker7";
_pos6 = getMarkerPos "Marker6";

_list = "list XRay";
waituntil{(({isPlayer _x} count (call compile _list)) > 0)};

_values = ["z1",[1,0,0],[5,2,5,5],[],[],[],[0,0,0,0]];
[(_pos1),100,100,0,0,_values] call DAC_fNewZone;
hint "Marker1 is launched";
waituntil{DAC_NewZone == 0};
_values = ["z2",[1,0,0],[5,2,5,5],[],[],[],[0,0,0,0]];
[(_pos2),100,100,0,0,_values] call DAC_fNewZone;
hint "Marker2 is launched";
waituntil{DAC_NewZone == 0};
_values = ["z6",[1,0,0],[5,2,5,5],[],[],[],[0,0,0,0]];
[(_pos6),100,100,0,0,_values] call DAC_fNewZone;
hint "Marker6 is launched";
waituntil{DAC_NewZone == 0};
_values = ["z3",[2,0,0],[4,2,5,3],[],[],[],[0,0,0,0]];
[(_pos3),200,100,1,110,_values] call DAC_fNewZone;
hint "Enemy Troops Spotted North of the Beachhead";
waituntil{DAC_NewZone == 0};
_values = ["z4",[1,0,0],[5],[],[],[],[0,0,0,0]];
[(_pos4),200,400,1,0,_values] call DAC_fNewZone;
hint "Marker4 is launched";
waituntil{DAC_NewZone == 0};
_values = ["z7",[1,0,0],[],[],[],[1,2,50,0,100,10,[z1,z2,z3,z4]],[0,0,0,0]];
[(_pos7),100,100,1,0,_values] call DAC_fNewZone;
hint "Base is launched";

In Zone 1 I get the circle and that is it. Nothing else happens. This is in a file called landing1.sqf.

My init file looks like this.

if(!isServer) then {waitUntil{!isNull player}};
DAC_Zone = compile preprocessFile "DAC\Scripts\DAC_Init_Zone.sqf";
DAC_Objects	= compile preprocessFile "DAC\Scripts\DAC_Create_Objects.sqf";
execVM "DAC\DAC_Config_Creator.sqf";



if(isServer) then {execVM "landing1.sqf"};

I have a trigger called XRay that I move into to kick it off.

Edited by gunterlund21

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Why are there so few mission with DAC?

I think this is great, but most missions are not using DAC. Or is there a place to download DAC missions?

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I guess most of them are used as coop.

And since OFP, private coop servers were always those ,that provided most fun to all involved players.

So just a few maps with DAC reach the public.

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If you want DAC missions I will seek to put together a pack that is private to our group... they are not normally released because we never see the market for them.

Loving the sound of this sector fight addition to the mod Siola, will have to give it a try!

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