MadMike-Brig2010- 10 Posted July 28, 2011 Check your id-numbers of the zones - you only use "1" and "2". So for example the waypoints of zone "z4" are created in zone "z1" beause they share the same id, and so on. Share this post Link to post Share on other sites
aceking 10 Posted July 28, 2011 alirte, i got it working... i forgot to put the dac_extern logic. but i got another question... since i have alot of zones and ai groups, is there a way that i could delay the mission start so that players can begin after DAC has had time to initialize all those waypoints and units? Share this post Link to post Share on other sites
dmarkwick 261 Posted July 28, 2011 alirte, i got it working... i forgot to put the dac_extern logic.but i got another question... since i have alot of zones and ai groups, is there a way that i could delay the mission start so that players can begin after DAC has had time to initialize all those waypoints and units? There is a way of doing that, which I cannot remember offhand, but is in the manual. What I do however is build in a little journey, a helo insert or a lorry ride or something, to give the player something to do and make it seem that something is always happening. Share this post Link to post Share on other sites
aceking 10 Posted July 29, 2011 k, i check out the manual. the community i play with is made up of large number of people, around 40 to 50, so i'd rather not do the helo insert thing. but anyway, me and a group of guys tested on of my missions today, and for some reason, on the dedicated server, DAC didn't spawn any AI groups. It will just say [DAC is initializing...] at the beginning, but even after alot of time has passed in the mission, there would be no finishing hint and the map would still be empty of AI. Anyone know whats wrong? Share this post Link to post Share on other sites
teilx 4 Posted July 29, 2011 In Sector_Fight example is a solution for "delay the mission" on start. 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"; mySectors = [];leadVal = "[0,0,0]";leadTime = time;_pos = position z1_1; _list = [];_dumy = objNull;_unit = objNull;_i = 0;_text = ""; mSetting = [[100,100],[10,10],25];sSetting = 2;cSetting = 2; if(isMultiplayer) then { sSetting = (paramsarray select 7); cSetting = (paramsarray select 6); DAC_AI_Level = (paramsarray select 4); DAC_Auto_UnitCount = [(paramsarray select 5),10]; if((!isServer) || ((isServer) && (local player))) then { []execVM "Respawn\Respawn.sqf"; sleep 5; waituntil{DAC_Basic_Value > 0}; [player,"2"] spawn DAC_Weapons; sleep 1; if(player == (leader (group player))) then { onMapSingleClick "_fun = [_pos,_shift] execVM ""Action.sqf"""; _text = format[" [important Hint] \n\nBecause You are the leader of the group, \nyou have the possibility to move the friendly \nDAC zone with a simple mapclick to a new position. Click in the middle of the zone, to confirm the new position. Click on the red or blue marker to change the size of the zone. \n\nInfo: \n--------- \nWithin this area 2 or more friendly groups will move around and search for enemys. If one of these groups are killed in action, a new one will be generated in our camp. \n\n\nGood luck soldier. "]; "DAC V3.0c SectorFight Type [A]" hintC [_text]; }; }; } else { DAC_Auto_UnitCount = [4,10]; titleText [format["DAC_Sector_Fight Type [A]\n=======================\n\n\n\nThe Battlefield is being generated . . . please wait.\n\n\n\nWith this DAC_Sector_Fight mission example,\nin each sector enemy units are generated because each sector is a DAC Master Zone.\nBut note, there is also a big DAC Master Zone around the mission area.\n\nThe goal of this mission is to conquer each sector until it is fully filled green."], "BLACK OUT",0.1]; playmusic "EP1_Track13"; waituntil {(time > 10)}; waituntil{DAC_Basic_Value > 0}; titleText ["", "BLACK IN",2]; 3 fademusic 0; sleep 4; playmusic ""; 0 fademusic 1; [player,"2"] spawn DAC_Weapons; if(player == (leader (group player))) then { onMapSingleClick "_fun = [_pos,_shift] execVM ""Action.sqf"""; _text = format[" [important Hint] \n\nBecause You are the leader of the group, \nyou have the possibility to move the friendly \nDAC zone with a simple mapclick to a new position. Click in the middle of the zone, to confirm the new position. Click on the red or blue marker to change the size of the zone. \n\nInfo: \n--------- \nWithin this area 2 or more friendly groups will move around and search for enemys. If one of these groups are killed in action, a new one will be generated in our camp. \n\n\nGood luck soldier. "]; "DAC V3.0c SectorFight Type [A]" hintC [_text]; }; sleep 1; }; DAC_Sector_Values = [500,0.5,1,0.5,[5,0,"[1] execVM ""EndMission.sqf"""],[5,1,""],true]; mySectors execVM "DAC\Scripts\DAC_Init_Sector.sqf"; if(isServer) then {[] execVM "MoveZone.sqf"}; you can replace the text and delete some scripts calls. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 29, 2011 In the file DAC_Config_Creator.sqf there is a setting for the variable DAC_Fast_Init, if you set it to true you will get the fast init :) If you use internal DAC, you can change this variable by Logic Unit in the mission. Share this post Link to post Share on other sites
aceking 10 Posted July 29, 2011 It said in the manual that the DAC_fast_init option was available to singleplayer mode only. The mission that im making cater to a lare multiplayer coop community (United Operations), so that, as well as the DAC_intern logic is not an option. Ill check out the sector_fight mission that teliX mentioned though. Right now however, im kinda fustrated to know as to why DAC isn't spawning any AI groups on the map when testing on a dedicated server. Like I said before, when me and a couple guys tested on the dedicated server, the mission will just say that [DAC is initializing] right from the start... but even like 30 or 40 minutes in, there would still be no hint that DAC finished, and no AI would spawn on the map. Share this post Link to post Share on other sites
nomadd 66 Posted July 29, 2011 Aceking I use DAC in a fair number of missions. I throw up a test server and so far never have a problem with DAC spawing units. I pretty much only play MP, local hosted games. You must have something set wrong. As for delaying until DAC is set up I use just a real simple script. disableUserInput true;titleText [format["Mission: Your Mission Name \n=======================\n\n\n\nThe Battlefield is being generated . . .\n\nplease be patient.\nor don't be patient\nthe wait is the same either way"], "BLACK OUT",0.01]; waituntil {DAC_Basic_Value > 0}; disableUserInput false; titleText ["", "BLACK IN",2]; I disable user interface to keep players from running or shooting blind. Make sure you test everything first before you disable the interface if there is a load problem then the only way out is to crt-alt-delete and shut down arma. I call this script with a trigger ...time > 0.1. There maybe a better way to do this ( I am still a newb at scripting/mission making) but this seems to work for me. Nomadd Edit: Forgot to give credit. I got the idea for that script from sector_fight Share this post Link to post Share on other sites
aceking 10 Posted July 29, 2011 thanks for the help on mission delay. but im pretty clueless as to what i might have done wrong in my mission to not make DAC AI group spawn. Can anyone take a look into my mission file and see what I did that's not making it work correctly? Mission file link https://www.yousendit.com/download/YTYvTkFuQVNOMUEwTVE9PQ Share this post Link to post Share on other sites
nomadd 66 Posted July 30, 2011 @aceking I downloaded your mission, but I do not have all the mods needed to test/play it. One thing I did notice you are using the script version of DAC but the mission is calling for DAC pbo(I caught this because I didn't load the dac mod, since you are tying to use the script version). Which are you trying to use. I don't think you can use both and it still work. Nomadd Share this post Link to post Share on other sites
aceking 10 Posted July 30, 2011 ahh, okay that must be it then... i remember installing DAC previously from six shooter updater to get onto another server and i probably had it running while editing these missions. will test it out later... thx so much for the help! Share this post Link to post Share on other sites
Taxen0 15 Posted August 2, 2011 This mod looks awesome! I have to try it once I get ace up and running. It seems very powerful, but can it also do more simple tasks like Kronzky's Urban Patrol Script? or will I be required to run both? Share this post Link to post Share on other sites
orcinus 121 Posted August 2, 2011 This mod looks awesome! I have to try it once I get ace up and running.It seems very powerful, but can it also do more simple tasks like Kronzky's Urban Patrol Script? or will I be required to run both? You don't need ACE to start playing with DAC3, you can start straight away :) To get a good start, be sure to run through the demos first - probably best without any additional mods as some may be problematic (e.g., Zeus AI is one that Silola recommends should not be used as DAC has its own AI scripts). The DAC config_behaviour settings control various functions including whether DAC-spawned units may occupy buildings, for how long, etc. See the main Read-ME, pages 40 & 41. There's an excellent tutorial thread on initialising the zones here: http://forums.bistudio.com/showthread.php?t=99759 and lots of unit & camp configurations here: http://forums.bistudio.com/showthread.php?t=100617 Have fun :) Orcinus Share this post Link to post Share on other sites
Taxen0 15 Posted August 2, 2011 thanks for the links, seems quite easy to set up. I will make a test mission later and see the difference with and without ACE and ACE with zeus AI. Share this post Link to post Share on other sites
aceking 10 Posted August 3, 2011 Is there a way that I can lock all DAC spawned enemy armor vehicles from human blufor players from getting in and operating it? Share this post Link to post Share on other sites
SmartGun 10 Posted August 3, 2011 Is there a way that I can lock all DAC spawned enemy armor vehicles from human blufor players from getting in and operating it? search the readme for "events" there are examples Share this post Link to post Share on other sites
aceking 10 Posted August 3, 2011 ah, ok got it working with the f2 crew type check framework. thx Share this post Link to post Share on other sites
orcinus 121 Posted August 5, 2011 Hi As I posted earlier, the problems with speech corruption were down to some cock-up I made trying to add in ground & artillery support into a mission. I'm still struggling with this (I'm very new to scripting). Does someone have a working example they could share? TIA Orcinus Share this post Link to post Share on other sites
Taxen0 15 Posted August 11, 2011 I'm just checking in to see if there is a tool that you can use to generate the texts you should write for spawning different things, from a easier to understand UI? sure, it's not that hard as it is. But if it doesn't exist I might make one myself, no point in reinventing the wheel though. Share this post Link to post Share on other sites
-Coulum- 35 Posted August 12, 2011 It seems there is some kind of dynamic viewdistance/fog that appears whenever I use DAC. It is quite annoying as it reduces viewdistance considerably. at first I thought it was because of the dac dynamic weather so in the creator config I put - DAC_Dyn_Weather= [0,120,1,0.7] In the manual it said that setting the first value to 0 will disable weather effects. but this still doesn't take away the fog I am seeing. Can someone please explain to me how to take away this fog/dynamic viewdistance? Thanks in advance Share this post Link to post Share on other sites
dmarkwick 261 Posted August 12, 2011 I also disable the DAC dynamic weather but I don't see any fog that I don't put in myself. Are you sure it's DAC that's doing this? Share this post Link to post Share on other sites
HR4 Elite 10 Posted August 12, 2011 I have had a similar fog type problem using 'dvd' mod, it seems to happen very briefly then goes, only a second or two. Share this post Link to post Share on other sites
panther42 52 Posted August 12, 2011 I was doing some testing last night. I removed my @DAC folder from my startup parameters. Verified I had no DAC scripts in my mission folder, started up a mission I have been working on, and lo' and behold, DAC initialized. I scratched my head and started searching to see if there was something I missed in the mission folder. Nothing. After an bit of searching, I found the DAC.pbo and DAC sounds pbo are in the ACE addons folder???? Is DAC included in ACE? Did I inadvertantly drag and drop these pbo's in the ACE addon folder? Can anyone else confirm. Is DAC a part of ACE? Maybe this was mentioned within this topic, but I read the first 50 pages and decided just to ask. :) Share this post Link to post Share on other sites
teilx 4 Posted August 12, 2011 (edited) Jop , Dac is included. But it is strange that Dac is init at mission start without DAC scripts/modules. I have had a similar fog type problem using 'dvd' mod, it seems to happen very briefly then goes, only a second or two.maybe a mod conflict Edited August 12, 2011 by TeilX Share this post Link to post Share on other sites
panther42 52 Posted August 12, 2011 I didn't change a thing in the mission itself, so the DAC logic was still placed on the map, and init. I was waiting for the mission to not start, stating the addon was missing. ---------- Post added at 11:32 PM ---------- Previous post was at 11:29 PM ---------- It seems there is some kind of dynamic viewdistance/fog that appears whenever I use DAC. It is quite annoying as it reduces viewdistance considerably. at first I thought it was because of the dac dynamic weather so in the creator config I put -DAC_Dyn_Weather= [0,120,1,0.7] In the manual it said that setting the first value to 0 will disable weather effects. but this still doesn't take away the fog I am seeing. Can someone please explain to me how to take away this fog/dynamic viewdistance? Thanks in advance I get the same thing playing a mission I made on the Takistan map. If I place myself up on a mountain top, to view as an observer, the fog rolls in and I can't see squat below a certain elevation. I can't even see the gunship support I called in. I have GL4 and ACE also loaded. Maybe it is one of those. Do you use either of those modifications? Share this post Link to post Share on other sites