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silola

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

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Hi :)

I cant get editor groups to integrate, i keep getting this message for a long time into the mission "Release-action still running. Please try again later" this is at the very beginning of the mission, and then throughout.

It's important to wait until the DAC has finished the init phase.

init.sqf (example):

DAC_Basic_Value = 0;
waituntil{DAC_Basic_Value > 0};

if(isServer) then
{
[group,1,[z1,z2],10,1,1,[1,1,1],0,0] spawn DAC_fInsertGroup;
};

If u want to insert more than one editor group, u can do it in such a way:

DAC_Basic_Value = 0;
waituntil{DAC_Basic_Value > 0};

_myGroups = [gr1,gr2,gr3,gr4];_i = 0;

if(isServer) then
{
while{_i < count _myGroups} do
{
	[(_myGroups select _i),1,[z1,z2],10,1,1,[1,1,1],0,0] spawn DAC_fInsertGroup;
	waituntil{DAC_Release_Action == 0};
	_i = _i + 1;
};
};

Greeting

Silola

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Hi :)

If u want to insert more than one editor group, u can do it in such a way:

DAC_Basic_Value = 0;
waituntil{DAC_Basic_Value > 0};

_myGroups = [gr1,gr2,gr3,gr4];_i = 0;

if(isServer) then
{
while{_i < count _myGroups} do
{
	[(_myGroups select _i),1,[z1,z2],10,1,1,[1,1,1],0,0] spawn DAC_fInsertGroup;
	waituntil{DAC_Release_Action == 0};
	_i = _i + 1;
};
};

Is it the same way too release DAC_generated_groups?

And Which name do the DAC_generated_groups have?

Edited by Hptm.Steiner

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So Gang.

Where are all the DAC 3 missions? I have combed the net and have not found even one posted.

Silola in Dac 2 you where more then helpful and I see that time has not wore you down just reading through the pages of posts and all the EXTENSIVE help with graphics etc

Thanks for that.

Thanks for DAC.

Wonderful.

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Hi :)

Is it the same way too release DAC_generated_groups?

And Which name do the DAC_generated_groups have?

To show u how this works, I use a small example again:

You have two zones (z1 + z2) and each zone will generate 5 groups of infantry.

Now you want to release the groups from zone z2 after the DAC has created these groups.

The problem is that you don't know the group names, which DAC has generated in the zone z2.

But there is a possibility to save the groups into an user-defined array.

You can do this for each zone and each unit category separatly:

fun=["z1",[1,0,0],[5,3,30,8],[],[],[],[1,1,1,1]] spawn DAC_Zone

This is zone z1 without saving any group name.

fun=["z2",[1,0,0],[5,3,30,8,"inf_group_z1"],[],[],[],[1,1,1,1]] spawn DAC_Zone

This is zone z2 and all generated infantry groups are stored in the user-defined array inf_group_z1

These optional parameter (string) you can enter for each unit category.

Ok, after the DAC has finished the init phase, you can do some actions with your user-defined array.

(Release DAC groups from the DAC system, for example ;) )

init.sqf (example):

DAC_Basic_Value = 0;
waituntil{DAC_Basic_Value > 0};

if(isServer) then
{
{[_x] spawn DAC_fReleaseGroup}foreach [color="Blue"][b]inf_group_z1[/b][/color];
};

Greeting

Silola

Edited by Silola

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Thank you Silola for your exceptional support! I will try the script you made for me when I get back home!

About the bug; yes I did it the way you suggested, I created an extra zone for the camp only.

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Hi :)

To show u how this works, I use a small example again:

Thank´s, now i´v got it :ok:

:cool:

:ok:

Edited by Hptm.Steiner
to stupit to ride words right!

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Sry for not reading the whole post, if I create a mission with DAC and we play on a dedicated server does the server or client need this installed?

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Sry for not reading the whole post, if I create a mission with DAC and we play on a dedicated server does the server or client need this installed?

Both, but when he releases the script pack version only the mission will need it ;)

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Question,

Can we create a Water Zone and use Ships as a Vehicle? Seems I remember this not being possible in DAC for ARMA1

Thanks

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If u want to insert more than one editor group, u can do it in such a way:

DAC_Basic_Value = 0;
waituntil{DAC_Basic_Value > 0};

_myGroups = [gr1,gr2,gr3,gr4];_i = 0;

if(isServer) then
{
while{_i < count _myGroups} do
{
	[(_myGroups select _i),1,[z1,z2],10,1,1,[1,1,1],0,0] spawn DAC_fInsertGroup;
	waituntil{DAC_Release_Action == 0};
	_i = _i + 1;
};
};

Silola

Hi Silola, i tried the above multiple group option with no success, i placed one editor group for opfor and named them gr1, and two groups for bluefor and named them grp2, gr3... i placed the above code in the init without ',gr4' in the array.

I have 2 zones named z1 and z2 and these merge onto one neutral zone named z3.

The editor groups do not intergrate into the zones, does this happen automatically insert them or am i missing something?

Thanks

Edited by Katipo66

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Hi :)

Hi Silola, i tried the above multiple group option with no success, i placed one editor group for opfor and named them gr1, and two groups for bluefor and named them grp2, gr3... i placed the above code in the init without ',gr4' in the array.

I have 2 zones named z1 and z2 and these merge onto one neutral zone named z3.

The editor groups do not intergrate into the zones, does this happen automatically insert them or am i missing something?

Thanks

Sorry, but there is a small mistake within the readme :(

The readme says (example):

[group,1,[z1,z2],10,1,1,[1,1,1],0,[color="Red"][b]0[/b][/color]] spawn DAC_fInsertGroup

but the following code is correct:

[group,1,[z1,z2],10,1,1,[1,1,1],0,[color="Green"][b]false[/b][/color]] spawn DAC_fInsertGroup

The last parameter must be true/false

true: if u want to save the editor-placed waypoints of the editor-placed group

The code for your mission could look like this now:

init.sqf (example):

DAC_Basic_Value = 0;_i = 0;
waituntil{DAC_Basic_Value > 0};

_myGroups = [[gr1,0],[gr2,1],[gr3,1]];

if(isServer) then
{
[z1,(position z3),[],0,0,0] call DAC_fChangeZone;
sleep 1;
waituntil{DAC_NewZone == 0};
[z2,(position z3),[],0,0,0] call DAC_fChangeZone;
waituntil{DAC_NewZone == 0};
       sleep 1;
while{_i < count _myGroups} do
{
	[((_myGroups select _i) select 0),1,[z1,z2],10,((_myGroups select _i) select 1),1,[1,1,1],0,false] spawn DAC_fInsertGroup;
	waituntil{DAC_Release_Action == 0};
	_i = _i + 1;
};

};

As u can see I've made a small change inside the script:

[b]_myGroups = [[gr1,0],[gr2,1],[gr3,1]];[/b]

and

[((_myGroups select _i) select 0),1,[z1,z2],10,((_myGroups select _i) select 1),1,[1,1,1],0,false] spawn DAC_fInsertGroup;

Because u want to insert west and east groups, it's better to set an additional value to determine the correct side.

Question,

Can we create a Water Zone and use Ships as a Vehicle? Seems I remember this not being possible in DAC for ARMA1

Thanks

This is restricted feasible.

For such an action, you need an additional entry within the Config_Unit ...

example:

case 9:
{
_Unit_Pool_S = 	["USMC_Soldier_SL","USMC_Soldier_SL","USMC_Soldier_SL","USMC_Soldier_SL"];
_Unit_Pool_V = 	[];
_Unit_Pool_T = 	["RHIB"];
_Unit_Pool_A = 	[];
};

Next, you need a special script call (example):

nul=["z4",[4,0,0],[],[],[3,1,15,5],[],[1,[b]9[/b],1,1,[b]3[/b]]] spawn DAC_Zone

The unit config ID 9 is loaded

The waypoint config ID 3 is used

With this waypoint config DAC can generate waypoints in water only.

You can read this also in the readme on page 8 (lower section) :p

But as I say before, this possibility is restricted.

You can generate boats only as category "tracked vehicle", otherwise the group will try to patrol the area if they reach a waypoint

and that's not optimal on water :D

Greeting

Silola

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Thanks Silola, I'll get right on trying boats and adding this to my mission.

Well Done! ;)

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Hi everyone just a quick question anyone have an Idea why DAC and Ace Wounds could cause everyone to become almost invulnerable. Dac is default and mission is basic default Dac and Beta Ace Arma Patch 1.07.If anyone would like to have a look PM me and I will send mission.everything runs fine when I separate the parts ( of the mission framework ) only when I put them together that the problem occurs.P.S. problem occurs on Hosted and Dedi and results are varied as far as how many hits it takes before you or the AI die.

any help would be apreciated

Cheer's ChefD

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I found a bug, when you load a safed game. If you reload the game, the message "no player selected" occours, but you could play anyway.

But then every time you kill an enemy a script error is displyed.

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unitconfig for OA OPFOR & Civi :turn:

//---------------------------------------Taki Civilians (and goats) CIVI----------------------------------------------------------
case 200:
{
	_Unit_Pool_S = 	[
			"TK_CIV_Takistani03_EP1","TK_CIV_Takistani02_EP1","TK_CIV_Takistani05_EP1",
			"TK_CIV_Takistani01_EP1","TK_CIV_Takistani04_EP1","TK_CIV_Takistani06_EP1",
			"TK_CIV_Worker02_EP1","TK_CIV_Worker01_EP1","TK_CIV_Woman01_EP1","TK_CIV_Woman02_EP1",
			"TK_CIV_Woman03_EP1","TK_CIV_Takistani03_EP1","TK_CIV_Takistani02_EP1","TK_CIV_Takistani05_EP1",
			"TK_CIV_Takistani01_EP1","TK_CIV_Takistani04_EP1","TK_CIV_Takistani06_EP1",
			"TK_CIV_Worker02_EP1","TK_CIV_Worker01_EP1","TK_CIV_Woman01_EP1","TK_CIV_Woman02_EP1",
			"TK_CIV_Woman03_EP1","Goat02_EP1","Goat01_EP1"
					];
	_Unit_Pool_V = 	[	
			"Ikarus_TK_CIV_EP1","Lada1_TK_CIV_EP1","Lada2_TK_CIV_EP1","LandRover_TK_CIV_EP1","Old_bike_TK_CIV_EP1",
			"TT650_TK_CIV_EP1","Old_bike_TK_CIV_EP1","Old_moto_TK_Civ_EP1","hilux1_civil_3_open_EP1",
			"S1203_TK_CIV_EP1","SUV_TK_CIV_EP1","UAZ_Unarmed_TK_CIV_EP1","Ural_TK_CIV_EP1","Old_bike_TK_CIV_EP1",
			"V3S_Open_TK_CIV_EP1","Volha_1_TK_CIV_EP1","Volha_2_TK_CIV_EP1","VolhaLimo_TK_CIV_EP1"
					];
	_Unit_Pool_T = 	[	 ];
	_Unit_Pool_A = 	[	 ];
};
//---------------------------------------Taki Army (mixed) OPFOR----------------------------------------------------------
case 210:
{
	_Unit_Pool_S = 	[
			"TK_Soldier_Crew_EP1","TK_Soldier_Pilot_EP1","TK_Soldier_SL_EP1","TK_Soldier_EP1",
			"TK_Soldier_B_EP1","TK_Soldier_LAT_EP1","TK_Soldier_AT_EP1","TK_Soldier_AA_EP1",
			"TK_Soldier_AAT_EP1","TK_Soldier_AMG_EP1","TK_Soldier_HAT_EP1","TK_Soldier_AR_EP1",
			"TK_Soldier_Engineer_EP1","TK_Soldier_GL_EP1","TK_Soldier_MG_EP1","TK_Soldier_Medic_EP1",
			"TK_Soldier_Sniper_EP1","TK_Soldier_SniperH_EP1","TK_Soldier_Sniper_Night_EP1","TK_Soldier_Night_1_EP1",
			"TK_Soldier_Night_2_EP1","TK_Soldier_TWS_EP1","TK_Soldier_Spotter_EP1","TK_Special_Forces_MG_EP1",
			"TK_Special_Forces_EP1","TK_Special_Forces_TL_EP1"
					];
	_Unit_Pool_V = 	[	
			"LandRover_MG_TK_EP1","LandRover_SPG9_TK_EP1","TT650_TK_EP1","SUV_TK_EP1",
			"UAZ_Unarmed_TK_EP1","UAZ_AGS30_TK_EP1","UAZ_MG_TK_EP1","Ural_ZU23_TK_EP1",
			"V3S_TK_EP1","V3S_Open_TK_EP1"
					];
	_Unit_Pool_T = 	[
			"BMP2_TK_EP1","BMP2_HQ_TK_EP1","BRDM2_TK_EP1","BRDM2_ATGM_TK_EP1","BTR60_TK_EP1",
			"M113_TK_EP1","T34_TK_EP1","T55_TK_EP1","T72_TK_EP1","ZSU_TK_EP1"
					];
	_Unit_Pool_A = 	["UH1H_TK_EP1","Mi17_TK_EP1","Mi24_D_TK_EP1"	 ];
};
//---------------------------------------Taki Militia (mixed) OPFOR----------------------------------------------------------
case 211:
{
	_Unit_Pool_S = 	[
			"TK_INS_Soldier_EP1","TK_INS_Soldier_TL_EP1","TK_INS_Soldier_AA_EP1","TK_INS_Soldier_AR_EP1",
			"TK_INS_Bonesetter_EP1","TK_INS_Soldier_MG_EP1","TK_INS_Soldier_2_EP1","TK_INS_Soldier_EP1",
			"TK_INS_Soldier_4_EP1","TK_INS_Soldier_3_EP1","TK_INS_Soldier_AAT_EP1","TK_INS_Soldier_AT_EP1",
			"TK_INS_Soldier_Sniper_EP1"
					];
	_Unit_Pool_V = 	["LandRover_MG_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","Old_bike_TK_INS_EP1"	];
	_Unit_Pool_T = 	["BTR40_TK_INS_EP1","BTR40_MG_TK_INS_EP1"	 ];
	_Unit_Pool_A = 	[	 ];
};
//-------------------------------------------------------------------------------------------------

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I found a bug, when you load a safed game. If you reload the game, the message "no player selected" occours, but you could play anyway.

But then every time you kill an enemy a script error is displyed.

Are you playing an MP mission? There's probably no player set in the Editor, instead all playable units are set to Playable.

This doesn't have anything to do with DAC.

I haven't had any troubles loading my saved DAC missions.

Good luck.

Mr Burns,

Thank you! I was just in the process of doing this. Thanks for saving me the time. ;)

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Hi, and great tool btw...

I only have a very basic understanding of ths, but in arma2 its working fine.

I've got OA and would like to use DAC with the new units, but what I have tried is obviuosly not working.

I wasn't sure how to add the additional units so I just cut the orginal's and pasted the new ones over the top.

i.e in the DAC folder in the mission Im writing I have gone into DAC-Config_Units and replaced case 0 to "TK_Soldier_Crew_EP1" etc.

I save and go into the editor and its still producing standard Russians fromArma2???

Any help would be greatly received!

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Did you place the DAC External game logic on the map. Without that it will use the internal config(in the DAC .pbo) and I believe the RU units are the default.

Good luck.

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Thanks very much, spot on!

I had just copied the logics from the tutorial mission! Hadn't even thought to check.

Only problem now is that it seems the Tak forces LOD is locked at a very low level, no idea why thats happening!???

Cheers

Did you place the DAC External game logic on the map. Without that it will use the internal config(in the DAC .pbo) and I believe the RU units are the default.

Good luck.

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Thanks very much, spot on!

I had just copied the logics from the tutorial mission! Hadn't even thought to check.

Only problem now is that it seems the Tak forces LOD is locked at a very low level, no idea why thats happening!???

Cheers

Glad to hear bud!

Not sure about the LOD, are you using any other Mods/AddOns?

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EDIT

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

OK Just checked back in the beta and in vanilla and everything is looking GOOD!!!!

Dont know why, but I've learned not to look a gift horse in the mouth!

Cheers again for your help, just need to find the Taliban looking set and Im sorted!

Cheers

Glad to hear bud!

Not sure about the LOD, are you using any other Mods/AddOns?

Edited by Ratcatcher722
problem solved

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Remove GL4. It's been giving me problems with LODs since A2 v1.07 came out.

I hope that helps.

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