SavageCDN 231 Posted July 21, 2014 anyone experience game lag when spawning units with latest 1.63 OA/CO patch? No but make sure your server is using -noLogs parameter Share this post Link to post Share on other sites
lazyrhino 10 Posted July 22, 2014 No but make sure your server is using -noLogs parameter how? I've got lag in previewing my mission in editor..thx Share this post Link to post Share on other sites
SavageCDN 231 Posted July 22, 2014 My guess is it's a problem with the units you are spawning or some other script maybe? Do you get the same lag spawning in vanilla Arma 2 units? Share this post Link to post Share on other sites
lazyrhino 10 Posted July 22, 2014 My guess is it's a problem with the units you are spawning or some other script maybe? Do you get the same lag spawning in vanilla Arma 2 units? the lag fix with - nologs -cpucount=4 and "GPU_MaxFramesAhead=1; GPU_DetectedFramesAhead=1;" in armaoa.cfg.....thx But there is bug that some tanks (e.g. M1s) have no ammo in their main gun as well as plane like Su-25 cannon mods: Arma 2 OACO 1.63 + latest ACE, CBA_CO Share this post Link to post Share on other sites
SavageCDN 231 Posted July 22, 2014 Yeah check the ACE thread others have reported the same problem (no ammo in main gun). Pretty sure it's related to an addon as the ACE tanks seem to be just fine. Share this post Link to post Share on other sites
Whimsykiller 10 Posted August 29, 2014 (edited) I've just started trying to get into DAC, and I edited the creator config to change the unit name requirements from all the 's' stuff to my usual names for units 'PltCO' for Platoon Commander, 'PltMED' for Platoon medic, "ASL" for Alpha Squad Lead, etc. I loaded in, and now I get this error, and it doesn't create units or do anything that it should. http://i.imgur.com/vShPaqB.jpg (365 kB) I haven't touched the script it references, and have compared it to the base one, and it is exactly the same. I don't understand the issue, or how to circumvent it. DAC works fine normally when I try the example missions, so the only thing I've changed is the naming part. The AI also spawn correctly when I play as an unnamed unit, and it just gives the 'YOU DIDNT NAME ANYBODY' warning. This is on the script version. *Edit* I figured my issue out on my own, I had typed out a unit name incorrectly and also included a dash, fixing that in the Config Creator solved my issue. Didn't delete post just in case someone else does the same. Edited August 29, 2014 by Whimsykiller Share this post Link to post Share on other sites
Digll 10 Posted April 18, 2015 I'm having an issue generating helicopters that actually fly... I'm familiar with the process of creating groups and read the readme pretty extensively, and it seems fairly simple for making helicopters. I created 2 zones and linked them by id and generate 2 heli's in the master zone. The crews just dismount... What am I doing wrong?! Share this post Link to post Share on other sites
SavageCDN 231 Posted May 6, 2015 ^ did you get this figured out Digll? I can't remember the last time I used choppers with DAC... if you still have issues you could try USPMON which works great with chopppers. Share this post Link to post Share on other sites
MortiFied666 10 Posted July 11, 2015 (edited) Sorry, Post removed. Wrong forums. Edited July 14, 2015 by MortiFied666 WRONG FORUMS Share this post Link to post Share on other sites
scottb613 284 Posted August 23, 2016 Hi Folks, I'm fairly new to Arma - brand new to DAC - I realize this is the Arma 2 thread - I prefer historical combat - so I'm trying to get DAC 3.0 working with Unsung 2.6... I downloaded and installed DAC 3.0 last night - I read the 60 page manual - looked at some of the tutorial missions - and - got my first test mission up and running... It works !!! The problem is - I can't seem to get DAC 3.0 to read my custom "DAC_Config_Units.sqf" with Unsung 2.6 units defined... I loaded the requisite directories into my mission folder - I set my Game Logic to "extern" and everything works fine with the default units config file... If I make changes to the default units file - they are reflected in the game - so it appears that everything is setup correctly and the files are actually being read... However - if I add official classnames for units from Unsung 2.6 - the units are never spawned... Is the mod load order important ? Any ideas ? Thanks... Regards, Scott Sent from my iPad using Tapatalk Share this post Link to post Share on other sites
scottb613 284 Posted August 23, 2016 Hi Folks, Here is my config file if that helps: ////////////////////////////// // Dynamic-AI-Creator // // Version 3.0c // //--------------------------// // DAC_Config_Units // //--------------------------// // Script by Silola // // silola@freenet.de // ////////////////////////////// private ["_TypNumber","_TempArray","_Unit_Pool_S","_Unit_Pool_V","_Unit_Pool_T","_Unit_Pool_A"]; _TypNumber = _this select 0;_TempArray = []; switch (_TypNumber) do { //------------------------------------------------------------------------------------------------- // VC Village Guerillas *** ALL *** //------------------------------------------------------------------------------------------------- case 10: { _Unit_Pool_S = [ "uns_men_VC_local_nco","uns_men_VC_local_nco","uns_men_VC_local_off", "uns_men_VC_local_off", "uns_men_VC_local_nco", "uns_men_VC_local_RF1", "uns_men_VC_local_RF2", "uns_men_VC_local_RF3", "uns_men_VC_local_RF4", "uns_men_VC_local_RF5", "uns_men_VC_local_AS1", "uns_men_VC_local_AS2", "uns_men_VC_local_AS3", "uns_men_VC_local_AS4", "uns_men_VC_local_MRK", "uns_men_VC_local_LMG", "uns_men_VC_local_SAP", "uns_men_VC_local_TRI", "uns_men_VC_local_MGS", "uns_men_VC_local_MTS", "uns_men_VC_local_MED" ]; _Unit_Pool_V = [ "uns_Old_bike_VC", "uns_Old_moto_VC" ]; _Unit_Pool_T = []; _Unit_Pool_A = []; }; //------------------------------------------------------------------------------------------------- // NVA Infantry Recon Squad (1965) *** ALL *** //------------------------------------------------------------------------------------------------- case 20: { _Unit_Pool_S = [ "uns_men_NVA_recon_65_nco","uns_men_NVA_recon_65_nco","uns_men_NVA_recon_65_off", "uns_men_NVA_recon_65_nco", "uns_men_NVA_recon_65_off", "uns_men_NVA_recon_65_MED", "uns_men_NVA_recon_65_RTO", "uns_men_NVA_recon_65_MRK", "uns_men_NVA_recon_65_SAP", "uns_men_NVA_recon_65_AS1", "uns_men_NVA_recon_65_AS2", "uns_men_NVA_recon_65_AS3", "uns_men_NVA_recon_65_AS4", "uns_men_NVA_recon_65_AS5", "uns_men_NVA_recon_65_AS6", "uns_men_NVA_recon_65_AS7", "uns_men_NVA_recon_65_RF1", "uns_men_NVA_recon_65_RF2", "uns_men_NVA_recon_65_RF3", "uns_men_NVA_recon_65_LMG", "uns_men_NVA_recon_65_HMG", "uns_men_NVA_recon_65_MGS", "uns_men_NVA_recon_65_MTS", "uns_men_NVA_recon_65_TRI", "uns_men_NVA_recon_65_AT", "uns_men_NVA_recon_65_AT2" ]; _Unit_Pool_V = [ "uns_Old_bike_NVA", "uns_Old_moto_NVA", "uns_nvatruck_open", "uns_URAL_UTILITY" ]; _Unit_Pool_T = []; _Unit_Pool_A = []; }; //------------------------------------------------------------------------------------------------- // US Marine Corps (1965) *** ALL *** //------------------------------------------------------------------------------------------------- case 30: { _Unit_Pool_S = [ "uns_US_2MI_CDR","uns_pilot3","uns_men_USMC_65_COM", "uns_men_USMC_65_COM", "uns_men_USMC_65_PL", "uns_men_USMC_65_SL", "uns_men_USMC_65_ENG", "uns_men_USMC_65_DEM", "uns_men_USMC_65_SAP", "uns_men_USMC_65_MED", "uns_men_USMC_65_HMG", "uns_men_USMC_65_AHMG", "uns_men_USMC_65_MGSG", "uns_men_USMC_65_MGSG2", "uns_men_USMC_65_TRI", "uns_men_USMC_65_MGAASG", "uns_men_USMC_65_MTSG", "uns_men_USMC_65_GL", "uns_men_USMC_65_RTO", "uns_men_USMC_65_AT", "uns_men_USMC_65_SCT", "uns_men_USMC_65_MRK", "uns_men_USMC_65_RF1", "uns_men_USMC_65_RF2", "uns_men_USMC_65_RF3", "uns_men_USMC_65_RF4", "uns_men_USMC_65_RF5", "uns_men_USMC_65_RF6" ]; _Unit_Pool_V = [ "uns_willys", "uns_willysmg50" ]; _Unit_Pool_T = [ "uns_M113_M2", "uns_M113_M60" ]; _Unit_Pool_A = [ "uns_ch34", "uns_ch34_M60" ]; }; //------------------------------------------------------------------------------------------------- // US Army 1st Infantry Division *** ALL *** //------------------------------------------------------------------------------------------------- case 40: { _Unit_Pool_S = [ "uns_US_6TB_DRV1","uns_pilot5","uns_US_1ID_COM", "uns_US_1ID_COM", "uns_US_1ID_PL", "uns_US_1ID_SL", "uns_US_1ID_ENG", "uns_US_1ID_DEM", "uns_US_1ID_SAP", "uns_US_1ID_MED", "uns_US_1ID_HMG", "uns_US_1ID_AHMG", "uns_US_1ID_MGSG", "uns_US_1ID_MGSG2", "uns_US_1ID_MGSG3", "uns_US_1ID_TRI", "uns_US_1ID_MGAASG", "uns_US_1ID_MTSG", "uns_US_1ID_GL", "uns_US_1ID_RTO", "uns_US_1ID_AT", "uns_US_1ID_SCT", "uns_US_1ID_MRK", "uns_US_1ID_RF1", "uns_US_1ID_RF2", "uns_US_1ID_RF3", "uns_US_1ID_RF4", "uns_US_1ID_RF5", "uns_US_1ID_RF6" ]; _Unit_Pool_V = [ "uns_willys", "uns_willysmg50" ]; _Unit_Pool_T = [ "uns_M113_M2", "uns_M113_M60" ]; _Unit_Pool_A = [ "uns_H13_gunship_Army", "uns_H13_transport_Army" ]; }; //------------------------------------------------------------------------------------------------- // ARVN Infantry *** ALL *** //------------------------------------------------------------------------------------------------- case 80: { _Unit_Pool_S = [ "uns_men_ARVN_RF1","uns_pilot1_VNAF","uns_men_ARVN_COM", "uns_men_ARVN_COM", "uns_men_ARVN_PL", "uns_men_ARVN_SL", "uns_men_ARVN_MED", "uns_men_ARVN_HMG", "uns_men_ARVN_AHMG", "uns_men_ARVN_MGSG", "uns_men_ARVN_MGSG2", "uns_men_ARVN_MGSG3", "uns_men_ARVN_TRI", "uns_men_ARVN_MGAASG", "uns_men_ARVN_GL", "uns_men_ARVN_RTO", "uns_men_ARVN_AT", "uns_men_ARVN_SCT", "uns_men_ARVN_MRK", "uns_men_ARVN_DEM", "uns_men_ARVN_SAP", "uns_men_ARVN_ENG", "uns_men_ARVN_CAS", "uns_men_ARVN_MTSG", "uns_men_ARVN_SLSG", "uns_men_ARVN_SLSA", "uns_men_ARVN_STY", "uns_men_ARVN_STY2", "uns_men_ARVN_STY3", "uns_men_ARVN_RF1", "uns_men_ARVN_RF2", "uns_men_ARVN_RF3", "uns_men_ARVN_RF4", "uns_men_ARVN_RF5", "uns_men_ARVN_RF6", "uns_men_ARVNci_PL", "uns_men_ARVNci_SL", "uns_men_ARVNci_ENG", "uns_men_ARVNci_HMG", "uns_men_ARVNci_RTO", "uns_men_ARVNci_MED", "uns_men_ARVNci_S1", "uns_men_ARVNci_S2", "uns_men_ARVNci_S3", "uns_men_ARVNci_S4", "uns_men_ARVNci_SCT", "uns_men_ARVNci_GL" ]; _Unit_Pool_V = []; _Unit_Pool_T = []; _Unit_Pool_A = []; }; //------------------------------------------------------------------------------------------------- // Unsung Civilians //------------------------------------------------------------------------------------------------- case 90: { _Unit_Pool_S = [ "uns_civilian1","uns_civilian1","uns_civilian1", "uns_civilian1", "uns_civilian2", "uns_civilian3", "uns_civilian4" ]; _Unit_Pool_V = [ "uns_Old_bike_CIV"; "uns_Old_moto_Civ" ]; _Unit_Pool_T = []; _Unit_Pool_A = []; }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- Default { if(DAC_Basic_Value != 5) then { DAC_Basic_Value = 5;publicvariable "DAC_Basic_Value"; hintc "Error: DAC_Config_Units > No valid config number"; }; if(true) exitwith {}; }; }; if(count _this == 2) then { _TempArray = _TempArray + [_Unit_Pool_S,_Unit_Pool_V,_Unit_Pool_T,_Unit_Pool_A]; } else { _TempArray = _Unit_Pool_V + _Unit_Pool_T + _Unit_Pool_A; }; _TempArray Regards, Scott Sent from my iPad using Tapatalk Share this post Link to post Share on other sites
scottb613 284 Posted August 24, 2016 Hi Folks, Just a final post for posterity - I believe I found the error of my ways - I was using someone else's file for an example and they had the units organized as I posted above - all aligned in an easy to read format - I think that was the issue - when I removed all the tabs, new lines, carriage returns for each variable - everything started working... All good... Thanks... Regards, Scott Sent from my iPad using Tapatalk Share this post Link to post Share on other sites
revolverocelotkjb 13 Posted August 4, 2019 Question concerning the "DAC Config Object" feature of DAC. There are preset DAC configurations already defined to create boulders and other vegetation however every time DAC tries to run the Config Object script of it's own presets it will give a "Bad Object" error?!? Was the Arma 2 version of DAC Config Object a feature that never got fully implemented as far as creating trees, boulders, and other vegetation were concerned? If it does then how do you utilize this feature where it can create trees, boulders, and vegetation? Thanks Edit Update: Actually figured out how to get the "Config Object" feature to work adding trees, grass, etc. to a map but it did require the MAP Editorupgrade (EU) addon in order for the feature to work. Share this post Link to post Share on other sites