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Everything posted by silola
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Hi, You have read the title of the thread? As I can remember right, only the DAC was released :p Silola
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DAC V3.1 (Dynamic-AI-Creator) released
silola replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, I do not want that someone cut up the DAC, and then uses parts of it in other addons. You can use the script version to adjust the DAC within your mission to your needs, so that the DAC remains coherent. That's ok. What exactly du you mean with "...emulate how DAC works" ? Silola -
DAC V3.1 (Dynamic-AI-Creator) released
silola replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, Yes, all participating computers must have installed the addon. Alternatively, you can use the script version. Then no addons are required. But then it's important to disable the DAC sounds ... Add a game logic to your mission and write this into the init field: Silola -
DAC V3.1 (Dynamic-AI-Creator) released
silola replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi and thanks :) This does not work. You have either to implement your own respawn system, or install an already available respawn system in your mission. I have not tested the compatibility with other AI addons. So I can not make any statement to this topic. Try it by yourself. You can use DAC with any other units addon. The unit types must be entered in the "DAC_Config_Units" file. There are a few rules that must be followed. For more information see readme file (page 39). How do you use a custom "DAC_Config_Units" file in your mission, you can also refer to the readme (page 33), or check out the demo mission "# E_28_DAC_intern_single_cfg.Altis". That's really a bug :( Thx for the hint! I have found the error and fixed the affected scripts. I've packed and uploaded a new version: Download DAC version 3.1b: https://de.owncube.com/public.php?service=files&t=301ec5b82111fd8af41b6c2c2c699a59 Greeting Silola -
DAC V3.1 (Dynamic-AI-Creator) released
silola replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi and thanks @all :) @Foxhound: thanks for the news on ArmaHolic :) This possibility does not exist in the current version. As I said, due to time constraints I could not implement any new rich features. May be later, who knows ;-) Unfortunately this is not possible. The new units are always respawned at position of this one logic. Why you need several respawn positions within one camp? Perhaps there is another possibility. Sorry, but such a functionality does not exist unfortunately. But you could, for example, control the count of the generating units via a parameter, as I have done in the MP example missions (DAC difficulty level). DAC works with no modules. The integrated reduce functionality works as follows: Greeting Silola -
Hi, next week = DAC release :) Greeting Silola
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Thanks .kju, thanks all ! @Savage: You're very impatient :p Silola
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dedicated server performance with 1.16
silola replied to t-800a's topic in ARMA 3 - SERVERS & ADMINISTRATION
Hi, on both test missions (based on the video) exactly 300 AI and one player. That's why I'm confused about the different data output :butbut: commandline server@home: I do not know the bandwidth of my provider. But it should be large enough. My own bandwidth is: 50MBit download / 8 MBit upload (VDSL) Nitrado basic.cfg: Unfortunately, I can not use any other exe than the original one at Nitrado. The provider gave me a rejection. I think that this problem can not really be solved only with the perfomance exe. Silola -
dedicated server performance with 1.16
silola replied to t-800a's topic in ARMA 3 - SERVERS & ADMINISTRATION
Hi, I've uploaded a short video that shows you the problems we have... https://www.youtube.com/watch?v=_uMFV1HF24E&feature=youtu.be Not only the server FPS are very bad, but also the output of the sever is extremly different and I don't know why :( I think that the game server provider does not install the "normal" Arma3 version, but a special server package. Perhaps with this package is something going wrong. It's only an idea. And as I said before ... with the version before the last update the dedicated server@nitrado runs smooth as my dedi server@home. Greeting Silola -
dedicated server performance with 1.16
silola replied to t-800a's topic in ARMA 3 - SERVERS & ADMINISTRATION
Ahh...thx Kremator! Silola -
dedicated server performance with 1.16
silola replied to t-800a's topic in ARMA 3 - SERVERS & ADMINISTRATION
Hi, what means "CPS" ? We have no idea why the performance is so bad, because we have changed nothing within the missions, and we have carried out the tests on two different dedicated servers, with exact the same result :-( Before the update we had excellent performance on all missions on our servers for weeks. But now there's no more fun to test, because it's just frustrating :( Silola -
yes, thats true. This was not possible with the old DAC version. Silola
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dedicated server performance with 1.16
silola replied to t-800a's topic in ARMA 3 - SERVERS & ADMINISTRATION
Hi, yes...that's true, but I have no possibility to start the new exe (the service starts allways the arma3server.exe). If I simply rename the new file, the server stops after a short time. I have contacted the support of Nitrado to find out how I can start another exe file. But I still wonder why the performance is so bad after the latest update :-( Greeting Silola -
Hi, the video shows all about DAC zones. Greeting Silola
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Can't call #Mission no more
silola replied to Moon_chilD's topic in ARMA 3 - SERVERS & ADMINISTRATION
Ah ok. Thanks for the detailed info. Silola -
Can't call #Mission no more
silola replied to Moon_chilD's topic in ARMA 3 - SERVERS & ADMINISTRATION
Many thanks Terrox! I know, but since the latest Arma update my server runs very poorly and I don't know why :-/ What exactly is "performance binary"? How can I activate this mod/tool/what ever? Is it installed automaticly with the latest patch? And how can I check if my server is using this "PERF server binary"? I've only a small test server here >>> https://server.nitrado.net Thanks in advance Silola -
Can't call #Mission no more
silola replied to Moon_chilD's topic in ARMA 3 - SERVERS & ADMINISTRATION
Hi, how can I check this? Especially the thing with the "PERF server binary"? Silola -
Hi, as I have already said, I work primarily at a 1:1 conversion of DAC. But anyway I have changed some little things: In a MP game DAC can now display a kind of progress on each client so you can see that the DAC is working or not: Then there's the DAC Monitor, which displays you different data in single player and multiplayer and you can see what's going on on the battlefield: Another small change affects the file "DAC_Config_Behaviour". You can now also enter values ​​for each sub-skill. Old version (still applicable): _setSkill = [0.2,0.8]; New version (alternatively applicable). _setSkill = [[0.2,0.8],[0.4,0.8],[0.2,0.4],[0.2,0.3],[0.6,0.8],[0.4,0.8],[0.1,0.3],[0.2,0.8],[0.2,0.8],[0.2,0.8]]; I have made some major changes in the waypoint system of DAC, because sometimes the units do not move to a new waypoint, especially when a waypoint is too far away. The DAC can now divide the route to a distant waypoint into small sections. With this functionality, I could solve the problem. Then there's the possibility to define a master zone as a "non-waypoit-zone". This means that the units are generated in their master zone, but will never return back to this zone. You can see this feature in the upcoming DAC overview video. That's all for the moment. Greeting Silola
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Can't call #Mission no more
silola replied to Moon_chilD's topic in ARMA 3 - SERVERS & ADMINISTRATION
Hi, we had the same problem after the latest Arma update. We've tried different things, but nothing helps :-( At the end I had to reinstall the server from scratch. But now we have another problem ... the server performance. Before the update, our server ran with 45-50 frames in every situation, but now after the update everything is going very slow and the server only runs at 20 frames. This is absolutely frustrating :( Greeting Silola -
Hi :-) Thank you zorrobyte for your work, but all the listed errors/bugs are already fixed. However, there were many many more errors/bugs in connection with Arma 3. And I still find minor bugs, but I am very confident that I can released the DAC soon (not very soon ;)). Provided that there are no major problems. Please be patient. Greeting Silola
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Hi, Hmm ... that's odd, because I've assumed that GL exactly interrogates this variable to ignore "DAC" generated groups. If I have understand the concept of GL correctly, then both, editor placed and also script generated groups are automatically detected by GL, and then each group will be equipped with enhanced behaviour. Is that right? To exclude DAC generated groups in this procedure, we have agreed on this variable, because otherwise both AI extensions would adversely affect each other. I think that can not be realized in this form, because DAC is not working with real waypoints, but only with generated/saved positions, which serve as waypoints and DAC used similar functions as GL, eg Houses searching, detecting/using of empty vehicles and guns, call support units, etc. In addition, DAC also affects the behavior of the units on a large scale. I suggest that we first ensure that both Addons can be used easily with each other, and the user can decide exactly which groups are controlled by what addon. In addition, it should always be possible (during a running mission) that certain groups can switch between the different AI systems, and that as often the missionmaker it want/need. These functionalities are already available and must be tested and perhaps only slightly adjusted. That's correct. And this is one reason, both addons should do their work autonomously, as I said before. But maybe we can expand the cooperation between the two systems later. Who knows ;-) Greeting Silola
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Hi, there is no direct sharing of information between DAC and GL. However, there is still the DAC group variable called "DAC_Excluded" that can be queried. If Zorrobyte has not changed the corresponding script code, GL should automatically detect a DAC group when a group was released from the DAC system. It's also possible to insert a GL controlled group into the DAC system. Zorrobyte could search for "DAC_Excluded" within the GL script code to determine whether the code is still present. See also DAC_Readme_Page_25 for more informations: https://de.owncube.com/public.php?service=files&t=17606a879cb7d3490e8829e934bb0885&download Greeting Silola
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Hi, currently I am working on the conversion of all 33 DAC tutorial missions. Special thanks goes to MCPXXL for support :p Silola [/img]
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Hi and thanks:) Yesterday we've played a simple DAC_Sector_Fight mission over around 3 hours and DAC worked quite well. Greeting Silola This is not a DAC pic ;-) [/img]
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... that's right. I've made the vid for my family only. LOL ... I'm a noob. THX for the hint Delta :-)
