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silola

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Everything posted by silola

  1. Hello, @kevb0: --------------- In January this year, I started with this project. I know it's a long time, but each day I have only a limited time window. @vektorboson: ----------------- This is really a great idea. Do you think that it is possible? It would be the foundation stone for the construction of a huge object library When you buy Arma? @Synide: -------------- This is also an interesting idea. Do you have such an application? Right now the time factor is not very relevant, because we import our projects piece by piece. Sometimes they are 1000 objects and sometimes there are 10000 objects that are imported, according to the detail how we work and wich objects are used. So, the import process do not need much time. But it is always very exciting to see if everything is placed in the correct position Greeting Silola
  2. hi vektorboson, certainly I remember our short cooperation The whole project was very innovative and very interesting. It would be very nice if I could encourage you to buy Arma And I am sure that you crazy guy in the situation are, your great ideas into reality Greeting Silola
  3. Hi, the size of an object is changed only in Visitor. The stones are new (old) objects by Lester. These stones are available in different sizes. Really wonderful objects (thanks to BIS) Bye Silola
  4. Hello, many thanks for your positive comments @[APS]Gnat ---------------- Gnat, have you viewed the video? That should answer your question, right? If not, I like to explain again @gunterlund --------------- Sorry gunterlund, it's not easy, to supervise 2 large projects with the same intensity :-/ I think that the memory error is not a specific DAC error. The error is possibly through the achievement of limitations, or due to faulty Addons. We never had such errors. For example, the 2-part mission from MCPXXL runs without any problems, although the DAC heavily used. @MehMan ------------- The editor supports currently no AI units, but the placement of empty vehicles and other units is possible. It is also conceivable that specifically for these units creates a separate project. For such a project a mission script can be generated. For each object, a init line can be saved. That makes sense only in conjunction with a generated SQF script, and not with a generated Visitor script. In the lower picture you can see that the 3DE still have 3 free layers available, which for future extensions can be used. There are already many ideas on how these gaps could be filled ;-) We make exactly this at the moment with 4 participants and this work gives us a lot of fun @bravo 6 -------------- That's our plan bravo. However, the beta version must be finished first. The import to Visitor happens in 2 steps: In the first step the Templates are imported from the Visitor script. If the Templates are imported, the settings could be carried out in it. Then in the second step, the objects are imported/generated from the Visitor script and brought in position. If other projects are imported later, only the not available Templates are imported. The old Templates are preserved with her settings. You must set every imported Template only just once. This action is a very good compromise as I find. Greeting Silola
  5. Hi, still a small tip: There is at the end of the news a small video which demonstrates the possibilities with the editor. Silola
  6. silola

    ArmAlib v1.0

    Hi Kegetys Your tool is really a big enrichment for Arma Unfortunately, it comes a little bit too late for my present project But many thanks for it!! Greeting Silola
  7. Hi, the respawned units count to the main zone, because this zone was the starting zone of the units. Greeting Silola
  8. Hi Try this: DAC Readme -> Page 21 -> DAC_Com_Values DAC Readme -> Page 22 -> DAC_Marker Bye Silola
  9. Hi again, I can immediately see why DAC no waypoints generated. The terrain is everywhere higher than 500 meters You have to be adapt the config for waypoints. This is the default setting (max 500 meters): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_checkMaxH = [500, 500, 500, 500, 500]; Now try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_checkMaxH = [1500, 1500, 1500, 1500, 1500]; That's all Greeting Silola
  10. Hello @junior_g: ~~~~~~~~~~~~~~~~~~~~ Yes junior, try it. I am curious to see if it works ;-) @DMarkwick: ~~~~~~~~~~~~~~~~~~~~ That is bad. Such problems are not known to me. Please show me a picture of the place where you have placed a zone. You can also try to change the values of "DAC_Config_Waypoints". May be You notice a small difference. User-defined waypoints make no problems, right? I think we can resolve the problems soon :-) @Baron von Beer: ~~~~~~~~~~~~~~~~~~~~ For the movable arty, the same conditions apply as for the stationary arty. The above-mentioned parameter determined only whether mobile units are to be taken into account. And yes, even an "M1" can act as a arty-unit (You can see that also in the demonstration). Each type of unit that registered in the "DAC_Config_Arti" can be used. The same goes for units that later generated. The editor placed units are in addition to those generated units. You have only to register the name of unit (+parameters) in this array. Yes, you have to activate the mobile-parameter. Each unit type can be operate on each side. For which side the unit is operate, is dependent on the side of the crew. Such conditions, I have never been tested. This means that you must try it yourself Greeting Silola
  11. Hello @Comrade12: ~~~~~~~~~~~~~~~~~~~~~~ Really? LOL ... I have never tried out such a situation. @Sabre Tooth Sniper: ~~~~~~~~~~~~~~~~~~~~~~ No. such problems are not known to me. Maybe some parametres for the waypoint generation are not right. Test it also on free area to see if the problem existing then also. Your condition must be put down in the script "DAC_Config_Arti" (_set9 = ...) ------------------------------------------------------------------- _set0 = [10,2,0,30]; _set1 = [0,0,100,[],2,30]; _set2 = [100,100,100,100,4,1,0]; _set3 = [["D30",["Sh_125_HE"]]]; _set4 = [2,5,1]; _set5 = [10,30,1]; _set6 = [10,30,1]; _set7 = [0.1,0.5,1]; _set8 = []; _set9 = ["(({alive _x} count [comm1, comm2, comm3]) > 0)"]; ------------------------------------------------------------------ According to that which config number you use, this number has to go in the script "DAC_Config_Behaviour": ------------------------------------------------------------------ _setSkill = [0.3,0.9]; _setCombat = ["yellow"]; _setBehav = ["aware"]; _setSpeed = ["limited","normal","full"]; _setForm = ["line","vee","column","wedge","stag column","ech left","ech right","file","diamond"]; _setFleeing = [0,50]; _setHeliVal = [45,100,0.7,1]; _setPause = [[1,5],[1,5],[1,5],[20,30,5,5],[1,3],[0,0]]; _setBldgBeh = [0,50,120,600]; _setPatrol = ["35 + (20 * (skill _leader))","(30 + (random 30)) + ((skill _leader) * 50)"]; _setSearch = ["20 + ((skill _leader) * 150)","30 + ((skill _leader) * 50)"]; _setSupport = [1,1]; _setJoin = 2; _setEmpVeh = [[100,100],[100,100]]; ------------------------------------------------------------------ Can you describe this problem a little bit better? Only the heli groups, or also normal infantry are concerned by it? the group which belongs to a heli, joins always then to another group, if the heli is damaged too strongly (greater than 0.7). To reach this, you must modify the script "DAC_Move_Camp" a little bit: Script line 178: if(((_thisCamp select 5) select 0) <= 0) then change to: if(((_thisCamp select 5) select 0) < 0) then @MehMan: ~~~~~~~~~~~~~~~~~~~~~~~ Sorry MehMan, Your idea is not possible without big expenditure @junior_g: ~~~~~~~~~~~~~~~~~~~~~~~ I think that the area height is too low and therefore no waypoints are generated. Test the following waypoint config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _CheckRadius1 = [ 5, 10, 10, 20, 20 ]; _CheckRadius2 = [ 10, 30, 30, 40, 60 ]; _checkAreaH = [ 20, 15, 15, 10, 10 ]; _checkMaxH = [ 500, 500, 500, 500, 500 ]; _checkMinH = [ 1, 1, 1, 1, 1 ]; _checkNear = [ 0, 0, 0, 100, 200 ]; _checkObjH1 = [ 0.5, 0.5, 0.5, 0.2, 0.2 ]; _checkObjH2 = [ 30, 20, 10, 5, 4 ]; _checkCount = [ 200, 200, 200, 500, 1500 ]; _checkResol = [ 45, 36, 36, 12, 12 ]; Many Thanks Greeting Silola
  12. Hi @sickboy: ------------------- This is a good idea sickboy. As soon as I have a little bit more time, I compile a solution. @Baron von Beer: ------------------- Sorry Baron, to respawn helos is not possible You have only the possibility to deactivate a helicopter zone with a certain condition and after a short break to activate the zone again. Then the helicopters are anew generated again. @Comrade12: ------------------- Airplanes are not suitable for DAC. The DAC system is not tuned to it ... sorry Bye Silola
  13. Hello @vengeance1: -------------------- For Your plan you must modify a script: \DAC\AI_1\DAC_Waiting_for_End.sqf There you find this code (line 99): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if((((getMarkerSize _markerVal) select 0) == 4) || (({alive _x} count units _group) == 0)) then { _run = 3;_go = false; }; sleep (0.5 + (random 0.5)); change to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if((((getMarkerSize _markerVal) select 0) == 4) || (({alive _x} count units _group) == 0)) then { if((({alive _x} count units _group) == 0) || (_groupid == 1)) then {_run = 3;_go = false}; }; sleep (0.5 + (random 0.5)); @Baron von Beer: -------------------- This does not run in such a way, because otherwise, 2 groups would have to be co-ordinated for every vehicle. But perhaps, you have noted that in each case the gunner stays in the vehicle to protect the area @Charliereddog: -------------------- Please excuses the bad description at this point. You have to change the DAC_Arti_Config a little bit: Your config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">case 2: { _set0 = [10,2,0,30]; _set1 = [0,0,0,[],2,30]; _set2 = [100,100,100,100,4,1,0]; _set3 = [["M119",["Sh_125_HE"]]]; _set4 = [2,5,1]; _set5 = [10,30,1]; _set6 = [10,30,1]; _set7 = [0.1,0.5,1]; _set8 = [Art1]; _set9 = []; }; right config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">case 2: { _set0 = [10,2,0,30]; _set1 = [0,0,0,[],2,30]; _set2 = [100,100,100,100,4,1,0]; _set3 = [["M119",["Sh_125_HE"]]]; _set4 = [2,5,1]; _set5 = [10,30,1]; _set6 = [10,30,1]; _set7 = [0.1,0.5,1]; _set8 = [[Art1,["Sh_125_HE"]]]; _set9 = []; }; or for several units: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">case 2: { _set0 = [10,2,0,30]; _set1 = [0,0,0,[],2,30]; _set2 = [100,100,100,100,4,1,0]; _set3 = [["M119",["Sh_125_HE"]]]; _set4 = [2,5,1]; _set5 = [10,30,1]; _set6 = [10,30,1]; _set7 = [0.1,0.5,1]; _set8 = [[Art1,["Sh_125_HE"]],[Art2,["Sh_125_HE"]],[Art3,["Sh_125_HE"]]]; _set9 = []; }; Greeting Silola
  14. Hi trooper_ryan, many thanks Your problem with the killed gunner is not known to me. If I get time, I will carry out a test. Greeting Silola
  15. Hello junior_g, please, use no old (OFP) DAC version in ArmA. This plan will fail definitively. Thanks Silola
  16. Hello, Important hint: Please use no DAC version from the demonstration. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Yes, this is what I put in the on activation field of the trigger: ["t1",[1,0,0,100,150],[5,1,50,10],[ ],[ ],[ ],[3,3,0,6]]exec "DAC\Scripts\DAC_Init_Zone.sqs" and this is what I put in the name field: t1 This is absolutely correct. I cannot explain myself, why then this error message is indicated This message comes only if the first parametre of the script call is not a "String". Here are the area from the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if((typeName _thisZone) != "STRING") then { hintc format["The name of a zone is not correct !\n\nThe Name of a zone in the Script call must be a string."]; DAC_Basic_Value = 8;publicvariable "DAC_Basic_Value"; if(time > 0) exitwith {}; } Therefore, I suppose that there is another problem. Are there in your mission even other zones? Perhaps, it helps to deactivate the zones bit by bit, until the mistake does not appear any more. To deactivate a zone, write false in the field of Condition. Greeting Silola
  17. Hi This line is original from me, indeed, in other form, because I had with it another intention. For every DAC zone should automatically generate own Array in which then the respective unities are stored. Thereby it was possible to find out whether, e.g., all unities from zone "z1" are dead. original: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["if(isNil format[""DacZone%1"",_groupzone]) then {call compile format[""DacZone%1 = []"",_groupzone]};{call compile format[""DacZone%1 = DacZone%1 + [_x]"",_groupzone]}foreach units _group"], As you can see, it is processed the local variable "_groupzone". This variable contains the name (string) of the zone. Basically all local variables can be processed on this way. (All local variables who are in the Create scripts.) Greeting Silola
  18. silola

    Mapfact.net releases DAC

    Many thanks Mr.Peanut
  19. Hello, yes, this would be possible with it. I try to deliver a small example to you : You have 3 zones: z1,z2,z3 For every zone you need own global Array which you must initialize: UnitsFromZ1 = []; UnitsFromZ2 = []; UnitsFromZ3 = []; Every zone needs own Config event ( case 1:, case 2:, case 3: ) Example for config events No.1 ( case 1: ) These config event 1 ( case 1: ) provides for the fact, that all soldiers (incl. crew members from vehicles) stored in the Array "UnitsFromZ1". I have done the entry directly with all unit categories no matter whether these types are generated, or not. You do the same one for the other zones Z2 + Z3. You must create for it in each case a new Config number ( case 2: + case 3: ) and there edit the suitable entries: ["{UnitsFromZ2 = UnitsFromZ2 + [_x]} foreach units _group"] and ["{UnitsFromZ3 = UnitsFromZ3 + [_x]} foreach units _group] The next step is to load the suitable configs for each zone. Example: ["z1",[1,0,1,400,800],[5,3,50,8],[],[],[],[0,0,0,2]]exec "DAC\Scripts\DAC_Init_Zone.sqs" ["z2",[2,0,2,600,900],[8,2,80,8],[],[4,1,30,6],[],[0,0,0,2]]exec "DAC\Scripts\DAC_Init_Zone.sqs" ["z3",[3,0,3,800,500],[5,3,50,8],[3,2,25,15],[],[],[0,0,0,2]]exec "DAC\Scripts\DAC_Init_Zone.sqs" Now you only need to check the units in the respective Arrays whether they still alive. Example for zone "z1": if(({alive _x} count UnitsFromZ1) == 0) then {hint "All units from zone z1 are dead"}; I hope that my explanation was fairly clear (excused my bad English). Greeting Silola
  20. Hello, @Charliereddog: ---------------- For your plan use the config file DAC_Config_Events. In the Readme (page 34) is described how you can use these config file. There you must insert an entry in the Array _Events_Vehicle. Example: To use the config for the zones, you must give in the script call the number of the config: ["z1", [1,0,1,300,500], [], [], [1,1,20.10], [], [0,0,0.2]] exec "DAC\Scripts\DAC_Init_Zone.sqs"; Now this zone uses the event config 1. Then you need one more script which checks the Array "myArray". Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sleep 1; missionCondition = false; waituntil {DAC_Basic_Value == 1}; while{!missionCondition} do { sleep 1; if(({getdammage _x == 1} count myArray) == count myArray}) then {missionCondition = true}; }; hintc "You have killed all shilkas"; Please, remember of initializing the Array "myArray": myArray = []; (init.sqf) Greeting Silola
  21. Hello, @vengeance1 : ----------------- I have really tested the change. For me it runs like it should be. Please, check your marker settings over again. This picture shows that the units on side GUER are not indicated any more, after I have done the change. Only the waypoint marker are visible. I think that there an additional check is necessary: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _s = _side find format["%1",side ((crew _unit) select 0)]; if(_s >= 0) then {_ma setMarkerColorlocal (_color select _s)} else {_ma setMarkerColorlocal "ColorWhite"}; _mtyp = 2;_wait = 0; @HulkingUnicorn: ------------------ We have not had such a problem yet. Perhaps, another component in the mission is responsible for the problems. We have never properly tested a non dedi server game. I cannot guarantee that the DAC is fully functional under these circumstances. sorry. That's true m8. that script is not working correct with JIP...sorry. @mazza: --------- The demo missions purposes are not conceived for MP games. Therefore, it is better to form own mission entirely anew. Please, also thinks that non-dedicated-server-games are not tested. Problems can appear. Why it does not run with you, I cannot judge. We have not had such problems till this day yet. Perhaps, you must send to me the mission, so that I can test them. Because of the required Addons, I had written the following: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">It is no problem to let run DAC without any Addons. Then, however, you must prevent the following things: - If you use the DAC markers, the parameter "_setSizeWpLine = [0,0];" has to be placed in the DAC_Config_Marker. - If you generate DAC camps, no objects from the editor's update may be used, e.g. use the DAC_Camp_Config No. 0 That's all @BigShot: ------------ Everything what DMarkwick has explained, is absolutely correct. Thank you DMarkwick:) @Heatseeker: -------------- This feature works perfectly. Even in the MP games. Perhaps, you make another mistake. See DAC_Examples > 12#DAC_WestVsEastSectorFight.MAP_SSara In this mission it is inserted functionally. @ALL: ======= Please, use basically and always the scripts from the folder [DAC_Core]. Thx Greeting Silola
  22. hi vengeance1, please try this: small change in script: DAC\Marker\DAC_Init_Marker.sqf line 22: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _MSides = ["East","West","Resistance","Civilian"];_MUSide = []; change to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _MSides = ["EAST","WEST","GUER","CIVILIAN"];_MUSide = []; sorry silola
  23. Hi @FunkDooBeasT: ----------------- Example: Place 3 triggers on the map and give to these triggers a name. The setting of the triggers take over please from the demo. Now these triggers must be initialized (inside the init.sqf): [[name,xSize,ySize],[name,xSize,ySize],[name,xSize,ySize]] execVM "DAC\Scripts\DAC_Init_Sector.sqf"; From this script call an Array is provided that stores the states of the sectors: DAC_Sectors = [0,0,0] (If you have 3 sectors) or DAC_Sectors = [0,0,0,0,0,0,0,0] (If you have 8 sectors) You can question on the state of a sector any time. Every state corresponds to a number: 0 = no unit within the sector. 1 = friendly units in the majority. 2 = enemy units in the majority. 3 = friendly units have taken the sector (full). 4 = enemy units have taken the sector (full). Examples of state queries: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if(({_x == 3} count DAC_Sectors) == count DAC_Sectors) then {hint "All sectors taken by friendly units"}; if(({_x == 4} count DAC_Sectors) == 4) then {hint "4 sectors taken by enemy units"}; if(({(_x == 1) || (_x == 3)} count DAC_Sectors) > 0) then {hint format["%1 sectors under control by friendly units",({(_x == 1) || (_x == 3)} count DAC_Sectors)]}; I hope, this small explanation helps you. Greeting Silola
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