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silola

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Posts posted by silola


  1. Hi trooper_ryan,

    You have two possibilities to solve the problem.

    1. You manipulate the values with which the waypoints are generated.

    Look at the file "DAC\Configs\DAC_Config_Waypoints" ( case 0: )

    Change the values for #Camp. Try to use the same values like with #Sol.

    2. You use user-defined waypoints.

    Place a logic within the camp zone. Give to the logic a waypoint.

    The waypoint determines the camp position. Also this waypoint must be within the zone.

    Now you write in the init line of the logic the following: this setdir 5

    (see also readme page 11).

    A lot of luck with your mission smile_o.gif

    Greeting

    Silola


  2. Hello smile_o.gif

    @Heatseeker:

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

    Quote[/b] ]Imagine i activate a large DAC zone with infantry, armour and cars, the DAC generates the waypoints and the units on the server and then

    broadcasts the data to all clients, if there are many units generated and players on a server it might cause some lag.

    If you use a big zone, you should generate predominantly infantry, so that the large part of the groups can be reduced.

    It does sense to generate additional DAC camps which lie something beyond the mission area.

    These camps can supply the big zone with new units. Observe the data amount with the server command "Monitor".

    Thus you can find out fast whether the data parcels are satisfactory.

    Example_1: One master zone and 3 camp zones around the masterzone:

    test1ur3.jpg

    Example_2: If you admit, for example, 4 different start positions in your mission, only the zones which are needed are activated.

    In each case the camp Zone on the side of the start position remains deactivated:

    (For this example all zones must be deactivated at the beginning.)

    test2fm0.jpg

    Quote[/b] ]#Alternatively i can use two DAC zones in the same place with a small delay betwean activations, this means the zones would be activated

    with a 10/20 second interval (or more) wich should be easier for the server to handle wink_o.gif .

    What i asked for was a recomended number of units created per DAC zone/trigger (based on MP tests) for optimal netcode performance.

    (x infantry, x wheeled vehicles, x tracked armour).

    I cannot say to you, whether it is better to split the zones. You must test this by yourself.

    Basically you should begin with less groups, and if still capacities are free, you can raise the number of the groups.

    Quote[/b] ]#Ofcourse... when the DAC generated units engage they might chase the enemy out of the DAC trigger and so do the reinforcements,

    i was asking if its possible to make them stay inside the DAC trigger/zone (if the players leave the zone the a.i. disengages and falls back to their routines).

    You can only prevent that groups of a certain zone, to other zones perform no support.

    Then these groups will support only groups within her own zone (readme page 27 / parametre = _setSupport).

    Quote[/b] ]#Its not possible to add an entry to the DAC_Config_Units where a small squad is led by an EOfficer?

    I read the documentation and DAC reserves the first three entries (crew, pilot, squad leader) so i cant add a small squad led by a EOfficer?

    It would be nice if we could choose betwean squad leader, team leader and officer but im not complaining

    sorry, not possible sad_o.gif

    @vengeance1:

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

    Quote[/b] ]Been programming with DAC now for weeks, ran across some final challenges, seems the following line will not just display Guer Unit Markers Only, it displays OPFOR and Vehicles.

    sorry, I thought, I would have checked this variation. OK, I will check it once more.

    @MehMan:

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

    Quote[/b] ]Hmm, one question, does the AI react accordingly to the threat it recieves? As in, if infantry encounters a tank, will it call tanks for support or will it just say support and anything will come by?

    It is right what Heatseeker says, the groups are selected by distance. There is not a precise specification. May be in the next version.

    Greeting

    Silola


  3. Hi Heatseeker,

    please excuse my late answer, but I am very busy at the moment confused_o.gif

    Quote[/b] ]# Would you recomend the use of the reduce/restore group feature? Wont this feature increase data transfer betwean the server and all clients?

    Reducing of units, I would basically activate, independent of deactivate or activate from zones.

    The more groups can be reduced, less data must be transfered to all clients.

    Quote[/b] ]# Does the activation and deactivation of DAC zones broadcast correctly to JIP clients?

    The activation of DAC zones is no problem for JIP clients. All relevant script run exclusively on the server.

    The generated units are automatically updated on all clients.

    Quote[/b] ]# Based on MP tests and experiences how many units/groups/WP's should we create per zone/trigger? (Recomendations).

    There is no exact recommendation for it. It is natural depending on the number of the zones all together

    and from the capacities of the server. It is worth the same condition like to a normal mission.

    Many units cause a lot of data amount. Few units cause little data amount.

    Quote[/b] ]# Can we prevent the units from chasing the enemy out of the DAC zones/triggers? (to keep combat inside the zone)

    Can you specify your question a little bit more?

    Many thanks and bye

    Silola


  4. Hi,

    THX again !!

    @Kroky:

    ----------

    Quote[/b] ]I track your work since your early days for OFP and I was already with your missions you made for mapfact years ago.

    Really? Oh God, my first and only mission which I have done.

    But it was the basis for the later DAC wink_o.gif

    Quote[/b] ]So in other words this exceeds the ups script from Kronzky by far. Do I understand right that the generated groups will call each other for help like in Group Link 2 and 3?

    With certainty! If you go back a little, you find a small explanation of me on this subject.

    Quote[/b] ]EDIT: BTW Did anybody already generate a playable mission with DAC 2.0?

    I think that there are already DAC missions. But unfortunately, these are not published.

    Greeting

    Silola


  5. Hello,

    sorry DMarkwick banghead.gif

    I think that your small script change is okay.

    Is there an error message if your Addon is not loaded?

    Then I would have to put a parametre which can influence the start of the script.

    @froggyluv:

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

    This behaviour is very strange. I have no explanation for it.

    Perhaps, Lester has a solution.

    Have you already tried to pack the island into a Mod folder?

    Maybe it helps huh.gif

    Greeting

    Silola


  6. Hi,

    @Mr Burns:

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

    Quote[/b] ]What i did was:

    - one zone with Inf, Veh & Camps ..,[20,2,0,10],[10,2,0,10],... (or the other way around [10,2,10,0],.. ? cant remember)

    - one zone with only waypoints ..,[20],[20],...

    - linked both zones ..,[1,0,0,size,size],...

    If you give no waypoints in a master zone, you will ordinarily see the following error message:

    "Error: DAC_Init_Waypoint > There are no waypoints > Zone: NameOfTheZone"

    I have no notion what exactly happens. I suppose a faulty script call.

    In the case of doubt you must send to me a test mission in which this mistake exists.

    Quote[/b] ]edit:

    Also i´m always getting this error message when creating camps.

    Strange thing is that camps are being created correctly as far as i can judge (walls, flag, vehicles, troops, markers, everythings there).

    The camp example mission (#6?) works flawlessy aswell. Totally lost on this, any help is appreciated

    This mistake comes directly from the indicated Addon.

    You use or generate an object for which a certain condition is not fulfilled.

    You must try to exchange the used objects by other objects,

    to see which object causes problems.

    bye

    Silola


  7. Hi,

    @D.murphy man:

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

    Quote[/b] ] Usually yes this is the automatic behavior of the AI, however when not using DAC and just placed units in the editor they do not lay down under fire, same goes for any unit with setunitpos "up" command attached to them. Only when they are generated by DAC do they seem to lay down under fire. Strange indeed.

    I will try to find a solution for this behaviour.

    Perhaps, you must change some DAC scripts, so that it runs for your project optimally.

    @KingNL:

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

    Quote[/b] ]I have been thinking of porting over the demo sector control battle (last demo mission) over to porto. So I looked in the manual where I couldn't find any entry about how you did it.

    Could you explain the functions (triggers) a bit more which I have to implement to get a DAC sector control battle?

    You must start only one script, after DAC is ready with the initialization.

    For example, you can use for it the Init.sqf:

    Quote[/b] ]

    execVM "DAC\DAC_Config_Creator.sqf";

    sleep 1;

    waituntil{DAC_Basic_Value == 1};

    [[NameOfYourTriggerA,100,100],[NameOfYourTriggerB,200,100]] execVM "DAC\Scripts\DAC_Init_Sector.sqf";

    You can put down arbitrarily many triggers in the script call.

    The name of the trigger and the size of the trigger is required in each case.

    To make sure which settings a Trigger needs for it, you can copy a Trigger from the example mission.

    Greeting

    Silola


  8. Hello,

    Thx all, Thx Sickboy smile_o.gif

    @Malick :

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

    Quote[/b] ]I want to integrate the group of the player in DAC (player != leader) with the command DAC_fInsertGroup after DAC has finished initialize. However, on mission load, it says that the group WEST 1-1-A has waypoints.

    Can a player group be inserted in DAC or is it possible for AI only groups ?

    I myself have never tested this :-/

    Before you start the script to the insert the player group, you must put down this line:

    deleteWaypoint [NameOfYourGroup, 0];

    This line should help, actually smile_o.gif

    There is only one problem, namely the group is reduced under circumstances,

    although you are nearby, because the units of the group are not questioned themselves.

    Perhaps, you must raise the distance for reducing.

    Quote[/b] ]Other question, is there a variable to check the status of a camp in a zone ? For example a function like this one :

    'DAC_AliveCamp(ZONE_NAME, CAMP_NUMBER), returns BOOL'

    Hmm...You could start a script with the camp Group that delivers to you this state.

    You know like a Config event is loaded?

    Then You must put down for the camp Group only one script there.

    Example:

    _Events_Unit_C =

    [

    [â€[_group] execVM â€â€NameOfYourScript.sqfâ€â€â€],

    [],

    [],

    [],

    [],

    []

    ];

    Then there are 2 conditions which you must supervise:

    - If the camp Group is dead, no more Respawn is released in the camp.

    - If the camp Group joins to another group, all Respawns are used up in the camp.

    @vengeance1:

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

    Quote[/b] ]I see the Player one and I have no problem with that but I can not get AI to call Arti successfully and I don't want to take up your forum asking a lot of code questions? A simple demo mission OPFOR calls Arti from another Zone against Guer?

    Have a look at the example mission DAC_WestVsEastSectorFight.MAP_SSara",

    there is arti requested on both sides by the AI.

    Maybe this helps you.

    @D.murphy man:

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

    Quote[/b] ]this is truly impressive, excellent work guys, however i have one question, how do stop generated AI from going prone? At the moment im using it to generate some zombie units, which of course i don't want them going prone, however despite the zombies being setpos "up" by default, as well as using the setpos "up" command when they spawn, they still lay down when being shot at?

    Is this not an automatic behaviour of the AI?

    If they come under fire, they try to find cover first.

    Unfortunately, I have no idea as this behaviour can be suppressed :-/

    Greeting

    Silola


  9. @Morticus:

    please try this init.sqf

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    titleText ["Please wait, Mission is generated . . .", "BLACK OUT",-1];

    sleep 2;

    execVM "DAC\DAC_Config_Creator.sqf";

    sleep 5;

    waituntil{DAC_Basic_Value > 0};

    sleep 3;

    titleText ["", "BLACK IN",2];

    Greeting

    Silola


  10. Hi Morticus,

    Your script call is not right:

    ["z2",[2,1,0,1500,500],[20,4,100,35],[3,2,50,30],[3,2,50,50],[2,2,50,11,100,12],

    [0,0,0,8,0]] exec "DAC\Scripts\DAC_init_Zone.sqs

    Here you may give only 0,1 or 2.

    The value of the config number has to go there:

    ["z2",[2,1,0,1500,500],[20,4,100,35],[3,2,50,30],[3,2,50,50],[2,2,50,0,100,12],[

    0,0,0,11,0]] exec "DAC\Scripts\DAC_init_Zone.sqs

    Your script call has loaded the config number 8.

    Silola


  11. Hi again smile_o.gif

    Quote[/b] ]Quote (Silola @ Dec. 25 2007,23:25)

    Only a "fired" event wink_o.gifbiggrin_o.gif

    This can be inserted by yourself.

    For it is done the DAC_Config_Event.sqf (readme page 34 + 35) wink_o.gif

    Quote[/b] ]

    I had a look there, but I cannot see how I can use it for my purposes.

    A simple example:

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

    You would like to give to the units of the zone z1 an EH fired.

    OK, then you must do the following:

    Open the script \DAC\Configs\DAC_Config_Events.

    There you find case1: and case2: The Arrays there are empty.

    Use case1: for this example:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Events_Unit_S = [

    ["{_x addeventhandler [""fired"",{_this execVM ""MyFiredScript.sqf""}]} foreach units _group"],

    [],

    [],

    [],

    [],

    []

    ];

    This means that all units of the category infantry, get the registered Eventhandler (_Events_Unit_S = infantry).

    But only the units whose zone loads this event configuration.

    To be sure that the units them were reduced, and afterwards again were generated,

    also get the Eventhandler, the entry also has to go in the last Array:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Events_Unit_S = [

    ["{_x addeventhandler [""fired"",{_this execVM ""MyFiredScript.sqf""}]} foreach units _group"],

    [],

    [],

    [],

    [],

    ["{_x addeventhandler [""fired"",{_this execVM ""MyFiredScript.sqf""}]} foreach units _group"]

    ];

    Now you must adapt the script call for the zone accordingly:

    ["z1",[1,0,1,400,350],[8,2,20,5],[],[],[],[0,0,0,7]] exec "dac\scripts\dac_init_zone.sqs"

    This entry loads the DAC_Config_Events No. 1

    This is only one example, and I hope that it fairly clear icon_rolleyes.gif

    Greeting

    Silola


  12. Hi,

    many thx Heatseeker smile_o.gif

    @quiet_man:

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

    Quote[/b] ]I just want to add that I'm also waiting for dynamic change of amount of active units for a zone! If nothing else helps a zone deleter would be sufficient. I could then recreate the zone with the according settings.

    I'm still working through the demos, but if it is not available would it be possible to get the amount of units lost and/or the number of respawns left from somewhere?

    I work on a solution. However, this needs time crazy_o.gif

    Quote[/b] ]Also when I move a zone, can I read any error messages by script somewhere to do automatic corrections? (e.g. increasing the zone size until it fits)

    A solution is compiled and is included in the next patch.

    (increasing the zone size until it fits. Then the maximum number of the automatic enlargement and the value of the enlargement is adjustable.)

    @HulkingUnicorn:

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

    Quote[/b] ]I've been playing around it a bit, and must say I really like it in general. There are a couple of things I'd like though:

    - Automatic naming of every unit

    - More flexibility regarding zone creation (I can't fit my air zone inside the airport on the tolafarush island - anything less than 140 horisontal side isn't accepted)

    For which do you need the names of all units?

    When required you can store the groups of a certain zone, e.g., in an Array of your choice.

    Please, thinks that DAC is no mission generator. Units or groups which are relevant for your mission,

    should be placed (and named) by editor.

    If you work with small zones, and if it concerns then camp or heli zones,

    you should always do use user-defined waypoints (Readme page 11).

    You handle with it the problems with small zones in connection with camps or Helis.

    @DMarkwick:

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

    Quote[/b] ]When placing down manual waypoints, if I need only manual waypoints to be used do I put 0,0 in the waypoint element places in the arrays?

    No, you must give exactly the number of the user-defined waypoints there.

    If you have, for example, 10 user-defined waypoints, and in the Array you give only 6 waypoints,

    then only 6 of 10 user-defined waypoints are used.

    If you put down 15 in the Array, 10 user-defined waypoints are stored first, and then

    in addition, another 5 by random generated waypoints.

    Quote[/b] ]If I have a zone within a zone, how does DAC decide that a logic unit's waypoints belong to any one zone?

    This state is really a problem. However, I have already compiled a solution wink_o.gif

    Greeting

    Silola


  13. Hi,

    @Heatseeker:

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

    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 smile_o.gif

    @DMarkwick & Matt Rochelle:

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

    Basically a zone must be declared for support.

    The parameter _setSupport = [1,1] in the DAC_Config_Behaviour is responsibly for it (Readme Page 27 wink_o.gif )

    The time, when a group requests for support, depends on the skill of the groups leader.

    A good leader waits not, until several units of his group are dead, but he tries to call support immediately.

    The distances with which he sends his radio message to the other groups is very short.

    A bad leader will request for support only at the last minute.

    The distances with which he sends his radio message to the other groups is substantially longer.

    Besides, this release depending on the parameter DAC_AI_Level.

    All groups are sorted according to distance, and then are requested by the leader, according to this order.

    The groups which note a fight, will come to assistance anyhow, and cannot be requested any more.

    Groups which already support other groups, or groups which are themselves in a fight,

    will reject an inquiry on support.

    Here a short example:

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

    A leader with the skill 1 requests for support (all 2 seconds a new radio message).

    A total of 12 groups stand in different distances at possession. The leader begins with the group which is the next to him:

    after 2 sec: group1 (distance 300m) > no support.

    (the group has noted the fight and is already on the move)

    after 4 sec: group2 (distance 400m) > support.

    after 6 sec: group3 (distance 450m) > no support.

    (The group supports another group)

    after 8 sec: group4 (distance 600m) > no support.

    (The group supports another group)

    after 10 sec: group5 (distance 800m) > no support.

    (The group is itself in a fight)

    after 12 sec: group6 (distance 1300m) > support.

    after 14 sec: group7 (distance 1500m) > no support.

    (The group may give no support)

    after 16 sec: group8 (distance 1600m) > no support.

    (The group may give no support)

    after 18 sec: group9 (distance 2000m) > no support.

    (The group is itself in a fight)

    after 20 sec: group10 (distance 2400m) > no support.

    (The group may give no support)

    after 22 sec: group11 (distance 4500m) > no support.

    (The group is too far away)

    after 24 sec: group12 (distance 5000m) > no support.

    (The group is too far away)

    There are 4 parametres which influence this behaviour:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    DAC_Radio_Dist = 1000 * DAC_AI_Level;

    (Maximum distance for a group which can come to support)

    DAC_Alert_Dist = 150 + (150 * DAC_AI_Level);

    (The maximum distance that a group can come to support (without being requested))

    DAC_Radio_Time = 8 / DAC_AI_Level;

    (The shortest time span for the radio messages, if the leader has a skill of 1)

    DAC_Radio_Count = 1 * DAC_AI_Level;

    (The maximum number of groups which can come to support (per group))

    You find these parametres in the script DAC_AI_Init.

    @Morticus:

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

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">It tells me it is not suitable for infantry? the zone is placed over the small island Ramadi using the full sara map.

    any ideas why the only way it will create infantry is in the water ?

    I see that you have chosen the waypoint config No. 2 in the script call.

    This could cause the problems. Please, tries first to use the standard configuration.

    The standard configuration is used if you do not give the last parameter:

    ["bluebase",[1,0,0,550,350],[8,2,20,5],[3,3,20,5],[2,2,20,5],[2,1,5],[1,1,21,7]] exec "dac\scripts\dac_init_zone.sqs"

    Greeting

    Silola


  14. Hi,

    Quote[/b] ]Hi,

    I believe that I have found the damned bug. Please, try out the following:

    In the script DAC\AI_1\DAC_Move_to_Enemy.sqf please remove the line 386 completely.

    (Or search according to the word "_vehiclepara", then you will find the line immediately)

    Quote

    [[_group,(_groupcount select 4),_groupende],_harray,6,_maxrad,_vehiclepara,_startid] spawn DAC_fMoveToVH;

    This line has been put down during a test phase there, but has not been removed again. Sorry confused_o.gif

    The next patch will contain this change of course.

    Greeting

    Silola

    Sorry, but in addition, the following change must be done:

    Script: DAC\AI_1\DAC_Move_to_VH.sqf

    Line: 440

    old code:

    Quote[/b] ][_garray,_target,_wparray,_groupid,_maxrad,_zskill,_groupvehicle] spawn DAC_fMoveToEnemy;[_leader,3] spawn DAC_fAISpeak;

    new code:

    Quote[/b] ][_garray,_target,_wparray,_groupid,_maxrad,_zskill,_exgroup] spawn DAC_fMoveToEnemy;[_leader,3] spawn DAC_fAISpeak;

    The bug should be repaired with it finally smile_o.gif

    Greeting

    Silola


  15. Hi,

    I believe that I have found the damned bug. Please, try out the following:

    In the script DAC\AI_1\DAC_Move_to_Enemy.sqf please remove the line 386 completely.

    (Or search according to the word "_vehiclepara", then you will find the line immediately)

    Quote[/b] ][[_group,(_groupcount select 4),_groupende],_harray,6,_maxrad,_vehiclepara,_startid] spawn DAC_fMoveToVH;

    This line has been put down during a test phase there, but has not been removed again. Sorry confused_o.gif

    The next patch will contain this change of course.

    Greeting

    Silola


  16. Hi,

    many thanks again smile_o.gif

    Please excuse my late reaction, but I had some problems with my new motherboard crazy_o.gif

    Quote[/b] ]@wolfsblut_

    I have trouble to download this beauty.

    I get only corrupted rar-files sad_o.gif

    Does the problem still exist? I think you have tried it at the time

    when I have upload a new version.

    Quote[/b] ]@DMarkwick

    _skillbank = (sup_skillarray |#|select _man)

    This mistake is definitively no DAC mistake wink_o.gif

    Quote[/b] ]if(|#|count _exgroup > 0) then

    However, this mistake is a DAC mistake.

    Unfortunately, I could not find the cause for the error message yet.

    At the moment I also do not have the time for an intensive search.

    However, I will soon find the mistake and remove him then.

    Quote[/b] ]One question - do they get smoke grenades given to units or is the smoke spawned?

    Sorry, but the smoke is spawned.

    The trigger for it is a group in wheeled vehicles which gets out,

    as soon as she has enemy's contact. This is the time where the smoke shells are generated.

    Especially for you I have assembled an Array in which the parametres are to be found:

    Script: DAC\AI_1\DAC_AI_Init.sqf

    Array: DAC_Smoke = ["smokeshell",[-15,15],"5 * DAC_AI_Level + ((skill (group _leader)) * 10)","((count units (group _leader)) > 3)"];

    1. Element = type of the shell

    2. Element = number of the shells with direction information

    example:

    [0] = one shell exactly in the direction of the target

    [-25,25] = two shells, The first with-25 degrees of divergence to the target, second with 25 degrees of divergence to the target

    [-135,-90,-45,0,45,90,135] = tounge2.gif

    3. Element = in which distance the shells are created

    4. Element = which basic condition must exist, so that the script generates the shells.

    (The variable _leader can be used to include values of the group.)

    Do you have some wishes with respect to that?

    Quote[/b] ]@mrcash2009

    Ive placed them in "missions "mp missions" in my profile location and local to BIS folder and I can only see them in editor, then its states when I open in editor map used is missing? (No maps are missing BTW).

    They end ".SSara" not ".Sara" .. so whats the map?

    I use various scripts and im not stupid, but this is got me a bit lost. Help.

    For the DAC demonstration and the DAC examples, this island is urgently required:

    http://www.mapfact.net/include....tid=600

    Do you still have the problem? If so, I will explain to you over again how you have to handle with it.

    Quote[/b] ]@jezpops

    I tried to spawn a West infantry group, the Dac initialises, the wp's are created and it says they are west units. But when the units are created they are East and they then shoot each other?

    These problems originate if you generate, e.g. west units on side east, or the east units on side west.

    Presumably you have put down in the script call a wrong Unit_Config.

    Quote[/b] ]@MadRussian

    #1: We now have the ability to add editor groups via DAC_fInsertGroup, which is fantastic!

    I was kind of hoping for a function to remove a given group completely from the DAC on command

    (for things very specific to a given mission, where you know the group can't go back to being DAC controlled, etc).

    Any plans for this?

    You mean, an editor placed group which was integrated into the DAC,

    that this group can be also remove again from the DAC?

    This should be basically feasible. I will check this possibility for you wink_o.gif

    Quote[/b] ]#2: The new DAC_fChangeZone command is a great new enabler. But... In addition to what's already there,

    I was really hoping to be able to change the number of groups within a given type in a zone.

    Was this something you were planning on adding at a later time?

    Also, if there's something I'm missing here please advise (knowing me, I wouldn't be surprised).

    In any event, I'd be happy to provide my solution via pm to you Silola for evaluation or post it here if you desire.

    I had hoped that nobody asks for it wink_o.gif I think that I insert a solution afterwards.

    You can send your solution to me with pleasure. Then I will check this.

    However, a bigger adaptation is necessary.

    Quote[/b] ]@Odjob

    Any chance of a v2.0 of the "zonewriter" (i think it was called) that was in the version for ofp?

    It made it very simple to generate zones for noobs like myself.

    Sorry Odjob, at the moment no adaptation is planned.

    @all: Happy Christmas

    Greeting

    Silola

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