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silola

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Posts posted by silola


  1. Hello,

    many thanks smile_o.gif

    How it seems with extensive projects, a small mistake has crept with the DAC.

    The example missions contain an invalid Addon which, unfortunately, I have not noted sad_o.gif

    I have just repaired this mistake.

    I have also corrected the missing comma in the short readme (thx Matt).

    You must download the file again. Sorry!

    Alternatively it is possible to remove the superfluous Addon from the Mission.sqm.

    Greeting

    Silola


  2. Hello,

    I wish you all a merry Christmas too. smile_o.gif

    What the birds tell you, is totally nonsense.

    In addition, the DAC is not released for Arma, but for Crysis.

    You know, better engine, better unit control, better group management,

    better scripting facilities, etc.....blahblahblah

    DAC for Crysis 0,01 % done ;-)

    Greeting

    Silola

    (DAC for ArmA 99,9% done) xmas_o.gif


  3. Hello smile_o.gif

    The DAC is a very complex script project and the possibilities are much increased.

    Therefore, I fear that I have not eliminated all errors.

    Almost every evening, I make small tests to detect errors. Sometimes with success wink_o.gif

    If the DAC is released, it is a beta version.

    This means that there may be errors can occur. I hope that there are not too many huh.gif

    Greeting

    Silola


  4. Hi

    Thanks for the nice comments. And yes, it motivates me even more smile_o.gif

    It was really a lot of work, to convert all the scripts to the new sqf format.

    In addition, many new sqf scripts are being written.

    But now DAC is almost done, and I hope you will like it icon_rolleyes.gif

    Greeting

    Silola

    _ArmaCommunity = _ArmaCommunity + [jensiii]; thumbs-up.gif


  5. Hi Nepumuk,

    I examined the responsible script and yes... it's a bug confused_o.gif

    You must edit the following script:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">DAC\KI_1\DAC_Waiting_for_End.sqs

    At the beginning of the script the following variables must be initialized: _rCamp = []; _dc = []

    Not tested, but it should function smile_o.gif

    bye

    silola


  6. hi,

    what exactly is your prob ?

    The helicopter does not want to land?

    The crew does not want to get out?

    The helicopter does not move on?

    first try this:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(([(position _chopper select 0),(position _chopper select 1),0] distance _pos) < 25):goto "Land"

    bye

    Silola


  7. hi,

    not good sad_o.gif

    Make an attempt:

    [z1,[1,0,0],[2,2,1,4],[ ],[ ],[1,1,50,0,100,99],[2,11,4]] exec "DAC\Scripts\DAC_Init_Zone.sqs"

    or try this:

    [z1,[1,0,0],[2,2,1,4],[ ],[ ],[1,1,50,1,100,99],[1,1,4]] exec "DAC\Scripts\DAC_Init_Zone.sqs"

    Only to see that it runs in such a way.

    Greeting

    Silola

    edit: spawn settings in DAC_Config_Creator ?


  8. hi,

    try this sqf-script (Not tested, no possibility for the moment):

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

    // [group,chopper,height to fly in,gamelogic waypoint] execVM "land_chopper.sqf" //

    /////////////////////////////////////////////////////////////////////////////////////

    private ["_group","_chopper","_crew","_height","_pos","_pilot","_minheight","_run","_go","_i"];

    _group = _this select 0;_chopper = _this select 1;_height = _this select 2;

    _pos = _this select 3;_minheight = 2;_run = 1;_go = true;_i = 0;_crew = [];

    if (!(isServer)) then

    {

    while {_run > 0} do

    {

    switch (_run) do

    {

    case 1: {

    // #start

    _chopper flyinHeight _height;_chopper doMove _pos;

    while{_go} do

    {

    if((!(alive _pilot)) || (!(canmove _chopper)) || ((getdammage _chopper) == 1)) then

    {

    _run = 5;_go = false;

    }

    else

    {

    if(([(position _chopper select 0),(position _chopper select 1),0] distance _pos) < 25) then

    {

    _run = 2;_go = false;

    }

    else

    {

    sleep 1;

    };

    };

    };

    };

    case 2: {

    // #Land

    _chopper flyinheight _minheight * 2;_go = true;

    while{_go} do

    {

    sleep 1;

    if((!(alive _pilot)) || (!(canmove _chopper)) || ((getdammage _chopper) == 1)) then

    {

    _run = 5;_go = false;

    }

    else

    {

    if((position _chopper select 2) < 2) then {_run = 3;_go = false};

    };

    };

    };

    case 3: {

    // #Unload

    {unassignVehicle _x;[_x] ordergetin false} forEach units _group;player action ["GETOUT", _chopper];_go = true;

    while{_go} do

    {

    sleep 1;

    if(({((alive _x) && (_x in _chopper))} count units _group) == 0) then {_run = 4;_go = false};

    };

    };

    case 4: {

    // #MoveOn

    _chopper doMove position dest3;

    while{_go} do

    {

    if((!(alive _pilot)) || (!(canmove _chopper)) || ((getdammage _chopper) == 1)) then

    {

    _run = 0;_go = false;

    }

    else

    {

    if(([(position _chopper select 0),(position _chopper select 1),0] distance dest3) < 25) then

    {

    _run = 6;_go = false;

    };

    };

    };

    };

    case 5: {

    // #Alert

    _crew = crew _chopper;

    while{_i < count _crew} do

    {

    _man = _crew select _i;

    if(!(alive _man)) then

    {

    _i = _i + 1;

    }

    else

    {

    _man action ["EJECT",_chopper];unassignvehicle _man;_i = _i + 1;

    sleep 0.5;

    };

    };

    _run = 0;

    };

    case 6: {

    // #End

    deletevehicle _chopper;deletevehicle _pilot;_run = 0;

    };

    Default{};

    };

    };

    };

    Sorry, formatting is not represented correctly crazy_o.gif I do not know why help.gif

    bye

    Silola


  9. hi,

    sorry ... I am very busy for the moment, and I can offer therefore no intensive assistance to you.

    It is a large advantage to read first the Readme in order to be able to understand the DAC better.

    Quote[/b] ]I have a Vietnam Experience installation, can I use DAC on that island with that addons??

    In principle you can use DAC on each island. Depending upon object density,

    the parameters for the waypoints must be possibly adapted (DAC readme page 23 - 25).

    Quote[/b] ]Any way to add friendly units?? and with Choppers? You know Vietnam is a helo war!!

    Yes, you can create DAC zones for each side, thus also for your side (DAC readme page 7).

    And yes, you can also create DAC zones for helicopter (DAC readme page 5).

    Quote[/b] ]I will like to add only Vietcong units and some vehicles like AAA or Pt-76, will like Silola told me how to do this.

    Only need to know what name I need to use for the addon units ( is the name of the PBO file?? )and Where I need

    to insert it That's all

    You must register the unit types in the script “DAC_Config_Unitsâ€, so that DAC can generate these units.

    Have a look at this script, around to see like the units there are registered.

    For each unit category gives it its own array that you must fill with the units of your choice.

    Either you change an existing configuration, or you add a new configuration within the script.

    Each configuration needs a clear number (ID), which you register then in the script call for a zone.

    (DAC readme page 7)

    Quote[/b] ]I will use the choppers with a script to insertion/extraction

    For this feature you must look for its own solution, since it is too specific.

    If DAC generates helicopters with cargo, a further group is generated automatically,

    which jumps off with parachutes, if it is requested for support (AI only). That's all.

    I hope that I could help you a little bit. And please read the Readme smile_o.gif

    bye

    silola


  10. Hi Spinor,

    I am (again) very impressed by your work, and I look forward to the first beta version notworthy.gif

    I have also a small suggestion for you. Perhaps you already thought of such a possibility wink_o.gif

    I wish myself that it is possible, to bind certain commands to certain (hot)keys (F1 - F12 for example).

    All this freely definably.

    Like that it would be possible (for example), to put the function “delete all waypoints†on the key F8.

    This possibility would lead to a faster command speed, which could be very helpful under hectic conditions.

    I hope u know what I mean (sorry for my bad english) :-/

    Kind regards from Germany

    Silola


  11. hello nepumuk,

    DAC needs always at least one waypoint in every master zone.

    Even if you give no waypoint, DAC will generate, nevertheless, exactly 1 waypoint.

    He needs this one waypoint to generate a group.

    If you liked to suppress this waypoint with the movement of the group,

    you must change a script.

    With this intervention you prevent that the group runs back in her master zone.

    Every group gets an Array in which the waypoints are filed.

    The start position is always the last entry in this Array, if I properly remember this. icon_rolleyes.gif

    Now you must try to ignore this waypoint if the group selects her next random waypoint.

    Please wait a moment, I must think of the position in the script where we insert the change.

    OK, we do an attempt.

    Please, opens the script "DAC\KI_1\DAC_Move_to_WP".

    There you search please to this code "(random ((count _wparray) - 1))".

    You find the code in line 80 and 178.

    Then change the code to "(random ((count _wparray) - 2))". This is everything ... i hope ;-)

    Try this and reports the result please. Okay ? smile_o.gif

    @pirate2

    sorry, I have not noted your post sad_o.gif

    Many thanks for your praise and . . .

    DAC for Arma is ready very soon whistle.gif

    bye

    Silola


  12. Hi,

    I vote for global smile_o.gif

    A small example: I generate some Camps on the server. In each Camp also a weapon crate is created.

    Contents of each crate are to correspond to the weapons of the units stationed there.

    On the server a Script is started that the appropriate units seized and determines their weapon sets.

    These weapon sets are then added to the respective weapon crate. (The weapon crate is emptied before)

    For this procedure I need this function urgently global thumbs-up.gif

    bye

    silola

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