-
Content Count
1041 -
Joined
-
Last visited
-
Medals
-
Medals
-
Posts posted by silola
-
-
MarkWick, You get the mistake only in connection with the missing comma? Or even if the comma is placed?
-
Hello,
many thanks

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

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
-
-
Hello,
I wish you all a merry Christmas too.

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)

-
hi,
maybe these small change helps you:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
private ["_body"];
if (!isserver) Exitwith {true};
_body = _this select 0;
sleep 10;
HideBody _body;
If (true) ExitWith {}
Greeting
Silola
-
haha ... thx honcho.
-
Ok mate, no beer > no motivation ... going to bed now

-
Hello

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

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

Greeting
Silola
-
Hi,
two chapters of the demo have yet to be translated (Is in progress).
The Readme must be written (30% done) and translated (0% done).
That is a lot of work and makes very little fun and I am not motivated every day.

Please be patient

Greeting
Silola
-
Hi
Thanks for the nice comments. And yes, it motivates me even more

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

Greeting
Silola
_ArmaCommunity = _ArmaCommunity + [jensiii];

-
Of course I will support DAC V1.0. I will help the people, if they have problems with DAC.
I do not know yet whether I release an improved version for OFP

Highest priority for the moment has the version V2.0 for ArmA, which will very soon released

bye
Silola
-
Hi Nepumuk,
I examined the responsible script and yes... it's a bug

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

bye
silola
-
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
-
hi,
not good

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 ?
-
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
I do not know why 
bye
Silola
-
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/extractionFor 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

bye
silola
-
Hi Spinor,
I am (again) very impressed by your work, and I look forward to the first beta version

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

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
-
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.

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 ?

@pirate2
sorry, I have not noted your post

Many thanks for your praise and . . .
DAC for Arma is ready very soon

bye
Silola
-
Your DAC is coming soon

-
Really great work sickboy

You are on the correct way i think

I am curious, which comes next.
bye
silola
-
Hello Sickboy,
you really tied a madly good package

This script monster must have been very complex,
since you led several components successfully together.
In addition you integrated also own ideas.
Really first-class achievement, which you delivered thereby.
We may be strained, which still expects us

Excuse my broken English

bye
Silola
-
Hi,
I vote for global

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

bye
silola
-
Hi,
A very very useful collection.
Thank you for this extraordinary work

bye
Silola
-
hi,
I think the prob is not ArmA, but your x1950pro.
I have the same card and also from saphire.
I had the same probs ... my pc crash and reboot :-/
Every time I played Arma.
Now I adjust the fan manually with the ATI Tray Tool, and since everything runs fine.
Here you can find the tool:
http://www.guru3d.com/article/atitraytools/189/
I hope that it helps also with you

bye
silola

Mapfact releases DAC 2.0 for ArmA
in ARMA - ADDONS & MODS: COMPLETE
Posted
Hi,
I have found and fixed the bug
The problem appeared always then when a camp is generated, and nearby an empty gunner position is available.
Please, excuses these circumstances
New version is up.
Greeting
Silola