Samsamps
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I'm not entirely sure why but I can't get the mando's tow's to work outside of his example missions. I got to the point where I copied everything from the scripted version but the mission file and tried that with no dice. Other than the entries in init.sqf and description.ext it doesnt need anything else does it? EDIT: NM. Whoever made the map i was working on.....great job naming a AI thats part of your camera intro PLAYER...... great job, really youre a freaking genius. ugh.
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Mapfact releases DAC 2.0 for ArmA
Samsamps replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Deleting the waypoints got them working I ran into another problem though. I have two waypoint zones for the editor embedded unit but they only want to go to one of them. Both the editor zones have the same ID and both of those zones are specified in the embedding scriptcall. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["z7",[1,0,0,50,100],[30],[],[],[],[0,0,0,0,0]]exec"DAC\Scripts\DAC_Init_Zone.sqs" ["z1",[1,0,0,200,350],[60],[],[],[],[0,0,0,0,0]]exec"DAC\Scripts\DAC_Init_Zone.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[syrarm1,1,[z1,z7],15,1,1,[1,1,1],0]spawn DAC_fInsertGroup;- 376 replies
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- dac
- dynamic ai creator
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Mapfact releases DAC 2.0 for ArmA
Samsamps replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
There is, somewhere in mission 5. I just took a look at it and it confused me because im doing the same exact thing. Only I get an error telling me that the unit already has waypoints......I have no idea why its giving me this. There are more than enough waypoints for the unit. Possibly it has something to do with the create_unit case list for that waypoint zone not matching with the editor placed group? I have no idea. Basically, I have a infantry group set to join zone 3 when they are set up in the mission. zone 3 is a infantry waypoint zone with 160 waypoints which is far more than enough. Taken from the mission.sqm <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "[""z3"",[3,0,0,400,500],[160],[],[],[],[0,0,0,0,0]]exec""DAC\Scripts\DAC_Init_Zone.sqs"""; When this runs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~30 [syr1,1,[z3],10,1,1,[1,1,1],0] execVM "DAC\Scripts\DAC_Insert_Group.sqf"; I am told the unit cannot be added due to already having waypoints.- 376 replies
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- dac
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Mapfact releases DAC 2.0 for ArmA
Samsamps replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
I've been having problems embedding editor placed units into DAC. I've tried many different setups to get it to work and it always tells me that the units already have waypoints. Is there an example where you use the embedded units so I can look at the script?- 376 replies
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I was wondering - would group link II work with Dynamic group creator? Say have it set up so that if there are less than 50 opfor a trigger activates running the dgc script to create named units/reinforcement, then get the array of all alive OPFOR groups, kill group link II and then execute it with the gathered array of OPFOR groups. I'm guessing I would have to more or less disable anything DGC would do other than ai creation and let Group link II handle the actual AI behavior.
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Some problems ive been encountering (not sure if this has been already been posted) but there are two large problems in MP that need addressing. When playing as a unit not in the COCex hierchy, the person playing receives MASSIVE lag when the engine initializes. Nothing happens to other players that are in the hierchy, however. This could be easily averted by adding every unit to the hierchy which while tedious would work. Would be helpful if the version with unlimited hardcoded levels was available for this. The other, more serious one is when a player joins a unit in hierchy with command engine loses it if he for some reason disconnects. Any player that isn't in the initial mission briefing will not be able to utilize cocex! So far I have not found a way through or around this problem. I am currently trying to design multiple new missions for the 15th MEU Realism Unit and many of us have found this mod's features very attractive but this simply is a dealbreaker for us. If we cannot rely on it to be able to work after being disconnected then it will be useless in operations where we run hour length+ missions which may result in players getting arma crashes or otherwise.