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SavageCDN

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Everything posted by SavageCDN

  1. I love the complexity of it though. See I was assuming that DAC handled choppers in the same way as vehicles - spawn with crew inside and spawn appropriate # of vehicles for the number of units in a group (I think it keeps spawning vehicles until all units are 'mounted'?). Hmmm.... Let's say I have a DAC call: fun=["heli1",[1,0,0],[6,2,20,8],[],[],[4,1,12],[0,0,0,0]] spawn DAC_Zone with the 1st group size as [2,2] in Config_Creator From what I'm understanding DAC will spawn 4 empty helis with 2 crew each (as part of the "heli section" ie: [4,1,12] of the DAC call) and then 'pull' units not part of the "heli section" (ie: [6,2,20,8],[],[],[4,1,12] ) in order to fill the empty cargo spaces in the heli? Sorry if I am hijacking this thread Mr. Rydygier :o ---------- Post added at 04:28 PM ---------- Previous post was at 04:24 PM ---------- hehe... I would sacrifice small children to get HAC working in MP!! It's exactly what is needed - higher level 'thinking' for the AI. I think Orcinus said he was working on some kind of HAC/DAC demo but for SP only
  2. Ok that makes sense now...sorry for being dense. I don't use helis a lot with DAC so my experience is limited and I did not know that about DAC spawning chopper grunts.. perhaps this explains why I've had prior problems with DAC helis and my 'expected' behaviour of these units.
  3. Perhaps I'm not understanding the problem but would you not be able to spawn heli groups with only 2 units in the group (pilot, copilot/gunner) so that regardless of chopper type there are only 2 "DAC units" per chopper? So your Config_creator say has group size 1 = [2,2] and you set the heli spawns in zone to [4,1,12].. spawning 4 choppers with 2 units per chopper and 12 waypoints. Or perhaps a way to either delay the release of heli groups or have the heli groups spawn already inside the choppers? Or am I completely missing the problem? Are the 'grunts' you are referring to part of the DAC heli group or their own group (ie DAC inf or editor-placed units)?
  4. 2012/04/18, 6:57:54 Warning: no type entry inside class RscDisplayLoadMission/controls/Name 2012/04/18, 6:57:54 Warning: no type entry inside class RscDisplayLoadMission/controls/Date 2012/04/18, 6:57:54 Warning: no type entry inside class RscDisplayLoadMission/controls/Title 2012/04/18, 6:57:54 Warning: no type entry inside class RscDisplayLoadMission/controls/Progress 2012/04/18, 6:57:54 Warning: no type entry inside class[b][font=Arial Black] RscDisplayLoadMission/controls/Briefing[/font][/b] I wonder if these are 'normal' errors? Got your PMs.. thanks. edit: Are briefings supposed to run on the server only, clients only, or both? I would think it would be clients only?
  5. SavageCDN

    Zernovo (GSEP)

    Chalk another one up to strange Arma behaviour!! GO HAWKS!!!
  6. SavageCDN

    Zernovo (GSEP)

    Ah OK I did not realize... well thanks for taking the time to test it out!!
  7. Noticed some things missing from my configs so I'll be updating them as well as removing the duplicates. April 18 - updated German SS and German SS Winter configs
  8. SavageCDN

    Zernovo (GSEP)

    Ok thanks I'll try and reproduce it myself.
  9. SavageCDN

    Zernovo (GSEP)

    Played about 30 mins yesterday using Kermator's Battlezone mission and I noticed AI vehicles flying into the air while crossing the Pegas (sp?) bridge. It's the only one I've noticed it happening on (other bridges seem OK). It was quite funny actually a striker with a loaded squad drove across, launched about 30m into the air, the troops bailed and the stryker rolled and caught fire!!
  10. You're welcome. I'm not too sure if the target height actually matters.. I guess if your M119 is firing 'direct' at it rather than indirect you may have to set a height. I've only used this script for I44 stuff (mortars, flak guns)
  11. If needed just PM me with the file.. won't be able to test until Friday though. Is that .rpt file from your dedicated server? I'm new to dissecting .rpt files but there are more than one entry in that file stating 'isDedicated=false' - not sure but perhaps that is 'normal' behaviour? "XEH: PreInit Started. v3.3.3. MISSINIT: missionName=I44_merderet_winterIntro, worldName=I44_merderet_Winter, isMultiplayer=false, isServer=true, isDedicated=false"]
  12. If groups can be excluded from HAC (which you mentioned before), then GL4 might be useful in a situation where you require a group or set of groups to defend a specific location or objective, and call in reinforcements outside of HAC control (ie: a reinforcing group set to support ONLY one specific group) There are probably other uses as well but I'll need to get more familiar with HAC first. OK I get it now... thanks. That actually sounds like a good thing!! Now that I've thought about it a bit more I don't think I've ever tried to move a DAC zone that included a camp.. I've only tried it on zones that spawn units and/or waypoints. I'm not sure what would happen to the camp itself after the zone is moved.. old camp 'disappears' and new one is created in new zone? With units it's easy as they are just assigned new waypoints and move off accordingly.
  13. Thanks again!!! Might get some dedi time this Saturday can't wait to try these on a real server!!
  14. Hah!!! I'm showing my wife your post to prove that yes indeed...sometimes Savage is right.
  15. SavageCDN

    Zernovo (GSEP)

    A true Gentleman.... thank you!! Unfortunately I have to wait until Friday to try it out.. :(
  16. You know what's funny? After posting yesterday I thought 'you know what? he's going to reply with stuff I've never tried or considered before' ... especially since (as you mentioned) there are a bunch of undocumented features missing from the manual.. and that's exactly what happened :p I tried that once and couldn't make it work properly (due to my lack of coding/scripting skills I'm sure). Now I have homework to do... in addition to re-reading the DAC thread. Of course you are correct... this is my method when just using DAC and trying to create a 'front' Well I'm sure that would NEVER happen to me.... I will try it out this weekend. Have you used GL4 as well in conjunction with DAC/HAC? You lost me here a bit.. are you referring to the group that spawns with the camp and defends it in a set radius? So if HAC takes command of this defending group it kills the camp? I would say it would be more realistic yes, as the units are not deleted and re-created (which if I remember correctly is what happens when you delete a DAC zone... or are your units released from DAC by then?) rather they are just assigned new waypoints... and as such will 'flee' to the new zone :p
  17. I'm sorry my bad.. I grabbed that copy from an I44 mission which has custom german voices. _gun say "gerFire"; sleep 2; ^ Remove these two lines or replace gerfire with a stock arma voice clip (this line is just for the crew to yell 'fire' before actually firing)
  18. The instructions I posted are for the faat.sqf file, not the one you created called battery.sqf. What is the error you are getting? You can try the faat.sqf script out in a new, clean mission with just the arty and stuff.. to see if it works.
  19. Using the faat.sqf script I posted (you shouldn't need to change anything within the script itself.. just add the editor units and their init lines as well as the targets): Place an arty unit in editor Put this code into the artillery unit's init line in the editor (and call the unit gun1) nul = [gun1, target1, 20, true, true] execVM "faat.sqf"; gun1 = units name in editor target1 = arty targets name in editor (for ambient arty I use an invisible Helipad object and set it's height at 300m).. this can be any object I think as long as you name it 20 = seconds between firing 1st true = prevents gunner from engaging other targets 2nd true = enables auto-rearming (ie: unlimited ammo) Make sure the faat.sqf file is in your mission folder.
  20. There are a few ways to accomplish your first point in DAC - Orcinus mentioned one.. linked zones. The problem with using linked zones is that the units will continue to use the waypoints from the 'spawn' zone as well as the linked one, which may not be ideal if you are trying to simulate a 'front'. A better way is to move the DAC zone after DAC has initialized by adding a few lines to the end of your init.sqf (or some other method). **I am doing this at work so not sure if I have it exactly right.. this code was pulled from the main DAC thread (a response by shiloa)** // Move DAC Unit zones waituntil{DAC_Basic_Value > 0}; if(isServer) then { [zone1,(position zone3),[],0,0,0] call DAC_fChangeZone; sleep 1; waituntil{DAC_NewZone == 0}; [zone2,(position zone3),[],0,0,0] call DAC_fChangeZone; }; This will move both zone1 and zone2 to zone3's position after DAC has completed initialization. The units created in zone1 and zone2 will be assigned new waypoints. If zone3 is 'linked' to the other zones then the units will have a waypoint pool consisting of all three zones. If you only have one zone to move, get rid of these three lines: sleep 1; waituntil{DAC_NewZone == 0}; [zone2,(position zone3),[],0,0,0] call DAC_fChangeZone; So for a 'front' you would create a DAC spawn zone (no units just camp) in the rear-area, then separate unit spawn zones where you want the units to appear at mission start, then move the DAC unit zones to where you want the units to 'attack'. Units that are killed will respawn at the rear-area DAC spawn zone and move to their 'new' zone waypoints. I'm not too sure as I've never tried DAC and HAC together (but will do so now!!), but I would assume you need to release the units from DAC after they are created. Howto is probably in the DAC manual somewhere. Not sure about re-spawning DAC units and then releasing them... but I'm sure it's possible :o edit: I just re-read my post... hopefully it makes sense my coffee intake is lower than usual today
  21. SavageCDN

    Zernovo (GSEP)

    +1 Also with regards to the AI and bridges I threw down some DAC zones on this map yesterday and let it run and found that the units had ZERO issues with crossing the bridges.. in fact the motorized units didn't even slow down!! AWESOME!!
  22. I'm going to guess locality is your problem... your script is running on both the server and the clients. Somewhere in your script you will need to put in an if (isServer) statement so that it runs on the server ONLY, and not on each client. Note that I am just guessing ;)
  23. I'm like a kid at Xmas.. I keep checking 'under the tree thread' for a surprise :p Awesome.... Good story.. that's one of my favorite parts as well..watching the AI revive me when I get taken out.. sometimes it can take a while and the guy looks like he's forgotten.
  24. This is what I use for ambient arty...Fatty's Ambient Artillery Tool. Guns fire live ammo! Copy and paste this code into a file called faat.sqf and put it in your mission folder. See below for parameters. You'll also need a target for the arty to shoot at. I use an invisible helipad approx 100m from the gun and using setPos have it hover about 300m in the air. /* fatty's ambient artillery tool (faat) version 1.0 by fatty Forces an AI gun (e.g. cannon or rocket artillery) to fire at regular intervals at a defined target. Gunners will persist until out of ammo or dead. CAUTION: the guns fire live ammo, so be careful where you aim! Required Parameters: Artillery Piece (object) - object to begin firing. Target (object) - target at which the artillery piece will fire. Suggested target is an invisible H setPos'd several hundred metres above the gun. Optional Parameters: Delay (number) - delay between shots in seconds (default is 10 seconds). Disable aiming AI (boolean) - prevents AI gunners from engaging other targets (default is true). Enable auto-rearm (boolean) - enables automatic rearming of gun after every shot (default is false). Examples: nul = [big_gun, gun_target] execVM "faat.sqf"; nul = [rocket_artillery, house, 20, false, true] execVM "faat.sqf"; */ if !(isServer) exitWith {}; private ["_gun","_target","_delay","_disableaim","_autorearm"]; _gun = _this select 0; _target = _this select 1; _delay = if (count _this > 2) then {_this select 2} else {10}; _disableaim = if (count _this > 3) then {_this select 3} else {true}; _autorearm = if (count _this > 4) then {_this select 4} else {false}; if (_disableaim) then { {_gun disableAI "_x";} foreach [move,target,autotarget,anim]; _gun setCombatMode "BLUE"; }; (gunner _gun) lookAt _target; _gun addEventHandler ["fired",{faatAmmoType = _this select 4;deleteVehicle (nearestObject [_this select 0, _this select 4]);}]; While {alive (gunner _gun)} do { sleep _delay; _gun say "gerFire"; sleep 2; _gun fire (weapons _gun select 0); if (_autorearm) then { _gun setVehicleAmmo 1 }; }; _gun removeAllEventHandlers "fired";
  25. Hmm...anything in the .rpt file?
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