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SavageCDN

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Posts posted by SavageCDN


  1. Hello,

    Thanks for taking a look. I have been tinkering as well and just for the hell of it saved the mission as a single player mission and then played it. The result was amazing, it was one of the best mission experiences I have ever had!

    Needless to say that the respawns worked fine and everthing ran as it should with both sides respawing correctly, you could see the spawn countdown in the camps working properly.

    So the the easy way around the problem is to simply save in single player mode and play from there.

    It was so good I am going to change sides and do it again!

    cu

    Alan

    haha.. I know exactly what you mean. Now you should add these mods for extra fun!!

    http://forums.bistudio.com/showthread.php?136304-TPWC-AI-suppression-system


  2. Hello,

    Yes I have spawn camps and sometimes they do spawn things but not consistently unless the human player is on the same side. Side without a human on it just dwindles away and spawn camp always shows spawn count as unchanged, because I am learning DAC at the moment I leave the "show mode" on so that I can see what the units are doing.

    Are you generating AI groups dynamically by player count? (ie: ["12",2,36,3] ) no not doing this. Player count is always 1 (me) and I play in multiplayer so that I respawn when I die which happens a lot, lol. So I left this alone.

    Hope that helps, I can send you my mission if you like and you can have a look at it. See what I am doing wrong. https://dl.dropbox.com/u/38097529/2012_07_29_DACtest.Chernarus.7z

    Hope you can sort it out as it is getting annoying and you begin to wonder if the system really works or not.

    Regards

    Alan

    Hi Alan,

    I had a quick look through your mission at work.. can't see anything wrong with the DAC stuff however I can't actually fire it up in Arma to check. Noticed that it is a CTF mission type.. personally I've never tried CTF (with or without DAC) so it's possible there is something there that is screwing up the DAC respawns. I've never seen the behaviour you are describing so that would be my guess.

    Might be worth copy/pasting the DAC triggers, etc to a new mission (no CTF) and making sure things work there before trying it in CTF gamemode... I'm sure others will chime in with better ideas.

    I will have a bit of time tomorrow or this weekend to actually try it in Arma if you like.. but DAC respawn does work usually :p


  3. Hello,

    Another quick question: I am finding in my missions that whatever side the human player plays on that side respawns and has lots units, the AI side starts out with lots loses them and they do not seem to respawn.

    If one changes side then that side works but the other dwindles away as described above.

    What do I need to tweak where to adjust this?

    Thanks

    Alan

    That sounds a bit weird.. do you have respawn camps configured for both sides? Are you generating AI groups dynamically by player count? (ie: ["12",2,36,3] )

    Might need a bit more info about your DAC setup.

    ---------- Post added at 03:15 PM ---------- Previous post was at 03:11 PM ----------

    Never tried that myself, however DAC will automatically man any editor-placed static weapons (side-sensitive) within a spawn zone.

    Just re-reading a few posts and I didn't pick up on this earlier. So if I place empty static weapons anywhere inside a DAC trigger it will man them with the appropriate unit automagically? (not referring to camp statics here)

    Or do you mean that AI groups will man the statics within a certain range (defined in config_behaviour)?


  4. ;2199424']While you guys are on the subject of weather' date=' is there a way to set the starting weather and fog to a certain value? I'd like to have an overcast morning with a fog value of .7 for the first stage of my mission. Afterward, dynamic weather is preferred.[/quote']

    Good question perhaps the other values in Config_Creator have options for this?? (can't check ATM) If memory serves there are 4 or 5 variables on that line for weather. Also what about setting the weather and fog in the editor sliders (or init) to your desired levels then allowing DAC to take over after x seconds.. or have you tried this and it doesn't work?


  5. Hello,

    I how do I stop the automatically fog in DAC?

    It seems to affect every mission I now make, with or without DAC. Within about 10mins the whole map is fogged in.

    Pls let me know as it is driving me nuts.

    Thanks

    Alan

    In your DAC folder there will be a file called DAC_Config_Creator.sqf

    Open that up and look for a value Dyn_weather (or something like it... at work so can't check) - change the first value (300) to 0 to disable the weather (300 = 300 seconds.. you can set it longer if you want more time before the weather changes)


  6. OK thanks guys I will check that setting as it sounds like that's what was happening. Also it's possible the server FPS had dropped although I didn't actually check it during the game as I was having too much fun.

    Most of the AI didn't actually flee ie: turn and run... most tended to just go prone and not return fire.. which is great IMO.


  7. We had our first real stress test of this script yesterday:

    - UNSUNG / VTE mod with ACRE

    - ASR_AI 1.16beta server side only

    - DAC script version

    - TWPCAS script version

    - TWP LOS script version

    Defend the base type mission with approx 16 AI groups ... around 120 enemy AI as well as a dozen friendly AI. Human players were 10 at mission start.

    (I only mentioned to the other players that for this mission the AI could be suppressed... no other hints)

    I had more than one player remark on how the AI was reacting - they were going prone when under fire!! Once people figured out what was happening we actually had groups laying down suppressive fire and were using it in a much more tactical manner. It completely changed the mission in that we were able to actually break out of the FOB we were defending and move in groups hunting down the enemy.

    One thing I noticed - after about an hour of gameplay (enemy AI groups were being respawned by DAC so they just kept coming...) the enemy AI seemed to ... well.. lose interest in the fight for lack of a better description. Groups kind of stopped behaving tactically and either just a) stood around or lay prone not firing or b) actually ran away. We also noticed that they didn't go prone nearly as much...almost like they were back to vanilla AI behaviour (ewww.....gross).

    Players were remarking how we had taken away their will to fight by kicking so much ass.. but I'm sure it was something else causing it :p

    Any ideas as to what might be causing this (not saying it's anything to do with TWPCAS)? As I mentioned any enemy AI groups killed were respawned using DAC and thrown back into the fight. I can't remember if this has been mentioned before does TWPCAS suppression also get applied to AI groups that are spawned during the mission? I know with debug on that the map markers appear for spawned units but unsure if that means that suppression is applied to these units or is it just a pretty marker :p ? Perhaps something to do with courage or fleeing?

    I tried to reproduce it afterwards with debug on but ran out of time... thought I may have noticed black balls over certain AI? Does that mean no suppression?

    edit: Sorry forgot to mention - THANK YOU FOR CREATING THIS!!!!!! :yay:


  8. No worries, mate :)

    Also... if you want a camp zone that just spawns but doesn't build a camp, remember to keep all the unneeded arrays but make them empty, thus: []

    Yes I think you need to keep the Logic and that is all correct? I know I've done it with just the logic, a tent and some ammo boxes (especially on terrains that are unfriendly to camp generation or where space is a concern).


  9. I will continue to work on this... If anyone can give me some kind of a hand or point me in the right direction in getting JIP to work I would greatly apreciate it. There is a great void of information regarding the firing order and what is called upon natively by the engine so I'm having a difficult time figuring out how to initialize everything in a way that will allow JIP to happen.

    Thanks ahead of time for checking it out:)

    Download Urban Conquest v1.01 Zargabad

    Download Urban Conquest v1.01 Shapur

    Just don't call them CPs and all will be glorious :p

    This does look interesting I will check it out. If MP is working well I might port this to Fallujah and test it out with a group of players.

    As for JIP (I am no coder) but I would check out the F2 Mission Framework and perhaps there are elements you can use in your mission as it does support JIP. In my (limited) experience a lot of JIP issues come with updating the joining client with mission markers and other mission data that has changed since mission start... of course you may already know this and for that I am sorry :)


  10. Nope - you define the arti operators in the DAC_config_camps.sqf, specifically in the campStatic line, e.g.:

    _campStatic    = [["2b14_82mm",-7,25,0,"RU_Soldier_GL"],["2b14_82mm",25,25,0,"RU_Soldier_GL"],["2b14_82mm",25,-20,180,"RU_Soldier_GL"],["2b14_82mm",-7,-20,180,"RU_Soldier_GL"]];

    If you assign more than one soldier to any given position, either they spawn dead or, maybe, try to occupy the same space & die as a result. Whichever, you end up with dead units.

    facepalm.jpg

    Sorry of course..not sure what I was thinking of.... was confusing the defend group (needing 3 entries in _units) with the camp static gunners...lol


  11. I think you might need to create a specific unit config with empty arrays. IIRC if you spawn any statics in a camp you have to also specify one unit (but no more) as weapon operator.

    Never tried that myself, however DAC will automatically man any editor-placed static weapons (side-sensitive) within a spawn zone.

    Thanks I will try the empty arrays (or I'm guessing I'd need at least 3 units in? crew, pilot, leader so that it can assign a gunner to the statics?).. one problem I can see is that I would have to create a camp-only zone and another unit spawning zone.. but that is easy :p

    Gonna try the zero respawns and see what happens. I'm actually testing DAC in Iron Front to see how it works and I want to have AI artillery strikes available to the units.. but there are issues with respawning using DAC - it does respawn units however adds them to an existing group instead of re-creating the group.. so you eventually end up with one massive group instead of the 6 you started with.

    edit: actually the massive group problem only happens when you are respawning different unit types (ie: infantry and vehicles).. if your camp is infantry only it just won't respawn :)

    I've actually seen this before with I44 so it must be either something mod-specific or just that DAC hates WW2 stuff :p


  12. Thanks for your reply, much appreciated.

    When you say "clear" what shall I do? Take the missions out of the folder and put them back in?

    Delete all the missions?

    Thx again.

    Yeah just move the mission(s) out of your arma install folder and try running the game. The error you are getting is due to a typo (I assume) in a description.ext file which actually crashes the game (as opposed to script errors which just show on the screen if you have the parameter enabled)


  13. unfortunatly Saku's AI driving fix no longer works due to changes in a recent patch (1.60 perhaps?).

    For better (smarter) AI you need to look outside of vanilla Arma. UPSMON does a good job of keeping units driving (-onroad switch) but it's a bit much if you just want AI to keep it together :p

    Can't check ATM but wondering what ZoneKillers Battlezone missions use for driving as they seem to be able to handle roads at decent speeds without major f**kups.


  14. The exe 1.62.95248 should be the final exe for the patch. We said this before but we tried to fix some critical issues, mostly crashes. The upcoming 1.62 update is considered feature complete. ACR Lite is going to be released as optional free download and will not be included in the update due to compatibility problems (ACR requires both Arma 2 and Arma 2 Operation Arrowhead).

    Thanks for your response.

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