SENSEII
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By design, most of DCG's addons don't run unless a player is present. So, this feature is sort of a thing already. However, I'll consider implementing a more robust system.
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SENSEII started following Voronoi Diagram using Fortune's Algorithm and VectorDir and VectorUp Complete Guide
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Yes, I'm still actively working on DCG. You can check the progress, here, on the Github repo. I try to keep the task list up to date, so people can get an idea of what's going on. I know this thread has been quiet for a while, but that's because I'm dedicating my time to updating this project.
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GEORGE FLOROS GR started following SENSEII
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What can I say? Timing's everything xD Thanks for showing interest. You can check out the progress on the git repo, DCG 4 Project.
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back from the dead
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SENSEII changed their profile photo
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Statics aren't editable at the moment. The vehicle depots are part of a separate script, the unit pools have no effect on them. Unit pools determine the classes used for the AI spawned by DCG. Also, I'd stay away from mixing sides. Placing Independent class names in the West pool can lead to some weird behavior.
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Currently, you can adjust the occupy addon's Enemy Count Multiplier using CBA settings to change the number of units spawned in each location. For performance reasons, the number of occupied locations is limited to one.
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I should have some time to check this out this week. Issue #103
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I'm glad you're enjoying DCG I did a quick test and the settings functionality is working. Make sure your description file has the proper extension .ext . You listed it as .txt above. Also, you're still including the "ALL" pool, meaning those units still have a chance to spawn in all maps and missions. Remove that pool or make it map specific if you'd like to only have CUP units on Takistan. Concerning the bases, there currently aren't plans to make the bases map specific, but it may be something that makes it in down the line.
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I'll look into this. Yeah, I didn't notice it either Yes CBA settings overwrite everything else, more info here.
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On the server use the startup param -serverMod to load DCG instead of -mod.
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Dynamic Combat Generator 3.2.0 Download | Repository | Issue Tracker | Wiki | Steam Workshop What is DCG? Dynamic Combat Generator is an Arma 3 server mod designed to help mission makers quickly enhance their cooperative scenarios by supplying a collection of easy to use, modular addons. DCG's addons are highly customizable and allow creators to populate their missions with ease. What's Included in DCG? Modularity Save/load functionality Occupied cities with patrolling and garrisoned enemies Scaling enemy strength Dynamically spawned patrols Enemy static emplacements and sniper teams Populated cities Civilian interaction Roadside IEDs Dynamically spawned civilian traffic Hostile civilians Terrain based animal spawns Approval system FOB system Transport system Dynamic weather Dynamic simulation support Headless client support ACE3 support ACRE2 support TFAR support Coop mission templates How Do I Use DCG? The latest version of Community Based Addons is required on the server and client. Server Setup Extract the DCG and CBA zip files to the server's Arma 3 folder After extracting the files, @dcg and @cba_a3 should exist in the server's Arma 3 directory To configure a mission for DCG, take a quick look at Setting up a DCG compatible mission If you wish to customize DCG's settings, check out the Settings Framework Can I Contribute to DCG? Dynamic Combat Generator is open source and hosted on Github. Feel free to fork the repository and submit a pull request. Teamwork makes the dream work! What's Changed in 3.2.0? Arma 1.68 Support Arma 1.68 brought along several new features that are beneficial to DCG. Dynamic Simulation has been integrated into dcg_cache and the mission templates. Additionally, simple objects are being used wherever possible. Yay for performance gains! Settings Framework This update includes a settings framework overhaul aimed at making DCG more user-friendly. Namely, version 3.2.0 introduces CBA Settings. This system allows server admins and mission designers to tweak DCG's settings ingame. By far, it is the easiest way to adjust a setting. Visit the wiki for more info on the new settings framework. EDEN Support Version 3.2.0 also introduces EDEN editor support to complement the new settings framework. These tools should alleviate most of the hassle associated with handling unit pools. Changelog Added - Add CBA settings - Add support for multiple curators to FOB system - Add autosave functionality - Add *dcg_ied* ACE3 support - Add EDEN support - Add 'Hostile Notification' to *dcg_approval* settings - Add halt action to civilian units - Add secondary task - destroy communications tower - Add artillery vehicle pool setting - Add vip civilian pool setting Changed - Change mission parameter framework - Change server config settings entries - Change FOB system - Change radio framework - Change debug mode - Change *dcg_approval* region system - Change *dcg_main* save system - Change *dcg_occupy* location patrols - Change *dcg_cache* to support dynamic simulation - Change *dcg_civilian* unit spawn system Updated - Update TFAR support - Update ACRE2 support - Update task icons - Update *dcg_ied* to use createSimpleObject - Update mission templates with new player slots, simple objects and dynamic simulation support Fixed - Fix *dcg_radio* settings not running on server - Fix vehicle patrol spawns - Fix *dcg_cache* interfering with transport route - Fix FUNC(findPosHouse) returning bad position - Fix *dcg_transport* helicopter not departing after infil - Fix spawned reinforcement helicopter not landing - Fix clients not receiving updated settings values - Fix several *dcg_task* related bugs - Fix FUNC(setVehDamaged) hitpoint damage values - Fix *dcg_occupy* units receiving undefined patrol radius - Fix *dcg_weather* settings not applying at mission start - Fix transport request actions disappearing if requestor dies during transport Removed - Remove depreciated settings - Remove FUNC(setPatrol) - Remove FUNC(createLocation) - Remove FUNC(saveInventory) - Remove FUNC(loadInventory)
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Those factions are part of the east, west, independent or civilian side. Factions exist within a side. So you should be able to edit the pbo and change the artillery class just like you changed the crew class.
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I understand DCG's documentation and some of the features could be more user-friendly. Fixing this issue is a primary focus of the next release. This is incorrect. DCG was built to be modular, meaning it will function will all types of coop scenarios. For example, if you have a mission that already has a task system, but you'd like to add DCG's patrol component you can do this by disabling the task addon in the userconfig. Also, the setting dcg_main_init, allows server admins to only enable DCG for certain missions or maps. Place mission or map names in the array and DCG will only initialize for those scenarios. I don't understand all of your questions, but I'll answer what I can. 1. Units that spawn in villages, cities, etc are part of the occupy addon. Make sure it's enabled 4. This behavior is intended. Check out the task description 5. Read my note above about using the dcg_main_init setting. Also, have a look at the wiki
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Thanks for the feedback This is a known bug. Sometimes the transport takes off after dropping players, sometimes it doesn't. I'm looking into it. You can change it here. At the moment, the rescue task should only spawn with ACE enabled. Using ACE you can move the hostage after restraining them with cable ties.
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I'm looking into the fob issue. You should have to search the bodies, so probably a fluke. Regardless, 3.1.0.7 will include a lot of task fixes.
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