SENSEII
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Download | Repository | Issue Tracker | Wiki | Steam Workshop What is DCG? Dynamic Combat Generator is an Arma 3 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 construction system Transportation system Dynamic weather Unit caching Headless client support ACE3 support ACRE2 support TFAR support Coop mission template 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!
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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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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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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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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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Overview Dynamic Combat Generator (DCG) is a coop mission that uses locations (towns, cities and capitals) as the basis for its systems. At the start of the mission enemy forces occupy a number of locations; they properly fortify and patrol the area based on the type of settlement. One of the occupied locations contains an enemy officer with valuable intel. The first objective is to gather said intel. From this point, DCG will generate a number of tasks based on the officer's information. Alongside the main tasks are civilian tasks that influence the player's approval with the local population. Download DCG Download Archive * Takistan and Chernarus require AllinArma Terrain Pack DCG 3.0.9 Armaholic Download Features Occupied locations with patrolling and garrisoned enemies Enemy forces scale in strength based on occupied location Enemy patrols and sniper teams throughout map Enemy static emplacements Enemy count scales based on player count Civilian interaction Civilian approval system Civilian traffic Civilian rebels and suicide bombers FOB construction system AI transportation system Dynamic weather Unit caching Headless Client support ACRE2 support TFAR support Unit and vehicle addon support Easily portable to any map with locations (towns, cities, capitals) Field manual (accessible through interaction menu) Addon Integration ACE 3 (requirement) tasks designed with ACE in mind constructed FOB buildings and medical vehicles work with ACE DCG actions within ACE interaction menu ACRE2 and TFAR customizable radio structure based on player role (default structure includes Command, Support and Squad comm nets) automatic channel setup based on radio structure works correctly with radio ID systems Task List Locate Officer Defend Supply Cache Repair Patrol Rescue VIP Defuse Explosives Eliminate Artillery Destroy Ammo Cache Retrieve Device Intel © Rescue Civilian Hostage © Deliver Medical Supplies © Defend Against Rebel Attack © Stabilize and Transport Injured Civilian © Identify Deceased Politician Media Changelog Credits ACE3 by ACE3 Dev Team VVS by Tonic ZBE Caching by Zorrobyte Vehicle HUD script by Tier1ops Defuse the bomb by cobra4v320 X-Cam by Siloa License
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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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Regarding the mission templates, the vehicle spawners are at the depots marked on the map. You're probably referring to the transport cooldown. After each transport request, there's an amount of time you'll need to wait before calling another. You can set the cooldown through the settings framework.
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Thanks for the feedback :D I'll look into cleaning up the vanilla action menu Multiple FOBs may happen down the road, but that would require a revamp of the current system Saving custom objects has to be handled by the mission maker, but there are some tools to make it simpleIf you'd like to save an object, you can use setVariable ( _object setVariable ["dcg_main_saveObject",true]) If you want to add an existing object to the FOB system, use (dcg_fob_curator addCuratorEditableObjects [[_object],false]) If you add an object to the FOB system, you don't need to set the save variable You can change the cost of placing/deleting FOB objects in the userconfig, check out the addons list for a description of each setting I'm adding a setting in the next release that will allow admins to restrict who can use the FOB Autosave is in the next release :)
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So, the vehicle spawn actions in the mission templates are added to the units at each depot, but the spawn position is grabbed from the depot markers like dcg_depotLand. Any ACE settings should be handled using their Settings Framework.
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Make sure you have dcg_server.pbo set up correctly. Check out Customizing DCG Settings. At the moment there are a few things keeping DCG from working in a single player environment. But, there's no reason why you can't host a local multiplayer scenario :)
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I'm not going to include RHS units by default. Doing so would unnecessarily increase the size of the unitpool arrays and slow things down for people not running RHS. However, follow the steps below to quickly get a list copied to your clipboard. Open the single player editor Press Ctrl-D to open the debug console Paste the code Change the variable, _side, depending on what pool you'd like to fill.EAST = 0, WEST = 1, INDEPENDENT = 2 Change the variable, _type, depending on what type of pool you'd like to fillunitPool = "MAN", vehPool = "LANDVEHICLE", airPool = "AIR" Press Local Exec _side = 0; _type = "MAN"; _prefix = "rhs"; _cfg = configFile >> "CfgVehicles"; _classArr = []; for "_index" from 0 to (count _cfg - 1) do { _cfgClass = _cfg select _index; if (isClass _cfgClass) then { _cfgName = configName _cfgClass; _cfgDisplay = getText (_cfgClass >> "displayName"); _cfgSide = getNumber (_cfgClass >> "side"); _cfgScope = getNumber (_cfgClass >> "scope"); if (_cfgSide isEqualTo _side && {_cfgScope > 1} && {_cfgName isKindOf _type} && {!(toLower _cfgDisplay isEqualTo "sniper")} && {toLower (_cfgName select [0,count _prefix]) isEqualTo toLower _prefix}) then { _classArr pushBack str _cfgName; }; }; }; _exportStr = _classArr joinString ","; copyToClipboard _exportStr;
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Thanks for supplying absolutely no useful information :). There's no difference in code between these maps, but if you'd like to report an issue, do so here.
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Dynamic Combat Generator 3.1.0.6 (Pre-release) Download | Repository | Issue Tracker | Wiki | Steam Workshop What is DCG? Dynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios by supplying a collection of easy to use, modular addons. 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 construction system Transportation system Dynamic weather Unit caching Headless client support ACE3 support ACRE2 support TFAR support Coop mission 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 If you wish to customize DCG's settings, check out Customizing DCG Settings If you would like to set up a mission for DCG, take a quick look at Setting up a DCG compatible mission 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 3.1.0.6? The save system has been adjusted in this update. I recommend deleting your saved mission data to avoid issues. Steam Workshop You can find DCG on Steam at this link! Custom Object Saving DCG's save system now supports custom objects, not including those of type MAN or LOGIC. Simply use _object setVariable ["dcg_main_saveObject",true] on the server to save an object's position, direction and up vector. Use this feature sparingly as it's not recommended to save large amounts of data to the server's profile. Optionals Folder This is a small change, but the server addon and the userconfig have been moved to an optionals folder by default. Take a look at Customizing DCG Settings for info on how to take full advantage of DCG's userconfig settings. Changelog Added - steam workshop upload - CBA required module in mission templates - custom object saving (_object setVariable ["dcg_main_saveObject",true]) - FOB respawn position Changed - moved server addon to optionals folder by default - disabled respawn on start in mission templates - replaced FUNC(findPosRural) with FUNC(findPos) - adjusted FOB item costs - optimized approval saved data - optimized IED handler - improved vehicle placement in FUNC(spawnGroup) - improved sniper spawn chance Fixed - artillery timer resetting for JIP players - artillery vehicle exploding on spawn - player side's in mission templates - script error in FUNC(setOccupied) - adding and removing request actions in EFUNC(fob,handleRequest) - incorrect return value for ACE actions in FUNC(setAction) - new FOB controller unable to handle FOB after accepted request - players able to request control of FOB before previous request is handled - approval value incorrectly subtracted when FOB is dismantled - hitpoint selection in FUNC(setVehDamaged) Removed - primary and secondary task settings in userconfig - ammo restrictions on FOB UAV
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Thanks :). The FOB respawn position is in the next release. Think of DCG as a collection of addons that will enhance your cooperative mission by quickly populating the scenario with content. These addons aren't part of the mission, they simply run parallel to it. This way your mission isn't dependent on DCG and you can add/remove the addons as you see fit using the userconfig file. There's a wiki for the project, here, that explains how to set up a DCG compatible mission, how to customize the settings and more. Come over to the dark side! It's not hard to get DCG running on those maps. See the wiki link above. The FOB crate is created in \fob\functions\fnc_setup.sqf. However, the crate is assigned to the global variable dcg_fob_anchor, so you can access it without digging into the files.
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