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silola

DAC V2.1 (WIP) discussion

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Hello,

the "Dynamic-AI-Creator" is still alive and will come this year to ArmaII in version 2.1

I open this thread to inform u about some small changes in the new version

and also to discuss with you about this DAC script-mod.

The main focus for the new version is the faultless operation of DAC.

In addition, there are also some minor news.

For example, the appearance of the DAC-zones. So far, the zones could only have

the following form: Rectangular and always oriented to the north (see pictures below)...

daczone1b.jpg

In the new version you have much more options to create a DAC-zone:

- Rectangular and oriented to any direction you want

- circular (but no ellipses)

- user defined shape of a zone

The following pictures show you the expanded forms ...

daczone2b.jpg

As you can see, especially a user defined shape of a zone is a nice, additional feature.

With this method, you have unlimited possibilities to create a DAC-zone.

A zone can assume any shape (closed polygon) as you can see in the next picture...

daczone3b.jpg

Creating such a DAC-polygon-zone, is very simple.

The principle is the same as the one used with the custom waypoints:

Within a zone, the polygon is created with waypoints from a logig unit. That's all :-)

I hope you enjoy the new possibilities :)

Greeting

Silola

Edited by Silola

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Welcome back Silola :)

Massively looking forward to DAC2.1!

Especially how micro AI and DAC work together, how you have overcome the a2 3.0 ms

limit design and how DAC gameplays is.

Coop in a2 will start with the release. :)

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Oh my God :) my favouritest mod ever makes a comeback :)

As I've often told you Silola, the FireAndSmoke mod (and it's predecessor the SmokeEffects mod) were designed to be used with DAC. I am VERY excited by this news.

The only, single problem I had with DAC2 was that a zone within a zone had trouble with identifying it's logic unit. I often had to "poke" one part of a zone out of a bigger zone, so that I could get a logic unit to "belong" to it.

As far as feature requests, I've often thought that a "negative" zone might be useful, where the placenment and movement through of DAC units would be disallowed. So for example Silola your irregular polygon zone in image 6 & 7 you could place negative zones to prevent DAC AI from walking across the gaps.

Edited by DMarkwick

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Hey Silola,

good to see you in the ArmA 2 forums. ;)

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Wonderful news, looking forward to use it again. :)

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This is the "Best News Yet"! Man have I missed using this for missions. Thanks!

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Thank you for this info!! Was slowly going crazy as DAC is so essential for me :)

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Fuck White Trash Hardcore Rock'n'Roll Baby, yeah! Silola is back!

I'll love that Shape-function. And again DAC will help save heaps of time in mission creation. ArmA2 + DAC + 3DE + ACE = Buy a new PC :bounce3:

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AWESOME! I was getting ready to give up on seeing this in ArmA 2, but this has made me very happy!

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omg! DAC :D man If group link script would return to Arma 2 and RHS and BAS addon studios would comeback...that would so rock. And Laser delta ranger pack with all the awesome weapons that where in there :P

Can't wait what DAC will look and feel like in the Arma 2 :)

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@MCPXXL: Lester wrote about that "interface-problem" (rather a closed security-hole ,.. ;) ) but i hope, i encourage you: There will be a solution to that problem, too.

Hope springs eternal. :rolleyes:

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Great news and nice to see you back Silola!

Wished I had some more time :(

/KC

Edited by KeyCat

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Hi,

thanks for the comments and your interest :)

As far as feature requests, I've often thought that a "negative" zone might be useful,

where the placenment and movement through of DAC units would be disallowed.

So for example Silola your irregular polygon zone in image 6 & 7 you could

place negative zones to prevent DAC AI from walking across the gaps.

This is really a very good idea, but I think the effort required for the implementation,

is disproportionate to the benefits. Moreover, this would consume additional performace,

which I would rather use elsewhere ;)

The only, single problem I had with DAC2 was that a zone within a zone

had trouble with identifying it's logic unit.

I often had to "poke" one part of a zone out of a bigger zone,

so that I could get a logic unit to "belong" to it.

In the new version this problem is already solved.

You need only to place each logic unit in the center of the corresponding zone.

A simple distance query then determines the membership of the logic units.

Massively looking forward to DAC2.1!

Especially how micro AI and DAC work together, how you have overcome the a2 3.0 ms

limit design and how DAC gameplays is.

I must say that I have not seen any restrictions so far regarding to the time limit.

Ok, I've made some changes in the code, but I have not made any major improvements.

I think that the DAC code has a solid structure.

Therefore, the DAC has no problems with the script time limit.

But wait, there is one place where I felt the limitation...the DAC_Marker.

The more units are displayed with markers, the more it runs jerky :(

But that's not really bad, because the markers should be used only during

the development phase.

Since DAC V1.0 I have still the idea in my mind that the DAC is able to process various AI-addons.

But that would mean that it requires a small cooperation between the AI scripters,

to create a common interface so that data can be exchanged.

Greeting

Silola

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This is really a very good idea, but I think the effort required for the implementation,

is disproportionate to the benefits. Moreover, this would consume additional performace,

which I would rather use elsewhere ;)

No biggie, it won't affect my enjoyment :)

In the new version this problem is already solved.

You need only to place each logic unit in the center of the corresponding zone.

A simple distance query then determines the membership of the logic units.

Marvelous :) that was the only trouble I ever had with DAC. What constitutes "center" of an irregular shape, first waypoint?

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Hi,

What constitutes "center" of an irregular shape, first waypoint?

If you look at the last picture, you will find that a polygon requires a regular zone.

This is necessary to start the (poly) zone.

So, the correct position for the logic unit remains still the center of the regular zone ;)

Greeting

Silola

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