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Thread: Dynamic-AI-Creator (DAC) V3.0 released

  1. #1061
    Quote Originally Posted by Lordprimate View Post
    As of this moment I cannot figure out how to get the AI arty support to work. I get error message: "arty aborted reason 10"; (reason10 is no arty unit available ... so I spawned myself in my support zone and i see that no arty units spawn...

    Do i manually place empty units in the editor or is there something im missing here.. I saw a post here briefly mention a camp config. to get arty units .. So , do i need to also have a camp in the zone for it to spawn artillery units?

    Also, in SP(have not made any mp missions yet) when i look at the map i see a small shaded square where the center of the dac_zone is.... I have defined DAC_MARKERS=0; in the dac logic, and they still show up ... Is there any way to remove the markers for the zones? They also often interfere with SThud (DAC places black shaded markers in the bottom left corner of the map, they overlap with SThud.

    I appreciate any help.

    Thank you for this Great mod!!
    If you spawn in camps in the zones they will come with D30s or M119s which should provide the arty automagically... I think there is a way to integrate editor placed arty as well but can't remember or check ATM.

    You can edit the DAC_Config_Camps and replace the howitzers with mortars if you prefer that.. just make sure you take a look at the DAC_Config_Arty as well and replace appropriate classnames.

    Also in DAC_Config_Behaviour make sure you have
    _setSupport = [1,1]
    with the 2nd number a valid entry in DAC_Config_Arty


    With regards to your markers issues.. not sure but it might be a SP thing.. try a test in MP and see if the markers still appear



    Quote Originally Posted by twisted View Post
    Question on optimization of missions using dac. This mod is great and very well written.

    My missions however are not.

    So as far as optimising things, is it better to use fewer yet bigger zones which hold quite a few waypoints or many smaller zones which each only have 5 or so waypoints for men, veh, armour.?

    With regards to init time at start of mission the more waypoints and units you have the longer it will take to complete. Especially for 'dense' maps (ie: lots of vegetation or urban setting), the waypoints can take a while to generate. You can actually tweak this in the DAC_Config_Waypoints file if you find DAC doesn't generate enough waypoints or errors saying it cannot generate (for example) a camp.

    Otherwise I'm not sure that it matters much with regards to overall mission performance. Obviously more units = more CPU work.
    Last edited by SavageCDN; Aug 22 2012 at 18:59.

  2. #1062
    Quote Originally Posted by Lib3r8eR View Post
    I'm using the script version. The server needs the addons?
    No if you are using script version (which is highly recommended over the .pbo version) then the addons are NOT needed by client or server

  3. #1063
    Quote Originally Posted by SavageCDN View Post
    No if you are using script version (which is highly recommended over the .pbo version) then the addons are NOT needed by client or server
    Then why is it that the mission plays fine in singleplayer and hosted multiplayer but when I put it on the dedicated server the DAC zones don't spawn any guys?

    Any idea's would be great.

  4. #1064
    Quote Originally Posted by Lib3r8eR View Post
    Then why is it that the mission plays fine in singleplayer and hosted multiplayer but when I put it on the dedicated server the DAC zones don't spawn any guys?

    Any idea's would be great.
    Yeah that's a weird one.. have you changed any of the DAC scripts at all or the DAC lines that go into init.sqf? Is your mission 'complicated' ie: lots of scripts, etc? If so have you tried just a simple mission - clean set of DAC files - with one DAC zone to see if it spawns units? Do you have access to your server .rpt file?

  5. #1065
    Quote Originally Posted by SavageCDN View Post
    If you spawn in camps in the zones they will come with D30s or M119s which should provide the arty automagically... I think there is a way to integrate editor placed arty as well but can't remember or check ATM.
    You don't actually need to integrate them if they are in the patrol zone of a camp group - see my recent reply (to you )

  6. #1066
    Quote Originally Posted by Orcinus View Post
    You don't actually need to integrate them if they are in the patrol zone of a camp group - see my recent reply (to you )
    God damn it I am getting old

  7. #1067
    Quote Originally Posted by Lib3r8eR View Post
    Then why is it that the mission plays fine in singleplayer and hosted multiplayer but when I put it on the dedicated server the DAC zones don't spawn any guys?

    Any idea's would be great.
    Are you 100% that no units are spawned? If you just look at the map the unit-markers will not be shown on a dedicated server, but if you go out the units are there. If you do go out and there are no units then its strange yes.
    \"Det är bara att placera den ena foten framför den andra och upprepa det tills man har kommit fram\"
    Ltn Vuorensola

  8. #1068
    Quote Originally Posted by andersson View Post
    Are you 100% that no units are spawned? If you just look at the map the unit-markers will not be shown on a dedicated server, but if you go out the units are there. If you do go out and there are no units then its strange yes.
    Yea, nothing is spawning in. I also have UPSMON could that be conflicting?

  9. #1069
    I would try a small test mission with no other AI scripts or addons running - that will nail down if the problem is with DAC or not.

  10. #1070
    How do I get units to stop leaving the zones I've set?

    I have 6 zones all with separate ID's so not intrinsically linked

    example
    Code:
    fun = ["z1",[1,0,0],[(round(random 3)),(round(random 2)),30,10],[],[],[],[0,0,0,0,1]] spawn DAC_Zone;
    fun = ["z2",[2,0,0],[(round(random 3)),(round(random 2)),30,10],[],[],[],[0,0,0,0,1]] spawn DAC_Zone;
    fun = ["z3",[3,0,0],[(round(random 3)),(round(random 2)),30,10],[],[],[],[0,0,0,0,1]] spawn DAC_Zone;
    fun = ["z4",[4,0,0],[(round(random 3)),(round(random 2)),30,10],[],[],[],[0,0,0,0,1]] spawn DAC_Zone;
    fun = ["z5",[5,0,0],[(round(random 3)),(round(random 2)),30,10],[],[],[],[0,0,0,0,1]] spawn DAC_Zone;
    fun = ["z6",[6,0,0],[(round(random 3)),(round(random 2)),30,10],[],[],[],[0,0,0,0,1]] spawn DAC_Zone;
    I've set the behavior in DAC_Config_Behaviour.sqf as described for case 0 as such

    Code:
    _setSupport = [0,0];
    but yet the AI still sends units to support other zones...what am I missing here people?
    FSM Support System - AirDrop, Artillery, CAS, Bomb runs & Transport in one package.
    A3 - Random House Garrison Script - Spawn units in houses randomly within give area.

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