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| ArmA 2 & OA - ADDONS & MODS: DISCUSSION This forum is for discussing addons or mods that are currently work in progress, as well as for discussing ideas or requests for addons. As soon as content is released even if Alpha state, the thread should then be moved to A&M:Complete (PM a moderator with the link). |
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#1 |
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Gunnery Sergeant
Join Date: Aug 2004
Posts: 493
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DAC V2.5 (WIP) discussion
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)... ![]() 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 ... ![]() 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... ![]() 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 Last edited by Silola; 12-31-2009 at 12:47 PM. |
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#2 |
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Warrant Officer
Join Date: Jan 2007
Location: Germany
Posts: 2,131
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Ohh Yeah, DAC was awesome in Arma1 already...
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Marek Spanel: [...] Every single element is well taught so that it fits together. So this is a significant change, because with ArmA 1 it was just random, really. We made some units because we had to. There wasn't much passion from our side with the first ArmA, to be honest. This time it's different. (Videogamer.com Interview ![]() Please BIS: Arma2 must become a TRUE MASTERPIECE - Not a middle-heavy catastrophe! |
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#3 |
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Join Date: Oct 2001
Posts: 5,788
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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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#4 |
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Gunnery Sergeant
Join Date: Aug 2002
Location: Italy
Posts: 452
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That's great news.
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Report, support and vote for: AI units refuse following group leader (player) in combat mode Friendly fire issues AI shooting accuracy: unit SKILL value has NEGLIGIBLE effect on shooting accuracy Helicopters loading/unloading mess AI unable to board more than 1 vehicle via synch'd GETIN/LOAD waypoints USE the bugtracker NOW: http://dev-heaven.net/wiki/cis |
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#5 |
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Lance Corporal
Join Date: Aug 2009
Location: Germany
Posts: 57
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Good news, Silola!
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#6 |
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Chief Warrant Officer
Join Date: Mar 2006
Location: Lincolnshire, UK.
Posts: 3,044
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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.
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Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2 Latest smoke effects version (ArmA 1): JTD Smoke Effects v5.21 Quote removed by request. Please, only write stuff you stand by so it doesn't happen again. Last edited by DMarkwick; 10-20-2009 at 09:51 PM. |
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#7 |
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Sergeant Major
Join Date: Aug 2006
Location: Germany ( Lake Constance )
Posts: 1,460
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Hey Silola,
good to see you in the ArmA 2 forums.
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Group Link 4 Special FX Edition v.1.1.87 ( Full ) Group Link 4 Special FX Edition Mission Based Initialize. Any questions? Feel free to get in contact with me: Skype: SNKMAN All the greate things of the world only happend becouse someone is doing more then he has to do. ( Hermann Gmeiner ) |
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#8 |
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Moderator out of control
Join Date: Feb 2003
Location: Behind you
Posts: 5,180
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Wonderful news, looking forward to use it again.
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![]() Here is the answer to most of your questions - use it! Please read and respect our updated Forum Rules (Last update October 29, 2009). My public beta missions & bugtracker |
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#9 |
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Sergeant Major
Join Date: Oct 2007
Location: UK
Posts: 1,433
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Aaaah, Arma2 is becoming home again
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![]() SAHRANI RADIO SPOOFS | ARMA2 VIDEOS = YOUTUBE | VIMEO AMD 6000+ (x2) 3.2GHZ (OC) | 800 FSB | 4 GIG | XP32 SP3 | XFI EX-GAMER AUDIO | NVIDIA GTX260 896MB OC (216) | 257.21 WHQL DRIVER ** ARMA2 Voice Activation - Download Pilflus (XP/Vista only) - O/S voice SDK required - Download - Profile *NEW* 26/10/09 - More info THIS THREAD ** |
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#10 |
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Master Sergeant
Join Date: Apr 2007
Location: USA
Posts: 707
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This is the "Best News Yet"! Man have I missed using this for missions. Thanks!
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| Tags |
| dac, dynamic ai creator, mapfact |
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