nicholasclark-artist / dcg Goto Github PK
View Code? Open in Web Editor NEWDynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios.
License: GNU General Public License v2.0
Dynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios.
License: GNU General Public License v2.0
create unit caching addon
when patrol groups spawn the player has a noticeable stutter. Seems to be worse on dedicated.
after rebels spawn they don't move towards target
Arma 3 Version: 1.64
(stable)
CBA Version: x.x.x
DCG Version: 3.1.0.6
Server Mods:
@CBA_A3
@dcg
Description:
Hi again and thanks for the fix on the FOB spawn matter.
The delivery missions, like supplies and VIP, need a point or a specific zone.
The problem is; the point is too small or we don't see the specific point.
¿Can you make the area to deliver more big?
Or maybe a mark on the map...
Thanks again!!!
Steps to reproduce:
Where did the issue occur?
rework base functionality so that dcg recognizes vehicles as base.
Groups that are spawned by the patrol addon sometimes don't start moving to their waypoint.
Related to unit caching scripts. Caching and uncaching the groups seems to fix the issue.
When using serverconfig.hpp, dcg_settings are not set properly like the default settings.
Currently, the userconfig settings for the task addon are whitelisting arrays. This method isn't suitable as it requires mission makers to edit their userconfig whenever new tasks are added.
A blacklisting array allows for the removal of unwanted tasks, while not requiring effort from mission makers when new tasks are added.
add more hostile responses, like rebels, to civilian spawns
The radio addon doesn't consistently check if the player is running ACRE.
when data variable is nil, the last debug message throws an error.
fnc_setVehDamaged doesn't cleanup particle on a null or not alive vehicle.
I am not 100% certain of this, but I think this occurs when whoever is in control of the FOB has disconnected, and someone tries to take control of the FOB.
0:20:20 Error in expression <
-1 = 1;
[player,1,-1] call dcg_main_fnc>
0:20:20 Error position: <= 1;
[player,1,-1] call dcg_main_fnc>
0:20:20 Error Missing ;
This results in no-one being able to take control of the FOB (even admin).
This might be because without the ID of the player who was in control (who has since disconnected), it returns to the default:
GVAR(response) = -1;
GVAR(ID1) = -1;
GVAR(ID2) = -1;
update task addon for new framework
Currently, there's no indication that a player needs to enter the copilot seat to continue the transport route.
Add a hint to all players that enter the vehicle.
fnc_removeParticle doesn't seem to work anymore.
Tested during secondary deliver task
Hi!!! first, congrats for your work
second, i move all your stuff on chernarus and works fine. but the base type missions (cache, officer, artillery) only appear at the same spot.
is posible to add marks on the map to force to appear randomly?
thx
fob objects are not aligned to surface after loading from data.
Currently, an occupied location's size is based off the locationPosition from dcg_main_locations, but this position is not always the center of the town.
update fnc_displayText so that messages are not overwritten, but displayed one after another.
Per mission settings should be allowed similar to per world settings.
To simplify install process, make server addon part of main mod.
update approval addon for new framework
19:05:53 [DCG_OCCUPY] ["Nicolet",[6175.6,12776.9,2.65897],170,"NameCity"] 1 any
19:05:53 Error in expression <cupy",["%1 %2 %3",_town,count _objArray,_data]] call dcg_main_fnc_log;>
19:05:53 Error position: <_data]] call dcg_main_fnc_log;>
19:05:53 Error Undefined variable in expression: _data
19:05:53 File d\dcg\addons\occupy\functions\fnc_setOccupied.sqf, line 145
scale unit count in fnc_setOccupied to consider player count
After loading mission data, the fob eventhandlers and requesting do not work properly.
RPT Info:
19:04:31 Performance warning: SimpleSerialization::Write 'dcg_fob_location' is using type of ',LOCATION' which is not optimized by simple serialization, falling back to generic serialization, use generic type or ask for optimizations for these types
I would like to have a server hosting but your installation manual does not work.
Your disclosures do not agree with the contents of the files.
12:29:15 [DCG_OCCUPY] ["Ouméré",[12894.6,7402.07,3.02101],175,"NameCity"] 0 any
12:29:15 Error in expression <cupy",["%1 %2 %3",_town,count _objArray,_data]] call dcg_main_fnc_log;>
12:29:15 Error position: <_data]] call dcg_main_fnc_log;>
12:29:15 Error Undefined variable in expression: _data
12:29:15 File d\dcg\addons\occupy\functions\fnc_setOccupied.sqf, line 145
Add a respawn position to the FOB anchor to further incentivize using the FOB.
Ive tried modding this so that it will spawn different units but it continues to spawn csat units
currently getNearPlayers doesn't detect players in vehicles.
the task and cache addons are missing the check for serverconfig setting in postInit
If a player connects after the artillery task has spawned, the timer will reset (only for the JIP player)
Add the following to the necessary units/objects
a script error, related to surrender calculation, shows when liberating occupied locations (see http://pasteboard.co/2AOSpWwn.jpg)
Include file d\dcg\addons\main\script_mod.hpp not found.
Looking in the folder, the file is present and is located on the "main" folder. Gives the error constantly, any advice?
Go through tasks and polish or fix the following...
transport pilot audio plays repeatedly on landing
Hello!!!
Me again...
In the serverconfig from dgc, i change the enemies they spawn on missions. But don't work. The classname are correct (i check two times)...
class dcg_main_unitPoolEast {
typeName = "ARRAY";
typeDetail = "POOL";
value[] = {
{"ALL","IP_O_soldier_AR_FST","IP_O_medic_FST","IP_O_soldier_exp_FST","IP_O_soldier_GL_FST","IP_O_soldier_AT_FST","IP_O_soldier_repair_FST","IP_O_soldier_AAR_FST","IP_O_soldier_M_FST","IP_O_soldier_FST","IP_O_support_AMG_FST","IP_O_support_MG_FST","IP_O_engineer_FST","IP_O_Soldier_AA_FST"}
};
};
Thx again...
primary task - destroy artillery
The task doesn't check for clear spawn position on the base node. This may result in the artillery vehicle exploding shortly after spawning.
The included missions do not have the correct sides set for dcg_main_playerSide in init.sqf
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