GithubHelp home page GithubHelp logo

nicholasclark-artist / dcg Goto Github PK

View Code? Open in Web Editor NEW
26.0 26.0 9.0 4.75 MB

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

C++ 36.14% SQF 53.31% Python 10.54%
addon arma arma3 dcg mission-maker mod modular sqf

dcg's People

Contributors

nicholasclark-artist avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

dcg's Issues

Task Clarification

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:

  • Add the steps necessary to reproduce the issue.

Where did the issue occur?

  • Dedicated / Self-Hosted Multiplayer / Editor (Multiplayer)

Spawned groups occasionally don't start patrol

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.

Task addon userconfig settings, blacklist arrays

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.

ID error upon requesting control of FOB

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;

Transport addon copilot hint

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.

handleKilled functionality

  • handleKilled XEH only works on units local to server
  • if server is running ACE, the killer is always equal to the unit

FUNC(findPosRural) not suitable for all maps

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

Occupied location bounds

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.

  • find a more accurate way to calculate the center of a location

Tanoa updates

  • add new classnames to FOB macros
  • add Tanoa weather data

RPT ERROR ARMA3 1.64

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

RPT Performance warning

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

server hosting

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.

Error

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

FOB respawn position

Add a respawn position to the FOB anchor to further incentivize using the FOB.

Error after PBO'd files in the addon folder.

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?

Task cleanup

Go through tasks and polish or fix the following...

  • object spawn positions
    • spawn important objects in safe, open positions
  • enemy spawn positions
    • avoid water
    • find safe positions for vehicle spawns
  • task marker positions
  • proper task cleanup
  • proper success/fail states

Serverconfig problems on unitPool

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...

artillery task vehicle may explode on spawn

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.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.