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#1 Posted at 2007-07-21 11:30        
     
Myke, the creator of the "Dynamic Group Creator 0.92 ", has contacted us about this script he released a while back.

Dynamic Group Creator reloaded!

After letting settle the experience from DGC 0.92, i started the work on a complete new Dynamic Group Creator.

This new DGC will NOT be compatible to the old one.

Besides the qualities of the old version, there are some improvements.

- Supports all sides (Blufor, Opfor, RACS and Civilian)
- It's possible to define each side as enemy or friendly, thus givin the possibility to play on any side against any sides.
- Much easier to use, the old scriptcall was a little cryptic.
- Complete randomness of amount and size of groups, by defining a min and max value for both.
- 3rd party addons can be implemented very easy. Also it is possible to add regular Vehicles to any other side than the original (civilians with M1A1? Why not)
- Automatically remove destroyed vehicles and replace them with "wrecked" version (i.e. replacing UH60 with UH60_wrecked) if exist.

The scripting itself is 80% done. Then some alpha tests/bug hunting will be done. After this i plan to make an public beta test for it.

If you're intereseted to help with the beta tests, please contact me for further informations.

Myke out


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#2 Posted at 2007-07-22 22:12        
     
Well, scripting for the DGC_reloaded is 99% done. Now i'm about bughunting like a fool. As i wrote all the scripts from scratch and "all@once" without any tests in between, most bugs are simple typos.

I guess a early alpha version for public test could be available until the end of next week.

I'm still searching for some beta testers. If you would help me, please leave a footprint here and i'll send you the DGC_reloaded as soon it's ready to test it out.


Myke out

This post was edited by Myke (2007-07-22 23:58, ago)


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#3 Posted at 2007-07-23 00:00        
     
Things goin well, most Bugs are eliminated. I think Wednesday i can go public with the apha version for testing purposes.

Myke out


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#4 Posted at 2007-07-23 06:50        
     
Myke : I think Wednesday i can go public with the apha version for testing purposes.


Great news, I will donload it when its ready and see how it all works. Knowing the previous version it can only be very good :)


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#5 Posted at 2007-07-23 09:05        
     
I'l help beta test, I'm the leader of a 20+ ArmA squad so we could all help you out.


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#6 Posted at 2007-07-23 18:19        
     
As my little 8 month old Son had a bad weekend (sickness) i wasn't able to do much work on the DGC. So the Alpha test release will probably not be before weekend.

I will make some "failsafe" checks to prevent that someone might forget to define some basic parameters.

I'll keep you lined up.

Myke out


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#7 Posted at 2007-07-24 20:13        
     
Sometimes things goin better than expected :D

After some pre-alpha testing and some minor bugs (mostly caused by typos or missing brackets), the alpha test version is goin out to some selected alpha tester.

Here a few info's for those who cares.

- All scripts were written @once...means no interim tests for checking if it works so far.
- dgc_reloaded contains 9 scripts
- all scripts together contain 460 lines of code (ok, comments and empty lines also counted)
- bug that caused me the most headache: no units where created until i saw the typo "confic" instead of "config".

Looking forward to the reports of the alpha tester and then for the final release

Myke out


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#8 Posted at 2007-07-25 17:19        
     
Note to the alpha tester Foxhound and NIGHTWoLF:

When a zone starts creating the units, there's heavy lag for a few seconds. This happens because many scripts are launched the same time doin a lot of calculations. I've already fixed this by adding a short delay between the scriptcalls. Problem is known and already solved in the next version.

What i'm planning to add is, a way to add manually some waypoints. So if you have a certain spot you want be sure it is patrolled, you can set it manually....don't know yet how, but somehow i'll add. :D

Also added a more flexible "trigger" size, meaning you can set the distance when units are created (hope i described it clear enough)

Myke out

This post was edited by Myke (2007-07-25 17:37, ago)


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#9 Posted at 2007-08-01 21:57        
     
I would like to say a big "THANKS" to all alpha/beta testers which are:

Foxhound
NiGHTWoLF
rocko
satexas69

I couldn't release it so fast without theyr help.

:EDITH:
there are plans to include some "slightly improved AI", so not necessarly the "state-of-the-art"-AI improvements, but something like groups communicate if they are in "yelling distance" and support each other. The idea is very basic at this point and some research by my side will be made first to find a effective way to realize this without consuming too much performance. But do not wait for this since research/development will probably take several weeks or even months. But for sure i'll add it in a way that no adaptions to already finished missions using the DGC:r should be made, except copying the new scripts.

Myke out

This post was edited by Myke (2007-08-01 23:17, ago)


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#10 Posted at 2007-08-02 00:40        
     
Yay! Another DCG! :D


(I hope your son is feeling better.)

DUM SPIRO, SPERO.

All streams flow into the sea,
yet the sea is never full.
To the place the streams come from,
there they return again...
Ecclesiastes 1:7

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#11 Posted at 2007-08-02 09:28        
     
Very nice been waiting for this. I did modify the last version to use civies but no need now! Nice one and keep it up.


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#12 Posted at 2007-08-02 16:47        
     
How do I add 3rd party addons... Also I read the readme and it says nothing about it.


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#13 Posted at 2007-08-02 18:22        
     
odd, in the copy of the readme i have here (which is 100% the same as you have) i found this:

THE DGC_GROUP_CONFIG.SQS

In the dgc_group_config are all vehicles and units set to the desired sites and classes.
Here you can add 3rd party addons if you want to use them.
Let's say you have a cool T80 addon and you like to create groups with them (at first we will respect the side a vehicle usually belongs to), open the dgc_group_config.sqs and look for this line:

_dgc_heavy_armored = ["T72"]

right now, only T72's will be created. Let's suppose that the classname of your T80 addon is "DGC_T80", add this into the array:

_dgc_heavy_armored = ["T72", "DGC_T80"]

Now you'll have randomly T72 and T80 created. If you don't want T72's anymore, remove it:

_dgc_heavy_armored = ["DGC_T80"]

Maybe scrolling down will help next time...j/k u mate :D


Myke out


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#14 Posted at 2007-08-03 12:34        
     
A request:

As the readme is in english (a german i'll write this weekend) maybe someone has the time to translate it into another language (French, Dutch, Italian, Russian or whatever) i would be happy if you would send it to me so i can include it to the download. Making it more accessible for thos who aren't any good in english.

Thx in advance.

Myke out


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#15 Posted at 2007-08-03 20:36        
     
Hi Myke im just wondering if its possible to respawn these units after a set period of time?