Arma 3
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DAA - Dynamic ArmA Airports - MOD File
   
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Data Type: Mod
Mod Type: Plane
File Size
Posted
Updated
13.105 MB
Jul 10, 2016 @ 10:11pm
Jul 26, 2016 @ 7:22pm
6 Change Notes ( view )

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DAA - Dynamic ArmA Airports - MOD File

Description
Important Notes: The "DAA readme 20160725.pdf", "How to 20160725.pdf", and example missions
(zipped) are included in this download:

"How to" YouTube video now available at: https://youtu.be/Fz6S0qEloZ0

Readme and example missions can also be downloaded from this link:
https://drive.google.com/open?id=0B8TlDAQknDCacnlNc1JTakU5Z2M

If you want to use DAA in your own missions, I strongly encourage you to read the
"DAA readme 20160723.pdf"

also...

IF you unzip and place the example missions into your \Documents\Arma 3\missions\ folder,
then you can edit the missions (example: change the aircraft), and test DAA functionality.

This mod was created with the ArmA community in mind. It is not a single mission or play and forget type mod, rather an add-on module (logic), that improves AI fixed wing aircraft behavior in-game on virtually any map. Furthermore, users can use "DAA"; in the ArmA 3 Eden editor to create simple or complex AI airport traffic scenarios. As this is the original release, bugs and minor issues likely remain in DAA. Feedback is appreciated.

Who: DAA was created FOR ArmA users seeking autonomous, yet predictable fixed-wing AI aircraft behavior (on the ground and in the air)
What: DAA can be played as-is (see plug-and-play templates created by me), or utilized by mission builders to embellish / support their own missions.

Primary Features:
a. Facilitates predictable, automatic, continuous, autonomous fixed-wing AI aircraft spawn, ground service, startup, taxi, take-off, flight route, approach, landing, taxi, shutdown.
b. Airfield side (West, East, Guer, Civilian) is determined in the editor, prior to game play.
c. If multiple airfields exist, and have applicable taxi-in point, civilian, commercial, and cargo aircraft will randomly select their destination airfield based upon availability.
d. If more than one side (West, East, Guer) exist, military aircraft will seek-out ground vehicles and send targeting information to other DAA controlled units of the same side.
e. AI aircraft can be held at their spawn point, for loading of players or cargo; however, with the current version, route and destination are decided by AI, AI aircraft automatically delete after 60 seconds following shutdown.

Additional side features include:
a. Respawn of empty "air","LandVehicle","ship" types utilized by players
b. Respawn of autonomous AI military (West, East, Guer) controlled "air","LandVehicle","ship" types.
c. Shared targeting information.

When: Activates at mission start, automatic, autonomous, continuous cycle.
Where: Intended for use in single player, multiplayer, and standalone server... not tested in headless client (HC)... but likely a perfect fit for HC. Can potentially be utilized on any map, any airport, any land able surface (including grass fields, roads, aircraft carriers, etc.) DAA does not support water landings.
Why: While Bohemia Interactive (BI) is working hard to improve many aspects of gameplay, gaps in control and predictability of AI fixed-wing aircraft, especially in the control of ground movement (taxi-in or out, direction of take-off, and landing, etc.) have remained a major GAP in gameplay (for me and others).
How: Single mod download containing zipped folder to be unzipped and placed into a mod folder inside the main folder of ArmA 3. The mod folder contains: "AddOns" folder (with PBO and bisign file), "Keys" folder, Config.cpp file, and Readme files... After installation, upon ArmA re-start, "daa_logic" will be visible in the editor under "logic".

File Content:
The PBO contains simple scripts and several sound files (for embellishment) related to:
a. Scanning the Map
b. AI controlled Airfields (ATC)
c. AI aircraft service types (civil, commercial, cargo, or military)
d. AI aircraft sounds (prop, turboprop, turbofan (light, medium, heavy))
e. AI aircraft lighting
f. AI aircraft waypoints: spawn, taxi-out, departure, climb-out, transition, approach, land, taxi-in
g. AI ground service (units and vehicles), including fuel
h. AI aircraft and military activity visible on Map (simulating ATC radar)
i. Debugging and housekeeping (monitor activity, keep frame rates as high as possible)
j. Player controlled vehicle respawn
k. AI controlled military vehicle respawn, sharing of targeting information

How to get started?
1) With Steam, the mod and scenarios should automatically become visible in-game.

2) However, an important readme file (pdf), explaining how to use DAA in the ArmA 3 Eden editor
is included in the download. You will need to find this file on your hard drive.
Search for "DAA readme 20160709.pdf".

3) Also, in order to run these example missions, specific add-on aircraft are required. A list of aircraft and their
download URL is included in the readme .pdf
Popular Discussions View All (1)
1
Apr 4, 2017 @ 8:02pm
To DAA Users: Upload and Share Your DAA Maps/Scenarios on Steam
penneyfour
< >
67 Comments
ariel Nov 14, 2020 @ 1:33pm 
ok, entiendo.
Tal Vez aun asi puedes hacer algo por nosotros.
talvez tengas los complementos en su version funcional, por ejemplo AVIACION CIVIL, si descargaste los archivo desde ARMAHOLIC, los cuales no se actualizan automaticamente como los del WORKSHOP.
Entonces si algun dia tienes tiempo, podrias subrir esos complementos a la nube, y publicar el enlace para descargarlos.
Ahora bien yo descarge y modifique un par de misiones, donde retoque un poco el archivo "mision.sqf", para poder jugarlas.
Al menos stratis y tanoa funcionan, (creo que bien).
si tu me autorizas puedo republicarlas en el WORKSHOP
De ig manera muchas gracias por esos años de esfuerzo a beneficio desinterezado por la comunidad ARMA
ariel Nov 14, 2020 @ 1:32pm 
ok I understand.
Maybe you can still do something for us.
Maybe you have the add-ons in their functional version, for example CIVIL AVIATION, if you downloaded the files from ARMAHOLIC, which are not automatically updated like the WORKSHOP.
So if you ever have time, you could upload those add-ons to the cloud, and post the link to download them.
Now I download and modify a couple of missions, where I tweak the "mission.sqf" file a bit, to be able to play them.
At least stratis and tanoa work, (I think fine).
If you authorize me, I can republish them in the WORKSHOP
In the same way, thank you very much for those years of effort to benefit the ARMA community.
penneyfour  [author] Nov 14, 2020 @ 6:49am 
Hola, I have be away for quite some time now... sorry if this add-on is aging. Some users seem to still enjoy it, others have issues. Please understand that it took several years of my life to develop this add-on, and it was working well back in 2017... Time has marched on, and this project is now completed. My apologies to those requesting further bug fixes or additional features.
ariel Nov 4, 2020 @ 12:12am 
HOLA, HE ESTADO PROBANDO ESTE MOD Y LA PRIMERA DIFICULTAD CON LA QUE ME ENCONTRE ES QUE HAN CAMBIADO ALGUNOS NOMBRES DE LOS AVIONES.
DEDIQUE UN PAR DE HORAS A CAMBIAR ESOS NOMBRES EN EL ARCHIVO "MISSION.SQF".
AL FIN PUDE PROBAR UNA MISION EN STRATIS, Y.....
SOLO ES UNA PRIMERA IMPRESION PERO, PARECE SER UNA VERDADERA OBRA MAESTRA!!!!!!!!!!!!!!!.
UNA PREGUNTA: SERIA POSIBLE QUE ACTUALIZARAS LAS MISIONES?
SIN CAMBIAR NADA, SOLO USAR MODELOS DE AVIONES ACTUALIZADOS.
RECIEN COMIENZO A EXPLORAR EL MOD Y PARECE DEMASIADO BUENO PARA SER CIERTO.
HAY QUE RECONOCER QUE ES ALGO COMPLEJO Y LLEVA TIEMPO COMPRENDER TODO SU FUNCIONAMIENTO.
FELICITACIONES, ERES UN GENIO
ariel Nov 4, 2020 @ 12:12am 
HELLO, I'VE BEEN TRYING THIS MOD AND THE FIRST DIFFICULTY I ENCOUNTERED IS THAT THEY HAVE CHANGED SOME NAMES OF THE AIRCRAFT.
I SPENT A COUPLE OF HOURS TO CHANGE THOSE NAMES IN THE "MISSION.SQF" FILE.
I FINALLY TESTED A MISSION IN STRATIS, AND .....
IT IS ONLY A FIRST IMPRESSION BUT, IT SEEMS TO BE A TRUE MASTERPIECE !!!!!!!!!!!!!!!.
ONE QUESTION: IS IT POSSIBLE YOU WILL UPDATE THE MISSIONS?
WITHOUT CHANGING ANYTHING, JUST USE UPDATED AIRCRAFT MODELS.
I HAVE JUST BEGAN TO EXPLORE THE MOD AND IT SEEMS TOO GOOD TO BE TRUE.
YOU HAVE TO RECOGNIZE THAT IT IS SOMETHING COMPLEX AND IT TAKES TIME TO UNDERSTAND ITS OPERATION.
CONGRATULATIONS, YOU ARE A GENIUS
DAi5Y | J. Flowers 113 Oct 8, 2020 @ 8:01pm 
Does this come with the runway lighting?
cheif22 Aug 18, 2019 @ 12:11pm 
@jcDentonQ, one thing about the airplanes in that on the top or something, there is a floating cart steering wheel? My guess is that is the mid point for the aircraft to allow it to follow the waypoints.

but yea, let me know how things work out. I haven't invested in trying to test this again lately.

the one project I have been on and off working on is a completely dynamic ai driven world with this as a aircraft transit system. one thing that I had problems with when using this on austrailia was the Time to Live thing on arma which made planes dissappear after 5 minutes.



Maybe I will try to readd this to the map I'm going to invest time on to see what I can come up with.
JcDentonQ Aug 16, 2019 @ 5:19am 
@cheif22 Thanks for the hints, unfortunately this happens also while at a solid 50+ fps. It's just that I don't remember such behaviour from planes when I tested it years ago.

I'm gonna try by placing the taxiing waypoints another way ( at the moment something like a waypoint every half meter for curves ). :cozyrealmroyale:
cheif22 Aug 15, 2019 @ 3:38pm 
JcDentonQ I have been told a year ago that this mod heavily relies on FPS because it is like a movement by frames or something. Lower frames could cause more stuttering.


On my DAA dynamic air combat map, I had so many issues where planes would not take off because of frame rate being too low and they would just stop and turn left on the end of the runway.

Idk if you ever did a editor setup with this module but its interesting because it is sort of relies on a waypoint system. more waypoints like maybe one waypoint on a turn every .05m might make it look more realisitc but idk what else to say. It could also be possible that the mod could be broke as well from the arma updates.
JcDentonQ Aug 15, 2019 @ 4:49am 
So after a few years I used this again and had some weird behaviour.

In vanilla arma with just this mod enabled and Altis main airport, the planes are moving weirdly while taxiing, they are "bumping" and "stuttering" ( like a cameleo's move for those who see what I mean ), and when taking a turn they turn 'straight' like when using a 'setdir' command instead of smoothly.

Other than that everything is fine, does any one have a clue on what's happening ?

Last time I used this mod it was still called Dynamic Altis Airport and didn't have those issues. It's working but that breaks immersion much :p