ebarstad 18 Posted March 31, 2014 I installed via PlayWithSix and I'm getting the following error when I try to load a mission with GL5 and CBA installed: Script GL5_System\GL5_System.sqf not found Anyone else seeing this? Share this post Link to post Share on other sites
roshnak 41 Posted March 31, 2014 Modder's rights You have to be able to differentiate between "stealing someone's work" and "updating a project that has been developed by multiple people after making numerous attempts to contact the author while giving full credit where it is due." How do you figure this is going to drive modders out of the community when the whole reason it's being done in the first place is because the author inexplicably disappeared? Furthermore, this isn't the cutthroat world of commercial development. It's a community of people getting together to make addons for a video game they all enjoy. Should we really assume that SNKMAN wouldn't want people to carry on with the development of a project that was already just iterating on the work of others? I never played with this mod before. Are buildings on fire if you use tanks against them? I saw a video and a house caught fire when someone hit it with tank sabots. Pretty sure that's the effects portion of the mod, which is not included in this release. Share this post Link to post Share on other sites
Rapax 10 Posted March 31, 2014 I installed via PlayWithSix and I'm getting the following error when I try to load a mission with GL5 and CBA installed: Script GL5_System\GL5_System.sqf not found Anyone else seeing this? We have the same problem Share this post Link to post Share on other sites
sixt 26 Posted March 31, 2014 I installed via PlayWithSix and I'm getting the following error when I try to load a mission with GL5 and CBA installed: Script GL5_System\GL5_System.sqf not found Anyone else seeing this? Also getting this error using playwithsix Share this post Link to post Share on other sites
zorrobyte 30 Posted March 31, 2014 Also getting this error using playwithsix I'm currently at the hair salon on my Macbook but I will look into it once I get home and have some free time. Could someone ZIP the @GL5 folder that is not working from Playwithsix and Dropbox/share it in this thread (or open a ticket) along with RPT log? Thanks! (RPT is %AppData%\Arma 3\$DATE.rpt) Share this post Link to post Share on other sites
hellstorm77 2 Posted March 31, 2014 Congrats m8 on the release Share this post Link to post Share on other sites
zorrobyte 30 Posted March 31, 2014 Author and credits updated to suit the true makers of this port as only they have made it possible: The majority of the Arma community, repository and partial legal liability maintained by Zorrobyte - Armed Assault 3 Group Link 5 Core for Arma 3 Share this post Link to post Share on other sites
KeyCat 131 Posted April 1, 2014 (edited) Good points Chris... I would argue that since Group Link has been 'carried forward' since OPF (by a different author each time until snkman with GL3/4) the intention is to continue this trend ^This! I really don't see how this can be wrong since SNKMAN just like myself was building on someone else work in the first place (and yes, I asked Toadlife). I have forgotten exactly what I wrote in the readme back in mid 2000 but you can download the latest Group Link II 1.91 for OFP and check if you are interested. http://keycat.no-ip.com/files/Group_Link_II_191.zip /KC Edited April 1, 2014 by KeyCat Share this post Link to post Share on other sites
lordprimate 159 Posted April 1, 2014 (edited) Thanks KeyCat for clearing that up.. I imagine since we have the good graces of a handfull of the mod's original devs, I can post this..... I have "for personal use only" test port of GL4 into A3. Ai enhancements and visual effects. I did it some time ago. Is this ok? Keycat? Dwarden?.. Its just a fucking bad ass mod i couldnt help myself... I have not shared it with anyone and have been waiting for zerrobyte to take the lead on this. As he has much better standing around here then i do. When i had asked months ago about porting GL4 over i got a bunch of PM's scolding the very idea.. And when Zerrobyte said in the very same thread he was going to port it, and no one said anything to him, I knew he was the act to follow. for the record i sent SNKMAN Several emails over the last year. I honestly hadn't emailed anyone else about the mod because, as far as i knew he was the last person to work on it and was the foremost person to give authority to port it over. No offence intended KeyCat, Dwarden. I just figured i wasnt sharing it. Zerrobyte if your interested in what i did ill send it to you to aid you in your quest. Just as Zerrobyte has stated for himself. i claim NO ownership of this works. its a port of someone else's work. Zerrobyte, im not trying to step on your toes, im really excited to see someone else as well working on it. As well as the support from the comm. of those that would like to see GL live on. Edited April 1, 2014 by Lordprimate Share this post Link to post Share on other sites
JamesSaga 1 Posted April 1, 2014 Dumb question but how does this mod enhance the AI. Also is this a module that you add during mission creation or can i just add the mod and it just works? Thank you Share this post Link to post Share on other sites
lordprimate 159 Posted April 1, 2014 Dumb question but how does this mod enhance the AI.Also is this a module that you add during mission creation or can i just add the mod and it just works? Thank you thats not a dumb question, however, There is a readme in the download that will answer all your question ( and probably create more) . I strongly suggest you read it there are to many features to list them all. About having to add modules to the map. Only certain modules need to be place depending on what you want to do. For multiplayer you have to place modules on the map and syncro all playable units to the modules for the players to get effects, ETC. IE. for friendly AI to be affected by GL. you have to syncronize them to the GL system module. .. there is a lot of reading i suggest you get started. Have fun with it. Read about how to do something and then do it and see how it works. Group Link is a treasure!! Share this post Link to post Share on other sites
tupolov 520 Posted April 1, 2014 Not being a party pooper here, but Zorrobyte, regardless of your personal opinions on copyright, open source and community modding, you need to respect the wishes of the GL4 author. You didn't get permission to port GL4 from A2 to A3. The EULA was explicit in that you do not have permission to do so. Just because SNKMAN is no longer around does not give you permission to take his work and publish it. Dwarden is not the author of GL4 and doesn't have the right to give you permission to publish someone else's work. You do have permission from KeyCat to port GL2 (and assuming he had permission from Toadlife). The "proper" thing to do here is to fork GL2, port it to A3 and then use your coding skills :) to plug the gap between GL2 and what you feel is equivalent GL4 features. Share this post Link to post Share on other sites
roshnak 41 Posted April 1, 2014 (edited) The EULA was explicit in that you do not have permission to do so. It was explicit in that you need permission from the author(s). He has permssion from at least one of the original authors -- two if you count Dwarden. No one who was actually involved with this project has had any objections to zorrobyte updating it for Arma 3. Edited April 1, 2014 by roshnak Share this post Link to post Share on other sites
arjay 7 Posted April 1, 2014 More worrying is the fact that you have effectively now open sourced this code, your licence (which you cannot grant) allows free usage, GL4 did not. So you have not got permission to port this code, nor to re-release it under a different licence. Share this post Link to post Share on other sites
Gunter Severloh 4062 Posted April 1, 2014 Dumb question but how does this mod enhance the AI. https://www.dropbox.com/s/zkoim1w4t5l5lfw/Features.pdf this is listed on the first post under: Documentation: Please see the Wiki at https://bitbucket.org/zorrobyte/grou...core/wiki/Home Share this post Link to post Share on other sites
.kju 3245 Posted April 1, 2014 Fixed the version available at Play withSIX and added CBA_A3 dependency. Should work now fine for everyone. :) @ zorrobyte You seem to be using an outdated pbo packer. It is not setting the internal prefix and this causes issues with recent tools and if one wants to sign the pbos. Also without CBA, the mod wont auto init - however you could remove that dependency, if you switch to the new cfgFunctions init system by BI/of A3. Share this post Link to post Share on other sites
KeyCat 131 Posted April 1, 2014 (edited) Not being a party pooper here, but Zorrobyte, regardless of your personal opinions on copyright, open source and community modding, you need to respect the wishes of the GL4 author.You didn't get permission to port GL4 from A2 to A3. The EULA was explicit in that you do not have permission to do so. Just because SNKMAN is no longer around does not give you permission to take his work and publish it. Dwarden is not the author of GL4 and doesn't have the right to give you permission to publish someone else's work. You do have permission from KeyCat to port GL2 (and assuming he had permission from Toadlife). The "proper" thing to do here is to fork GL2, port it to A3 and then use your coding skills :) to plug the gap between GL2 and what you feel is equivalent GL4 features. Interesting points but what if Group Link and Group Link II was "open" in the first place? How could SNKMAN rewrite the terms (EULA) without asking Toadlife and me (actually, I wasn't aware of it until it was mentioned here)? Since this seems to be a very touchy subject I checked what I wrote in the readme.txt back in 2004... <snip> License. -------- If you want to distribute this on your site or elsewhere, you can do it as long as you keep it free and include all the original files in the ZIP archive unmodified. If you want to modify this and distribute it, state clearly what has been edited and by who and also give credit where credit is due! Enjoy! /KeyCat Full readme.txt under the spoiler button... Group Link II - Version 1.91 -------------------------------- The original Group Link script was written by toadlife so credits should go to him first of all! This is an total re-write of his original script and my main goal was to try to fix some of my personal "gripes" with OFP and also to provide an generic and easy way to improve the AI and to make them a bit more challenging and unpredictable in our missions. Some of the solutions are far from perfect, and will never be due to limitations in the OFP engine and the script language, but for me and my co-op friends they are clearly an improvment over default OFP and makes us enjoying this wonderfull simulator even more. Group Link II is tweaked particular to be used in co-op multiplayer missions and used wisely it can really make you and your friends feel "hunted" by the AI! Please read the "Credits" section and remember to give credit where credit is due! Enjoy! /KeyCat Overview. --------- The basic script enables AI enemy groups to call other groups for backup and may also call for artillery support when they encounter their enemies (you!). The enemy groups estimate their chances against your group and only call for backup if they "feel" overmatched. If a group's rating is higher than the enemy, they will wait to call for backup. If/when they feel overmatched they will call the nearest friendly AI group for backup. There is also some randomness in the group selection routine so it may not be the same group coming for backup each time. You can tweak the response of the groups by changing how you initialize the script. The AI that spotted you will continue to search for you and calling in support (if they "feel" overmatched) as long as they live and are able to detect you or any of your group members. Over the time I've added lots of new features that makes the AI behave more lifelike and unpredictable to become a more challenging opponent in co-op games! The following are the things changed/added to the original script... - Designed and tested to work in multiplayer! - Enemy AI may now search for you inside buildings (optional, can be disabled). - Enemy AI now react to suppressive fire from machine guns (M60, PK etc.) so now machine gunners can be used a bit more tactical and slow down advancing enemy infantry (optional, can be disabled). - Enemy AI now "hear" and react to your gunfire even if not under direct fire. Detection range depends on actual weapon fired. If the enemy AI detects your gunfire they will take cover and leader will scan in the direction of the gunfire, they may also decide to advance in the same direction (optional, can be disabled). - Enemy AI may taunt you verbally by shouting when you have been detected (optional, can be disabled). - Enemy infantry will unmount jeeps/cars/trucks/BMP's/APC's ~200 m prior to the last known location. They will proceed the last bit by foot. - If enemy infantry is in a helicopter they may paradrop over the target area else the helicopter will try to land and they will be unloaded. - Enemy AI may call in artillery support at your location if they spot you, but will only do so if no other enemy AI groups are in the target area (optional, can be disabled). - If the support group don't find you and the alert is canceled they will relocate and get back into their vehicles (if any) and resume to their original waypoints (if any). - At daytime if enemy vehicles is engaged (or spot you) en route to the conflict point enemy AI may pop smoke while all infantry soldiers rapidly unmounts the vehicles (smoke is optional, can be disabled). - If it's dark enemy AI will most likely use flares at the conflict point to aid their search for you (it's considered dark between 19.00-05.00) - You can set number of maximum active enemy AI support groups or let the script randomly select this between 2-5. - Timeout for an alert is randomly generated by the script (~5-8 minutes). - The script randomly sets formation, speed, behavior and combat modes for each support group individually when they are called for. - Enemy AI groups will never (or very seldom) retreat. They will try to fight you until the bitter end. This since the individual groups are quite small in OFP (max 12 men) hope this will be fixed in OFP 2. - Supports enemy AI as either east, west or resistance with built-in support for all BIS standard vehicles. - Possible to have your prefered 3rd party vehicles and weapons working. - Backward compatible with previous versions, just delete the old SQS-files and replace them with the new! The main script (GROUPLINK2.SQS) calls a few other scripts that is breifly described below... UNMOUNTE.SQS - Makes enemy infantry unmount from the truck/jeep/BMP/helicopter at the conflict point. If they are engaged en route to the conflict point they halt and may use smoke as cover while unloading. If it's dark the enemy may use flares in the target area. If enemy infantry are in a helicopter they may paradrop over target area else they will land and unload. Note: Only infantry soldier classes unmounts (i.e BMP, tank, Shilka crews and pilots stay in). UNMOUNTW.SQS - Same as above but for west units. UNMOUNTR.SQS - Same as above but for resistance units (not implemented yet!). REMOUNTE.SQS - Makes enemy infantry group seek up their "parkingspot" and remount jeeps/trucks/BMP/helicopter and return to their default WP's (if any) when/if an alert is canceled (takes ~5-8 minutes since the last time they detected you so be patient <G>). Transport helicopters will return and land at their base. REMOUNTW.SQS - Same as above but for west units. REMOUNTR.SQS - Same as above but for resistance units (not implemented yet!). ARTILLERY.SQS - Gives AI enemy random chance to request artillery support when you are spotted. The script checks so no other enganged AI groups are in the area, if they are no artillery support is given. EH_FIRE1.SQS - If KEY_AIhearingaid = True (default) this script executes on client computer every time players gun is fired . Used to give enemy AI the possibility to "hear" your gunfire if they are within a specific range. Range depends on actual weapon fired. EH_FIRE2.SQS - If KEY_AIsuppresivefire = True (default) this script executes on client computer every time players gun is fired. Used to make enemy AI to keep their heads down if you give suppressive fire. AI_REACT1.SQS - Makes the enemy infantry react to gunfire if you are in their vincinity. AI_REACT2.SQS - Makes the enemy infantry react to suppresive fire. AI_REACT3.SQS - Makes the enemy infantry perform house searches. AI_VOICE1.SQS - This is the server side of the voice alert routines. AI_VOICE2.SQS - This is the client side of the voice alert routines. The rating system. ------------------ I've keept toadlifes generic rating system but lowered the points given to different units so now even a AI helicopter or plane feels threathened by a small infantry group (our favorite role in co-op missions). This means that a helicopter (or plane) now acts like a "spotter" and request support from other groups to your location. Trying to shake one of these "eyes in the sky" of your tail is quite a challange even if you are by foot and very hard (or close to impossible) if you are in a vehicle or using a motorcycle. The rating system in the script gives points based on type of units, wheather or not they can fire their weapons, and wheather or not they have any ammo left. Here is an overview of which units get how many points: * Soldiers - 1 point * Motorcycles - 1 point * Helicopters - 1 Point * Planes - 1 Point * Cars - 2 points * Jeeps - 2 points * Trucks - 2 Points * APCs - 5 Points * Tanks - 10 Points As mentioned before this change in ratings is done particular for co-op multiplayer missions. If you have other needs it's quite easy to change by editing the GROUPLINK2.SQS file. Some words about the "hearing aid" given to enemy AI. ----------------------------------------------------- Due to limitations in the OFP engine this feature is not perfect but it's IMHO an major improvement over default OFP where the AI is almost deaf. Without going to much into the details there are a few things to be aware about. - The detection ranges selected are work in progress. Some may argue that they aren't realistic but after testing the script numerous times we found them to be a quite fair compromise due to the limitations given. Since there is no way to have the detection ranges affected by parameters like wind speed, wind direction, humidity, snow, air preassure, sourroundings etc. like in the real world a compromise had to be found. - By default it only works with BIS standard weapons. If you are using other weapons in your mission you will have to edit GROUPLINK2.SQS and add any 3rd party weapon to a specific class else they will be detected at max range even if they are silenced (see below for more info). - Enemy AI will not "hear" your gunfire if they are in vehicles. - Enemy AI will only "hear" when you fire your hand guns (i.e doesn't work with weapons mounted on vehicles/APC's/tanks/helicopters, see below). - Enemy groups that have already spotted you or are already engaged will not react on your gunfire sound. - The updating cycle in the gun detection script is low (~10 sec). This was done to minimize the net traffic between clients and server so it don't increase lag in MP games. And our MP tests shows no noticable impact at all! Below is current detection ranges for different "weapon classes". If you are within these ranges and fire your weapon the enemy AI will react. 600 m for KEY_WpnClass3 (example M16, AK47, M21, Druganov...) 300 m for KEY_WpnClass2 (example Beretta, Glock, Revolver...) 50 m for KEY_WpnClass1 (example 6G30, MM1, grenade launcher on M16/AK...) 15 m for KEY_WpnClass0 (example Bizon, HK, UZI...) To have the enemy AI hear when you fire from a vehicle/APC/tank etc. you must add the following in the vehicles Init field in the editor. Vehicle mounted guns will handled as weapon class 3 and detected at max range (600 m). this AddEventHandler ["Fired", {_this exec "ai\eh_fire1.sqs"}] Some words about AI's reaction to suppressive fire. --------------------------------------------------- Yet again, due to limitations in the OFP engine this feature is not perfect but it's better than default and now machine gunners can be used a bit more tactical and are able to slow down advancing enemy infantry. Without going to much into the details there are a few things to be aware about. - Enemy AI will only react to suppressive fire if they are within 300-400 m (random) from the machine gunner laying down suppressive fire. - If within range enemy AI will react to suppressive fire by slowing their advance and keep their heads down for ~15 to 25 seconds (random) before they advance again. - Not all weapons are able to suppress the enemy, default only M60 and the RPK has high enough rate of fire to start this function and you need to fire long enough bursts. This can be tweaked by changing the following two variables. ; Changes the rate of fire required for weapon to work as a suppressive ; weapon, default is 0.20. KEY_ROF = 0.10 ; Change number of shots required to be fired rapidly in sequence to ; work as a suppressive weapon, default is 6. KEY_BulletsReq = 12 Above example works great with the M249 included in Sucheys & Earls Marine Assault Pack 1.00. Preferable you do this in the INIT.SQS file but make sure you do it *BEFORE* you init the Group Link II script. Some words about AI performing house searches. ---------------------------------------------- As you probably allready know the collision detection isn't the best in OFP and this affects the AI soldiers that are entering buildings to perform house search. Things like AI having problems going up stairs, going thru walls, falling out from second floor, not going to the right spot etc. can and do happen from time to time but it's nothing I can do about. Hopefully this will be improved in OFP 2! Also note that the AI only enters buildings after you are detected and if they (actually the group leader) are close enough (0-15 meters) from a searchable building. The AI do not search every room in such a building but it's enough to not feel safe in a building anymore ;-). Requirements. ------------- The Group Link II script has the following requirements to work as intended. OFP Resistance 1.91+ Kegety's Editor Addon 1.11 The advance example mission needs the Kawasaki dirt bike found in BAS Deltas/Rangers 1.00 addon. This and their other addons is highly recommended anyway and you can download all their great stuff at... http://www.ballistic-studios.com How to test this script. ------------------------ In the ZIP-file you will find two example missions (both as PBO-files and as editable mission files). They are intended to help you evaluate this script and includes "cheats" like moving map objects that are showing enemy AI groups movements, textbox in upper left corner indicating which groups that are currently active and a teleport function that lets you move anywhere with just a click on the map. All of this should of course be removed in your final mission, they are only there to help you evaluate it and for me when debugging the script! After they are removed you can safely delete the following files: MARKER.SQS TELEPORT.SQS How to use this script. ----------------------- If you are unfamilair with scripting the easiest way is to start with the simple example mission included in the ZIP-file and cut & paste code and objects into your own mission. For everything to work a few objects is required to be placed on the map (see below) and six parameters must be passed to the script when calling it. This is best done in the INIT.SQS file. Here is a description of how to initialize the script, also see the examples below and the example missions included in the ZIP-file. Syntax: [groups,static_groups,no_vehicle_groups,target_group,max_AI_groups,courage] exec "grouplink2.sqs" 1 st parameter - groups ----------------------- This is a array of enemy groups that can call other groups for backup and be called by other groups for backup Example: [ge1,ge2,ge3,ge4,ge5] 2 nd parameter - static_groups ------------------------------ This is a array of enemy groups which are already contained in the first array of groups, but are treated differently by the script. These groups can call other groups for backup, but CANNOT be called by other groups for backup. Nor will they advance towards detected gunfire. This is usefull for groups which are assigned to defend bases, or need to stay in a specific area for whatever reason. Example: [ge1,ge2] 3 rd parameter - no_vehicle_groups ---------------------------------- This is a array of enemy groups which are already contained in the first and maybe also in the second array of groups, but are treated differently by the script. Groups listed here will not look for any vehicles after an alert is canceled and will return directly to their original patrol WP's (if any). If you don't list infantry groups without vehicles here they may "steal" other groups vehicles after an alert is canceled. Example: [ge3,ge4] 4 th parameter - targetgroup ---------------------------- This is the group that each of the groups in "groups" will be checking for. If one the groups in "groups" spots targetgroup, they can call one of the other groups in "groups" as backup. In a co-op mission this should be the name of your own group. Example: gw1 5 th parameter - max_AI_groups ------------------------------ This parameter sets how many AI groups that max can be called in for support at a given time. Setting this parametar to 0 makes the script randomly decide how many AI support groups that can be active between 2-5. Note that other enemy AI groups (that are not called for support) that detects you still can join in the hunt. So if you try to flee lets say with a motorcycle thru a enemy area you may end up with lots of enemy groups on your tail. Example: 3 6 th parameter - courage ------------------------ This to can be set anywhere from 0.00 - 1.00. The lower the number, the more quickly groups will call for backup. With the value of 0.50, a group will only call for backup when the enemy group's rating is above theirs. Setting it to 1.00 would cause groups to never call, so don't set it to this value. Setting it to 0.00 would cause a group to call for backup no matter how strong they are. Example: 0.10 Knowing all parameters above is essential to have the script work as you want. Below is an full example on how to initialize the script and also look at the example missions included in the ZIP-file. [[ge1,ge2,ge3,ge4,ge5,ge6,ge7,ge8],[ge1],[ge1],gw1,2,0.10] exec "grouplink2.sqs" Where the groups named ge1-ge8 are able to call for support for each other, "ge1" is a static group (i.e will not move), "ge1" is also a infantry group with no vehicles, "gw1" is the targetgroup (i.e your group), "2" sets maximum number of active support groups and finally "0.10" decide how fast the enemy will call for support. Required objects on the map. ---------------------------- Object - EastArtillery|WestArtillery|ResistanceArtillery For the enemy AI to be able to request artillery support an object named "EastArtillery", "WestArtillery" or "ResistanceArtillery" must be placed somewhere on the map. This object is preferable the static artillery in OFP or any other 3rd part artillery object. If this object doesn't exists or is destroyed artillery will automaticly be disabled. See example mission in ZIP-file. Object - EastBase|WestBase|ResistanceBase If you plan to use helicopters then you must have a helipad object (H) named "EastBase", "WestBase" or "ResistanceBase" somewhere on the map else the helicopter won't fly back to base if/when an alert is canceled. See example mission in ZIP-file. Game Logic - Server This is a Game Logic object named "Server" that must be placed somewhere on the map. See example mission in ZIP-file. Trigger - Switch This trigger is needed for voice alerts to work in multiplayer and must be placed somewhere on the map. See example mission in ZIP-file. Axis a: 0 Axis b: 0 Activation: None - Repeatedly Type: Switch Condition: KEY_VoiceAlert On Activation: [KEY_VoiceGroup,KEY_VoiceNumber] exec "ai\ai_voice2.sqs" How to disable specific features in the script. ----------------------------------------------- If you for some reason wan't to disable a specific feature you can do so by setting the following global variables to FALSE before you call Group Link II script ; Disable enemy AI reactions to your gunfire KEY_AIhearingaid = False ; Disable enemy AI reactions to suppressive fire KEY_AIsuppresivefire = False ; Disable enemy AI vehicles using smoke screens for cover KEY_AIvehiclesmoke = False ; Disable enemy AI infantry using smoke grenades for cover KEY_AIsmokegrenades = False ; Disable enemy AI paradropping from helicopters KEY_AIparadrop = False ; Disable enemy AI voice taunts KEY_AIvoicealert = False ; Disable enemy AI doing house search KEY_AIhousesearch = False Doing this will completly disable a specific feature in the script. Preferable you do this in the INIT.SQS file *BEFORE* you init the Group Link II script. I also added an global variable that kills the Group Link II script completely if set to True (it may take a while until all active scripts are cancelled). You can now kill it and re-initialize in the same mission if need be. ; Kill GLII script KEY_KillGroupLink2 = True How to add 3rd party vehicles? ------------------------------ To keep the script as lean as possible I decided to only support the original vehicles that is available in OFP Resistance. Below is a description on what you have to do if you want the AI to use some of the very nice 3rd party vehicles along with the stock ones. 1. First of all you have to make sure the the author of the addon used the correct class for the vehicle! If things don't work as you expect with a 3rd party vehicle this is the most likely casue of it. 2. Second, you must know the correct object names of the 3rd party vehicles you want to use. This information is hopefully written in a README.TXT that came along with the add-on. 3. Then you have to add the vehicle name to the correct vehicle classes below. ; Add 3rd party cars and trucks KEY_EastVehicleTypes = KEY_EastVehicleTypes + ["name_of_vehicle"] KEY_WestVehicleTypes = KEY_WestVehicleTypes + ["name_of_vehicle"] KEY_ResistanceVehicleTypes = KEY_ResistanceVehicleTypes + ["name_of_vehicle"] ; Add 3rd party APC's KEY_EastAPCTypes = KEY_EastAPCTypes + ["name_of_vehicle"] KEY_WestAPCTypes = KEY_WestAPCTypes + ["name_of_vehicle"] KEY_ResistanceAPCTypes = KEY_ResistanceAPCTypes + ["name_of_vehicle"] ; Add 3rd party helicopters KEY_EastHeliTypes = KEY_EastHeliTypes + ["name_of_vehicle"] KEY_WestHeliTypes = KEY_WestHeliTypes + ["name_of_vehicle"] KEY_ResistanceHeliTypes = KEY_ResistanceHeliTypes + ["name_of_vehicle"] ; Define 3rd party helicopters that can do paradrops KEY_EastParaCapable = KEY_EastParaCapable + ["name_of_vehicle"] KEY_WestParaCapable = KEY_WestParaCapable + ["name_of_vehicle"] KEY_ResistanceParaCapable = KEY_ResistanceParaCapable + ["name_of_vehicle"] Example below shows how to add support for Marfy's nice MT-LB. If you want to add more than one just separate them with a comma. KEY_EastAPCTypes = KEY_EastAPCTypes + ["MAF_MTLB"] Preferable you add support for 3rd party vehicles in the INIT.SQS file but make sure you do it *AFTER* you init the Group Link II script. How to add 3rd party weapons? ----------------------------- For the same reason given above I decided to only support the original weapons that is available in OFP Resistance. Below is a description on what you have to do if you want to use some of the very nice 3rd party weapons available. 1. You must know the correct name for the 3rd party weapons you want to use. This information is hopefully written in a README.TXT that came along with the add-on. 2. Then you have to add the weapon name to the correct weapon class (KEY_WpnClass0, KEY_WpnClass1 and KEY_WpnClass2) if you don't do this the weapon is automaticly assigned in KEY_WpnClass3 and will be heard by enemy from max distance (~600 m) when fired (even if it is a silenced weapon). Example below shows how to add the silenced M4 Reflex from Sucheys & Earls Marine Assault Pack 1.00 to the correct weapon class. ; Silenced weapons types (AI hearing range is ~15 meters) KEY_WpnClass0 = KEY_WpnClass0 + ["C8XM4reflex_sd"] Example below shows how to add the SMAW and the Javelin from Sucheys & Earls Marine Assault Pack 1.00 to the correct weapon class. ; Pistols and other types etc. (AI hearing range is ~300 meters) KEY_WpnClass2 = KEY_WpnClass2 + ["SUCHSMAWLAUNCHER","SUCHJavelinLauncher"] Note! Weapon names are case sensitive. Preferable you add support for 3rd party weapons in the INIT.SQS file but make sure you do it *AFTER* you init the Group Link II script. IMPORTANT IF YOU INTEND TO UPDATE OLD MISSIONS! ----------------------------------------------- In an effort to make it easier to use, the script now automaticly generate some of the required objects so if you are updating an old mission (pre version 1.72) you have to manually delete the following objects in your old mission before using this new version... ParkingSpot ParkingSpot1 ParkingSpot2 ParkingSpot3 TargetSpot Also, if you want to use the new AI voice taunts you have to add a new trigger with the following settings... Axis a: 0 Axis b: 0 Activation: None - Repeatedly Type: Switch Condition: KEY_VoiceAlert On Activation: [KEY_VoiceGroup,KEY_VoiceNumber] exec "ai\ai_voice2.sqs" Some tips & tricks. ------------------- - If you want individual enemy AI soldiers that aren't part of any group (could be a guard) to be able to alert some group part of the Group Link II script you can do as follow: 1. Place a trigger over the area where the guard/guards is. 2. In our examples make it activate by west, repeatable and select detected by east. 3. In trigger "on activation field" type this: [enemy_group_name] reveal (thisList select 0); Example: ge1 reveal (thisList select 0); 4. To spice it up you can sound an alarm by clicking on the "Effects" button and then select Sounds:Trigger:Alarm. This example will alert a group named "ge1" as soon as you are detected by some in the east. They in turn will call on other groups that are part of the Group Link II script for support. Handy for doing sneaky spec-ops mission! - If you give a group one (or none) waypoint that group will stay at the conflict point it was called to even after the alert is canceled. In other world it will not return back to it's original patrol WP's since they don't have any. - To make things even more unpredictable mix some AI groups/units to your mission that isn't part of the Group Link II script. Then you never know who is "safe" to engange. - Play around with the "courage" parameter between 0.00 - 1.00 since it has huge effect on how fast enemy AI is requesting support. I prefer to use a lower value (0.10 - 0.30) so the AI request support quite rapidly. - If you can't get the suppressive fire to work play around with the KEY_ROF and KEY_BulletsReq values and make sure you fire long enough bursts (fire 10-18 shots in auto - pause a few sec - fire 10-18 shots in auto and so on) Known issues. ------------- - Only one targetgroup (1-12 players) can currently be used. - When using helicopters the helicopter sometimes just fly somewhere on the map and stand still hovering until the alert is canceled. Reason unknown? - If several AI groups are using jeeps/trucks/BRDM's and are parking at the same spot (or close to each other) it may happen that one group take the other groups cars and vice versa. This since they look for the first free, undamaged jeep/trucks/BRDM that is available near the parking spot and jump in. This is not an issue with APC's since the leader is still in the APC and they have no problems finding him. - Sometimes vehicles can get stuck into each other while turning around. This is an issue with the OFP engine and nothing I can do anything about. If you encounter this try to use only a few (or one) vehicles in each AI group and/or place your turning waypoints at better locations. - AI sometimes have problems finding their way in buildings and may have problems entering stairs etc. Some background & why OFP still is #1! -------------------------------------- Generally the AI in OFP is very good and I've been amazed by BIS programming skills several times during the 3+ years I've been playing OFP! Details like AI snipers never firing standing, AI snipers changing to pistol in CQB situations. AI advancing in "combat pairs" while other lay down providing them cover. Retreating AI seeking cover near strong friendly units etc. shows BIS put in quite some effort in the AI programming department. The enemy AI usually have no problems killing you if you run into them (and sometimes they are a bit to good at that IMHO <G>) but they could need a little help tracking you down and supporting each other if you are detected by some of them and thanks to BIS "open ended game philosophy" this is what this script is all about. Credits. -------- BIS, Toadlife, Kriegerdaemon, Kegetys, BAS, Amalfi, OFPEC.com, Suchey & Earl, Silola, KTottE and everyone else that makes OFP keep going! BIS for giving us this kick-ass product Toadlife for his original Group Link script (and other great work) Kriegerdaemon for scripting ideas Kegetys for the EditorAddon (and other great work) BAS for all their great stuff Amalfi for his PBO-file utilities OFPEC.com for a kick ass website Suchey & Earl for the Marine Assault Pack (and other great work) Silola at Mapfact for XCam-Console (a very usefull tool) KTottE for bright suggestions Whats next? ----------- If time permitts I eventually plan to add the following features... 1. Improve helicopter drop routines. 2. Look into having the enemy AI surrender if overmatched. 3. Any suggestions? If so please post the on BIS forum... Version history. ---------------- 1.91 [Released 2004-10-22] - Limited artillery fire missions available for AI. 1.90 [Released 2004-10-20] - Enemy AI may now search for you inside buildings. - Completly re-written all vehicle check routines. - Added support for resistance standard vehicles. - Added option to disable AI paradropping from helicopters. 1.72 [Released 2004-10-07] - Enemy AI now shout at you when you are detected. - Sniper and recon AI teams never use smoke. - Fixed bug when using randomly set max_AI_groups feature. - Script now generates some of the needed objects automaticly. - Added option to disable AI vehicles laying smoke screen. - Added option to disable AI using smoke grenades. - Added option to kill Group Link II script completely. - Added "hooks" for Group Link II Plus Pack. 1.63 [Released 2004-09-21] - Enemy AI now react to suppressive fire. - Added new variables to allow tweaking of the suppressive fire script. - Renamed some of the scripts files. - Changed scope of some variables. 1.54 [Released 2003-09-17] - Enemy AI "hear" and reacts to your gunfire. - Changed scope of some variables. - Fixed unit name for the Bradley. - Decreased random chance for enemy to call on artillery support. - Increased random delay before enemy artillery shelling starts. 1.21 [Released 2003-08-18] - Added support for west standard vehicles. - Global variables now complies to OFPEC tag system. 1.16 [Released 2003-05-06] - Corrected some minor spelling errors, probably still some left ;-) - Added advance example mission. 1.15 [Released 2003-05-05] - Initial release. Feedback and some other ramblings... ------------------------------------ Feel free to give feedback (or if you have any questions) in BIS official OFP forum at the following URL. http://www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi I also want to say thanks to OFPEC (http://www.ofpec.com) for all script help/tutorials/snippets etc. as well as the following NOSIG members for helping me out with numerous (sometimes quite boring) beta tests in multiplayer. Jotte, Renegade, ctrl, Bjoernen, Solid, DoubleOzero, deBug If you are interested in simulators and lives in Sweden I can highly recommend you to become a member of the NOSIG forum. Lots of great people to play co-op with and a very nice meeting place! http://straight-pipes.org/nosig/ Share your missions! -------------------- If you used this script to make any missions please let me know where to get them and I will be more than happy to play them and maybe also host them on my web (with full credit to you of course!). License. -------- If you want to distribute this on your site or elsewhere, you can do it as long as you keep it free and include all the original files in the ZIP archive unmodified. If you want to modify this and distribute it, state clearly what has been edited and by who and also give credit where credit is due! Enjoy! /KeyCat I'm not a lawyer and the text above is probably not to be considered as an "proper" EULA but that was what I know back then and it was before Creative Commons etc. I understand that IP rights are important and should be respected but I do think that in this particular case it's getting blow out of proportion. /KC Edited April 1, 2014 by KeyCat Added full readme.txt Share this post Link to post Share on other sites
zorrobyte 30 Posted April 1, 2014 Please note, GL5's license has been changed to Attribution-NonCommercial-ShareAlike 4.0 International upon request from the original GL license and author. http://creativecommons.org/licenses/by-nc-sa/4.0/ ---------- Post added at 12:40 PM ---------- Previous post was at 12:36 PM ---------- ;2657648']Fixed the version available at Play withSIX and added CBA_A3 dependency. Should work now fine for everyone. :)@ zorrobyte You seem to be using an outdated pbo packer. It is not setting the internal prefix and this causes issues with recent tools and if one wants to sign the pbos. Also without CBA' date=' the mod wont auto init - however you could remove that dependency, if you switch to the new cfgFunctions init system by BI/of A3.[/quote'] Thank you, I will put an issue on the tracker! I really appreciate the community's efforts to improve GL5. I don't claim to be an Arma expert but I will say that I have came so far in the last few years. Now that licensing issues are over, I can get back to work. Share this post Link to post Share on other sites
nikiforos 450 Posted April 1, 2014 Good news then :) Are you going to add buildings able to caught fire? Share this post Link to post Share on other sites
zorrobyte 30 Posted April 1, 2014 Good news then :)Are you going to add buildings able to caught fire? That would be part of the FX features that I may plan to release as @GL5FX. First efforts are going into AI enhancement which is the "core" of Group Link. It seems lots of people want to set the world ablaze Share this post Link to post Share on other sites
KeyCat 131 Posted April 1, 2014 (edited) Thanks KeyCat for clearing that up.. I imagine since we have the good graces of a handfull of the mod's original devs, I can post this..... I have "for personal use only" test port of GL4 into A3. Ai enhancements and visual effects. I did it some time ago. Is this ok? Keycat? Dwarden?.. Its just a fucking bad ass mod i couldnt help myself... I have not shared it with anyone and have been waiting for zerrobyte to take the lead on this. Sorry I missed your post Lordprimate, not my intention to ignore your question. IMO it's even better if you guys/gals interested decides to collaborate and continue to improve it to be shared with the rest of the ArmA community. Personally I'm just happy to have been able to give something back to the community for all the great tools/mods/missions/etc I've been able to DL from others even if it only was some pretty ill structured SQS-scripts. And as said before, my work was made possible by building on Toadlife's previous work so credits should go to him in the first place! One small advise... Go slow and steady to prevent "burnout". It happend to me and I think the same thing happend to SNKMAN, make sure you have fun meanwhile and take breaks. /KC Edited April 1, 2014 by KeyCat Share this post Link to post Share on other sites
Valken 622 Posted April 1, 2014 That would be part of the FX features that I may plan to release as @GL5FX. First efforts are going into AI enhancement which is the "core" of Group Link. It seems lots of people want to set the world ablaze Awesome. When you get to this portion of the mod, can you crosscheck compatibility with Blastcore for ARMA 3? It would be great to use both. I love GL4 in A2OA thanks to ChrisB's suggestion for it. Share this post Link to post Share on other sites
lordprimate 159 Posted April 1, 2014 (edited) Sorry I missed your post Lordprimate, not my intention to ignore your question.IMO it's even better if you guys/gals interested decides to collaborate and continue to improve it to be shared with the rest of the ArmA community. Personally I'm just happy to have been able to give something back to the community for all the great tools/mods/missions/etc I've been able to DL from others even if it only was some pretty ill structured SQS-scripts. And as said before, my work was made possible by building on Toadlife's previous work so credits should go to him in the first place! One small advise... Go slow and steady to prevent "burnout". It happend to me and I think the same thing happend to SNKMAN, make sure you have fun meanwhile and take breaks. /KC thanks for the reply Edited April 1, 2014 by Lordprimate Share this post Link to post Share on other sites
kremator 1065 Posted April 1, 2014 So can LP and Zorrobyte collaborate on this? Sounds like it would be a very worthwhile effort. Share this post Link to post Share on other sites
SavageCDN 231 Posted April 1, 2014 Thanks for clearing things up KeyCat and yeah Krem it would be a very worthwhile effort. I was able to get ALiVE and GL5 to work together (at least the basics) - GL5 takes over any spawned ALiVE groups including CQB guys. Need to observe some more to determine if there are problems but nothing obvious like an on-screen script error or such. Share this post Link to post Share on other sites