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Tactical Combat Link - TypeX

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Tactical Combat Link - ( TypeX )
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Description:

Tactical Combat Link is a highly dynamic A.I. and F.X. enhancement modification for ARMA 3.

Main focus of this modification is to enhance and improve A.I. in many different ways and situations.

Tactical Combat Link gives mission designers full freedom about the control and behaviour of A.I. unit(s) and A.I. group(s) by providing multiple types and ways of how A.I. unit(s) and A.I. group(s) can be initialized and behave.

Tactical Combat Link works as close as possible with the ARMA 3 engines natively A.I. behaviours to keep a good and clean A.I. mission flow.

The main system and almost every feature of Tactical Combat Link use highly randomized values to create unique and varied combat situations.

Tactical Combat Link was designed to be as realistic as possible!

A.I. is able to react to each enemy player(s) ( playable / switchable ) individual which means it is possible to have Player(s) vs A.I. combat in almost every kind and situation.

Each A.I. group has the ability to start their own reinforcement request cycle.

A.I. unit(s) of Tactical Combat Link have been specialized and optimized for close and long range combat.

Tactical Combat Link has been optimized by using some of the latest coding and syntax optimizations to provide solid and lag free missions.

 

A.I. Reinforcement Features:

- A.I. Helicopter Paradrop

- A.I. Request Reinforcement

- A.I. Request Artillery Support

- A.I. Assign / Unassign Vehicles

 

A.I. Combat Features:

- A.I. Rearm

- A.I. Healing

- A.I. Sneaking

- A.I. Fire Flares

- A.I. Take Cover

- A.I. use Smoke

- A.I. do House Search

- A.I. use Static Weapons

- A.I. use Tactical Movement

- A.I. use Flanking Maneuvers

- A.I. use Dynamic Push Movement

- A.I. use Cover to Cover Movement

- A.I. use Dynamic Combat Movement

- A.I. do Helicopter Insertion / Extraction

 

A.I. I.Q. Features:

- A.I. React to Weapon Fire

- A.I. React to Suppressive Fire

- A.I. Intelligence Communication

- A.I. React to Vehicle Explosions

- A.I. Real Time Enemy Response and Reaction

- A.I. Real Time Combat Response and Reaction

- A.I. Dynamic Behaviour Assignment and Switching

- A.I. Dynamic Enemy Assignment and Enemy Switching

 

A.I. I.d.l.e. Features:

- A.I. Area Observation

- A.I. Garrison Buildings

 

A.I. Special Behaviour:

- A.I. group(s) which use combat mode "RED" will behave more offensive and always try to push their enemy(s) as much as possible.

- A.I. group(s) which use combat mode "YELLOW" will behave more defensive push their enemy(s) less and stay in cover much longer.

 

F.X. Features:

- Church Chor

- Explosion F.X.

- Lighthouse Horn

- Shell Whiz By F.X.

- Bullet Whiz By F.X.

 

Influences:

Tactical Combat Link has been greatly inspired by Group Link 2 ( KeyCat / Toadlife ) and E.C.P. ( Enhanced Configuration Project ) which was developed for B.I.S. Operation Flashpoint - Cold War Crisis today known as ARMA: Cold War Assault.

 

YouTube:

 

 

 

Dear ARMA community!

 

I'm very proud to finally release what i've started back in ARMA 2: Operation Arrowhead.

Still there is much to do and still there are many things on my mind i'm planning to do.

Please keep in mind this version of Tactical Combat Link is W.I.P. build and i'm still working on it daily!

 

If you have any questions or if you find any kind of bug or syntax error please let me know so i can fix it!

Please make sure to read the Tactical Combat Link - ( TypeX ).pdf which explains some of the most important features and how to use them properly.

Most of the included missions was created for testing and debugging purpose in the first place but i'm sure you can get some useful stuff out of them.

 

So far... Hope you enjoy this modification as much as i do! :icon5:

 

Best Regarde

=\SNKMAN/=

 

Download: ( drive.google.com ) ( Latest Full Build )

Tactical Combat Link - ( TypeX ) v.1.0.31 ( W.I.P. / Hotfix )

 

Download: ( drive.google.com )

Tactical Combat Link - ( TypeX ) v.1.0.21 ( Update )

 

Download: ( drive.google.com )

Tactical Combat Link - ( TypeX ) Beta v.1.0.19

 

Download: ( drive.google.com )

Tactical Combat Link - ( TypeX ) Beta v.1.0.00

 

Tactical Combat Link - ( TypeX ) Changelogs ( v.1.0.17 - v.1.x.xx )

 

Additional Informations:

Tactical Combat Link ( TypeX ) Debug System ( How To )

Tactical Combat Link - ( TypeX ) - GitHub ( Managed by tanin69 )

Tactical Combat Link ( TypeX ) Install / Init.sqf ( How To by anfo )

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Hello there snkman !

 

I was reading the posts and i was waiting for...!

Thank you very much for sharing and congratulations for the release !  :thumbs-up:

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Thanks for the release.

Gonna check it out know!

I will let you know how it turns out for me 🙂

 

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Thanks! :icon7:

Yes would be nice! Glad for every kind of feedback!

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Thankyou so much, that is an impressive list of AI behaviour, will definitely try this out. Was a big fan of your old GL packages. As for the CBA warning, most other mods require CBA so I really hope that TCL eventually will do so as well, or at least play nice with it. Thanks again!

 

-OP

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Yes i know C.B.A. are some of the most important AddOns.

Sure i will implement them within the next few days.

Already waited for this question! :icon2:

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C.B.A , is very good because it makes the things easier , but if it's not needed , why to use it ?

Personally i never use it in my scripts.

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Well as far as i can tell C.B.A. is used to initialize multiple mods which use the same Event Handlers e.g. Init E.H's preventing them from overwrite each others E.H's.

Don't know what C.B.A. features right now but this was the base idea of it when Solus started this back in ARMA 1 with his Extended Init Event Handler.

So if ppl like to use T.C.L. in combination with some other mods which use the Init E.H's too C.B.A. is the only way to initialize them properly.

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CBA is absolutely fine.  Tell me - will TCL automatically activate every mission and therefore pick up all groups and groups made on-the-fly ?  Apart from the demo missions I'm not convinced it is activating.

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2 hours ago, kremator said:

CBA is absolutely fine.  Tell me - will TCL automatically activate every mission and therefore pick up all groups and groups made on-the-fly ?  Apart from the demo missions I'm not convinced it is activating.

 

I too am curious about this, especially using mods such as ALiVE. 

 

In any case, thanks for this! Can't wait to try it out tonight!

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Sorry guy's but right now T.C.L. does not support C.B.A. becouse so far i build everything by using vanilla ARMA 3 only to prevent any kind of conflict.

But of course i will prepare another TCL_System.pbo with full C.B.A. support and update you guy's during the day.

Damn... Was hoping it may would initialize even while C.B.A. are used.

Anyway... :icon2:

 

Thank's for letting me know!

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snkman ,

 

i was testing this and all i can say , is that it really worth the time that you to spend to create this !

Well done and thanks again !   :thumb:

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1 hour ago, GEORGE FLOROS GR said:

snkman ,

 

i was testing this and all i can say , is that it really worth the time that you to spend to create this !

Well done and thanks again !   :thumb:

Just to be sure I understand, you tested without CBA? Thanks @GEORGE FLOROS GR

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3 hours ago, GEORGE FLOROS GR said:

snkman ,

 

i was testing this and all i can say , is that it really worth the time that you to spend to create this !

Well done and thanks again !   :thumb:

Thanks! Glad to hear you like it! :icon5:

 

C.B.A. version is ready!

Download: ( zippyshare.com )

Tactical Combat Link - ( TypeX ) Beta ( C.B.A. Required )

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Well wanna share another mission used for developement purpose but i think it's so much fun just watching A.I. fighting their ass off! :icon2:

I really love this one becouse it shows the full potential behind the A.I. combat system and what T.C.L. is capable of!!!

 

This mission simulates 3 player groups v.s. enemy A.I. groups on different locations at the same time in 1 mission!

Each A.I. group use its own independent reinforcement request cycle.

 

Also i added 2 B.I.S. A.I. spawn modules so A.I. never run out of reinforcement(s).

All player groups are set to invincible to increase combat duration!

This mission shows the full range of features provided by Tactical Combat Link!

 

Your only task is to watch and enjoy the show!!! :icon2:

 

Download:

TCL_TypeX_Multi

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1 hour ago, snkman said:

Well wanna share another mission used for developement purpose but i think it's so much fun just watching A.I. fighting their ass off! :icon2:

I really love this one becouse it shows the full potential behind the A.I. combat system and what T.C.L. is capable of!!!

 

This mission simulates 3 player groups v.s. enemy A.I. groups on different locations at the same time in 1 mission!

Each A.I. group use its own independent reinforcement request cycle.

 

Also i added 2 B.I.S. A.I. spawn modules so A.I. never run out of reinforcement(s).

All player groups are set to invincible to increase combat duration!

This mission shows the full range of features provided by Tactical Combat Link!

 

Your only task is to watch and enjoy the show!!! :icon2:

 

Download:

TCL_TypeX_Multi

This sounds awesome. Going to watch for fun for sure.

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Currently testing this out and it looks great already... 

This might actually become the first standalone  AI enhancement AddOn to be put In my modlist 

 

 

You did an excellent job man so keep up the good work, cause  Improvement and realism is always welcome in ArmA

Thank you

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Could you upload to google drive, mega, yandex, or even mediafire? Zippyshare is way too spammy.

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@dnl04

Thx! :icon5: Glad to hear you enjoy it!

 

@barccy

Sure will do.

 

@Users

Well discovered something i already was aware of back in ARMA 1 but totally forgot about it... :icon2:

Just to find myself reading my own thread started back then...

 

KnowsAbout bug or feature?

 

Still this behaviour is in ARMA 3 as i found out yesterday.

Can be some cool feature for some ppl and surely may fits some ppl needs but to me personal it's still bit of strange behaviour.

I found multiple ways to pretty much reduce and almost disable this behaviour by simply changing some of the "TCL_AI" setting.

Sadly don't have too much time to go into detail right now... But here is how you could start reducing it at least a bit.

 

Go to UserConfig > TCL > TCL_AI

 

Very first setting:

  // ==============================================================
  // T.C.L. A.I. Reinforcement Request: ( Knowledge )
  // ==============================================================
  // Choose knowledge A.I. group(s) need to have about their enemy(s) to requesting reinforcement(s).
  // Note: If this value was set to 4 A.I. group(s) are not able to request reinforcement(s).
  // 0 - 4.00, default is > 0
    TCL_AI set [0, 0.1];

 

simply enable it ( remove the // ) and change 0 to 0.1

That's it! :icon7:

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