KeyCat 131 Posted June 11, 2004 Forgott to mention that we just had an initial test in multiplayer (thanks ctrl!) and everything looks good so far but it still needs more testing, escpecially when combined with the main GroupLink II script. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
dgreen 0 Posted June 11, 2004 I've been testing a little but not much. Here is some results: You can have two groups running the script but the script can't be active on both groups at the same time. So the group that activates the script first will get the enemy on them. But i will test more tomorrow. Share this post Link to post Share on other sites
gunterlund 0 Posted June 12, 2004 keycat this is great news. Cant wait to try it. If you need help testing let me know Share this post Link to post Share on other sites
gunterlund 0 Posted June 15, 2004 keycat how we doing Share this post Link to post Share on other sites
KeyCat 131 Posted June 15, 2004 Last weekend we tried each script separately in multiplayer (thanks Jotte!) and so far so good! If everything works out we will continue with the next step and test everything combined with the main GroupLink II script coming weekend, hang in there... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
mcpxxl 2 Posted June 21, 2004 Hey CAT I use manmg in every mission that i make .. But i use the version that catches the Units by trigger... because i think in reality every Soldier will man the gunner position and not only a spezific group for more firepower. So if there all units of your testgroup are dead the MG´s wan´t be manned. Is there any argument to use this funktion to ? Sometimes there are no Soliders in the aera and you will go forward ... just in this moment the trigger chatches a gunner and kill U :-) I use this also in Jörf_F´s  Watchtower from Weapondeal ... (ok they beam into the gunner from the ground but it´s more realistic then leaving this good gunner alone) I refound "Grouplink" and use it now in every mission  PS: And sure we will test Betas for U if U need  Share this post Link to post Share on other sites
nubbin 0 Posted June 23, 2004 Keycat, You said this would be out last weekend - BOOO !!! Just kidding. Seriously, any updates? Share this post Link to post Share on other sites
mcpxxl 2 Posted June 24, 2004 Testing Grouplink ... Think it´s a problem from knowsabout... When i use Pipebombs and get the direct "answer" from Artelery ... They every time focus on my last position and not the position of the exploding pipes. So i can´t really make i trap for killing them from secure position ... thx PS: My friends are verry unhappy about the "new" Routines lol not running forward and "get some" now they get "some" Share this post Link to post Share on other sites
KeyCat 131 Posted June 24, 2004 @ nubbin: I know you where kidding but I just want to point out that I never promise any release dates, it will be released when it's done. As for any news, you probably already guessed that there been some setback with the mulitplayer testing. We didn't manage to get to it last weekend and I don't know when next opportunity arrives but as soon it does we will continue our testing... Quote[/b] ]I use manmg in every mission that i make .. But i use the version that catches the Units by trigger... @ MCPXXL: The manmg+.sqs that will be included in the Plus Pack 1.00 will not use a trigger but be assigned to a AI group. Quote[/b] ]Think it´s a problem from knowsabout... When i use Pipebombs and get the direct "answer" from Artelery ... If I recall there is 30% chance that enemy will call for artillery if you are detected and there should be a random delay before the shelling starts. Also note that artillery will not fire if their on troops are in the danger zone. Another thing, maybe you have set the courage parameter (6 th parameter) to low? Try playing around with the value and see if things change, I recommend a value between ~0.20-0.50 but YMMV. Quote[/b] ]PS: My friends are verry unhappy about the "new" Routines lol not running forward and "get some" now they get "some" Hehe - I know what you mean, it's a whole different ballgame now when the enemy AI reacts to your gunfire over (pretty) long distances and if you are spotted they will most likely come after you /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
mcpxxl 2 Posted June 24, 2004 SURE ! Yes i´ve changed the values... What i mean is ... You place Piebombs on a street and run away in a secure place you detonate "a convoy" ... I mean that then your "now" actual position is where the shells get in and not the position from the explosion ... or i am so wrong ? actual i detonate the convoy and run as fast as i can .... For manmg+ is the question .. takes the routine only from a specific group or from the whole enemys. With the old version it grabs everyone who comes into trigger... so i as (smal mission maker) can´t calculate "now there are all groupmens gone" the gunner is safe now ;-) This question is because i play the missions as player from a team... and wan´t it more uncalculable for me ... by the way excuse my bad english (German Old man) ASC = Alte Säcke Clan Share this post Link to post Share on other sites
KeyCat 131 Posted June 25, 2004 Quote[/b] ]actual i detonate the convoy and run as fast as i can .... I'm not sure but what I think happening are that you are spotted bythe AI when you run and then they call in artillery on your last know position (+/- random dispersion). Try to find a nice bush to hide in and then stay put to see whats happening. Quote[/b] ]takes the routine only from a specific group or from the whole enemys. This version use soldiers only from a specific group. BTW, it's midsummer here in Sweden so I'm off to celebrate all weekend, to all Scandinavians I say... - Trevlig midsommar! Cheers! /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
gunterlund 0 Posted June 25, 2004 Wait a minute Keycat! Your not suppose to be having fun. Where is the dedication to the community. Have a good weekend and dont party too hard Share this post Link to post Share on other sites
MI_Fred 0 Posted July 3, 2004 bump indeed yes...say, have anyone got this error at any point, more propably at the end of a mission out of the MostKnownenemy.sqf? Don't quite remember and wasn't that wise at 1am as to take a snapshot of it, and it was too long a line to display the error. Bit of a shame as the mission was being reviewed at the same time Had another error, didn't put the silenced VSS Vintorez of vit apc pack into the right weapon array. Poor mate got shelled because of that heh. They aren't that clear, and have a mix of weapons out of which you really can't always tell what else to include in them. I'll do an update once the new pack is out. Share this post Link to post Share on other sites
gunterlund 0 Posted July 9, 2004 Keycat What is the latest Share this post Link to post Share on other sites
KeyCat 131 Posted July 21, 2004 Sorry for the lack of updates. It's summer time here and things are moving very slow at the moment... Quote[/b] ]say, have anyone got this error at any point, more propably at the end of a mission out of the MostKnownenemy.sqf? The GroupLink II script doesn't make use of any functions (i.e *.sqf files). Do you use any other scripts along with the GL II script? /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
WindWalker 0 Posted July 21, 2004 Get this error at launch od game while "count _temparray > 0" do {_acount = (count _temparray); _rand = random _acount; _rand = _rand - (_rand mod 1);_moveunit = _temparray select Help are the ; correct in this I thought they remmed out the following text Share this post Link to post Share on other sites
KeyCat 131 Posted July 22, 2004 Quote[/b] ]Get this error at launch od game while "count _temparray > 0" do {_acount = (count _temparray); _rand = random _acount; _rand = _rand - (_rand mod 1);_moveunit = _temparray select This error usually happens when the groupsnames are wrong (i.e ge1, ge2, ge3 etc.). Double check all groupnames in the editor and verify that you spelled them exact the same as the ones you use when initialize the GroupLink II script in init.sqs. Quote[/b] ]are the  ;  correct in this  I thought they remmed out the following text Yes, the semicolons ";" is correct. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
WindWalker 0 Posted July 22, 2004 Thank You Proceeding to check. Is there a limit to the Number of groups. I have 40 total with 12 of them static & 8 that shouldnt remount Vech. Is there a limit to the weapons the AI can hear. I use a mixed bag of Suchys, Bas, LSR and Kergtys. Have been putting a list of favorite weapons ["weapon","weapon"] etc. in seperate catagorys Regular, Silenced, Sholder launch and Hand gun in a notepad file prior to placing them in the grouplink2.sqs Even with the error the Bastards chase me all over Hell. So far I love the effects even with the error. Thanks again. Share this post Link to post Share on other sites
KeyCat 131 Posted July 22, 2004 Quote[/b] ]Is there a limit to the Number of groups. I have 40 total with 12 of them static & 8 that shouldnt remount Vech. Not really, I guess it depends on how much your computer can handle. In other words how much RAM and how fast CPU you've got... Quote[/b] ]Is there a limit to the weapons the AI can hear. I use a mixed bag of Suchys, Bas, LSR and Kergtys. Same as above...the more you put in the more your computer have to work so go slow and don't add too much at once... Quote[/b] ]Even with the error the Bastards chase me all over Hell. So far I love the effects even with the error. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
bonko the sane 2 Posted July 22, 2004 the mg script works with all vit_apc pack MG's, including the zsu23 AA gun and with DKM M46 howitzer Share this post Link to post Share on other sites
Johan_D 0 Posted July 31, 2004 OFP lives again after this!! great work!! Johan Share this post Link to post Share on other sites