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KeyCat

Group link ii ver. 1.54 released

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Alright Keycat vacation is over. time to get back to work. What do ya got for us smile_o.gif

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Quote[/b] ]

OFP lives again after this!! great work!!

Glad you like it Johan smile_o.gif

Quote[/b] ]

Alright Keycat vacation is over. time to get back to work. What do ya got for us smile_o.gif

Not really, things still going pretty slow around here tounge_o.gif

Regarding the GroupLink II and it's upcoming Plus Pack the situation is like this...

Since I don't have access to a dedicated server I can't test and debug the scripts in an efficient and proper way so until I get access to a server it's unfurtunately on hold.

If someone knows about a dedicated server for testing purposes please let me know (need to be able to have some FTP access as well to upload test missions/scripts).

/Christer (a.k.a KeyCat)

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SURE ! Dedicatet Server is the smalest Problem

I will make a dedicatet server directly !

With automated ftp upload the missions + teamspeak

PM me Kat

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Sounds great MCPXXL, PM is sent!

/Christer (a.k.a KeyCat)

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Absolutely the most fantastic advance in OFP since its starting date. Gives a dynamic to the game that creates a realism that is truly SCARY. Have made a mission that my Mates and I play on my humble server and the mission never, repeat NEVER plays the same way twice. Have The CBT_hmmel with full foward HQ setup, (Medic tent, HQ Tent, ammo crates, DKM's Garage cammo net, Microwave tower etc etc. as a mobile respawn point for a 12 man mission. They face 36 units total of OPFOR. There are 4 objectives in the mission and we have a Hell of a time getting to the 1st one since implementing your GroupLink2 script. BTW the mission is not set up that way. The Enemy UNITS FROM ALL OVER THE DAMN ISLAND KEEP HUNTING US DOWN AND SCREWING UP OUR BATTLE PLAN. Gee we are finally in a real war.

I cannot thank you enough.

I repeat.

Absolutely the most fantastic advance in OFP since its starting date.

BTW. I am using 27 active units allowing max 4 for support at any one time.

Thanks again.

Superb!

biggrin_o.gifbiggrin_o.gifbiggrin_o.gif

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Glad you like it WindWalker!

With MCPXXL's kind offer to set up a script test server for me I'm hopefully soon able to finish off the GroupLink II Plus Pack 1.00. The basic scripts works they just needs more testing in multiplayer when combined with the main GL II script.

Also, toadlife earns some of the credits since it was his original GroupLink script that got me started smile_o.gif

/Christer (a.k.a KeyCat)

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No, No, No

Dont make the AI even smarter. crazy_o.gif

In the aforementioned Mission using the older Detectmostknow etc. We could move the Foward HQ to within 800m of the first Objective and Set it up to repair Vechs, Refuel, Respawn and Heal. NOW, I get it within 1 mile of the 1st Objective and the AI is all over me like White on Rice. In a few of the missions I get intercepted before I am even that close. (NO I will not disable the AI Hearing tounge_o.gif )

Seriously I look foreward to the PLUS pkg.

One reason we get attacked early is that at the start of the mission using PC_Commando ICBM, a Town between the OPFOR and us is NUKED with scripted secondary explosions (all for eye candy on intro). Thereby (due to the hearing aid) wow_o.gif the OPFOR is moving to engage towards the sound. crazy_o.gif . Now because of the random support elements being drawn from 4 of the possible 27 units , We havent got a clue in HELL where Hell is coming from. tounge_o.gif just sure that HELL is coming for us.

BTW the Mission is appropately named "HellsKitchen"

and GroupLink2 has Banner position at the start.

? What the hell is PLUS

Impossible to make this any better.

crazy_o.gif

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Quote[/b] ]

No, No, No

Dont make the AI even smarter.  

No need to worry. The GL II Plus Pack will not really make the AI harder and you can pick and choose what you like/not like.

Quote[/b] ]

? What the hell is PLUS

It's a bunch of tiny scripts that are intended to be used along with the GroupLink II main script and the purpose of them is to make the AI behave even more life like, unpredictable and also as independent as possible. In short... it gives the AI some more brain!

For details on each separate script that is planned for 1.00 see page 4 in this thread.

Quote[/b] ]

Impossible to make this any better.

Still playing around with a few other ideas so I do think it can be improved (like almost everything). I just wish I had more free time sad_o.gif

PS: Agree that RKSL's cammo nets are a "must have"...

/Christer (a.k.a KeyCat)

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guys plz give us links to your missions and a list on required addons.

regards

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My Mission "HellsKitchen" is still in the BETA testing with my M8s from ASP. The addon list is at home but will post it once I'm sure i'll keep what's there.

KeyCat script is also available @ ofpec.com in their scripts section ( I think).

I got the script from the link on his first post here.

or

search "GroupLink2.sqs"

smile_o.gif

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I have almost completed a USMC mission that uses the Grouplink scripts. They are amazing. The enemy finally seem to have some balls and brains!

No longer can you shoot the AI one by one while the other squads just walk about picking their noses!!

Its so much better when you dont know who or what could be coming to help, or even if any one is...

Its a fantastic addition to OFp

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Yes this is real different every time ...

I juggeld a little bit with radius of placement next to crossing roads and now they take not every start the same way :-)

Once more a little bit random :-)

excuse my bad english :-(

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@ Aug. 05 2004' date='12:55)']guys plz give us links to your missions and a list on required addons.

I will second that request! If you have done any mission with the GroupLink II script, please share it for the benefit of the community...

I will be willing to host all GL II mission on my web-site with proper credits to it's makers of course smile_o.gif

Just PM me here or catch me on ICQ 930126.

/Christer (a.k.a KeyCat)

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hmm my problem is that i make the mission for my own privat server (2.8 Athlon with 1 gig ram 25-30 frames) and when i copy it to the sever (where keycat can test now) there is a celeron with 256 mb (runs on normal maps realy good ! ) then we have only 14 frames.

like german say "much help much" there are many charlys in ...

grouplink +own small intelligent groups + spawnmanagervehicle spawn).

We did not see the finnish yet ...

But i will look to run a little bit faster and then you hear from me.

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Didnt think about it. But I run a P4 ASUS w/ 1 gig mem & gfx 5600 on my home comp acting like a server and the gang 6 (at the most) 3 from europe, 1 from MidEast and crazy_o.gif Igor had to d/l 47megs of addons inaddition to his @ASP mod folder addons to get on and play. We expierence a little lag when the Paratroopers are called in on us. (then again Helos are processor heavy)

just a clue is here in this list (Yep I'm an addon NUT)

ah64,

bas_deraJ,

BAS_MAH60,

bas_o,

BAS_RUSOPFOR,

bas_soar185,

bas_soarpilots

bas_weap,

bis_resistance,

bradley,

c8x_magazines,

C8X_RUSS,

C8X_USMC,

casfsoldier,

cbt_crew,

cbt_m113a,

CBT_M977,

cbt_misc,

dkmm_mod,

editorupdate102,

f3wx_o1_version1,

Flags1,

groups,

HMMWV,

jahsg551,

jam_magazines,

kegmakarov,

KEGnoecain_snow,

kegrpg7,

kegrpk74,

KEGSJeepMG,

kegsuaz,

m2f,

mas,

MFCTI115,

mvss,

PCsam,

rfak74m,

rfak74mgp,

rfaksu,

rfsvd,

rfsvua,

rksl_wldnets,

sdoc_russianKEG,

sdoc_uce_rusdes,

sdoc_uce_rusnaval,

sdoc_uce_rusomon,

sdoc_uce_rustaiga_mvd,

TACTEvents,

vit_dkmm_apc,

So I dont think anyone wants me uploading this Mission.

tounge_o.gif

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WW, thats what I call a addon list tounge_o.gif

/Christer (a.k.a KeyCat)

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Outstanding work, keycat!. Playing against the AI, I certainly do so more realistically, i.e. I do so keeping an eye on my flanks and rear for that enemy I know is sure to come!

Quote[/b] ]If the AI is in AWARE mode the will lay down in defensive formation and also take a much shorter break. When their break is over they will resume patrolling their assigned WP's.

If I may, I would like to suggest the following: when on patrol in AWARE mode, the AI face outboard in alternating directions (I'm assuming an AI rifle squad in a column or staggered column formation) scanning their "assigned" sectors of fire, kneel, continuing their scan, then prone out, facing outboard of the formation, scanning, but not twirling-on-their-navel scanning. biggrin_o.gif

I would love to see the AI leader give the move out hand signal, and the AI standing up--at staggered time intervals--and continuing the patrol. But that's probably eye candy for just a few, incl. me.

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Hi Crassus,

Will see what can be done about their defensive formations when resting in AWARE mode. Currently the script uses OFP "default" behaviour to minimize CPU/bandwidth load.

Having the officer giving the stop and move out hand signal should be possible since I think those animations are there by default.

/Christer (a.k.a KeyCat)

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Hi Keycat im making a mission for the official mission making competition using your script but sometimes the mission lags down my server and the other computer and sometimes its just the server computer that gets most of the lag tounge_o.gif

You got any ideas what could causing the lag?

Could it be because i made it on mapfact nogova with lots of objects placed out or is it the script that i have added more groups into the GL script and the big numbers of enemies both soldiers and tanks, cars and a few aircrafts that lags it down?

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i have added more groups into the GL script and the big numbers of enemies both soldiers and tanks, cars and a few aircrafts that lags it down?

Hi Commando84,

It depends on what you mean with "big numbers"?

Each AI unit added to a map requires some CPU resources & bandwidth from the server/client despite using the GL II script or not. I suggest you remove lets say half of your current groups and see if that makes any difference?

Lots of AI soldiers, tanks, cars and aircrafts can bog down even the best server. Also, I've never tried mapfact's Nogova, maybe you can "lift over" your mission to standard Nogova and see if that impoves things just as an test.

Btw, what the spec. of the server you are trying to run it on?

Ohh yea... Good luck in the competition tounge_o.gif

/Christer (a.k.a KeyCat)

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Below is the first test version of the Group Link II script that makes the AI react to suppressive fire from machine guns (M60, PK etc.) and I would need some help testing it...

As already said this is a test version so I do not recommend anyone to use it in your missions quite yet! It's not a perfect solution (and will probably never be due to limititations in OFP) but it's a tad better than default and now machine gunners can be used a bit more tactical and slow down advancing enemy infantry...

Download here:

http://keycat.no-ip.com/files/GLII_SFT1.zip

It's a simple MP test mission (no addons required) and you need to use the MG and fire 10-15 rounds burts. You will see in upper left corner when the enemy is suppressed (will be removed in final).

There are slots for four players and any feedback is greatly appreciated. Especially interested in how it works in multiplayer... If things work out OK I will include it in the next update of the Group Link II script.

/Christer (a.k.a KeyCat)

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kEYCAT

In single player it seems to work pretty well as far as I can see. There is a little bit of confusion when it suppresses and desuppresses smile_o.gif but the second squad reacts and suppresses as well.

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