KeyCat 131 Posted September 17, 2003 FYI - Finally got some time to clean it up and update the readme file. Now the enemy AI have their "hearing aid" in place Overview -------- This 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. The following are some of the things changed/added to the original script... - Verified to work in multiplayer. - Enemy AI will now "hear" and react to your gunfire even if not under direct fire. Detection range depends on actual weapon fired. If the enemy AI "hear" your gunfire they will take cover and group leader will scan in the direction of the gunfire, they may also decide to advance in the same direction (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 (artillery support 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. - 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. - Backward compatible with previous versions, just delete the old SQS-files and replace them with the new! Credits ------- toadlife, Kegety, Kriegerdaemon and all you guys at Ballistic Addon Studios Version history --------------- 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. See readme.txt and example mission for more details. You can also check out the older threads here and here. Group Link II 1.54 Enjoy! /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
Rudedog 0 Posted September 17, 2003 Works great! I no longer have to do a trigger for detecting if west is present! I will let you know of any bugs I find. Share this post Link to post Share on other sites
KeyCat 131 Posted September 17, 2003 Yea, it's a whole different ballgame now when the enemy AI "hear" and reacts to your gunfire over long distances isn't it  /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
toadlife 3 Posted September 17, 2003 I browsed the grouplink2.sqs, and it looks good. I found out some interesting stuff about the knowsabout command, which might be of interest to you and this script. Check out my note here to see what I'm talking about. Share this post Link to post Share on other sites
KeyCat 131 Posted September 18, 2003 Thanks for the pointer toadlife, will check it out. OFPEC is a goldmine for us scripters /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
gunterlund 0 Posted February 13, 2004 Keycat Love this script. Question. I created a mission using the Wargames pack troops and grouplinks 2 1.5. Set the squad 2 and 3 to support 1. Set the reaction setting to .4(suppose to relate to how quickly troops come to the rescue). Started the mission. Low and behold I look up and all three squads are coming down before a shot was fired. No hits had been taken by Squad 1. What is the best way to prevent the squads from reacting prematurely, adjusting the 0-1 parameter? Any thoughts. Thanks for the help. Share this post Link to post Share on other sites
MI_Fred 0 Posted February 14, 2004 The groups linked with the script will share any knowledge given to them by anyone via any means like 'detected by' triggers. So if some external enemy unit sees you but those groups don't and you reveal him either by sentry waypoints or such, it's time to seek shelter. There's also a lot of configging if using addon weapons for instance, but since you said no shots were fired, that can't be the case. EDIT: Oh and, yes, I'd like to kiss some ass too  and a new version which doesn't give the players squad commands in MP. The commands don't have any effect other than abusing my mental stabibility. Also the enemy tends to call in arty a bit too often, I get barraged atleast three times in 2 hours when a mission should last that long... Share this post Link to post Share on other sites
nubbin 0 Posted February 16, 2004 I can't believe I am just noticing this script. This kicks serious ass. It actually makes mission building so much easier, because you really don't even have to put in waypoints for the enemy units. Completely different experiences every time. Amazing. I haven't had tons of time to mess around (too busy enjoying this). I didn't notice anywhere if it is possible for the enemy to react to more than one group. I read the readme, and I don't remember it saying anywhere specfically, but I got the impression that it would only work with one group. Anyway, just wanted to say how much I like this thing. Does anybody have any missions made up with this that I can try out? I have a bunch of missions already, but I generally just make them for myself (mostly because I am too lazy to write breifings / storylines). Share this post Link to post Share on other sites
KeyCat 131 Posted February 17, 2004 Sorry for catching this a bit late... Quote[/b] ]What is the best way to prevent the squads from reacting prematurely, adjusting the 0-1 parameter? @gunterlund: Increase the value of the last parameter (courage) when you initialize the script. We usually have it set to ~0.10-0.20 in our small co-op's (4-8 players). Setting this to 0.00 will make the AI call for support groups as soon as they detect you (visualy or by your gunfire). Quote[/b] ]new version which doesn't give the players squad commands in MP. The commands don't have any effect other than abusing my mental stabibility. Also the enemy tends to call in arty a bit too often @MI_Fred: Could you please elaborate on the first part since I don't quite understand what you mean? Regarding the probability of arty strikes thats an easy fix and I will decrease it a bit more in the next version. Quote[/b] ]Completely different experiences every time. @nubbin: Glad you liked it and yes it makes missions very un-predictable so even the particular mission designer will be in for a treat In current version the AI enemy will only react to one group (preferable your own) due to a bug I've been unable to locate and squeeze but it's on my "to-do" list. Oh yea, please share your GL II missions (big or small)! I will be happy to host them on my web with full credit to it's maker/s... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
nubbin 0 Posted February 18, 2004 darn, that's too bad about not being able to have it go after 2 groups. I had some really good co-op ideas... Share this post Link to post Share on other sites
KeyCat 131 Posted February 18, 2004 Indeed it would be better if the script worked with more than one friendly group but just want to clarify that this is only a problem if you do co-op mission for more than 12 people. If you are 12 or less you can "split" up the group while playing and the script will work just fine and the enemy AI will hunt the one they saw or heard last on individual basis. Eventually I will get the time to squash this bug once for all and add a few other things but I can't say when (or even if) it will happen /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
nubbin 0 Posted February 18, 2004 No worries man, this is still one of the top 3 additions I've made to OFP. Share this post Link to post Share on other sites
MI_Fred 0 Posted February 18, 2004 Quote[/b] ]new version which doesn't give the players squad commands in MP. The commands don't have any effect other than abusing my mental stabibility. Also the enemy tends to call in arty a bit too often @MI_Fred: Could you please elaborate on the first part since I don't quite understand what you mean? Regarding the probability of arty strikes thats an easy fix and I will decrease it a bit more in the next version. It's hard to describe, since if I remember correctly there is not such command that issues audible commands with no effect, there is the silent ones that have effect. It issues only move commands, some 50-70m SW or SE of the leader. The funny thing is that it seems to do if for all player leaders, wether or not they are the target group. I have a 8 man and an 4 man group as playable. The 8 man one is the target group. I've separated an AT team just for the convenience of not being obliged to command that hard task among others... I'm not sure they are targeted even tho the script seems to issue that order to their leader too. Would be nice to know tho wth is going on The downside of using someone elses great scrolls. Share this post Link to post Share on other sites
r1c0cH3T 0 Posted February 19, 2004 The link doesn't work Share this post Link to post Share on other sites
KeyCat 131 Posted February 19, 2004 Quote[/b] ]It's hard to describe, since if I remember correctly there is not such command that issues audible commands with no effect, there is the silent ones that have effect. It issues only move commands, some 50-70m SW or SE of the leader. The funny thing is that it seems to do if for all player leaders, wether or not they are the target group. @MI_Fred: I'm sorry to say that I've never seen this happen? Did it happen in one of the demo missions included or was it in your own missions only? Anyone else seeing this problem? @r1c0cH3T: Try again, the web server was down for a few hours earlier today. You can also find it on http://www.ofpec.com. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
MI_Fred 0 Posted February 19, 2004 Quote[/b] ]It's hard to describe, since if I remember correctly there is not such command that issues audible commands with no effect, there is the silent ones that have effect. It issues only move commands, some 50-70m SW or SE of the leader. The funny thing is that it seems to do if for all player leaders, wether or not they are the target group. @MI_Fred: I'm sorry to say that I've never seen this happen? Did it happen in one of the demo missions included or was it in your own missions only? Anyone else seeing this problem? It was my own mission with atleast 300kb worth of other scripts, but none issue orders to the playable groups. Only one issues that order anyway, but only to civilians. That one is exec'd to all civvies in their list, into which empty vehicles are counted, but surely not west units... would fit tho, as the move point always seems to be some 80m around the unit. But still if you know you don't issue orders to the target group... one of the reasons I use your grouplink is that Toadlifes did issue even more orders, in a really annoying frequency. About the enemy tendancy to call arty support, I have a lot of sentrys around the whole island. They belong to 1 group but are separated to 1-2 man teams. Don't know if they tend to call arty too often due to that. Also, I hope you don't move the area of bombardment along the target group. It would mean the spotter would be radioing 'check fire' commands constantly to his arty, when he's possibly already dead. I just felt that was the case after running some 150m away and still got hit. The shells should be created higher anyway, just that you'd have a small clue that your gona get hit when it whistles. Share this post Link to post Share on other sites
KeyCat 131 Posted February 20, 2004 Quote[/b] ]It was my own mission with atleast 300kb worth of other scripts, but none issue orders to the playable groups. Only one issues that order anyway, but only to civilians. It was a while ago I was thinkering with it but I'm pretty sure the GL II script don't issue any orders to the players group. To isolate it try to duplicate the problem in one of the demo missions. If you can't I suggest you take a look at some of your other scripts. Quote[/b] ]About the enemy tendancy to call arty support, I have a lot of sentrys around the whole island. They belong to 1 group but are separated to 1-2 man teams. Don't know if they tend to call arty too often due to that. That may be your problem. As soon as someone in the enemy groups detects you (or someone in your group) there are a random chance they call for arty support (if it is available). Quote[/b] ]Also, I hope you don't move the area of bombardment along the target group. It don't. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
MI_Fred 0 Posted February 20, 2004 Ok I see. I'll prolly come up with what is doing it, but even that empty veh's == civs took me a long time to remember. But it really doesn't bother me, just needs to be out of the final product. When the playground is the whole of Nogova, I bet it would be way too hard for the enemy to spot the target group if only the whole enemy groups patrolling would be tasked with it. With a few units in a town you'll get enemy on your tail way more efficiently. And a bit too often that arty too. Hmm I hope your making this for Resistance side too, a lot of mods even seem to use that side. Thinking mainly of FDF, being a Russian and chased by Finns would be fun Share this post Link to post Share on other sites
nubbin 0 Posted April 6, 2004 Keycat, Is there a way to set the maximum distance that these units will react from? It seems that if I set enemys at a certain distance from each other they will not react. For example, i want to put a helicopter with men on the other side of the island, but it won't react. If I move it closer it will. I looked through most of the code, but I just don't see where the reaction distance is set. Is there a line in the code you can point me to? Share this post Link to post Share on other sites
KeyCat 131 Posted April 7, 2004 Hi nubbin, Try playing around with the "_nearestdis" variable. It's in the grouplink2.sqs file and default value is "_nearestdis = 400000". Unfurtunately it's been a long time since I had time to fiddle with the GL II script and my memory isn't really up to date so I may be totally wrong /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
nubbin 0 Posted April 7, 2004 Thanks Keycat, I'll try it tonight after work. Share this post Link to post Share on other sites
gunterlund 0 Posted May 19, 2004 Ah Keycat Time to crank up that Old GLII memory bank. Im not clear to the use of parkingspot. Do you place the parking spot at the location that a group should look for a car or do you just place it somewhere random on the map. Also the vehicles that you want the group to go for,,, should it be empty or manned to begin with? Im trying to get a group to jump into a btr80 and have changed the remount and unmount script to reflect that vehicle but they still bypass the vehicle. Thanks for the help. Hope you get a chance to continue to work on this. Share this post Link to post Share on other sites
KeyCat 131 Posted May 19, 2004 Hi gunterlund, Quote[/b] ]Im not clear to the use of parkingspot. Do you place the parking spot at the location that a group should look for a car or do you just place it somewhere random on the map. You could place them anywhere on the map, it doesn't matter. The script will automaticly use them for AI groups to find back to their vehicles. Quote[/b] ]Also the vehicles that you want the group to go for,,, should it be empty or manned to begin with? If you want to use it for an infantry troop they should normally be empty and then you move in the soldiers with getin command in each units init filed (see example mission). Also note that crew soldiers never disembarks the vehicle. Use them if you wan't any driver to stay in the vehicle, like BMP or tank crew. Quote[/b] ]Hope you get a chance to continue to work on this. Yea me too  Sporadicly and when time permitted I have continued to work on a "GL II Plus Pack" with some small additional scripts to be used along with GL II. One of my favorites is a new script that improves enemy AI's ability to use stationary MG's like the M2, DHsK, KORD etc. Now the enemy AI lay down supressive fire (also over pretty long ranges!) so you will have a good reason to keep your butt down if you are being detected Need to test it a bit more in MP and clean up the code before releasing it but if anyone is interested let me know... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
nubbin 0 Posted May 20, 2004 Always interested in this. I use this exclusively for AI in all my missions. Share this post Link to post Share on other sites
KeyCat 131 Posted May 20, 2004 OK, I will put together a simple test mission with the new MG script. However, it won't be until next week since I'm on my way to a LAN-meet over the weekend, lots of OFP of course (along with Falcon 4 and probably some LOMAC tests) /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites