gunterlund 0 Posted May 20, 2004 keycat count me in on any testing of this script. Its great Share this post Link to post Share on other sites
Blanco 0 Posted May 21, 2004 great! Quote[/b] ]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 Is that MG salves manmg2 you are talking about Keycat? Could you solve the issues? Share this post Link to post Share on other sites
KeyCat 131 Posted May 21, 2004 Hi Blanco, Way back I started out with General Barrons original ManMG script and adapted it to work with GL II. A couple of weeks ago I played around with the one you are refering to above. Great script but while testing it in MP we discovered some serious lag issues so I ended up re-writing better parts of it. Anyway, credits should go to all of you guys and I will include all your names in the readme.txt when I release the final version and just so it's clear to everyone I include it here to Kudos to General Barron, MI_Fred, Chris Death, Silverfoot and Blanco for original script ideas and code they shared with us! Now I'm off to the LAN-meet and will be back after the weekend... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
gunterlund 0 Posted May 21, 2004 keycat question The parameter in which you designate the number of groups to react (2-5). If I have 10 groups listed and I set this to 3, does this mean that only 3 groups will react, or does this mean 3 groups at a time will react?? So 3 groups of 3 will come in? Share this post Link to post Share on other sites
KeyCat 131 Posted May 24, 2004 Back from a great OFP LAN-meet here in Sweden and made a very simple test mission. I'm especially interested in reports on how it works in MP and comments about the MG dispersion. Included in the ZIP-file is the "Invisible Targets add-on V1.3" made by Lester that is needed and you will need OFPR to run this. Note, there is no readme etc. yet but after you are detected by the enemy the MG's should open up on your position (take cover behind the wrecks) and if you shot one of them another unit from the group should man the MG again. Here is the link: http://keycat.no-ip.com/files/ManMG_001.zip Let me know what you think... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
KeyCat 131 Posted May 24, 2004 The parameter in which you designate the number of groups to react (2-5). If I have 10 groups listed and I set this to 3, does this mean that only 3 groups will react, or does this mean 3 groups at a time will react?? So 3 groups of 3 will come in? The fifth parameter (max_AI_groups) sets how many maximum AI groups being called for support. Setting that to "3" means that max three groups will be active at once. Lets say one of thoose groups gets desimated another one will be called in from you pool of 10 groups (if you still are detected by the AI!). /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
gunterlund 0 Posted May 24, 2004 Great Keycat that is what I thought this did. So far 1.54 is working great. Im going to try your test mission as this is exactly what I was looking for. Also Im going to work with WGL to see if I can get their mortar system to react instead of having the mortar system currently used in 1.54. ps How was your LAN meet. Share this post Link to post Share on other sites
KeyCat 131 Posted May 25, 2004 The LAN-meet was a success! A few new OFP players finally "saw the light" and was very impressed by the addons released over the past year or so  Regarding the arty/mortar used in GroupLink II it's very simple compared to CoC's UA but it should be possible to do what you want if you rewrite it. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
gunterlund 0 Posted May 25, 2004 HI Keycat Tried your test mission with the MG system. It seems to work ok. Had one lock up that I couldnt repeat. Was able to change machines guns to diff mods with the same results... the crew reoccupies when a casualty is taken. Im interested to see how you will incorporate this into GLII. Also what are the markers for. Are they aimpoints. Why do you need them. Share this post Link to post Share on other sites
KeyCat 131 Posted May 25, 2004 Quote[/b] ]Im interested to see how you will incorporate this into GLII. Just tested a 2 hour mission with Jotte using the same ManMG+ script and the GL II script. ManMG+ integrates fine with low CPU load etc. but still interested in feedback, especially MP. Quote[/b] ]Also what are the markers for. Are they aimpoints. Why do you need them. Correct the InvTargets markers are used by the ManMG+ script to perform the trick of you being under indirect fire. Just place them anywhere and give them a name and the script will automaticly use them /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
Blanco 0 Posted May 27, 2004 Great script man. The original Mg script causes lag in Mp, because it needs a very fast loop (~0.05) and every single shot is scripted. It was a very good idea to use the invisible targets, it's CPU friendly and you got almost the same result as in the original MG script I'd suggest you createvehicle the invisible target in the script, so people don't have to place them manually for each static machinegun.(user friendlier imo). You can remove a parameter. Share this post Link to post Share on other sites
KeyCat 131 Posted May 27, 2004 Quote[/b] ]The original Mg script causes lag in Mp, because it needs a very fast loop (~0.05) and every single shot is scripted. It was a very good idea to use the invisible targets, it's CPU friendly and you got almost the same result as in the original MG script Yes, the original script was no go for multiplayer due to the tight loop but this "cheap trick" works very well. Another benefit is that the machine gunners will only open fire if there is LOS to their target (i.e not shooting into hills or buildings etc.). Quote[/b] ]I'd suggest you createvehicle the invisible target in the script, so people don't have to place them manually for each static machinegun.(user friendlier imo). You can remove a parameter. Great idea! Never thought of that but will add it before I relase the final GroupLink II Plus Pack 1.00. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
gunterlund 0 Posted May 27, 2004 Go Keycat Go! Cant wait to get my claws on your new version. Share this post Link to post Share on other sites
MI_Fred 0 Posted May 28, 2004 Looking good indeed. I checked out the MG script and came up with a neat but perhaps unnecessary refinement. At the moment the point to watch can be on the target, and if you don't want any shots to hit, you could use the following aiming command: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _target setPos [(getPos _victim select 0)+(sin (getDir _victim + 90) + (random 180)) * (1 + (random 4)),(getPos _victim select 1)+(cos (getDir _victim + 90) + (random 180)) * (1 + (random 4)),0] This will make the dummytarget move in a U-shaped area infront of the real target. No testing tho, just came back from a 4 day long entry exam course and I'm just gona keep brain activity at minimum. I hope you can get the multiple target groups and support for resistance done too. Now I can imagine what it feels like when you are unable to just do anything else than work... Share this post Link to post Share on other sites
KeyCat 131 Posted May 29, 2004 Thanks for the tip MI_Fred but I prefer to have it as is (maybe tweaking the dispersion +/- depending on feedback). I mean in real life a 12.7 mm machinegun is no BB-gun and it's almost equal to death being on the receiving end of it if you can't find any good cover Also since I work on all this sporadicly and when time permitts I can't say when GL II Plus Pack 1.00 will be released but hopefully before OFP 2 arrives /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
gunterlund 0 Posted June 7, 2004 Any more news on the GLII pack? Share this post Link to post Share on other sites
Commando84 0 Posted June 8, 2004 this script is one of the best i tried! Works like a charm, i have a question is there any easy way to make a f-18 group that can go and take off and land and rearm its weapons in the script? And also is there anyway to have boats and mark 2 bpr's with soldiers that would work kind of like mechanized infatery groups i got some great islands and some of them arent connected with bridges and it would be cool to have special boat teams then Share this post Link to post Share on other sites
KeyCat 131 Posted June 9, 2004 @ gunterlund: No news really, I have a few other ideas that I would like to include in the first version of the GL II Plus Pack and some of them still needs more testing. Quote[/b] ]i have a question is there any easy way to make a f-18 group that can go and take off and land and rearm its weapons in the script? And also is there anyway to have boats and mark 2 bpr's with soldiers that would work kind of like mechanized infatery groups  @ Commando84: Sorry but thats not supported by the script however support for boats may eventually be included in a future version but there are a few other issues that I want to solve before that... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
dgreen 0 Posted June 9, 2004 i think i might have a solution on the problem with multiple groups. can't you just create two lines like this example? [[eg,eg2],[eg],[eg],wg1,2,0,10] exec grouplink2.sqs AND [[eg,eg2],[eg],[eg],wg2,2,0,10] exec grouplink2.sqs it seems to work fine when i try it though. Share this post Link to post Share on other sites
KeyCat 131 Posted June 9, 2004 Hi dgreen, Haven't tried your suggestion but don't think it will work... It may seem to work for a while but since the two scripts running in parallell will alter/use the same global variables I suspect this trick is a no go, but of course I can be wrong... My suggestion is that you test it in many different scenarios and watch how the support groups behave before you "count on it" in your real missions. The most irritating part is that multiple groups used to work back in pre 1.20-something versions but somehow a bug sneaked under my radar /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
KeyCat 131 Posted June 11, 2004 Since I knew a few of you are patiently wating below is a heads up on whats going to be included in GroupLink II Plus Pack version 1.00 and what to expect from it... Some of you probably asks... What is the GroupLink II Plus Pack? 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! manmg+.sqs As previously mentioned this script will make sure a MG is always manned and the AI gunner will also lay down suppressive fire in your direction if you are detected. mangl+.sqs Same purpose as above but intented to be used with Kegetys great AGS-17 Grenade Launcher addon v1.1 guardscan+.sqs A simple script that makes a enemy AI standing guard to behave a bit more realistic instead of just standing there. He will randomly change his direction of lookout and if he has binoc's he will (randomly) make use of them. chkpoint+.sqs Currently the biggest script in the pack. Can be used with AI infantry groups and/or AI mobile groups. If used on a AI infantry group they will randomly stop their patrolling and take a break. If the AI is in CARELESS or SAFE mode they will break up formation and scatter around the leader, some units in the group may sit down while others check their weapons, stand up talking etc. 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 the AI is in COMBAT mode they will not be allowed to take any break at all and will keep on patrolling. If used with AI mobile groups they will randomly stop to take a break before they proceed again or they may take a longer break where some of the soldiers will jump out and  take a P*** The script will also keep track on the vehicles fuelstate and if low they will automaticly break their assigned patrolling waypoints and drive to refuel at their fuel depo (if any). After refueling they will resume their patrol as usual. While the AI groups is taking a break (or is away refueling) they can't support other AI groups until their break is over. All above will make things even more unpredictable and make things feel more "alive". As for when? I don't know yet... The basic scripts are done but I need to test them in multiplayer, first each one separately and then all combined with the main GroupLink II script to make sure it works as intended and without adding to much overhead to the CPU and/or the network. After that I have to write up a decent README.TXT with credits etc. Feel free to make any suggestions or comments... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
Blanco 0 Posted June 11, 2004 Quote[/b] ]If used with AI mobile groups they will randomly stop to take a break before they proceed again or they may take a longer break where some of the soldiers will jump out and take a P*** Custom anim? Share this post Link to post Share on other sites
nubbin 0 Posted June 11, 2004 Hey Dgreen, How is your testing going? I always wanted to have them go after more than 1 group. Share this post Link to post Share on other sites
KeyCat 131 Posted June 11, 2004 Custom anim? To keep it as compatible as possible with OFP:R and a minimum of addons I currently use the built in "EffectStandTalk" anim and with some imagination it looks pretty much like they are taking a leak If anyone knows a better anim for it let me know. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites