KeyCat 131 Posted September 20, 2004 FYI - Just finished our final testing! Now machine gunners in your group can be used a bit more tactical and slow down advancing enemy infantry since the enemy AI will react to suppressive fire  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 now react to suppressive fire from machine guns (M60, PK etc.) so now machine gunners can be used a bit more tactical and slow down advancing enemy infantry (optional, can be disabled). - Enemy AI now "hear" and react to your gunfire even if not under direct fire. Detection range depends on actual weapon fired. If the enemy AI detects your gunfire they will take cover and leader will scan in the direction of the gunfire, they may also decide to advance in the same direction (optional, 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, Kegetys, Kriegerdaemon and all you guys at Ballistic Addon Studios Version history -------------- 1.63 [Released 2004-09-21] - Enemy AI now react to suppressive fire. - Added new variables to allow tweaking of the suppressive fire script. - Renamed some of the scripts files. - Changed scope of some variables. 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, here and here. Group Link II 1.63 Enjoy! /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
hardrock 1 Posted September 20, 2004 Sounds great and like a helluva lot of work! Share this post Link to post Share on other sites
hellfish6 7 Posted September 20, 2004 Excellent. How does the AI react to suppressive fire - do they only respond to BIS weapons? Will they react to fire from Earl's SAW or BAS's M240B? Do they get suppressed by vehicle weapons? Like the 25mm or 7.62mm on the Bradley? Thanks for all your work. Share this post Link to post Share on other sites
KeyCat 131 Posted September 20, 2004 Quote[/b] ]How does the AI react to suppressive fire - do they only respond to BIS weapons? Will they react to fire from Earl's SAW or BAS's M240B? You decide... It can be used with any weapon you carry by tweaking the following global variables (see readme.txt for more info)... Â KEY_ROF Â KEY_BulletsReq Default, I've made it so only BIS heavy machine guns (M60, PK etc.) will trigger the suppressive fire routines. Any machine gun that has a rate of fire same or higher than them will also work by default where an standard M16 or a AK-47 will not fire rapid enough to trigger the suppressive fire routines. Quote[/b] ]Will they react to fire from Earl's SAW or BAS's M240B? Yes, Earl's SAW with the iron sight is actually our favorite heavy machine gun. Quote[/b] ]Do they get suppressed by vehicle weapons? Like the 25mm or 7.62mm on the Bradley? Don't know? Only handguns have been tested so far but it may work if you add the following to the vehicles init line... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this AddEventHandler ["Fired", {_this exec "ai\eh_fire2.sqs"}] Note! I haven't tested this myself so it may/may not work. Again, I want to point out that due to OFP limitations my solution is not perfect and there is flaws but it's nothing I can change (it's the same with the "AI hearing aid" in Group Link II) but it works surprisingly well anyway ;-) /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
mcpxxl 2 Posted September 21, 2004 Starting to test imediatly :-))))))))))))))))))) Share this post Link to post Share on other sites
cornhelium 0 Posted September 21, 2004 Fantastic - THANKS KeyCat Share this post Link to post Share on other sites
KeyCat 131 Posted September 22, 2004 Despite heavy testing I found an issue in the code that may arrise problems when using randomly set max_AI_groups (i.e the 5th parameter set to 0) so until an update is available I advice you not to use that feature and manually set the number of max_AI_groups. An new version where this is fixed along with some other new goodies will be available within a week or two. Sorry for this! /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
bonko the sane 2 Posted September 22, 2004 this is probably the best thing for coop gaming ever to come out Many thanks! Share this post Link to post Share on other sites
Commando84 0 Posted September 22, 2004 Yeah this scrpt rules, what kind of other specialz are going to be released in the next version Keycat? made a smaller mission with the simple template and added 4 t72 tank groups and a ural group or 2 but the mission didn't lagg so much at all for me, but for the other guy he said i needed to reduce the number of tanks, i guess i'll haev to do it hehe the script is the best keycat, you wouldn't by any small chance make a boat squads avaible kind of like the bmp squads would be fun for mission where you need to do alot of island hopping. Share this post Link to post Share on other sites
gunterlund 0 Posted September 23, 2004 Keycat Im having a problem with the script. When I run it and the AI calls in another squad to attack me I get the error _hg==_nh |#|: error generic error in expression. in the init file I have [[rh1,rteam1,rteam2],[rteam2],[rteam2],team1,4,0.10] exec "ai\grouplink2.sqs" These teams exist in the mission. This does not crash the mission but rteam1 comes to the attack but they do not empty out of the vehicle. Share this post Link to post Share on other sites
KeyCat 131 Posted September 23, 2004 Glad you likes it guys! Quote[/b] ]Yeah this scrpt rules, what kind of other specialz are going to be released in the next version Keycat? @Commando84: Regaring the new stuff in the upcoming version it's no big things really... I have added so it is possible to disable most of the extra features if you run on a low end machine or have low bandwidth and a way exit the script completely any time if you want to. And let's just say the thing I'm trying to finish right now adds a bit to the atmosphere while you´re playing Quote[/b] ]you wouldn't by any small chance make a boat squads avaible kind of like the bmp squads Support for boats would be nice but I'm not sure when/if I ever come that far due to time constrians Quote[/b] ]_hg==_nh |#|: error generic error in expression. @gunterlund: Never seen that and it's a bit strange since that part of the code should be unchanged? Does the exact same mission work OK with 1.54? Anyone else seeing this? /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
gunterlund 0 Posted September 23, 2004 Yea Keycat this was happening in 1.54. I had a mission that worked fine, copied it changed a few things now I get this error and I cant figure out what is causing it. The first group rh1 is a helo using standard bis mi-17, the next two groups are squads using wgl troops. My squad is made of wgl troops. rteam1 is starting in a standard bis bmp2. The error shows when my team is spotted after I have fired on the rh1 group. rh1 goes into action and attacks. rteam1 shows up but no one gets out. Ive tried eliminating the bmp as well but the same error comes up. I tried eliminating rteam2 but then the helo wont move. It seems that you need something in the second two arrays. Share this post Link to post Share on other sites
KeyCat 131 Posted September 23, 2004 Quote[/b] ]Yea Keycat this was happening in 1.54. So this happening with the old 1.54 version so it's not any new features added, phew you got me a bit worried there Quote[/b] ]My squad is made of wgl troops. This may be your problem! Try swapping against BIS standard east or west soldiers and see whats happening. I have not used WGL much, maybe they not have the same classes and that cause problems? I have only tested the script with BIS standard soldiers and standard vehicles. The strange part is that you say it use to work, was this with BIS standard or WGL units? /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
gunterlund 0 Posted September 23, 2004 Yea this one has me scratching my head because I have another mission using the same units and it works fine. I can send u the mission if need be. Let me know. Thanks. Also I get the same error with 1.63 Share this post Link to post Share on other sites
KeyCat 131 Posted September 23, 2004 Sorry, I don't have WGL installed. Did it work if you replaced WGL units against standard BIS? Since you had it worked once it's a fat chance it's something you missed, usually it's the most obvious things (at least for me). Double and tripple check everything and if that doesn't work start again from scratch Good Luck! /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
gunterlund 0 Posted September 23, 2004 gotcha ill give it a shot tonight to see how it works. Love this program by the way. PS what does that line in the script do by the way? _hg==_nh Update My fault (or stupidity). I did not create a group and only named the pilot of the helicopter. The script looks for groups. So all is well. Yeaaaa. Sorry for the hassle. Share this post Link to post Share on other sites
KeyCat 131 Posted September 24, 2004 Glad you found the culprit /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
Garcia 0 Posted September 26, 2004 umm, 1: Do the AI fire flares if they got the seb flaregun? Or will I have to edit it to make them use the nam flaregun? 2: Will the nam MGs (stoner, shorty, m60) fire fast enough for supressing fire? Share this post Link to post Share on other sites
KeyCat 131 Posted September 26, 2004 Quote[/b] ]1: Do the AI fire flares if they got the seb flaregun? Or will I have to edit it to make them use the nam flaregun? No. You will have to edit the script since I only used BIS standard units/weapons/vehicles. Quote[/b] ]2: Will the nam MGs (stoner, shorty, m60) fire fast enough for supressing fire? Sorry don´t know since I only tried with BIS default. However, if it doesn't you can tweak the KEY_ROF and/or KEY_BulletReq so it works. See readme.txt for more info. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
Commando84 0 Posted September 26, 2004 this is probably very simple but what do i do to make the west side being "hunters" and a east side group being the hunted group? Share this post Link to post Share on other sites
KeyCat 131 Posted September 26, 2004 Just the opposite Seriously... You just change the groups you call when you init the script. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
sputnik monroe 102 Posted June 2, 2005 I'm creating a new mission and have decided to try this script out as it will make my mission idea possible. I do have two really quick questions though... 1. In my mission your are on the east side. You're traveling through enemy territory fighting the resistance side. Can civilians be added to the groups that call support? Basically I want there to be collaborators in towns that rat out the Russians to the resistance. 2. Is there a limit to how many hunter groups you can have. If so how many? I hope it's quite a bit as I need to stock a whole island with patrols. Share this post Link to post Share on other sites
mcpxxl 2 Posted June 3, 2005 Wrong Threat we are at : Version history -------------- 1.91 [Released 2004-10-22] - Limited artillery fire missions available for AI. 1.90 [Released 2004-10-20] - Enemy AI may now search for you inside buildings. - Completly re-written all vehicle check routines. - Added support for resistance standard vehicles. - Added option to disable AI paradropping from helicopters. go for it Share this post Link to post Share on other sites
KeyCat 131 Posted June 3, 2005 Hi Sputnik, As MCPXXL says, make sure you are using the latest version of the GL II script (ver. 1.91). Below is answers to your questions. Â Â I do have two really quick questions though...1. In my mission your are on the east side. You're traveling through enemy territory fighting the resistance side. Can civilians be added to the groups that call support? Basically I want there to be collaborators in towns that rat out the Russians to the resistance. Sorry but there is no support for civilians. You may be able to use them if they aren't using any vehicles. Haven't tried myself but give it a go! Quote[/b] ]2. Is there a limit to how many hunter groups you can have. If so how many? I hope it's quite a bit as I need to stock a whole island with patrols. No limit in the script, the limit is your hardware. My advise is to not overdo it and start out with a reasonable amount of groups in the script and also mix them with some other "regular" groups. That way the players never know if the enemy will call for support wich adds to the tension ;) Please use this thread for future discussions... Good luck! /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites