KeyCat 131 Posted October 7, 2004 FYI - A new version of Group Link II is available and now enemy AI may taunt you verbally when they detect you. A few other things where added as well, see history below... 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... - Designed and tested 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 AI may taunt you verbally when you have been detected (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 (optional, 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 (smoke is optional, can be disabled). - 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 -------------- 1.72 [Released 2004-10-07] - Enemy AI now shout at you when you are detected. - Sniper and recon AI teams never use smoke. - Fixed bug when using randomly set max_AI_groups feature. - Script now generates some of the needed objects automaticly. - Added option to disable AI vehicles laying smoke screen. - Added option to disable AI using smoke grenades. - Added option to kill Group Link II script completely. - Added "hooks" for Group Link II Plus Pack. 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, here and here. Group Link II 1.72 Quote[/b] ]IMPORTANT IF YOU INTEND TO UPDATE OLD MISSIONS! In an effort to make it easier to use, the script now automaticly generate some of the required objects so if you are updating an old mission you have to manually delete the following objects in your old mission before using this new version...  ParkingSpot  ParkingSpot1  ParkingSpot2  ParkingSpot3  TargetSpot Also, if you want to use the new AI voice taunts you have to add a new Trigger (see README.TXT and example missions for more information). Enjoy! /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
KeyCat 131 Posted October 7, 2004 Just a few tips to those who haven't tried Group Link II before... To get the feel for this script and what it actually does to the gameplay in OFP missions I suggest you run any of the example missions at least twice. First time you start it bring up the radio on the map and click on the "Disable Group Link II" and run the mission plain vanilla OFP. Try assualt the town south of the woods. It should be a pretty easy job for you and your squad to eleminate enemy forces there. Quit and restart the mission but this time do not disable the script and try a similar assault on the same town. You will soon notice the difference Another test you can do is to start the advance example mission (requires BAS motorcycle). Order your AI group to lay down in the woods then jump on the dirt bike and start to drive north on the road. The enemy helicopter will most likely pick you up pretty fast and then quite a few of the other enemy group will soon join the hunt for you all over the island. As long as you stay on the bike they will spot you due to the eye-in-the -sky (i.e the chopper) but if you stop and find a nice hiding spot you should be able to evade (may take some time before they give up searching after you). /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
nubbin77 0 Posted October 7, 2004 Fan-friggin-tastic. I love this thing and all your updates. Â I have a mission I plan on releasing this weekend that incorporates this, Snyper's Support Pack, spawned enemy units (that are still part of the Group Link network), Sinews of War's multiplayer "save" functionality, and more. Â I am releasing it for others to use as sort of a template to build more objective based missions. Â I am terrible at storylines and creating objectives. Â The mission template I made doesnt' really need any of that, but I think that is really the last of the compenents it needs to be a truly good mission. As it stands the mission is great for co-op and just going to the different marked locations on the map and engaging with enemies coming in from all different directions - All with minimal lag due to the units being spawned through triggers and scripts. Â One thing though, I can't host missions, so I'll have to find someone to upload it to. Great work Keycat, I can't wait to try this when I get home, and I just hope I don't screw up my old missions trying to update this. EDIT: What are the"hooks" your talking about? Share this post Link to post Share on other sites
gunterlund 0 Posted October 7, 2004 Keycat you are the man... Im glad you continue to update this great addon(I think it is in the top 5 of all scripts). Im glad you eliminated the parkingspot objects as I was never quite clear on what they did. Also can you give us an example of this. What should the init look like Preferable you do this in the INIT.SQS file and above example works great with the M249 included in Sucheys & Earls Marine Assault Pack 1.00. Share this post Link to post Share on other sites
hellfish6 7 Posted October 7, 2004 I'll do something with these this weekend. Share this post Link to post Share on other sites
mcpxxl 2 Posted October 7, 2004 I use it in every mission now since ver 1.54 :-) If you want it "UNCALCULABLE" Thats the way to play ... Share this post Link to post Share on other sites
KeyCat 131 Posted October 7, 2004 Quote[/b] ]EDIT: Â What are the"hooks" your talking about? @ nubbin77: I was just preparing the main script for the Group Link II Plus Pack that I hope to be able to finish some day. As a user you can just ignore it... Looking forward to test your "template" mission when ready. Quote[/b] ]Im glad you eliminated the parkingspot objects as I was never quite clear on what they did. @ gunterlund: They are still there but now the script creates them automaticly. They are needed for the AI to be able to find back to their cars/trucks after an alert is canceled so they can resume their patrolling. Quote[/b] ]Also can you give us an example of this. What should the init look like Preferable you do this in the INIT.SQS file and above example works great with the M249 included in Sucheys & Earls Marine Assault Pack 1.00. I assume you mean the KEY_ROF and KEY_BulletsReq variables... These gives you a way to tweak the suppresive fire feature to work with any weapons you want. The default values work fine with BIS standard M60 and PK but for Sucheys & Earls M249 I personally prefer to use the values showed below, also show how to disable smoke for AI infantry... NOTE: You must set these variables before you call the GL II script else default values are used... INIT.SQS example <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;####################### ; Init Group Link II variables (optional) ;####################### ; Change the rate of fire required for weapon to work as a suppressive weapon KEY_ROF = 0.10 ; Change number of shots fired to work as a suppressive weapon KEY_BulletsReq = 12 ; Disable smoke for AI infantry KEY_AIsmokegrenades = false ;####################### ; Call Group Link II script (mandatory) ;####################### [[ge1,ge2,ge3,ge4],[ge1],[ge1,ge3],gw1,2,0.10] exec "ai\grouplink2.sqs" Hope this helps... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
-=BT=- Matty R 0 Posted October 7, 2004 ok i love this.. i was implementing the last version into my upcoming Tonal campaign.. now this will be easyer.. Thank u for ur wonderfull scripts Share this post Link to post Share on other sites
gunterlund 0 Posted October 8, 2004 Ah Keycat that is a great example. Thanks for posting it so us laymen can figure this out. This is great. Share this post Link to post Share on other sites
Commando84 0 Posted October 8, 2004 Great to se a new version i got a lot of more or less finnished mission using Group link script so when i update these one's to the latest version i should delete the parkingspots, blood splats? I was thinking on making a fdf escape the cops mission if i want to use a bunhc of civilian vehicles should i overwrite the original bmp and the values or add more lines there with the new vehicles? And do you got any clue how you can make the a.i activate the police sirens on the fdf mod police car? Would be cool in the mission to have them chase you around and playing siren sounds and all Share this post Link to post Share on other sites
andersson 285 Posted October 8, 2004 Very nice!! Some questions though. -Can you define "taunting groups"? I like that feature but only in regular troops, not in special forces etc. -Is it possible to disable the helicopter paradrop and only have them to land when unloading? -When the AI are calling in artillery, is it possible to combine that with CoC-artillery? That would be nice Thank you very much for this script!! Share this post Link to post Share on other sites
KeyCat 131 Posted October 8, 2004 Thanks for the compliments, glad you like it... Quote[/b] ]so when i update these one's to the latest version i should delete the parkingspots, blood splats? @ Commando84: Yes and also the Helipad object named TargetSpot. Quote[/b] ]if i want to use a bunhc of civilian vehicles should i overwrite the original bmp and the values or add more lines there with the new vehicles Since the script by default only works with BIS east and west standard vehicles you must add all other vehicles to the script. You can do what you prefer, if you want support only for the civilian stuff you mention in your mission you can overwrite the default values, else add them with an or statement (|| in code) to the correct class. Quote[/b] ] And do you got any clue how you can make the a.i activate the police sirens on the fdf mod police car? Sorry I don't... Quote[/b] ]-Can you define "taunting groups"? I like that feature but only in regular troops, not in special forces etc. @ andersson: I'm affraid not, I made so only groups bigger than 3 soldier will taunt you. This at least make sniper teams and small recon groups shut up ;-) Quote[/b] ]-Is it possible to disable the helicopter paradrop and only have them to land when unloading? Change the following line in unmountX.sqs and they will never paradrop. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> from ; Randomly decide if paradrop (50%) if (random 100 < 50) then {_Paradrop = true} to ; Randomly decide if paradrop (50%) if (random 100 < 0) then {_Paradrop = true} Since I've had a few requests about this in the past I will add an option to disable paradrop without changing the code in an future update... Quote[/b] ]-When the AI are calling in artillery, is it possible to combine that with CoC-artillery? That would be nice The artilleri function in GL II is very simple compared to CoC's UA but it does it's job. Being simple it has very low CPU hit and I'm a bit carefull to implement "to much" into the core script since I wan't to keep it lean so it runs without problems on most computers. To answer your question, I don't know if it's possible since I haven't tried to do it. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
gunterlund 0 Posted October 8, 2004 Keycat I know this ideas has been bantied about before, but now Im thinking about it. We have talked about making the script capable of having two target groups. A simple way of doing this is running the script twice in the mission with different targets. The problem has been however that both scripts would use the same variables. Would you happen to have a list of the variables that would be impacted? I know this is a big question but its worth asking. Thanks and keep up the great work on this. Share this post Link to post Share on other sites
KeyCat 131 Posted October 8, 2004 Quote[/b] ]A simple way of doing this is running the script twice in the mission with different targets. @ Gunterlund: This trick does not work. It may seems to work at first but beleive me it won't work as intended when things start to heat up... I've tried to solve the problem in the past but my final conclusion is that to have multiple target groups working everything needs to be re-written from scratch and I'm affraid I won't be able to do that. Sorry to dissapoint but unless someone else starts to pay my bills or I win the lottery I simply don't have the time needed... Quote[/b] ]Would you happen to have a list of the variables that would be impacted? It affects all global variables used in the script and the way the script works today it relies on thoose global variables. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
gunterlund 0 Posted October 8, 2004 ooooooooohhhh that sounds ugly. Well just a thought. Thanks again for the lightning fast response. Share this post Link to post Share on other sites
nubbin77 0 Posted October 8, 2004 I have had **extremely** limited success by copying the initialization line and just changing the target group. Doing that crashes the game in MP. But in singleplayer (from my limited testing) it appears that the group link will target the first group to come in contact with the AI. It worked pretty well for a CoC mission I played through (because it wasn't always easy to know what group would come in contact with the AI first.) After that , it was always tough to tell if the AI reacted to any other groups, because the action of those missions always tended to be around the group of first contact. But its a definate no-no for multiplayer (found that out the hardway - ruined a planned night of warmongering). Share this post Link to post Share on other sites
andersson 285 Posted October 9, 2004 Thanks for your answers KeyCat! About the taunting, its good enough to be able to limit the taunting groups by their size because then its possible for me to define how many soldiers that have to be in a group to make them taunt and in that way control that feature A quick thought; what about the taunting feature dependent on if the group feels overmatched or not? Share this post Link to post Share on other sites
KeyCat 131 Posted October 9, 2004 Quote[/b] ]A quick thought; what about the taunting feature dependent on if the group feels overmatched or not? Good idea. Will try it and see what I can do... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
nubbin77 0 Posted October 11, 2004 Keycat, Am I mistaken, or wasn't there a way to increase the time it took before the AI could call artillery on you a second time? Â I've run into a situation where on a part of my mission, the AI detects me from about 600-700 meters out. Â I try to close distance on him, but as I am doing so, they keep calling artillery on my head, and ultimately decimate my group (very realistic BTW, but not very fun - get my butt handed to me by artillery every time). Â I thought there was something in an earlier version that allowed you to put a minimum time delay necessary before the AI could call artillery a second.. third ... fourth time. Â I know this part of the script pauses between when they actually call and when the firing starts, but I'm talking about between salvos. ; Randomly pause before firing starts ~random 30 + 15 I could be wrong (and I probably am), but I thought I saw that in there before. Share this post Link to post Share on other sites
KeyCat 131 Posted October 11, 2004 Quote[/b] ]I could be wrong (and I probably am), but I thought I saw that in there before. Sorry but there never was such a feature. Will have it in mind and see what I can do in an upcoming release (but no promises ;) /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
MEDICUS 0 Posted October 11, 2004 Just a small question: Is it possible to assign more than one "target-group" generally and especially for MP? MfG MEDICUS Share this post Link to post Share on other sites
Commando84 0 Posted October 11, 2004 no the script doesn't support it yet, maybe if you make a seperate script with all different variables and codes, i dunno really im no good at scripting but i would think that rnning group link script 2x would lag down even when using the amount of groups provided in the example missions Share this post Link to post Share on other sites
MEDICUS 0 Posted October 11, 2004 no the script doesn't support it yet, maybe if you make a seperate script with all different variables and codes, i dunno really im no good at scripting  Too bad.  So i'll have to wait for an update cause i don't like it to "mess" arround in someone elses work. Quote[/b] ]but i would think that rnning group link script 2x would lag down even when using the amount of groups provided in the example missions  The example-missions work really smoth for me. No lag at all and i was hunted really bad  MfG MEDICUS Share this post Link to post Share on other sites