MrZig 0 Posted May 1, 2005 ahhh I love these scripts. goes well with the Unsung Command engine The only bad thing is that since I AM controlling multiple squads and other players (MP) are controlling other squads, it'd be really nice to have multiple target squads working. Any chance of it? Again, these scripts are wonderful Share this post Link to post Share on other sites
Commando84 0 Posted May 2, 2005 i wonder if there would be possible to in the future maybe combine script with yours keycat ?this ( Squad rush/squad retreat by General Barron 1.1 ) would be really cool to see some more advanced a.i moves and this tracking script sort of togheter Share this post Link to post Share on other sites
KeyCat 131 Posted May 2, 2005 The only bad thing is that since I AM controlling multiple squads and other players (MP) are controlling other squads, it'd be really nice to have multiple target squads working. Glad you like it MrZig. As said before, to fix this it would require a complete re-write of everything in the script. It's not possible to solve with current approach and belive me I tried... I'm sorry to say it but I doubt it will happen. Quote[/b] ] wonder if there would be possible to in the future maybe combine  script with yours keycat ?this ( Squad rush/squad retreat by General Barron 1.1 ) @ Commando84: I'm one step ahead of you I've already tested GB's cool script and asked him if I could implement it in GL II. But there was some issues with the script and if I remember correctly it was quite demanding and casued lag so I decided not to since I want to keep the GL II script "lean" to perform well in MP and also to be usable on lesser machines. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
MrZig 0 Posted May 2, 2005 Quote[/b] ]to fix this it would require a complete re-write of everything in the script. I went through the same thing with the Unsung CE to make it MP compatible, can't you do the same to make it mutliple target compatible? I'd give you a hand if you want with it Share this post Link to post Share on other sites
KeyCat 131 Posted May 2, 2005 can't you do the same to make it mutliple target compatible? I'd give you a hand if you want with it MrZig, of course I could probably do that but the problem is to get enough free time to actually do it due to RLâ„¢ issues and to many bills to pay For our small co-op group current version of GL II fullfill our needs (and thats why I wrote it) since we never/seldom are more than 12 players... Anyway... If you (or anyone else!?) are willing to pick up the ball and continue on Toadlife's and my work to make GL III (or whatever) you are welcome to do so! All thats required is that we are credited properly and that you share the work with the rest of the OFP community.... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
sputnik monroe 102 Posted June 3, 2005 Well I tried out a civilian and he did call for the resistance groups so it works. The only thing is that he goes into combat or stealth mode since he is one of the groups. Could some one tell me the command that forces a unit to stand forver? Other wise in my mission if you go to a town you'll know a civilian has reported you because he'll hit the deck and crawl away. Share this post Link to post Share on other sites
MrZig 0 Posted June 4, 2005 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setunitpos "UP" Share this post Link to post Share on other sites
mattxr 9 Posted June 4, 2005 I Find this hard to put into my missions for somereason.. i get confused when added more units.. Share this post Link to post Share on other sites
KeyCat 131 Posted June 4, 2005 It would be alot easier to try to help you if you ask specific questions... GL II may seem daunting at first but it really isn't that complicated to initiate and make use of. BTW, I assume you have checked out the sample missions and read the complete README.TXT file? /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
mcpxxl 2 Posted June 4, 2005 As Keycat say ... First look GL is not simple but it is. But one THING is REALLY IMPORTANT: If you use Addon UNITS you have to declare it ! Units Vehicles Cars/Air etc to be used from GLII Especialy Silenced Weapons because the Hearing_Ranges If you do not you will be wondering that they hear you ...at 600 Meters with a silenced Weapon. Thats why i in another Post wrote about a "Lib" if other used Addons used like me Tonal-BAS. But normal you only have to add groups and then put then add them in the init.sqs I every time use the example Mission and modify it for my Mission. Share this post Link to post Share on other sites
mattxr 9 Posted June 5, 2005 ok i have the hang of things but every so oftern i get this error message.. any help would be greatfull Share this post Link to post Share on other sites
KeyCat 131 Posted June 5, 2005 Hi Matt, Double and tripple check the names of all your groups and make sure there are no typo's in the init string where you initialize the GL II script. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
mr burns 132 Posted June 5, 2005 since the latest version even i have understood how to initialize it. just wanna say thanks for your great work, it´s appreciated Share this post Link to post Share on other sites
mattxr 9 Posted June 5, 2005 ah thx i forgot to add ge6=group this to a group lol but all is working and its quite hard my mission now perfect. Share this post Link to post Share on other sites
sputnik monroe 102 Posted June 5, 2005 I get this error message from time to time when I'm testing my mission. What's does it mean? Also thought this was strange too could it corelate with with the above error? Also here is my set up of the main array. Maybe you'll spot something I messed up Quote[/b] ]; Init Group Link II script [[opfoot1,opfoot2,opcar1,opapc1,scud1s1g1,scud1s1g2,scud1s1g3,narc1],[narc1,scud1s1g1,scud 1s1g2,scud1s1g3],[opfoot1,opfoot2,scud1s1g1,scud1s1g2,scud1s1g3],specnatz,3,0.10] exec "ai\grouplink2.sqs" Â Â Â It seems to be working groups are going into combat mode pooping smoke and and calling for back up. The error message is causing me loss of sleep and appetite though. Share this post Link to post Share on other sites
mattxr 9 Posted June 6, 2005 well in the init.sqs Quote[/b] ]; Init Group Link II script [[ge1,ge2,ge3,ge4,ge5,ge6,ge7,ge8],[ge1],[ge1,ge7],gw1,2,0.10] exec "ai\grouplink2.sqs" ; ----------- ALL CODE BELOW THIS LINE JUST AIDS WHILE TESTING ------------- ; ----------- AND YOU CAN SAFELY REMOVE IT IN YOUR FINAL MISSION ------------- ; Only run the debug code below on host/server ? !(local Server) : exit ; Init global array with occupied groups KEY_occupied = [] ; This updates the markers on the map [] exec "markers.sqs" ; This enables you to teleport anywhere on the map [] exec "teleport.sqs" #loop ; Show occupied groups hint format["Occupied Groups:\n%1", KEY_occupied] ~5 goto "loop" you only need Quote[/b] ]; Init Group Link II script[[ge1,ge2,ge3,ge4,ge5,ge6,ge7,ge8],[ge1],[ge1,ge7],gw1,2,0.10] exec "ai\grouplink2.sqs" and then u dont get that message on what groups are after you. Share this post Link to post Share on other sites
mattxr 9 Posted June 6, 2005 ok guys i need help on how to disble the arty.. i looked in the readme and i tried putting KEY_ArtilleryReady = False before the grouplink2.sqs start thingy in the init but it still comes down on me and kills me everytime.. Share this post Link to post Share on other sites
Commando84 0 Posted June 6, 2005 easy to disable artillery it is... just deleting the object , unit whatever named East artilelry or was it west artillery in the mission editor and you should be safe from artillery srry for my bad english and lousy Yoda speak Share this post Link to post Share on other sites
KeyCat 131 Posted June 6, 2005 Just delete the artillery object on the map and it will automaticly disable the artillery support. The object is named EastArtillery, WestArtillery or ResistanceArtillery. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
sputnik monroe 102 Posted June 7, 2005 [quoteyou only need Quote  ; Init Group Link II script [[ge1,ge2,ge3,ge4,ge5,ge6,ge7,ge8],[ge1],[ge1,ge7],gw1,2,0.10] exec "ai\grouplink2.sqs" and then u dont get that message on what groups are after you.]   I know that, but I'm using it right now to make sure groups are working. I was wondering what the weird named noid vojak something group that I out lined in red is. Also the weird error message from the first screen shot drives me crazy. Every thing seems to be working fine, so I'm no sure what the stupid error is referring to. I can't in good conscience release a mission that has an error message that pops up in the top left now can I? Share this post Link to post Share on other sites
KeyCat 131 Posted June 7, 2005 @Sputnik: Sorry to say that I have no clue what the errors you get comes from, never seen them before myself!? Does the error persists when using only BIS standard units/vehicles? Maybe it's caused by some 3rd party addon you use? /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
squelch 0 Posted June 9, 2005 Hi, From what I remember (long break away form OFP) "Generic Error in expression" is caused by trying to compare something like a Bool to an object. Because it's none specific it's hard to track, but it is two incompatable variable types. Check to see how _hg and _nh are assigned. noid mc vojac refers to a dead body which is possibly being added to an array via a trigger. You might need to filter detected objects. I don't seem to be able to download 1.91 from the first post, so I can't be any more help than that. Can someone please point me in the right direction? This sounds like a superb piece of work. [edit] Found it on OFPEC sorry wrong search terms. "]http://www.ofpec.com/editors/resource_view.php?id=498[/edit] Share this post Link to post Share on other sites
KeyCat 131 Posted June 9, 2005 Or just follow the link in my signature ;) /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
D.murphy man 0 Posted June 9, 2005 Wow just downloaded this and im very impressed, especially with the units clearing out buildings! Ill most properly use this to remake my Gurilla tatics mission Share this post Link to post Share on other sites