mcpxxl 2 Posted June 3, 2007 The version we tested this night was running good so far. Share this post Link to post Share on other sites
Mr-Murray 0 Posted June 3, 2007 Great work SNKMAN I love it and it´s with DAC one of the best KI-Systems of OFP/ArmA. Regards, Mr-Murray Share this post Link to post Share on other sites
mazza 1 Posted June 3, 2007 OK Having some real fun..but the CTD is still occurring..this time with players..when Arty take them out and they respawn. Only the players respawning CTD'd Crash was happening with lastest fixed version. I must say it really makes for lots of immersive fun...we stayed out of Arty way!! thanks for the addon Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 3, 2007 I have no CTDs anymore. Great script! Share this post Link to post Share on other sites
gL33k 0 Posted June 4, 2007 @SNKMAN Is there any way to use your voice system alone , without grouplink system ? Share this post Link to post Share on other sites
snkman 351 Posted June 4, 2007 No sorry it only works in combination with Group Link. Share this post Link to post Share on other sites
AF-Killer 0 Posted June 4, 2007 OKHaving some real fun..but the CTD is still occurring..this time with players..when Arty take them out and they respawn. Â Only the players respawning CTD'd Crash was happening with lastest fixed version. I must say it really makes for lots of immersive fun...we stayed out of Arty way!! thanks for the addon Mazza, I am pretty sure we had those CTDs because we both had Editor Update pbo in addons. Once removed, no more CTDs Share this post Link to post Share on other sites
mazza 1 Posted June 5, 2007 Quote[/b] ]Mazza, I am pretty sure we had those CTDs because we both had Editor Update pbo in addons. Once removed, no more CTDs Who is this guy Killer?? LOL you beat me to it!!!!! Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 5, 2007 There are still some sounds missing while the GL II script is running. I always get a message "sound not found" while playing with GL II. The other sounds of GL II work perfect. Share this post Link to post Share on other sites
snkman 351 Posted June 5, 2007 Which sound's exactly gave you the error message? And is it a pop up or a script error message? I think it should be a pop up. So may you can post your .rpt with thouse errors or just tell me which sounds wasn't found. I really tested this more then 300 times and never get a missing sound message. Anyway the sounds are random and so it can be you pick some i never picked bevore. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 5, 2007 Yes it was a pop up but the names are very long Well ... ArmA.rpt is too big. Will delete it and try to get some hints next time. Share this post Link to post Share on other sites
gL33k 0 Posted June 5, 2007 "Warning Message: Sound Jeff_Take_them_out not found" "Warning Message: Sound Ryan_Where_are_they not found" "Warning Message: Sound Dan_Get_down not found" "Warning Message: Sound Howard_Take_them_out not found" "Warning Message: Sound RobertPolo_Take_them_out not found" "Warning Message: Sound RobertPolo_Take_them_out not found" "Warning Message: Sound Dusan_Take_them_out not found" "Warning Message: Sound Russell_What_Run_Run_Run not found" that are warning message , but i memory that incoming popup was about medic sound. Share this post Link to post Share on other sites
snkman 351 Posted June 6, 2007 @Legislator Thank's this would be very helpful @gL33k Under which condition did you get thouse messages? On a dedicated server in the editor single or multiplayer? This would be very important to know. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 6, 2007 @gL33k Yes, I got these messages too. @SNKMAN Yesterday I got them in MP mode on a dedicated server. Share this post Link to post Share on other sites
Gunney 0 Posted June 6, 2007 This is the error i get during any part in the SP mission editor Share this post Link to post Share on other sites
snkman 351 Posted June 6, 2007 Thank's for all your greate help guys. Well this seem's to happend only on a dedicated Server: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"Warning Message: Sound Jeff_Take_them_out not found" "Warning Message: Sound Ryan_Where_are_they not found" "Warning Message: Sound Dan_Get_down not found" "Warning Message: Sound Howard_Take_them_out not found" "Warning Message: Sound RobertPolo_Take_them_out not found" "Warning Message: Sound RobertPolo_Take_them_out not found" "Warning Message: Sound Dusan_Take_them_out not found" "Warning Message: Sound Russell_What_Run_Run_Run not found" Has your Dedicated Server the "ArmA_Group_Link_II_Plus!_Voice.pbo" too or do you have it only local on each PC? If you have it only local plz upload the "ArmA_Group_Link_II_Plus!_Voice.pbo" to your Server and try again. The voice config in "ArmA_Group_Link_II_Plus!_Voice.pbo" is correct so that could be the only thing. @Gunney Yes this is a script error but i didn't use this directory : "ai\ai_voice\ai_voice2" since the first 1.8 Plus! release. I checked every script in 1.8 Plus HOTFIX and there i could nowhere find a entry called "ai\ai_voice\ai_voice2.sqs" Are you sure you are playing with the 1.8 Plus! HOTFIX version? Plz download the 1.8 Plus! HOTFIX version and try again. EDIT: Make sure that there are no Group Link II trigger's placed on the map! The triggers are all created in the script since 1.8 Plus! Mirrow: <span style='color:red'>ArmA GroupLink II Plus! v.1.8 HOTFIX</span> Mirrow: <span style='color:red'>ArmA GroupLink II Plus! v.1.8 HOTFIX</span> Share this post Link to post Share on other sites
nubbin77 0 Posted June 6, 2007 Is there any way to add groups to the link after the script has been initialized? Say 5 groups are linked at mission start. Then after some condition another 4 groups get added. I think the answer is No. But is it possible to terminate the gl script then re-initialize at a certain point? Great job with this by the way. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 6, 2007 Some lines from my ArmA.rpt It's a battlefield w:\c\Poseidon\lib\vehicleAI.cpp(6751) : Bad double magazine detection Group update arrived - leader changed from EAST 1-4-F:2 REMOTE (2:11356) to EAST 1-4-F:1 REMOTE (2:11364) Group update arrived - leader changed from EAST 1-4-G:2 REMOTE (2:11369) to EAST 1-4-G:1 REMOTE (2:11375) Error in expression <> Error position: <> Error Ungültige Zahl in Ausdruck Addon caair3_su34 (entry Su34) not found in the list of active addons. Warning Message: Sie können diesen Einsatz nicht spielen/editieren, da er auf heruntergeladenen Inhalten basiert, die gelöscht wurden. caair3_su34 Error: Failed to create surface texture Error: Failed to create surface texture w:\c\Poseidon\lib\d3d9\engdd9.cpp(5222) : Vertex buffer not allocated *** Device lost - Driver Internal Error Client: Object 2:12977 (type UpdatePositionVehicle) not found. Client: Object 2:12982 (type UpdatePositionVehicle) not found. Forced memory flush (1398272 system memory surface creation failed) Virtual memory total 2047 MB (2147352576 B) Virtual memory free 419 MB (439980032 B) Physical memory free 902 MB (946057216 B) Page file free 2896 MB (3037081600 B) Process working set 429 MB (450088960 B) Process page file used 444 MB (466214912 B) Runtime reserved 1024 MB (1073741824 B) Runtime committed 353 MB (370728960 B) Region: 00000000,64 KB,??? Region: 00010000,4 KB,Comm Region: 00011000,60 KB,Free Region: 00020000,4 KB,Comm Region: 00021000,60 KB,Free Region: 00030000,12 KB,Comm Region: 00033000,52 KB,Free Region: 00040000,4 KB,Comm Region: 00041000,60 KB,Free Region: 00050000,780 KB,Comm Region: 00113000,4 KB,Resv Region: 00114000,180 KB,Comm Region: 00141000,8 KB,Resv Group EAST 2-1-M (0x3bfab4f8) - network ID 2:11462 - no main subgroup Most lines appear several thousand times .... ArmA.rpt = 45 MB Share this post Link to post Share on other sites
snkman 351 Posted June 7, 2007 @nubbin77 Well there's alway's a way to do something like that. I think ZoneKiller used this way in one of his missions. I will ask him about this. @Legislator Thank's for the replay but thouse code's has nothing to do with Group Link I will do a big Dedicated Server test in the next day's. Share this post Link to post Share on other sites
HGuderian 0 Posted June 7, 2007 Some question: 1) how to create markers.sqs file? Or should I copy it from demomission into my mission folder? 2) are voices activated by default? 3) cause kronzky's script and grouplink requires both a game logic is it possible to init the first by the gamelogic? Thanks Share this post Link to post Share on other sites
snkman 351 Posted June 7, 2007 Hi HGuderian 1.To use the markers in your mission copy the "markers.sqf" into your mission folder. Now when you create groups in the editor for example: gw1=group this; or ge2=group this; You have to add this line: x = [this] execVM "markers.sqf"; in the init of the group leader of thouse groups you like to cove with a marker. 2. Yes voices are on by default but you can turn them off by putting this line into your init.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">KEY_AIvoiceenhanced = false 3. Yes for sure if you like to init kronzky's UPS in the gamelogic simply put the initializing line of UPS in it. For example: nul=["init"] execVM "ups-f.sqf"; Share this post Link to post Share on other sites
HGuderian 0 Posted June 7, 2007 Thanks a lot for reply SNKMAN! Share this post Link to post Share on other sites
landdon 0 Posted June 10, 2007 SNKMAN, Is any I can make the "ArmA_Group_Link_II_Plus!_Voice.pbo" not necessary? Â As some people may not be able to load the addon or may care to have it loaded. Share this post Link to post Share on other sites
Daniel 0 Posted June 10, 2007 Does anyone have a different mirror for 1.08 plus? Share this post Link to post Share on other sites