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snkman

Group Link II Armed Assault

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As far as i could see there is no problem with using Urban Patrol Script and ArmA Group Link II toghetter in a Mission.

The Script uses "lockwp = false" this will even unlock the UPS WP's.

About your other problem: Can you descript it a bit more?

So Squad's which was called for support stop's advancing? And only in "Safe Mode"?

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all I get when I click that mirrored link is pop-ups. ~6 of em

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Here's the problem in depth: When I set up a patrol, (a few move waypoints and a cycle), I set one of the waypoints behaviour to safe, so the guys will walk like they're not searching for something and walk in a column. The problem is while they are walking in a column a random guy will just stop walking, so everybody behind him stops. The CO of the group will keep walking with however many didn't stop. I've watched this occur with various settings, various waypoints and behaviors and so on. When I remove the XX=groupthis, the ai will walk fine (guessing they are no longer in the script). This is a large map with many units. I tried remove lots of units to see if maybe it was a numbers problem, but it still occurs.

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I never saw this happening on any test.

May if you like to upload the mission or send it to me, so i can check it.

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Another irritation is that the artillery follows the players or the attacking ai, not the area. Is there anything that can be done about this to make it more real?

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Thanks for the info Lucidity. smile_o.gif

This is already fixed in the next verion.

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Perhaps I'm doing something wrong, bit get the following error with the sample mission:

"No entry bin/configbin/cfgWorlds1"

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armagrouplinkiipluste4.png

<span style='color:red'>ArmA Group Link II Plus! Enhanced and Converted for Armed Assault</span>

Credits: OFP 1.91: toadlife, Kegetys, Kriegerdaemon

Credits: ArmA: =\SNKMAN/=

Special Thanks: KyleSarnik , Solus

AI Features:

---------------------------------

AI Enhanced

AI Call Reinforcement

AI Call Artillery

AI Mount, Unmount Vehicles and Choppers at the target position

AI Unit's in Choppers do Paradrop or Unmount at target position

AI Drop Smoke for cover while Unmounting

AI on feet also drop Smoke for cover if the come into a fire fight

AI react to Gunfire

AI react to suppressed fire

AI perform house searches at target position

Improved/added in v. 1.8 Plus!:

AI / Player random Idle, injured, detect , behaviour and some more Voices fits to the given situation

AI Captive If some things match a situation enemy units will surrender

How to use:

---------------------------------

See "ReadMe.txt" and "ReadMe.v.1.8.Plus!.txt"

ArmA Group Link II Plus! package contains:

ArmA Group Link II Plus! Script

ArmA Group Link II Plus! Voice.pbo

Example Mission

Readme ( How to use )

Readme ( What's new )

Fixed in v.1.8 Plus!:

- Artillery: Enemy group's will only call for Artillery if none of their own group's are in a specific range of the target group. by =\SNKMAN/=

- Grenade Launcher detect range

Improved:

- Voice: Improved the ArmA Group Link II Plus! script with random Idle, injured, detect , behaviour , incoming, grenade and alert Voices fit's to the given situation.

Sound's used from Armed Assault by =\SNKMAN/=

New Feature "BETA":

- Captive: It's now possible to get captives if the situation matchs some point's.

If you got captive units they will try to escape, if you looses them from the view or if a helpgroup is nearby

the captive units they will try to escape and join the helpgroup. By =\SNKMAN/=

How to use the AddOn:

- The only reason why you need the AddOn is becouse i could not find all the correct Voice classes.

I will change this if i find enough time to look for all thouse Voice classes

- You can simply put the "ArmA_Group_Link_II_Plus!_Voice.pbo" into your "ArmA\AddOns" folder or use a MOD folder to load the voice config.

Up next:

- Enhanceing and optimizeing of the Voice system.

- Enhanceing the captive script, so all group's friendly to the captive unitss and in a

specific range to the captive units will let the captive units join their group.

Know'n issues:

- Enemy units which starts at the beginning of a mission in a Vehicle will not be added to the voice system?

But im working on this.

-------------------------------------------------------------------------------

Mirrow: <span style='color:red'>ArmA Group Link II Plus! v.1.8</span>

Mirrow: <span style='color:red'>ArmA Group Link II Plus! v.1.8</span>

Enjoy! smile_o.gif

@Törni

well this has nothing to do with the script it's an ArmA error may becouse of an addon?

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I want to see how the enemies act, so can someone name some good SP- or MP-missions, which uses this grouplink II scripts?

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How about downloading it and having a look at the embedded example mission ? huh.gif

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I dont want to see how this script works in a test-mission but in a mission which is more worked out, in a mission which shows how realistic (real life) is this script.

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My only complaint with the new addons is that with the new voices, my soldiers say stuff that is way to random when we are not in any danger. Like I was walking to the target area and one guy would just blurt out "I'm under fire" randomly. Still have yet to see the captive stuff but i'll play around with it later.

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Is this work in MP missions on dedi servers?

edit: ok, i found info somewhere in redame file. sorry.

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My only complaint with the new addons is that with the new voices, my soldiers say stuff that is way to random when we are not in any danger. Like I was walking to the target area and one guy would just blurt out "I'm under fire" randomly. Still have yet to see the captive stuff but i'll play around with it later.

Yes you are right Gunney,

the script and voice system is not perfect yet.

I'm very new to scripting and i needed more then 4 week's to get everything working like it do now.

Anyway im working on some improvement's and fixes for the Voice System specially for the thing you told me ( Voice Alert ) i did notice that too but i thought it's okay for the first release.

So i will do my best and thank's for the feedbacks smile_o.gif

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Hi,

at first I must say that you've done a very good job. Unfortunately I've got a huge problem.

I've got a mission in which I used the Group Link II 1.06 script. All neccessary groups are placed and are called ge1, gw1 and so on. Everything worked perfectly! Here's a video showing the example mission as a proof biggrin_o.gif

Now I wanted to upgrade the mission to Group Link II 1.08. I deleted the old AI folder and copied the new folder inside the mission folder. I changed the activation within my init.sqf and made the \AI\gl2_init\init.sqs fitting into my mission by changing the group names.

Unfortunately the game freezes within 3 to 5 seconds. sad_o.gif Has anyone an idea how to fix this problem? Here's a list of other scripts I'm using in this mission. Maybe anyone knows if there are crossover bugs or something like that.

Air Create Script - Mr. Murray

UPS Script 1.2 - Kronzky

Group Spawn Script 0.92- {nBs}-Myke-{CO}

Vehicle Respawn - Mr. Murray

Floodlight Script - Mr. Murray

Weather Script - KilJoy

Multiplayer Artillery - mi2slow & Vienna

Improvised Explosive Device Script - Jeevz

Garage Repairscript - Tigga

Mine Field Script - Kronzky

Place Weapons Script - Kronzky

Airstrike - Michael www.zonekiller.ath.cx

Su34 Effects - Foxhound

Smoke Camo Script - SoLo

ArmA Marker Script - Sickboy

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Hi,

at first I must say that you've done a very good job. Unfortunately I've got a huge problem.

I've got a mission in which I used the Group Link II 1.06 script. All neccessary groups are placed and are called ge1, gw1 and so on. Everything worked perfectly! Here's a video showing the example mission as a proof biggrin_o.gif

Now I wanted to upgrade the mission to Group Link II 1.08. I deleted the old AI folder and copied the new folder inside the mission folder. I changed the activation within my init.sqf and made the \AI\gl2_init\init.sqs fitting into my mission by changing the group names.

Unfortunately the game freezes within 3 to 5 seconds.  sad_o.gif Has anyone an idea how to fix this problem? Here's a list of other scripts I'm using in this mission. Maybe anyone knows if there are crossover bugs or something like that.

Air Create Script - Mr. Murray

UPS Script 1.2 - Kronzky

Group Spawn Script 0.92- {nBs}-Myke-{CO}

Vehicle Respawn - Mr. Murray

Floodlight Script - Mr. Murray

Weather Script - KilJoy

Multiplayer Artillery - mi2slow & Vienna

Improvised Explosive Device Script - Jeevz

Garage Repairscript - Tigga

Mine Field Script - Kronzky

Place Weapons Script - Kronzky

Airstrike - Michael www.zonekiller.ath.cx

Su34 Effects - Foxhound

Smoke Camo Script - SoLo

ArmA Marker Script - Sickboy

I'm having the same problem after upgrading from 1.7. Three to five seconds in, my whole game locks up. I'm only using a single home-made script that adds ammo to crates.

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I think I found the problem, in the gl2init or init script, all enemy units need to be in the array or enemy groups.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; [[array of enemy groups],[array of static enemy groups],[array of enemy groups that shouldn't remount vehicles],target group "_westgrps = [gw1,gw2]" = "_grp",max number of support groups,courage for enemy groups] exec "ai\grouplink2.sqs"

[[ge1,ge2,ge3,ge4,ge5,ge6,ge7,ge8,ge9],[ge7],[],_grp,3,0.20] exec "ai\grouplink2.sqs"

In the example mission, the gl2init script has ge1 through ge9 in the groups, ge7 is in both enemy groups and static enemy groups whereas pervious versions (or at least 1.7) ge7 would have only been in the static groups.

I fixed this for my mission and I haven't locked up yet. I hope it works for you.

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Well yes sorry guy's,

seem's like there's a problem if the eventHandlers are initialized by too many group's.

I'm working on a fix right now.

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I'm addicted to GL2. Missions never come out the same and is always exciting having enemy reinforcements come pouring out of an URAL with smoke screens popped. Also, the enemy paratroopers are awesome, especially when they are dropped behind you while there is 1 squad in front of you and 1 more on the way!

I want to see more mission makers using this script. Another thing that you should change if possible....when a chopper group lands instead of paratroop, they usually land entirely too close and are taken out seconds after landing(not all the time but most) but this all depends on the terrain. Would be awesome if they landed further back then hit you while you were engaging the other groups.

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armagrouplinkiiplusv18hdt8.png

<span style='color:red'>ArmA GroupLink II Plus! v.1.8 HOTFIX</span>

Fixed:

- Lag: Fixed and removed some part's of the ArmA Group Link II Plus! script which creates lag.

- Voice: Changed some sounds and Voice timings for a more realistic atmosphere

Improved:

- Voice: Improved the ArmA Group Link II Plus! script with random Suppressed, Detect and Killed Voices fit's to the given situation.

Sound's taken from Armed Assault by =\SNKMAN/=

Removed:

- Voice: Get in, Get out

Up next:

- Enhanceing and optimizeing of the Voice system.

- Enhanceing the captive script, so all group's friendly to the captive unitss and in a

specific range to the captive units will let the captive units join their group.

Well i'm sorry about the 1.8 Plus! release seems like some part's of the script specially the eventhandlers created a lot of lag on bigger missions.

I now changed some part's of the script to run on the player's side only to get ride of the lag.

I hope this release will slove all your problems you had with Plus! v.1.8

Thank you very much for the replay's and interest.

Enjoy. biggrin_o.gif

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>

------------------------------------------------------

@Legislator

Hehe nice video. smile_o.gif

@Lucidity

Quote[/b] ]In the example mission, the gl2init script has ge1 through ge9 in the groups, ge7 is in both enemy groups and static enemy groups whereas pervious versions (or at least 1.7) ge7 would have only been in the static groups.

Well putting static groups in the first and secound array is the original way of using the script i tryed bouth ways with static groups only in the secound and with static groups in the first and secound array and the only different, if you put static groups only in the secound array is, that they are not listed in the occupied groups.

But they do not advance anyway if they are in both or just in one array.

@Gunney

Quote[/b] ]Another thing that you should change if possible....when a chopper group lands instead of paratroop, they usually land entirely too close and are taken out seconds after landing(not all the time but most) but this all depends on the terrain. Would be awesome if they landed further back then hit you while you were engaging the other groups.

Yeah i was thinking about this too but theres a target spot generated in the script and the chopper will randomly land within 200m of the target spot.

But i will look what i can do. wink_o.gif

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Thank you for answering and solving the problem so quickly! notworthy.gif

I'm testing the new script today. If I encounter any problems, I'll head back to this forum.

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Love it !!! smile_o.gifsmile_o.gif

But I and  friend of mine had the same CTD event.  It occurred in MP mission (mission supplied in RAR and compressed to PBO)

CTD occurred when each of us got hit by arty and began to repawn!!!!  Just thought to let you know.    This didn't occurr in single player

We both are running latest 1.07 Beta version of ArmA.  Server was not dedicated.

EDIT: This is for release ArmA_GroupLink_II_Plus!_v.1.8.rar it was before hotfix was released

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