spangg 0 Posted January 16, 2009 One request.You can put a group with SLXGL3 on ramahdi near a building and they use the housepositions without any command or waypoint.It would be nice to see in GL3+.is it possible? How do you mean that? You put a group near by a building and they starts Housesearching without any enemy contact? To me this sounds strange... Why should a group look for enemy's in a house, if they wasn't attacked by somebody? Or how should i understand this? I think what he means is that the ai use the buildings as cover automatically. Share this post Link to post Share on other sites
snkman 351 Posted January 16, 2009 Yes. Thanks he already told me how exactly it was meaned. And yes indeed this is a pretty nice idea. Share this post Link to post Share on other sites
spangg 0 Posted January 16, 2009 Is there a chance that a hotfix arrives soon for that warfare issue? Dont wanna push you, just so eager to play and test gl3 and the most of the time I play warfare. But I guess in the meantime I test with the COC. Sry for asking and thx. Share this post Link to post Share on other sites
snkman 351 Posted January 16, 2009 <span style='color:red'><span style='font-size:11pt;line-height:100%'>GL3 v.1.2 Player Initialize Hotfix</span></span> REMOVED!!! Use the Hotfix 3 posts below! Share this post Link to post Share on other sites
snkman 351 Posted January 16, 2009 Please delete this post. Share this post Link to post Share on other sites
manzilla 1 Posted January 16, 2009 <span style='color:red'><span style='font-size:11pt;line-height:100%'>GL3 v.1.2 Player Initialize Hotfix</span></span>unPbo the "GL3_Core.pbo" in "@GL3\AddOns\" Replace the original/old files with the files contained in the Hotfix. rePbo the GL3_Core folder. Done. <span style='color:red'>GL3 v.1.2 Player Initialize Hotfix</span> One question here: I opened the GL3_Core .pbo but I'm not sure where to put the hotfix. Do I just drop the hotfix .pbo in with the 3 .sqf file or do I put it in the GL3 folder somewhere. I don't see the original files I need to replace. EDIT: Do you mean the GL3_Config.pbo? Then open up the hotfix .pbo and replace the old files with the one's from the hotfix? Share this post Link to post Share on other sites
snkman 351 Posted January 16, 2009 This way is easyer to understand. <span style='color:red'><span style='font-size:11pt;line-height:100%'>GL3 v.1.2 Player Initialize Hotfix</span></span> Replace "GL3_Core.pbo" to find in "@GL3\AddOns\" with the Hotfix "GL3_Core.pbo" to find in the GL3 v.1.2 Hotfix folder in "@GL3\AddOns\" <span style='color:red'>GL3 v.1.2 Player Initialize Hotfix</span> Share this post Link to post Share on other sites
manzilla 1 Posted January 16, 2009 So I wasn't supposed to replace the files from the GL3_Config.pbo with the files from the previous hotfix.pbo? Uh-Oh. So now should I put back the original GL3_Config.pbo and just replace the GL3_Core.pbo? Sorry. I got myself a little confused here. Share this post Link to post Share on other sites
snkman 351 Posted January 16, 2009 Not a problem Manzilla. Download the latest FULL GL3 v.1.2 Then simply replace the "GL3_Core.pbo" with the "GL3_Core.pbo" from the Hotfix. Thats it. Ready to play. Share this post Link to post Share on other sites
spangg 0 Posted January 16, 2009 Thank you for the quick solution!!! You are the KING!!!! I would like to ask something. Its not about your mod but as you are good in scripting you might have a solution for this as well. If not or you feel its not fair just ignore. I like the way how the wound system with those new medical equipments implemented inthe ace mod. But unfortunately when I have a blackout on the ground the medic in my squad just keep ignoring me. Is there a way to "inspire" him to do his job and fix me up? And if you put it in your script will he use the ace specific items? Share this post Link to post Share on other sites
snkman 351 Posted January 16, 2009 Well spangg i'm very sorry, but i do not have something to do with A.C.E. I do not use A.C.E. and i know A.C.E. is a very very complexe Mod. I would need a day to find the right part, where the problem ( COULD ) be. It's better you announce this in the A.C.E. thread. I'm sure the A.C.E. guy's will do their best to fix the problems of A.C.E. as fast as possible. I also will not implement anything from A.C.E. to GL3. Sorry about that i can not help you, but i think this is the fair way. Everybody should fix and slove problems of his own work and not do put his hands in stuff he has nothing to do with. Of course if someone need's my help i would not say no, but A.C.E. simply is way to big to slove problems quickly. B.t.w.: Does this means Warfare is working correctly now? Share this post Link to post Share on other sites
spangg 0 Posted January 16, 2009 well just about to try, so dunno yet. What i meant is that you might put a script in your mod what make the ai medic in my squad constantly check for injured persons. or at least check if the player is injured, otherwise im able to tell him what to do. I didnt mean to interfere with ace. Sry if it wasnt clear. Ive had a bit of testing, need to sleep early work tomorrow. I forgot to mention that to capturing towns(what means need to stay close to a depot what is a warfare buliding for a certain time you even see a red progress line) This process was much slower aftwer the strange ai behaviour and the progress line moved a bit then stopped for a while moved again a bit stopped for a while and so on. It might help. This thing was before the hotfix too! I cant say anything since then yet. My sisters birthday tom so I dunno when I have time to test again. In case if its possible to implement for the medic to make player checks without request would be a great thing thx and see u soon. PS: ok 1 last thing i just found and seems to be related to this mod. Its about formations. If you send your squad to somewhere they always use wedge formation.(actually it would be great if we can change it and also caould change differently for red team, blue, etc...) But when you choose part of your squad(lets say f11 and f12) They keep too much distance in between each other like if they would be in formation with the player. Because f11 should be the last on the left and f12 the last on the right. The conclusion is that my small 2 men team tried to cover each other from way too far. if I chose f1 and f2 whom should be close to me and each other they kept close when I sent them somewhere so it should be something with where the actual ai men would be in the formation relative to the player. ok, im off now, have about 4 hrs of sleep till tomorrow. Share this post Link to post Share on other sites
snkman 351 Posted January 17, 2009 Hey spangg, about the injured: GL3 do use a script which check's if a player can stand, this means a player can't stand if he really is injured badly. If this happends, then the player get a First Aid function, which will heal him till he can stand again. If you find some time, then you may can test Warfare with GL3 again and tell, if it works with the hotfix. Do not overdo yourself!! I know how hard it is to find a breake with ArmA. Since i released GL3 i didn't sleep much longer then 5 Hours a day. Well i'm in holiday's right now, so it's ok, but you really have to take care about your private life. The ArmA community is a really greate community, not that much commercial like many other community's, we are all ( most of us ) enthusiasts, which do really love ArmA, but like i sad bevore your ( Real ) life should not come too short. Alway's think about that. B.t.w.: The A.C.E. Island Pack was one of the things, which gave me so much motivating to continue and finally release GL3. So it's the community, which i have to thank for all the greate work. I made some bad experiances in the past, with scripting... I simply overdid my self too. Now it's slowly time to catch some breath and regenerate myself. About the Formation: I already know that, it's strange, may i think i's a bug... GL3 do use several formation's for the groups, which are selected by random, but GL3 do always pick "Wedge". I have had tested this often and long, so the only think i can think about, is a bug in ArmA. Have a good sleep, enjoy your day and relax a bit,it's your's sisters birthday. We will talk another day about all this thinks keeping us busy. Â See ya around. Share this post Link to post Share on other sites
spangg 0 Posted January 17, 2009 Quote[/b] ]about the injured: GL3 do use a script which check's if a player can stand, this means a player can't stand if he really is injured badly. If this happends, then the player get a First Aid function, which will heal him till he can stand again. I thought it might be possible to "tell" the medic to come to player. It would be great for the times the player is unconscious and cant use the medikit himself. Quote[/b] ]About the Formation: I already know that, it's strange, may i think i's a bug... GL3 do use several formation's for the groups, which are selected by random, but GL3 do always pick "Wedge". I have had tested this often and long, so the only think i can think about, is a bug in ArmA. Well, I dont think its arma bug as I never experienced it before gl3. I mean if you sent two of your squad they always sticked together before. Work is easy today, no worries Share this post Link to post Share on other sites
snkman 351 Posted January 17, 2009 Quote[/b] ]I thought it might be possible to "tell" the medic to come to player. It would be great for the times the player is unconscious and cant use the medikit himself. Oh ok now i get what you want. Well i think this should be possible. I will look, what i can do with this. About the Formation: If you say so, then i will have a good look into it again. Thanks for the information. Share this post Link to post Share on other sites
spangg 0 Posted January 17, 2009 Brilliant A question: What do you think if you script the medic to come to the player to fix him up but another mod introduced some extra medical supplies, is there a way that the medic use it automatically. Not a big prob if dont, just wondering. Great if you can make it. Share this post Link to post Share on other sites
snkman 351 Posted January 17, 2009 Nope sorry, that's not possible, becouse i can't tell, what i don't have definied in GL3, the extre medical supplies are from A.C.E. right? So i can't change/ask scripts think's with GL3 which are running in A.C.E. or better sad i can't use/change stuff from other mods with GL3. I was thinking about this too some time bevore, but never started to work on it. There also in OFP was a unit AddOn ( Nomax Delta ) a very nice looking and with some good features provided unit. If 2 players used thouse units, then they alway's could give medical supply to each other. This was really fun. Share this post Link to post Share on other sites
KeyCat 131 Posted January 17, 2009 Quote[/b] ]The Skill Array: I do not really know if it works.... There is no way to test/debug it. Do you know a way? I did numerous simple tests with setSkill array using a single enemy AI to see if anything changed, IIRC I tried... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this setSkill ["aimingShake",1] vs this setSkill ["aimingShake",0] and <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this setSkill ["aimingAccuracy",1] vs this setSkill ["aimingAccuracy",0] without noticing any difference at all (btw, this was before the Wiki was updated with "This is a reserved keyword..."). Quote[/b] ]A.I. do not react to gunfire. Or what do you understand under A.I. react to gunfire? In ArmA the AI actually do advance and search for you (if close enough) when they hear your gunfire, also if you just fire straight up in the air (this did not happend in OFP, the AI was pretty much deaf back then - hence the crude workaround in the original GL2 script). I can't remember the exact distance where they hear you and I guess it's dependant on skill level etc. I think the distance where they react to your gunfire is not in the 500+ m range but rather in the ~100 m range with a regular non-silenced weapon, but they do react Anyway since you already have this feature optional it's not really an issue in GL3. /KC Share this post Link to post Share on other sites
snkman 351 Posted January 17, 2009 Hey KeyCat, yeah i also did some test's ( Same way like you ) with the skill array and it really looks like there is no different. Well maybe in ArmA 2 Quote[/b] ]I think the distance where they react to your gunfire is not in the 500+ m range but rather in the ~100 m range with a regular non-silenced weapon Yeah and this is exactly, what i like on the Advance feature of Group Link 2 ( Where you "Genius" created it. ) and Group Link 3. In real life you do hear gunfire for more then 100m. The A.I. Hearing Aid is exactly ( In my option ) how this should be handled. But o.k. every his own. That's why it is like you already sad optional. Share this post Link to post Share on other sites
spangg 0 Posted January 17, 2009 Nope sorry, that's not possible, becouse i can't tell, what i don't have definied in GL3, the extre medical supplies are from A.C.E. right?So i can't change/ask scripts think's with GL3 which are running in A.C.E. or better sad i can't use/change stuff from other mods with GL3 yep, but I guess it wont be a problem, if the medic will come and fix the player up he still will get his consciousness back(at least I think). In worst case I skip ace for a while, Im more in desire of a good ai than anything. thank you again!! Share this post Link to post Share on other sites
kremator 1065 Posted January 17, 2009 Great addon, however, if people are going to be using it with ACE mod then the commandline MUST be -mod@GL3;@ACE I think there is an incompatibility somewhere if you reverse the commandline order (like not being able to enter vehicles etc) What I am about to check is whether there are other problems with the AI even when putting the commandline in the correct order. Keep up this great work SNKMAN !! [TAO] Kremator Share this post Link to post Share on other sites
manzilla 1 Posted January 17, 2009 PS: ok 1 last thing i just found and seems to be related to this mod. Its about formations.If you send your squad to somewhere they always use wedge formation.(actually it would be great if we can change it and also caould change differently for red team, blue, etc...) But when you choose part of your squad(lets say f11 and f12) As far as I know this is part of ArmA and not GL3. It's been one big gripe I've had as long as I've been playing this game. Try a quick test with out GL3. Place a group in the Editor, switch to the overhead view(num pad ".") and zoom all they way out. Order your group to Delta formation. Then just order them to move a few yards away and they'll go back to the wedge formation. Finally if you order them to fall back into formation they'll form up behind you in a Delta formation again. Kremator, I'm curious to see what you find out with the ACE tests. Thanks for doing this, I've been short on time lately. I look forward to see what you find. Share this post Link to post Share on other sites
snkman 351 Posted January 17, 2009 Yes that's right. I understood the question wrong. I was thinking that spangg was talking about the Enemy A.I. units/groups. @Kremator Thanks. Nice to hear you like it. Well the MOST important thing is to use the GL3 E.E.H. ( Extended Event Handlers ) Config if using GL3 toghetter with A.C.E. Normally the problem with the AddOn load order is sloved since the E.E.H. was released. Without the E.E.H. the Mod loaded at last alway's will use all it's assigned Event Handlers and overwrite each Event Handler of the previouse loaded Addons, but with the E.E.H. this will not happend any longer. But ok. If this is the trick, then thanks for letting me/us know. Share this post Link to post Share on other sites
spangg 0 Posted January 17, 2009 PS: ok 1 last thing i just found and seems to be related to this mod. Its about formations.If you send your squad to somewhere they always use wedge formation.(actually it would be great if we can change it and also caould change differently for red team, blue, etc...) But when you choose part of your squad(lets say f11 and f12) As far as I know this is part of ArmA and not GL3. It's been one big gripe I've had as long as I've been playing this game. Try a quick test with out GL3. Place a group in the Editor, switch to the overhead view(num pad ".") and zoom all they way out. Order your group to Delta formation. Then just order them to move a few yards away and they'll go back to the wedge formation. Finally if you order them to fall back into formation they'll form up behind you in a Delta formation again. Yep, its true, what im saying is different thing though. The issue with gl3 is that if you send for example 2 people to go somewhere their distance will be depending on their relative distance when they were in your squad, so if they are f1 and f2 they stay close but if they are f11 and f12 they have a good 100m in between them and cant really cover each other. (Could be a feature, but they really dont cover each other this way, so I consider this as bug) Kremator: I use it the other way(@ace;@gl3;@event) and it seems all fine for me. Didnt check arma.rpt though, but ace leave there a few lines anyway I guess. For me it even works with @ecs;@ace;@gl3;@event as well. Share this post Link to post Share on other sites