[GLT] Legislator 66 Posted January 20, 2009 The only thing i noticed VERY OFTEN!!If AA A.I. units of my team had spotted a Tank then they switch to the AA weapon, then switch back to the Rifle, then switch back to the AA Weapon, then take the binoculars and may if i got some luck after the 4 - 5 th. changing they finally shoot at the Tank with the correct weapon. Well ... that's happening to me as well. Sometimes I can't decide which to use for destroying the enemy   I've got some missions where enemy specops have planted some pipebombs or mines on the street. It's very funny to see my mates getting blown up because they didn't check the area first. I would love to see this made by the AI randomly if it's tactical necessary. But to be honest - I don't have any idea which criteria would have been set to trigger the AI do lay down some mines at tactical places. The AI would have to "recognize" the street, lay down pipebombs/mines if the player is around with vehicles and then has to take cover and of course activate the pipebombs when the player is near. Shouldn't happen that often anyway and should be an optional feature as well. Basicly I've always having the problem that "I know" 'the' mission because I have created it. I wanna be surprised too during the game  I'm the only one who always knows where traps are set. After some replays the others can be surprised any more too.  You know what I mean? Share this post Link to post Share on other sites
snkman 351 Posted January 21, 2009 @MadRussian & @spangg It's very hard to modify the players A.I. units, becouse you have to think about many many things! For Example: If the A.I. units of a player leaded group should run into a building, after they had spotted a tank and do not have any AA Weapons, then this may can be very dissapointed, becouse the player and his A.I. units are in cover and the player only want's to check the area and then, after the A.I. units had spotted the tank, they will start running to the next nearest building, becouse they only know, there is a tank, are there any buildings in range? Oh yes lets ruuuun!!!! But the played did not want this he only wanted to lay behind some cover and watch the target. You understand? Also you can't check the behaviour of a player leaded A.I. it's always Aware. Player leaded A.I. do not use "Careless", "Safe", "Aware", "Combat" the last one "Combat" is bugged anyway... So it's very hard to control the players A.I. correctly at any time. @Legislator To let enemy A.I. lay mines is a very good idea, but very hard to make it work correctly. In my GL3 missions, i always have many Trucks mounted with soldiers, driving around on the map in Safe mode, and waiting to be called in as reinforcements. Now if a enemy A.I. group would place some mines on the street, then the other Friendly to the enemy A.I. which had placed the mines and which may is in a vehicles will drive into thouse mines, becouse the A.I. do not transmit informations to other units, where and when they placed the mines. They also do not use any kind of mine detecting system and the biggest problem: There is no command to detect streets. ( I think ) Or is there one? Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted January 21, 2009 You're right ... the don't detect mines that have been placed by the own side At least they wouldn't be blown up by satch charges. As for the streets ... maybe it's possible to scan for the street p3d's? Woah that would mean hard work. It has no top priority! Just make yourself some notes for the future. Personally I'd like to have to surrender/captive feature in action first I'm sorry to say that I can't do huge tests for GL3 for now. The GLT has decided to use GL2 until the release of ArmA 2. Then we'll have to see how and if GL3 works in ArmA 2. It'll be a long process to convert existing missions to ArmA 2 so I'll have a huge update somehow in the future. Well ... if ArmA 2 will be delayed or is as buggy as ArmA 1 was in 2006 we'll use ArmA + GL3 Share this post Link to post Share on other sites
usarmy19dsniper 0 Posted January 21, 2009 Just a quick question regarding GL3 and ACE. I have been using ACE quite a bit, and just downloaded GL3. Everything seems fine, except there are no tracers at all. I have turned the tracers on in the options menu but it did not do anything. I looked in the configs in the @GL3 folder but couldn't find anything. Found it...page 10, for anybody who wants to know. @GL3 needs to be before @ace in the shortcut parameter line Share this post Link to post Share on other sites
spangg 0 Posted January 21, 2009 well, I used gl3 after ace and it all worked fine for me. Since the 1.01 patch it seems ace (or the new xeh in it) doesnt work if I load any other mod(gl3). It doesnt matter which one I try to load first. Share this post Link to post Share on other sites
Kryptonite 0 Posted January 21, 2009 snkman, which gameplay mode is gl3 built for coop,pvp,or sp. Kryptonite! Share this post Link to post Share on other sites
snkman 351 Posted January 21, 2009 Since the 1.01 patch it seems ace (or the new xeh in it) doesnt work if I load any other mod(gl3). It doesnt matter which one I try to load first. Hmm... That's really bad new's... Well i don't know what the A.C.E. guy's have had changed on their ( Own ) E.E.H. but if no other AddOn/Mod will work while using A.E.C. then the main idea of the E.E.H. is broken, becouse the E.E.H. was created to make several AddOns/Mods compatibility to each other. I will have a look into it. @Kryptonite GL3 is build for many gaming type. Single Player, Multiplayer and COOP. Player vs Player? No, becouse GL3 is a A.I. Enhancement mod. Share this post Link to post Share on other sites
hamis 0 Posted January 21, 2009 Well,i'd like to use only church lighting from your mod.Any ideas how? Share this post Link to post Share on other sites
snkman 351 Posted January 21, 2009 ChurCh Chor and Church Ambient is build in one script, so at least you have to use bouth features. Disable every other Feature in the GL3_Settings.sqf expect: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> GL3_Public set [0, False]; Do not remove the "//" in front of this variable. Then in the Init.sqf of your mission put. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> GL3_Server set [0, True]; if (isServer) then { Â Â Â waitUntil {GL3_Server select 1}; Â Â Â GL3_Server set [3, []]; }; And you should run Group Link 3 with the ChurCh FX only. Sorry, there is no easyer way, but the Features of GL3 are coded to support/enhance GL3. Share this post Link to post Share on other sites
hamis 0 Posted January 21, 2009 Well,i didn't mean mission but like ECS mod so it's working all the time. Share this post Link to post Share on other sites
snkman 351 Posted January 21, 2009 Group Link 3 is a mod as well. Every Feature of GL3 do always run/work without doing anything. So you can use GL3 and all features like they would have been hardcoded in ArmA. Share this post Link to post Share on other sites
hamis 0 Posted January 21, 2009 Well,maybe i'm blind but didn't find church thing in settings. Share this post Link to post Share on other sites
snkman 351 Posted January 21, 2009 Nope you are not blind, becouse in v.1.2 there is no option to disable the Chuch FX. But i thought you will only use the Church? So no need to disable the Church FX, becouse you like to use it. Share this post Link to post Share on other sites
spangg 0 Posted January 21, 2009 Since the 1.01 patch it seems ace (or the new xeh in it) doesnt work if I load any other mod(gl3). It doesnt matter which one I try to load first. Hmm... That's really bad new's... Well i don't know what the A.C.E. guy's have had changed on their ( Own ) E.E.H. but if no other AddOn/Mod will work while using A.E.C. then the main idea of the E.E.H. is broken, becouse the E.E.H. was created to make several AddOns/Mods compatibility to each other. I will have a look into it. @Kryptonite GL3 is build for many gaming type. Single Player, Multiplayer and COOP. Player vs Player? No, becouse GL3 is a A.I. Enhancement mod. Yep, it would be great if someone can confirm it. Actually for me the ace mod features didn't work, so I guess there might be at wrong n the xeh? But if I load ace alone they work. I haven't tried to use the xeh from 1.00. Maybe that can confirm the problem. It would be great if you can have a look SNKMAN. Cheers Share this post Link to post Share on other sites
Nicholas Bell 0 Posted January 21, 2009 Thanks for your hard work and continued support of your GL3.  Sure glad you enjoy scripting   I don't find much time to actually play ArmA (pretty focused on map/island making, really), but the few simple infantry based missions I fought recently have been a great experience. What is the maximum distance a reinforcing unit can be away from the calling unit?  For example, can I place a helicopter 5 km and still get it to react?  Or is the reaction based on the sound ranges you listed in the readme? Share this post Link to post Share on other sites
snkman 351 Posted January 21, 2009 Thanks, yeah i really love scripting. Well to your question: You can place a unit/group to the uppers north of Sahrani and another unit/group to the South and they still can call each other in as Reinforcements. There is no distance limitation, the units/groups do always call the next nearest units/group as reinforcement, even if they are 10000 miles away. The Sound Range ( Hearing Aid ) is a feature, to let enemy A.I. without vehicles react to gunfire. If you are for example 200 meters away from a enemy group and you shoot in the air with a rifle, then without GL3 the enemy A.I. do nothing. They just stand around, or follow their waypoints. ( If any ) With GL3 they hear the gunfire and may start advancing in the direction, where the gunfire came from, to check whats happend there. Share this post Link to post Share on other sites
hamis 0 Posted January 22, 2009 Quote[/b] ]Nope you are not blind, becouse in v.1.2 there is no option to disable the Chuch FX.But i thought you will only use the Church? So no need to disable the Church FX, becouse you like to use it. Yep,but it doesn't work.I didn't touch config and got error msg about GL3 not added to any group. Share this post Link to post Share on other sites
Commando84 0 Posted January 22, 2009 finnaly tried this package of awesomeness! Got to say its cool and all but i wish for it work without strange black pop ups with code popping up randomly during play. I was playing warefare 1.1 on sahrani lite on my own with the a.i's My home laptop's wireless is not working so i had to borrow a friends computer and transfer files with a usb memory stick But anyways sweet effects but I don't like the automatically grab binoculars feature its getting me killed and stuff, and it happens after i shoot m136 and want to reload and i always keep bringin up the binoculars, so i have to go gear and throw it away so i wont bring up the binoculars during fire fights Share this post Link to post Share on other sites
snkman 351 Posted January 22, 2009 @hamis Sorry, i have to look into it again how to make it work stand allone correctly. Well may it's better to wait till v.1.3 of GL3, becouse there the Church is more customizable. @Commando84 Quote[/b] ]without strange black pop ups with code popping up randomly during play If this happend, then you was badly wounded. The black pop up do simulate a short black out, but if this happend, then you can use the First Aid pack and the effect should stop. You also can disable this feature in the GL3_Settings.sqf Quote[/b] ]I don't like the automatically grab binoculars feature What? Sorry, but such a feature is not part of GL3. May it comes from another AddOn/Mod? Share this post Link to post Share on other sites
teilx 4 Posted January 22, 2009 Quote[/b] ]I don't like the automatically grab binoculars feature I had it with DAC + GL3 without other Addons / Mods. Ai script conflict maybe. The best is that no other AI mod running. Share this post Link to post Share on other sites
snkman 351 Posted January 22, 2009 Yup for sure. I think no Scripter could be that stupid to force a player to use his binoculars. Share this post Link to post Share on other sites
Commando84 0 Posted January 22, 2009 i was only running GL3 and BSG mod but i dunno it could have been the laptops<keyboard, gonna give it another go tonight and report back tomorow morning.. Share this post Link to post Share on other sites
manzilla 1 Posted January 22, 2009 I've had this occur well before GL3 came out. One of my AI team members would always stop and pull out the binocs when me and the rest of the team was in the middle of a fire fight. Especially when I was ordering the team to fall back into formation and so we could run like hell when over-whelmed. I used so many damn AddOns/Mods pre-ACE that it's too hard for me to say which may have caused it. I haven't seen this happen lately though but I'll keep my eyes open for it. Share this post Link to post Share on other sites
snkman 351 Posted January 22, 2009 Well the A.I. do always use the binoculars ( If they have any ) during a fire fights. That's why mine NEVER have one. Another very popular thing is weapon switching ( Binoculars, Rifle, Law all up and down ) 3 - 5 times till the enemy is near enough to kill them. Player A.I. always is very undecided in what to do best. Share this post Link to post Share on other sites
snkman 351 Posted January 22, 2009 well, I used gl3 after ace and it all worked fine for me. Since the 1.01 patch it seems ace (or the new xeh in it) doesnt work if I load any other mod(gl3). It doesnt matter which one I try to load first. Â Just found some time to test. Look's like everything works like it should. I don't know what you do/did wrong? Share this post Link to post Share on other sites