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snkman

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@the_shadow

For sure this could be done too, but i think the helicopter is the best way, becouse its fast and for the helicopter a mountain or some hard terrain doesn't matter.

If cars/trucks would transport units/groups, then they would need way longer then a helicopter and the risk if they would drive in very hard terrain and/or stuck on any objects ( Buildings/Trees ) would be very high.

@hamis

Yes i'm talking about the XEH.

Well but you have to use the E.E.H. GL3 config which comes with GL3 in the folder "@GL3\E.E.H.Config\".

Put the "GL3_Config.pbo" from "@GL3\E.E.H.Config\" to "@GL3\AddOns\". and it should work fine.

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Does GL3 works with arma 1.15 ??

because i have a CTD at loading. i don't know if 3rd party addons are related.

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@Imutep

Thanks for the mirror. smile_o.gif

@gL33k

Yes it works with 1.15.

I do also use the 1.15 beta patch and i never had any CTD during the whole GL3 coding time.

What else ( Which other AddOns ) do you use?

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@gL33k

Yes it works with 1.15.

I do also use the 1.15 beta patch and i never had any CTD during the whole GL3 coding time.

What else ( Which other AddOns ) do you use?

start log of 1.15.  

Quote[/b] ]Addon warfarebuildings (entry WarfareBWestLightFactory) not found in the list of active addons.

Addon bwmod (entry BWMod_Wiesel_MK20) not found in the list of active addons.

Addon bwmod (entry BWMod_MK20_AP) not found in the list of active addons.

Addon bwmod (entry BWMod_MK20_HE) not found in the list of active addons.

Addon warfarebuildings (entry WarfareBWestAircraftFactory) not found in the list of active addons.

Addon bwmod (entry BWMod_Leopard2) not found in the list of active addons.

Warning Message: Cannot open object data3d\bmp.p3d

question , must i put extended_event_handler in gl3\addons , even if i already have on in arma\addons ?

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question , must i put extended_event_handler in gl3\addons , even if i already have on in arma\addons ?

No if you already use the E.E.H. ( XEH ) AddOn then of course you don't need to run it twice.

But you need the E.E.H. Config of GL3.

Put the "GL3_Config.pbo" from "@GL3\E.E.H.Config\" to "@GL3\AddOns\".

That's all you have to do and it should work fine. wink_o.gif

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it doesnt look as it works with CSLA mod..

atleast no markes show up even though i have added the correct classnames in the init.sqf.

and i dont think AI call for support either.. atleast i havnt noticed anything.

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Well i never have had tested GL3 with CSLA.

I will give it a go and see what i can find out.

Edit:

Okay looks like CSLA do use Event Handlers, but they do not support the E.E.H.

This means CSLA do overwrite the GL3 Event Handlers.

I don't know why they do not support the E.E.H. becouse this is the only way to make AddOns/Mods which use E.H. compatible to each other.

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SNKMAN,

EDIT .... lack of agressiveness was an addon conflict..... they REALLY hunt my ass now !

Keep up the good work.

[TAO] Kremator

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wow yeah biggrin_o.gif big difference when compared to the previous version. thanks a lot for this.

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Made some very very big improvements with the Take Cover script.

Now looks like everything works like it should. 

If the group, which is trying to take cover got more then 1 unit, then one unit of the group will stay at his position to give fire cover, while the rest of the group is trying to get to the cover positions.

this is good, but wouldn't it make sense to have more AI stay (maybe 1/2 the squad provides support fire with preference for machine gunners/grenade launchers, etc) as firepower is the deciding factor and 1 guy isn't going to keep the enemy head down much.

lovely addition to arma mate! smile_o.gif

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Thanks guy's smile_o.gif

Good to hear, that the last week non stop working on GL3 brought some good results. wink_o.gif

this is good, but wouldn't it make sense to have more AI stay (maybe 1/2 the squad provides support fire with preference for machine gunners/grenade launchers, etc) as firepower is the deciding factor and 1 guy isn't going to keep the enemy head down much.

Well sounds nice and yes you are right if a squad got for example 6 units then may 2 - 3 units should give fire cover. ( Suppress the enemy )

I will do some changes in this part.

Thanks for the hint/request.

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pardon me, snkman, but is there any way of marking a group static directly in the editor? i dont make missions, i basically just drop some units on the map and i get triggerhappy.

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Man what a fool i'm!!! biggrin_o.gif

Hadudy you made my day!!!

Since week's i was thinking about, how to initialize a Static Group easyer as the way it must be done now. ( With the Init.sqf )

Here is the way:

<span style='font-size:12pt;line-height:100%'><span style='color:red'>How to initialize a Static Group in the editor:</span></span>

In the Initializing field of the group leader 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 [3, (GL3_Server select 3) + [group this]]; GL3_Server set [4, (GL3_Server select 4) + [group this]];

And that's it! tounge2.gif

Damn why didn't i found this solution way earlier? rofl.gif

So now with this way there is no need to use a "Init.sqf" to initialize a Static Group any longer.

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First of all, thanks again for making this.

I may have found a bug with the difficulty settings:

It looks like you want to have a minimum level set in config:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">    // GL3 Difficult Level

   // Set the difficult level of the enemy AI.

   // The more higher the more aggressive will the enemy AI be.

   // By default a random value is given to make the enemy difficult more dynamic.

   // 0.01 - 1.0, default is 0.25 + random 0.25

     // GL3_Public set [26, 0.25 + random 0.25];

which looks to be a very good thing, because we don't want the AI to be too lame.

But then in GL3_Difficult.sqf you have random again:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_a = _this select 0;

if (GL3_Public select 25) then

{

_b = (GL3_Public select 26);

_c = (GL3_Public select 27);

{if !(_x in (GL3_Client select 0)) then

{

_x setSkill random _b;

_x setSkill ["aimingAccuracy", random _c];

_x setSkill ["aimingShake", random _c];

_x setSkill ["aimingSpeed", random _c];

_x setSkill ["endurance", random _c];

_x setSkill ["spotDistance", random _c];

_x setSkill ["spotTime", random _c];

_x setSkill ["courage", random _c];

_x setSkill ["reloadSpeed", random _c];

_x setSkill ["commanding", random _c];

_x setSkill ["general", random _c];

};

} forEach units _a;

};

So by randomizing _b and _c again you may be giving very low skill settings disregarding the setting above.

If I read it correctly, you still give something between 0 and (0.25 + random 0.25).

My suggestion: make 2 variables instead of one for each AI settings in GL3_Settings.sqf, so we have minimum skill and maximum skill then in the script have something like

skill = min_skill + random (max_skill - min_skill)

Hope that makes sense.

Edit: You might also want to be careful about spotDistance, that value does not usually go in the same interval as the others. For at least stock and a couple of mods that I know max spotdistance is no more than 0.4 while the others usually go up to 1.

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snkman,

for some reason the D.S.A.I. are all stuck in a loop with the words in multiplayer.they all keep repeating the same thing over and over again.will not go away.

Kryptonite!

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smile_o.gif)) thanks. gonna try that out.

edit: just out of offtopic curiosity, is the snkman nick related to SNK Playmore connected to the NEO-GEO console? biggrin_o.gif

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@Robalo

Well like KeyCat already told the setSkillArray do not work in ArmA.

But the reason why i randomsize the value in the "GL3_Difficult.sqf" script again is that every group/unit get a random value.

The value you can set in the "GL3_Settings.sqf" will be randomsized only once and then used with all units/groups.

So randomsize it again gives a random value to each units/groups.

@Kryptonite

I never felt into this problem in my last test's, but ok i will test it again.

@Hadudy

Good find. smile_o.gif

Yeah i do love the SNK NEO-GEO and i play it, since i heard of it first time in 1992 but i do not like Playmore.

The original titles are my favorite ones.

Arcade games are my second love, besides ArmA. tounge2.gif

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Quote[/b] ]

Multiple Sides:

GL3 do now support multiple Enemy and Friendly sides.

This means missions with EAST vs RESISTANCE and WEST or WEST vs RESISTANCE and EAST are not a problem any longer.

Really sweet!

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@Robalo

But the reason why i randomsize the value in the "GL3_Difficult.sqf" script again is that every group/unit get a random value.

The value you can set in the "GL3_Settings.sqf" will be randomsized only once and then used with all units/groups.

So randomsize it again gives a random value to each units/groups.

I understand that you want to randomize for each unit.

But in the end you might be giving values very low or even 0.

My point was that you can't set a minimum skill value the way it is now.

So if you would have another 2 in settings like:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

// min ai skill

GL3_Public set [26, 0.3];

// max ai skill

GL3_Public set [73, 1];

// min ai accuracy

GL3_Public set [27, 0.3];

// max ai accuracy

GL3_Public set [74, 1];

then in the script you could have something like this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_a","_b","_c","_d","_e","_f","_g","_h","_i"];

_a = _this select 0;

if (GL3_Public select 25) then

{

_b = (GL3_Public select 26); //min skill

_c = (GL3_Public select 27); //min accu

_f = (GL3_Public select 73); //max skill

_g = (GL3_Public select 74); //max accu

// the difference is what we randomize

_h = _f - _b;

_i = _g - _c;

{if !(_x in (GL3_Client select 0)) then

{

_x setSkill (_b + random _h);

_x setSkill ["aimingAccuracy", (_c + random _i)];

_x setSkill ["aimingShake", (_c + random _i)];

_x setSkill ["aimingSpeed", (_c + random _i)];

_x setSkill ["endurance", (_c + random _i)];

_x setSkill ["spotDistance", (_c + random _i)/2];

_x setSkill ["spotTime", (_c + random _i)];

_x setSkill ["courage", (_c + random _i)];

_x setSkill ["reloadSpeed", (_c + random _i)];

_x setSkill ["commanding", (_c + random _i)];

_x setSkill ["general", (_c + random _i)];

};

} forEach units _a;

};

This way your skill will not go under the min level you set in your settings. It could probably be improved but so far it works for me.

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hey again,

another thing, are you planning having a closer look at the behavior of panzers and such? boys from BI didnt think that through too much. Maybe make them avoid slopes from certain limit. just an idea. an airstrike would be nice too.

btw: while playing GL3, i got inspired and put together a psycho guitar jam. LOL.(just a no-proper-thinking jam,needs work) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">http://www.mediafire.com/?ejwizdjzz2t if you are ever to release a demonstration video, i might clean it up and contribute a little to the soundtrack. biggrin_o.gif hope i wont get instaban for this. its just a feedback, right? biggrin_o.gif

offtopic: yeah, king of fighters 4 ever biggrin_o.gif

cheers

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snkman,

have you tested for the enemy D.S.A.I. in multiplayer for the repeating chatter.it seems to happen when you kill a unit on foot or in tank or air.dunno why this happens,have tried on all different maps.all else is running fine.

Kryptonite!

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Hi m8,

We have been having the same problems in multiplayer as kryptonite.

The words -

take cover,incoming,cover me were repeating over and over.There were alot of Tank maingun rounds being fired at the time.

Thanx m8.It runs sweet otherwise.

Steve.

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