snkman 351 Posted January 27, 2009 @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. Share this post Link to post Share on other sites
imutep 0 Posted January 27, 2009 Thx for new version  Mirror from Assault Mission Studio Group Link 3 v1.3 Share this post Link to post Share on other sites
gL33k 0 Posted January 27, 2009 Does GL3 works with arma 1.15 ?? because i have a CTD at loading. i don't know if 3rd party addons are related. Share this post Link to post Share on other sites
snkman 351 Posted January 27, 2009 @Imutep Thanks for the mirror. @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? Share this post Link to post Share on other sites
oldbear 390 Posted January 27, 2009 New on front page at Armed Assault.info Link to mirror :Group Link 3 v1.3 Share this post Link to post Share on other sites
spangg 0 Posted January 27, 2009 Good news again! Thx Share this post Link to post Share on other sites
gL33k 0 Posted January 27, 2009 @gL33kYes 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. Â 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 ? Share this post Link to post Share on other sites
snkman 351 Posted January 27, 2009 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. Share this post Link to post Share on other sites
the_shadow 0 Posted January 27, 2009 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. Share this post Link to post Share on other sites
snkman 351 Posted January 27, 2009 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. Share this post Link to post Share on other sites
kremator 1065 Posted January 27, 2009 SNKMAN, EDIT .... lack of agressiveness was an addon conflict..... they REALLY hunt my ass now ! Keep up the good work. [TAO] Kremator Share this post Link to post Share on other sites
Hadudy 0 Posted January 27, 2009 wow yeah big difference when compared to the previous version. thanks a lot for this. Share this post Link to post Share on other sites
twisted 128 Posted January 27, 2009 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! Share this post Link to post Share on other sites
snkman 351 Posted January 27, 2009 Thanks guy's Good to hear, that the last week non stop working on GL3 brought some good results. 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. Share this post Link to post Share on other sites
Hadudy 0 Posted January 27, 2009 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. Share this post Link to post Share on other sites
snkman 351 Posted January 27, 2009 Man what a fool i'm!!! 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! Damn why didn't i found this solution way earlier? So now with this way there is no need to use a "Init.sqf" to initialize a Static Group any longer. Share this post Link to post Share on other sites
Robalo 465 Posted January 28, 2009 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. Share this post Link to post Share on other sites
Kryptonite 0 Posted January 28, 2009 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! Share this post Link to post Share on other sites
Hadudy 0 Posted January 28, 2009 )) 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? Share this post Link to post Share on other sites
snkman 351 Posted January 28, 2009 @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. 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. Share this post Link to post Share on other sites
Commando84 0 Posted January 28, 2009 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! Share this post Link to post Share on other sites
Robalo 465 Posted January 28, 2009 @RobaloBut 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. Share this post Link to post Share on other sites
Hadudy 0 Posted January 28, 2009 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. hope i wont get instaban for this. its just a feedback, right? offtopic: yeah, king of fighters 4 ever cheers Share this post Link to post Share on other sites
Kryptonite 0 Posted January 28, 2009 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! Share this post Link to post Share on other sites
ANZACSAS Steven 395 Posted January 28, 2009 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. Share this post Link to post Share on other sites