spangg 0 Posted February 2, 2009 SNKMAN, but if we add it to the public set 12, how Robalo did, doesnt it mean that the ai can hear it from 50m? Share this post Link to post Share on other sites
snkman 351 Posted February 2, 2009 Yes all weapons listed in "GL3_Public 12" can be heared by enemy A.I. within a range of 50m. This means if you fire a weapon which is listed in "GL3_Public 12" and you are 48 meters away from the enemy A.I. then they can hear it/will react to it. All weapons listed in "GL3_Public 11" can be heared by enemy A.I. within a range of 15m. This means if you fire a weapon, which is listed in "GL3_Public 11" and you are more then 15 meters away from the enemy.A.I. then they do not know, where the bullet came from. Share this post Link to post Share on other sites
Robalo 465 Posted February 2, 2009 Thanks SNKMAN, I guess it's a matter of preference after all, I just felt the range of 50m is more realistic. I'm sure many of the weapons there can be heard way over that distance but this suits my need for now. Also a suggestion: it would be nice to be able to config that max 600m limit too, I'd go for higher (say 1000m). It's a great thing to be able to edit one settings file to have it your way instead of having to mess with the script files Share this post Link to post Share on other sites
snkman 351 Posted February 2, 2009 Also a suggestion: it would be nice to be able to config that max 600m limit too, I'd go for higher (say 1000m).It's a great thing to be able to edit one settings file to have it your way instead of having to mess with the script files Yes i already was thinking about that, after reading your post. No problem, i will make the A.I. Hearing Aid distance's customizable in the next release. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted February 3, 2009 Hiho Snkman, I've got a question about the silenced weapon array. I know I can set them in the array "GL3_Public set [11, ["M4A1SD","MP5SD","M9SD","MakarovSD"]]; ", but what about the weapon AKS74UN for example which can be deployed with silenced and non silenced ammunition? How will the AI react to the weapon? And what about community weapons that are sharing the same issue? Edit: Hmmm after changing some settings in the custom animation array, GL3 is showing an error message. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <3_Public set [60, (GL3_Public select 53)+["AmovPercMstpSnonWnonDnon_exercisePush> Â Error position: <+["AmovPercMstpSnonWnonDnon_exercisePush> Â Error +: Typ Bool, erwartet Zahl,Array,Zeichenfolge Error in expression <3_Public set [60, (GL3_Public select 53)+["AmovPercMstpSnonWnonDnon_exercisePush> Â Error position: <+["AmovPercMstpSnonWnonDnon_exercisePush> Â Error Allgemeiner Fehler in Ausdruck Edit2: And as for the GL3 Human A.I. Weapons. Why not creating another customizable array for it? There are the new static weapons introduced in 1.14 missing anyway. Share this post Link to post Share on other sites
Extremeus Decimus 0 Posted February 3, 2009 A quick question, is this compatible with the latest version of ACE? 1.01, I believe they are using a newer updated version of the extended event handlers. Me and a friend were playing WACO (latest version) Warfare being locally hosted by us, everytime someone joined it caused the briefing UI to go mad and then ingame we got stuck with the group channel and transformed into seagulls, after trying without GL3 it works perfectly, the only addons we were using was ACE 1.01 and Gl3 1.3 + DSAI fix. Possible incompability with Warfare?. Share this post Link to post Share on other sites
kremator 1065 Posted February 3, 2009 Haven't noticed that bug and I think I'm running the same system as you EXCEPT that I run a dedi server. I have no problems with any GL3 ability or ACE1.01 abilities. [TAO] Kremator Share this post Link to post Share on other sites
Extremeus Decimus 0 Posted February 3, 2009 Ok must be a problem our end, everything works just perfect in SP, the second we try to locally host it the problems start occuring, I recieve no error messages and its fine for the host, but for the player thats joining is transformed into a segull etc, the host can still change channels, no problems with the briefing UI etc, and the AI is acting as it should for the host, the client however is where the problem occurs. Share this post Link to post Share on other sites
rheydrich 0 Posted February 3, 2009 Hello Guys, I want to use this mod on my Editor/SP missions. Do I have to use "GL3_groups =group this" on the leader's init to make it work? I'm using SLX without it's Bin Folder, Truegameplaymods, eventhandlers. Could there be a conflict between SLX and GL3 that prevents example mission to work its magic. I'll appreciate any assistance on how to use this for my upcoming missions. Thanx peeps Share this post Link to post Share on other sites
snkman 351 Posted February 3, 2009 @Legislator Well i could try to find a fix with do use the ammo of the weapon too. I will see what i can do with it. Yes this again is my fault. Forgot to change the array number: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> GL3_Public set [60, (GL3_Public select 53) + ["AmovPercMstpSnonWnonDnon_exercisePushup","AmovPercMstpSnonWnonDnon_exercisekneeBendB"]]; The correct one should be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> GL3_Public set [60, (GL3_Public select 60) + ["AmovPercMstpSnonWnonDnon_exercisePushup","AmovPercMstpSnonWnonDnon_exercisekneeBendB"]]; Change the "53" to a "60" and it should work. Thanks for reporting this. @Extremeus Decimus I will have a look into this problem. So far i didn't noticed any problems like this, but i will check it. Thanks. @rheydrich No since GL3 v.1.2 the "GL3_groups =group this" is not needed any longer. If you use SLX GL3 and GL3 there for sure could be a conflict, becouse bouth ordering A.I. to different positions and stuff. Without SLX GL3 it may could work. Share this post Link to post Share on other sites
Sneaker-78- 0 Posted February 3, 2009 this sounds great for the improvement for the AI but how do i implent this in evolution ? Share this post Link to post Share on other sites
[gibf]-badboy 0 Posted February 4, 2009 @Uziyahu--IDFAnother thing what's wrong, but that's my fault, becouse i did not made it is that you have to add the weapon classes to the array. The way you use do overwrite the BIS default weapon classes, which are used by GL3. So the right way should be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> GL3_Public set [11, (GL3_Public select 11) + ["M9SD", "MakarovSD", "MP5SD", "ACE_M9SD", "ACE_M1911SD", "ACE_MP5SD", "ACE_UMP45_SD","M4A1SD", "AKS74UN", "ACE_AKS74SD", "ACE_AKS74USD", "ACE_AKS74USD_Cobra", "ACE_AKMS_PBS1", "ACE_AKMS_PBS1_Cobra", "ACE_Val", "ACE_Val_Cobra", "ACE_VSS", "ACE_M4A1AimPointSD", "ACE_M4CQB_SD", "ACE_Mk12SPR_SD", "ACE_HK416_SD", "ACE_HK416_gl_SD", "ACE_HK416_ACOG_SD_CQB", "ACE_HK416_ACOG_SD", "ACE_HK416_ACOG_GL_SD_cqb", "ACE_HK416_ACOG_GL_SD", "ACE_HK416_aim_SD", "ACE_HK416_aim_gl_SD", "ACE_HK416_eotech_SD", "ACE_HK416_eotech_gl_SD", "ACE_HK416_Leu_SD", "ACE_HK416_Leu_gl_SD", "ACE_SCAR_L_ACOG_SD", "ACE_SCAR_L_ACOG_SD_CQB", "ACE_SCAR_L_ACOG_EGLM_SD", "ACE_SCAR_L_ACOG_EGLM_SD_CQB", "ACE_SCAR_L_CQB_SD", "ACE_SCAR_L_CQB_EOtech_SD", "ACE_SCAR_L_CQB_Aim_SD", "ACE_SCAR_L_Marksman_SD", "ACE_SCAR_L_Marksman_Leu_SD", "ACE_M110_SD", "ACE_SCAR_H_CQB_EOtech_SD", "ACE_SCAR_H_CQB_Aim_SD", "ACE_SCAR_H_CQB_EOtech_EGLM_SD", "ACE_SCAR_H_CQB_SPECTER_SD", "ACE_SCAR_H_CQB_SPECTER_SD_CQB", "ACE_SCAR_H_ACOG_SD", "ACE_SCAR_H_ACOG_SD_CQB", "ACE_SCAR_H_Sniper_SD", "ACE_SCAR_H_Sniper_SD_CQB", "ACE_M14_sopS", "ACE_M14_sop_acogS_cqb", "ACE_M14_sop_acogS", "ACE_M14_sop_elcanS_cqb", "ACE_M14_sop_elcanS", "ACE_M14_sop_dmrS", "ACE_M14_sop_cmoreS", "ACE_M14_sop_eotechS", "ACE_M14_sop_aimS", "ACE_M21_dmrS", "ACE_HK417C_SD", "ACE_HK417C_ACOG_SD_CQB", "ACE_HK417C_ACOG_SD", "ACE_HK417C_EOTECH_SD", "ACE_HK417C_M68_SD", "ACE_HK417L_SD", "ACE_HK417L_ACOG_SD_CQB", "ACE_HK417L_ACOG_SD", "ACE_HK417L_EOTECH_SD", "ACE_HK417L_M68_SD", "ACE_HK417L_Leu_SD"]]; With: GL3_Public set [11, (GL3_Public select 11) + []]; You are adding classes to the array instead of overwriting/creating a new array. Hi SNKMAN Is it the same for : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">GL3_Public set [4, "Sh_122_HE"]; should be the right way like  : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">GL3_Public set [4, (GL3_Public select 4) + ["Sh_122_HE"]]; and <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">GL3_Public set [23, ["UAZ","Ural","Mi17_MG","SoldierESaboteurPipe","SoldierEB","SoldierWB","BMP2"]]; should be the right way like  : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">GL3_Public set [23, (GL3_Public select 23) + ["UAZ","Ural","Mi17_MG","SoldierESaboteurPipe","SoldierEB","SoldierWB","BMP2"]]; etc or i'm completely wrong here ? BB Share this post Link to post Share on other sites
[gibf]-badboy 0 Posted February 4, 2009 And : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">GL3_Server set [21, (GL3_Server select 20) + ["SoldierECrew","SoldierWCrew","SoldierGCrew","SoldierEPilot","SoldierWPilot","SoldierGPilot"]]; should be the right way like : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">GL3_Server set [21, (GL3_Server select 21) + ["SoldierECrew","SoldierWCrew","SoldierGCrew","SoldierEPilot","SoldierWPilot","SoldierGPilot"]]; i changed the (GL3_Server select 20) by (GL3_Server select 21) BB Share this post Link to post Share on other sites
snkman 351 Posted February 4, 2009 @Boshart Sorry i never used Evolution so i can't tell you how to use it with it. @[GIBF]-BadBoy No it's only important for already (by default ) used/filled GL3 arrays. GL3 Marker Object Array: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> GL3_Public set [23, ["UAZ","Ural","Mi17_MG","SoldierESaboteurPipe","SoldierEB","SoldierWB","BMP2"]]; This array by default is empty, there are no classes definide in the array, till you set/fill it in the "Init.sqf" of the mission. So it's okay to create/overwrite the current array and not add classes to the array. GL3 Crew: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> GL3_Server set [21, (GL3_Server select 21) + ["SoldierECrew","SoldierWCrew","SoldierGCrew","SoldierEPilot","SoldierWPilot","SoldierGPilot"]]; Yes that's right there i forgot to change the "20" to "21" too. Â Thanks Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted February 4, 2009 Hiho, I'm sorry to say that I've noticed a bug with the random animation feature. Just take a look into the video: http://rapidshare.de/files/44747562/Film_2009-02-04.wmv.html It's Armed Assault + Queens Gambit + GL3 + no other mods. The soldier don't die when the animation is played. Maybe switchMove "" will help after a soldier is killed by the player. Or you'll insert the standard kill-animation manually. Be sure to use _unit disableAI "MOVE" during the playtime of the animations. I've noticed a strange movement behaviour in some situations during the animation (like spinning in a circle caused by automatic changes of the AI view angle). Share this post Link to post Share on other sites
snkman 351 Posted February 4, 2009 Hehe... Yes i already noticed that. I spend a whole MP5A5 mag in a enemy unit and he still played the talking animation. Very funny to watch. So far i will not do anything to slove this problem, becouse it's simply a very strange "feature/bug" made by BIS. If it still happend in ArmA 2 then i may will look for a work around, but since ArmA 2 it's not that long any more and i will not try to fix stuff which may already is fixed in ArmA 2. Let's see what ArmA 2 do improve in the view of animations. Share this post Link to post Share on other sites
the_shadow 0 Posted February 4, 2009 im still testing a bit with this and i have a question... this is what i have written in the init.sqs GL3_Public set [23, ["Tigr","D30","UAZ","Ural","SoldierEB",& quot;BMP2", "T72","TeamLeaderE","SquadLeaderE","SquadLeaderW", "M1Abrams","m113","AH1W","HMMWVMK","HMMWV50&q uot;,"UH60MG","SoldierWSniper","AV8B2","Stryker_ICV_M2& quot;,"truck5tmg","a10"]]; but all i see is the markers for the enemy units.. meaning, if im a west soldier i see the markers for the OPFOR soldiers and if im a OPFOR soldier i see the west markers.. (exept the D30 wich doesnt have a marker at all) shouldnt it be the opposite? meaning, shouldnt i see the friendly markers? that would make more sense in my oppinion sinc you would supposedly have some form of intel about the friendly troops location.. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted February 4, 2009 So far i will not do anything to slove this problem, becouse it's simply a very strange "feature/bug" made by BIS. I don't think it's a bug. There are two types of animations. The ingame animations work fine in every possible way. But the cutscene animations are only made for cutscenes. I think it's only possible to work with them with a workaround. BIS never intended to have them ingame, although that would have been a great idea. Maybe some day a great modder will "convert" the cutscene animations to ingame animations so they'll work without any problems. Share this post Link to post Share on other sites
snkman 351 Posted February 4, 2009 shouldnt it be the opposite? Nope that's the way it should be. In the beginning the marker feature only was created to get a better debug about which group do what. But i thought may some guy's could need/use it. That's the only reason why it's avalible. Of course it really don't make much sense if you know every position of every enemy. In my missions i give markers to some Convoys/Trucks, which are driving across the island and sometimes it's really nice to know something/someone is on the way to you. This sometimes makes the "Hunted" feeling much more intensive. Share this post Link to post Share on other sites
spangg 0 Posted February 4, 2009 Quote[/b] ]GL3_Public set [11, (GL3_Public select 11) + ["M9SD", "MakarovSD", "MP5SD", "ACE_M9SD", "ACE_M1911SD", "ACE_MP5SD", "ACE_UMP45_SD","M4A1SD", "AKS74UN", "ACE_AKS74SD", "ACE_AKS74USD", "ACE_AKS74USD_Cobra", "ACE_AKMS_PBS1", "ACE_AKMS_PBS1_Cobra", "ACE_Val", "ACE_Val_Cobra", "ACE_VSS", "ACE_M4A1AimPointSD", "ACE_M4CQB_SD", "ACE_Mk12SPR_SD", "ACE_HK416_SD", "ACE_HK416_gl_SD", "ACE_HK416_ACOG_SD_CQB", "ACE_HK416_ACOG_SD", "ACE_HK416_ACOG_GL_SD_cqb", "ACE_HK416_ACOG_GL_SD", "ACE_HK416_aim_SD", "ACE_HK416_aim_gl_SD", "ACE_HK416_eotech_SD", "ACE_HK416_eotech_gl_SD", "ACE_HK416_Leu_SD", "ACE_HK416_Leu_gl_SD", "ACE_SCAR_L_ACOG_SD", "ACE_SCAR_L_ACOG_SD_CQB", "ACE_SCAR_L_ACOG_EGLM_SD", "ACE_SCAR_L_ACOG_EGLM_SD_CQB", "ACE_SCAR_L_CQB_SD", "ACE_SCAR_L_CQB_EOtech_SD", "ACE_SCAR_L_CQB_Aim_SD", "ACE_SCAR_L_Marksman_SD", "ACE_SCAR_L_Marksman_Leu_SD", "ACE_M110_SD", "ACE_SCAR_H_CQB_EOtech_SD", "ACE_SCAR_H_CQB_Aim_SD", "ACE_SCAR_H_CQB_EOtech_EGLM_SD", "ACE_SCAR_H_CQB_SPECTER_SD", "ACE_SCAR_H_CQB_SPECTER_SD_CQB", "ACE_SCAR_H_ACOG_SD", "ACE_SCAR_H_ACOG_SD_CQB", "ACE_SCAR_H_Sniper_SD", "ACE_SCAR_H_Sniper_SD_CQB", "ACE_M14_sopS", "ACE_M14_sop_acogS_cqb", "ACE_M14_sop_acogS", "ACE_M14_sop_elcanS_cqb", "ACE_M14_sop_elcanS", "ACE_M14_sop_dmrS", "ACE_M14_sop_cmoreS", "ACE_M14_sop_eotechS", "ACE_M14_sop_aimS", "ACE_M21_dmrS", "ACE_HK417C_SD", "ACE_HK417C_ACOG_SD_CQB", "ACE_HK417C_ACOG_SD", "ACE_HK417C_EOTECH_SD", "ACE_HK417C_M68_SD", "ACE_HK417L_SD", "ACE_HK417L_ACOG_SD_CQB", "ACE_HK417L_ACOG_SD", "ACE_HK417L_EOTECH_SD", "ACE_HK417L_M68_SD", "ACE_HK417L_Leu_SD"]]; SNKMAN Do I need to put this in front of the weapon  classes: Quote[/b] ](GL3_Public select 11) + or its good the way Robalo did a few posts before which is: Quote[/b] ]GL3_Public set [11, ["M9SD", "MakarovSD", "MP5SD", "ACE_M9SD", "ACE_M1911SD", "ACE_MP5SD", "ACE_UMP45_SD"]]; Share this post Link to post Share on other sites
snkman 351 Posted February 4, 2009 You have to use: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> (GL3_Public select 11) + in front of it, to not overwrite the default BIS weapon classes which are included in this array by default. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted February 6, 2009 Snkman, I've got an error message in a mission I'm working on. Error Message Is there a problem because I'm using so many static groups? ArmA.rpt says<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <select 15)); if ((GL3_Public select 3) && (GL3_Server select 22)) then { if> Error position: <&& (GL3_Server select 22)) then { if> Error &&: Typ Zahl, erwartet Bool Share this post Link to post Share on other sites
snkman 351 Posted February 6, 2009 Hmm... No this has somthing to do with the Artillery. But it's strange... Everything seems to be correct and i also never get this error message. Anyway i will have a look into it. Thanks for reporting this. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted February 6, 2009 That's interesting ... Indeed I've place a single D30, but it's not mounted by an SLA soldier. It's a reconfig of the BIS D30 and one RHS soldier (RHS_Mar_Rifleman). The reconfig got a new class name glt_d30 and it's inheriting from the original D30. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted February 7, 2009 Maybe I found another bug ... click me I used the addon version of the revive script 1.49 and killed myself at the beginning of the mission just to test the revive script itself. I had to made some changes in the revive script voice array because I already connected the GL2Plus array and the revive array. Share this post Link to post Share on other sites