Jump to content
Sign in to follow this  
snkman

Group Link 3

Recommended Posts

Can i safetly use GL3 on client side , with a vanilla dedicated server ?

Share this post


Link to post
Share on other sites

Sorry for replaying that late...

@Günter Severloh

Could you pls explain the thing with the smoke a bit more detailed? I don't get the point right now.

You like to disable the Explosion FX and Smoke FX in GL3 but it doen't works?

@Simon C

Yeah i know there is a bug in the GL3 Database, where clients do reset values which was disabled in the "GL3_Settings.sqf"

To make sure only the settings of the Server are used put this in your "Init.sqf" of the mission.

Init.sqf of your mission:

if (isServer) then
{
      GL3_Server set [0, True];

      waitUntil {GL3_Server select 1};

      sleep 2;

      publicVariable "GL3_Public";
};

This should be fixed in the next version.

@GLeek

Yes you have to use GL3 on each Client + Server to get it working correctly.

Share this post


Link to post
Share on other sites

I think my problem is the same as that of Günter Severloh. I am running the ACE Mod, but when I run it with GL3, I lose all my smoke/flame effects. For example, when I destroy a BMP-2 whilst running ACE with GL3, it loses it's tracks, but there are no damage textures or explosion effects. I've tried this without fiddling with the "GL3_Settings.sqf" file, and with the necessary tweaks made to remove GL3 smoke/flame FX, but I still lose all smoke/flame/damage textures.

Share this post


Link to post
Share on other sites

Okay so you mean while running GL3 and A.C.E. toghetter you loose all Explosion/Smoke FX of the A.C.E. Mod. Right?

Well currently it's a bit hard to find a fix for this problem, becouse i had tested A.C.E. + GL3 in a previouse version ( A.C.E. 1.04 ) i think and there everything works fine.

I will have a look at it.

Share this post


Link to post
Share on other sites
I think my problem is the same as that of Günter Severloh. I am running the ACE Mod, but when I run it with GL3, I lose all my smoke/flame effects. For example, when I destroy a BMP-2 whilst running ACE with GL3, it loses it's tracks, but there are no damage textures or explosion effects. I've tried this without fiddling with the "GL3_Settings.sqf" file, and with the necessary tweaks made to remove GL3 smoke/flame FX, but I still lose all smoke/flame/damage textures.

Do you have extended_eventhandlers.pbo in the @GL3/AddOns folder? Make sure the version you have is the same version that comes in the @ACE/AddOns folder. Also, make sure if you have any other mod folders with XEH in it that version of XEH is the same as the one from ACE. If you have any old versions of XEH somewhere it will cause conflicts. Not sure if it will make a difference but I never had this problem before. I haven't used GL3 with the newest ACE version but the effects worked fine in past ACE versions when used with GL3.

Share this post


Link to post
Share on other sites
NOTE: The Captive feature is DISABLED in this version, becouse i have to test and tweak some more things in the scripts.

Also some other features, where i'm working on at the moment are not implemented,

but i will add them in the next version, which should not take that long to come out.

how can it be explained that i saw several time a message about captive unit around me ???

Share this post


Link to post
Share on other sites

Oh really? Did i wrote this?

As far as i can remember GL3 v.1.3 had the Captive Feature enabled.

Share this post


Link to post
Share on other sites
Do you have extended_eventhandlers.pbo in the @GL3/AddOns folder? Make sure the version you have is the same version that comes in the @ACE/AddOns folder. Also, make sure if you have any other mod folders with XEH in it that version of XEH is the same as the one from ACE. If you have any old versions of XEH somewhere it will cause conflicts. Not sure if it will make a difference but I never had this problem before. I haven't used GL3 with the newest ACE version but the effects worked fine in past ACE versions when used with GL3.

This might be it, I'll check it now.

EDIT: Yep, that fixed it. Thanks all.

Edited by Simon C

Share this post


Link to post
Share on other sites

Hey guys,

I have the latest version of Ace, and i do run the GL# with it, as i was saying before i get the FX with GL# but no smoke effects, i did put eh eventhandlers in the addons folder liek teh readme said but it dont seem to work, so i am useing the JTD smoke effects with the mod, and well I have to say its better than what it was with ace and default arma. Id say keep the Gl3 fx on and run this addon with it, the immersion level has just riseneven more.

For the capture thing, I to get something where the AI will say they are surrendering,and I see a guy standing there with no weapons, this is not part of GL3? maybe it has to do with ACE, not sure.

So snkman how is teh next update coming along, im really looking forward to that new feature where u can call AI for reinforcements, that will save alot of editing time fr settign up waypoints, and such.

Share this post


Link to post
Share on other sites

Snkman, have you ever considered giving "your" AI the ability to learn? I don't know if it's possible but you're getting ingame informations basing on the behaviour of the player. Could it be possible to "safe" the data gathered by the AI in some kind of ultra-globale-information-arrays the AI could use in other missions? That way the AI could be able to learn and adapt players tactics.

Here's an example ... lets say the player is playing one mission over and over again. Even with Grouplink the mission gets predictable (sometimes!). Just imagine the player is always using a chopper to get from point A to point B - maybe because he knows there's no danger at all. Now what if the AI prepares itself for such maybe-situations? AI could move some anti-air units into the flightpath before the player even starts thinking about using a chopper. This way the player is forced by the learning AI to think about new tactics and use them!

I guess this would mean a horror of work, but maybe this is a nice idea for a very late version Grouplink 3? :D

Share this post


Link to post
Share on other sites

Hummmm

Tried this for the first time today and :confused:

I dont get it...

The folders are correct, but when i try the TEST missions

you provided, nothing happens...

What am i supposed to see, with my scope or binocs..??

EDIT: I use Arma1.14 QG and @GL3

Share this post


Link to post
Share on other sites

@Anderson:

Check if you're using addon with extended eventhandlers or not. Then use the correct version of GL3. That's the most common error source if GL3 isn't working at all. Be sure you WILL notice a huge change in AI behaviour, optics and effects if GL3 is running correctly.

Share this post


Link to post
Share on other sites

@Günter Severloh

Have you already tryed the way Manzilla explained few posts above?

May this could fix your problem.

GL3 do have a "Captive" feature and the guy's you see standing around with no weapons in the hand are from this feature.

GL3 v.1.4 is comming along very well. ;)

All new features are properly working i just have to do some tweaking here and there and write and explain everything in the ReadMe.

May i will be able to release a test version in the next few weeks.

@Legislator

Yeah again a very nice idea. :)

The only problem is, that i don't have any way to save datas after a mission is finished/ended.

All variables even global variables are initialized new if you start a new mission.

This means so far there is no possibility to do something like this.

But of course i will keep it in mind.

@Andersson[sWEC]

The "GL3_Config.pbo" which comes with the default GL3 do use the default Event Handlers.

If you are using any AddOns/Mods which use the E.E.H. then the default Event Handler do not work any longer.

In this case you have to use the E.E.H. "GL3_Config.pbo" to make GL3 compatible with the E.E.H.

But i think you already noticed that.

Share this post


Link to post
Share on other sites

Hey, I'm not using this mod with any other mods, and a few seconds into any mission I start in the editor the game freezes up on me. I've tried using the intro missions init.sqf and my own, and it does the same on both.

Share this post


Link to post
Share on other sites

I put the "core" and a copy of my XEH pbos in the GL3/Addons folder as advised by several here and I'm pretty sure that GL3 is now working.

I went through all the included missions and noticed the following:

- a ton of enemy "chatter" which adds a lot of ambience.

- possibly the enemy is WAY more aggressive in its pursuit of you??? It felt like I was really being hunted.

- lots of smokers popped by the enemy after being engaged.

- enemy seemed a little more intent on flanking me than actually shooting me. There were times when the enemy could have simply stopped running and shot me.

- new sounds. The Ural explosion was frightening - well done! The bullets whizzing-by sound was the best sound I've ever heard in Arma. It scared the crap out of me and not only adds ambience but makes you much more aware that you're actually in danger. Why don't other sound mods use this?

- I did not see any campfires made at night though I was messaged that the enemy would do this. I'm not at all concerned about this.

- the Teleport function did not work in those missions that had it if I ran a hosted server.

I'm not sure what else I should have noticed. I don't know what human idle and garrison mean. I will now go back and read through the GL3_settings.sqf file to increase my understanding of all this...now that I have it working.

But so far, great job SNKMAN!

Share this post


Link to post
Share on other sites
I did not see any campfires made at night though I was messaged that the enemy would do this.

use your time excelleration key and u will see it.

But get yourself in a tank, make mission with AT squads, and enemy tanks, and you will be in a world of hurt!

Share this post


Link to post
Share on other sites

Right, another problem. The first time I used GL3, i could get reinforcements to work. I just added a few groups to the mission and added a friendly UH-60 with some troops in a way back, and it came in just after the shooting began. Now though, I can't seem to get the reinforcements to even move. Is there a fix for this?

EDIT: Ah, I've found out it only works for the enemy. Shame that, would love to see a helicopter coming to the rescue after defending a city for an hour or so :P

Edited by Simon C

Share this post


Link to post
Share on other sites

@Lauxman

Well i never had a freeze even after testing GL3 with a ton of other AddOns/Mods.

Make sure you do everything like descripted in the ReadMe.doc.

@DesertJedi

Thanks. Nice to hear you enjoy it.

Yes all thouse features you descripted are comming from GL3.

@Simon C

The ability to let a player call in other groups friendly to the player as reinforcement and a extraction/insertion feature which can be requested by the player is in progress right now.

It will be in the next version of GL3.

Share this post


Link to post
Share on other sites

@Simon C

The ability to let a player call in other groups friendly to the player as reinforcement and a extraction/insertion feature which can be requested by the player is in progress right now.

It will be in the next version of GL3.

Good to hear, keep up the good work. Enjoying the mod so far :D

Share this post


Link to post
Share on other sites
use your time excelleration key and u will see it.
I did - they never came. But no biggie.

Share this post


Link to post
Share on other sites

I think I may have found a bug...

I get this error when I go to disable "black out flickering" when you're injured very bad:

Your readme says to use the line:

GL3_Public set [34, False];

which is classified as "GL3 Injured Effects"

in the init.sqf to turn off that effect but the error implies that a number and not a boolean is expected.

I have made the necessary changes in init.sqf to get GL3 working. Other functionality is working fine.

Share this post


Link to post
Share on other sites

I get this error when I go to disable "black out flickering" when you're injured very bad:

Well looks like a "/" is missing in front of the "/ 1 / 20, default is 4"

Yours look like:

/ 1 / 20, default is 4

It should look like:

// 1 / 20, default is 4

Two "//" are needed to make a command in a ArmA script.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×