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sick1

Seal team six 3

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Im attacked from the Hill on the South End. Used the Humwee to blow up the Tunguska and the BMP´s, sniped down the AA Rocket Launcher Guy then called in air support. I used a laser designator to get rid of the Hangar with an Jet and all the Guards inside. After that escaped from the Hill (Was already sourrounded by Enemys) drove to the Hangars and destroyed the two remaining Jets. Drove to the CDF Pilot, killed everything inside his Hangar (except him) and ran over to the chopper. Everyone in and out of there.

Here are my GL4 Settings

// ////////////////////////////////////////////////////////////////////////////

// GL4 v.1.1.37 Global Settings

// ////////////////////////////////////////////////////////////////////////////

// The GL4 Global settings are stored in the global array GL4_Global.

// You can change settings of GL4 by editing the GL4_Global array.

// For each custom setting uncomment remove the "//" in front of the respective line and modify the value.

// GL4_Global set [ Index, Value ];

// In multiplayer all GL4_Global settings are used by the server only.

// ////////////////////////////////////////////////////////////////////////////

// ==============================================================

// GL4 Enemy A.I. Enhancement:

// ==============================================================

// GL4 Enemy A.I. Reinforcement Request:

// ==============================================================

// Set this variable False to disable the Enemy A.I. Reinforcement Request.

// True / False, default is True

// GL4_Global set [0, False];

// Enemy A.I. Reinforcement Request Groups:

// Choose how many enemy A.I. groups can be requested as reinforcement at the same time.

// 0 - 30, default is 3

// GL4_Global set [1, 3];

// Enemy A.I. Reinforcement Request Knows About:

// Choose how much enemy A.I. must know about the target to set alert and request reinforcement.

// Note: The lower this value the faster enemy A.I. will request reinforcement.

// 0 - 3, default is 0.10

// GL4_Global set [2, 0.10];

// Enemy A.I. Reinforcement Request Courage:

// Choose the courage of the enemy A.I. groups.

// The lower this value the faster enemy A.I. will request reinforcement.

// Note: If this value is set to 0.1 then enemy A.I. will request reinforcement even if they are not overmatched by a target.

// If this value is set to 0.5 or 0.8 then enemy A.I. will only request reinforcement if they are really overmatched by a target.

// 0.01 - 1, default is 0.10

// GL4_Global set [3, 0.30];

// Enemy A.I. Reinforcement Request Distance:

// Choose the distance in which enemy A.I. should be able to request reinforcement.

// Note: Enemy A.I. which had spotted a enemy will be able to request reinforcement which is within this range.

// 0 - 50000, default is 50000 meters

// GL4_Global set [4, 50];

// Enemy A.I. Reinforcement Request Delay:

// Choose how fast enemy A.I. can request reinforcement.

// Note: If this value is set too high and a enemy A.I. group was killed by the target within this time

// then may it can be that the enemy A.I. group has no chance to request reinforcement.

// 0 - 30, default is 5 seconds

// GL4_Global set [5, 10];

// GL4 Enemy A.I. Artillery:

// ==============================================================

// Choose if enemy A.I. should be able to request artillery after a target was spotted.

// True / False, default is True

// GL4_Global set [6, False];

// Enemy A.I. Artillery Chance:

// Choose the chance of how enemy A.I. should be able to request artillery.

// 0 - 100, Default is 35%

// GL4_Global set [7, 35];

// Enemy A.I. Artillery Ammo:

// Choose the type of ammo which artillery should use.

// Available ammo classes: "Sh_105_HE", "Sh_120_HE", "Sh_120_SABOT", "Sh_122_HE", "Sh_125_HE", "Sh_125_SABOT", "Bomb", "Grenade"

// Default is "Sh_125_HE"

// GL4_Global set [8, "Sh_122_HE"];

// GL4 Enemy A.I. Airstrike:

// ==============================================================

// Choose if enemy A.I. should be able to request airstrike support after a target was spotted.

// True / False, default is True

// GL4_Global set [9, False];

// Enemy A.I. Airstrike Chance:

// Choose the chance of how enemy A.I. should be able to request airstrike.

// 0 - 100, Default is 35%

// GL4_Global set [10, 35];

// Enemy A.I. Airstrike Ammo:

// Choose type of ammo which airstrike should use.

// Available ammo classes: "B_25mm_HE", "Bo_GBU12_LGB", "M_Sidewinder_AA", "M_R73_AA", "R_S8T_AT", "B_30mm_HE", "M_Ch29_AT", "B_30mmA10_AP", "M_Maverick_AT", "R_Hydra_HE"

// Default is "R_S8T_AT"

// GL4_Global set [11, "R_S8T_AT"];

// Enemy A.I. Smoke Man:

// Choose if enemy A.I. without vehicle should use smoke for cover after a target was spotted.

// True / False, default is True

// GL4_Global set [12, False];

// Enemy A.I. Smoke Vehicle:

// Choose if enemy A.I. with vehicle should use smoke for cover while unmounting the vehicle after a target was spotted.

// True / False, default is True

// GL4_Global set [13, False];

// Enemy A.I. Flare:

// Choose if enemy A.I. should use flares at night after a target was spotted.

// True / False, default is True

// GL4_Global set [14, False];

// Enemy A.I. House Search:

// Choose if enemy A.I. should search for a target in buildings after a target was spotted nearby a building.

// True / False, default is True

// GL4_Global set [15, False];

// Enemy A.I. Car Weapon:

// Choose if enemy A.I. should search and mount cars with empty weapon nearby their position after a target was spotted.

// True / False, default is True

// GL4_Global set [16, False];

// Enemy A.I. Helicopter Paradrop:

// Choose if enemy A.I. which use a helicopter should be able to paradrop at the conflict point.

// True / False, default is True

// GL4_Global set [17, False];

// Enemy A.I. Helicopter Behaviour:

// Choose the chance of how enemy A.I. should react after the crew of a helicopter was unmounted/ejected.

// Note: High value means that the helicopter will retread to his original position after the crew was unmounted/ejected.

// Low value means that the helicopter will stay at the conflict point and randomly scout the area.

// 0 - 100, default is 75%

// GL4_Global set [18, 75];

// GL4 Enemy A.I. Advancing:

// ==============================================================

// Choose if enemy A.I. should "hear" and "react" to gunfire. ( Even if not under direct fire )

// True / False, default is True

// GL4_Global set [19, False];

// Enemy A.I. Advancing Weapons:

// Choose which weapons should be heared by enemy A.I. within wich range.

// By default all Armed Assault 2 weapons are added in thouse array do only update thouse arrays if you like to use custom weapons.

// Note: Weapons which are not listed in thouse arrays can heard by enemy A.I. from the maximum range distance.

// Some weapons can use suppressed and no suppressed ammo its possible to add the ammo classes in the arrays too

// to make weapons which do use suppressed ammo act like they are suppressed weapons.

// Weapons listed in this array can heared by enemy A.I. within a range of 15 meters.

// GL4_Global set [20, (GL4_Global select 20) + ["M4A1SD","MP5SD","M9SD","MakarovSD","B_556x45_SD", "B_556x45_SD","ACE_M4A1_GL_SD","ACE_M4A1_ACOG_SD", "ACE_M4A1_AIM_ SD","ACE_SOC_M4A1_AIM_SD","ACE_SOC_M4A1_SD_9","A CE _SOC_M4A1_SHORTDOT_SD","ACE_M4SPR_SD","ACE_M110_SD ","ACE_TAC50_SD","ACE_UMP45_SD"] ];

// Muzzles and Ammo listed in this array can heared by enemy A.I. within a range of 50 meters.

// GL4_Global set [21, (GL4_Global select 21) + ["M203Muzzle","GP25Muzzle","G_40mm_HE","G_30mm_HE"] ];

// Weapons listed in this array can heared by enemy A.I. within a range of 300 meters.

// GL4_Global set [22, (GL4_Global select 22) + ["M136","JAVELIN","STINGER","RPG7V","STRELA","M9","Makarov","B_9x19_Ball","R_M136_AT"] ];

// Enemy A.I. Advancing Suppressed Weapons Distance:

// Choose in which range enemy A.I. can hear/react to suppressed "M9SD/MP5SD/M4A1SD/MakarovSD" weapons.

// 0 - 100, default is 15 meters

// GL4_Global set [23, 15];

// Enemy A.I. Advancing Grenade Launcher Distance:

// Choose in which range enemy A.I. can hear/react to Grenade Launcher "M16A2GL/M4GLAK74GL" weapons.

// 0 - 300, default is 50 meters

// GL4_Global set [24, 50];

// Enemy A.I. Advancing Pistoles and Rocket Launcher Distance:

// Choose in which range enemy A.I. can hear/react to Pistoles/Rocket Launcher "M9/Makarov/M136/JAVELIN/RPG7V" weapons.

// 0 - 500, default is 300 meters

// GL4_Global set [25, 300];

// Enemy A.I. Advancing Rifle Distance:

// Choose in which range enemy A.I. can hear/react to Rifles/Assault Rifles "M16A2/M16A4/M4AIM/M4A1/AK74" weapons.

// 0 - 1500, default is 600 meters

// GL4_Global set [26, 350];

// GL4 Enemy A.I. Suppressive Fire:

// ==============================================================

// Choose if enemy A.I. should react to suppressive fire.

// If a enemy A.I. unit/group is under direct fire ( with high frequence ) then they may will hit the ground and get to cover for a specific amount of time.

// Note: Enemy A.I. which is suppressed may try to suppress the target also.

// True / False, default is True

// GL4_Global set [27, False];

// Enemy A.I. Suppressive Fire Rate:

// Choose how fast ( in which rate of time ) the bullets must be fired to suppress enemy A.I. group.

// 0 - 0.50, default is 0.20 seconds

// GL4_Global set [28, 0.20];

// Enemy A.I. Suppressive Fire Bullets Requied:

// Choose how many bullets must be fired within the given fire rate to suppress enemy A.I. group.

// 0 - 15, default is 6 bullets

// GL4_Global set [29, 6];

// Enemy A.I. Combat Tactics:

// Choose if enemy A.I. should split up the group into several smaller groups to advance from several directions.

// True / False, default is True

// GL4_Global set [30, False];

// Enemy A.I. Body Detect:

// Choose if enemy A.I. should be able to detected dead body of their own side.

// Description: If enemy A.I. detects a dead body of their own side and do not know something about a target

// then they may randomly will start searching the area for possible targets.

// True / False, default is True

// GL4_Global set [31, False];

// Enemy A.I. Detection:

// Choose if enemy A.I. should hear/react if a vehicle explodes nearby their position.

// Choose False to disable this feature completly.

// True / False, default is True

// GL4_Global set [32, False];

// Enemy A.I. Rearm:

// Choose if enemy A.I. should be able to rearm if they are out of ammo/magazines and/or do only have a specific amount of ammo/magazines available.

// True / False, default is True

// GL4_Global set [33, False];

// Enemy A.I. Extraction:

// Choose if enemy A.I. in helicopters ( which have already unmounted/ejected their original crew ) should be able to fly a extraction.

// True / False, default is True

// GL4_Global set [34, False];

// Enemy A.I. Body Remove:

// Choose if dead enemy A.I. bodys should be removed after a specific count of dead bodys was reached

// or if a player is in a specific range to the dead body.

// True / False, default is True

// GL4_Global set [35, False];

// GL4 Enemy A.I. Difficult Level:

// ==============================================================

// Choose False to disable this feature completly.

// True / False, default is True

GL4_Global set [36, False];

// Enemy A.I. Difficult Level Fix:

// Choose the difficult level of the enemy A.I.

// Note: The higher this value the more aggressive the enemy A.I. will be.

// 0 - 1, default is 0.10

// GL4_Global set [37, 0.10];

// Enemy A.I. Difficult Level Random:

// Choose the random difficult level of the enemy A.I.

// Note: This value will randomly increase the value given above.

// 0 - 1, default is 0.20

// GL4_Global set [38, 0.20];

// Enemy A.I. Difficult Types:

// Choose the difficult type of the enemy A.I.

// The difficult types set many enemy A.I. abilitys to the given level.

// Note: The first value in the array is the fix value and the second value will randomly increase the fix value.

// Example: [Fix Value, Random Value]

// Novice < 0.25

// Rookie >= 0.25 and <= 0.45

// Recruit > 0.45 and <= 0.65

// Veteran > 0.65 and <= 0.85

// Expert > 0.85

// Enemy A.I. Difficult "Aiming Accuracy" Type:

// Choose the "Aiming Accuracy" of the enemy A.I.

// Info: Choose how good enemy A.I. can aim with their weapons.

// [0.1, 0.1] - [1.0, 1.0], default is [0.15, 0.15]

// (GL4_Global select 39) set [0, [0.15, 0.15] ];

// Enemy A.I. Difficult "Aiming Shake" Type:

// Choose the "Aiming Shake" of the enemy A.I.

// Info: Choose how much enemy A.I. should shake while aiming.

// [0.1, 0.1] - [1.0, 1.0], default is [0.15, 0.15]

// (GL4_Global select 39) set [1, [0.15, 0.15] ];

// Enemy A.I. Difficult "Aiming Speed" Type:

// Choose the "Aiming Speed" of the enemy A.I.

// Info: Choose how fast enemy A.I. can aim.

// [0.1, 0.1] - [1.0, 1.0], default is [0.15, 0.15]

// (GL4_Global select 39) set [2, [0.15, 0.15] ];

// Enemy A.I. Difficult "Endurance" Type:

// Choose the "Endurance" of the enemy A.I.

// Info: Choose Endurance of enemy A.I.

// [0.1, 0.1] - [1.0, 1.0], default is [0.15, 0.15]

// (GL4_Global select 39) set [3, [0.15, 0.15] ];

// Enemy A.I. Difficult "Spot Distance" Type:

// Choose the "Spot Distance" of the enemy A.I.

// Info: Choose how good enemy A.I. can spot enemys.

// [0.1, 0.1] - [1.0, 1.0], default is [0.15, 0.15]

// (GL4_Global select 39) set [4, [0.15, 0.15] ];

// Enemy A.I. Difficult "Spot Time" Type:

// Choose the "Spot Time" of the enemy A.I.

// Info: Choose how fast enemy A.I. can spot enemys.

// [0.1, 0.1] - [1.0, 1.0], default is [0.15, 0.15]

// (GL4_Global select 39) set [5, [0.15, 0.15] ];

// Enemy A.I. Difficult "Courage" Type:

// Choose the "Courage" of the enemy A.I.

// Info: Choose Courage of enemy A.I.

// [0.1, 0.1] - [1.0, 1.0], default is [0.15, 0.15]

// (GL4_Global select 39) set [6, [0.15, 0.15] ];

// Enemy A.I. Difficult "Reload Speed" Type:

// Choose the "Reload Speed" of the enemy A.I.

// Info: Choose how fast enemy A.I. can reload their weapons.

// [0.1, 0.1] - [1.0, 1.0], default is [0.15, 0.15]

// (GL4_Global select 39) set [7, [0.15, 0.15] ];

// Enemy A.I. Difficult "Commanding" Type:

// Info: Unknown.

// [0.1, 0.1] - [1.0, 1.0], default is [0.15, 0.15]

// (GL4_Global select 39) set [8, [0.15, 0.15] ];

// Enemy A.I. Difficult "General" Type:

// Info: Unknown.

// [0.1, 0.1] - [1.0, 1.0], default is [0.15, 0.15]

// (GL4_Global select 39) set [9, [0.15, 0.15] ];

// GL4 Enemy A.I. Idle:

// ==============================================================

// Choose if enemy A.I. should use the Human A.I. feature.

// True / False, default is True

// GL4_Global set [40, False];

// GL4 Enemy A.I. Garrison:

// ==============================================================

// Choose if enemy A.I should be able to garrison buildings nearby their position.

// True / False, default is True

// GL4_Global set [41, False];

// GL4 Enemy A.I. Static Weapons:

// ==============================================================

// Choose if enemy A.I. should be able to mount empty static weapons.

// Note: By default all Armed Assault 2 static weapons are supported.

// True / False, default is True

// GL4_Global set [42, False];

// GL4 Enemy A.I. Surrender:

// ==============================================================

// Choose if enemy A.I. should have the chance to surrender if they are fleeing.

// True / False, default is True

// GL4_Global set [43, False];

// Enemy A.I. Surrender Courage Fix:

// Choose the courage which the enemy A.I. should use.

// Note: The higher this value the higher the chance that enemy A.I. will surrender.

// 0 - 1, default is 0.1

// GL4_Global set [44, 0.1];

// Enemy A.I. Surrender Courage Random:

// Choose the random courage which the enemy A.I. should use.

// Note: This value will randomly increase the value given above.

// 0 - 1, default is 0.5

// GL4_Global set [45, 0.5];

// Enemy A.I. Surrender Rank:

// Choose the chance of how fast enemy A.I. with a specific rank should be able to surrender.

// 0 - 100, default is PRIVATE: 70 | CORPORAL: 60 | SERGEANT: 50 | LIEUTENANT: 40 | CAPTAIN: 30 | MAJOR: 20 | Colonel: 10

// GL4_Global set [46, [70, 60, 50, 40, 30, 20, 10] ];

// Enemy A.I. Surrender Group Size:

// Choose how much units of a enemy A.I. group must be alive till a unit of the enemy A.I. group will think about surrendering.

// 1 - 10, default is 3

// GL4_Global set [47, 3];

// Enemy A.I. Surrender Friendly:

// Choose how much friendly A.I. units have to be nearby the surrendering A.I. unit.

// Note: If there are more A.I. units friendly to the surrendering A.I. unit like set here nearby the surrendering A.I. unit then the unit will not surrender.

// 0 - 100, default is 3

// GL4_Global set [48, 3];

// Enemy A.I. Surrender Captive Player:

// Choose how many captives each player can capture at the same time.

// 0 - 10, default is 3

// GL4_Global set [49, 3];

// Enemy A.I. Surrender Fleeing:

// Choose the chance of how enemy A.I. which already was captured by a player will try fleeing.

// 0 - 100, default is 5%

// GL4_Global set [50, 5];

// GL4 Enemy A.I. Array Debug:

// ==============================================================

// Choose if the "Array Debug" should be used.

// Note: This debug shows the most important enemy A.I. arrays. This debug also is available in multiplayer by set the multiplayer debug in "GL4_Local" to True.

// True / False, default is False

// GL4_Global set [51, True];

// GL4 Enemy A.I. Map Marker Debug:

// Choose if the "Map Marker Debug" should be used.

// Note: This debug creates a marker at the map for each enemy A.I. group and gives several informations about the group behaviour and moving direction.

// True / False, default is True

GL4_Global set [52, False];

// ==============================================================

// GL4 Friendly A.I. Enhancement:

// ==============================================================

// GL4 Friendly A.I. Recruit:

// ==============================================================

// Choose if friendly A.I.can be recruited by a player.

// Note: This feature gives a player the ability to recruit A.I. friendly to the player.

// True / False, default is True

// GL4_Global set [53, False];

// Friendly A.I. Recruit Rank:

// Choose which ranks are allowed to recruit friendly A.I. beside the group leader.

// Available Ranks: PRIVATE | CORPORAL | SERGEANT | LIEUTENANT | CAPTAIN | MAJOR | COLONEL

// Default Ranks: SERGEANT | LIEUTENANT | CAPTAIN | MAJOR | COLONEL

// GL4_Global set [54, ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL"] ];

// ==============================================================

// GL4 System A.I. Enhancement:

// ==============================================================

// GL4 "GET IN" System:

// ==============================================================

// Choose if A.I. nearby ( within 10 meters ) to a empty vehicle should mount the vehicle at mission start.

// Note: This feature was made to overcome the assignment with the "moveInDriver", "moveInGunner" and "moveInCarog" command.

// True / False, default is True

GL4_Global set [55, False];

I hope you Njayjay try to fit in more into this friendly community in the future ;)

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Thanks for your GL4 settings there Tonci. Why do you have most of the GL4 AI features disabled? Do they conflict with ACE or Zeus or something?

Edited by Njayjay

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Disabled? I can´t remember that I have disabled something. I tweaked them a little bit

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Thanks for your GL4 settings there Tonci. Why do you have most of the GL4 AI features disabled? Do they conflict with ACE or Zeus or something?

I found that in some cases Enemy soldiers spawn in places they never did before causing some conflicts. For instance starting at fob manhatten with an enemy patrol inside the perimeter can really cause problems. not to mention setting up a sniper position in a green zone looking over at an enemy base can really mess your day up when you get a tap on the sholder

Edited by Archamedes

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Finished!

All I can say is, thank God that the terrorist organizations that we fight in real life are nothing like the NCC... an army of snipers with tanks!

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Finished!

All I can say is, thank God that the terrorist organizations that we fight in real life are nothing like the NCC... an army of snipers with tanks!

i dunno...

roadside bombs, blowing up marketplaces full of innocent women and children, hiding in mosques so they can't be fired upon, blending in with the civi population to induce collateral damage..

suddenly snipers and tanks that can be killed with a good ole f-15 don't seem that bad

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I finished the Mission where you fight undercover. How many Enemys weare at the Airport? That was some hard mission to complete

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oh, undercover six? hehehe, I completed that in less than 20mins and killed everyone in the airport in less than 5 mins...tip: get right back into the hind and give them hell with 120 rockets. ;)

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Disabled? I can´t remember that I have disabled something. I tweaked them a little bit

OK I realized what I was missing (the // at the start of each line). Why do you have the difficult mode disabled? Does it conflict with Zeus? What happens if I leave it enabled?

Can you post your GL4_Local.sqf settings so I can follow your example? (I'm interested in the blood settings especially and others)

Also, are you using the .Arma2Profile values ZeusAI recommends in the readme?

Thx for replying.

Edited by Njayjay

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I´m not at home now, so i´ll post it later, but yes I use the recommended Zeus settings.

@jasonnoguchi What Hind? There is no Hind. or do you mean the Mi-8 that brought me there? Well it gets blown...

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@Tonci, yes, the Mi-8...hehehe it doesn't get blown IF you get right back in after the auto disembark. :) Go try. :) just pop right back into the pilot seat and then rain hell on all of them... ok, all the friendlies gets killed too but at least you win...hehehehe

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