snkman 351 Posted December 27, 2009 Well don't worry most of my tests are made on a local hosted server too. ;) ArmA 2 allowe ( thank to the new commands ) to script stuff and split things to Player Only and Dedicated Only. So there is no big different if things work local on my server they do work on a dedicated server too. Now to your question: You know since 1.1.10 the C.B.A. are required and everything will be initialized by "Default" if you do NOT create a "Group Link 4: System" module. This means if you like to have all Group Link 4 features available in your mission then you don't need to do/create anything. Every single feature of Group Link 4 will be initialized by default. You say that you cannot pick up or drop any weapons? Well that's really strange... Group Link 4 do not modify any config values which could do that. To me it looks like you would like to initialize all features of Group Link 4 but you use the modules for that. Simply try it without any modules. Another thing is that i do not spend very much time with A.C.E. 2 becouse most time i spend with editing/modding and i can't have a stable result if i would use several mod's while doing this. So may it's a conflict with A.C.E. 2 and GL4 but i really can't tell it for sure. Try it without the modules and try it with GL4 only. If this works then you can say for sure that it's a conflict with A.C.E. 2 and i will have a good look at it. Don't worry Betsalel i'm really happy that i can help getting things to work. It's not always easy to understand the way of how a scripter/modder is thinking and how everything is supposed to be. ;) Share this post Link to post Share on other sites
teilx 4 Posted December 27, 2009 (edited) ammo crates would be a nice idea too.would be a nice feature for ai near base's, outpost's etc...but not so important:Ddon't live long enough, before all enemy's run out of ammo:p Hehe yeah you really have to ba a very nice guy if you allow enemy A.I. to go to a ammo crate re-arm and go back to combat. :Dyeah UN Blauhelm.... i only shoot back:pet6: Edited December 27, 2009 by TeilX Share this post Link to post Share on other sites
snkman 351 Posted December 27, 2009 Hehe yeah you really have to ba a very nice guy if you allow enemy A.I. to go to a ammo crate re-arm and go back to combat. :D Share this post Link to post Share on other sites
jasonnoguchi 11 Posted December 27, 2009 (edited) @SNKMAN, I restarted the Harvest Red campaign and this time with GL4! :) I played all the way through to the mission where we were supposed to rally at Chernogosk and everything went uber smoothly. Mission objecives were not broken and no bugs were ran into. Uber smooth! Enemies seem to come from EVERYWHERE nonstop! So obviously they have been called in from other places in the map but that didn't create any problems with mission objectives so far, GREAT WORK, felt like a new game!!! Problems: 1. As reported by some others, I have had enemies staring at me from 5m away and not fire on me and he is not in surrender mode. Well, I was actually half glad it happened cos I would have died in those cases...hahahahahaha 2. Friend squad mates, especially O'hara, runs away on his own to some far away places to kill enemies (strangely and surprisingly, didn't die! amazing!hahhaha). Not sure if we can call him back since I haven't taken over control of the squad yet. Miles dies in the next mission, so I will see how it works out. 3. Enemies seem to auto detect our presence within some distance no matter how stealthy we are, is that supposed to be that way? 4. I haven't used the recruit whoever command yet... what does it do? 5. Why don't you have the menu screen ingame everytime missions start so that we can choose the desired settings like in GL3? :) Thanks for the revolutionary mod! :) Edited December 27, 2009 by jasonnoguchi Share this post Link to post Share on other sites
rubberkite 19 Posted December 27, 2009 Hi again SNK, Now I ask you a question, if I leave a group near an house the group go and garrison the building but if we fight other ai group they call and the group leave the house, how I can leave a group garrisoned in a building? If I use static, they don't enter, if I use as group they garrison but they exit when other call reinforcment I try to raise the skill, default setting 0.10 is really low // 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 [30, 0.85]; now the problem (AI close doesn't shot) is really less visible.. I've recorded a video about the problem i will upload soon These setting can be splitted? so we can change accuracy and keep other value higher... and fine tuning the AI ? // Enemy A.I. Difficult Types Fix: // Choose the difficult type of the enemy A.I. // The difficult types sets many A.I. abilitys to the given level. // Ability Types: // Aiming Accuracy: Choose how good the A.I. can Aim with their weapons. // Aiming Shake: Choose how much the A.I. should shake while aiming. // Aiming Speed: Choose how fast the A.I. can aim. // Endurance: Choose Endurance of the A.I.. // Spot Distance: Choose how good A.I. can spot enemys. // Spot Time: Choose how fast the A.I. can spot enemys. // Courage: Choose Courage of the A.I.. // Reload Speed: Choose how fast the A.I. can reload their weapons. // Commanding: Behaviour unknown... // General: Behaviour unknown... // Example: // Novice < 0.25 // Rookie >= 0.25 and <= 0.45 // Recruit > 0.45 and <= 0.65 // Veteran > 0.65 and <= 0.85 // Expert > 0.85 // 0 - 1, default is 0.25 GL4_Global set [32, 0.65]; Share this post Link to post Share on other sites
jasonnoguchi 11 Posted December 27, 2009 I didnt see anything about friendly AI re-arming themselves? Its something i find really annoying, telling them to re-arm and then they run off 500m because you dont know which grenadier you have just told them to go to. The enemies with GL4 on uses up bullets so quickly that if you check around the dead bodies, few has more than 1 fresh mag left! hahahhaa! I guess thats why those weapons were not picked up for use. Share this post Link to post Share on other sites
rubberkite 19 Posted December 27, 2009 @SNK I find another minor bug... when the btr90 full of soldier comes as reinforcement all soldier disembark from vehicle and the vehicle is abandoned full ammo fuel and armour... ! Also the crewman! Here is the video of the AI close doesn't fire issues.. as you can see the AI shot my Friendly Ai that is far on my rear, and don't shot at me ftp://213.215.136.18/public/Screen/aiclose.mp4 Share this post Link to post Share on other sites
jasonnoguchi 11 Posted December 27, 2009 (edited) Oh, yes, that is a MAJOR bug! hahaha! I saw during my play yesterday that an UAZ dhskm came along at me and then everyone disembarked! ahhahahahah! One more bug... just play the first tutorial mission to see what I mean...hehehe Edited December 27, 2009 by jasonnoguchi Share this post Link to post Share on other sites
bushlurker 45 Posted December 27, 2009 I had the same disembarking problem with GL3 in Arma1 - most enemy armour would be abandoned and the crewmen would run around "reinforcing" instead as soon as contact was made... HERE's my post mentioning the issue back in A1 and GL3 I've been experiencing some odd behaviour after changing from V1.13 to 1.14 as well... in my case its Armour - and Crews...They get out... ALL the time... and join in the fight as footsoldiers... I was figuring perhaps they were being identified as a different group from the footsoldiers I was fighting (which they were), - though part of the same "town defence" - and were being called as reinforcements by the group under fire.... fair enough, thats whats supposed to happen.... but this disembarking thing seems strange... I thought it might be something to do with all this "after ejecting the original crew" part of the "extraction" routines - even though thats meant to be for choppers - so I turned that all off - I even set the number of groups available to be called as reinforcements to 0 - which should effectively disable reinforcement completely... they still disembark... form a line, and march into the fight - leaving their untouched and perfectly functional vehicles behind.... without my @GL3 folder (last in line) activated - all is well... so its definitely GL3 related I think..... Sounds like the same issue, sadly... which rendered Domination pretty unplayable if I remember correctly... B Share this post Link to post Share on other sites
jasonnoguchi 11 Posted December 27, 2009 One VERY interesting aspect of replaying the Harvest Red campaign with GL4 is the recruitment function. I am now playing the Razor 2 mission where I am supposed to hunt for lopotev. This time round with GL4, instead of trying to comb everywhere myself, I recruited all the guards patrolling around FOB Reforger and then sent them out in motorcyles and HMMWVs in a huge hunting mission!!! hahhaahaha!!! This is FUN!!!! Omg, I can imagine all the help I can recruit in Manhattan! All those marines hanging around FOB manhattan doing nothing!!!! FUN!!!! Share this post Link to post Share on other sites
.kju 3244 Posted December 27, 2009 (edited) Have yet to try it ingame SNKMAN, so feedback will come later. Somewhat confused after looking at the files. There are several "empty" config addons in there that only contain a cfgPatches definition. I assume these dummy addons are needed for now, or are my files not correct? One more request: You have hardcoded the path to .\@GL4\GL4_Settings\*. Can you please used the .\userconfig folder for that instead: .\arma2\userconfig\GL4\GL4_Settings Edited December 27, 2009 by kju Share this post Link to post Share on other sites
twisted 128 Posted December 27, 2009 this is very good. thanks. one request. could you make it so the AI run the hell out of there to cover when under fire? AI default reaction of just lying there while the whole team die around could be improved? Share this post Link to post Share on other sites
eagleone 1 Posted December 27, 2009 (edited) Can I use only SpecialFX without initializing the other things? Maybe from addons folder delete all except for some specific files? I blocked all A.I. Enhancement in the file GL4_Global.sqf, but still sometimes fail some scripts, without GL4 all scripts are working properly (I play in a cooperative main company "Harvest Red") here is my GL4_Global.sqf: // //////////////////////////////////////////////////////////////////////////// // GL4 v.1.0 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 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. Request: // Choose how many enemy A.I. groups can be requested as reinforcement at the same time. // 0 / 100, default is 3 // GL4_Global set [1, 3]; // Enemy A.I. 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 player. // 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 player. // 0.01 / 1, default is 0.10 // GL4_Global set [2, 0.10]; // GL4 Enemy A.I. Artillery: // ============================================================== // Choose if enemy A.I. should be able to request artillery support after a player was spotted. // True / False, default is True GL4_Global set [3, False]; // Enemy A.I. Artillery Ammo: // Choose the type of ammo which artillery should use. // Avalible 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 [4, "Sh_122_HE"]; // GL4 Enemy A.I. Airstrike: // ============================================================== // Choose if enemy A.I. should be able to request airstrike support after a player was spotted. // True / False, default is True GL4_Global set [5, False]; // Enemy A.I. Airstrike Ammo: // Choose type of ammo which airstrike should use. // Avalible 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 [6, "R_S8T_AT"]; // Enemy A.I. Smoke Man: // Choose if enemy A.I. without vehicle should use smoke for cover after a player was spotted. // True / False, default is True // GL4_Global set [7, False]; // Enemy A.I. Smoke Vehicle: // Choose if enemy A.I. with vehicle should use smoke for cover while unmounting the vehicle after a player was spotted. // True / False, default is True // GL4_Global set [8, False]; // Enemy A.I. Flare Core: // Choose if enemy A.I. should use flares at night, after a target/player was spotted. // True / False, default is True // GL4_Global set [9, False]; // Enemy A.I. House Search: // Choose if enemy A.I. should search for player in buildings after a player was spotted nearby a building. // True / False, default is True // GL4_Global set [10, False]; // Enemy A.I. Paratrooper: // Choose if enemy A.I. reinforcement groups which do use a helicopter should be able to drop paratroopers at the conflict point. // True / False, default is True // GL4_Global set [11, False]; // 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 [12, False]; // Enemy A.I. Advancing Weapons: // Choose which weapons should be heared by enemy A.I. within wich range. // By default all Armed Assault 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 class 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 [13, (GL4_Global select 13) + ["M4A1SD","MP5SD","M9SD","MakarovSD","B_556x45_SD","B_556x45_SD"] ]; // Muzzles and Ammo listed in this array can heared by enemy A.I. within a range of 50 meters. // GL4_Global set [14, (GL4_Global select 14) + ["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 [15, (GL4_Global select 15) + ["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 // GL4_Global set [16, 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 / 100, default is 50 // GL4_Global set [17, 50]; // Enemy A.I. Advancing Rifle Distance: // Choose in which range enemy A.I. can hear/react to Pistoles/Rocket Launcher "M9/Makarov/M136/JAVELIN/RPG7V" weapons. // 0 / 100, default is 300 // GL4_Global set [18, 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 / 100, default is 600 // GL4_Global set [19, 600]; // 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/player also. // True / False, default is True GL4_Global set [20, False]; // Enemy A.I. Suppressive Fire Rate: // Choose how fast ( in which rate of time ) the bullets must be fired to suppress a enemy A.I. group/s. // GL4_Global set [21, 0.20]; // Enemy A.I. Suppressive Fire Bullets Requied: // Choose how many bullets must be fired within the given rate of time to suppress a enemy A.I. group/s. // GL4_Global set [22, 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 [23, 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/player // then they may search the area for possible targets/players. // True / False, default is True GL4_Global set [24, False]; // Enemy A.I. Detection: // Choose if enemy A.I. should hear/react if a vehicle explodes nearby their position. // Choose True or False to enable/disable this feature completly. // True / False, default is True GL4_Global set [25, 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 avalible. // True / False, default is True GL4_Global set [26, False]; // Enemy A.I. Insertion/Extraction: // Choose if enemy A.I. in helicopters ( which have already unmounted/ejected their original crew ) should be able to fly a Insertion/Extraction. // True / False, default is True GL4_Global set [27, 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 the target/player is in a specific range to the dead body. // True / False, default is True GL4_Global set [28, False]; // GL4 Enemy A.I. Difficult: // ============================================================== // Choose True or False to enable/disable this feature completly // True / False, default is True GL4_Global set [29, 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 [30, 0.40]; // 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 [31, 0.20]; // Enemy A.I. Difficult Types Fix: // Choose the difficult type of the enemy A.I. // The difficult types sets many A.I. abilitys to the given level. // Ability Types: // Aiming Accuracy: Choose how good the A.I. can Aim with their weapons. // Aiming Shake: Choose how much the A.I. should shake while aiming. // Aiming Speed: Choose how fast the A.I. can aim. // Endurance: Choose Endurance of the A.I.. // Spot Distance: Choose how good A.I. can spot enemys. // Spot Time: Choose how fast the A.I. can spot enemys. // Courage: Choose Courage of the A.I.. // Reload Speed: Choose how fast the A.I. can reload their weapons. // Commanding: Behaviour unknown... // General: Behaviour unknown... // Example: // Novice < 0.25 // Rookie >= 0.25 and <= 0.45 // Recruit > 0.45 and <= 0.65 // Veteran > 0.65 and <= 0.85 // Expert > 0.85 // 0 - 1, default is 0.25 // GL4_Global set [32, 0.45]; // Enemy A.I. Difficult Types Random: // Choose the random difficult type of the enemy A.I. // Note: This value will randomly increase the value given above. // 0 - 1, default is 0.25 // GL4_Global set [33, 0.25]; // 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 [34, 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 [35, 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 static weapons are supported. // True / False, default is True GL4_Global set [36, False]; // GL4 Enemy A.I. Surrender: // ============================================================== // Choose if enemy A.I. should have the chance to surrender if they are fleeing. // Note: The feature "Enemy A.I. Difficult" must be enabled to use the A.I. surrender feature. // True / False, default is True GL4_Global set [37, 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 [38, 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 [39, 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 [40, [70, 60, 50, 40, 30, 20, 10] ]; // Enemy A.I. Surrender Group: // 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 [41, 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 [42, 3]; // Enemy A.I. Surrender Captive: // Choose how many captives each player can capture at the same time. // 0 / 10, default is 3 // GL4_Global set [43, 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 [44, 5]; // 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 [45, 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 [46, ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL"] ]; // 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 [47, True]; // GL4 Enemy A.I. Marker Debug: // Choose if the "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 [48, False]; thx Edited December 27, 2009 by Eagleone Share this post Link to post Share on other sites
mpcom 10 Posted December 27, 2009 HI, When I use VerifySignatures=1; on the Server, the Server kick me. The GL4.bikey is on the sever in the key folder and was restart. Without VerifySignatures works it. What runs wrong ? Share this post Link to post Share on other sites
mrcash2009 0 Posted December 27, 2009 Another suggestion ... Could the config become a little more flexible for the "dubbing" section and AI chatter. I was wondering if this could be broken down to have only enemy AI chatter on / Only Team AI chatter on ... so you can choose. I like no chatter at all when on a night stealth mission for example. But if enemy AI have it its good for giving away location etc. Also could it also be set so you could have audible things like, coughs, "reload", "supressing" etc working but things in general like "check our 6" and other random spoken phrase things when patrolling etc switched off. Share this post Link to post Share on other sites
Protegimus 0 Posted December 27, 2009 (edited) SNKMAN, congratulations on the release, just getting to grips with what can be done to enhance missions using GL4. A note for everyone that wants to enjoy GL4 version: 1 - 1.1.10 together with the combat skills of Zeus AI, edit your ...\@GL4\GL4_Settings\GL4_Global.sqf file and set: // GL4 Enemy A.I. Difficult: // ====================================================== GL4_Global set [29, False]; For version: 1.1.13 the global configuration file should be changed as follows: GL4_Global set [30, False]; When set this way, AI perform to much more realistic levels, they do not hesitate when engaging at close quarters, plus use a better mix of weaponry when doing so and the benefits of GL4 make missions even more challenging. SNKMAN it would be nice if you could allow finer control of GL4 Enemy A.I. Difficult settings, specifically Enemy A.I. Difficult Types Fix (allow individual values to be set, or just this section to be disabled), so that GL4 Enemy A.I. Surrender can be maintained when using other A.I. modifications. Also, do you have any control over the tactics and formation AI use to advance or when called to reinforce? They currently advance rather directly (i.e. to the front) of enemy they react to, which usually means they enter the fight at a disadvantage (better to advance and attack on a flank or the rear of a formation). With respect to the formation, they appear to advance in compact column until at quite close quarters with the enemy. This renders them very vulnerable to automatic fire during the advance. Thanks, Protegimus Edited December 28, 2009 by Protegimus Added GL4 version: 1.1.13 configuration for Zeus AI Share this post Link to post Share on other sites
nuggetz 0 Posted December 27, 2009 Quick question. Can a non-enemy team (my team) call in reinforcements? I set up a simple mission yesterday. I was team leader of my AI group fighting against OPFOR group. If most of my men are getting killed, will my team call for reinforcements? It seems that the enemy was calling for reinforcements according to the debug markers on the map and they didn't really need it. Share this post Link to post Share on other sites
snkman 351 Posted December 27, 2009 (edited) @jasonnoguchi I have had enemies staring at me from 5m away and not fire on me. Yes i really have to take a look at it. So far i can't explain why enemy A.I. do not attack if close to a player. Friend squad mates, especially O'hara, runs away on his own to some far away places to kill enemies.[ Sounds funny. :) I have no clue why he do this... There is no script which tells friendly A.I. and/or units of a player group to do that. Enemies seem to auto detect our presence within some distance no matter how stealthy we are, is that supposed to be that way? No but this is how ArmA 2 works. So far you really can't hide from the enemy. The A2 engine will detect you no matter how stealthy you are. I hope B.I.S. will fix this very soon. I haven't used the recruit whoever command yet... what does it do? The "Recruit" allowe a player to recruit friendly A.I. After a friendly A.I. was recruited by a player the friendly A.I. will join the players team. Also after recruiting a friendly A.I. you have the optin to release the unit. Why don't you have the menu screen ingame everytime missions start so that we can choose the desired settings like in GL3? Yes this is something i'm working on currently but i skipped this feature becouse i found no time to finish it. I saw during my play yesterday that an UAZ dhskm came along at me and then everyone disembarked! That's the way it sould be. After a amored vehicle with crew comes close to the conflict point then the whole crew will leave the vehicle. Only the driver and gunner will stay inside the vehicle. Is this what you are talking about? May i get the question wrong... @Rubberkite How I can leave a group garrisoned in a building? So far there is no way. I will explain it. Let's say you have 5 groups in a town nearby buildings and 1 group outside of the town. Now if you attack the group outside of the town and the 5 groups which had garrison buildings would not leave the buildings to support the attacked group then the reinforcement request would fail becouse the groups requested as reinforcement would not leave the building. If ppl would like to have the "Static Groups" garrison buildings too then i could to this. But anyway which group you take every group will leave the building after they was attacked. These setting can be splitted? so we can change accuracy and keep other value higher... and fine tuning the AI ? That's not a problem. ;) The link to the FTP/Video doesn't work... @Bushlurker Please check the last quote of jasonnoguchi. @kju There are several "empty" config addons. Well thouse cfgPatches definitions are checked by Group Link 4. If a cfgpatches class was not detected, becouse the AddOn was removed/deleted then the feature will not be initialized. So you can enable/disable the given feature by simply removing the AddOn. You have hardcoded the path to .\@GL4\GL4_Settings\*. :D damn was looking for this since some time. Thank you very much kju. Yes i will change the folder path to "userconfig" in any of the next upcoming versions. @twisted Yes i have to agree. Some combat behaviours of Group Link 4 need some more fine tuning. @Eagleone Can I use only SpecialFX without initializing the other things? Sure you can. Create the "Group Link 4: System" module and create the "Group Link 4: Special FX" module. Thats it. @mrcash2009 I was wondering if this could be broken down to have only enemy AI chatter on / Only Team AI chatter on. Yes this could be made but this will take some time, becouse i would neede to rewrite a large section of the "dubbing" system. "check our 6" ? You are talking about the general speaking system which comes with A2 by default? @Protegimus Thanks you very much for the information. ;) It would be nice if you could allow finer control of GL4 Enemy A.I. Difficult settings. Yes already on my check list. ;) Also, do you have any control over the tactics and formation AI use to advance. Group Link 4 use a array with all available formations where groups which was requested as reinforcement will pick randomly one. But this for sure is a good point. I should really pay some more attention to this. Thanks. @nuggetz Can a non-enemy team (my team) call in reinforcements? No a player team can not request reinforcement. I already had this feature in some of my earlyer beta versions but i had not much enough time to develope it. So i cutted it out. May i will re-add it in a later version. Edited December 27, 2009 by SNKMAN Share this post Link to post Share on other sites
Tonci87 163 Posted December 27, 2009 SNKMAN I think he meaned when the reinforcing Tank arrives, everybody (Including gunner/driver) disembarks. Noticed that too Share this post Link to post Share on other sites
snkman 351 Posted December 27, 2009 (edited) :confused: really? Damn i will check this immediately. Edit: Make sure the driver/pilot of a helicopter always is a pilot and the driver and gunner of a tank or any other amored vehicle is a crew member. Crew Member means the class of the unit must be Crew/Pilot. Right bevore units unmount a vehicle Group Link 4 do check each class of the vehicle crew. Classes which are pilot/crew will not unmount the vehicle. Group Link 4 Special FX Edition ReadMe.pdf 5. Vehicle Crew: The driver of a tank or the pilot of a helicopter which can do paradrop have to be a crew member. If you use a normal soldier as driver or pilot then this unit will unmount/eject the vehicle after it has reached the conflict point too. Note: If you use a Mod like A.C.E. then this mod also use different crew/pilot classes which are not listed ( known ) by Group Link 4 so far only ArmA 2 default classes are supported. Edited December 27, 2009 by SNKMAN Share this post Link to post Share on other sites
nuggetz 0 Posted December 27, 2009 (edited) @nuggetz No a player team can not request reinforcement. I already had this feature in some of my earlyer beta versions but i had not much enough time to develope it. So i cutted it out. May i will re-add it in a later version. OK thanks. But what about non-player friendly AI? If I put some BLUFOR and OPFOR on the map, and I play as a group leader controlling one group of BLUFOR, will the other group of non-player controlled BLUFOR call in reinforcements? I just set up a map with PLA (independent), US and OPFOR. I was playing as PLA. I placed a group of OPFOR on the map between my starting position and the town full of more OPFOR. Additionally, I placed 3 choppers (US Forces) about 4K meters away. As I led my PLA team towards the town, it appeared that the group of OPFOR that I placed midpoint was advancing toward my PLA group as if it knew where we were even though they didn't have any way-points defined. We started taking a few casualties and then noticed that the US choppers (friendly to PLA) took to the air and provided air support.Why did the US choppers react and take flight? Who called them? What is the normal behavior for units placed on the map with no waypoints? Will they seek out their enemies? What if waypoints are given? Edited December 27, 2009 by nuggetz Share this post Link to post Share on other sites
eagleone 1 Posted December 27, 2009 2 SNKMAN I meant not going into the editor, just using the CBA I play in a cooperative company Harvest Red (DEFAULT company ArmA2) Share this post Link to post Share on other sites
mpcom 10 Posted December 27, 2009 HI, When I use VerifySignatures=1; on the Server, the Server kick me. The GL4.bikey is on the sever in the key folder and was restart. Without VerifySignatures works it. What runs wrong ? Share this post Link to post Share on other sites
snkman 351 Posted December 27, 2009 @nuggetz Will the other group of non-player controlled BLUFOR call in reinforcements? No reinforcement request only is available for the enemy A.I. It appeared that the group of OPFOR that I placed midpoint was advancing toward my PLA group. Did you fire any weapon? Or did you destroy any vehicles? If yes then they will advance becouse they had heared gunfire / had heared the explosion of a vehicle. Why did the US choppers react and take flight? Who called them? I can't explain this behaviour? Do you use any other mod's? What is the normal behavior for units placed on the map with no waypoints? Will they seek out their enemies? No enemy A.i. will not seek for enemys. The action/reinforcement request will start after enemy A.I. had detected a enemy/player/unit of a player group. @Eagleone If you have disabled all enemy A.I. features of Group Link 4 like shown in your spoiler then normally all Enemy A.I. Enhancement should be disabled. What exactly do you don't wanna to use or what do you think still is enabled? @mpcom I did forget to resign the AddOns. The AddOns are still signed with v.1.1 so i need to resign all AddOns in the next version. Share this post Link to post Share on other sites
eagleone 1 Posted December 27, 2009 2 SNKMAN Try to start the first mission Harvest Red and you'll understand what I mean (the mission with the aircraft carrier) Share this post Link to post Share on other sites