CoA|Saint 5 Posted December 30, 2009 hi snkman, i´ll give you a dl link for template mission via pn ! Share this post Link to post Share on other sites
rubberkite 19 Posted December 30, 2009 (edited) @Rubberkite Thanks. Now the link works. ;) Yes and please report back. I would like to know if it works that way too. I will see how i could do that. May by giving the group a specific name in the editor...? Well i will see. Please read my first answer of this post. It should fix this problem. Yes that's a known bug and currently i have no clue why this happend... There must be something wrong with the "GL4_Shell_FX.pbo". Of which part of Group Link 4 are you talking exactly? Which random value is bugging you? Hi my friend, sorry for the late in the answer, I'm not in ArmA world in these days.. For the crew problem I say no I don't use nothing that replace BIS class so I hope you've checked the system and avoid the disembark of the unit (crew) from vehicles. For group that look for garrison in building you can assign a name like gg1 gg2 ... so the other group don't look building to garrison and go to reinforce other group fighting. Similiar to Static group but only looking for a building to defend from inside position or a silos it's nice to see your unit using the staircase to get a position in silos or towers :) and fight unit that are garrisoned... for the "GL4_Shell_FX.pbo". request bug I hope you'll find a solution I dream a mission with many addons and 0 warning/error message. For the random bug that I hate sorry is a joke I refer to informatic world when if you move you chair in some position of the desk the OS doesn't start :D Is just for laught sorry is not related to your work... keeping in topic with your work (nice work) when you move the config in the userconfig path, It would be nice if you add a setting to enable disable stuff from GL4 like these: disable GL4 auto init with CBA = true / false so if you want keep GL4 for mission where is included only you don't need to remove addon just set this true or not in the user config disable GL4 Special FX = true / false Instead of disabling one by one, you can disable all the FX without moving pbo or check for lot of lines. GL4 AI settings = true / false / zeus / Protegimus / Onkel We (my Clan) will test your future version and help you to fine tuning the AI also following Protegimus suggestion and reporting the result It would be nice if you can disable AI setting (I mean skill spotting and other AI param) for GL4 And in case we find a solution we can write the setting and create a "template" like zeus = setting that works with zeus or Protegimus = setting tested and suggested by protegimus So setting up AI it's a joke you can use with true your default setting that you (SNK) like, with false you can no affect the AI skill and leave this to another mod, with the named setting you can create some skill config that users can chose from. these should be the frist lines of your gl4config.hpp :) For reason of low time I'll skip the .13 version and I will deeply test your next release, hope to see it soon, tank you for all effort Alessio aka Rubber Edited December 30, 2009 by Rubberkite Share this post Link to post Share on other sites
snkman 351 Posted December 30, 2009 Hi Rubberkite, For the crew problem I say no I don't use nothing that replace BIS class. Well if so, then i really have to check this part of Group Link 4 again. For group that look for garrison in building. I already found a solution for this. Now "Static Groups" do garrison buildings too and stay inside of the building if attacked. I sticked the stay inside buildings to "Static Groups" only becouse they are supposed to protect a given place so now they will try to hold the building which they had taken. Note: "Static Groups" not always will stay at their position in a building after they was attacked they may will switch their position ( leave the building ) if they are at a really bad spot inside of the building. I dream a mission with many addons and 0 warning/error message. Yes that's in my mind too. ;) If you add a setting to enable disable stuff from GL4 like these: This is the main idea behind the Group Link 4 modules. By creating the "Group Link 4: System" module the auto initialize of Group Link 4 will be destroyed. By not creating the "Group Link 4: Special FX" module all Special FX features of Group Link 4 will be disabled. It would be nice if you can disable AI setting (I mean skill spotting and other AI param) for GL4 This can be set in the "GL4_Global.sqf" since v. 1.1.13. Share this post Link to post Share on other sites
Gunter Severloh 4054 Posted December 30, 2009 Nice work SNKMAN, you've outdone yourself on this one. I still play with your GL3 version with my WarMod for Arma and this version for Arma 2 seems alot more enhanced and adds a nice touch to the game. Well done! Share this post Link to post Share on other sites
-J4F- Thunder666 10 Posted December 30, 2009 1st of all, phantastic Work. THX 4 this Mod ! But i have a Problem. I have blue Arrows like Civ`s at the Enemys Positions. How i can turn off this again ??? I have set the "Idle" Feature "False" but nothing. Please Help ! Greetings Share this post Link to post Share on other sites
snkman 351 Posted December 30, 2009 @Günter Severloh Thanks. Yeah you really can't compare Group Link 3 with Group Link 4. Since my last Group Link 3 release 1 year has past and in this year i have learned a lot of how to script and enhance things. ;) @[J4F] Thunder666 Thank you. Well that's the "Debug Markers" and here is how to disable them. Open: @GL4\GL4_Settings\GL4_Global.sqf Find: // 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]; Change: ( Remove the "//" in front of the variable ) // 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]; Share this post Link to post Share on other sites
rubberkite 19 Posted December 30, 2009 I already found a solution for this. Now "Static Groups" do garrison buildings too and stay inside of the building if attacked. I sticked the stay inside buildings to "Static Groups" only becouse they are supposed to protect a given place so now they will try to hold the building which they had taken. Note: "Static Groups" not always will stay at their position in a building after they was attacked they may will switch their position ( leave the building ) if they are at a really bad spot inside of the building. This is fine but if I want make a static (no reinforcement call) group that patrol a city if the group has waypoint they don't go in the building, works in that way? So static with waypoint parol and don't go as reinforcement Static without waypoint look for near building and garrison and doesn't go as reinforcement and normal group act as we know... if work in that way it's ok and ready to use :) This is the main idea behind the Group Link 4 modules. By creating the "Group Link 4: System" module the auto initialize of Group Link 4 will be destroyed. By not creating the "Group Link 4: Special FX" module all Special FX features of Group Link 4 will be disabled. Off course I understand this but you need to open and mod a mission, if you put a switch inside the GL4_Config.hpp to do this you don't need to add module and you can play mission without group link system when there are problem with group, just changin 1 or 0 in the config file :) Quote: It would be nice if you can disable AI setting (I mean skill spotting and other AI param) for GL4 This can be set in the "GL4_Global.sqf" since v. 1.1.13. this evening I will try the 1.1.13 release and I check the AI when they are close to us. Any ETA and some news about next release ? good work SNK !!! :rolleyes: Share this post Link to post Share on other sites
qawa1967 0 Posted December 30, 2009 Beautiful job SNaKeMAN !!!!!!!!!!!! :) Big Thanks !!!! Share this post Link to post Share on other sites
snkman 351 Posted December 30, 2009 @Rubberkite So static with waypoint parol and don't go as reinforcementStatic without waypoint look for near building and garrison and doesn't go as reinforcement Exactly that's how it works now. ;) put a switch inside the GL4_Config.hpp As far as i know you can not change values inside of a config. I'm not the best in combination with configs so if there is a way then please let me know. Of course some setting to disable the 3 Core features "Enemy A.I. Enhancement Player and Friendly A.I. Enhancement and Special FX" would really be good. Agree. :) Any ETA and some news about next release ? Earlyer as you may think and no should be a suprise. :) @qawa1967 Thanks. Share this post Link to post Share on other sites
CoA|Saint 5 Posted December 30, 2009 is it possible to change settings in the init.sqf ? GL4_Settings folder in nameofmission folder is required! e.g. init.sqf waitUntil {GL4_has_initialized}; // ??? need more infos here ??? #include "GL4_Settings\GL4_Global.sqf"; #include "GL4_Settings\GL4_Local.sqf"; #include "GL4_Settings\GL4_Random.sqf"; I did it with GL3 in arma, it worked fine ;) but it seemed in GL4 wouldn´t :mad: Share this post Link to post Share on other sites
snkman 351 Posted December 30, 2009 You could try this: waitUntil { !(isNil "GL4_Global") }; #include "GL4_Settings\GL4_Global.sqf"; waitUntil { !(isNil "GL4_Local") }; #include "GL4_Settings\GL4_Local.sqf"; waitUntil { !(isNil "GL4_Random") }; #include "GL4_Settings\GL4_Random.sqf"; Share this post Link to post Share on other sites
teilx 4 Posted December 30, 2009 Hi, do you plan to add human ai settings, like in @Gl3??? // GL3 Enemy A.I. Human A.I. Core: ( Server ) // Choose if enemy A.I. should use the Human A.I. feature. // True / False, default is True // GL3_Global set [46, False]; // GL3 Enemy A.I. Human A.I. Idle: // Choose if enemy A.I. should go for partoling, talk to each other or sit down/talk. // True / False, default is True // GL3_Global set [47, False]; // GL3 Enemy A.I. Human A.I. Idle Animations: // Choose which animations should be used by the Human A.I. Idle feature. // "Animation_Name", default is ["AmovPercMstpSnonWnonDnon_exercisePushup", "AmovPercMstpSnonWnonDnon_exercisekneeBendB", "AmovPercMstpSnonWnonDnon_seeWatch"] // GL3_Global set [48, (GL3_Global select 50) + [] ]; // GL3 Enemy A.I. Human A.I. Idle Patrol Range: // Choose how far a patroling Idle group should go for patroling. // Description: If you set this to 200, then the group will patrol within a range of 200 meters. // 0 / 100, default 100 // GL3_Global set [49, 100]; Share this post Link to post Share on other sites
-J4F- Thunder666 10 Posted December 30, 2009 hehe :yay: THX now all is fine without Markers ! Other Question: for Arti Support i must set a Art Unit or not ? Have enabled this Feature but nothing happens ? Greetings :) Share this post Link to post Share on other sites
snkman 351 Posted December 30, 2009 @TeilX do you plan to add human ai settings, like in @Gl3??? No i like to save settings. Already Group Link 4 use 120 custom settings and thats enough to handel. ;) @[J4F] Thunder666 Create a empty artillery vehicle and place a soldier within 10 meters to the artillery. You can find a detailed description about how to do this in the ReadMe.pdf. Share this post Link to post Share on other sites
Ludovico Technique 0 Posted December 30, 2009 (edited) Nub question deleted. :) Loving the addon so far though. just wanting to get more out of it. Edited to add, don't mind me, just found the Readme. Duh. :D Okay found the readme, still have questions: 1. I'm running CBA and ACE, does this change how I set up the modules in order to use the basic settings for GL4? Do I need to plant any modules down for things to be in effect? 2. If somebody surrenders and I tell him to follow me, is it usually a bit nuts? At the moment the guy runs all over the place. Is that just the AI being a tool? 3. I can't get the static weapons or building garrison things to work, nor the campfire thing, but I'm not sure where to start in setting them up. The readme implies it'd just happen. 4. Can I strip the addon down to just the AI changes? I run other sound and effects mods and I'm wary of a clash, what I'm really after is the stuff to alter the AI, which addons do I use for that? Edited December 31, 2009 by Ludovico Technique Share this post Link to post Share on other sites
ColeMinor 0 Posted December 31, 2009 Hi SNKMAN! Great work this is amazing! I have one question, how do i disable the "vehicle mount" feature? I dont want my guys just hoppin in whatever vehicle they feel like at the beginning, Id like to issue orders to these lads! I read the first 13 pages of this thread and noone asked, I cant find anything on it in the GL4_Global or GL4_Local sqf's... Any help would be greatly appreciated! Thanks Drow Share this post Link to post Share on other sites
bangtail 0 Posted December 31, 2009 (edited) Sorted Edited December 31, 2009 by BangTail Problem solved Share this post Link to post Share on other sites
snkman 351 Posted December 31, 2009 @Ludovico Technique I'm running CBA and ACE, does this change how I set up the modules in order to use the basic settings for GL4? No everything should be fine. If somebody surrenders and I tell him to follow me, is it usually a bit nuts? Yes i noticed that too... Something must be wrong woth the script. I will check it. I can't get the static weapons or building garrison things to work. Well if enemy A.I. groups which use the Enemy A.I. Enhancement are close to empty buildings or close to a empty static weapon then the will garrison the building/mount the static weapon. How do you initialize Group Link 4? By default or with modules? Can I strip the addon down to just the AI changes? Yes you can. create the "Group Link 4: System" module and synchronize a enemy A.I. group with it once or disable in the "GL4_Settings" what you don't want to use. @Drow09 Sorry but so far there is no setting to disable it. I will add one to the next version. @BangTail On a dedi I get errors telling me more than one system module was initialized. Really?? I tryed several ways to get a error message like this but never get one. How did you do this? :D I already had tryed many ways of how Group Link 4 may could be initialized false. Are you using the default initialize or modules? You know if you work with modules then create only one "Group Link 4: System" modele once a mission. Only reason why you could get this is becouse you had created several "Group Link 4: System" modules. May could you send me the mission or upload it somewhere? I really would be very interested in seeing what cause the error. Share this post Link to post Share on other sites
bangtail 0 Posted December 31, 2009 (edited) @BangTail Really?? I tryed several ways to get a error message like this but never get one. How did you do this? :D I already had tryed many ways of how Group Link 4 may could be initialized false. Are you using the default initialize or modules? You know if you work with modules then create only one "Group Link 4: System" modele once a mission. Only reason why you could get this is becouse you had created several "Group Link 4: System" modules. May could you send me the mission or upload it somewhere? I really would be very interested in seeing what cause the error. Seems to be working now :) Edited December 31, 2009 by BangTail Share this post Link to post Share on other sites
CoA|Saint 5 Posted December 31, 2009 You could try this: waitUntil { !(isNil "GL4_Global") }; #include "GL4_Settings\GL4_Global.sqf"; waitUntil { !(isNil "GL4_Local") }; #include "GL4_Settings\GL4_Local.sqf"; waitUntil { !(isNil "GL4_Random") }; #include "GL4_Settings\GL4_Random.sqf"; that works fine for me :) big salutation, Onkel Bo ;) Share this post Link to post Share on other sites
mrcash2009 0 Posted December 31, 2009 SNKMAN: where you a member of ECS mod team? Share this post Link to post Share on other sites
spangg 0 Posted December 31, 2009 (edited) a few sd weapon classnames from ace2 what should go into gl4_global, under VARIABLE 14 to make them silent: "ACE_M4A1_GL_SD","ACE_M4A1_ACOG_SD","ACE_M4A1_AIM_SD","ACE_SOC_M4A1_AIM_SD","ACE_SOC_M4A1_SD_9","ACE_SOC_M4A1_SHORTDOT_SD","ACE_M4SPR_SD","ACE_M110_SD","ACE_TAC50_SD","ACE_UMP45_SD" AND MAGAZINES WHAT SHOULD GO INTO THE SAME PLACE IMHO: "30Rnd_556x45_StanagSD","ACE_5Rnd_127x99_S_TAC50","30Rnd_9x19_MP5SD","ACE_20Rnd_762x51_S_M110" and the crew and pilot into gl4_class: "ACE_usarmy_crew","PLA_Soldier_Pilot ","PLA_Soldier_Crew" @SNK, can u check the global variable descripton (//) 19, 20 they both seem to state advancig rifle, just check them if u have time to make sure it's all good pls. Edited December 31, 2009 by spangg Share this post Link to post Share on other sites
bangtail 0 Posted January 1, 2010 (edited) Happy New Year and thanks for all your hard work :) Edited January 1, 2010 by BangTail Share this post Link to post Share on other sites
snkman 351 Posted January 1, 2010 @mrcash2009 No i'm not a member of any group. Since O.F.P. i do work alone. @spangg Thanks for the info. Can u check the global variable descripton Yes this was already was detected and is already fixed. ;) @All I wish us all a happy, healthy and peaceful year 2010. :) Share this post Link to post Share on other sites
Nikoteen 24 Posted January 1, 2010 Happy New Year !! Share this post Link to post Share on other sites