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snkman

Group Link 4 Special FX Edition

Do you use the "Script/Mission Based" initialize?  

69 members have voted

  1. 1. Do you use the "Script/Mission Based" initialize?

    • Yes
      24
    • No
      33
    • Sometimes
      12


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Damn it.

Man a lot of work you have done there.

Well... 2 days, much less than what you've done and what you'll do in the future.

I will defenetly need a few days to understand everything but be sure the time you have spend will not be wasted.

I'm sure it won't take you days to understand ;). Except some special code modifications (those I indicate you in the readme), changes consist only in adding the command "localize...". I had to change your code to be able to test it in game, so I'm pretty sure that my modifications work... But you're the author and you may be have sometimes a better manner to integrate the "localize" command then mine.

Many thanks for doing this for me pumpkinman.

you're welcome :)

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@jasonnoguchi

The AI are still not taking gunner seat.

In which situation do you expect that A.I. will mount the gunner position of a vehicle.

So far it's only used by A.I. which was requested as reinforcement and which are looking for empty Car's on their way to the target position.

Enemy A.I. will not mount the gunner position of a vehicle if they are in contact with the enemy ( in combat mode ) they only mount it if they are without vehicle and on the way to the target location.

A.I. which was requested as reinforcement and in a vehicle will unmount the vehicle even if in the gunner position.

@El nino Foxhound

Thanks for the mirror.

@Kroky

If the reinforcements called in by player is spawned or only possible when already on map.

Like every other feature of Group Link 4 the units/groups have to be available at beginn of the mission.

Friendly A.I. do not request reinforcement.

If they would what would the player do then? A.I. would fight each other till the end.

No it's ok that only enemy A.I. can request reinforcement just think about: Can you compare A.I. with human? No.

A player kills about 100 K.I. in a mission but 1 K.I. will never kill 100 players. :D

So it's not that unfair.

Will you implement the settings Protegimus from ZEUS suggested to you?

If not - what is the main difference between the AI in GL4 and Zeus?

Yes but he do his stuff in the config. Group Link 4 do it by using scripts.

You can try and change the settings till you have found your personal favorite.

Zeus do change the behaviour settings of the A.I. only.

Group Link 4 add's a lot of features which A.I. will not do by default.

Garrison Buildings, Request Reinforcement, Search in Buildings for enemys, Detect Gunfire and so on...

Just an idea came to my mind:

Yeah nice ideas but im really out of time to create such a new complexe system which would be required to make features like that.

My goal right now is to enhance and optimize Group Link 4 as good as i can.

The "Player Request Reinforcement" feature is in development since a long time and it wasn't in my mind to re-include it again, but i simply like this feature a lot and i had missed it badly... :(

So it's returned to Group Link 4.

@pumpkinman

Thanks again for what ( and how ) you have done ( it ).

Everything is pretty good documented and looks pretty clean.

Let's hope i will find some time the next day's to implement it. ;)

Edited by SNKMAN

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Hy, I'm modifying effects, video is on the way...

I saw your few fire trails while explosions, nice, but I search how you obtain this smooth trail ? with a Timerscript in a "parent drop" ?

Thx for your advice !

Great job !

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Nice can't wait to see it. ;)

It's hart to explain simply have a look at:

@GL4\AddOns\GL4_System\GL4\GL4_Functions\GL4_FX_F\GL4_Debri_FX_F.sqf

There you can find how i did this.

Edited by SNKMAN

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Hi SNKMAN!

First of all, great work with GL4 so far. Been playing around the last few days and I really love it.

But there are some questions I coundn't answer myself reading the readme and this thread:

1. Is there any way to overwrite the settings from userconfig from inside a mission. E.g. I'm trying to deactivate the debug markers, no matter what the settings in GL4_Local.sqf are.

Already tried the method Onkel Bo posted somewhere in this thread:

waitUntil { !(isNil "GL4_Local") };
#include "GL4_Settings\GL4_Local.sqf";
GL4_Local set [0, False];

but that didn't work.

2. Are dynamicly created AI units from scripts or the ACM module supported by GL4? Or is there any way to include those units?

3. Is there any way I can check if the player (or any unit of his group) has been detected by enemy AI? And if yes, can I check for which enemy unit has detected which friendly unit?

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Thanks.

Which debug markers do you mean?

Debug markers are used by the Enemy A.I. only.

The setting you had disabled ( GL4_Local set [0, False]; ) is the player marker.

The Enemy A.I."Debug Markers" can be disabled in the "GL4_Global.sqf"

      // 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 [49, False];

So you should use:

waitUntil { !(isNil "GL4_Global") };
#include "GL4_Settings\GL4_Global.sqf";
GL4_Global set [49, False];

2. Are dynamicly created AI units from scripts or the ACM module supported by GL4? Or is there any way to include those units?

Yes since Group Link v.1.1.17 enemy A.I. which was created during the mission will be initialized by Group Link 4 too.

3. Is there any way I can check if the player (or any unit of his group) has been detected by enemy AI? And if yes, can I check for which enemy unit has detected which friendly unit?

Sure simply enabled the "Debug Array" of Group Link 4.

    // 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 [48, True];

It displayes several informations about player and enemy A.I.

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Take a look and give me feed back, thx.

Look better in game than on a YT video, sorry.

SNbjcTv4CGE

All particles are new textures.

I'm working on generating smoke like a JDAM bomb impact.

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It probably has been asked a couple of times already. But i noticed that i can also see the enemy AI locations on the map and their status. Is there a way to turn this off?

Like every other feature of Group Link 4 the units/groups have to be available at beginn of the mission.

Friendly A.I. do not request reinforcement.

If they would what would the player do then? A.I. would fight each other till the end.

No it's ok that only enemy A.I. can request reinforcement just think about: Can you compare A.I. with human? No.

A player kills about 100 K.I. in a mission but 1 K.I. will never kill 100 players. :D

So it's not that unfair.

Might actually be interesting (if not on by default). Would give almost a complete dynamic battlefield in which the player is just a small part.

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Thanks.

Which debug markers do you mean?

Debug markers are used by the Enemy A.I. only.

The setting you had disabled ( GL4_Local set [0, False]; ) is the player marker.

The Enemy A.I."Debug Markers" can be disabled in the "GL4_Global.sqf"

      // 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 [49, False];

So you should use:

waitUntil { !(isNil "GL4_Global") };
#include "GL4_Settings\GL4_Global.sqf";
GL4_Global set [49, False];

Oops. Must have missed that one totally.

Yes since Group Link v.1.1.17 enemy A.I. which was created during the mission will be initialized by Group Link 4 too.

That's good to hear. Makes life so much easier.

Sure simply enabled the "Debug Array" of Group Link 4.

    // 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 [48, True];

It displayes several informations about player and enemy A.I.

Thanks. Will try that.

Seems like it will take some time till I get used to all those new features.

Thanks for the quick reply. And once again, really great work. Keep it up. :)

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@Bizibiz

WoW! I like the fire with the blue. ;)

Also your sparks looking great.

What i don't like is the smoke. I think the default ArmA 2 smoke is just perfect.

I already have tryed a lot to modify the smoke but B.I.S. simply is the best with it.

The rest is looking pretty nice to me. Good job so far. :thumbs-up:

@Speeeedy.com

Yes that's really one of the most asked questions and answered exactly one post over yours. :)

Anyway here you go:

      // 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 [49, False];

@Clayman

Yes it defenetly will need some time to test/explore everything Group Link 4 provides. ;)

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Take a look and give me feed back, thx.

Look better in game than on a YT video, sorry.

All particles are new textures.

I'm working on generating smoke like a JDAM bomb impact.

Thats awesome man, looks like you totally removed the annoying texture flickering with smoke plumes. :)

Cant wait.

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Take a look and give me feed back, thx.

...All particles are new textures.

I'm working on generating smoke like a JDAM bomb impact.

Bizibiz, have a look here and here for images that should help you perfect your effects.

I have some good photos of my own too, if you need more reference material.

You get a really good idea of the correct colours for the fire and smoke from the linked images.

Hope that helps,

Protegimus

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@SNKMAN, lovely mod mate, I have one issue sometimes my screen will randomly get blurred and I have PP options disabled.

Other than that no issues as of right now. :)

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@SNKMAN, oh I see!!! hahahah!!! No wonder! :) That explains it! I was thinking the enemies would board empty vehicles, especially those with weapons, just like they mount empty static defenses in order to increase firepower. Would that be nice to do? :)

One thing I don't understand is why I put a humvee M2 on an empty map and I watch it as a civilian, the humvee crew would disembark for no reason, walk around and then board back up but this time, one as driver and one riding at back. No one took the gunner seat.

Also, would GL4 be able to fix the problem where AI gunners don't fire using cannons on tanks and vehicles? Just put an AI in a LAV or a tank and he will use only the machinegun and not the main cannon. This is a 1.05 problem. Would GL4 be able to solve this? this is a big problem so far. :(

Sorry for giving you so much to do... love your mod deep deep.

Edited by jasonnoguchi

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Hey SNKMAN, I'm not sure if this is related to GL4 but whenever I use troopmon or lostkey which allow me to use the freecam view, I get an EXTREMELY LOUD noises when I'm moving around in the map above the units. I think its the bullet whizzing sound that I'm hearing but it's so loud that I had to turn my speakers down as they almost blew out. Its 100 times louder than any normal gunshot in game. This only happens like I said if I'm using the free camera view and moving about the map while the AI is firing rounds. I use troopmon alot to "monitor" what you're lovely AI is doing :-)

Few more questions. Can I add additional aircraft to the airstrike function of your mod or am I limited to SU34 and AV8B as stated in the readme.

Also, the AI appears to advance when they hear/see a chopper. Is this correct? One of the common characteristics of this mod is that the AI advances quite regularly. The only parameter that we can change is the engagement distance for reinforcements or completly disable the advancing feature.. I'm not sure if it would be better to add a way for one to define if the AI should advance, maybe add a probability modifier? I was pretty far away from the town and before my chopper could land, the AI was already advancing and was half way to us. The 2nd group of enemy AI was further away and maybe didn't see or hear the chopper and they stayed where they were. The way it is now, people that play a GL4 map can just fire a few shots and know that the AI will come running toward their location and pick them off from a distance. I like the advancing feature and I know it can be turned off but there are other benefits to keeping it on so maybe there should be a 50% chance or something that the AI will NOT advance. What do you think?

Edited by nuggetz

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ugh well I just realized you put out a new version of GL4, So I downloaded it and replaced the files...

now I get an error, Userconfig/GL4/GL4_Core.sqf was not found, but when i go to that location its there.

also now when I load up the game I have a pitch black background, note I dont have -worldempty in the directory or any islands activated.

EDIT

I guess GL4 adds a new intro, but for me it doesnt show up for like 30 seconds, its a view of UTES island like in the demo

Anyways Is it possible to have the default title screen splashes with the new one aswell? I like the one with the USS Khe Sahn

Edited by Flash Thunder

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"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -map=empty -mod=@MISC;x\caa1;x\oac\oac_core;@SIX_aiaktalik;@CBA;@ACE;@ACEX;@GL4;@zcommon_ace;@HiFi;@CSM2..

This is the shortcut that is giving best AI performance without editing anything...The AI does not wonder around by itself.

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The problem is probably, the userconfig folder.

Be sure that all the .sqf are placed in Arma2/userconfig/gl4

not

Arma2/userconfig/gl4/gl4.

Same happened to me, and i had a difficult time finding that out.

Hope it helps.

By the way, i updated via six updater, don't know if the problem is there .....

The advancing feature is ... well not so great in my opinion... it feels like playing call of duty:-)

By changing the courage to 0.5 and the reinforcement request distance to 100-250 solved the problem for me :-) and not all AI are advancing to your position at Start of the mission.

// Enemy A.I. 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
          GL4_Global set [2, 250];

The courage setting makes them less likely to call for reinforcements.

With this setting, all the missions i have played so far ( Operation Desert Sting, Operation Roadfighter, Cipher and others ) work great

All this is of course only a problem when not using the modules, but just using GL4 by default when starting a mission.

Please correct me if i am wrong :-)

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@Flash Thunder

I have one issue sometimes my screen will randomly get blurred and I have PP options disabled.

Yes that's a known bug which i could not fix so far... :(

Hopefully i will be able to fix it soon.

now I get an error, Userconfig/GL4/GL4_Core.sqf was not found.

Answered by markushaze.

Anyways Is it possible to have the default title screen splashes with the new one aswell?

I don't know if i can use two different Intros at the same time and randomly select one. I have to make a test.

If you like to have the original ArmA 2 intro back, then simply remove/delete the "GL4_Intro.pbo".

@jasonnoguchi

I was thinking the enemies would board empty vehicles, especially those with weapons, just like they mount empty static defenses in order to increase firepower. Would that be nice to do?

Yes of course this would be another option i should think about.

But in some situations this may could stop enemy A.I. from advancing becouse they are in the vehicle and the vehicle is not close to the target.

I have to think about this. ;)

the humvee crew would disembark for no reason, walk around and then board back up but this time, one as driver and one riding at back. No one took the gunner seat.

Hmm... Never tested this... I will check it out.

This is a 1.05 problem.

Nope. The reason is that i will not spend time to fix a B.I.S. bug which may will be fixed in the next B.I.S. patch.

Sorry for giving you so much to do...

That's good.

I just love the feedback from the community. Without it i defenetly would be bored since some time. :D

@nuggetz

I think its the bullet whizzing sound that I'm hearing but it's so loud that I had to turn my speakers down.

Yes you are right. I noticed this many times in cutscenes and so.

I have to find a way to check if the player is in-game or if a camera was created. If the camera was created then i need to disable specific features like for example the "Bullet Whiz By".

Can I add additional aircraft to the airstrike function of your mod or am I limited to SU34 and AV8B as stated in the readme.

No so far it's limited to thouse two classes.

But i can add a setting where you can add additional classes manually.

Also, the AI appears to advance when they hear/see a chopper. Is this correct?

Yes that's correct. As far as enemy A.I. knows something about a player ( player vehicle ) they will start advancing.

So far enemy A.I. need a knowledge more then 0.10 ( 4.00 is max. ) about a player ( player vehicle ) to advance.

I could add a setting to change this value.

This should help tweaking this behaviour.

@soldaten

Thanks for the info. ;)

@markushaze

All this is of course only a problem when not using the modules, but just using GL4 by default when starting a mission.

No there is no different if you initialize Group Link 4 by "Default" or by using modules.

The settings will always be initialized the same way.

If you change something in the settings of Group Link 4 then the setting will have te same effect in the "Default" and/or "Module" initialize.

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I am sorry if this question has already been answered but there are so many posts here in this thread (forgive me) :-)

I checked out the version 1.18. It seems that GUER side is not able to call reinforcements or to use other AI improvements. GL4 seems to be limited to EAST/WEST at the moment, isnt it?

I checked the config files also but I couldnt find any setting to activate this feature.

Thanks in advance for your feedback.

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Nope as far as GUER ( RESISTANCE ) is enemy to the player they will use all enemy A.I. features of Group Link 4.

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@SNKMAN Great, thanx for your effort and input.

I have to say, GL4 is the mod that was missing in vanilla AI!

Fantastic job well done:-)

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If default AI wouldnt be that screwed we could enjoy GL4 even more. :)

(Imho those blue gas flames look wrong on Bizibiz video)

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One other thing though...

I read somewhere, i believe it was here in this thread, that back blast-, blood- effects and so fourth are DOUBLED if i use ACE, and GL4 ( due to CBA making it possible to have same event handlers active multiple times if i understood correctly) .

I like ACE, i like GL4, but i want to experience the best of both ( not necessarily at the same time ) .

So, i will need to dive in the configs and edit the hell out of the settings to find the sweet spot, or is there a way to .... make it not double the effects for this?

Lets say i want to keep all the GL4 effects, i will have to edit the ace userconfig to not use these effects then, and of course if i want it vice versa, meaning ace effects, but not those of GL4, i will have to configure GL4 effects settings not to be used inj GL4 userconfig ....

haven't found any negative effects, from it, but i guess it could improve performance for those in need of more FPS :-) And i find it a little bit overkill to have them both running at same time

Edited by markushaze

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