snkman 351 Posted January 6, 2010 (edited) @markushaze Thanks. :) So, i will need to dive in the configs and edit the hell out of the settings to find the sweet spot. Check the "GL4_Core.sqf" settings there you can disable/enable the cores by changing one value only. @NoRailgunner Imho those blue gas flames look wrong on Bizibiz video You don't like it? Well to me it looks nice and it's something new which i have not seen so far in A1 or A2. ;) @Cescollino GL4 and WarFX should be compatible with each oter by default. Edited January 6, 2010 by SNKMAN Share this post Link to post Share on other sites
Davey 0 Posted January 6, 2010 Hello snake i updated your mod whit th 6updater to 1.1.18 but in user config gl4.core.sqf said 1.1.17 is that ok? i also cant read the version nr on my screen only version then numbers out of the screen. thx dave Share this post Link to post Share on other sites
snkman 351 Posted January 6, 2010 Nope the version number of the "GL4_Core.sqf" should be 1.1.18. May try dl the update manually. It's ony 1 MB. Share this post Link to post Share on other sites
markushaze 10 Posted January 6, 2010 For those of you using six: its always recommended to completely delete the mod and let sixupdater re download and install it, for the first install, then the update should work fine:-) @davey2 Have you done that? Share this post Link to post Share on other sites
suveraan 10 Posted January 6, 2010 Hey, great mod as Ive already said and its getting better all the time but I got one question I couldnt find the answer for. Im having trouble getting GL4 to kick in when im running a mission on a dedicated server and I cant figure out why. Is there a known solution for this? Tried both having it start as default and using the module in the mission and i have gl4 on the server so i dont know what im doing wrong here? Share this post Link to post Share on other sites
snkman 351 Posted January 6, 2010 Is your server running C.B.A. too? If not then that's the problem. ---------- Post added at 15:20 ---------- Previous post was at 14:38 ---------- 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. Sorry just forgot that i already changed it. Yes every "Plane" which is able to fire can be used as Airstrike. Share this post Link to post Share on other sites
nuggetz 0 Posted January 6, 2010 Is your server running C.B.A. too?If not then that's the problem. ---------- Post added at 15:20 ---------- Previous post was at 14:38 ---------- Sorry just forgot that i already changed it. Yes every "Plane" which is able to fire can be used as Airstrike. Automatically or do I need to define them somewhere? And are you talking about just vanilla airplanes? Share this post Link to post Share on other sites
snkman 351 Posted January 6, 2010 Yes they will be added automatically. Each vehicle which is under the class tree "Plane" and which is able to fire will be added. Normally the author of a 3th party AddOn always add his vehicle class to the B.I.S. class tree. So none vanilla "Planes" should be detected/added by Group Link 4 too. Share this post Link to post Share on other sites
suveraan 10 Posted January 6, 2010 Yeah, Im running cba too, actually. Im going to try out another very simple mission and see if it works. Thanks for the, extremely, fast answer, though! :) Share this post Link to post Share on other sites
nuggetz 0 Posted January 6, 2010 Thanks SNKMAN, you the MAN. :-) Can't wait for your next version. Share this post Link to post Share on other sites
reserve 1 Posted January 6, 2010 First of all thanks for this great addon, loved GL3 in ArmA1. Do you plan the churchambiente from GL3 also for GL4? its sooo good... -but i have a problem with the SP-mission "take_the_car" http://forums.bistudio.com/showthread.php?t=73147 With GL4 this little mission freezes everytime. -when disabling GL4 Enemy A.I. Reinforcement Request...no freeze -when disabling ALICE in the mission also......................no freeze otherwise sometimes stunning AI :D Share this post Link to post Share on other sites
kroky 1 Posted January 6, 2010 @SNKMAN There is a little issue with the in-vehicle radio chatter. when using it in ACE vehicles, the sound is lowered when inside the vehicle. When outside the vehicle (turned out) its much louder. Its due to the sound dampening system which itself is good. Any idea how to adapt it, so that it would be possible to hear higher volume of the radio chatter when inside the vehicle? Share this post Link to post Share on other sites
snkman 351 Posted January 6, 2010 (edited) @Reserve Do you plan the churchambiente from GL3 also for GL4? its sooo good... It's already inside. ;) -but i have a problem with the SP-mission "take_the_car" Thanks for the info. I will have a look at it. @Kroky There is a little issue with the in-vehicle radio chatter. So it only happend with A.C.E. 2? Well i will not tweak values to fit other mods. My main goal is to enhance the vanilla ArmA 2. If i would raise the sound volume to match the A.C.E. 2 values then everyone who do not use A.C.E. 2 ( not many i know :) ) would have way too loude Radio Chatters. May i will find a solution for this without changing the sound values but i can't promise anything. Edited January 6, 2010 by SNKMAN Share this post Link to post Share on other sites
jumpinghubert 49 Posted January 6, 2010 @snkman do you can raise the volume of radiochatter a little bit? Share this post Link to post Share on other sites
snkman 351 Posted January 6, 2010 Okay i will change db+0 with db+10. ;) Share this post Link to post Share on other sites
Flash Thunder 10 Posted January 6, 2010 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. Thanks Ill give this a go. :) @Flash ThunderYes that's a known bug which i could not fix so far... :( Hopefully i will be able to fix it soon. Answered by markushaze. 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". Thanks alot SNKMAN, this mod is simply superb. Now its time for me to update my graphics card so I can enjoy all of this mayhem. :D Also love the radio chatter while in Jets and Helos and the performances at the churches. Adds that second level of immersion, hope you can keep adding more to this mod! :) Share this post Link to post Share on other sites
haelfire 0 Posted January 6, 2010 SNKMan, I can confirm the freeze/lockup that Reserve is seeing in the Take The Car mission. Unfortunately, I'm also getting frequent freezes/lockups in my own missions that include Ambient Civilians. Hard to pinpoint the cause/trigger, but not seeing it in missions that don't include Ambient Civilians coupled with GL4. Also not seeing it in the same missions with previous versions of GL4 (however, not sure if they were introduced with .17 or .18). Are there any additional debug config settings aside from 'Enemy AI Array Debug' that we can use to try and give you more info on these test cases? However, as previously stated, absolutely brilliant work so far. GL4 is mandatory in all of my missions. Share this post Link to post Share on other sites
jblack9 10 Posted January 6, 2010 anybody noticed anything weird when using this with ACE? I noticed some groups of units kind of running around aimlessly during a battle a last night, and/or not really following waypoints, or looking in the opposition direction of incoming fire? Share this post Link to post Share on other sites
Dr.Pulp 0 Posted January 6, 2010 the mod is pretty cool...but i don't understand why you set playermarkers on by default?! Share this post Link to post Share on other sites
kroky 1 Posted January 6, 2010 Okay i will change db+0 with db+10. ;) Could you please make the radiochatter volume adjustable ingame? So people can adjust the volume they like. (with or without ACE). There is the carradio addon from Clayman that allows for volume adjusting ingame of the carradio. Maybe the same for radiochatter? Share this post Link to post Share on other sites
snkman 351 Posted January 6, 2010 @haelfire I'm also getting frequent freezes/lockups in my own missions that include Ambient Civilians. I made some tests with the A.L.I.C.E. module but without any freezes. Which mod's do you use besides Group Link 4? Are you using v.1.1.18? Are there any additional debug config settings aside from 'Enemy AI Array Debug' that we can use to try and give you more info on these test cases? No sorry there are only thouse two kinds of debug. @Jblack9 I noticed some groups of units kind of running around aimlessly. Never noticed that. I would be happy if i would be able to survive long enough to watch the enemy A.I. :D @Dr.Pulp i don't understand why you set playermarkers on by default?! I have them on by default becouse i like them and like you may already have seen enemy A.I. markers are on by default too. This gives a mission designer a very good view about what happend when and why. @Kroky Could you please make the radiochatter volume adjustable ingame? In game... I don't think that i will spend that much time to the Radio Chatter to create a script which can handle this. BUT i will add a setting where every user can set his personal sound volume. Share this post Link to post Share on other sites
overcharger 0 Posted January 7, 2010 Hi, first of all, thanks for this wonderful job. I´m testing GL4 1.1.18 with ACE 2 using ACEX_PLA forces as enemy. I added the crew classes to the GL4_Class but anyway the APC crew ejects when they reach the conflict point. The pilots works ok. This is the code: // GL4 Crew: // ============================================================== // Define Crew which should not eject from a Helicopter and/or A.P.C. after reaching the conflict point. // ["Class_Name", "Class_Name"], Default is ["USMC_Soldier_Pilot", "USMC_Soldier_Crew", "CDF_Soldier_Pilot", "CDF_Soldier_Crew", "RU_Soldier_Pilot", "RU_Soldier_Crew", "Ins_Soldier_Pilot", "Ins_Soldier_Crew", "GUE_Soldier_Pilot", "GUE_Soldier_Crew"] GL4_Crew set [0, (GL4_Crew select 0) + ["PLA_Soldier_Crew","PLA_Soldier_Pilot"] ]; I need to change another setting? Another question: what happen if I use another enemy plane for airstrikes? not Harrier or SU34. And the last issue. Probably because of my bad english, I don´t understand the function of GL4 custom module. Could anyone explain to me the rol of this module and how to use it? Thanks a lot. Share this post Link to post Share on other sites
snkman 351 Posted January 7, 2010 Thanks OverCharger :) Well you dont need to add the crew classes since v.1.1.18 Group Link 4 will do this ( add all available crew classes ) by its own. So my next question: Do you really use v.1.1.18? Becouse i already have removed the "GL4_Class.sqf" in v.1.1.18. Another question: what happen if I use another enemy plane for airstrikes? not Harrier or SU34. Not a problem. Group Link 4 can use every plane as long as it is able to fire and got a pilot. I don´t understand the function of GL4 custom module. Well that's pretty easy. ;) By default ( If you do nothing ) every A.I. group enemy to the player will be able to request reinforcement. If you synchronize specific enemy A.I. groups with the "Group Link 4: Custom" module then only thouse enemy A.I. groups which was synchronized with the "Group Link 4: Custom" module will be able to request reinforcement and can be requested as reinforcement. Hope this explains it. :) Share this post Link to post Share on other sites
haelfire 0 Posted January 7, 2010 Yep, running .18 and no other mods used during testing of GL4 aside from CBA. I added some debug hints to your GL4_System\GL4\GL4_Functions\GL4_Feature_F\GL4_Car_Mount_F.sqf to figure out who is mounting what, and it seems to be related to the issue I raised earlier about AI mounting the civilian houses that they think are vehicles. Ie; using Take The Car as the sample mission, fired a bunch of rounds at the start to get enemies to come and investigate, and watched the hints as OPFOR tried to "assignAsCargo emptydoor.p3d" - which seems to cause the freeze/lockup shortly thereafter. Can you confirm? Share this post Link to post Share on other sites
snkman 351 Posted January 7, 2010 Well yes look's like thats the point. ;) I already fixed some stuff by the initialize of Group Link 4 in combination with A.L.I.C.E. but looks like i have to find one more way how to fix this. Thanks for helping me with this. Share this post Link to post Share on other sites