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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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Thanks OverCharger :)

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.

Probably I didn't understand the installation procedure.

I took the GL4_system and replace it over the 1.1.13 and putted the userconfig folder inside the Arma2 root directory.

Is that right?

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@OverCharger

Yes that's right but may you should not overwrite the folder.

The better way is to delete the old GL4 folder in the "UserConfig" folder and copy the new GL4 folder into the "UserConfig" folder.

@haelfire

Okay found a good solution for the problem.

The "emptydoor.p3d" has a size of 0.25 so every car available in ArmA 2 has a size bigger then 1.

By checking:

(sizeOf typeOf _car > 1)

the problem is sloved for ever. ;)

Again thanks for the info.

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Awesome, you work fast. Glad I could help improve GL4 :)

Can't wait for the next update!

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I still don´t understand.

What folder I need to overwrite?

In version 1.1.13 I had the addon and GL4_settings folders inside @GL4.

With 1.1.18 version I replaced the GL4 system inside addon folder, but GL4 class is inside settings folder.

I create the GL4 folder inside userconfig folder.

What is the mistake?

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could you add burning debris around destroyed vehicules please ?

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@OverCharger

Don't worry you have made everything right. ;)

Simply ignor the "GL4_Class.sqf" file.

@Sam75

I already had this in a none public version of Group Link 4 but it took way too much resources so i removed it.

May i will find a better way in the future and re-include them.

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@OverCharger

Don't worry you have made everything right. ;)

Simply ignor the "GL4_Class.sqf" file.

@Sam75

I already had this in a none public version of Group Link 4 but it took way too much resources so i removed it.

May i will find a better way in the future and re-include them.

this is something they did in ecp mod for opf, i don't know anything about scripting but maybe you could take a look on how they did it.

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I don't need to take a look becouse i know how it was made. ;)

In OFP the debris was laying on the ground by default.

In A1/A2 debris will be deleted by the engine as soon as they hit the ground.

That's why i had to find a work around for this which needed way to much resources for this kind of effect.

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Great job SNKMAN, as usual! Certainly makes the AI much tougher opponent.

I have a couple of quick questions after reading the read me:

a) I have CBA installed, is it possible to activate/dectivate GL4 per mission or does it have to be done via user config?

b) Can you have more than one group hunted by enemy? So in a coop mission you have 3 different squads. Will enemy only respond to play group?

Keep up the greta work!

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@SNKMAN

oh man, cant wait for this version where the player can call in reinforcements! This will be definitely a must have.

Phhuua,..it already is a must have. ACE2 + GL4 is an incredible combo. Im really happy you are working on GL again man. Now I understand that a lot of the features that SLX had, is mainly based on yours and Keycats work!

My deep respect for your scripting skills!

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Slow down with the updates, I didnt get to play with the last version :P

Thanks for all the updates!

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@OverCharger

Don't worry you have made everything right. ;)

Simply ignor the "GL4_Class.sqf" file.

If I made no mistakes installing the GL4 1.1.18 update, why the PLA crew still ejects from his APC at the conflict point?

SNKMAN, thanks a lot for your help.

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Hey guy's,

many thanks for all your nice feedback. :)

It's good to know that all the time and sleep i have spend wasn't a wast. :D

@CaptainBravo

I have CBA installed, is it possible to activate/dectivate GL4 per mission or does it have to be done via user config?

If you initialize Group Link 4 by "Default" without modules then you need to change ( disable ) things or complete cores of Group Link 4 in the settings.

Can you have more than one group hunted by enemy? So in a coop mission you have 3 different squads. Will enemy only respond to play group?

You can have several target ( player groups ) as long as they are not operating too far away from each other.

Group Link 4 add's each group leaded by a player as target group.

@Kroky

Now I understand that a lot of the features that SLX had, is mainly based on yours and Keycats work!

No not on mine... Group Link 3 from SLX is based on Toadlifes and may KeyCats work.

I have started learning scripting year's after the first SLX ( O.F.P. ) came out.

The features of SLX are the work of Solus. I think he coded them all by his own.

@Nazul

Your welcome. :)

@OverCharger

why the PLA crew still ejects from his APC at the conflict point?

Strange... I will check it once more.

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Group Link 4 Special FX Edition v.1.1.35

What's New:

-------------

Optimized: Group Link 4 "Default" and "Module" initialize.

Optimized: Multiplayer initialize syntax.

Added: "Player Request Reinforcement" feature.

Added: "Player Request Reinforcement" example mission.

Added: Settings to ( UserConfig\GL4\GL4_Global.sqf ) which allowes more fine tuning of the "Enemy A.I. Reinforcement Request" feature.

Fixed: Multiplayer "Special FX" initialize bug. ( Since v.1.1.17 )

Fixed: ArmA 2 did Freeze while using Group Link 4 and A.L.I.C.E. ( Ambient Life In Civilian Environment ) toghetter.

Added: Civilians created by A.L.I.C.E. ( Ambient Life In Civilian Environment ) module use all Group Link 4 Event Handler. Note: Event Handlers are only assigned to Civilians created by A.L.I.C.E. while using the "Default" initialize.

Fixed: Burning Camp Fires did not use the "Burning FX" of Group Link 4. This was sloved by adding the C.B.A. Event Handler. Note: Burning Camp Fires do only use the "Burning FX" in combination with C.B.A.

Added: Radio Chatter volume now can be raised ( - ) and lowered ( . ) by pressing the defined keys.

Added: Setting script ( UserConfig\GL4\GL4_Radio_Chatter.hpp ) to define "Radio Chatter" keys.

Changed: Increased "Radio Chatter" chance. Info: Radio Chatter now will play more often then bevore.

Install:

--------

Copy the "@GL4" folder into your Armed Assault 2 root directory.

Drag the "UserConfig" folder from "@GL4\UserConfig" in your Armed Assault 2 root directory.

Special Thanks:

----------------

Many thanks to all users of Group Link 4 which had requested features and reported bugs.

Mirror:

Group Link 4 Special FX Edition v.1.1.35 ( 2Shared.com )

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Awesome! Pulling it down via Six. Thanks for the release!!!!!

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Hot damn Snkman!

Great update, this is truly a masterpiece and your committment for making this configurable for everbodys personal taste is just... :yay:

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For real, this is one great update. You're really trying to make everyone happy :-)

I just tested the friendly AI and I have a question - Of course :-)

Is there a way to select which reinforcement will respond when there are multiple groups of friendly AI on the map? I used the example mission and couldn't figure out a way to do it. Do they respond from closest to furthest? If so, that's ok.

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Do they respond from closest to furthest?

Correct. ;)

The closest always will be requested first.

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@SNKMAN

I love you man, I really do! :)

ok, now seriously, great that you included the volume chatter keys!!

Cant wait until the download is ready, will try this evening all new features!

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SNKMAN, GREAT improvements in the new edition! :) your attention to accomodating different tastes really shines through with the radio chatter volume button!!!! that's a brilliant move! :)

Next up: the menu system GL3 had? hehehehe

Edited by jasonnoguchi

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@Kroky

Yeah it was your idea which had forced me to do this. :p

I hope everything will work like it should... Normally new systems need time to grow but toghetter we will find bugs way faster.

@jasonnoguchi

Thanks. :)

Yes i really made some good fixes specially the MP "Special FX" bug had needed much time to find.

It had disabled up to 60% of the "Special FX" in MP.

But now again everything works flowless. ( I hope... :rolleyes: )

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Hey SNKMAN, I'm trying to figure out how to enable GL4 on a locally hosted MP map like warfare. I'm hosting the map and playing against the AI but it doesn't appear that GL4 is functional. How would I go about enabling this real quick?

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