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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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@MARBESSI

Why on my user interface screen "Group Link 4 Special FX Edition" is far on the right and not fully readable?

Well normally the code i'm using to add this is coded to automatically detect the given resolution and put it in place.

Correctly it should look like:

arma22010011417594756.jpg

I will see what cause this.

@Ghastous

why dont the notes explain better

I like to modify ArmA 2 not writing documents about how to use/install everything in detail.

I know if you are new to all this then you have to try and find out how the basics work. But everybody have to go the same ( easy/hard ) way to find it out.

@Thunderbird

Many thanks.

Glad you like it. :)

@jasonnoguchi

With this function, attacking build up areas would be a lot more fun.

Again pretty good idea. ;)

the HAULASS function!

Sorry didn't get the point what exactly this should be good for?

They drop all their weapons and run in a straight line?

Something like a suicide commando? :D

@franklin

The "Random Weather" only is available after placing the "Group Link 4: Random Weather" module.

If you do not create the "Group Link 4: Random Weather" module then there will be no random weather.

@markushaze

Yes in ArmA 2 helicopters really do act to the given situation.

If you order a helicopter to move 5000m north and after 1000m they are attacked by enemy then they will try to fight the enemy and/or defence bevore flying to the given destination. ( Most times they never will reach the destination. )

@Kroky

Please see my answere above.

@NikoTeen

Since the last update, it seems I can't hear anymore the wizzz sound of the shell from the MBT's main gun.

Oh really?

Well i will check it.

Thanks for the info.

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When the helo prepares for landing, but refuses to do so, just give the " all dissembark" command, and the helo pilot will check for a clearing and go down to let you guys get out.

tell me if this workes for you guys.

Seems to work well enough, thanks for clearing this up as it was driving me up the walls :)

I'll test this further in the editor and inform if further problems or workarounds are found.

@SNKMAN: Here's a couple of random ideas for you to develop, ponder or ignore as you wish.

Since OFP days a simple "mine this area" command has been needed for the AI. Maybe GL4 could be utilized for this, in a similar way to the House Search command?

Having the enemy AI sometimes (but only very rarely) play dead if they were only lightly wounded or narrowly missed by fire might be a nice touch. Such dead-acting AI would fall down and stay still, until enemy came very close. It would then react, reach to prone firing position and open fire. I don't know how hard it would be to make a dead-acting AI npc to look like a dead character model, though.

Also, It would be perfect if GL4 could be made as a set of modules with separate (possibly mission maker selectable) atributes. If no modules were set on the map, the default GL4 would handle all AI. If GL4 modules were set up in the mission editor, they would need to be linked to the units they would govern. The modules could have names such as "Default", "Stupid", "Smart", "Suicidal", "Cowardly" etc. and/or they could be numbered. This way there would be AI units of different intelligence. Some would be military geniuses and some complete idiots :D

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@SNKMAN, more descriptions of haulling ass. :) During gameplay, there have been some times when you want your guys to quickly just run for their lives away from the front line maybe because you hear an incoming artillery shell or you see a grenade being thrown or you are about to blow up a sachet, right? But what happens when you run away? Your guys either don't follow you at all or start to do the stupid cover to cover thing and getting away very slowly, right? Haul Ass is a command to tell them to just get the hell out of there, just drop whatever they are doing (with a VERY SMALL % chance of dropping weapons also) and just RUN and get the hell out of there positions towards you. Of course, you would also be running like hell away right? So everyone would be running the hell away in a direct straight line away from whatever it is you want them to get away from. got it?

In fact, the best voice over for the "Haul Ass" command is "RUN!!!"

Oh one more feature request... I know you don't make alterations to friendly AI but since enemy AIs are able to rearm themselves automatically, certainly our friend squad mates should be able to do that too. Many times, when I manually ask them to take up a new weapon, that new weapon is like a mile away and he runs away to that far away weapon instead of the one right in front of him. Could you please make friendly AI auto rearm too please? :)

Edited by jasonnoguchi

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Please implement the haul ass feature if its possible. One of the most needed features ever. I was just asking if something like this exists in a different thread.

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@MARBESSI

Well normally the code i'm using to add this is coded to automatically detect the given resolution and put it in place.

Correctly it should look like:

http://img297.imageshack.us/img297/295/arma22010011417594756.jpg

I will see what cause this.

I'm running the ACE2 suite as well as the GL4, perhaps the two are competing for space on the main menu? :)

arma22010011219355350.th.png

Edited by [DirTyDeeDs]-Ziggy-

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I don't think it is possible to force the AI to just run as that would mean overiding all of their base behaviours, especially if they are under perceived threat. I wouldn't put anything past SNKMAN's magic though so hopefully I'm wrong here.

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I think it is possible through GL4 because I have sometimes seen enemy AI haul ass when using GL4. :) Sometimes, when a single enemy soldier is outnumbered, I see that bugger run away like anything, thats haulling ass! :)

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mine looks like ziggys too... but i thought it was supposed to be there, doesnt matter either way really.

sometimes the "haul ass" command is necessary, ill agree to that.

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SNKMAN, is it possible to use Kronsky's Urban Patrol Script and or the BIS taskPatrol function with GL4? eg, will the patrolling units break out of their patrol scripts if called as re-inforcements?

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-Ziggy-;1544731']I'm running the ACE2 suite as well as the GL4' date=' perhaps the two are competing for space on the main menu? :)

arma22010011219355350.th.png

Nope. Im running ACE2 and GL4 and on the main screen, they are all well alligned. ACE2 version in the low left corner and GL4 in the low right corner above the BIS version number.

Try another resolution of the screen.

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The same wrong allignment here, using a wrong calculation for it ? ;)

As suggestion:

A smaller font size (the ACE2 Version Display fits fine) would be nice to force a Standard.

Edited by Lester

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Starting all modules in a correct form is more interisting for me ;-)

This text are nice to have but no more.

At the end there is no more space for the menue "because everyone will see his version there" looooooool

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What are your expieriences on a dedicated server?

We noticed a much higher CPU load througout, when running GL4 than without.

So my question would be is it just our dedi or any faulty server config, as the mission is just a 4 AI grp vs 4 AI grp battle - 4 player as observer.

The machine is a D2C @2.6Ghz /4GigRam on winXP-32 bit.

So what are ur expieriences?

To be honest i really never noticed the menu, but to check if GL4 running.

So the placement of the menu or GL4 tag in starting menu is nice eye candy but script works is much more worth spending time at though imho.

Edited by Nephris1

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I like this mod but i think it´s too cpu heavy, i get some freezes and lock ups of maybe 5 secs, can this be adjusted or optmized?

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I like this mod but i think it´s too cpu heavy, i get some freezes and lock ups of maybe 5 secs, can this be adjusted or optmized?

I get quite good performance with it and a lot of other mods.

1. Try to follow the suggestions of optimizing ArmAII in the troubleshooting forums on forums.bistudio.com

2. Try to apply @proper optimizations from kju

3. You can disable several features of GL4 to get better performance.

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Nope. Im running ACE2 and GL4 and on the main screen, they are all well alligned. ACE2 version in the low left corner and GL4 in the low right corner above the BIS version number.

Try another resolution of the screen.

my resolution is 1600x900 (20" WS)

I agree that the location for the GL4 tag in the main menu is trivial.

Edited by [DirTyDeeDs]-Ziggy-

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I can't find anything about a tracking/marker option in this thread or the .hpp's. I'm making a mission with GL4 but the enemy AI that is sync'd to the custom and static modules show up on the map regardless of where they are. Is there a way to turn this tracking option of or do I just have this set up wrong?

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@Manzilla

GL4_Global.sqf Line 379

// 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 [52, False];

@All

Can anyone confirm 100% flawless running using gl4 and cba and acemod and using System and FX modules on a real dedicated server and no pipi mission with 2 units? Gl4 FX seems not to work with acemod, randomly on every user.

Edited by Atsche

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Hi SgtAce, I always play in a dedicated server in my country.

This server runs since 2 weeks ago with GL4, Acemod2 and CBA plus a pack of other addons (mostly units and islands) without problems.

This combination of mods-addons really rocks.

PD: Is Zeus AI Combat Skills addon compatible with GL4 and/or Acemod2?

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@dialektiikka

Having the enemy AI sometimes (but only very rarely) play dead if they were only lightly wounded or narrowly missed by fire might be a nice touch.

Pretty good idea. I'm working on this currently. :)

@jasonnoguchi

Okay now i get what you mean by "Haul Ass" feature.

Yes this truely would be a nice feature too.

It should not be that hard to overcome the behaviour of unit's leaded by a player.

Only thing i have to think about is how to execute this.

I don't like a action for this becouse the less action the better.

Something like a order via select units with the F - Keys and give a order like the "Hold Fire" command would be greate.

I just have to find out how to add new commands to the group menu.

@[ZSU]Preacher

is it possible to use Kronsky's Urban Patrol Script and or the BIS taskPatrol function with GL4?

Yes you can use bouth toghetter simply don't initialize enemy A.I. groups which should not brake out of the patrole script with the Enemy A.I. Enhancement.

@MCPXXL

The module will wait for each other to be initialized step by step.

So normally everything should work fine.

Of course there may be some situations in combinations with other AddOns/Mod's which i have not tested.

But by using GL4 + C.B.A. only i can guarantee that everything works fine.

@Nephris1

We noticed a much higher CPU load througout, when running GL4 than without.

Well what do you expect?

Group Link 4 adds a large amount of different features which of course take up system resources.

So you never will get better performance by using addictional AddOns/Mods.

@Geraldus

i get some freezes and lock ups of maybe 5 secs, can this be adjusted or optmized?

What else do you use?

Did you ever try Group Link 4 without any other AddOns/Mods?

In most case this will happend by using way too much AddOns/Mods.

I personally never had a single freeze.

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I have been running GL4 along with the full ACE mod, as well as Zeus AI on my Dedi server since GL4 came out. The only problem ive had so far is my butchery of the config files causing errors which prevent my server from starting, but thats all my fault, and those issues are quickly ironed out. GL4 itself runs fine with ACE and Zeus AI, and keeps a good server FPS even with quite a few AI on the map.

for the most part my server has ran fine with the 3 together, and to use Zeus AI with GL4, just put @Zcommon after @GL4 in your servers mod line and disable the pieces of GL4 that need to be disabled, as has been detailed about 10 times before in the post.

as for the increased server load, of course its going to be increased, your adding more code for the cpu to run. its like asking if you eat more cake is your stomach going to have to digest more food... yeah, it is. :j:

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@Manzilla

GL4_Global.sqf Line 379

// 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 [52, False];

@All

Can anyone confirm 100% flawless running using gl4 and cba and acemod on a real dedicated server? Gl4 FX seems not to work with acemod.

Wow bud, I apologize for being so blind. I looked through that a ton. Ooops.

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Enemy A.I. Markers will be disabled by default in the next release i guess. :)

Well guy's,

i have added a poll which i will change from time to time ( all 10 - 15 day's ) to track how and where i should force my time.

Please help me finding your personal taste by voting.

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With regard to the poll, I use CBA to initialize but thats because I'm lazy. If using modules in the long run eases things for mission makers or what not, then I'm good with that.

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Heheheh, I see most people voted for CBA! Me too!!! :)

Well guys, HAUL ASS function coming up made by SNKMAN!!!!! HURRAY!!!! HALLELUJAH!!!!! AT LONG LAST!

oh, not to forget the "Spread Out and Search House to House" friendly AI house search command!!!hehehehhe

GL4 definitely changes the scape for tactical possibilities in ArmA2. :)

Edited by jasonnoguchi

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