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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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@blackpulpit

Which line would I remove the // to disable the entire feature.

Answered by froggyluv.

Also please make sure you read the ReadMe.pdf which comes with each Group Link 4 release.

It will give you the most important knowledge about how to handle the settings of Group Link 4.

@Snake_61

Thank you. Glad to hear you like it. :)

how can I turn off my own Artillery?

Group Link 4 do not use Artillery which can be used by the player.

Only enemy A.I. can use Artillery.

May the Artillery came from another mod or was coded inside of the mission?

@Njayjay

Whats the rule for reinforcements or arty?

All enemy A.I. groups which was initialized by the Enemy A.I. Enhancement of Group Link 4 can be requested as reinforcement.

Enemy A.I. groups which had spotted a player ( player group ) will request reinforcement as soon as they are overmatched by the player group.

Reinforcement can be requested by enemy A.I. till all enemy A.I. groups which was initialized by the Enemy A.I. Enhancement of Group Link 4 are killed.

Also check the "GL4_Global.sqf" settings.

There you can find several settings to tweak the enemy A.I. reinforcement request.

Artillery will be requsted randomly by enemy A.I. groups which had spotted a playert ( player group ) and if none of their own units/groups are within the Artillery fire range.

@froggyluv

Oh you already answered most questions... Thanks. :)

@CaptainBravo

Thanks.

If I wanted to disable in one particular mission do I have just place the system logic in mission by it self?

Yes you can disable/brake the "Default" initialize of Group Link 4 by simply creating the "Group Link 4: System" module in the mission.

Another way to disable specific cores of Group Link 4 is by using the "GL4_Core.sqf" settings.

@node_runner

Thanks for the nice replay. :)

When I play as a civilian to monitor the AI, they don't attack me, but they are threatened by me.

Yes this is becouse the player always will be initialized as enemy.

This means you always will be enemy to the A.I. even if you are on the civilian side.

Enemy A.I. of Group Link 4 will react to players ( units of a player group ) only.

You will never see any A.I. Enhancement feature of Group Link 4 by sending East A.I. vs West A.I. Group Link do react only if a player is leader or unit of a group.

About your request:

Yes of course something you had descripted would be very nice, but like you told would be a massive project.

There are other ( easyer ) way's making the A.I. not watch in the opposite direction.

I already tryed this by making enemy A.I. randomly force to watch in the direction of the target, but sometimes this do not work always.

So i think i will include and test the "Infoshare" feature which i already had used in some of my older projects.

May this will do the trick. ;)

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About your request:

Yes of course something you had descripted would be very nice, but like you told would be a massive project.

There are other ( easyer ) way's making the A.I. not watch in the opposite direction.

I already tryed this by making enemy A.I. randomly force to watch in the direction of the target, but sometimes this do not work always.

So i think i will include and test the "Infoshare" feature which i already had used in some of my older projects.

May this will do the trick. ;)

Wonderful. Even a small step in the right direction will have a big payoff. I'm so interested in getting this part of the AI fixed that it is motivating me into learning how to modify the AI. I already have basic C++ skills, so I've started reading up on the "FSM" section of the BI wiki. If you have any other suggestions for good learning resources, it would be appreciated. I'm going to upack the GL4 and ZeusAI pbo's to see what I can learn from those as well.

Thanks for all your effort, and let me know if there is anything I can do to help.

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Yes i would be interested in "FSM" coding too. :)

But so far there is not enough info to see and understand how "FSM" works.

It would be a kind of "Trial and Error" find out and so far i'm very busy with other things.

The basics i learned by reading the whole E.C.P. Modification several times.

Still i use E.C.P. if i need to find any good solution for anything i can't do by myself.

E.C.P. really is a pretty good source.

Also if you like to learn/enhance your scripting skills i recommend thouse two tutorials made by snYpir the E.C.P. founder:

Writing Functions

Intro to Functions

Help always is welcome.

Just have a look into Group Link 4 and may you can find a part where you would be interested to work at.

Just let me know. ;)

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I am having a problem with the markers being shwon during briefing that just recently cropped up. I have the line in the global config .sqf UNREMARKED and it reads:

GL4_Global set [52, False];

and that has worked in the past but nolonger does.

What I notice is that when loading in when the map/ briefing screen first comes up, there are NO MARKERS but shortly after that, the new "CBA initializing" screen comes up and when it CLOSES, the markers become turned on.

Am I missing something? Thanks in advance guys....

*edit

I just wanted to update you on my LOCAL.sqf file. It is set like this:

// GL4_Local set [0, False];

So, it seems that when I get the marker for myself (it is also not shown just before CBA initializes), the AI debug markers are ALSO being turned on. Does that help troubleshoot?

Edited by keimosabe
edit for gl4 local sqf. settings

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Well you are talking about multiplayer?

If yes then make sure the marker settings are disabled in the settings of the server!

Every setting of "GL4_Global.sqf" will be used by the dedicated ( player host ) server in multiplayer only.

This means if you change any setting of the "GL4_Global.sqf" then this change will have global effects on all connected players and the dedicated ( player host ) server.

Edited by SNKMAN

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yeah right. What I'm saying is that in MULTIPLAYER, when we connect to the game, even ME and I am the server, when we first load into the briefing/ map screen where you can see everyone loading in, at FIRST for a few seconds, there are no markers shown on the map.

Then, CBA initializes and suddenly, all PLAYERS have their markers but SO DO the AI and their current orders (reinforcing, garrison, etc.).

I have that line unremarked in the global.sqf file which SHOULD be turning the AI markers off but since the last CBA update which I did on Monday night, something is causing the AI markers to turn on now. Am I the only person having this problem?

I have CBA, ACE, ACEX, then GL4 loaded into my initialization line just you see with GL4 loading in last.:yay:

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Sorry i can't give you any informations if this happend only to you becouse i always have them enabled to get a better debug of Group Link 4.

But normally all settings of Group Link 4 are loaded and set first directly bevore Group Link 4 will start to initialize the systems.

This means if you disable them then they should be disabled. Pretty logical... :p

Okay. Did you miss something? The "UserConfig" folder?

Did you disable them by removing the "//" in front of the variable?

Well i guess you did everything right becouse it worked till your last C.B.A. update.

Hmm... May someone else did notice that too?

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@SNKMAN: Thy m8 for Info.No it was not from another mod and there was no Ari-script inside!

It were the Tanks! :D

Yep the Abrams were firing at long range and i thought it was ari!And I wasn't used to Your new Sounds either, they are great ...very good!I like the whistling of the bullets when they fly thru my room!;)

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SNKMAN....

Thanks for the info man. No worries, it'll probably work itself out in the wash. I just wanted to make sure nothing had changed as far as that was concerned because it just started. I was using ACE little birds until Monday's update when they suddenly disappeared and come to find out the ACE guys temporarily removed them.

I don't mind them showing up, I just hate for my players to know what is going on ahead of time but most of them don't pay attention to the maps....

I'd be curious if anyone else has noticed this if you have yours disabled too. With my luck it IS something on my end and I'm just missing it.

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@Snake_61

Not a problem. ;)

Glad to hear that you found the "problem".

Yes the Bullet/Shell Whiz By are one of my favorite features too.

They really make a battle sound much more intense then it is.

@keimosabe

Yes i'm sure you will find the problem. ;)

Like i told disabled is disabled. In some part's of Group Link 4 i defenetly can say that something must work 100% or not and the settings are one of thouse things i can defenetly say that they work like they should.

If you should be able to fix this please let me know. if not then i will look into it again the next day's.

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@SNKMAN...

found the problem. It has something to do with the PANTHERA MAP. All other islands I am working with (UTES, CHERNARUS, and QUESH) the tags do NOT show up. Only the missions on Panthera.

Have no idea what it IS, but something with that map, so in the future if anyone asks about it, ask them if they are using PANTHERA:D

---------- Post added at 10:12 PM ---------- Previous post was at 09:55 PM ----------

Sorry SNKMAN if you've answered this before but I cannot find it...

I and a friend of mine are working on missions with the AI JOINING GROUP feature and when we test it out, even with the example mission you give us, it works flawlessly.

BUT, when we actually host as server with other PLAYERS (not AI), once the guy joins our group, he will not move. He shows and having joined the group, but he won't do anything. We cannot order him at all. We can ORDER him to move, he just stands there.

Again, even in our missions, when we test it and it's just us or grouped with other AI players, he works fine, only when other real life players are playing along will he not work.

Is that feature designed for SINGLE PLAYER only or am I just missing another step or something?

Great mod man.....:yay:

---------- Post added at 10:18 PM ---------- Previous post was at 10:12 PM ----------

hey, we may have figured it out. We have the AI disabled for our group automatically. We're testing it now to see if that is ALSO disabling the AI when he joins our group. I'll get back in a sec....

---------- Post added at 10:26 PM ---------- Previous post was at 10:18 PM ----------

OK, update:

When we disable the AI, he still works just fine as long as it's just one PLAYER involved. Add just 1 HUMAN PLAYER to the mix and he doesn't work. He'll JOIN the group just fine and then he just stops and will not move.

Any thoughts?:D

---------- Post added at 10:46 PM ---------- Previous post was at 10:26 PM ----------

OK. OK... we got it working with HUMAN PLAYERS.

We had to go in and set the Team Leader to PLAYER, not PLAYABLE and since we automatically DISABLE AI players, we had to go in and put "this enable AI "MOVE" at the end of his init line where you make him captive and all.

He's now working perfectly with a full group of HUMAN players:bounce3:

Might wanna store that somewhere in case it ever comes up again.

YAY! I've contributed something positive to the coding guys....

Edited by keimosabe

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Hi Guys, I have 2Questions:

Do I have to enable "RandomWeather" with -GL4_Random.sqf- to make it work?Or is it enough to place the RandomWeatherModule on Map?

I'm using GL4 without ACE2.

Find the Ai very interesting and good,what changes are to be expected if I use GL4 with Zeus-Ai?

Thx

Snake

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Hi Guys, I have 2Questions:

Do I have to enable "RandomWeather" with -GL4_Random.sqf- to make it work?Or is it enough to place the RandomWeatherModule on Map?

I'm using GL4 without ACE2.

Find the Ai very interesting and good,what changes are to be expected if I use GL4 with Zeus-Ai?

Thx

Snake

Yes it should work by just placing the module:) And zeus-ai.. at least spotting from long distances work, but i dont know if GL4 still randomizes the skills.

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Yes, spotting distance is the most significant change running Zeus with GL4. Makes enemy snipers absolutely dangerous. I got hit by an enemy SVD as far out as 650m before.

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Im using this with ACE & Zeus and im wondering which of the 3 is making the supression of my team so heavy to the point of running low on ammo very fast?

I looked into settings and I can see that I cant lower my own teams rates of fire, unless im wrong the config is ref enemy AI responce to suppression but not control of the suppression itself anyone have ideas about this. I do remember reading lessening the amount based on checking ammo level array or something, am i getting some mods mixed up here?

EDIT this is extra I posted in Zeus thread as its relevant:

Im currently noticing AI are super aggressive with laying down fire. I had 2 AI go prone in a barn doorway and my entire team unloaded 50 percent of ammo at the barn (my ai setting as as per Zeus pref setting BTW). They ran out of ammo in less than 2 mins for some members, was a bit crazy.

So far with Zeus and GL4 im trying to find a sweet spot for suppression that seems a little too aggressive and the only issue im having is retaining a team with enough ammo currently.

Edited by mrcash2009

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@mrcash, I face this same issue whether I run zeus OR GL4. It seems like friendly AIs are only armed for 1 contact rate. The key becomes quickly flanking and getting rid of suppressed enemies so that friendly AI don't waste bullets continuously.

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@mrcash, I face this same issue whether I run zeus OR GL4. It seems like friendly AIs are only armed for 1 contact rate. The key becomes quickly flanking and getting rid of suppressed enemies so that friendly AI don't waste bullets continuously.

Yes indeed that's a fair point but when having enemy face you over a barn about 100 meters or so away and 2 of them are prone and all of your men are raining hell on the whole barn before you have time to plan flanking it was a bit crazy :butbut::)

Im thinking that the AI accuracy maybe set too less for friendly (I have the zeus recommended settings) becuase im thinking my AI aren't hitting too well to get kills in and are then piling on the ammo as a result, maybe? I will look a little further at that.

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The technically orientation is based on Operation Flashpoint Mod E.C.P. ( Enhanced Configuration Project )

good day!

just now i was looking for a great mod for my ofp res and i stumbled upon this ECP. having read the description and the testimonials from the users, i toiled hard in search of the full installer of version 1.085 and to my dismay, i realized that i am almost already 4 years late...

i am wondering if any one of you guys still have a copy of that installer that you could share to an avid fan of ofp... and its modding community.

cheers and more power to you all! :D

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@keimosabe

Many thanks for your feedback.

It's really strange that you can not disable the "Markers" while using Panthera.

About the "Friendly A.I. Recruit" feature:

How do you set it up? By using the "Group Link 4: System" module?

Note: You can only recruit friendly A.I. which is not in your own group.

So far this feature works/worked like it should in all my SP/MP tests.

Also friendly A.I. after recruting do never stop they always do what i told them.

@Snake_61

You can enable the "Random Weather" feature of Group Link 4 by simply creating the "Group Link 4: Random Weather" module.

The settings of the "GL4_Random.sqf" are only used to modify and values of the "Random" features.

@mrcash2009

Im wondering which of the 3 is making the supression of my team so heavy.

Group Link 4 do not use any suppression features for players ( player groups )

Suppression only is used by enemy A.I.

Edit: Okay enemy A.I. do suppress too after they was suppressed by a player ( player group ) but this should not be that heavy like you told.

May i will look into it and lower it a bit.

@SamCris

It's never too late. ;)

O.F.P. + E.C.P. still is a wonderfull experiance.

E.C.P. v.1.085 Full

E.C.P. v.1.085e Patch

Enjoy! :)

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It would be cool if you could make access to a radio a requirement for AI to call reinforcements. Maybe you could set up two different ranges for reinforcement radius in the config file. One for long range radios and one for short-wave radios. That way soldiers carrying the standard short-wave can call any reinforcements in a range of maybe 300m, but if you have a radio backpack or if you are in a vehicle, you can call for reinforcements in a much larger range, like the default 50000.

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Ok, downloaded the mod and dropped file in the ARMA 2 root directory along with all the other main files. The mod file is @GL4 My question is about the next part in the install order,

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

Now I see the UserConfig folder, but don't understand where to drag it. Do I delete the UserConfig folder, or darg it to desktop and then place in back into the ARMA 2 root directory?

Sorry for the noob question, but my first time placing a mod.

Regards...

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Ok, downloaded the mod and dropped file in the ARMA 2 root directory along with all the other main files. The mod file is @GL4 My question is about the next part in the install order,

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

Now I see the UserConfig folder, but don't understand where to drag it. Do I delete the UserConfig folder, or darg it to desktop and then place in back into the ARMA 2 root directory?

Sorry for the noob question, but my first time placing a mod.

Regards...

The point is that inside your ../arma2/UserConfig folder, you want to have a "GL4" folder with the settings files in them. All arma2 mods will tend to put settings that the user can edit in side the ../arma2/Userconfig/<modname> folder.

If you already have the folder there you can just drag it over and use "copy & replace" in windows and it should be fine. Just make sure you have a ../arma2/userconfig/GL4 folder with stuff inside of it and you will be ok.

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@node_runner

Yes dynamic reinforcement request distances already was requested and i like the idea too.

Well i will see how i could do that.

@Gottberg

Don't worry we all were noobs ( more or less ) back in the day's. :)

Well simply drag or copy past the "UserConfig" folder into:

C:\Program files\Bohemia Interactive\ArmA 2\

So that it take place in the root folder of ArmA 2.

That's all. ;)

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@node_runner

Yes dynamic reinforcement request distances already was requested and i like the idea too.

Well i will see how i could do that.

@Gottberg

Don't worry we all were noobs ( more or less ) back in the day's. :)

Well simply drag or copy past the "UserConfig" folder into:

So that it take place in the root folder of ArmA 2.

That's all. ;)

Ok, so in my root folder I have the following: addons, battleye, dta, keys, missions, arma2, arma2server, arma2_manual_us, bis, iijl15.dll, readme, uninstall.csv, @GL4, uninstall, and userconfig.

The two highlited ones are from your mod. Is this correct? I'm not sure what to expect since I just got the game and when i entered into the game there was no Special FX edition splash screen.

Regards..

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Did you load Group Link 4 with ArmA 2?

Putting them into the root folder of ArmA 2 is not enough. :)

Here is the easy way how to load Group Link 4:

Download Keygetis ArmA 2 launcher: Here

Unzip and drag the "ArmA2 Launcher.exe" into your ArmA 2 root folder too.

Double Click on the "ArmA2 Launcher.exe" to open/start the Launcher.

After the launcher window is open select the ArmA 2 root folder. ( at the bottom of the launcher )

Then go to Options - Mods press the "Auto Scan" button and after this the "Save" button.

Now you can see the "@GL4" in the right window.

Select ( highlite ) the "@GL4" and press the "Start singleplayer" button.

Note: You also need C.B.A. to run Group Link 4 if you don't wanna to use the editor.

C.B.A. also is a AddOn where you need to drag the "@CBA" into your ArmA 2 root folder and you need to select ( highlite ) it in your Launcher too.

You can download the C.B.A. from Here

Hope this helps. :)

I stilll can remember really good how hard it was to me to get my first AddOns working in O.F.P. times. :D

Edited by SNKMAN

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