Jump to content
Sign in to follow this  
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


Recommended Posts

Not a problem mate. ;)

Yeah i know. :)

I hope you like the way i have implemented the "H.Q. Radio" feature.

Share this post


Link to post
Share on other sites

Your welcome guy's. :)

Hope you like what i did.

Next i will see what i can do with the "Backblast" killing friendly while in angle and "Artillery" only request by specific ranks/vehicle classes requests.

Share this post


Link to post
Share on other sites
Your welcome guy's. :)

Hope you like what i did.

Next i will see what i can do with the "Backblast" killing friendly while in angle and "Artillery" only request by specific ranks/vehicle classes requests.

I love your mod, it's fantastic.

However, I hope you won't start adding ACE2 features as I'd like to use both in conjunction with each other as they both add great things to the game. I'd hate for the mods to conflict forcing me to only use one of them.

( This was in regards to the backblast )

Share this post


Link to post
Share on other sites

@Jimbo05

Thanks. :)

I hope you won't start adding ACE2 features as I'd like to use both in conjunction with each other

No i'm not looking what features i can use/copy from other's i simply create what i like.

Of course it may happend that some features was already made by other modding projects.

The "Backblast" is part of my project since many year's.

@Gnome

Thanks nice to hear you like it.

Share this post


Link to post
Share on other sites
@Jimbo05

Thanks. :)

No i'm not looking what features i can use/copy from other's i simply create what i like.

Of course it may happend that some features was already made by other modding projects.

The "Backblast" is part of my project since many year's.

Wasn't implying that you were stealing or borrowing, just saying, if there's suddenly a wide array of feature overlaps which will probably lead to conflicts, then you might see a decrease in downloads and usage - I for one would love to use both but in case of conflicts, I'd have to go with ACE2 first and foremost :)

Share this post


Link to post
Share on other sites
I love your mod, it's fantastic.

However, I hope you won't start adding ACE2 features as I'd like to use both in conjunction with each other as they both add great things to the game. I'd hate for the mods to conflict forcing me to only use one of them.

( This was in regards to the backblast )

The good news is:

GL4 is editable into the smallest details. Through userconfig. This means, if you dont like a feature or it collides somehow with another mod, you can disable it or adapt it.

@SNKMAN

Finally its here! A lot of testing and fun is waiting for us! Thank you very much! The additions sound great. Im really eager to try them out. Will report back...after some time :D

Share this post


Link to post
Share on other sites
@Jimbo05

Thanks. :)

No i'm not looking what features i can use/copy from other's i simply create what i like.

Of course it may happend that some features was already made by other modding projects.

The "Backblast" is part of my project since many year's.

@Gnome

Thanks nice to hear you like it.

SNKMAN,

Congrats on the new version! This Mod gets better all the time. The shear scope of it is amazing!

Even if you did add features that ACE2 includes it doesn't matter. He could just disable any feature that he may not want to use. That's the beauty of GL4. The customization is truly remarkable!

Kroky has the right idea! ;)

Edited by Manzilla

Share this post


Link to post
Share on other sites

What is the command for the Force Move feature please? Its not covered in the features document nor can I find it under the command menu ingame.

By the way, my friendly snipers act like snipers at last!!!!! The kind of decent accuracy expected of snipers while the rest of the riflemen remained average shooters... GREAT!!!

Edited by jasonnoguchi

Share this post


Link to post
Share on other sites
The good news is:

GL4 is editable into the smallest details. Through userconfig. This means, if you dont like a feature or it collides somehow with another mod, you can disable it or adapt it.

@SNKMAN

Finally its here! A lot of testing and fun is waiting for us! Thank you very much! The additions sound great. Im really eager to try them out. Will report back...after some time :D

I just don't like messing around with userconfigs and whatnot, if it doesn't work out of the box I tend to not use it :(

Share this post


Link to post
Share on other sites

@Foxhound

Many thanks for the mirror and new's at ArmaHolic. ;)

@Jimbo05

Wasn't implying that you were stealing or borrowing

Yes have understand what you wanted to say. ;)

I know there are some mod's out which have some features double and of course you are right it's just a waist of resources to use stuff twice.

Like Kroky already told: You can simply disable the "Backblast" feature of Group Link 4 so that the "Backblast" of A.C.E. 2 is used only.

But i guess you already know this.

Anyway... Enjoy your game. :)

Edit:

I just don't like messing around with userconfigs and whatnot, if it doesn't work out of the box I tend to not use it

Another easy way is to simply delete the "GL4_Backblast_FX.pbo".

@Kroky

Yes at least i could find a point and release it. ;)

Now you can use all "High Command" features by default ( after activating the default initialize of the given "High Command" feature in the "GL4_High_Command.sqf" ) but keep in mind that the default initialize of the "High Command" features do work in SP only.

@Manzilla

Many thanks. :)

@jasonnoguchi

What is the command for the Force Move feature please?

It is descripted in the "Features.pdf"

The "Force Move" feature should be available as soon as you are group leader and have 1 unit in your group.

You can open the "Commanding menu" by pressing 0 - 8.

Edited by SNKMAN

Share this post


Link to post
Share on other sites

SNKMAN,

One more thing, I read earlier that there is a way to add the settings .sqfs directly to the mission folder to "force" certain GL4 options for that mission. I can't seem to find anything about this in the ReadMe and I can't seem to bring up the discussion in the thread search. Could you quickly explain how I do this. I'd like to force certain feature to be enabled/disabled in my new ACE2 SP mission. Certain features need to be on and off for this specific mission.

---------- Post added at 10:49 AM ---------- Previous post was at 10:48 AM ----------

@Kroky

Yes at least i could find a point and release it. ;)

Now you can use all "High Command" features by default ( after activating the default initialize of the given "High Command" feature in the "GL4_High_Command.sqf" ) but keep in mind that the default initialize of the "High Command" features do work in SP only.

Is it ok if I still have the BIS HC Modules on the map?

---------- Post added at 10:51 AM ---------- Previous post was at 10:49 AM ----------

I just don't like messing around with userconfigs and whatnot, if it doesn't work out of the box I tend to not use it :(

I don't either but in this case it's well worth it.(ACE2 as well) The amount of features is remarkable and it's the best way to learn everything that GL4 does.

Share this post


Link to post
Share on other sites

Hi, I just downloaded this mod for the first time. I am currently using A.C.E. and its subsets: will that cause any sort of conflict with GL4 if I run both in the same game? Thanks in advance.

Share this post


Link to post
Share on other sites

JESUS! Snipers ARE scary now!!!! This is AWESOME SAUCE!

@SNKMAN, oh, since you would be working on AI checking for friendlies in backblast zone, would you also be able to stop AI getting IN FRONT of a firing friendly too? friendly AI often walk deliberately into your line of fire. :) Thanks a lot for the AWESOME release!!!!!!!!!!!

Edited by jasonnoguchi

Share this post


Link to post
Share on other sites
Hi, I just downloaded this mod for the first time. I am currently using A.C.E. and its subsets: will that cause any sort of conflict with GL4 if I run both in the same game? Thanks in advance.

As of now I have found no conflicts myself, using them both and they are working perfectly :)

Share this post


Link to post
Share on other sites

@Manzilla -I haven't tried it but when asked before I think you had to stick your GL4 Settings folder/Gl4.global etc.. inside your mission then somewhere in the init or mission place

waitUntil { !(isNil "GL4_Global") };
#include "GL4_Settings\GL4_Global.sqf";

waitUntil { !(isNil "GL4_Local") };
#include "GL4_Settings\GL4_Local.sqf";

waitUntil { !(isNil "GL4_Random") };
#include "GL4_Settings\GL4_Random.sqf";

Share this post


Link to post
Share on other sites
@Manzilla -I haven't tried it but when asked before I think you had to stick your GL4 Settings folder/Gl4.global etc.. inside your mission then somewhere in the init or mission place

waitUntil { !(isNil "GL4_Global") };
#include "GL4_Settings\GL4_Global.sqf";

waitUntil { !(isNil "GL4_Local") };
#include "GL4_Settings\GL4_Local.sqf";

waitUntil { !(isNil "GL4_Random") };
#include "GL4_Settings\GL4_Random.sqf";

Thank you bud! Not sure why I couldn't find this but I couldn't seem to find the right search word combo.

I'm assuming I need to add a few more to the init for the other files.

Like this:

waitUntil { !(isNil "GL4_Global") };
#include "GL4\GL4_Global.sqf";

waitUntil { !(isNil "GL4_Local") };
#include "GL4\GL4_Local.sqf";

waitUntil { !(isNil "GL4_Random") };
#include "GL4\GL4_Random.sqf";

waitUntil { !(isNil "GL4_Core") };
#include "GL4\GL4_Core.sqf";

waitUntil { !(isNil "GL4_Core") };
#include "GL4\GL4_Core.sqf";

waitUntil { !(isNil "GL4_High_Command") };
#include "GL4\GL4_High_Command.sqf";

Then add the other settings .sqfs in this fashion. Is this right?

Edited by Manzilla

Share this post


Link to post
Share on other sites

@Manzilla

I read earlier that there is a way to add the settings .sqfs directly to the mission folder to "force" certain GL4 options for that mission.

Yes you can make all setting act global by using them in the mission directly.

Create a folder called "GL4_Settings" in your mission folder.

Drag/Copy all files from "UserConfig\GL4\" into the "GL4_Settings" folder of your mission.

In the "Init.sqf" of your mission:

Edit:

waitUntil { !(isNil "GL4_Global") };
#include "GL4\GL4_Global.sqf";

waitUntil { !(isNil "GL4_Local") };
#include "GL4\GL4_Local.sqf";

waitUntil { !(isNil "GL4_Random") };
#include "GL4\GL4_Random.sqf";

waitUntil { !(isNil "GL4_Core") };
#include "GL4\GL4_Core.sqf";

waitUntil { !(isNil "GL4_High_Command") };
#include "GL4\GL4_High_Command.sqf";

You could use "call compile preProcessFile" instead of "#include" too.

Yes thats totally right. ;)

Is it ok if I still have the BIS HC Modules on the map?

Sure that's not a problem. The H.C. features of Group Link 4 has nothing to do with the H.C. features of B.I.S.

I only called them "High Command" that ppl know that thouse features will give a specific player/s the "High Command" of the given commanding type.

@dingyisun

I am currently using A.C.E. and its subsets: will that cause any sort of conflict with GL4 if I run both in the same game?

Not they should work flawless toghetter.

Bouth use C.B.A. which makes them compatible to each other.

@jasonnoguchi

JESUS! Snipers ARE scary now!!!! This is AWESOME SAUCE!

:D

would you also be able to stop AI getting IN FRONT of a firing friendly too?

Umm... I don't think so. This defenetly would need way too much calculations.

I already tryed to enhance the "Backblast" feature to make friendly A.I. which is within the "Backblast" angle jump/run to the side but this all must happend within 0.1 ms.

So this really is very tricky.

Edited by SNKMAN

Share this post


Link to post
Share on other sites

Thanks for the info SNKMAN but another quick question.

How do I use the GL4_Skill_Types.sqf? Does it currently just effect snipers? What is the ranks used for and what happens if I add the other ranks?

Next, in the GL4_Global.sqf I see the

    // GL4 Enemy A.I. Difficult Level:
   // ==============================================================
   // Choose False to disable this feature completly.
   // True / False, default is True
     // GL4_Global set [38, False];

If I enabled this can I turn off the difficult level being applied to all soldiers except the snipers? Basically I just want the snipers to use GL4 for the difficulty settings and not have GL4 difficulty settings applied to any other unit.

Thanks in advance. I'm just a bit confused. :)

Share this post


Link to post
Share on other sites

@Mark XIII

Nice. :)

@Manzilla

How do I use the GL4_Skill_Types.sqf? Does it currently just effect snipers?

Yes you are right. :) This part of the settings really is only something for ppl with a bit knowledge of classes and editing.

In "GL4_Skill_Types.sqf" you can see:

  // Skill Types Example:
 // ==============================================================
 ["RU_Soldier_Sniper", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],
  "USMC_SoldierS_Sniper", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],
  "PRIVATE", ["aimingAccuracy", [0.10, 0.10], "aimingShake", [0.10, 0.10], "commanding", [0.35, 0.35] ],
  "CORPORAL", ["aimingAccuracy", [0.15, 0.15], "aimingShake", [0.15, 0.15], "commanding", [0.50, 0.50] ],
  "CAPTAIN", ["aimingAccuracy", [0.35, 0.35], "aimingShake", [0.35, 0.35], "commanding", [0.75, 0.25] ]
 ]

after this:

  // Skill Types Default:
 // ==============================================================
 ["RU_Soldier_Sniper", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],
  "USMC_SoldierS_Sniper", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ]
 ]

The first "Example" is like it's called only a example and will be overwritten by the second "Default" array which do only change the sniper values.

In the "Example" you can see 3 different ranks PRIVATE | CORPORAL and CAPTAIN.

Well by this i was trying to show that you can overwrite values of ranks too not only classes.

You can add every available rank you like and set your choosen "Skill Types" for it.

In the example i made units with the rank CAPTAIN way more skilled like units with the rank PRIVATE for example.

This is something to toy around with and there are really so many way's of what you can do with the "GL4_Skill_Types" settings becouse you can use all classes and ranks available in ArmA 2.

You could for example give every class different skill types settings.

Yes if you like to use the sniper tweakes only then you can surely disable the rest: ;)

   // GL4 Enemy A.I. Difficult Level:
   // ==============================================================
   // Choose False to disable this feature completly.
   // True / False, default is True
      GL4_Global set [38, False];

Edited by SNKMAN

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×