jasonnoguchi 11 Posted February 18, 2010 JESUS!!!! I LOVE THE NEW POSITION FORCE MOVE!!!! Now those guys really behave like soldiers!!!! Moving quickly and without hesitation!!!! The new friendly reinforcements features are AWESOME SAUCE too!!! I gotta replay Chesty Puller AGAIN to see how I can put all these new tactics into practise! :) THanks alot SNKMAN! Share this post Link to post Share on other sites
snkman 351 Posted February 18, 2010 Nice. :) Well after units have reached the position where they was forced to move they will fall back into combat mode again till you give a new "Force Move" command. Else they would be easy targets. Share this post Link to post Share on other sites
mcpxxl 2 Posted February 18, 2010 Hi Snk I would like to aktivate HQ Arty and AI Reinforcement later in a Mission HQ Arty should become active after a base is cleared as sample Same for AI Soldiers or Helos How can this be done ? THX Share this post Link to post Share on other sites
kroky 1 Posted February 18, 2010 @SNKMAN Ok I checked it with other missions and it works. The HC features. But with this very mission which I described above I dont get any HC features. In this mission I start in the helo. Something is wrong SNKMAN. I will compress the mission and send it to you. Can you please check out then? Share this post Link to post Share on other sites
lucilk 10 Posted February 18, 2010 SNKMAN are you sure the HQ reinforcements with the helicopter works, cuz i just tested your example mission (GL4_v-1-1-35_HC_Reinforcement.utes) and saw that only the 2 squads are coming to reinforce you but the helicpoter just hovers at a distance away and does nothing, can you chek that out please Share this post Link to post Share on other sites
Hunter123 10 Posted February 18, 2010 Hi thanks for this addon! However since the last update I cannot use the force move or Radio features any more. In the last version you had to open the "communications" menu. This hasn't been changed. right? I installed everything correctly, no doubt. Thanks in advance. Share this post Link to post Share on other sites
snkman 351 Posted February 18, 2010 @MCPXXL I would like to aktivateHQ Arty and AI Reinforcement later in a Mission Hi MCP. Well sorry but this do not work without using additional scripts. Basicalle all "H.C." features are initialized at mission start. @Kroky I will compress the mission and send it to you. Can you please check out then? Thanks of course i will check it. ;) @lucilk SNKMAN are you sure the HQ reinforcements with the helicopter works Yes it works you can request the Helicopter i have tested it several times. But after cancell a Reinforcement Request the Helicopter do not remount his group... Damn it!! The "H..C. Reinforcement" feature was the only "H.C." feature i had not checked. Now bouth others works but this still is broken with the helicopter... This means i have to re-check the whole "H.C." feature which is damn big... :mad: Anyway i'm sure i will find the part. ;) @Hunter123 However since the last update I cannot use the force move or Radio features any more. By jasonnoguchi: JESUS!!!! I LOVE THE NEW POSITION FORCE MOVE!!!! So his works and mine too. I installed everything correctly, no doubt. Are you still sure about this? :) Share this post Link to post Share on other sites
nuggetz 0 Posted February 18, 2010 Any eta on the reinforcement fix SNKMAN? Share this post Link to post Share on other sites
snkman 351 Posted February 18, 2010 Yeah when it's done. Currently i have no clue where to start searching. I guess it's not that important becouse it only affects the helicopters as far as i could see. Share this post Link to post Share on other sites
nuggetz 0 Posted February 18, 2010 Ok, just wanted to make sure I didn't miss it. I didn't know it only affect choppers. So it should work with units then? Share this post Link to post Share on other sites
snkman 351 Posted February 18, 2010 Yes Man | Cars | Tanks work fine. Share this post Link to post Share on other sites
nuggetz 0 Posted February 18, 2010 Ok thanks. Not trying to be a pain. I seriously thought it wasn't working since the last update after reading the forums. I'm not going to ask about ETAs because apparently that tends to piss people off around here. Thanks for all your hard work. Share this post Link to post Share on other sites
soldaten 0 Posted February 18, 2010 Hello SNKMAN, Would you recommend to use ACE2, Zeus_ace, GL4 at this order. I wanted to use SLX as well, but have trouble figuring out the order we should use.. Share this post Link to post Share on other sites
snkman 351 Posted February 18, 2010 I'm not familar with A.C.E. 2 and Zeus / Zeus A.C.E. ? Is there a Zeus A.C.E. ? GL4 will overwrite the values made by Zeus if loaded after Zeus. So you should load Zeus at the end to make sure that the values of Zeus are used. Share this post Link to post Share on other sites
nuggetz 0 Posted February 18, 2010 I just tried the friendly reinforcement. I have CBA loaded, I added group of friendly AI, synched them to non-chopper reinforcement module, and synched module to player and nothing happens when you call for reinforcements. They just stand there. You might want to check it out. If I recall correctly, I believe you may have mentioned that you accidentally broke this while implemented something else in a different post. Share this post Link to post Share on other sites
snkman 351 Posted February 18, 2010 Have you already tryed the GL4_v-1-1-35_HC_Reinforcement.utes example mission? In this mission everything works beside that the helicopter do not correctly remount his group after the request was cancelled. Share this post Link to post Share on other sites
aeggwards1 10 Posted February 18, 2010 Hi SNKMAN, Thanks for this addon, it is awesome! One thing I have noticed however, if you have requested a helo reinforcement, then you do a force move on your men (to get them to an extraction point), when you tell them to regroup, they rejoin with the requested helo as group leader, not you. Is this a bug or is it designed to work this way? Cheers, aeggwards1 Share this post Link to post Share on other sites
snkman 351 Posted February 18, 2010 (edited) Could you please explain this a bit more in detail? I don't get what you mean exactly. Helo Reinfocrement? Are you talking about the "H.C. Helicopter" or "H.C. Reinforcement" feature? Edit: Nevermind. Already found out what you mean. It's fixed. Damn it... Thouse "H.C." features really need a lot of testing. Edited February 18, 2010 by SNKMAN Share this post Link to post Share on other sites
aeggwards1 10 Posted February 18, 2010 Sorry, didn't get to your post in time. Thanks for fixing it. Share this post Link to post Share on other sites
snkman 351 Posted February 19, 2010 Not a problem. Thank you for letting me know. ;) Today ( bevore the release ) i was trying the half day if i have missed any situation with the "Force Move" feature. Well look's like i had missed one. :) ---------- Post added at 02:36 ---------- Previous post was at 01:02 ---------- @MCPXXL Well i think there is a easy way. You can make a given menu visible / invisible by changing 1 to 0. H.C. Reinforcement: Init.sqf: ( Disable Menu ) waitUntil { !(isNil "GL4_HC_Reinforcement_Menu") }; GL4_HC_Reinforcement_Menu set [1, ["Request", [2], "", -5, [ ["expression", "[player] execVM (GL4_Path+""GL4\GL4_Features\GL4_HC_Reinforcement\GL4_HC_Reinforcement_Request.sqf"") "] ], "0", "0"] ]; When ever you need it: ( Enable Menu ) GL4_HC_Reinforcement_Menu set [1, ["Request", [2], "", -5, [ ["expression", "[player] execVM (GL4_Path+""GL4\GL4_Features\GL4_HC_Reinforcement\GL4_HC_Reinforcement_Request.sqf"") "] ], "1", "1"] ]; H.C. Artillery: Init.sqf: ( Disable Menu ) waitUntil { !(isNil "GL4_HC_Artillery_Menu") }; GL4_HC_Artillery_Menu set [1, ["Request", [2], "", -5, [ ["expression", "[player] execVM (GL4_Path+""GL4\GL4_Features\GL4_HC_Artillery\GL4_HC_Artillery_Request.sqf"") "] ], "0", "0"] ]; When ever you need it: ( Enable Menu ) GL4_HC_Artillery_Menu set [1, ["Request", [2], "", -5, [ ["expression", "[player] execVM (GL4_Path+""GL4\GL4_Features\GL4_HC_Artillery\GL4_HC_Artillery_Request.sqf"") "] ], "1", "1"] ]; Share this post Link to post Share on other sites
jasonnoguchi 11 Posted February 19, 2010 @SNKMAN, just a suggestion to improve on the HC and reinforcement features... would it be possible to add a "RELEASE" feature like the recruitment so that we can release the reinforcements back to where they came from? This is because almost no missions place helos on a map for nothing. Its usually for the extraction in the end and so if you have already requested for that helo, the mission becomes impossible to complete. The way to solve it is to be able to release the helo and reinforcement back to where they came from so that they can resume their previously set triggers when their service is no longer needed. :) Share this post Link to post Share on other sites
snkman 351 Posted February 19, 2010 You already can release everything you had requested. It's the "Cancel" option which will make requested units/groups/helicopters/cars/tanks return to their original positions. Share this post Link to post Share on other sites
lucilk 10 Posted February 19, 2010 SNKMAN i realy like your addon and i would like to help you out. I will open your pbo's and start fixing what is not working as it should be. If you agree with that of course.... Share this post Link to post Share on other sites
froggyluv 2136 Posted February 19, 2010 Force Move = Really nice job SNKMAN, this adds a whole new dimension to AI squad control. One thing I noticed is that while group is under FM, enemies don't always respond to them even if they are in plain view. Share this post Link to post Share on other sites
snkman 351 Posted February 19, 2010 @lucilk If you agree with that of course.... Well yes of course i would really love to get some help. ;) Just mark ( dokument ) what you have changed to keep a good overview. If you have any questions about the syntax just call me and i will explain it. @froggyluv One thing I noticed is that while group is under FM, enemies don't always respond to them even if they are in plain view. Someties it may need a few second bevore A.I. react, becouse this feature use loops ( while do ) syntaxes in some parts with a 5 second delay. Share this post Link to post Share on other sites