mcpxxl 2 Posted February 19, 2010 (edited) HQ and MP On dedicated server i did not get the HQ ARTY that runs in local mp-editor without a problem :-( Edited February 19, 2010 by MCPXXL Share this post Link to post Share on other sites
snkman 351 Posted February 19, 2010 (edited) How have you set it up? What do you execute that the menu is shown? I guess the best way would be a trigger becouse triggers are global in mp. The given menu only is available for the player which was synchronized with the given "H.C." module so you could execute things by checking which player has the given menu variable. Example: Trigger Condition: Guess you know what comes here. Trigger Activation: if !(isNil "GL4_HC_Reinforcement_Menu") then { 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"] ]; }; Edit: Another way with the commanding menu is to make a action visible but not selectable. I would preffer this. ;) 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"") "] ], "1", "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"] ]; Edited February 19, 2010 by SNKMAN Share this post Link to post Share on other sites
jasonnoguchi 11 Posted February 19, 2010 Had a ton of fun playing with the HC functions! Geez! These choices really made me very lazy as I almost always send in reinforcements first now...hahahha! Can't think of any ways to make this mod even better! The tactical possibilities are almost endless now! Share this post Link to post Share on other sites
snkman 351 Posted February 19, 2010 hahahha! Can't think of any ways to make this mod even better! Thank god. :D You really have keep me very busy in the past few weeks/months. :) Yeah currently i do force all my time to overview all features and enhance fix them. The "H.C. Reinforcement" already is fixed and working like it should. ;) Share this post Link to post Share on other sites
dialektiikka 10 Posted February 19, 2010 Can't think of any ways to make this mod even better! Let me! Let me! :) Great work so far, I've convinced a couple of people to switch to ArmAII from other games by showing them GL4 :D But maybe you could take a look to improve the vehicle Driver & Pilot AI in the future? Pretty please? AI Tanks seeking hull down positions, using fire & movement to advance in pairs and firing AA machineguns against helicopters. AI Helis using ground cover and pop up attacks. I do realize that GL4 is mainly infantry AI and it does that very well. It's hard to fit every type of AI in one basket. Would be nice to see specific AI mods for tanks and aircraft in ArmAII. Maybe in the future :) Share this post Link to post Share on other sites
kremator 1065 Posted February 19, 2010 Actually all these ideas from dialektiikka are great. Possible SNKMAN ? Share this post Link to post Share on other sites
kroky 1 Posted February 19, 2010 (edited) @SNKMAN The radio chatter keys are not working. I changed the settings back to the - and . keys, but they are not working, any idea why? EDIT: Hmm, not even the default keys work.. Edited February 19, 2010 by Kroky Share this post Link to post Share on other sites
snkman 351 Posted February 19, 2010 (edited) @dialektiikka Let me! Let me! :DAI Tanks seeking hull down positions, using fire & movement to advance in pairs and firing AA machineguns against helicopters. AI Helis using ground cover and pop up attacks. Well this is made by the engine it self and would need modification by using FSM. Like i already said bevore: I will not use FSM in any kind, becouse it's a science of it's own. FSM look really damn confusing to me and this would mean to get into a completly new area... Currently i'm defenetly NOT interested in learning any new syntax, becouse my head already is smoking. Developing Group Link 4 and keep everything running really is a full time job. So this must be made by B.I.S. or any other mod. :) @Kremator Read above. @Kroky Yeah i had some problems with them too since i have changed them. I will check it. Edit: Well i don't know why but i have removed the function of the volume key... So this will be fixed in the future. Thanks for reporting. ;) Edited February 19, 2010 by SNKMAN Share this post Link to post Share on other sites
Painless 10 Posted February 19, 2010 Hi SNKMAN Is it possible to switch off throwing smoke grenades for both AI and friendly? Ive tried to alter the config line by deleting the "/ /" but nothing changes.. Btw this is shaping up to be a most excellent mod its very clever thanks for your hard work . Share this post Link to post Share on other sites
snkman 351 Posted February 19, 2010 Friendly A.I. do not use smoke. Sure you can disable it in the "GL4_Global.sqf" settings. // GL4 Enemy A.I. Smoke Man: // ============================================================== // Choose if enemy A.I. without vehicle should use smoke for cover after targets was spotted. // True / False, default is True GL4_Global set [14, False]; Share this post Link to post Share on other sites
tourist 617 Posted February 19, 2010 Howdy SNKMAN, I just spent over an hour to get those GL4 1.1.77 features I want into my game and those I don't want out of it. As usual, with existing missions. To no avail. But I came to an assumption: If, like I do it, GL is activated via CBA, does this mean that ALL features will get activated with the value set as "default"? I.E. if I activate GL with CBA, then those defaults will override any changes I made in the sqf files? Because that would explain why I still get the enemy markers although set to "False" in the sqf. Oh PLZ tell me it isn't like that:pray: I'll test some more with the editor, tourist Share this post Link to post Share on other sites
Guest Posted February 19, 2010 Release frontpaged on the Armaholic homepage. Group Link 4 Special FX Edition v.1.1.77Group Link 4 Special FX Edition Share this post Link to post Share on other sites
snkman 351 Posted February 19, 2010 @touristo Howdy :) GL is activated via CBA, does this mean that ALL features will get activated with the value set as "default"? It doesn't mather if you use C.B.A. or initialize Group Link 4 by using modules. It works exactly the same way. Well i will give you a example: "GL4_Global.sqf" // GL4 Enemy A.I. Map Marker: // ============================================================== // Choose if the "Map Marker" debug should be used. // Note: This debug creates a map marker 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 [60, False]; This means that the markers will be visible ( used ) if you do nothing. You can disable the markers by simply removing the "//" in front of the variable "GL4_Global". // GL4 Enemy A.I. Map Marker: // ============================================================== // Choose if the "Map Marker" debug should be used. // Note: This debug creates a map marker 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 [60, False]; Now it's set to False which means disabled. Hope this helps. ;) @Foxhound Thanks for the mirror and news. :) Share this post Link to post Share on other sites
manzilla 1 Posted February 19, 2010 Howdy SNKMAN, I just spent over an hour to get those GL4 1.1.77 features I want into my game and those I don't want out of it. As usual, with existing missions. To no avail. But I came to an assumption: If, like I do it, GL is activated via CBA, does this mean that ALL features will get activated with the value set as "default"? I.E. if I activate GL with CBA, then those defaults will override any changes I made in the sqf files? Because that would explain why I still get the enemy markers although set to "False" in the sqf. Oh PLZ tell me it isn't like that:pray: I'll test some more with the editor, tourist SNKMAN, I'm having the same problem with my mission (SP)ACE2 The Conqueror. Even though I have the GL4 settings I want for the mission "forced" as discussed earlier in this thread, it doesn't seem to matter. Those settings do not seem to override my GL4 settings I personally use as set in my userconfig\GL4 folder. If I want to tweak a setting I still have to physically do it from my userconfig\GL4 folder and the settings I have forced in my mission init.sqf do not work. Do think you could take a look at it in the Editor and tell me what I'm doing wrong. Everything else works great. Hopefully you have the Mods/AddOns it uses. If not, could someone else check it out for me and tell me what I need to do to get the mission to have it's GL4 settings forced. Obviously I'm doing something wrong, a new perspective would help greatly. I've looked at this mission so much whenever I've had A2 time that I tend to overlook simple errors lately.(I've started a new mission for a change of scenery and all new problems to deal with!:)) Thanks in advance. Share this post Link to post Share on other sites
snkman 351 Posted February 20, 2010 (edited) Okay just checked your mission. Does the mission use Group Link 4 v.1.1.75? Becouse the latest is v.1.1.77 and some settings was changed from .75 to .77. Anyway... :) You have a damn long "Init.sqf" are you sure everything works correctly and the point where the Group Link 4 settings will be overwritten is executed? May it can happend that things hang in any loop during initialize of the "Init.sqf". Edit: Group Link 4 is a very time relevant modification becouse the whole Group Link 4 system will be initialized within a few seconds. You seriously should overwrite the settings in your "Init.sqf" in the first place and not at the end. You don't need to wait for the initialize of Group Link 4 in your "Init.sqf" by using spawn. /////////////////////////// GL4 Settings ////////////////////////////// [] spawn { 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"; waitUntil { !(isNil "GL4_Radio_Chatter") }; #include "GL4\GL4_Radio_Chatter.sqf"; waitUntil { !(isNil "GL4_Skill_Types") }; #include "GL4\GL4_Skill_Types.sqf"; }; /////////////////////////////////////////////////////// [] spawn will execute but not wait. This means by using spawn it simply runs through without to stop the initialize of the "Init.sqf". I really think that the problem is that the other things in your "Init.sqf" need too long to initialize and till the part where the Group link 4 settings get overwritten is reached Group Link 4 already is initialized completly and do not recognize any of thouse changes. There are some settings/features like "Advancing" or "Suppressed Fire" which can be overwritten at any point in a mission and where timing is not important but for example the markers will be initialized only once at the very first beginning of the Group Link 4 initialize which makes the timing very important. So put the code of where you overwrite the Group Link 4 settings at the beginning of your "Init.sqf" and it should be ok. ;) Edited February 20, 2010 by SNKMAN Share this post Link to post Share on other sites
manzilla 1 Posted February 20, 2010 I'm using the latest .1.1.177. I'll give that a try. It's long but most of the stuff is // out, it's just there for reference. I tried the way you listed above as well but that didn't seem to do it. I'll test it some more and get back to you. Thanks. Share this post Link to post Share on other sites
snkman 351 Posted February 20, 2010 (edited) Haaa... This is funny. :D Found something in the middle of your "Init.sqf". //////////////Draper Airstrike set-up:///////////// ASfirstrun = true; nul = [lkcom,"jadam","lgb","cbuap","cbuat","cbumine","cas","helo"] execVM "airSup\airSupInit.sqf"; if(true)exitWith{}; You know what if(true)exitWith{}; do? It will exit the "Init.sqf" exactly at this point. So it's like i said. The Group Link 4 settings never get executed becouse the "Init.sqf" will exit way bevore even close to them. :) //////////////Draper Airstrike set-up:///////////// ASfirstrun = true; nul = [lkcom,"jadam","lgb","cbuap","cbuat","cbumine","cas","helo"] execVM "airSup\airSupInit.sqf"; [color="Red"][b]if(true)exitWith{}; The "Init.sqf" will exit exactly here![/b][/color] ////////////////// Mando Missiles AA and RADAR Set-up://////////// //[false]execVM"mando_missiles\mando_missileinit.sqf"; //// Wait for Mando Missile addon initialization //waitUntil {!isNil "mando_missile_init_done"}; //waitUntil {mando_missile_init_done}; //[]execVM"mando_missiles\mando_setup_full.sqf"; //[]execVM"mando_missiles\mando_setup_ffaa.sqf"; //[]execVM"mando_missiles\mando_setup_ace.sqf"; //if (isServer) then //{ // // SAMs antimissile-capable for // [aaE1, 1, ["Air"], 6, 500, 3000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, true, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs"; // // // SAMs antimissile-capable for // //[aaE2, 1, ["Air"], 6, 500, 3000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs"; //}; //if (isServer) then //{ //// Radar for SAM emplacement // [radar1, "my_radar1", 4000]execVM"mando_missiles\units\mando_radar.sqf"; //// AI units setup // _posunit = 3; // _ttype = ["Air"]; // _quantity = 24; // _minrange = 100; // _maxrange = 4000; // _rof = 5; // _pos = [0, 0 ,1, 2]; // <<<<- Model position + radious // _scan = 360; // _mink = 0; // _enemies = [east,sideEnemy]; // // Weak AI SAMs with "weak missiles" attached to radar1 tower as main radar // _disp = aaE1; // <<<<- This is the AI SAM unit // [_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true, 45, "my_radar1"]exec"mando_missiles\units\attackers\mando_sa2.sqs"; // Sleep 1; // _disp = aaE2; // <<<<- This is the AI SAM unit // [_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true, 45, "my_radar1"]exec"mando_missiles\units\attackers\mando_sa2.sqs"; // //Sleep 1; // //_disp = sam_three; // <<<<- This is the AI SAM unit // //[_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true, 45, "my_radar1"]exec"mando_missiles\units\attackers\mando_sa2.sqs"; //}; /////////////////////////// GL4 Settings ////////////////////////////// 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"; waitUntil { !(isNil "GL4_Radio_Chatter") }; #include "GL4\GL4_Radio_Chatter.sqf"; waitUntil { !(isNil "GL4_Skill_Types") }; #include "GL4\GL4_Skill_Types.sqf"; /////////////////////////////////////////////////////// Remove the red marked line and everything should be ok. ;) Edited February 20, 2010 by SNKMAN Share this post Link to post Share on other sites
manzilla 1 Posted February 20, 2010 Haaa... This is funny. :DFound something in the middle of your "Init.sqf". //////////////Draper Airstrike set-up:///////////// ASfirstrun = true; nul = [lkcom,"jadam","lgb","cbuap","cbuat","cbumine","cas","helo"] execVM "airSup\airSupInit.sqf"; if(true)exitWith{}; You know what if(true)exitWith{}; do? It will exit the "Init.sqf" exactly at this point. So it's like i said. The Group Link 4 settings never get executed becouse the "Init.sqf" will exit way bevore even close to them. :) //////////////Draper Airstrike set-up:///////////// ASfirstrun = true; nul = [lkcom,"jadam","lgb","cbuap","cbuat","cbumine","cas","helo"] execVM "airSup\airSupInit.sqf"; [color="Red"][b]if(true)exitWith{}; The "Init.sqf" will exit exactly here![/b][/color] ////////////////// Mando Missiles AA and RADAR Set-up://////////// //[false]execVM"mando_missiles\mando_missileinit.sqf"; //// Wait for Mando Missile addon initialization //waitUntil {!isNil "mando_missile_init_done"}; //waitUntil {mando_missile_init_done}; //[]execVM"mando_missiles\mando_setup_full.sqf"; //[]execVM"mando_missiles\mando_setup_ffaa.sqf"; //[]execVM"mando_missiles\mando_setup_ace.sqf"; //if (isServer) then //{ // // SAMs antimissile-capable for // [aaE1, 1, ["Air"], 6, 500, 3000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, true, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs"; // // // SAMs antimissile-capable for // //[aaE2, 1, ["Air"], 6, 500, 3000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs"; //}; //if (isServer) then //{ //// Radar for SAM emplacement // [radar1, "my_radar1", 4000]execVM"mando_missiles\units\mando_radar.sqf"; //// AI units setup // _posunit = 3; // _ttype = ["Air"]; // _quantity = 24; // _minrange = 100; // _maxrange = 4000; // _rof = 5; // _pos = [0, 0 ,1, 2]; // <<<<- Model position + radious // _scan = 360; // _mink = 0; // _enemies = [east,sideEnemy]; // // Weak AI SAMs with "weak missiles" attached to radar1 tower as main radar // _disp = aaE1; // <<<<- This is the AI SAM unit // [_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true, 45, "my_radar1"]exec"mando_missiles\units\attackers\mando_sa2.sqs"; // Sleep 1; // _disp = aaE2; // <<<<- This is the AI SAM unit // [_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true, 45, "my_radar1"]exec"mando_missiles\units\attackers\mando_sa2.sqs"; // //Sleep 1; // //_disp = sam_three; // <<<<- This is the AI SAM unit // //[_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true, 45, "my_radar1"]exec"mando_missiles\units\attackers\mando_sa2.sqs"; //}; /////////////////////////// GL4 Settings ////////////////////////////// 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"; waitUntil { !(isNil "GL4_Radio_Chatter") }; #include "GL4\GL4_Radio_Chatter.sqf"; waitUntil { !(isNil "GL4_Skill_Types") }; #include "GL4\GL4_Skill_Types.sqf"; /////////////////////////////////////////////////////// Remove the red marked line and everything should be ok. ;) Oops... I see your point, that will end it. I wonder how that got there and if it was actually part of drapers pack, why he'd have that in his code. Hmmm. Thanks bud. Share this post Link to post Share on other sites
dingyisun 10 Posted February 20, 2010 Hey SNKMAN, so yeah, this mod continues to impress me every time I play it. However, I have one suggestion: I'm running version 175 and every time I open up the map screen, I can see the exact position of enemy units, even if none of my guys have visually reported them. Is there a way to make it so that the icon/marker that tracks enemy positions only shows up once you've made visual contact with them? Thanks again for the mod! Share this post Link to post Share on other sites
lucilk 10 Posted February 20, 2010 omg SNKMAN, do you ever sleep? Ok i am still trying to understand your scripting methods and structure, its daaaaaaaamn big and complicated, but you are a very clean scripter and organised one, i see you fixed a lot of bugs... I am trying some new things, some features with your addon , i will report back when they are ready, and also i could help you out with a website for this addon and other projects, a dev-heven style website (bug tracking, update page, news, etc), tell me what you think. Share this post Link to post Share on other sites
snkman 351 Posted February 20, 2010 @Manzilla Your welcome. :) @dingyisun Is there a way to make it so that the icon/marker that tracks enemy positions only shows up once you've made visual contact with them? Well they was made for debug only. So in a final mission they should be disabled. This really has turned into the most asked question ever. :) Go to: "UserConfig\GL4\GL4_Global.sqf" You can disable the markers by simply removing the "//" in front of the variable "GL4_Global". // GL4 Enemy A.I. Map Marker: // ============================================================== // Choose if the "Map Marker" debug should be used. // Note: This debug creates a map marker 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 [60, False]; Now it's set to False which means disabled. @lucilk omg SNKMAN, do you ever sleep? Yeah sometimes i do. :) Well you know creating scripts trying new things has become my most favorite hobby and ( currently ) there is nothing else in this world where i would like to spend my time. :) Ok i am still trying to understand your scripting methods and structure, its daaaaaaaamn big and complicated Well yeah at the first view it really is. But if you get it once you will agree by 100% that the way i code my stuff is the most effective way of how this can be made. It's pretty damn resource friendly and very customizable. I could help you out with a website for this addon and other projects, a dev-heven style website (bug tracking, update page, news, etc), tell me what you think. Well i'm not sure if it's really worth to create a webside a bug tracker would be fine agree. Well take your time and finish what you have started so far. After that we will see what really would be worth and what really could help Group Link 4 to grow even more. Share this post Link to post Share on other sites
cross 1 Posted February 20, 2010 I've updated The KH YAS Community Repo with Group Link 4 Special FX Edition v.1.1.77 Download/Update with Yoma's Addonsync from Kellys Community Mods/Addons Repo http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z How to use Yoma AddonSync -> http://www.kellys-heroes.eu/forum/viewtopic.php?f=40&t=3212#p27746 Share this post Link to post Share on other sites
snkman 351 Posted February 20, 2010 Many thanks Cross. ;) Share this post Link to post Share on other sites
sickboy 13 Posted February 20, 2010 Six-Updater Rsync Mirror Network updated and in sync aswell :D Share this post Link to post Share on other sites
snkman 351 Posted February 20, 2010 Thanks Sickboy as well. :) Share this post Link to post Share on other sites