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

Yeah the free file hosting services suck a little bit. :)

Just check the page there is a link called "Download" in the middle of the page.

Or try this: http://www46.zippyshare.com/d/33744204fy/1268238484/33744204.rar

Still not getting anything with that link. Clicking on it just goes to the front page of zippyshare, and copying the link into GetRight, it says there is no file to be downloaded at that location.

Share this post


Link to post
Share on other sites

Yeah strange things with thouse free file hosting things...

I already tryed 20 different free file hosting services but the good ones do always breake down after 10 - 15 % was uploaded. :confused:

So i have choose this shitty one. :D

Share this post


Link to post
Share on other sites

Many thank's for the new's and mirror Foxhound. :)

Share this post


Link to post
Share on other sites

High Command Artillery is the best just with I could use it to fire moters

Share this post


Link to post
Share on other sites

@esco7800

You mean you would like to use morters instead of a "D30" for example?

Share this post


Link to post
Share on other sites

Many thanks Miller. :)

Share this post


Link to post
Share on other sites
// Choose which classes should be re-initialized.

// Note: The re-initialize is used to initialize units and vehicles which was created ( spawned ) after a mission was started.

// ["Class","Class"], default is ["Man","Car","Tank","Air"]

// GL4_Global set [69, ["Man","Car","Tank","Air"] ];

:notworthy:

Works beautifully, many thanks for this SNKMAN! Great update in general, as mentioned.

Gnome

Share this post


Link to post
Share on other sites

@SNKMAN

Thank you very much for releasing the update. Will try it in the next days. Really eager to see the fixes ingame.

I'm really glad you found some time to polish GL4, despite your RL commitments.

EDIT: Can you please explain how the random time feature works? I don't get it.

Share this post


Link to post
Share on other sites

@Gnome

Well glad you finally can tweak thing's that Group Link 4 work's like you want it.

@MadMike.48th

Did you fixed the "get hurt while shooting with sniper-rifle in prone position"-bug also in this new version (1.1.83)?

Nope sorry i did not find a good solution for tis so far but be sure it will be fixed in the next version. ;)

@Kroky

Thanks. :)

Yeah the High Command features should now work like it should. :)

Well the "Random Time" module gives a random time at each mission start.

This means one time your mission start in the morning and in the next time the same mission will start in the evening or at night.

You always will have a "Random" time of day.

To use this feature simply create the "Group Link 4: Random Time" module and that's it. ;)

Share this post


Link to post
Share on other sites

Ah ok I see. I thought this random time would work when GL4 is initialized automatically. So it only works as a module. That's ok. So mission maker can decide whether include this module or not.

So now we have a stable ACE2 version and a (maybe) bug free GL4 version at the same time. :cool: I see a lot of fun and testing coming...

Share this post


Link to post
Share on other sites
and a (maybe) bug free GL4 version

Yeah i hope so. ;)

Share this post


Link to post
Share on other sites

Ok maybe I found a first bug.

I got the error message:

Script GL4_System\GL4\GL4_Features\GL4_Force_Move\GL4_Force_Move.sqf not found.

Question is: is this because I upgraded to 1.1.83 and returned to my saved mission? Maybe when I start a fresh mission it will work?

Maybe you can check this.

I will recheck this too, but would like first to finish the mission and this can take some time.

Share this post


Link to post
Share on other sites

Group Link 4 Mission Based Initialize:

"Mission Based" means that you can initialize the whole Group Link 4 directly from your mission folder which means that there will be NO AddOns required.

The down side of this is that you will loose all "Module" features becouse the modules are initialized in the "GL4_System.pbo" config.

How does it work:

-------------------

Go to "@GL4\AddOns\"

Un-Pbo the "GL4_System.pbo"

Copy the un-pboed "GL4_System" folder from "@GL4\AddOns\" into your mission root folder.

Create a "Init.sqf"

Init.sqf:

---------

private ["_a","_b"];

GL4_Path = "GL4_System\";

if (isServer) then
{
_a = allUnits;

{if ( { (isPlayer _x) } count (units _x) > 0) exitWith {_b = _x} } forEach _a;

[_b] execVM (GL4_Path+"GL4_System.sqf");
}
else
{
waitUntil { (player == player) };

if (player == player) then
{
	_a = allUnits;

	{if ( { (isPlayer _x) } count (units _x) > 0) exitWith {_b = _x} } forEach _a;

	[_b] execVM (GL4_Path+"GL4_System.sqf");
};
};

Now Group Link 4 will be initialized from your mission without the use of any required AddOns.

Some “Special FX†features of Group Link 4 use extra content which do not come with ArmA 2 by default.

If any of thouse AddOns was not installed on a connecting client then the "Special FX" feature which was not installed will be disabled by Group Link 4 on the connecting client local.

Special FX Features:

----------------------

GL4_Blood_FX.pbo

GL4_Burning_FX.pbo

GL4_Config_FX.pbo

GL4_Dubbing.pbo

GL4_Radio_Chatter.pbo

GL4_Sound_FX.pbo

Example: If client “A†do not have the “GL4_Burning_FX.pbo†installed then all features which need the “GL4_Burning_FX.pbo†will be disabled for client “A†only.

If client “B†do not have any of the AddOns installed which are listed above then all thouse “Special FX†features which are listed above will be disabled for client “B†only.

Edited by SNKMAN

Share this post


Link to post
Share on other sites

It's the newest version for sure. I think it has to do with the fact that it is a saved mission with the old version. Will try another mission.

Share this post


Link to post
Share on other sites

No i don't think so. It should not be a problem if you use a new version with a saved mission. It should work without any problems.

What exactly have you done just bevore this error comes up?

Share this post


Link to post
Share on other sites
@esco7800

You mean you would like to use morters instead of a "D30" for example?

yes thats what I mean

Share this post


Link to post
Share on other sites

A little problem :o

I create a mission, put some chernarusse soldier, some russian,and put system modul linked to an ennemy unit, put custom modul, put static modul both linked to some group of ennemy.

I launch mission: "error you don't link ennemy group to system modul"

So what's the problem I just use ACE.

Share this post


Link to post
Share on other sites
No i don't think so. It should not be a problem if you use a new version with a saved mission. It should work without any problems.

What exactly have you done just bevore this error comes up?

Ok I tried another mission, from a fresh start and all works ok. So this was only because the already saved mission referred to the old addons in GL4. So don't worry everything is ok with Force Move.

Share this post


Link to post
Share on other sites

MY game lag likes hell when artillary explosions hits the ground and the dust commes. can i remove one of the PBO so the explosiondust dont´s happends?

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  

×