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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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@SNKMAN

Any chance to fix the sound issue with the vehicle chatter lowering all the other sounds when kicking in?

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What exactly do you mean by this? Could you explain what exactly you are doing there?

Just playing mission Open Season of the OA Campaign with CBA and GL4 enabled. When I attempt to switch from chopper to UAV view (open the submenu with ENTR and pressing the UAV option) the screen goes dark with only UAV showing at the upper left corner. The game freezes. Same with GL4 only (no CBA)

No problem when I do the same with no CBA and no GL4.

I have a CO installation

Any more information?

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@stevedrumsdw

If I run GL4 with ACE in OA is that gonna cause issues?

Well so far the only issues of GL4 are the Radio Chatter and the spinning fire which bouth will be fixed in the next version.

About A.C.E. 2: I can't tell something about compatibility issues in combination with GL4.

@oldy41

Will be in the next version.

@avengerzx

Well yes this error is becouse you don't have the island "Utes" if playing O.A. standalone.

Simply remove the GL4_Intro.pbo and this problem is fixed. ;)

@domokun

Any idea why the menu screen suffers a dodgy shade of green/yellow when using this mod?

Please could you take a screenshot showing this?

I really never had something like this bevore.

@jackass888

I noticed that GL4 AI-s leave a garrisoned buildings as soon as they come under attack, in SLX-s gl3 they seem to stay longer or forever. Would make urban combat more interesting if AIs stayed longer in buildings.

Yes that's right and i already tweaked this feature a bit.

To be honest most times it is totally not needed to force enemy A.I. to stay in a building becouse A.I. inside of a building very often is really useless...

A.I. inside of a building without any spot or free sight of view will stay where they are and do nothing.

@MrStregatto

But I have a queston, is possible to expand the enchantements also to friendly AIs?

The "Dynamic Cover" feature will be used by each A.I. besides of civilians.

I have included a setting to choose if this feature should used by all A.I. in general or only if a player is in the enemy group so only enemy A.I. which has spotted a player group will use this feature to save resources also the leader ( if player ) of a A.I. group can order his A.I. buddies to use this feature too.

So it's up to everyone how this feature should be used. ;)

@Kroky

No sorry so far the only thing you can do is disable it in the settings... :(

@Whitebishop

Any more information?

Nope thank's this should be enough. ;)

Will go and test it asap.

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Hey SNKMAN,

Having units in buildings is actually a feature that our group enjoys... allows you to do breaching procedures etc and adds a bit of fun to the missions. Also I've seen GL4 placing people in buildings in OA and firing out of the windows... so they do find locations sometimes and when they do it's scary!

I personally would like to see them using buildings more, will they consider buildings for "cover" with the dynamic cover operating within a town?

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I have a problem with this mod along with JSRs modsound please help, to activate the two mods and create a game from the editor I get a message that says "Sound / is not a class FireLightDuration accessed" :confused:

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Thanks for reporting this guy's :thumbs-up:

Does this error show's up with J.S.R.S. only too or only in combination with GL4 and J.S.R.S.?

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Thanks for reporting this guy's :thumbs-up:

Does this error show's up with J.S.R.S. only too or only in combination with GL4 and J.S.R.S.?

Only happens when they are activated together the 2 mods

if I deactivate the GL4 and not get the message.

Just get the message when I insert OPFOR units is very curious.

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I don't know if this has been previously posted (and if it has, I apologize for the redundancy) but in the 187 build of GL4, there's a problem where if an enemy soldier surrenders, you report it and then, after some varying period of time, your squad seems to disband you. At first, I thought this was because of distance and their viewing of you being dead (basically they thought you played dead or something), but after a while I began noticing that I'd be right in front of my squad leader after an enemy surrendered and then I would get disbanded from my squad. Possibly-fixable glitch?

Thanks :D

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To piggy back on dingyisun's problem, I've also had issues where members of my squad all of a sudden unjoin the group. Sometimes they won't ever rejoin. They'll be standing right next to me and just disappear from my control. Very frustrating.

I've turned friendly AI off and turned enemy rearm off, but they'll still disappear on me. It's very possible I missed something in this thread, but I tried to go through most of the posts regarding this from the last 6-ish months.

One other thing I mentioned in the Zeus thread.... Frozen squadmates. With a SAW gunner just to the south of Feruz Abad, we make our way down the hill towards the town in a mission I made. EVERY TIME the gunner gets frozen while running GL4. When I ran w/out GL4, worked fine. Just offering at info.

I really like the idea of this mod, so hope I'm just missing some easy config switches.

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Already done and available in the next version pal. ;)

There will be 3 way's of how to do that.

1. Create the "Group Link 4: Disabled" module.

2. In the "Init.sqf" by writing "GL4_Initialize = False;" into it.

3. Write the mission name(s) of missions which should use Group Link 4 into the given setting array.

Example:

  // GL4 Mission Initialize:
 // ==============================================================
 // Choose if Group Link 4 should be initialized with specific missions only.
 // Note: If no mission names are listed then Group Link 4 will be initialized with all missions.
 // ["Mission_Name","Mission_Name"], default is []
   // GL4_Core set [0, [] ];

Well need to check your suggestion too but i guess three way's should be enough. :)

Anyways thank's for your suggestion. ;)

Sorry to bump this post but would it possible to re-enable GL4 during the mission after using this?

I ask because I am working on a personal mission now where you are patrolling through an insurgent held town but they won't fire unless you fire on them or an IED goes off. Basically forcing the player to stick to ROE. But when I have GL4 enabled, and the following in the init lines of the insurgents:

{_x disableAI "TARGET"; _x disableAI "AUTOTARGET"; _x setBehaviour "CARELESS"} foreach units group this;

They fire as soon as they see me.

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To piggy back on dingyisun's problem, I've also had issues where members of my squad all of a sudden unjoin the group. Sometimes they won't ever rejoin. They'll be standing right next to me and just disappear from my control. Very frustrating.

I've turned friendly AI off and turned enemy rearm off, but they'll still disappear on me. It's very possible I missed something in this thread, but I tried to go through most of the posts regarding this from the last 6-ish months.

One other thing I mentioned in the Zeus thread.... Frozen squadmates. With a SAW gunner just to the south of Feruz Abad, we make our way down the hill towards the town in a mission I made. EVERY TIME the gunner gets frozen while running GL4. When I ran w/out GL4, worked fine. Just offering at info.

I really like the idea of this mod, so hope I'm just missing some easy config switches.

SAME PROBLEM. Man that sucks in the middle of a fight.

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Hey Snkman,

is it possible to play GL4 only with the Grafikeffects (impact,fire etc.) without the other stuff ?

Greetz from Saxonia :)

Stephsen

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Thanks for all the replay and information's guy's. :)

@dingyisun

but after a while I began noticing that I'd be right in front of my squad leader after an enemy surrendered and then I would get disbanded from my squad. Possibly-fixable glitch?

So you are sure it's the fault of the "Surrender" feature?

Well i will check it then. ;)

@gatordev

I've turned friendly AI off and turned enemy rearm off, but they'll still disappear on me.

Do you use the "Force Move" feature?

Well i will run some test's to see what could cause this but may it's already fixed becouse i did not see this in the last 3 month's.

@aeggwards1

Sorry to bump this post but would it possible to re-enable GL4 during the mission after using this?

You could try this:

Name/Id the group:

groupA=group this;

Init.sqf:

[] spawn
{
      sleep 5;

      GL4_Groups set [0, (GL4_Groups select 0) - [groupA] ];

      GL4_Reinforcement set [0, (GL4_Reinforcement select 0) - [groupA] ];
};

This will remove the group ( groupA ) from the array's which are used to select the groups.

You can now add the group ( groupA ) at any point in your mission ( trigger / script ) by using.

GL4_Groups set [0, (GL4_Groups select 0) + [groupA] ];

GL4_Reinforcement set [0, (GL4_Reinforcement select 0) + [groupA] ];

Should work. ;)

Work's with multiple groups too:

[] spawn
{
      sleep 5;

      GL4_Groups set [0, (GL4_Groups select 0) - [groupA, groupB, groupC] ];

      GL4_Reinforcement set [0, (GL4_Reinforcement select 0) - [groupA, groupB, groupC] ];
};

@stephsen

is it possible to play GL4 only with the Grafikeffects (impact,fire etc.) without the other stuff ?

Sure simply disable the "Core" feature(s) you don't like in the "GL4_Core.sqf" settings or create the "Group Link 4: System" module and do NOT synchronize it to anything and the "Group Link 4: Special FX" module.

Ready to go. :)

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Hey Snkman, GL4 has a habit of breaking waypoints, which breaks many missions... Are there any plans to make this more friendly? If a group has a waypoint to land for example.. or to hold fire, they should obey it, not fly around guns blazing which is the current problem I have!

This is serverside GL4 only btw.

Rob

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Are you talking about the enemy A.I. helicopters?

Guess yes...

Well since A2 the helicopters are controlled by the "Micro A.I." which should enhance the helicopter fighting behaviour.

Helicopters which are in combat are damn hard to control this is not the fault of GL4 it simply is the general behaviour which is controlled by the "Micro A.I." feature.

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Enemy or Friendly helicopters set on:

WAYPOINT: NEVER FIRE

SPEED: LIMITED

BEHAVIOUR: SAFE

With GL4 will cause them to do all of the opposite! I can send a sample mission if you need it, try it with a chinook, it will fly in and disregard orders, opening up with the chainguns and continue flying around, never meeting the waypoint which really messes up extraction helicopters etc.

Without GL4 this doesn't happen, the AI seem to land regardless on the spot, continuing to hold fire.

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Enemy or Friendly helicopters set on:

WAYPOINT: NEVER FIRE

SPEED: LIMITED

BEHAVIOUR: SAFE

With GL4 will cause them to do all of the opposite! I can send a sample mission if you need it, try it with a chinook, it will fly in and disregard orders, opening up with the chainguns and continue flying around, never meeting the waypoint which really messes up extraction helicopters etc.

Without GL4 this doesn't happen, the AI seem to land regardless on the spot, continuing to hold fire.

Try the latest beta's if you have OA or CO, Helicopter landings are much better.

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@gatordev

Do you use the "Force Move" feature?

Well i will run some test's to see what could cause this but may it's already fixed becouse i did not see this in the last 3 month's.

It is definitely NOT the Force Move feature (which is a great addition, by the way. Thanks for adding that). I'll just be standing there (but happens in combat, too, like jblack mentioned) and they'll detach from me and go free-lance on their own.

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Try the latest beta's if you have OA or CO, Helicopter landings are much better.

Nothing to do with betas mate, we always run the latest BETA on our dedicated server. GL4 on = Waypoints borked, GL4 off = Waypoints work. Nothing against GL4, Snkman knows I love it, but this is one tiny thing that causes huge annoyance!

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@garotdev: in GL 4 config files in the global.sqf is an option for friendly AI rearm. Whenever I have this set as "true", those AI squadmates running out of ammo will ALWAYS leave my group as in disappear from my team until they have found suitable hardware. Then they return under my command automatically.

If, however, the next option to get a weapon or ammo is 5 km away, they will go there if they know about the dead enemy or weapon crate.

Basically I haven't yet figured out how to get them back into team once they left; therefor I either disable friendly AI rearm altogether or I wait until they return.

hope that helps,

tourist

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@rexehuk

Without GL4 this doesn't happen, the AI seem to land regardless on the spot, continuing to hold fire.

Did you already try to NOT initialize the group with the "Group Link 4 Enemy A.I. Enhancement" or make the group a "Defend" group?

What would you need to fit it to your need's?

May a setVariable which will exclude the group for a specific time and if the group should use the "Group Link 4 Enemy A.I. Enhancement" you could simply set the variable to true?

Example: ( Init of the unit )

groupA = group this; groupA setVariable ["GL4_Exclude", True];

Then at any point of the mission where the group should use the "Group Link 4 Enemy A.I. Enhancement" re-activate it by may using a trigger or something.

groupA setVariable ["GL4_Exclude", False];

@touristo

Yes true may the "Rearm" feature could cause this. ;)

If, however, the next option to get a weapon or ammo is 5 km away, they will go there if they know about the dead enemy or weapon crate.

Nope they will look for weapons within 100 meters to their own position only else they may would never return.

I will add a 1 minute timeout. if the unit hasen't rearmed within this time then the unit will fall back in the group.

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@SNKMAN

This is a problem I experienced when playing the Joint Operations campaign made by Specialist. (with BAF extension)

Here is the answer from Specialist:

The problem must be caused by one of the mods you are using, most probably GL4. I used the SetFriend command to make the TK army friendly with UK Forces. Try removing GL4 and see if it still happens, if so, remove the other ones.

SNKMAN, do you have an idea why when using GL4 the UK forces don't recognize the Takistani forces as friendlies?

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@garotdev: in GL 4 config files in the global.sqf is an option for friendly AI rearm. Whenever I have this set as "true", those AI squadmates running out of ammo will ALWAYS leave my group as in disappear from my team until they have found suitable hardware. Then they return under my command automatically.

If, however, the next option to get a weapon or ammo is 5 km away, they will go there if they know about the dead enemy or weapon crate.

Basically I haven't yet figured out how to get them back into team once they left; therefor I either disable friendly AI rearm altogether or I wait until they return.

hope that helps,

tourist

Damn. I could have sworn I looked through all the settings, but I apparently missed this one. I've turned on the FALSE switch and will see what happens. Thanks for the help.

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