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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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IIRC I had that happen a few times. There is a setting somewhere where I think the ai will leave your group when it is combat ineffective. i.e no ammo and searches for ammo, then rejoins the group.

I observed it when testing an old mission of mine using only gl4 and tpw. Unit ran out of ammo, removed self from group, ran to dead body, rearmed, and rejoined group.

What they left us though, remains the best ai mods ever made for this series, of course when mixed a little and missions made using the GL4 format, you won't get better, more intelligent ai behaviour.

They are, as they stand, unbeaten.

Fully agreed. Had a urban battle occur in Podagorsk near the airbase at the bottom. They did a feinting attack and whilst I reacted to them a smaller 3man squad crawled under the wall to our rear and introduced us to the finer points of physics and the human body.

Im not ashamed to say that whilst I may have the advantage of reaction time on the ai, the ai on a whole grasps the situation and reacts much more tactically than I do.

Edited by Masharra

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Hi Chris. My AI mod list looks pretty similar to the light version in your video (since that's what it's based on). I do have more slx_anim PBOs running and I had GLX blood and burning installed but disabled via the config. I don't have zeu_c_ai_skill installed because that requires ACE, which I'm not using. I'm running a newer version of tpwcas (4.x rather than 3.04).

In the latest mission where I had a unit leave the group, there were certainly under 150 placed AI, but I had ambient combat turned on as well. However, this has happened on missions with under 25 AI. When I have an AI leader, it seems like it has something to do with how team assignments are handled. e.g., Sometimes I'll get placed on a team with another AI and we're no longer part of the main group. Other times, I'll be assigned to team green but still part of the main group. And then other times I'm just split off completely -- no radio, no team indicators in STHud or on screen. This doesn't necessarily explain why units sometimes leave a group that's under my command, though.

In the end, I suppose I should just start disabling mods until I find out what's causing the problem, but I'm having too much fun making and testing missions with this mix. :)

Edit: Sorry, Masharra, I took too long to write my post and you slipped in your reply. I've seen that behaviour you describe, too, so maybe that's part of the cause, at least for the AI that leaves my group. Maybe I should disbable rearming in the config and see what happens.

Edited by ebarstad

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I have had this happen A LOT .. The instance that i have seen it is when i am under the command of AI (member of AI group but not the leader).. When i was a medic/corpsman I would get un-grouped until they needed me.. then I would be folded in and ordered to heal. I have played several SP missions where my squad was split up into 2-3 groups and then color teams would be designated. This is clearly evident when you run @ST_HUD , as you can see the team colors and squad members names suddenly removed from your ST_HUD.. Then a while later your ST_HUD would be filled up with your whole squad again...

I have also seen it when i am the Squad leader.. my squad will be broken up and ill just have a fire team.. then a few moments later they will re join. I only really notice this when I use the CUSTOM module synced to my player unit..

just posted this and saw that E had just posted pretty much the same thing..

Edited by Lordprimate

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When i was a medic/corpsman I would get un-grouped until they needed me..

Yes, I noticed this in one of my missions where I was set up as the medic. It happened so often that I thought that being a medic caused the problem, but then I saw that it happened when I played other classes, too, just not as often.

Thanks for the insights everyone. I'll do a little more testing and see if anything else stands out.

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GL4 is really good config wise, so have a play around with settings. But be sure to change the ‘Enemy AI Difficult Level’ to false for zeus to take over that part. Other than that its great to play around with the setting to suit your game taste.

Masharra is right, they will rearm, and if that means going off to do it, they can and do.

Lordprimate, the modules are to sync enemy units/groups, not you or friendly ones. Read the GL4 readmes, they’re really great.

There is so much that can be done with these mod/addons, read the readmes, always, just so much to learn in there, testing is the thing, all important. Finding a mix to use is fun, once you have it, its great. However, keep those core pbo’s, once you take those out, your back to square one, which is not good.;)

Edit: Lordprimate; just noticed you posted in ASR_AI thread, just to let you know, the mix I use does not work too well with ASR_Al, tested it but always the same results, especially not good with Zeus 'find cover'. Still worth testing yourself and seeing, just thought I would say.:)

Edited by ChrisB

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GL4 is really good config wise, so have a play around with settings. But be sure to change the ‘Enemy AI Difficult Level’ to false for zeus to take over that part. Other than that its great to play around with the setting to suit your game taste.

Masharra is right, they will rearm, and if that means going off to do it, they can and do.

Lordprimate, the modules are to sync enemy units/groups, not you or friendly ones. Read the GL4 readmes, they’re really great.

There is so much that can be done with these mod/addons, read the readmes, always, just so much to learn in there, testing is the thing, all important. Finding a mix to use is fun, once you have it, its great. However, keep those core pbo’s, once you take those out, your back to square one, which is not good.;)

Edit: Lordprimate; just noticed you posted in ASR_AI thread, just to let you know, the mix I use does not work too well with ASR_Al, tested it but always the same results, especially not good with Zeus 'find cover'. Still worth testing yourself and seeing, just thought I would say.:)

Yea i have read the read me front ways and back. I just sometimes sync myself to Custom as group lead, to see what happenes.. From what i have read, your suppose to sync your Player unit AND the Enemy groups to the "System Initalization" module.. What got me was in your video, you only placed the defend module. I have read the read me soooooooo many times.. I have never seen anything that says your only suppose to link the modules ONLY to enemy units .. I guess ill have to read it again....

Either way I always enjoy your videos. I hope that one day we can enjoy these awesome AI in Arma 3.. but the way things are going there going to be the same shitty AI as in Arma 2..

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Yea i have read the read me front ways and back. I just sometimes sync myself to Custom as group lead, to see what happenes.. From what i have read, your suppose to sync your Player unit AND the Enemy groups to the "System Initalization" module.. What got me was in your video, you only placed the defend module. I have read the read me soooooooo many times.. I have never seen anything that says your only suppose to link the modules ONLY to enemy units .. I guess ill have to read it again....

Either way I always enjoy your videos. I hope that one day we can enjoy these awesome AI in Arma 3.. but the way things are going there going to be the same shitty AI as in Arma 2..

If you place down the ‘Require CBA’ module, GL4 kicks in automatically, or should do. This can be seen at the bottom left of the screen as the mission starts, as confirmation text, to say the GL4 initialization has taken place, that’s applies to both the ‘system’ & ‘special fx’ modules, i.e. you don’t need to place these if its auto, only if it won’t kick start. That’s why its best to use the CBA module.

That frees up mission design, for the other modules, ‘Static’, ‘Defend’ & ‘Custom’, plus everything else required to design a good GL4 format mission.

The GL4 mod is for enemy units only, gives them a huge amount of possibilities, makes them more humanlike and very tactical.

I'm glad you like the vids, if you read that readme again, please;), both features and readme, it will open up a world for A2 that is quite different from any other AI mod. Mix that with a little SLX, Zeus,TPWC etc and that world is unbeatable, game-play & realism wise.:)

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If you place down the ‘Require CBA’ module, GL4 kicks in automatically, or should do.

You may not even need to do that if you've got "Default (CBA) Initialize" set to true in the GL4_Core userconfig file. These config files are amazing. I can't believe how many options there are.

RE: Static:

I've been through the test missions that come with GL4 and it seems that Static behaviours are now broken. Was Static just used for atmosphere mostly (i.e. enemies starting campfires, doing pushups, etc.)?

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You may not even need to do that if you've got "Default (CBA) Initialize" set to true in the GL4_Core userconfig file. These config files are amazing. I can't believe how many options there are.

RE: Static:

I've been through the test missions that come with GL4 and it seems that Static behaviours are now broken. Was Static just used for atmosphere mostly (i.e. enemies starting campfires, doing pushups, etc.)?

Hi E, the reason I put the CBA down is to get all the mod/addons that use it to kick start quickly, I use a lot and they can cause the game to pause if they kick in a little too late, GL4 can cause a pause anyway sometimes, moreso if you use lots of mod/addons.

Regards the other, its not broken, they need to have one WP and be set to either ‘Hold or Guard’ also ‘Safe’. Then you just have to watch. I put this on just to show you.

They will randomly go off on patrol, sit down, chat, exercise, safety their weapons etc. Not everything they do is in the vid, take too long to wait to see it all rotate. This is however general behaviour with a ‘Static’ module with these settings.

Sync a group to a ‘Static’ module and they may act as follows, i.e. once they see an enemy they will assess the situation and then try hunting the enemy down, using great tactics it has to be said, that’s the stock behaviour.

If however, they have been synced to ‘Static’ and put near a building and are garrisoning a building, then see an enemy, they may well stay put and not hunt down the enemy as quickly, they can and do stay in the building they were garrisoning for quite some time (engaging your forces whilst in there) making it difficult to get them out without sometimes having to resort to destroying the building, but. If they decide to move, they will actively advance to hunt down the enemy using other buildings in the process to get better positions.

‘Defend’ module groups do that too, but to a lesser degree, preferring in many instances to stay in a building only until they can get out and find better positions outside.

As with any GL4 enemy group/unit, they communicate with other groups, and if you have synced a partner group with them, i.e. ‘Static’ module they will use twin groups to hunt you down communicating whilst doing it, really interesting how they do this.

Also try partnering a ‘Static & Defend’ groups, then set them both a WP with ‘Hold & Safe’ working together near to one another, they will go to the WP, then twin patrol, once an enemy is spotted the ‘Defend’ group will tend to defend the area whilst the ‘Static’ group will flank etc to hunt down the enemy. Partnering is just sync directly two groups or more i.e. leader to leader. Try watching with various formats, its really the only way to get to see and learn. Not everything is stock behaviour, its when you combine, you see and learn what they do.

There is too much to list, really. Changes to the game and other mod/addons I use have made some do the un-intended, obviously clashing, but in a good way. The only way you get to see this is by testing, I have put the ones I know will only clash, as much as possible anyway, in a good way, if at all, so expect great behaviour.

There are glitches etc, but that’s just arma, not really the mod/addons fault, but it’s great learning and testing little scenarios or just place yourself behind a wall and watch enemy groups/units doing their thing with various combinations.

It would need a book to list all that GL4 does, especially mixed..;)

________________________________________

Edit:

Further chillaxing with GL4 static groups set as above. Story here is I have shot into town from a distance, not at anyone in particular, just nearby. There are two groups in the town set out as above and synced to one another. I doubt the shot would be heard as a clear sound from that distance, and as its not serious enough for them to come combat mode out, they have instead got one group to go take a look, very relaxed just walking in the general direction the sound came from.

They split into two smaller groups leaving one behind a little, the rear smaller group are relaxing whilst waiting for the forward group to come back. Two units lay in the undergrowth as you see in the vid, one is just visable. Laying on their sides and seemingly talking to each other. Its all very relaxed, the sound they heard was a while ago and nothing has happened since, so really they are not too bothered.

Interesting just watching the behaviour, adds bits of realism to the overall mission content. Should the forward smaller group spot me, then all will go combat mode, including the relaxed units, plus they may also radio for the other group to come help, depends..

http://www.youtube.com/watch?v=XwUDye7QI6g

Edited by ChrisB

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Thanks for clearing up what Static groups do. I think you just blew my mind. I had no idea that you could sync groups and that they'd patrol and work together. So many things to try...

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The GL4 mod is for enemy units only, gives them a huge amount of possibilities, makes them more humanlike and very tactical.

I disagree. I play with several friendly AI groups sync'd to the custom module, it adds to the immersion.

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I disagree. I play with several friendly AI groups sync'd to the custom module, it adds to the immersion.

How so? Will friendlies act as reinforcements, for example, if synced to the custom module?

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I disagree. I play with several friendly AI groups sync'd to the custom module, it adds to the immersion.

Of course, all AI are effected by GL4, two pages back there are vids I put on with friendly forces to me, showing this clearly, actions you definitely would not see without using it. I’m just saying the modules are for use with enemy AI, not friendly.

You can do as you have, I have put myself on as both friendly and enemy, sync the modules to the enemy and switch units, i.e. play as a playable enemy unit. The game will play much the same, but it can cause confusion in the mod.

It is a mod that effects all AI, your just giving the enemy an upper hand with the modules, because they don’t tend to have a human player. But I’m all for doing things differently so power to your elbow as they say.;)

Edit: Don't forget you can also, if you want to use several friendly groups, use the high command BI module, with GL4 it’s a dream. However that’s more for larger battles, Mine tend to be smaller skirmish type combat where smaller groups can be called up via radio (triggers etc).

Edited by ChrisB

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ChrisB Can you toss out some examples of ylour issues when used with asr_ai? many thanks ahead of time

Edited by Masharra

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ChrisB Can you toss out some examples of ylour issues when used with asr_ai? many thanks ahead of time

Yes @masharra

My really single most irritating problem with ASR is, it won’t work great with Zeus find cover, or find cover in general (slx). I’m not sure why this is the case, there again I hadn’t tested for a while, so I did earlier and the results are the same still, there is a big thing in formation keeping in ASR, it seems. This I think stops them going to cover, breaking formation. In the first test with ASR_AI, if it wasn't for the other AI pbo's I'm using, they would just go prone, fire, move forward, probably semi standing, go prone, again fire, and keep repeating this until they're dead, still in formation.

The tests below highlight the problem, see the difference. I prefer the second way, for me its far more realistic.

TPWC_sup includes a find cover, I use it in the mix, but not for the find cover element, but really just for the stance, it improves that when in combat, plus the suppression helps GL4 suppression along a little.

All other items in the tests are the same, same pbo's other than what's mentioned, and grass of course..;)

__________

This test I have all the pbo's I usually use, with a couple of the zeus took out, to allow ASR_AI to be the brain, if you like.

There’s no grass in this test as I’m testing other things at the mo and don’t want to change lots of island folders etc, but the AI will act the same either way, grass or no grass.

http://www.youtube.com/watch?v=UKPUAeTSIkc

_______________________________________

Second test without ASR_AI, just the usual mix I use. Test done a while ago, on my YT channel.

______________

Its not that they need to just to go for cover, but they need to go for hard cover as seen in the second video, that hard cover is some way off to the side, so its important they think out what their doing, act as a team to get there, and then rethink the waypoint from the position the end up in. Don't forget, this one single action that the AI decide to do 'find cover', completely changes the way AI think, it allows for far more immersive game-play, for me anyway.

That's my biggest problem with ASR_AI, other than that its good. I like any mod that helps AI, its just that it doesn't work with my mix.:)

Edited by ChrisB

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Frankly even after some years I got not enough time to get deeper into this addon, as I spare a little time for playing at all, a bit shame, looks great, but there was a time, when I experimented with some AI-boosters combinations, and noted one thing. It is about that feature from a showcase, where wounded is dragged into safety with cover of another team mate. It looks impressive for sure, but, as an enemy of such AI I very "liked" this (or similar?) feature. Why? Beacause to kill whole or big part of AI group I had to do only one thing: to severe wound one of them from relative safe position, and keep aiming at that pos. There was guaranteed, that AI, one by one, will go into my crosshairs to help their wounded and then some are busy with helping him, so will even no fire back or react on my fire, so killing them become as easily, as never. Especially, when after some time of such action, there was several wounded on the ground instead of initial one. I do not know, if such tactics is really used by military in such situations, but they definitelly should keep in artificial minds, that this position can and probably still is under good aimed sniper fire (eg by kind of LOS check between wounded position, and supposed enemies positions). Probably such situation is good moment for some smoke cover. Or dense suppresive fire at least.

Edited by Rydygier

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I do believe you probably had a bad mix. As in that situation a properly set up gl4 would have sent someone to hunt you down whilst if they dont flat out just stay indoors and tell you to "f off". As for bringing up the wounded guy I rarely use the medic module on the ai so I am unsure, but I do know that they will smoke at the drop of a hat, so that should have happened with you.

I do believe there is a saying about snipers shooting to wound as someone will go try to help their friend who is bleeding to death. Typically untrained troops but I'd wager quite a few trained troops still do/ would do it.

@ChrisB

I think I noticed that last night. I was testing my mission and with asr_ai one group had always moved infront of a building and got slaughtered by me. Without it well I only did it 4 times without. first+second tries I was shot enroute to position. (cant screw around with your mix) Third only one walked into my "killzone" and I turned around to find 2 taking aim at me. Fourth again only one entered killzone the rest refused to move. Or so I thought. Apparently whilst staring at each other two ai split off and went around the long way and crawled under the wall behind me.

I got the first one. The second said "f it Im not crawling under there" threw a nade and ended my session.

I must say one gets complacent with with more "mediocre" ai mixes. When you load up yours its like the ai says " Look at this bitch. What is he doing in our arma?"

You have to unlearn playing against just ai and learn that the ai probably has better tactics than you.

Edited by Masharra

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Of course, all AI are effected by GL4, two pages back there are vids I put on with friendly forces to me, showing this clearly, actions you definitely would not see without using it. I’m just saying the modules are for use with enemy AI, not friendly.

You can do as you have, I have put myself on as both friendly and enemy, sync the modules to the enemy and switch units, i.e. play as a playable enemy unit. The game will play much the same, but it can cause confusion in the mod.

It is a mod that effects all AI, your just giving the enemy an upper hand with the modules, because they don’t tend to have a human player. But I’m all for doing things differently so power to your elbow as they say.;)

Edit: Don't forget you can also, if you want to use several friendly groups, use the high command BI module, with GL4 it’s a dream. However that’s more for larger battles, Mine tend to be smaller skirmish type combat where smaller groups can be called up via radio (triggers etc).

Afraid I still disagree, there is plenty in GL4 for friendly AI groups to use beyond the smoke grenades, garrisoning, hearing, etc etc. It is definitely not a mod just for opfor AI. What I am describing is friendly AI groups that do not have a player unit, but are sync'd to specific GL4 modules. I don't apply GL4 to my own group, if I am the group leader. What this results in is that if, for example, you and several AI controlled groups are in contact, by having them sync'd to specific GL4 modules you can define which friendly groups will act as reinforcements, which ones will be largely static etc. Makes for a more immersive battlefield.

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Afraid I still disagree, there is plenty in GL4 for friendly AI groups to use beyond the smoke grenades, garrisoning, hearing, etc etc. It is definitely not a mod just for opfor AI. What I am describing is friendly AI groups that do not have a player unit, but are sync'd to specific GL4 modules. I don't apply GL4 to my own group, if I am the group leader. What this results in is that if, for example, you and several AI controlled groups are in contact, by having them sync'd to specific GL4 modules you can define which friendly groups will act as reinforcements, which ones will be largely static etc. Makes for a more immersive battlefield.

I don't mind if you agree or not, perfectly fine by me either way.

I think I made clear in the last reply to you, that GL4 do everything for the AI, friendly or enemy, any AI on your terrain in that mission will be effected by the GL4 mod for the better, far better, we both know that. The only thing I’m saying, but its up to you to do as you want, is that the ‘Custom’, ‘Static’ & ‘Defend’ modules are for the enemy AI side, as it points out here in the gl4 readme, which I advise everyone to read, its the only way to really learn as much as pos regards the mod.

However, that does not mean you can’t do what you like, I do, experimenting, especially after beta updates and mod updates can cause things to change, sometimes unexpected things for the good. These things you only find out if you mix up a little and test often. So as I said, do what you like, but the modules are for the enemy units, initially.

---------- Post added at 17:46 ---------- Previous post was at 17:44 ----------

Frankly even after some years I got not enough time to get deeper into this addon, as I spare a little time for playing at all, a bit shame, looks great, but there was a time, when I experimented with some AI-boosters combinations, and noted one thing. It is about that feature from a showcase, where wounded is dragged into safety with cover of another team mate. It looks impressive for sure, but, as an enemy of such AI I very "liked" this (or similar?) feature. Why? Beacause to kill whole or big part of AI group I had to do only one thing: to severe wound one of them from relative safe position, and keep aiming at that pos. There was guaranteed, that AI, one by one, will go into my crosshairs to help their wounded and then some are busy with helping him, so will even no fire back or react on my fire, so killing them become as easily, as never. Especially, when after some time of such action, there was several wounded on the ground instead of initial one. I do not know, if such tactics is really used by military in such situations, but they definitelly should keep in artificial minds, that this position can and probably still is under good aimed sniper fire (eg by kind of LOS check between wounded position, and supposed enemies positions). Probably such situation is good moment for some smoke cover. Or dense suppresive fire at least.

Yes I get what you mean, however with this mix, what you explain regards sitting waiting to shoot AI (sniper), will not happen that easily, I'm afraid. They are far more cunning than that..;)

---------- Post added at 18:16 ---------- Previous post was at 17:46 ----------

I do believe you probably had a bad mix. As in that situation a properly set up gl4 would have sent someone to hunt you down whilst if they dont flat out just stay indoors and tell you to "f off". As for bringing up the wounded guy I rarely use the medic module on the ai so I am unsure, but I do know that they will smoke at the drop of a hat, so that should have happened with you.

I do believe there is a saying about snipers shooting to wound as someone will go try to help their friend who is bleeding to death. Typically untrained troops but I'd wager quite a few trained troops still do/ would do it.

@ChrisB

I think I noticed that last night. I was testing my mission and with asr_ai one group had always moved infront of a building and got slaughtered by me. Without it well I only did it 4 times without. first+second tries I was shot enroute to position. (cant screw around with your mix) Third only one walked into my "killzone" and I turned around to find 2 taking aim at me. Fourth again only one entered killzone the rest refused to move. Or so I thought. Apparently whilst staring at each other two ai split off and went around the long way and crawled under the wall behind me.

I got the first one. The second said "f it Im not crawling under there" threw a nade and ended my session.

I must say one gets complacent with with more "mediocre" ai mixes. When you load up yours its like the ai says " Look at this bitch. What is he doing in our arma?"

You have to unlearn playing against just ai and learn that the ai probably has better tactics than you.

Yes, its pretty good AI on the whole, the mix. I live and learn and want anyone using it to mix in other pbo's they think might work, then we all get the best out of it.

All AI make mistakes, we all see that in-game, but on the whole these tend to be better, more realistic than other mixes and complete mods I’ve tried. They obviously could be better, but as it stands they are the best for me.

Hope you like using them, on behalf of the makers. They have given us some really great AI behavioural mods, so its all of them we have to thank for it, and we do..

Edited by ChrisB

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Hi Chris, yes I know what it says in the readme - but I also know what the scripts do, because I have read the scripts in the GL4 PBOs - remember they are just an archive like a zip or a tar file, albeit they require a tool to decompress them https://dev-heaven.net/projects/mikero-pbodll . I often get the impression in your threads that the PBOs for a given mod are seen as some kind of closed binary file, whereas I would go so far as to say that the only way to be sure how PBOs from different mods behave together is to read what they contain.

In short, if you want to add a bit of immersion to your mission there is no reason at all not to synchronize the custom, static, and defend modules with friendly AI groups, to define how those groups will behave during contact. For example, if you sync a friendly helicopter to the custom module, it will be called in by friendly static and defend groups if they are under pressure.

You can also add and subtract groups to GL4 modules via triggers and scripts, should you wish. You might want to do that after a DAC spawn, for example.

Edited by jiltedjock

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Hi Chris, yes I know what it says in the readme - but I also know what the scripts do, because I have read the scripts in the GL4 PBOs - remember they are just an archive like a zip or a tar file, albeit they require a tool to decompress them https://dev-heaven.net/projects/mikero-pbodll . I often get the impression in your threads that the PBOs for a given mod are seen as some kind of closed binary file, whereas I would go so far as to say that the only way to be sure how PBOs from different mods behave together is to read what they contain.

In short, if you want to add a bit of immersion to your mission there is no reason at all not to synchronize the custom, static, and defend modules with friendly AI groups, to define how those groups will behave during contact. For example, if you sync a friendly helicopter to the custom module, it will be called in by friendly static and defend groups if they are under pressure.

You can also add and subtract groups to GL4 modules via triggers and scripts, should you wish. You might want to do that after a DAC spawn, for example.

Yes, I have all the pbo’s I use open at some stage, to have a rummage through and do the occasional tweak, it has to be said (use the arma pbo view tool, very handy). I understand what your saying, your replacing using the BI resources that are available to the player and instead using the mod’s which is o.k. I just do it the other way around, I let the AI have the mod resources and I use all that BI supplied, regards calling in re-enforcements etc, should I need them, so as not to add confusion anywhere there.

Still, regards re-enforcements, I'm usually dead before they arrive..;)

The GL4 high command modules I rarely use..

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I like to feel like a small cog in the machine, so anything that adds to the spectacle... Another good combination for immersion is to use GL4 modules for Opfor AI, perhaps DAC spawned so that the mission has some variety, then use Rydgier's HAC http://forums.bistudio.com/showthread.php?129003-HETMAN-Artificial-Commander to provide an AI commander for Bluefor. If you are lucky, you may be tasked with preliminary scouting out Opfor positions, it is then quite something to see friendly AI arriving to attack.

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I have a small bunch of questions before I use this for one of the projects I'm working on: 1. Is this headless client compatible? 2. How hard is it to get the Unsung mod working with it?

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I have a small bunch of questions before I use this for one of the projects I'm working on: 1. Is this headless client compatible?

Not that I am aware of (certainly not the mod version.. perhaps someone has tweaked the script version though). The only AI script sets I know that are HC compatible are DAC and UPSMON.

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Well, the UPSMON version I have is not working with it atm. I hoped to find a solution with GL4 :/

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