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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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Are you using the "arma2server.exe" to host your server?

May if you use the in-game MP host then it could be that C.B.A. will not be initialized by the server.

I have not much experiance with Warfare.

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I'm just starting arma as normal in MP mode and selecting a MP map with some AI and I'm filling one of the slots with myself.

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So you are using the in-game host.

Well normally everything should work.

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Thanks SNKMAN,

Take_the_car works like a charm now.

With GL4 some missions are completely incalculably, excellent.

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Tested the mounting vehicles thing again. placed empty vehicles with the main group and the reinforcement group and no one got into any vehicles... :(

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@Reserve

Oh thanks for reporting back. ;)

Good to know i totally had forgotten to test it deeply.

@jasonnoguchi

Belive me they do.

Only the conditions must match.

Enemy A.I. do only mount empty vehicles if far away from the conflict point.

Like i told. May i will change something to let enemy A.I. mount empty vehicles with weapons during a combat situation, but so far they still only use empty cars to get faster to the conflict point.

Edited by SNKMAN

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@SNKMAN, got it! :) yeah, I suppose the reinforcement group aren't far enough from the conflict point. :) Awaiting the mount vehicle for firepower improvement in your future update. :) GREAT GREAT work with this update! Radio chatter is awesome! hahahah! AI also behaved more intelligently now!

Oh one more thing... since you made launchers come with backblast, would it be sensible to also make sure AI don't fire when a friendly is right behind them? :( I see AI blasting each other up with RPG backblast, which is both funny and frightening...hahaha

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would it be sensible to also make sure AI don't fire when a friendly is right behind them?

Yeah i was thinking about something like this too but they in some situations A.I. will never fire becouse they always do stand behind each other like idiots. :D

I would bet! If i fire a SMAW then defenetly exactly in this moment any of the A.I. will walk directly into my backblast angle. :p

That's the way it is. A.I. :D

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sigh, thats why I always prefer to play small squads of 4 or 5 men than 12 men...hehehe... more than once I have been backblasted by my own guys when there are too many of them around. Thats why these days I also give them only metis or javelin which has no backblast.

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SNK is on a killing sphere :eek:

nice to see newly release and costant support for a really nice tool...

I will test it a lot in future for development of a new game mode...

Thank you!

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@SNKMAN

Great Update!

Can I call the reinforcements units only when they are put in the editor as friendly reinforcements? I thought it would be a script which looks where friendly units are and adds them to the reinforcement menu. :(

So this script doesnt work by default like the others in GL4?

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@El nino Foxhound

Thanks for the mirror. :)

@Kroky

The "Player Request Reinforcement" feature only is available by using the "Group Link 4: Friendly" module.

This is the easyest way to set which player should be able to request reinforcement.

If i would initialize it by default then every player could request reinforcement.

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The point is: enemy AI can request reinforcements, the player can only if you edit the mission for it...I would like to have the option to call reinforcements like the AI has. For single player at least.

And about 1 player can kill 100 AIs. Hmm, basically this is possible, but after all the AI mods which makes the AI really hard to fight, it would be nice to have some help (reinforcements) by default.

Could you please at least make an option for it?

PS.

And offtopic: Where exactly do you live by the lake of constance? Im asking because Ive been living there for the last 27 years..

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@Kroky

Could you please at least make an option for it?

Yes ok i will think about how i could handle this. ;)

The town where i'm living at is called Konstanz but i grow up in Ãœberlingen. :)

Ãœberlingen is a pretty nice town, you should visit it if you plan to spend time in germany again. ;)

Where was you living at?

@MikDawg

Your welcome.

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@Kroky

Yes ok i will think about how i could handle this. ;)

The town where i'm living at is called Konstanz but i grow up in Ãœberlingen. :)

Ãœberlingen is a pretty nice town, you should visit it if you plan to spend time in germany again. ;)

Where was you living at?

@MikDawg

Your welcome.

Oh thank you SNKMAN for considering doing it. I understand that in multiplayer this could be a problem because every player could call the same reinforcements group. You could make an option through global.sqf where default could be false, but if somebody plays SP then he could switch to true and then the reinforcements feature would be availible by default.

I lived a long time in Rorschach (near Romanshorn and Arbon) and then worked for years in Frauenfeld. 20min by A7. Ive been in Konstanz very often and I like the city very much. Especially the old town in the near of the railway station and sea.

My parents still live in Switzerland and Im visiting them from time to time. Next time in May.

Ok, but this thread is about Group Link 4, so lets get back on topic! :)

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Hi Sinkman,

wieder saubere Arbeit !

Is there any variable to be adressed when GL4 got finished loading?

In MO i ve the problem that around 3-5 sec almost everything that is effected in my init is visible until GL4 finished loading.

So i could set the map and briefing invisble until GL4 finished loading.

(using cba+ace)

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Thanks.

No Sorry so far there is no variable which you could check...

Group Link 4 is initializing everything step by step and by checking the given feature settings.

I will add a variable which will be set to True after Group Link 4 was initialized completly in the next version.

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After checking my RPT i get following entries, hope it helps ya.

Veteran > 0.65 and <= 0.85

(GL4_Global select 38) set>
 Error position: <<= 0.85

(GL4_Global select 38) set>
 Error Ungültige Zahl in Ausdruck
Error in expression <[37, 0.70];

Veteran > 0.65 and <= 0.85

(GL4_Global select 38) set>
 Error position: <<= 0.85

(GL4_Global select 38) set>

I changed several values belonging to the KI abilities.

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Show me your A.I. settings please.

I mean this part:

      // Enemy A.I. Difficult Types:
     // Choose the difficult type of the enemy A.I.
     // The difficult types set many enemy A.I. abilitys to the given level.
     // Note: The first value in the array is the fix value and the second value will randomly increase the fix value.
     // Example: [Fix Value, Random Value]
     // Novice < 0.25
     // Rookie >= 0.25 and <= 0.45
     // Recruit > 0.45 and <= 0.65
     // Veteran > 0.65 and <= 0.85
     // Expert > 0.85 

     // Enemy A.I. Difficult "Aiming Accuracy" Type:
     // Choose the "Aiming Accuracy" of the enemy A.I.
     // Info: Choose how good enemy A.I. can aim with their weapons.
     // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.35]
       // (GL4_Global select 38) set [0, [0.35, 0.35] ];

     // Enemy A.I. Difficult "Aiming Shake" Type:
     // Choose the "Aiming Shake" of the enemy A.I.
     // Info: Choose how much enemy A.I. should shake while aiming.
     // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.35]
       // (GL4_Global select 38) set [1, [0.35, 0.35] ];

     // Enemy A.I. Difficult "Aiming Speed" Type:
     // Choose the "Aiming Speed" of the enemy A.I.
     // Info: Choose how fast enemy A.I. can aim.
     // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.35]
       // (GL4_Global select 38) set [2, [0.35, 0.35] ];

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I'm having a problem with the latest release of GL4. I just got it from Armaholic, I have installed it and booted up the game using this and ACE2 along with a bunch of other mods and when the main menu appears I get an error saying 'cannot open object bmp.p3d' and after a few seconds the game CTD's. Any help would be great :)

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     // Enemy A.I. Difficult Types:
     // Choose the difficult type of the enemy A.I.
     // The difficult types set many enemy A.I. abilitys to the given level.
     // Note: The first value in the array is the fix value and the second value will randomly increase the fix value.
     // Example: [Fix Value, Random Value]
     // Novice < 0.25
     // Rookie >= 0.25 and <= 0.45
     // Recruit > 0.45 and <= 0.65
      Veteran > 0.65 and <= 0.85
     // Expert > 0.85 

     // Enemy A.I. Difficult "Aiming Accuracy" Type:
     // Choose the "Aiming Accuracy" of the enemy A.I.
     // Info: Choose how good enemy A.I. can aim with their weapons.
     // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.35]
        (GL4_Global select 38) set [0, [0.45, 0.45] ];

     // Enemy A.I. Difficult "Aiming Shake" Type:
     // Choose the "Aiming Shake" of the enemy A.I.
     // Info: Choose how much enemy A.I. should shake while aiming.
     // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.35]
       (GL4_Global select 38) set [1, [0.45, 0.45] ];

     // Enemy A.I. Difficult "Aiming Speed" Type:
     // Choose the "Aiming Speed" of the enemy A.I.
     // Info: Choose how fast enemy A.I. can aim.
     // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.35]
        (GL4_Global select 38) set [2, [0.65, 0.65] ];

     // Enemy A.I. Difficult "Endurance" Type:
     // Choose the "Endurance" of the enemy A.I.
     // Info: Choose Endurance of enemy A.I.
     // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.35]
        (GL4_Global select 38) set [3, [0.45, 0.45] ];

     // Enemy A.I. Difficult "Spot Distance" Type:
     // Choose the "Spot Distance" of the enemy A.I.
     // Info: Choose how good enemy A.I. can spot enemys.
     // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.35]
        (GL4_Global select 38) set [4, [0.75, 0.75] ];

     // Enemy A.I. Difficult "Spot Time" Type:
     // Choose the "Spot Time" of the enemy A.I.
     // Info: Choose how fast enemy A.I. can spot enemys.
     // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.35]
        (GL4_Global select 38) set [5, [0.55, 0.55] ];

     // Enemy A.I. Difficult "Courage" Type:
     // Choose the "Courage" of the enemy A.I.
     // Info: Choose Courage of enemy A.I.
     // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.35]
        (GL4_Global select 38) set [6, [0.55, 0.55] ];

     // Enemy A.I. Difficult "Reload Speed" Type:
     // Choose the "Reload Speed" of the enemy A.I.
     // Info: Choose how fast enemy A.I. can reload their weapons.
     // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.35]
       (GL4_Global select 38) set [7, [0.45, 0.45] ];

     // Enemy A.I. Difficult "Commanding" Type:
     // Info: Unknown.
     // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.35]
       // (GL4_Global select 38) set [8, [0.35, 0.35] ];

     // Enemy A.I. Difficult "General" Type:
     // Info: Unknown.
     // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.35]
       // (GL4_Global select 38) set [9, [0.35, 0.35] ];

Another problem i got since changing GL4 is

  Addon gl4_blood_fx (entry GL4_Blood_04) not found in the list of active addons.

I checked my mission.sqm to delete the entry but nthing there.

Edited by Nephris1

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@Taliban_Dan

Sorry i never had this problem.

So it must be another mod which cause the CTD.

Disable all mod's and re-enable them step by step till you found the right one.

@Nephris1

     // Enemy A.I. Difficult Types:
     // Choose the difficult type of the enemy A.I.
     // The difficult types set many enemy A.I. abilitys to the given level.
     // Note: The first value in the array is the fix value and the second value will randomly increase the fix value.
     // Example: [Fix Value, Random Value]
     // Novice < 0.25
     // Rookie >= 0.25 and <= 0.45
     // Recruit > 0.45 and <= 0.65
      [color="Red"]Veteran > 0.65 and <= 0.85[/color]
     // Expert > 0.85 

There you go! :)

The line i have marked RED is not a value add the "//" in front of it and everything is ok.

It should look like:

     // Enemy A.I. Difficult Types:
     // Choose the difficult type of the enemy A.I.
     // The difficult types set many enemy A.I. abilitys to the given level.
     // Note: The first value in the array is the fix value and the second value will randomly increase the fix value.
     // Example: [Fix Value, Random Value]
     // Novice < 0.25
     // Rookie >= 0.25 and <= 0.45
     // Recruit > 0.45 and <= 0.65
     [b]// Veteran > 0.65 and <= 0.85[/b]
     // Expert > 0.85 

Edited by SNKMAN

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Hey SNKMAN,

First - congratulations on what is clearly a fantastic mod. :) I, however, am a bit late getting into it.

Which brings my to a question. I looked through your readme (which is very well done, by the way), but couldn't see if there was a way to change groups from static to custom(?). Let me explain.

I have a mission that has red forces in one city, blue forces in another city, and a target town where they will fight. Ideally, the forces in the target town (red or blue) would be able to use grouplink to have small battles, and the main red/blue forces would stay in their towns. At a certain (scripted) time, the red/blue forces (at different times) would move toward the target town, and then become part of the group-linked forces in the town.

Is something like that possible? :)

Thanks!

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