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

Ok Thanks.

Since i am launching GL4 without modules on a mission, for example guerrilla means from JW Custom or Cipher by Wiper, i would use a parameter such as 50 or max 500.

since missions can and probably will break, if reinforcements are called from such a far distance as 5000m.

Thanx for your explanation, but try the missions, and you will see what i mean.

Edit.

Yea This works great:

// Enemy A.I. Distance:
     // Choose the distance in which enemy A.I. should be able to request reinforcement.
     // Note: Enemy A.I. which had spotted a enemy will be able to request reinforcement which is within this range.
     // 0 / 50000, default is 50000
       // GL4_Global set [2, 250];

Thanx for this :-)

Edited by markushaze

Share this post


Link to post
Share on other sites

Not a problem. ;)

Glad that i could help.

But hey...

You know to activate the setting you have to remove the "//" in fromt of the variable.

Yours like posted will not change anything becouse the setting was not activated by removing the "//"

Wrong:

// Enemy A.I. Distance:
// Choose the distance in which enemy A.I. should be able to request reinforcement.
// Note: Enemy A.I. which had spotted a enemy will be able to request reinforcement which is within this range.
// 0 / 50000, default is 50000
 // GL4_Global set [2, 250];

Right:

// Enemy A.I. Distance:
// Choose the distance in which enemy A.I. should be able to request reinforcement.
// Note: Enemy A.I. which had spotted a enemy will be able to request reinforcement which is within this range.
// 0 / 50000, default is 50000
  GL4_Global set [2, 250];

Share this post


Link to post
Share on other sites

How about the ability to set how many units must still be alive before AI calls reinforcements. Right now, they call in reinforcements if they hear a gunshot. I know you can just set the distance between groups but I still want them to call reinforcements but not so soon. Isn't the point of reinforcements to "reinforce" a group when they are taking casualties or "need" more units? Maybe I asked this already?

Share this post


Link to post
Share on other sites

An adjustable delay between the trigger for reinforcements and the actual call would be nice, too. If set high enough, one could kill the entire group before they can call their mates for help :D

Share this post


Link to post
Share on other sites

Perhaps they can call if attacking force >> defending force. They could also be called if they have lost 50% of their troops.

Share this post


Link to post
Share on other sites

@nuggetz and Kremator

Play around with this value i'm pretty sure it will do what you are looking for.

"GL4_Global.sqf"

// Enemy A.I. Courage:
// Choose the courage of the enemy A.I. groups.
// The lower this value the faster enemy A.I. will request reinforcement.
// Note: If this value is set to 0.1 then enemy A.I. will request reinforcement even if they are not overmatched by a target.
//       If this value is set to 0.5 or 0.8 then enemy A.I. will only request reinforcement if they are really overmatched by a target.
// 0.01 / 1, default is 0.10
 // GL4_Global set [3, 0.10];

@malibu.stacey

Yeah true ;)

I already had this in an older version... I don't know why i had removed it. :p

---------- Post added at 00:54 ---------- Previous post was at 00:53 ----------

Group Link 4 Special FX Edition v.1.1.17

What's New:

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

Fixed: "Get In" function did not check if a vehicle was locked.

Fixed: Wrong value of the "Array Debug".

Removed: Watermark from all .pdf in the "ReadMe" folder.

Enhanced: "Static Groups" now also will garrison buildings and do not ( only if they are in a tactically good position ) leave the building if under attack.

This means "Static Groups" now can be use to secure ( hold ) buildings.

Optimized: "Garrison" function.

Added: Function to automaticalle add all "Crew" and "Pilot" classes to the "GL4_Crew" array.

Note: The function will check the class name of each unit available in the mission. If the class name contains the word "Crew" or "Pilot" then this unit class will automaticalle be added to the "GL4_Crew" array.

Fixed: Several Script errors which was reported by users at the Bohemia Interactive Forums.

Fixed and Optimized: "Alert Cancel" function. After a alert was cancelled enemy A.I. most time did not re-mount their original vehicles correctly.

Fixed: ArmA 2 did CTD while using Group Link 4 and A.L.I.C.E. ( Ambient Life In Civilian Environment ) toghetter.

Changed: All settings of Group Link 4 are now stored in the "UserConfig" folder which can be found in "@GL4\UserConfig" drag the "UserConfig" folder from "@GL4\UserConfig" in your Armed Assault 2 root directory.

Changed: Some random values ( Soldiers drop smoke after spotting a player and artillery request ) to a lower value.

Fixed: "Advancing" and "Suppressed" fire did not work if a player was gunner of a vehicle.

Added: Setting script ( UserConfig\GL4\GL4_Core.sqf ) to disable/enable core features of Group Link 4.

Added: Setting to ( UserConfig\GL4\GL4_Global.sqf ) to control of how enemy A.I. will request artillery.

Added: Setting to ( UserConfig\GL4\GL4_Global.sqf ) to disable/enable that groups nearby a empty vehicle do mount the vehicle at mission start.

Added: Setting to ( UserConfig\GL4\GL4_Global.sqf ) to control behaviour of a helicopter which had unmounted/ejected the crew. By default 75% chance that the helicopter will return to his original position else the helicopter will stay at the conflict point and randomly scout the area.

Fixed: Several syntax and script errors.

Optimized: House FX synchronizing in multiplayer.

Optimized: Group Link 4 "Default" initialize.

Added: Groups which was created during the mission and which are enemy to the player will use all Group Link 4 Enemy A.I. Enhancement features and will be added to the Reinforcement Request groups.

Install:

-------

Download the Group Link 4 Special FX Edition v.1.1.13

http://forums.bistudio.com/showthread.php?t=92269

Overwrite the GL4_System.pbo v.1.1.13 with the GL4_System.pbo v.1.1.17

Special Thanks:

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

Many thanks to all users of Group Link 4 which had requested features and reported bugs.

Mirror:

Group Link 4 Special FX Edition v.1.1.17 ( 2Shared.com )

Edited by SNKMAN

Share this post


Link to post
Share on other sites

Thank you too Sickboy. :)

Share this post


Link to post
Share on other sites

Hi!

Just wanted to thankyou again for this fantastic addon. I'm having so much fun soundtesting with this, that I'm not really doing any sounds :)

Brilliance :D

Share this post


Link to post
Share on other sites

@[LB] boggler

Many thanks. :D

@Mark XIII

Thank you. :)

Damn it... Well in this case i will stop the development of Group Link 4. :)

Your sound's are the same to me.

I simply can't live ( play ) without HiFi.

Share this post


Link to post
Share on other sites

Does this mean the unmounted helo will no longer go around helping us with CAS fire 75% of the time now? :( That's one BIG help I get from my helo or friendly aircrafts nearby that I really like. Anyways, great work with the update! :)

Share this post


Link to post
Share on other sites

@jasonnoguchi

Does this mean the unmounted helo will no longer go around helping us with CAS fire 75% of the time now?

This setting only is used by enemy A.I. helicopters.

You can tweak this setting in the "GL4_Global.sqf". ;)

@franklin

Thanks. :)

Nice to hear.

Share this post


Link to post
Share on other sites

I haven't the chance to try this yet but like in the Arma version do the enemy still drop paras to help reinforce friendlies?

Share this post


Link to post
Share on other sites

Sure they still do.

But can be disabled in the "GL4_Global.sqf" too.

Share this post


Link to post
Share on other sites

Yes.

Since v.1.1.17 the settings have to be in "ArmA 2\UserConfig\GL4\".

Share this post


Link to post
Share on other sites

@SNKMAN, Fantastic!!!! hehehehe!!!!! I also noticed that we no longer spawn inside locked vehicles and that vehicles unload us properly now (previously, sometimes helos refuse to land with us onboard...hahahha). GL4 is very near perfection now. One question... do we still need the GL4_settings folder in the GL4 folder since we have the GL4 folder in userconfig folder?

Share this post


Link to post
Share on other sites

Thanks.

Well still there is much stuff i like to improve. :)

One question... do we still need the GL4_settings folder in the GL4 folder since we have the GL4 folder in userconfig folder?

Look 3 posts above. ;)

Share this post


Link to post
Share on other sites

opppsss... got it. :) This version is REALLY greatly improved from the previous versions and don't break missions easily with the correct settings. Well done! :)

One strange thing I noticed though... I placed an empty HUMVEE M2 on the map and the opfor guys assaulting us only took the driver seat and not the gunner seat... that pretty much made driving that vehicle useless for the opfor... is that a bug (there are plenty of opfor around and none got in on the gunner seat)? Another opfor guy manned the vulcan in the wrecked huey I placed on the map which is great.

Another thing is enemies tagged as "suppressed" still run around too much making them easy targets. Shouldn't suppressed mean take cover and not move?

Might also be cool if enemies that surrender can be recruited hehehehehe

Edited by jasonnoguchi

Share this post


Link to post
Share on other sites

@ SNK

Thank you for the release!

Have a nice 2010 I really hope this!

I will test soon, thank you for the new fix/features

;)

Share this post


Link to post
Share on other sites

how to download update? :confused: I do not understand these questions before downloading the file :o who have a mirror for download? Super MOD!) i wont new version)) Sorry! I was able to download! :bounce3:

(sorry for bad english)

Edited by Keshman

Share this post


Link to post
Share on other sites

Have you tweaked the "Deploy Smoke" Thing for Tanks? So that the automatically deploy smoke when under Fire from other Tanks or rocket launchers, or when spotted by Jets/Helicopters?

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  

×