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

@jasonnoguchi

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.

Yes may in some case this can happend.

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?

Yes you are right.

This already is changed and will be in the next version. ;)

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

Well so far it's better to leave the unit as it is.

Taking the captive into your team will switch the behaviour of the captive.

May i will do some tests with it.

Thanks for all your pretty good informations providing here at the Bohemia Forums. ;)

@Rubberkite

Thanks you very much. :)

@Keshman

Not a problem.

@Tonci87

Currently Tanks do deploy smoke after spotting a target.

So far this is not forced to incoming fire and/or incoming rockets/helicopters.

Share this post


Link to post
Share on other sites

@SNKMAN, just doing my part to make this mod even greater. :) Thanks SNKMAN for taking the time and dedication to make this possible for all of us... SALUTE!

Share this post


Link to post
Share on other sites

Awesome enhancement, really enjoying it :).

Any plans on what is next? Perhaps AI that allows laser designation, ambushing (placing mines/claymores) or AI vehicle behaviour upgrades (including planes)....ok perhaps i should take a cooldown period ;)

Share this post


Link to post
Share on other sites

One question about garrisoning buildings. I noticed that a few men in my squad automatically garrison nearby buildings when spawned and would not join formation no matter what... bug or feature? :( Anyway I can get them to join formation for an assault?

Share this post


Link to post
Share on other sites

@jasonnoguchi

How do you mean that?

Units of a player group do never garrison buildings. This feature is used by enemy A.I. only.

After spawning? How do you spawn them? You mean you create them with the "createUnit" command and then let them join your team?

@El nino Foxhound

Thanks for the mirror.

---------- Post added at 14:51 ---------- Previous post was at 14:43 ----------

Oh well... Just found some more bugs/enhancements/requests and time to fix/add them. :D

Group Link 4 Special FX Edition v.1.1.18

What's New:

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

Optimized: Enemy A.I. Extraction function.

Optimized: Enemy A.I. which was suppressed will not ( only by a very low chance ) move while suppressed.

Fixed: Group Link 4 "Default" and "Module" initialize bug.

Fixed: Enemy A.I. which had mounted a vehicle had never mounted the gunner position if available.

Install:

--------

Download the latest ( Full ) version of 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.1.1.18

Special Thanks:

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

To all users of Group Link 4 which had requested features and reported bugs.

Mirror:

Group Link 4 Special FX Edition v.1.1.18 ( 2Shared.com )

Edited by SNKMAN

Share this post


Link to post
Share on other sites

OMFG!!!!! You addressed almost all the bugs we raised in single day!!!!! THANK YOU! DOWNLOADING!!!

About the building garrison thing, what happens is that I have a training camp mission I made myself in which I practise and test out mods. In the assault training section, a 5 men team will start in a fortified FOB and need to eliminate all enemies. However, when I rushed out to assault the enemies, 2 (yes, always just 2 of them) will take up position in the bunkers, one in each bunker, and refuse to follow the squad in the assualt even when I have moved a few hundred meters away. Only 2 followed me always and it seems like always the same two. I did no special scripting to this mission, just put the units in from editor.

Share this post


Link to post
Share on other sites

Yes i found some more time today. ;)

Well i think you are using other mod's too beside Group Link 4.

May you could try it with Group Link 4 standalone just to make sure it's not the fault of Group Link 4.

If this still happend with Group Link 4 standalone then i will check some scripts.

But like i told... Basically Group Link 4 do not such stuff like this with units of a player group.

Share this post


Link to post
Share on other sites

Wow Snkman, heut auf Speed???:D

thx

testing time.^^

Share this post


Link to post
Share on other sites

:rolleyes:

No only coffee... :D

Share this post


Link to post
Share on other sites

I just noticed this in the Features.pdf. Do we have friendly AI re-inforcement now?

Player request Reinforcement: Server / MP

This feature authorize a player to request A.I. friendly to the player as reinforcement.

Info: The reinforcement request can be cancelled at any time by the player who had requested reinforcement.

After a reinforcement request was cancelled all requested reinforcement will retreat to their original positions.

If requested reinforcement already had unmounted their vehicle then they do remount the vehicle and return to

their original positions.

Setup the friendly A.I. Reinforcement/s:

Create some A.I. groups friendly to the player somewhere at the map.

Make sure you do not create them nearby enemy A.I. else they will start to engage the enemy A.I. and

may not move after they was requested as reinforcement.

Note: A.I. friendly to the player always will be automatically added to the player reinforcement array.

This means each A.I. friendly to the player can be requested by a player as reinforcement.

Identify the player authorized to request reinforcement:

The identification is used to only give a specific player the abillity to request reinforcement.

Identify:

In the editor you can identify a player authorized to request reinforcement by writing

GL4_Reinforcement_ID = this; in the initialize field of a player.

Share this post


Link to post
Share on other sites

hehe oh damn...

Sorry did forget to remove this. :)

No and yes.

I wanted to release it with v.1.1.17 but did not found enough time to test it. So i removed it again.

But as far as i can tell everything works fine and i will release it with the next version.

Then you ( player ) can request friendly A.I. as reinforcement in any kind like the enemy A.I. ;)

Same chance on bouth sides. :D

Share this post


Link to post
Share on other sites
hehe oh damn...

Sorry did forget to remove this. :)

No and yes.

I wanted to release it with v.1.1.17 but did not found enough time to test it. So i removed it again.

But as far as i can tell everything works fine and i will release it with the next version.

Then you ( player ) can request friendly A.I. as reinforcement in any kind like the enemy A.I. ;)

Same chance on bouth sides. :D

Awesome. I cant wait to try it. That's the feature I've been waiting for.

One question. I set up a test mission and placed some AI near some choppers. I placed another group of enemy AI near me and I started killing them off with my sniper rifle until they called re-inforcements. The far away reinformcenets didn't board the empty choppers I placed near them. Do I need to place non-empty choppers? Could be the type of chopper I used since I'm running ACE? It was an MI-24v Hind E.

Share this post


Link to post
Share on other sites
I cant wait to try it.

I can't wait to release it. :D

Enemy A.I. which was called in as Reinforcement do only look ( mount ) for empty cars not helicopters.

Remember! If a pilot of a Helicopter is a normal soldier and not a pilot then this unit will eject the helicopter too.

So if i would let enemy A.I. mount/board helicopters too and the pilot would be a normal soldier then every unit incl. the pilot which is not a real pilot would eject the helicopter and then the helicopter would crash to the ground. ;)

That's why enemy A.I. is only looking for empty cars.

Edited by SNKMAN

Share this post


Link to post
Share on other sites

Always get the error:

"Script UserConfig\GL4\GL4_Corse.sqf not found"

Already tested a complete "reinstall" ... didn't work.

Anyone else having this error?

The path should be correct ...

pfad.th.jpg

Share this post


Link to post
Share on other sites

No thats wrong.

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.

Share this post


Link to post
Share on other sites

Hey SNK,

For some reason, my crew keep dismounting no matter what after applying the patch.

(I use ACE2, GL4, CBA, RKSL, SLX, ZGB)

I wonder if I'm the only one to have this issue ...

Share this post


Link to post
Share on other sites
I can't wait to release it. :D

Enemy A.I. which was called in as Reinforcement do only look ( mount ) for empty cars not helicopters.

Remember! If a pilot of a Helicopter is a normal soldier and not a pilot then this unit will eject the helicopter too.

So if i would let enemy A.I. mount/board helicopters too and the pilot would be a normal soldier then every unit incl. the pilot which is not a real pilot would eject the helicopter and then the helicopter would crash to the ground. ;)

That's why enemy A.I. is only looking for empty cars.

Ok that makes sense but what If I wanted the enemy to paradrop. Would i have to explicitly add the pilot and units in the cargo of a chopper? I could have sworn that they would just load into the plane if they were near it before. I'm getting confused.

Share this post


Link to post
Share on other sites

@NikoTeen

Never had this problem... :p

What could cause this problem?

Normally all "Crew" and "Pilot" classes will be added automatically.

@nuggetz

I could have sworn that they would just load into the plane if they were near it before.

I have created a function which assignes units of a group to a empty vehicle at mission start if the group is within 10 meters to the empty vehicle.

If you like to get a group into a vehicle with vanilla ArmA 2 then you have to do it with "this moveInDriver Car" "this moveInCargo Car" and so on...

Now with Group Link 4 you simply need to place a group within 10 meters to a empty vehicle ( car/tank/helicopter ) and at mission start all units will be inside of the vehicle.

If you got bigger groups then simply place two vehicles ( cars/tanks/helicopters ) near to each other and the group will mount the second vehicle too if there is not much enough cargo in the first vehicle. ;)

@Sickboy

Thanks for the update. ;)

Share this post


Link to post
Share on other sites
No thats wrong.

Aww ... damn it! Wer lesen kann ist klar im Vorteil ... :rolleyes:

Thanks ... working now! :D

Share this post


Link to post
Share on other sites

In your previous response to my post, you said that enemies will only jump into empty vehicles that are on the way, and that doesn't apply to choppers which I just confirmed a few minutes ago. AI boarded empty cars and proceeded to hunt me down when called as a reinforcement which is quite cool :-)

However, I'm still stuck on this ....What is the expected behavior for Units that are within 10 meters of a chopper but are not near the player? I know they will board as you described but will they ever respond to a reinforcement call? Under what conditions should they paradrop?

I just set up a test mission in the editor and far away units did board the chopper but didn't appear to go anywhere. Maybe I needed to place a pilot? As soon as you clear this up I can get on my way with playing with this wonderful mod.

EDIT - Actually, the chopper took flight and dropped the units near my postion. Like you said, the pilot jumped out since there wasn't a real pilot. I think I understand now. I was starting to think that you couldn't use choppers anymore for paradrop.

Edited by nuggetz

Share this post


Link to post
Share on other sites

Yes of course the pilot of a helicopter has to be a real pilot not any kind of soldier.

Look. If you create a empty helicopter ( With enough cargo ) and a group of 8 units ( for example ) where the leader is a pilot and which is within 10 meters to the empty helicopter then this group will be inside the helicopter at mission start.

Now after the helicopter group was requested as reinforcement the pilot of the helicopter will start the engine fly to the location where he was requested at and paradrop the crew of the helicopter over the target location.

Thats it. ;)

Share this post


Link to post
Share on other sites

Hi!

How do we update GL4 using Six Updater Suit?

_neo_

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  

×