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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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Hi!

How do we update GL4 using Six Updater Suit?

_neo_

If you've never used the six updater, you might want to search around in general as I think there are videos posted on how to do it. Once you get it going, you simple select GL4 from the dropdown box within the web gui for six updater and it'll do the rest.

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If you've never used the six updater, you might want to search around in general as I think there are videos posted on how to do it. Once you get it going, you simple select GL4 from the dropdown box within the web gui for six updater and it'll do the rest.

Thanks.

I use it for ace, but never used it for other addons/mods...

_neo_

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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. ;)

Yep, I edited my post as you were writing your response. That's exactly what happened. Thanks for explaining it anway. I'm really loving this mod. With 0 lines of code or scripting, the following scenario unfolded:

I was sniping 3 enemy units from afar. I killed 2 of them and the other surrendered. Reinforcements were already on their way. Next thing you know, I have a chopper full of units paradropping on to my location. I couldn't pick enough of them off so I took refuge in a shed but a SU-34 flew over and dropped a bomb and destroyed the shed I was in. Awesome!!!!! Thanks again SNKMAN, you're one smart dude.

---------- Post added at 02:14 PM ---------- Previous post was at 02:13 PM ----------

Thanks.

I use it for ace, but never used it for other addons/mods...

_neo_

No problem. Load the web gui, synchronize, and then go into the presets section. Edit the vanilla ace one and add the GL4 mod to the list with the add existing button. Click update on the bottom. Go back to the main menu of the web gui and click execute and that will run the update.

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Hi!

How do we update GL4 using Six Updater Suit?

_neo_

The post I made a few posts back contains the link to the main updater portal page.

There's 3 links, for documentation and videos. Please check the last link.

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The post I made a few posts back contains the link to the main updater portal page.

There's 3 links, for documentation and videos. Please check the last link.

I got it to work...Thanks a lot for the video tutorials, really helpfull...

Again thanks...

_neo_

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Group Link 4 Special FX Edition W.I.P.

Thouse videos are showing my current W.I.P. project.

It allowes a player to request Friendly A.I. ( Man / Car / Tank / Helicopter ) as reinforcement.

All requested reinforcement can be coordinated at any time by request and map - click.

The reinforcement request can be cancelled at any time. In this case all requested reinforcements will re-mount their original vehicles and return to their original positions.

Double click the videos for bigger size view.

Reinforcement Request ( Friendly ) Part 1

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

XI10k73K-Ag

Reinforcement Request ( Friendly ) Part 2

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

LmQL4oOI6_g

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Wow, awesome! Do you think we might see this released this week?

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@nuggetz

Well who knows. :)

@NoRailgunner

Don't like the music? :D

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Thanks for the very quick update, didn´t even have the time to install and test 1.17 :D

One question:

If I want to simulate that only groups with radios are able to call reinforcements, would this work?

- place Custom and Static moduls, name the groups

accordingly

- add a "killed" Eventhandler to a specific unit

(I´m using ACE so I can add a radio backpack, too,

dunno if theres a backpack in vanilla Arma)

this addEventHandler ["Killed", {[Groupname] execVM "GroupTransfer.sqf"}];

GroupTransfer.sqf


_grp  = _this select 0;
_grps = str _grp;

call compile format ["EX_%1 = createGroup EAST",_grps];
call compile Format ["_d = EX_%1",_grps];

{[_x] join _d} forEach (units _grp);

Can´t test the code atm (it should work, though :D), I posted it to give you an idea about what I want to do. So, would renaming the existing group work and disable the reinforcement (or GL4 features in general)?

I could let them just join grpnull, of course, but I want to keep that option if the teamleader and the radio guy are killed.

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Hmm... yes of course you could do that.

All Groups able to request reinfocement are stored in the global variable (GL4_Reinforcement select 0).

GL4_Reinforcement = [ [Groups which can be requested], [Already Requested Groups] ];

In vanilla we don't have backpacks but you could check if a unit got a backpack and then re-wrote/overwrite the (GL4_Reinforcement select 0) by re-creating the GL4_Reinforcement array and only add groups with backpack into it.

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@SNKMAN

Do only enemy AI groups call for reinforcements or friendly AI groups too?

And if not, how can I activate this?

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I like the FX but not the AI, I know I can edit GL4_Global values one by one but isn't there a simple way to turn off everything related to AI ?

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Hi SNKMAN,

Wow, already v.1.1.18 !? I'm a little bit late... As I promised last time, here is the "old" version 1.1.13 localized. I add a file "Pumpkinman_ReadMe.txt" to... well, as it says, to read ;). For now, there's 2 "stringtable.csv" with 3 langage-slots : english,german,french. I'm not good enough in german so I leave the german translation to you. Instead of German translations, I left the English texts. I tested the modifications a little, as far I can and with the little time I had. It seems to work quite fine, but the real test is in your hand.

I prepared 2 archives, one full version and one with just the 2 .pbo modified. Here's the links:

full version 1.1.13 localized

just the two .pbo localized

I hope it will help! (and I hope the next version will be localized :))

bye !

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@Kroky

In the next version a players is able to request friendly A.I. as reinforcement too.

@Sam75

Take a look at the "UserConfig\GL4\GL4_Core.sqf" there you can enable/disable complete cores of Group Link 4 by editing only one value.

@pumpkinman

Hey nice! :)

Many thanks for all you help. I will have a look at it and hopefully include it in the next version.

Damn it. :eek:

Man a lot of work you have done there.

I will defenetly need a few days to understand everything but be sure the time you have spend will not be wasted.

Many thanks for doing this for me pumpkinman. :thumbs-up:

Edited by SNKMAN

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Is this the mod which will allow people to refer to other units in dialgoue as "bravo" rather than "2" etc?

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Is this the mod which will allow people to refer to other units in dialgoue as "bravo" rather than "2" etc?

Nah, thats SLX :)

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Nah, thats SLX :)

I keep asking whats the file in SLX which does this? but nobody can tell me which one it is? Can u?

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@SNKMAN, the AI are still not taking gunner seat. :( plus, most of the time, they don't even get into empty vehicles and static defense anymore. (ran GL4 without any other mods. placed one empty UAZ DHSKM beside a squad of russian infantry and they didnt get it. tried again with a humvee that comes with driver and gunner. both disembarked and them reembarked one in the driver seat and one riding behind. no one got on the gunner seat)

Edited by jasonnoguchi

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@SNKMAN

Concerning the reinforcements WIP project: Are this units for reinforcements spawned, or can you only request reinforcements of units that already exist on the map at mission start?

I remember in Solus version GL3 for SLX, friendly AI units could call for friendly AI reinforcements. Is this already implemented? Its quite unfair when enemy AI can call for reinforcements and friendly cant...

Edited by Kroky

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GL4 calls for reinforcement units that are already on the map. That is why sometimes the reinforcement feature breaks missions that needs to be fought in a certain strict order. Good thing is SNKMAN made it possible for us to adjust the range within which reinforcements are called or simply turn that feature off entirely. There is a mod out there that spawns reinforcements when called, not GL4.

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My question is concerning the new WIP version. If the reinforcements called in by player is spawned or only possible when already on map.

I run some tests, and yes AI friendly groups call for reinforcements of friendly AI too. So this is fair.

Another question: Can AI call for Airstrike and Artillery only if these units are already on the map, or is this spawned too?

Besides all my questions, I want to say a BIG thank you SNKMAN for GL4. Its making ArmAII a lot more enjoyable. I was using it since GL2, and GL3, mostly with SLX, but GL4 excels absolutely everything.

One more question:

Will you implement the settings Protegimus from ZEUS suggested to you?

If not - what is the main difference between the AI in GL4 and Zeus?

EDIT:

Just an idea came to my mind:

- when calling for reinforcements, can you please add the possibility for calling support i.e.:

- technical support (refuel, rearm, repair truck, with at least 2 Hummvee protecting them)

- medical support (ambulance with 1 hummvee protecting it)

- the same for OPFOR, Guerilla etc.

- evacuation, transport (call for chopper, ship, truck, which would land/go to the marked zone on the map. This way player squad could flee when its getting too hot.

Next idea:

Would it be possible to change the technical support AI, to repair an damaged tank or APC even when there is no crew in it? This way half-damaged vehicles could be repaired and then used (embarked) by AI or player.

Edited by Kroky
additional idea

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