froggyluv 2136 Posted January 16, 2010 Does the House searching feature only work on certain houses? Reason being I have a test mission in which 1 Blufor squad witnesses 1 single Opfor agent enter one of those Barrack buildings in Utes Airport. The Opfor is given a waypoint to run inside of the building but I can't get Blufor to actually enter and go after him. They'll spot him, sometimes even with a clear shot right outside his window, but will neither shoot thru or enter the interior. Share this post Link to post Share on other sites
soupdragon 10 Posted January 16, 2010 (edited) Hmmmm What am I doing wrong? All I want to do is disable the enemy markers on the map but no matter what I do they still show up. I have gone into my GL4_Global.sqf file and edited it like so // GL4 Enemy A.I. Map Marker Debug: // Choose if the "Map Marker Debug" should be used. // Note: This debug creates a marker at the map for each enemy A.I. group and gives several informations about the group behaviour and moving direction. // True / False, default is True GL4_Global set [52, False]; But I still get this when playing a mission. What am I doing wrong ??? it's driving me mad. SD Edited January 16, 2010 by Soupdragon Share this post Link to post Share on other sites
manzilla 1 Posted January 16, 2010 (edited) Hmmm. I dont get that in mine. If you can't figure it out I'll post mine. No worries SD, there's more enemies then that. Edited January 16, 2010 by Manzilla Share this post Link to post Share on other sites
nuggetz 0 Posted January 16, 2010 HmmmmWhat am I doing wrong? All I want to do is disable the enemy markers on the map but no matter what I do they still show up. I have gone into my GL4_Global.sqf file and edited it like so // GL4 Enemy A.I. Map Marker Debug: // Choose if the "Map Marker Debug" should be used. // Note: This debug creates a marker at the map for each enemy A.I. group and gives several informations about the group behaviour and moving direction. // True / False, default is True GL4_Global set [52, False]; But I still get this when playing a mission. What am I doing wrong ??? it's driving me mad. SD This might sound dumb but did you exit out of arma all the way and reload? And make sure that the config that you're editing is in the userconfig folder now. Used to be in the mod folder. Share this post Link to post Share on other sites
soupdragon 10 Posted January 16, 2010 hehehe Yes I have shut down and restarted ARMA, and yes the config I am editing is in the Userconfig in the Main ARMA folder. Zilla if you could post your config that would be great just to make sure I am not being an arse and doing something stupid. LOL!! MORE :confused: Oh my God I thought there were a lot to start with now you tell me there's more? Yikes. ;) Once ACE get this nuclear flash thing sorted out :391: I will try this mission once again. I am really liking you missions though mate. :cc: SD Share this post Link to post Share on other sites
manzilla 1 Posted January 16, 2010 I'll post it in my mission thread. What's the flash people have been talking about? I'm not sure I've noticed yet. Share this post Link to post Share on other sites
nuggetz 0 Posted January 16, 2010 Apparently the latest ace has a bug that produces a flash when u kill units. Its being sorted. Check the ace thread. Share this post Link to post Share on other sites
markushaze 10 Posted January 16, 2010 (edited) Hi all. After fooling around in the .sqf a little, i think i have found the perfect setting to not break missions. The advancing feature is great, but 600m to hear a gun shot is just to much. Lowering this to 350m seems to do the trick. In combo with some other tweaks like. Reinforcement courage 0.4-0.5 Reinforcement distance 50-100 Advancement ( hear gunshots ) max distance 350 ( isn't this more realistic? ) Like this , GL4 shouldn't break missions, but still gives you all the features. How about some other configs and things you've found out to work well for ya, post the settings:-) I am not home so i will post my exact settings tonite. @SNKMAN, thanx for those great updates! Edited January 16, 2010 by markushaze spelling Share this post Link to post Share on other sites
jasonnoguchi 11 Posted January 16, 2010 @makushaze, mmmm I never thought about lowering advancing distance but it really sounds a lot more realistic to me. In real life, you can hear gun shot (depending on conditions) up to a klick but you probably won't bother with the sound of gun shots that you hear in the far distance except those you think you are able to investigate quickly and 350m sounds pretty reasonable. Travelling over half a klick to investigate gun shots is really a tall call except for the most industrial soldiers ...hahahhaa...Thanks for sharing! Share this post Link to post Share on other sites
Sam75 0 Posted January 16, 2010 Where can i dl 1.1.35 version ? Still I installed 1.1.37 i have problem with smoke and fire effects, when a vehicle is destoryed neither fire nore smoke comes out. I am using JTD and warfxparticles too Share this post Link to post Share on other sites
Nephris1 10 Posted January 16, 2010 (edited) 1.Is it possible to difference the advance distance to different units? When i am right the advance distance is the distance AI calls for reinforcements. In general a helicopter is stationed far away relative to the infantry. So is there a way to call e.g. infantry in a distance of 500m for help and also a specified unit like the helicopter or any other infatry group? Or is the helicopter managed via the airstrike panel only? 2.To have custom settings for just one mission, i place the correspending files from the userconfig folder into my mission folder ..true? As the enemy marker disappear that i set false in the sqf within my misison folder i thnk so. I refer to this post: @Snafu Quote: Enable or change certain features in the editor or via init.sqf or something? You can for example use this: Code: waitUntil { !(isNil "GL4_Global") }; #include "GL4_Settings\GL4_Global.sqf"; waitUntil { !(isNil "GL4_Local") }; #include "GL4_Settings\GL4_Local.sqf"; waitUntil { !(isNil "GL4_Random") }; #include "GL4_Settings\GL4_Random.sqf"; Note: By using this way the "GL4_Global.sqf" "GL4_Local.sqf" and "GL4_Random.sqf" have to be inside of your mission directory. Why don't you change the settings directly in the GL4_Settings? So can activate GL4 also within a mission (just theoretically) after a few minutes it has already started? Edited January 16, 2010 by Nephris1 Share this post Link to post Share on other sites
Zeron 10 Posted January 17, 2010 Can you please tell me how to force the player markers (i assume the debug thing) to be turned off? I tried to edit global.sqf and local.sqf in userconfig, but it doesnt seems to do anything. server is running ACE and Zeus Share this post Link to post Share on other sites
snkman 351 Posted January 17, 2010 (edited) @nuggetz If using modules in the long run eases things for mission makers or what not, then I'm good with that. Yes the "Modules" was created to make a mission designers life as easy as possible. You can enable core features of Group Link 4 by creating ( synchronize ) the given module in th editor. This was the main idea behind the modules. @jasonnoguchi Yes i'm working on the "Haul Ass" feature currently which for true really is a pretty funny thing. I will skip the "Drop Weapon" behaviour becouse making a unit drop it's weapon will take up to 5 sec. and by this the main function of the feature will be broken. @froggyluv So far the "House Search" feature is used by enemy A.I. only. After enemy A.I. had spotted a enemy ( player ) which is nearby a walkable building the enemy A.I. will start searching for enemys ( players ) in each walkable building nearby the position where they had spotted the enemy. @Soupdragon All I want to do is disable the enemy markers on the map but no matter what I do they still show up. Looks like you did everything right. Strange that the "Enemy A.I. Markers" are created. I will have a look into the mission and see what i can find out. Also after changing/editing an entry of any settings of Group Link 4 you don't need to restart ArmA 2 completly. It's enough to restart the mission to load and set the new setting values. @markushaze After fooling around in the .sqf a little, i think i have found the perfect setting to not break missions. Thanks for sharing your experiance with us. ;) Yes i agree. 600 meters may is a bit too far. But well everybody can change the settings till they fit to it's needs. I will test again and see if i will tweak thouse settings down by default. @Sam75 I am using JTD and warfxparticles too By NikoTeen: Hi,A little off topic, but if anyone wishes to marry GL4 and WarFX without the pixel/square effects you have to edit WarFXPE.pbo in WarFX config.cpp Replace this line : class CfgCloudletShapes { cloudletUniversal = "\Ca\Data\ParticleEffects\Universal\Universal.p3d" ; }; That fix it for good. @Nephris1 1.Is it possible to difference the advance distance to different units? No that's not possible. There only is one value which is used by all enemy A.I. But may i should think about something like this. ;) 2.To have custom settings for just one mission, i place the correspending files from the userconfig folder into my mission folder ..true? Yes that's right. Well the "Init.sqf" is executed bevore the mission is started but by using: For Example: waitUntil { !(isNil "GL4_Global") }; The Init.sqf will wait till the settings of "GL4_Global" was created by Group Link 4 first and then overwrite them with your custom made settings. @Zeron You can disable them in the "GL4_Global.sqf" // GL4 Enemy A.I. Map Marker Debug: // Choose if the "Map Marker Debug" should be used. // Note: This debug creates a marker at the map for each enemy A.I. group and gives several informations about the group behaviour and moving direction. // True / False, default is True GL4_Global set [52, False]; Edited January 17, 2010 by SNKMAN Share this post Link to post Share on other sites
manzilla 1 Posted January 17, 2010 @Nephris1 No that's not possible. There only is one value which is used by all enemy A.I. But may i should think about something like this. ;) Yes that's right. Well the "Init.sqf" is executed bevore the mission is started but by using: For Example: waitUntil { !(isNil "GL4_Global") }; The Init.sqf will wait till the settings of "GL4_Global" was created by Group Link 4 first and then overwrite them with your custom made settings. Wait, I need to place the files from the userconfig folder in my mission folder? Share this post Link to post Share on other sites
froggyluv 2136 Posted January 17, 2010 (edited) So far the "House Search" feature is used by enemy A.I. only.After enemy A.I. had spotted a enemy ( player ) which is nearby a walkable building the enemy A.I. will start searching for enemys ( players ) in each walkable building nearby the position where they had spotted the enemy Hi SNK, still can't get it to work properly. I made this sample mission in which Player is a Civ, while the Blufor squad has GL4 System attached they don't go after a known Opfor threat that just ran into a house. I get the same results even if I switch the player to another Opfor unit and watch thru Troopmon. Blufor is given no waypoints as not to interfere with the House clearing script, but can "see" Opfor enter the house. Apologies if they shoot Opfor before he makes it inside :) http://www.filefront.com/15371433/new%2520house%2520test%2520.utes.pbo Edited January 17, 2010 by froggyluv Share this post Link to post Share on other sites
Zeron 10 Posted January 17, 2010 @Zeron You can disable them in the "GL4_Global.sqf" // GL4 Enemy A.I. Map Marker Debug: // Choose if the "Map Marker Debug" should be used. // Note: This debug creates a marker at the map for each enemy A.I. group and gives several informations about the group behaviour and moving direction. // True / False, default is True GL4_Global set [52, False];[/quote] 52? My config line says 51? [code] // GL4 Enemy A.I. Map Marker Debug: // Choose if the "Map Marker Debug" should be used. // Note: This debug creates a marker at the map for each enemy A.I. group and gives several informations about the group behaviour and moving direction. // True / False, default is True GL4_Global set [51, False]; and it does not work ;) Share this post Link to post Share on other sites
Sam75 0 Posted January 17, 2010 @Sam75 Could it be caused by too many units on the map ? Is there some kind of optimization that would disable effects if there are too many units on the map ? or is it a problem of order in my shortcut ? "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=@eng102;@ACE;@ACEX;@CBA;@ACEX_SM;@caa1;@opx;@Razani;@CSM2;@WarFXParticles;@GL4;@JTD -nosplash Share this post Link to post Share on other sites
Nephris1 10 Posted January 17, 2010 Wait, I need to place the files from the userconfig folder in my mission folder? Yes, if u want to customize it place the files in your misison root. Works so far - tested yesterday night. Share this post Link to post Share on other sites
snkman 351 Posted January 17, 2010 (edited) @Manzilla Wait, I need to place the files from the userconfig folder in my mission folder? No you don't have to. This simply is another option to change/load settings from you mission folder instead of using the "UserConfig" folder. @froggyluv Well A.I. do use the house search feature randomly. This means they will not always look exactly in the house you are hiding in. Another thing is that so far i only use buildings with more then 10 house positions to make sure enemy A.I. do not search in a hangar for enemys. May i should tweake this feature too. ;) Edit: okay by using buildings with 5 available positions A.I. will look for way more buildings. So this will be changed in the next release. @Zeron 52? My config line says 51? If so then it looks like you are using a old "GL4" setting folder. In v.1.1.37 it defenetly is 52. Make sure you do not overwrite the "GL4" setting folder. Better way is to delete the old and copy past/drag the new one into the "UserConfig" folder. @Sam75 No i think it's a conflict with any of the "FX" mod's you are using. I personally never had any problems with any "FX" but i do use GL4 and C.B.A. only. Edited January 17, 2010 by SNKMAN Share this post Link to post Share on other sites
SpyderPB6 10 Posted January 17, 2010 What is with this mirror? Seems like spyware heaven. Any where else I can DL this, it looks quite good. Thanks, Mike. Share this post Link to post Share on other sites
snkman 351 Posted January 17, 2010 Sure. Try: ArmaHolic.com Share this post Link to post Share on other sites
froggyluv 2136 Posted January 17, 2010 @Manzilla@froggyluv Well A.I. do use the house search feature randomly. This means they will not always look exactly in the house you are hiding in. Another thing is that so far i only use buildings with more then 10 house positions to make sure enemy A.I. do not search in a hangar for enemys. May i should tweake this feature too. ;) Edit: okay by using buildings with 5 available positions A.I. will look for way more buildings. So this will be changed in the next release. . Excellent! Thanks again SNK, I think I've had a fetish with house clearing, make that doors in general, since I realized I could beat Doom by hiding behind them all day (exploit). If you could enhance building clearance as well as implement the Haul A$$ feature, well then I'd have to start shrine building plans to deify ya :p No you don't have to.This simply is another option to change/load settings from you mission folder instead of using the "UserConfig" folder. I have similar question as Manzilla -if I createa mission with modified Gl4_Global, such as reinforcments disabled or tweaked, and another user plays my mission but doesn't have that tweak in his version of GL4_Global, your saying by sticking that file in the Mission folder that will overide his settings? Any special way to initialize that or does it self initialize? Share this post Link to post Share on other sites
Njayjay 10 Posted January 18, 2010 I'm just wondering what should the shortcut path be when using ACE+ZeusAI+GL4? Thx in advance. Share this post Link to post Share on other sites
Zeron 10 Posted January 18, 2010 @Zeron If so then it looks like you are using a old "GL4" setting folder. In v.1.1.37 it defenetly is 52. Make sure you do not overwrite the "GL4" setting folder. Better way is to delete the old and copy past/drag the new one into the "UserConfig" folder. Yes, somehow i had the outdated settings. The next issue is the player marker (which is marking the player itself.), how can i force it to be turned off by the server Share this post Link to post Share on other sites