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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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Sorry, I just saw that people here were able to run this with ACE so I thought that maybe it was user error and not ACE.

I'm not getting the crash anymore.

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Awesome SNKMAN !!

One question however : how much the GL4 package does work with GL3 from SLX ? is there any incompatibility ?

I haven't seen any so far ...

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@jasonnoguchi

Thank you very mach and glad to hear you enjoy Group Link 4. :)

Does GL4 break mission objectives like it does in GL3 back in ArmA1?

Yes Group Link 4 still brakes mission objectives if you use the Enemy A.I. Enhancement with groups which are necessary to complete a mission objective.

You can initialize specific groups only with the Enemy A.I. Enhancement by using and synchronizing them with the "Group Link 4: Custom" module.

With this way only groups which was synchronized with the "Group Link 4: Custom" module will be initialized by the Enemy A.I. Enhancement.

So make sure you only synchronize groups which are not necessary to complete a mission objective.

The enemies seem to surrender too easily though.

Well if so then simply increase the courage of the enemy A.I.

Go to: "@GL4\GL4_Settings\GL4_Global.sqf"

Find:

   // Enemy A.I. Surrender Courage Fix:
   // Choose the courage which the enemy A.I. should use.
   // Note: The higher this value the higher the chance that enemy A.I. will surrender.
   // 0 / 1, default is 0.1
     // GL4_Global set [38, 0.1];

Change: Remove the "//" in front of the variable "GL4_Global" and increase the value.

   // Enemy A.I. Surrender Courage Fix:
   // Choose the courage which the enemy A.I. should use.
   // Note: The higher this value the higher the chance that enemy A.I. will surrender.
   // 0 / 1, default is 0.1
      GL4_Global set [38, 0.5];

I get some kind of error in the osprey at the beginning of the manhattan mission.

Some screenshots or a more exactly description about the error message really would help a lot.

@Robalo_AS

Can you please make the crew/pilot array configurable?

Sure i will change this in the next version.

Edit: If you are familar with creating/using a "Init.sqf" of a mission then you can use this:

Create a "Init.sqf"

Put this code into the "Init.sqf"

if (isServer) then
{
waitUntil { ( !(isNil "GL4_Crew") || (time > 10) ) };

if !(isNil "GL4_Crew") then
{
	GL4_Crew set [0, (GL4_Crew select 0) + ["ACE_usarmy_crew","PLA_Soldier_Crew","PLA_Soldier_Pilot"] ];
};
};

@Speeeedy.com

Yes basically Group Link 4 should work with thouse kind's of gameplay too.

But like i said bevore it may will brake objectives of a mission by initialize all enemy A.I. groups by default.

So far i haven't tested/played GL4 in combination with Warfare/CTI.

@markushaze

Do i need to add the moduls in the editor, or is it enough if i just start the addon with the mission?

If you use C.B.A. then everything will be initialized by default which means you don't need to create modules in the mission.

Every feature of Group Link 4 will work like it was hardcoded.

So use C.B.A. and Group Link 4 will be initialized in every mission by default.

@Rubberkite

So far i never noticed this in any of my tests but of course i will have a good look at it in my next tests to see how exactly enemy A.I. is reacting if close to a enemy/player.

Thanks for the information. ;)

I've find in the feature.pdf a description of the server skill.

I haven't tested this so much but basically yes.

The skill array set/used by Group Link 4 should overwrite all settings made in configs or elsewhere.

@griff19dcav

Answered already. :)

@NikoTeen

How much the GL4 package does work with GL3 from SLX?

Sorry i can't answer that becouse i don't use SLX.

Edited by SNKMAN

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@SNK

Thank you for answer, I ask you also the suppression fire if can be avoided if ammo runs low, because sometime the Ai that don't shot us, when are really close to us, have the weapon and no ammo... we go to gear after kill.

If I can I try to make a video to show you what's happen when Ai is really close tu us.

many thanks for this stuff the game is really nice now...

:)

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@Rubberkite

Yes a video would be very cool, becouse right now i don't get what you mean... :)

The suppressed fire of Group Link 4 do affect enemy A.I. only.

So why shouldn't they go prone if suppressed and out of ammo?

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Great stuff, SNKMAN! Having a blast with my self-made "rescue the pilot" mission on Podagorsk, even had to reduce the amount of enemies because I got my ass kicked too many times with GL4.

One question, though: Is there a way to control reinforcements based on the distance between two groups? If I understand the current system correctly, AI can call in support anywhere on the map and every group (except statics) responds to it.

Would be nice if there was a max distance check - i.g. 500-700 meters, except the mission maker wants the group to be able to call for "global" support (perhaps via radio backback for one group member and a simulated HQ, which coordinates the supporting groups).

EDIT: Forgot to say thanks! :o

Edited by malibu.stacey
me being stupid

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Yes you get it right. ;)

Enemy A.I. always call the nearest friendy group to their position.

This means if you attack a enemy A.I. group and the next nearest friendly group to the calling group is 5000 meters away then this group will be requested as reinforcement.

So far there is no distance check, but i could simply add one.

Damn this means i have to rewrite the whole "GL4_Global" settings, to get it in place. :p

Anyway i will add this setting to the next release. ;)

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something wrong with the version 1.1.10

stopped working effects of combustion, explosion

this only works if I put in the editor modules SpecialFX and System

Edited by Eagleone

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Anyway i will add this setting to the next release.

:yay:

Thats what I call "customer" support, really appreciated! You know you´re awesome, right? :D

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@Eagleone

Nope to me everything looks good.

How do you initialize GL4?

Do you use C.B.A.?

@malibu.stacey

Well... i just do what i can and enjoy. ^^

@afp

Thanks. I will check it out.

Edited by SNKMAN

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@Rubberkite

Yes a video would be very cool, becouse right now i don't get what you mean... :)

The suppressed fire of Group Link 4 do affect enemy A.I. only.

So why shouldn't they go prone if suppressed and out of ammo?

I mean, and you can try to reproduce, when AI is really close to you, they turn around and don't shot you, also after facing you.

The AI fire for suppress and finish munitions, so It would be nice if this is set like this

If ammunition are more than 30% suppress fire if ammo is lower than 30% save ammo.

In longer firefight the AI fire all the ammo and after advance without bullet toward you...

sorry for not perfect english!

thank you for listening

;)

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no, i dont use CBA

in the previous version I did not initialize anything, the effects works by default.

in this version that would work effects i have to put modules in editor

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@Rubberkite

Oh :)

okay now i get what you are talking about. Hmm... anyway a vid which shows this in action really would be funny. :)

I will see what i can do about this but should not be a big problem.

@Eagleone

That's the problem. Since 1.1.10 the "Default" initialize of Group Link 4 require the C.B.A.

If you don't use the C.B.A. then you have to work with the modules to initialize Group Link 4.

Edited by SNKMAN

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:D

Yeah i'm not a big fan of the C.B.A. also, but to be true the C.B.A. make AddOns of the community work toghetter.

They prevent that different AddOns made by the community overwrite their Event Handlers.

So it's not that sad. ;)

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SNKMAN the more I play with GL4 the more I like it, and see how amazing the work you are doing is.

Do AI when call reinforcements do they call choppers that are on the ground and pilot and gunner inside?

I tried but it seems they dont.

Also, are you thinking in the future implement some new features in Animals and Civilians?

Like cow running as fast as she can, when in the middle of a fire fight. And civilians talk to each other, take cars, drive around etc...?

Thanks

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Thanks. :)

Yes A.I. will request helicopters as reinforcement if the helicopter has a driver/pilot.

Helicopters can be on the ground or in the air.

if a Helicopter is on the ground then the helicopter will start the engine and fly to the position where he was requested at.

If a Helicopter got units in the cargo then thouse units may will do paradrop at the conflict point.

So far Group Link 4 really keeps me busy enough and my main interest is A.I. Enhancement. ;)

If i'm bored one day and i don't have any new ideas or something to improve then maybee.

But i guess this day will not come that fast. :)

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Thanks SNKMan for the CBA compatible version, hooray for compatibility and mulltiplexing eventhandlers :)

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Thanks to you Sickboy. ;)

Yes you can think what you want C.B.A./X.E.H. simply is grown to a essential AddOn in this community.

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I didnt see anything about friendly AI re-arming themselves? Its something i find really annoying, telling them to re-arm and then they run off 500m because you dont know which grenadier you have just told them to go to.

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Friendly A.I. do re-arm if they have NO primary weapon or if they have less then 2 magazines left.

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do enemy & friendly ai rearm from ammo-crates too???

its realy hard to fight against ai yeaaha great job!!!!!

Edited by TeilX

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No so far they re-arm only by dead units but ammo crates would be a nice idea too.

It's much easyer to make a soldier re-arm by a dead unit becouse the soldier will take the weapon incl. ammo.

So if he should re-arm by ammo crates then the case that the ammo crate do not have the correct magazines for the weapon the unit is using is very high.

Also re-arm most times only happend during combat.

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Heya SNKMAN,

I was wondering if you could help me out with something. Me and Mark have been trying to add GL4 (the newest version) to some of the missions in the Everon Co-Op pack that was released awhile ago. What I did was put down the system and FX modules since we have to use CBA due to ACE2. I would draw a synchronization line to the BLUFOR team leader and one to an OPFOR team leader and save. Now when I play it by myself through the editor it runs just fine. However, when we play the mission together Mark gets a permanent red chain and cannot pick up or drop any weapons, rucks, etc. I could hear him fire his rife over his speakers through skype but he isn't on my end. Sometimes he says I even disappear at his end.

Thing is because we don't have that kind of money to get a dedicated server, we mostly play non-dedicated. I setup the server real quick on my end and he connects. We spent a good hour or so trying everything and found we were able to play a game when I removed the GLA modules. The bad thing is that we were stuck fighting dumb AI and missed out on all the great GL4 stuff. :(

I'm wondering if I did it something wrong on my end when editing and adding GL4 in the mission(s) or is it because it's non-dedicated, there is problems and we need a dedicated server to use GL4?

I hate bugging you with all these questions and feel really bad about it. I mean you spent all that time making one hell of a fantastic mod, and I'm dumber than sh*t about it all. It's to the point after trying GL4 on our own in the editor, me and Mark don't want to play much of anything without GL4 now, lol.

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