snkman 351 Posted November 5, 2010 (edited) Well from the current point of view i would say somewhen in 2010 i guess but may only after the next stable B.I.S. patch. The betas have a good ( very good ) and a let's call it "not that good" side. Every new beta provide multiple bug fixes and engine enhancement's but sometimes something was changed and things do not work anymore like they was coded with the last beta patch. So this means if you want to make sure everything still works like expected you need to test most of the features after each beta patch... Edited November 5, 2010 by SNKMAN Share this post Link to post Share on other sites
domokun 515 Posted November 5, 2010 (edited) SNKman: we understand that with the recent flurry of beta patches you're trying to hit a moving target :eek: but please bear a thought for those of us still with vanilla A2 (not OA) :o We've had the same beta for almost 3 months now (72588) and it shows no signs of changing :( So if you're satisfied with the performance of your latest version of GL4 (v1.1.88?) with 72588, could you release it anyway? :D Who knows perhaps this is the best option? After all GL4 has become so wide-ranging and OA increasingly different from A2 that maybe separate versions would be more efficient? Edited November 5, 2010 by domokun Share this post Link to post Share on other sites
mrcash2009 0 Posted November 5, 2010 SNKMAN ... I have finaly got around to playing with GL4 again. Not sure if you have this covered but here goes ... The GL4 random position module seems to place leader and all members once spawned into one another or very close on top of one another. I tried it with a mech patrol where vehicle is a unit and I have other members not in the vehicle and the vehicle will spawn on top of me and units and for a moment (using a way-point for "line") then start to move, I have to run through the car to avoid being killed each time as im "inside" the car but effectively stuck within it / its running me over stood up. So ..... Could there be a way to enhance the spawning of the units to compensate for units in group with vehicle? IE ... the way I have placed them on the map pre random placement / in formation = the exact or near enough way they are spawn placed when random placement happens ... some kind of even spacing spawn check or something? Share this post Link to post Share on other sites
Muahaha 10 Posted November 7, 2010 (edited) I noticed the above too. All spawned units are too close with each other, as well as not initialized or "control" by Enemy enhanced AI module. Also, is there a way to specify timing for how long a building is being entered so that the AI wont stay too long at 1 place? And can it work with friendlies as well? Edited November 7, 2010 by Muahaha Share this post Link to post Share on other sites
snkman 351 Posted November 7, 2010 @domokun If you use A2 standalone ( without O.A. ) then you will have no luck with the next version ( Triforce ) of Group Link 4. The Triforce Edition do only work with A2 CO ( A2 + O.A. ) or O.A. standalone. This is becouse i'm using a lot of the new scripting commands which came with O.A. and the O.A. beta patches. @mrcash2009 The GL4 random position module seems to place leader and all members once spawned into one another or very close on top of one another. Fixed @Muahaha as well as not initialized or "control" by Enemy enhanced AI module. Sorry but what do you mean by this? Don't get it... :) And can it work with friendlies as well? Done Thank's for the feedback and suggestions/informations guy's. ;) Share this post Link to post Share on other sites
Muahaha 10 Posted November 7, 2010 @Muahaha Sorry but what do you mean by this? Don't get it... :) Sorry should have been more clear on the above, what I meant was once I got the GL4 to spawn enemy units, the units just stand idle at the spawn location and do not garrison into buildings or occupying any static defences, unlike the unit which was placed manually in editor. I might have missed out certain things that causes the above, as I am not able to spawn any helis or vehicles as well. Great to know that next version will have friendly occupying/garrison buildings, is there a way for us to set the duration of time they do that? as I was hoping to do a house to house parol scenario/mission. Share this post Link to post Share on other sites
FelixK44 10 Posted November 7, 2010 Go to "UserConfig\GL4\GL4_Global.sqf".Find: // 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 [62, False]; Remove the "//" in front of "GL4_Global" to set this feature to False / Disabled. // 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 [62, False]; That's all. ;) For some reason this doesn't work for me I also cant disable AI surrender......Both GL4_Global.sqf have the // removed so got any idea why it wouldn't work....BTW, All GL4 features seem to be working I just cant disable certain features from the .sqf:( userconfig\GL4 // //////////////////////////////////////////////////////////////////////////// // GL4 v.1.1.87 Global Settings // //////////////////////////////////////////////////////////////////////////// // The GL4 Global settings are stored in the global array GL4_Global. // You can change settings of GL4 by editing the GL4_Global array. // For each custom setting uncomment remove the "//" in front of the respective line and modify the value. // GL4_Global set [ Index, Value ]; // In multiplayer all GL4_Global settings are used and synchronized by the server. // //////////////////////////////////////////////////////////////////////////// /* Legend: 1.) Enemy A.I. Enhancement: * Reinforcement Request * Artillery * Airstrike * Behaviours ( Combat ) * Behaviours ( Idle ) * Advancing ( Smoke and Weapons ) * Suppressed Fire * Difficult ( Skill and Skill Types ) * Surrender * Simulate Dead 2.) Enemy A.I. Debug: * Array * Marker 3.) Friendly A.I. Enhancement: * Recruit * Advancing and Suppressed Fire 4.) System Enhancement: * Get In * Body Remove * Re-Initialize */ // ============================================================== // 1.) GL4 Enemy A.I. Enhancement: // ============================================================== // ============================================================== // GL4 Enemy A.I. Reinforcement Request: // ============================================================== // Choose False to disable the enemy A.I. reinforcement feature. // True / False, default is True // GL4_Global set [0, False]; // Enemy A.I. Reinforcement Groups: // Choose how many enemy A.I. groups can be requested as reinforcement at the same time. // 0 - 30, default is 3 // GL4_Global set [1, 3]; // Enemy A.I. Reinforcement Units: // Choose how many enemy A.I. units need to be requested as reinforcement at the same time. // 0 - 30, default is 3 // GL4_Global set [2, 10]; // Enemy A.I. Reinforcement Request Knows About: // Choose how much enemy A.I. must know about a enemy to set alert and request reinforcement. // Note: The lower this value the faster enemy A.I. will request reinforcement. // 0 - 3, default is 0.30 // GL4_Global set [3, 0.30]; // Enemy A.I. Reinforcement Courage: // Choose the enemy A.I. courage. // The lower this value the faster enemy A.I. will request reinforcement. // Note: If this value was set to 0.10 then enemy A.I. will request reinforcement even if they are not overmatched. // Note: If this value was set to 0.50 or 0.80 then enemy A.I. will only request reinforcement if they are really overmatched. // 0.01 - 1.00, default is 0.10 // GL4_Global set [4, 0.10]; // Enemy A.I. Reinforcement Behaviour: ( Idle ) // Choose the enemy A.I. idle behaviour. // Note: Thouse behaviours are used by enemy A.I. which was requested as reinforcement and without enemy contact. // Info: [ ["FORMATION"], ["SPEEDMODE"], ["BEHAVIOUR"], ["COMBATMODE"] ] // GL4_Global set [5, [ ["COLUMN","LINE"], ["NORMAL","NORMAL","FULL","FULL"], ["SAFE","SAFE","AWARE","AWARE"], ["WHITE","WHITE","YELLOW","YELLOW"] ] ]; // Enemy A.I. Reinforcement Behaviour: ( Combat ) // Choose the enemy A.I. combat behaviour. // Note: Thouse behaviours are used by enemy A.I. which was requested as reinforcement and with enemy contact. // Info: [ ["FORMATION"], ["SPEEDMODE"], ["BEHAVIOUR"], ["COMBATMODE"] ] // GL4_Global set [6, [ ["COLUMN","WEDGE","VEE","LINE","FILE","DIAMOND"], ["NORMAL","NORMAL","FULL","FULL"], ["AWARE","AWARE","COMBAT","COMBAT"], ["YELLOW","YELLOW","RED","RED"] ] ]; // Enemy A.I. Reinforcement 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 the given range. // Example: If enemy A.I. which do not use a vehicle had spotted a enemy then they will be able to request reinforcement which is within a range of 3000 meters to their position. // Example: If enemy A.I. which use a tank had spotted a enemy then they will be able to request reinforcement which is within a range of 10000 meters to their position. // 0 - 50000, default is [ ["Man", 3000], ["Car", 7000], ["Tank", 10000], ["Air", 30000], ["Ship", 30000] ] // GL4_Global set [7, [ ["Man", 3000], ["Car", 7000], ["Tank", 10000], ["Air", 30000], ["Ship", 30000] ] ]; // Enemy A.I. Reinforcement Delay: // Choose how fast enemy A.I. should be able to request reinforcement. // Note: If this value is set too high and enemy A.I. was killed within this time then it may can be that the enemy A.I. had no chance to request reinforcement. // 0 - 30, default is 5 seconds // GL4_Global set [8, 5]; // ============================================================== // GL4 Enemy A.I. Artillery: // ============================================================== // Choose if enemy A.I. should be able to request artillery. // True / False, default is True // GL4_Global set [9, False]; // Enemy A.I. Artillery Request Ranks: // Choose which enemy A.I. ranks are allowed to request artillery. // Available Ranks: PRIVATE | CORPORAL | SERGEANT | LIEUTENANT | CAPTAIN | MAJOR | COLONEL // Default: ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL"] // GL4_Global set [10, ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL"] ]; // Enemy A.I. Artillery Chance: // Choose the chance of how enemy A.I. should be able to request artillery. // 0 - 100, default is 50% // GL4_Global set [11, 50]; // Enemy A.I. Artillery Ammo: // Choose which type of ammo enemy A.I. artillery should use. // Available ammo classes: "Sh_105_HE", "Sh_120_HE", "Sh_120_SABOT", "Sh_122_HE", "Sh_125_HE", "Sh_125_SABOT", "Bomb", "Grenade" // Default: "Sh_125_HE" // GL4_Global set [12, "Sh_85_HE"]; // ============================================================== // GL4 Enemy A.I. Airstrike: // ============================================================== // Choose if enemy A.I. should be able to request airstrike. // True / False, default is True // GL4_Global set [13, False]; // Enemy A.I. Airstrike Request Ranks: // Choose which enemy A.I. ranks are allowed to request airstrike. // Available Ranks: PRIVATE | CORPORAL | SERGEANT | LIEUTENANT | CAPTAIN | MAJOR | COLONEL // Default: ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL"] // GL4_Global set [14, ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL"] ]; // Enemy A.I. Airstrike Chance: // Choose the chance of how enemy A.I. should be able to request airstrike. // 0 - 100, default is 50% // GL4_Global set [15, 50]; // Enemy A.I. Airstrike Ammo: // Choose which type of ammo enemy A.I. airstrike should use. // Available ammo classes: "B_25mm_HE", "Bo_GBU12_LGB", "M_Sidewinder_AA", "M_R73_AA", "R_S8T_AT", "B_30mm_HE", "M_Ch29_AT", "B_30mmA10_AP", "M_Maverick_AT", "R_Hydra_HE" // Default: "R_S8T_AT" // GL4_Global set [16, "R_S8T_AT"]; // ============================================================== // GL4 Enemy A.I. Behaviours ( Combat ) // ============================================================== // GL4 Enemy A.I. House Search: // Choose if enemy A.I. should be able to search houses. // True / False, default is True // GL4_Global set [17, False]; // GL4 Enemy A.I. Car Weapon: // Choose if enemy A.I. should be able to search and mount cars with weapon. // True / False, default is True // GL4_Global set [18, False]; // GL4 Enemy A.I. Helicopter Paradrop: // Choose if enemy A.I. should be able to paradrop. // True / False, default is True // GL4_Global set [19, False]; // GL4 Enemy A.I. Helicopter Behaviour: // Choose the chance of how enemy A.I. should react after the crew of a helicopter was ejected. // Note: High value means that the helicopter will retread to his original position. // Low value means that the helicopter will stay and randomly scout the area. // 0 - 100, default is 75% // GL4_Global set [20, 75]; // GL4 Enemy A.I. Helicopter Extraction: // Choose if enemy A.I. should be able to fly a extraction. // True / False, default is True // GL4_Global set [21, False]; // GL4 Enemy A.I. Smoke Man: // Choose if enemy A.I. without vehicle should be able to use smoke for cover. // True / False, default is True // GL4_Global set [22, False]; // GL4 Enemy A.I. Smoke Vehicle: // Choose if enemy A.I. with vehicle should be able to use smoke for cover. // True / False, default is True // GL4_Global set [23, False]; // GL4 Enemy A.I. Flares: // Choose if enemy A.I. should be able to use flares at night. // True / False, default is True // GL4_Global set [24, False]; // GL4 Enemy A.I. Combat Tactics: // Choose if enemy A.I. should be able to split the group into several smaller groups to advance from several directions. // True / False, default is True // GL4_Global set [25, False]; // GL4 Enemy A.I. Rearm: // Choose if enemy A.I. should be able to rearm if they are running out of ammo. // True / False, default is True // GL4_Global set [26, False]; // ============================================================== // GL4 Enemy A.I. Behaviours ( Idle ) // ============================================================== // GL4 Enemy A.I. Idle: // Choose if enemy A.I. should use the Human A.I. feature. // True / False, default is True // GL4_Global set [27, False]; // GL4 Enemy A.I. Garrison: // Choose if enemy A.I should be able to garrison buildings. // True / False, default is True // GL4_Global set [28, False]; // GL4 Enemy A.I. Static Weapons: // Choose if enemy A.I. should be able to mount empty static weapons. // True / False, default is True // GL4_Global set [29, False]; // GL4 Enemy A.I. Body Detect: // Choose if enemy A.I. should be able to detected dead bodys. // True / False, default is True // GL4_Global set [30, False]; // GL4 Enemy A.I. Detection: // Choose if enemy A.I. should be able to hear and react if a vehicle was exploded nearby. // True / False, default is True // GL4_Global set [31, False]; // ============================================================== // GL4 Enemy A.I. Advancing: // ============================================================== // Choose if enemy A.I. should be able to hear and react to gunfire. // True / False, default is True // GL4_Global set [32, False]; // Enemy A.I. Advancing Smoke: // ============================================================== // Choose which smoke shells/grenades can be detected by enemy A.I. // Smoke shells/grenades listed in this array can be detected by enemy A.I. within a range of 100 meters. // Default: ["SmokeShell","SmokeShellYellow","SmokeShellRed","SmokeShellGreen","SmokeShellPurple","SmokeShellBlue","SmokeShellOrange","G_40mm_Smoke","G_40mm_SmokeRed","G_40mm_SmokeGreen","G_40mm_SmokeYellow"] // GL4_Global set [33, (GL4_Global select 33) + [] ]; // Enemy A.I. Advancing Smoke Distance: // Choose in which range enemy A.I. should react to dropped smoke shells/grenades. // Note: This value set how close smoke shells/grenades have to be dropped within the enemy A.I. position. // Warning: Do not set this value higher then 100 meters else enemy A.I. will react to smoke shells/grenades even if it was dropped more then 100 meters away from their position. // 0 - 100, default is 100 meters // GL4_Global set [34, 100]; // Enemy A.I. Advancing Weapons: // ============================================================== // Choose which weapons and ammo should be heared by enemy A.I. within wich range. // Note: Weapons which are not listed in thouse arrays can heared by enemy A.I. from the "Rifle Distance" distance. // Weapons and Ammo listed in this array can heared by enemy A.I. within a range of 15 meters. // Note: Suppressed weapon classes are detected and added automatically. // Default: ["B_556x45_SD","B_556x45_SD"] // GL4_Global set [35, (GL4_Global select 35) + [] ]; // Muzzles and Ammo listed in this array can heared by enemy A.I. within a range of 50 meters. // Default: ["M203Muzzle","GP25Muzzle","G_40mm_HE"] // GL4_Global set [36, (GL4_Global select 36) + [] ]; // Weapons and Ammo listed in this array can heared by enemy A.I. within a range of 300 meters. // Default: ["M136","JAVELIN","STINGER","RPG7V","STRELA","M9","Makarov","B_9x19_Ball","R_M136_AT"] // GL4_Global set [37, (GL4_Global select 37) + [] ]; // Enemy A.I. Advancing Suppressed Weapons Distance: // Choose in which range enemy A.I. can hear suppressed "M9SD/MP5SD/M4A1SD/MakarovSD" weapons. // 0 - 100, default is 15 meters // GL4_Global set [38, 15]; // Enemy A.I. Advancing Grenade Launcher Distance: // Choose in which range enemy A.I. can hear Grenade Launcher "M16A2GL/M4GLAK74GL" weapons. // 0 - 300, default is 50 meters // GL4_Global set [39, 50]; // Enemy A.I. Advancing Pistoles and Rocket Launcher Distance: // Choose in which range enemy A.I. can hear Pistoles/Rocket Launcher "M9/Makarov/M136/JAVELIN/RPG7V" weapons. // 0 - 500, default is 300 meters // GL4_Global set [40, 300]; // Enemy A.I. Advancing Rifle Distance: // Choose in which range enemy A.I. can hear Rifles/Assault Rifles "M16A2/M16A4/M4AIM/M4A1/AK74" weapons. // 0 - 1500, default is 600 meters // GL4_Global set [41, 600]; // ============================================================== // GL4 Enemy A.I. Suppressive Fire: // ============================================================== // Choose if enemy A.I. should react to suppressive fire. // True / False, default is True // GL4_Global set [42, False]; // Enemy A.I. Suppressive Fire Bullets Rate: // Choose how fast ( in which rate of time ) the bullets must be fired to suppress enemy A.I. // 0 - 0.50, default is 0.20 seconds // GL4_Global set [43, 0.20]; // Enemy A.I. Suppressive Fire Bullets Requied: // Choose how many bullets must be fired within the given "Fire Bullets Rate" to suppress enemy A.I. // 0 - 30, default is 6 bullets // GL4_Global set [44, 6]; // ============================================================== // GL4 Enemy A.I. Difficult Level: // ============================================================== // True / False, default is True // GL4_Global set [45, False]; // Enemy A.I. Difficult Level Fixed: // Choose the difficult level of the enemy A.I. // Note: The higher this value the more skilled enemy A.I. will be. // 0 - 1, default is 0.10 // GL4_Global set [46, 0.10]; // Enemy A.I. Difficult Level Random: // Choose the random difficult level of the enemy A.I. // Note: This value will randomly increase the "Fixed" value given above. // 0 - 1, default is 0.20 // GL4_Global set [47, 0.20]; // GL4 Enemy A.I. Difficult Skill Types: // ============================================================== // Choose the difficult "Skill Types" of the enemy A.I. // The difficult "Skill Types" set many abilitys of the enemy A.I. to the given level. // Note: If the array contains only one value then this value will be used as "Fixed" value without any modification. // Note: If the array contains two values then the first value in the array will be randomly increased by the second value. // Enemy A.I. Difficult "Aiming Accuracy" Skill Type: // Choose the "Aiming Accuracy" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.15] // (GL4_Global select 48) set [0, [0.35, 0.15] ]; // Enemy A.I. Difficult "Aiming Shake" Skill Type: // Choose the "Aiming Shake" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [0.50, 0.35] // (GL4_Global select 48) set [1, [0.50, 0.35] ]; // Enemy A.I. Difficult "Aiming Speed" Skill Type: // Choose the "Aiming Speed" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [0.50, 0.35] // (GL4_Global select 48) set [2, [0.50, 0.35] ]; // Enemy A.I. Difficult "Endurance" Skill Type: // Choose the "Endurance" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [1] // (GL4_Global select 48) set [3, [1] ]; // Enemy A.I. Difficult "Spot Distance" Skill Type: // Choose the "Spot Distance" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [1] // (GL4_Global select 48) set [4, [1] ]; // Enemy A.I. Difficult "Spot Time" Skill Type: // Choose the "Spot Time" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.15] // (GL4_Global select 48) set [5, [0.35, 0.15] ]; // Enemy A.I. Difficult "Courage" Skill Type: // Choose the "Courage" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [0.75, 0.25] // (GL4_Global select 48) set [6, [0.75, 0.25] ]; // Enemy A.I. Difficult "Reload Speed" Skill Type: // Choose the "Reload Speed" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [0.70] // (GL4_Global select 48) set [7, [0.70] ]; // Enemy A.I. Difficult "Commanding" Skill Type: // [0.1, 0.1] - [1.0, 1.0], default is [1] // (GL4_Global select 48) set [8, [1] ]; // Enemy A.I. Difficult "General" Skill Type: // [0.1, 0.1] - [1.0, 1.0], default is 1] // (GL4_Global select 48) set [9, [1] ]; // GL4 Enemy A.I. Difficult "Class and Rank" Skill Types: // ============================================================== // Choose the difficult "Skill Types" of specific enemy A.I. classes and ranks. GL4_Global set [49, call compile preprocessFile "\UserConfig\GL4\GL4_Skill_Types.sqf" ]; // ============================================================== // GL4 Enemy A.I. Surrender: // ============================================================== // Choose if enemy A.I. should be able to surrender if they are fleeing. // True / False, default is True // GL4_Global set [50, False]; // Enemy A.I. Surrender Courage Fixed: // Choose the enemy A.I. surrender courage. // Note: The higher this value the higher the chance that enemy A.I. will surrender. // 0 - 1, default is 0.1 // GL4_Global set [51, 0.1]; // Enemy A.I. Surrender Courage Random: // Choose the random enemy A.I. surrender courage. // Note: This value will randomly increase the "Fixed" value given above. // 0 - 1, default is 0.3 // GL4_Global set [52, 0.3]; // Enemy A.I. Surrender Rank Chance: // Choose the chance of how fast enemy A.I. with a specific rank should be able to surrender. // 0 - 100, default is PRIVATE: 90% | CORPORAL: 80% | SERGEANT: 70% | LIEUTENANT: 60% | CAPTAIN: 50% | MAJOR: 40% | Colonel: 30% // GL4_Global set [53, [90, 80, 70, 60, 50, 40, 30] ]; // Enemy A.I. Surrender Group Size: // Choose how much units of a enemy A.I. group must be alive till a unit of the enemy A.I. group will think about surrendering. // 1 - 10, default is 3 // GL4_Global set [54, 3]; // Enemy A.I. Surrender Friendly Nearby: // Choose how much friendly A.I. units have to be nearby that the unit will not surrender. // Note: If there are more friendly A.I. units nearby like set here then the unit will not surrender. // 0 - 100, default is 5 // GL4_Global set [55, 5]; // Enemy A.I. Surrender Captive Player: // Choose how many captives each player can capture at the same time. // 0 - 10, default is 3 // GL4_Global set [56, 3]; // Enemy A.I. Surrender Fleeing Chance: // Choose the chance of how enemy A.I. which already was captured by a player will try fleeing. // 0 - 100, default is 1% // GL4_Global set [57, 1]; // ============================================================== // GL4 Enemy A.I. Simulate Dead: // ============================================================== // Choose if enemy A.I. should be able to simulate dead if no friendly A.I. is nearby. // True / False, default is True // GL4_Global set [58, False]; // Enemy A.I. Simulate Dead Chance: // Choose the chance of how enemy A.I. should simulate dead. // 0 - 100, default is 15% // GL4_Global set [59, 15]; // Enemy A.I. Simulate Dead Friendly Nearby: // Choose how much friendly A.I. units have to be nearby that the unit will not simulate dead. // Note: If there are more friendly A.I. units nearby like set here then the unit will not simulate dead. // 0 - 100, default is 5 // GL4_Global set [60, 5]; // ============================================================== // 2.) GL4 Enemy A.I. Debug: // ============================================================== // GL4 Enemy A.I. Array: // ============================================================== // Choose if the "Array" debug should be used. // Note: This debug shows the most important enemy A.I. arrays. // True / False, default is False // GL4_Global set [61, True]; // GL4 Enemy A.I. Map Marker: // ============================================================== // Choose if the "Map Marker" debug should be used. // Note: This debug creates a map marker for each enemy A.I. group. // True / False, default is True GL4_Global set [62, False]; // Enemy A.I. Map Marker Type: // Choose which "Map Marker Type" should be used. // Note: Choose True to enable millitary markers. // "Dot", "Arrow", "Select", "Destroy" / True, default is True // GL4_Global set [63, "Dot"]; // ============================================================== // 3.) GL4 Friendly A.I. Enhancement: // ============================================================== // GL4 Friendly A.I. Recruit: // ============================================================== // Choose if friendly A.I.can be recruited by a player. // True / False, default is True // GL4_Global set [64, False]; // Friendly A.I. Recruit Ranks: // Choose which ranks are allowed to recruit friendly A.I. beside the group leader. // Available Ranks: PRIVATE | CORPORAL | SERGEANT | LIEUTENANT | CAPTAIN | MAJOR | COLONEL // Default: ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL"] // GL4_Global set [65, ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL"] ]; // GL4 Friendly A.I. Advancing and Suppressed: // ============================================================== // Choose if friendly A.I. should be able to use the "Advancing" and "Suppressed" feature. // Note: This feature gives friendly A.I. the ability to suppress enemy A.I. and make enemy A.I. hear gunfire from friendly A.I. // True / False, default is False // GL4_Global set [66, True]; // GL4 Friendly A.I. Rearm: ( New ) // ============================================================== // Choose if friendly A.I. should be able to rearm if they are running out of ammo. // True / False, default is False // GL4_Global set [67, True]; // ============================================================== // 4.) GL4 System Enhancement: // ============================================================== // GL4 Body Remove: // ============================================================== // Choose if dead A.I. should be removed after a specific amount of dead bodys was reached or if players are in a specific range to the dead A.I. // True / False, default is True // GL4_Global set [68, False]; // GL4 Re-Initialize: // ============================================================== // Choose which classes should be re-initialized. // Note: The re-initialize is used to initialize units and vehicles which was created ( spawned ) after a mission was started. // ["Class","Class"], default is ["Man","Car","Tank","Air"] // GL4_Global set [69, ["Man","Car","Tank","Air"] ]; Share this post Link to post Share on other sites
snkman 351 Posted November 7, 2010 @Muahaha as I was hoping to do a house to house parol scenario/mission. Hmm... Yeah nice idea agree. ;) Well i will see what i can do to make specific groups check buildings for a specific amount of time only. @FelixK44 In the "GL4_Global.sqf" which you have posted in the spoiler the "Surrender" feature was not disabled. The "//" are still there. Check the lines marked with red. GL4_Global.sqf // //////////////////////////////////////////////////////////////////////////// // GL4 v.1.1.87 Global Settings // //////////////////////////////////////////////////////////////////////////// // The GL4 Global settings are stored in the global array GL4_Global. // You can change settings of GL4 by editing the GL4_Global array. // For each custom setting uncomment remove the "//" in front of the respective line and modify the value. // GL4_Global set [ Index, Value ]; // In multiplayer all GL4_Global settings are used and synchronized by the server. // //////////////////////////////////////////////////////////////////////////// /* Legend: 1.) Enemy A.I. Enhancement: * Reinforcement Request * Artillery * Airstrike * Behaviours ( Combat ) * Behaviours ( Idle ) * Advancing ( Smoke and Weapons ) * Suppressed Fire * Difficult ( Skill and Skill Types ) * Surrender * Simulate Dead 2.) Enemy A.I. Debug: * Array * Marker 3.) Friendly A.I. Enhancement: * Recruit * Advancing and Suppressed Fire 4.) System Enhancement: * Get In * Body Remove * Re-Initialize */ // ================================================== ============ // 1.) GL4 Enemy A.I. Enhancement: // ================================================== ============ // ================================================== ============ // GL4 Enemy A.I. Reinforcement Request: // ================================================== ============ // Choose False to disable the enemy A.I. reinforcement feature. // True / False, default is True // GL4_Global set [0, False]; // Enemy A.I. Reinforcement Groups: // Choose how many enemy A.I. groups can be requested as reinforcement at the same time. // 0 - 30, default is 3 // GL4_Global set [1, 3]; // Enemy A.I. Reinforcement Units: // Choose how many enemy A.I. units need to be requested as reinforcement at the same time. // 0 - 30, default is 3 // GL4_Global set [2, 10]; // Enemy A.I. Reinforcement Request Knows About: // Choose how much enemy A.I. must know about a enemy to set alert and request reinforcement. // Note: The lower this value the faster enemy A.I. will request reinforcement. // 0 - 3, default is 0.30 // GL4_Global set [3, 0.30]; // Enemy A.I. Reinforcement Courage: // Choose the enemy A.I. courage. // The lower this value the faster enemy A.I. will request reinforcement. // Note: If this value was set to 0.10 then enemy A.I. will request reinforcement even if they are not overmatched. // Note: If this value was set to 0.50 or 0.80 then enemy A.I. will only request reinforcement if they are really overmatched. // 0.01 - 1.00, default is 0.10 // GL4_Global set [4, 0.10]; // Enemy A.I. Reinforcement Behaviour: ( Idle ) // Choose the enemy A.I. idle behaviour. // Note: Thouse behaviours are used by enemy A.I. which was requested as reinforcement and without enemy contact. // Info: [ ["FORMATION"], ["SPEEDMODE"], ["BEHAVIOUR"], ["COMBATMODE"] ] // GL4_Global set [5, [ ["COLUMN","LINE"], ["NORMAL","NORMAL","FULL","FULL"], ["SAFE","SAFE","AWARE","AWARE"], ["WHITE","WHITE","YELLOW","YELLOW"] ] ]; // Enemy A.I. Reinforcement Behaviour: ( Combat ) // Choose the enemy A.I. combat behaviour. // Note: Thouse behaviours are used by enemy A.I. which was requested as reinforcement and with enemy contact. // Info: [ ["FORMATION"], ["SPEEDMODE"], ["BEHAVIOUR"], ["COMBATMODE"] ] // GL4_Global set [6, [ ["COLUMN","WEDGE","VEE","LINE","FILE","DIAMOND"], ["NORMAL","NORMAL","FULL","FULL"], ["AWARE","AWARE","COMBAT","COMBAT"], ["YELLOW","YELLOW","RED","RED"] ] ]; // Enemy A.I. Reinforcement 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 the given range. // Example: If enemy A.I. which do not use a vehicle had spotted a enemy then they will be able to request reinforcement which is within a range of 3000 meters to their position. // Example: If enemy A.I. which use a tank had spotted a enemy then they will be able to request reinforcement which is within a range of 10000 meters to their position. // 0 - 50000, default is [ ["Man", 3000], ["Car", 7000], ["Tank", 10000], ["Air", 30000], ["Ship", 30000] ] // GL4_Global set [7, [ ["Man", 3000], ["Car", 7000], ["Tank", 10000], ["Air", 30000], ["Ship", 30000] ] ]; // Enemy A.I. Reinforcement Delay: // Choose how fast enemy A.I. should be able to request reinforcement. // Note: If this value is set too high and enemy A.I. was killed within this time then it may can be that the enemy A.I. had no chance to request reinforcement. // 0 - 30, default is 5 seconds // GL4_Global set [8, 5]; // ================================================== ============ // GL4 Enemy A.I. Artillery: // ================================================== ============ // Choose if enemy A.I. should be able to request artillery. // True / False, default is True // GL4_Global set [9, False]; // Enemy A.I. Artillery Request Ranks: // Choose which enemy A.I. ranks are allowed to request artillery. // Available Ranks: PRIVATE | CORPORAL | SERGEANT | LIEUTENANT | CAPTAIN | MAJOR | COLONEL // Default: ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL "] // GL4_Global set [10, ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL "] ]; // Enemy A.I. Artillery Chance: // Choose the chance of how enemy A.I. should be able to request artillery. // 0 - 100, default is 50% // GL4_Global set [11, 50]; // Enemy A.I. Artillery Ammo: // Choose which type of ammo enemy A.I. artillery should use. // Available ammo classes: "Sh_105_HE", "Sh_120_HE", "Sh_120_SABOT", "Sh_122_HE", "Sh_125_HE", "Sh_125_SABOT", "Bomb", "Grenade" // Default: "Sh_125_HE" // GL4_Global set [12, "Sh_85_HE"]; // ================================================== ============ // GL4 Enemy A.I. Airstrike: // ================================================== ============ // Choose if enemy A.I. should be able to request airstrike. // True / False, default is True // GL4_Global set [13, False]; // Enemy A.I. Airstrike Request Ranks: // Choose which enemy A.I. ranks are allowed to request airstrike. // Available Ranks: PRIVATE | CORPORAL | SERGEANT | LIEUTENANT | CAPTAIN | MAJOR | COLONEL // Default: ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL "] // GL4_Global set [14, ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL "] ]; // Enemy A.I. Airstrike Chance: // Choose the chance of how enemy A.I. should be able to request airstrike. // 0 - 100, default is 50% // GL4_Global set [15, 50]; // Enemy A.I. Airstrike Ammo: // Choose which type of ammo enemy A.I. airstrike should use. // Available ammo classes: "B_25mm_HE", "Bo_GBU12_LGB", "M_Sidewinder_AA", "M_R73_AA", "R_S8T_AT", "B_30mm_HE", "M_Ch29_AT", "B_30mmA10_AP", "M_Maverick_AT", "R_Hydra_HE" // Default: "R_S8T_AT" // GL4_Global set [16, "R_S8T_AT"]; // ================================================== ============ // GL4 Enemy A.I. Behaviours ( Combat ) // ================================================== ============ // GL4 Enemy A.I. House Search: // Choose if enemy A.I. should be able to search houses. // True / False, default is True // GL4_Global set [17, False]; // GL4 Enemy A.I. Car Weapon: // Choose if enemy A.I. should be able to search and mount cars with weapon. // True / False, default is True // GL4_Global set [18, False]; // GL4 Enemy A.I. Helicopter Paradrop: // Choose if enemy A.I. should be able to paradrop. // True / False, default is True // GL4_Global set [19, False]; // GL4 Enemy A.I. Helicopter Behaviour: // Choose the chance of how enemy A.I. should react after the crew of a helicopter was ejected. // Note: High value means that the helicopter will retread to his original position. // Low value means that the helicopter will stay and randomly scout the area. // 0 - 100, default is 75% // GL4_Global set [20, 75]; // GL4 Enemy A.I. Helicopter Extraction: // Choose if enemy A.I. should be able to fly a extraction. // True / False, default is True // GL4_Global set [21, False]; // GL4 Enemy A.I. Smoke Man: // Choose if enemy A.I. without vehicle should be able to use smoke for cover. // True / False, default is True // GL4_Global set [22, False]; // GL4 Enemy A.I. Smoke Vehicle: // Choose if enemy A.I. with vehicle should be able to use smoke for cover. // True / False, default is True // GL4_Global set [23, False]; // GL4 Enemy A.I. Flares: // Choose if enemy A.I. should be able to use flares at night. // True / False, default is True // GL4_Global set [24, False]; // GL4 Enemy A.I. Combat Tactics: // Choose if enemy A.I. should be able to split the group into several smaller groups to advance from several directions. // True / False, default is True // GL4_Global set [25, False]; // GL4 Enemy A.I. Rearm: // Choose if enemy A.I. should be able to rearm if they are running out of ammo. // True / False, default is True // GL4_Global set [26, False]; // ================================================== ============ // GL4 Enemy A.I. Behaviours ( Idle ) // ================================================== ============ // GL4 Enemy A.I. Idle: // Choose if enemy A.I. should use the Human A.I. feature. // True / False, default is True // GL4_Global set [27, False]; // GL4 Enemy A.I. Garrison: // Choose if enemy A.I should be able to garrison buildings. // True / False, default is True // GL4_Global set [28, False]; // GL4 Enemy A.I. Static Weapons: // Choose if enemy A.I. should be able to mount empty static weapons. // True / False, default is True // GL4_Global set [29, False]; // GL4 Enemy A.I. Body Detect: // Choose if enemy A.I. should be able to detected dead bodys. // True / False, default is True // GL4_Global set [30, False]; // GL4 Enemy A.I. Detection: // Choose if enemy A.I. should be able to hear and react if a vehicle was exploded nearby. // True / False, default is True // GL4_Global set [31, False]; // ================================================== ============ // GL4 Enemy A.I. Advancing: // ================================================== ============ // Choose if enemy A.I. should be able to hear and react to gunfire. // True / False, default is True // GL4_Global set [32, False]; // Enemy A.I. Advancing Smoke: // ================================================== ============ // Choose which smoke shells/grenades can be detected by enemy A.I. // Smoke shells/grenades listed in this array can be detected by enemy A.I. within a range of 100 meters. // Default: ["SmokeShell","SmokeShellYellow","SmokeShellRed","S mokeShellGreen","SmokeShellPurple","SmokeShellBlue ","SmokeShellOrange","G_40mm_Smoke","G_40mm_SmokeR ed","G_40mm_SmokeGreen","G_40mm_SmokeYellow"] // GL4_Global set [33, (GL4_Global select 33) + [] ]; // Enemy A.I. Advancing Smoke Distance: // Choose in which range enemy A.I. should react to dropped smoke shells/grenades. // Note: This value set how close smoke shells/grenades have to be dropped within the enemy A.I. position. // Warning: Do not set this value higher then 100 meters else enemy A.I. will react to smoke shells/grenades even if it was dropped more then 100 meters away from their position. // 0 - 100, default is 100 meters // GL4_Global set [34, 100]; // Enemy A.I. Advancing Weapons: // ================================================== ============ // Choose which weapons and ammo should be heared by enemy A.I. within wich range. // Note: Weapons which are not listed in thouse arrays can heared by enemy A.I. from the "Rifle Distance" distance. // Weapons and Ammo listed in this array can heared by enemy A.I. within a range of 15 meters. // Note: Suppressed weapon classes are detected and added automatically. // Default: ["B_556x45_SD","B_556x45_SD"] // GL4_Global set [35, (GL4_Global select 35) + [] ]; // Muzzles and Ammo listed in this array can heared by enemy A.I. within a range of 50 meters. // Default: ["M203Muzzle","GP25Muzzle","G_40mm_HE"] // GL4_Global set [36, (GL4_Global select 36) + [] ]; // Weapons and Ammo listed in this array can heared by enemy A.I. within a range of 300 meters. // Default: ["M136","JAVELIN","STINGER","RPG7V","STRELA","M9"," Makarov","B_9x19_Ball","R_M136_AT"] // GL4_Global set [37, (GL4_Global select 37) + [] ]; // Enemy A.I. Advancing Suppressed Weapons Distance: // Choose in which range enemy A.I. can hear suppressed "M9SD/MP5SD/M4A1SD/MakarovSD" weapons. // 0 - 100, default is 15 meters // GL4_Global set [38, 15]; // Enemy A.I. Advancing Grenade Launcher Distance: // Choose in which range enemy A.I. can hear Grenade Launcher "M16A2GL/M4GLAK74GL" weapons. // 0 - 300, default is 50 meters // GL4_Global set [39, 50]; // Enemy A.I. Advancing Pistoles and Rocket Launcher Distance: // Choose in which range enemy A.I. can hear Pistoles/Rocket Launcher "M9/Makarov/M136/JAVELIN/RPG7V" weapons. // 0 - 500, default is 300 meters // GL4_Global set [40, 300]; // Enemy A.I. Advancing Rifle Distance: // Choose in which range enemy A.I. can hear Rifles/Assault Rifles "M16A2/M16A4/M4AIM/M4A1/AK74" weapons. // 0 - 1500, default is 600 meters // GL4_Global set [41, 600]; // ================================================== ============ // GL4 Enemy A.I. Suppressive Fire: // ================================================== ============ // Choose if enemy A.I. should react to suppressive fire. // True / False, default is True // GL4_Global set [42, False]; // Enemy A.I. Suppressive Fire Bullets Rate: // Choose how fast ( in which rate of time ) the bullets must be fired to suppress enemy A.I. // 0 - 0.50, default is 0.20 seconds // GL4_Global set [43, 0.20]; // Enemy A.I. Suppressive Fire Bullets Requied: // Choose how many bullets must be fired within the given "Fire Bullets Rate" to suppress enemy A.I. // 0 - 30, default is 6 bullets // GL4_Global set [44, 6]; // ================================================== ============ // GL4 Enemy A.I. Difficult Level: // ================================================== ============ // True / False, default is True // GL4_Global set [45, False]; // Enemy A.I. Difficult Level Fixed: // Choose the difficult level of the enemy A.I. // Note: The higher this value the more skilled enemy A.I. will be. // 0 - 1, default is 0.10 // GL4_Global set [46, 0.10]; // Enemy A.I. Difficult Level Random: // Choose the random difficult level of the enemy A.I. // Note: This value will randomly increase the "Fixed" value given above. // 0 - 1, default is 0.20 // GL4_Global set [47, 0.20]; // GL4 Enemy A.I. Difficult Skill Types: // ================================================== ============ // Choose the difficult "Skill Types" of the enemy A.I. // The difficult "Skill Types" set many abilitys of the enemy A.I. to the given level. // Note: If the array contains only one value then this value will be used as "Fixed" value without any modification. // Note: If the array contains two values then the first value in the array will be randomly increased by the second value. // Enemy A.I. Difficult "Aiming Accuracy" Skill Type: // Choose the "Aiming Accuracy" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.15] // (GL4_Global select 48) set [0, [0.35, 0.15] ]; // Enemy A.I. Difficult "Aiming Shake" Skill Type: // Choose the "Aiming Shake" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [0.50, 0.35] // (GL4_Global select 48) set [1, [0.50, 0.35] ]; // Enemy A.I. Difficult "Aiming Speed" Skill Type: // Choose the "Aiming Speed" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [0.50, 0.35] // (GL4_Global select 48) set [2, [0.50, 0.35] ]; // Enemy A.I. Difficult "Endurance" Skill Type: // Choose the "Endurance" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [1] // (GL4_Global select 48) set [3, [1] ]; // Enemy A.I. Difficult "Spot Distance" Skill Type: // Choose the "Spot Distance" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [1] // (GL4_Global select 48) set [4, [1] ]; // Enemy A.I. Difficult "Spot Time" Skill Type: // Choose the "Spot Time" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [0.35, 0.15] // (GL4_Global select 48) set [5, [0.35, 0.15] ]; // Enemy A.I. Difficult "Courage" Skill Type: // Choose the "Courage" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [0.75, 0.25] // (GL4_Global select 48) set [6, [0.75, 0.25] ]; // Enemy A.I. Difficult "Reload Speed" Skill Type: // Choose the "Reload Speed" of the enemy A.I. // [0.1, 0.1] - [1.0, 1.0], default is [0.70] // (GL4_Global select 48) set [7, [0.70] ]; // Enemy A.I. Difficult "Commanding" Skill Type: // [0.1, 0.1] - [1.0, 1.0], default is [1] // (GL4_Global select 48) set [8, [1] ]; // Enemy A.I. Difficult "General" Skill Type: // [0.1, 0.1] - [1.0, 1.0], default is 1] // (GL4_Global select 48) set [9, [1] ]; // GL4 Enemy A.I. Difficult "Class and Rank" Skill Types: // ================================================== ============ // Choose the difficult "Skill Types" of specific enemy A.I. classes and ranks. GL4_Global set [49, call compile preprocessFile "\UserConfig\GL4\GL4_Skill_Types.sqf" ]; // ================================================== ============ // GL4 Enemy A.I. Surrender: // ================================================== ============ // Choose if enemy A.I. should be able to surrender if they are fleeing. // True / False, default is True GL4_Global set [50, False]; // Enemy A.I. Surrender Courage Fixed: // Choose the enemy A.I. surrender courage. // Note: The higher this value the higher the chance that enemy A.I. will surrender. // 0 - 1, default is 0.1 // GL4_Global set [51, 0.1]; // Enemy A.I. Surrender Courage Random: // Choose the random enemy A.I. surrender courage. // Note: This value will randomly increase the "Fixed" value given above. // 0 - 1, default is 0.3 // GL4_Global set [52, 0.3]; // Enemy A.I. Surrender Rank Chance: // Choose the chance of how fast enemy A.I. with a specific rank should be able to surrender. // 0 - 100, default is PRIVATE: 90% | CORPORAL: 80% | SERGEANT: 70% | LIEUTENANT: 60% | CAPTAIN: 50% | MAJOR: 40% | Colonel: 30% // GL4_Global set [53, [90, 80, 70, 60, 50, 40, 30] ]; // Enemy A.I. Surrender Group Size: // Choose how much units of a enemy A.I. group must be alive till a unit of the enemy A.I. group will think about surrendering. // 1 - 10, default is 3 // GL4_Global set [54, 3]; // Enemy A.I. Surrender Friendly Nearby: // Choose how much friendly A.I. units have to be nearby that the unit will not surrender. // Note: If there are more friendly A.I. units nearby like set here then the unit will not surrender. // 0 - 100, default is 5 // GL4_Global set [55, 5]; // Enemy A.I. Surrender Captive Player: // Choose how many captives each player can capture at the same time. // 0 - 10, default is 3 // GL4_Global set [56, 3]; // Enemy A.I. Surrender Fleeing Chance: // Choose the chance of how enemy A.I. which already was captured by a player will try fleeing. // 0 - 100, default is 1% // GL4_Global set [57, 1]; // ================================================== ============ // GL4 Enemy A.I. Simulate Dead: // ================================================== ============ // Choose if enemy A.I. should be able to simulate dead if no friendly A.I. is nearby. // True / False, default is True // GL4_Global set [58, False]; // Enemy A.I. Simulate Dead Chance: // Choose the chance of how enemy A.I. should simulate dead. // 0 - 100, default is 15% // GL4_Global set [59, 15]; // Enemy A.I. Simulate Dead Friendly Nearby: // Choose how much friendly A.I. units have to be nearby that the unit will not simulate dead. // Note: If there are more friendly A.I. units nearby like set here then the unit will not simulate dead. // 0 - 100, default is 5 // GL4_Global set [60, 5]; // ================================================== ============ // 2.) GL4 Enemy A.I. Debug: // ================================================== ============ // GL4 Enemy A.I. Array: // ================================================== ============ // Choose if the "Array" debug should be used. // Note: This debug shows the most important enemy A.I. arrays. // True / False, default is False // GL4_Global set [61, True]; // GL4 Enemy A.I. Map Marker: // ================================================== ============ // Choose if the "Map Marker" debug should be used. // Note: This debug creates a map marker for each enemy A.I. group. // True / False, default is True GL4_Global set [62, False]; // Enemy A.I. Map Marker Type: // Choose which "Map Marker Type" should be used. // Note: Choose True to enable millitary markers. // "Dot", "Arrow", "Select", "Destroy" / True, default is True // GL4_Global set [63, "Dot"]; // ================================================== ============ // 3.) GL4 Friendly A.I. Enhancement: // ================================================== ============ // GL4 Friendly A.I. Recruit: // ================================================== ============ // Choose if friendly A.I.can be recruited by a player. // True / False, default is True // GL4_Global set [64, False]; // Friendly A.I. Recruit Ranks: // Choose which ranks are allowed to recruit friendly A.I. beside the group leader. // Available Ranks: PRIVATE | CORPORAL | SERGEANT | LIEUTENANT | CAPTAIN | MAJOR | COLONEL // Default: ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL "] // GL4_Global set [65, ["SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL "] ]; // GL4 Friendly A.I. Advancing and Suppressed: // ================================================== ============ // Choose if friendly A.I. should be able to use the "Advancing" and "Suppressed" feature. // Note: This feature gives friendly A.I. the ability to suppress enemy A.I. and make enemy A.I. hear gunfire from friendly A.I. // True / False, default is False // GL4_Global set [66, True]; // GL4 Friendly A.I. Rearm: ( New ) // ================================================== ============ // Choose if friendly A.I. should be able to rearm if they are running out of ammo. // True / False, default is False // GL4_Global set [67, True]; // ================================================== ============ // 4.) GL4 System Enhancement: // ================================================== ============ // GL4 Body Remove: // ================================================== ============ // Choose if dead A.I. should be removed after a specific amount of dead bodys was reached or if players are in a specific range to the dead A.I. // True / False, default is True // GL4_Global set [68, False]; // GL4 Re-Initialize: // ================================================== ============ // Choose which classes should be re-initialized. // Note: The re-initialize is used to initialize units and vehicles which was created ( spawned ) after a mission was started. // ["Class","Class"], default is ["Man","Car","Tank","Air"] // GL4_Global set [69, ["Man","Car","Tank","Air"] ]; Share this post Link to post Share on other sites
FelixK44 10 Posted November 7, 2010 Ok, but even with those features disabled with // removed they still are enabled in game.... Am I supposed to do somthing with the GL4 modules in the editor so they use my settings? Share this post Link to post Share on other sites
snkman 351 Posted November 7, 2010 Nope it should work like explained. It's enough to disable/change the given feature in the "GL4_Global.sqf" settings. Where did you try it in mp or sp? Normally there should be no different becouse the way how thing's get read by the engine never will change or only by a none noticable delay. Which other mod's do you use and how do you initialize Group Link 4? Without modules by using C.B.A.? Share this post Link to post Share on other sites
FelixK44 10 Posted November 7, 2010 (edited) I just place down these modules GL4_System and GL4_FX in my mission and it says those blue messages from GL4...... EDIT:Ok it says default initializing is that the problem? Edited November 7, 2010 by FelixK44 Share this post Link to post Share on other sites
Muahaha 10 Posted November 8, 2010 @MuahahaHmm... Yeah nice idea agree. ;) Well i will see what i can do to make specific groups check buildings for a specific amount of time only. Hey Thanks SNKMAN for listening to my mumblings. I thought the feature has already been implemented and I left it out. Cheers. Share this post Link to post Share on other sites
domokun 515 Posted November 8, 2010 @domokunIf you use A2 standalone ( without O.A. ) then you will have no luck with the next version ( Triforce ) of Group Link 4. The Triforce Edition do only work with A2 CO ( A2 + O.A. ) or O.A. standalone. This is becouse i'm using a lot of the new scripting commands which came with O.A. and the O.A. beta patches. Gutted to hear that the next version of GL4 will only be compatible with CO/OA. But I guess that is the price of progress :( Any chance you could release a version that only includes bugfixes in the current version? i.e. don't worry about the new features. In the meantime I'm going to increase my efforts in getting my clan to upgrade to OA :o Share this post Link to post Share on other sites
CombatComm 10 Posted November 9, 2010 Hey I have a mission with randomly patrolling AI groups. I wouldent mind if they call for reinforcements but I dont want every AI unit across the map coming to a single battle. So My question is this. Does the AI request loop go on indefinately to where the AI that was called to help themselves call AI and vice versa. And can I set the distance in which the request support? Share this post Link to post Share on other sites
Muahaha 10 Posted November 10, 2010 Hey I have a mission with randomly patrolling AI groups. I wouldent mind if they call for reinforcements but I dont want every AI unit across the map coming to a single battle. So My question is this. Does the AI request loop go on indefinately to where the AI that was called to help themselves call AI and vice versa. And can I set the distance in which the request support? There is a range for the AI to call reinforcement, basing on whether AI is on foot, vehicle or copper/ship. Ranging from 10km to 30km not mistaken...It's in the config files. And you can set the max amount of reinforcement that come to aid the AI. Share this post Link to post Share on other sites
CombatComm 10 Posted November 10, 2010 You said that variable is in km? Holy moly no wonder they keep coming thats the whole map right? If it was meters it makes more sense. This is in meters or km? And also for the reinforcments to take place does any module have to be placed and does it use preplaced AI groups for renforcement or is it creating groups? I read the readme but was kind of confused on that one. And while I have you here, I am getting an invalid variable or something when trying to set up patrol in the leaders init field. Thanks in advance. Share this post Link to post Share on other sites
lugiahua 26 Posted November 12, 2010 I encountered two problems which I believe caused by GL4: 1. the dead bodies always removed after a while, even I already set it false in the config files 2. sometimes my AI team member would leave the group and I can't get them back under my command What should I do to solve these two? Share this post Link to post Share on other sites
twisted 128 Posted November 12, 2010 Well from the current point of view i would say somewhen in 2010 i guess but may only after the next stable B.I.S. patch.. ;) :cool: Share this post Link to post Share on other sites
Muahaha 10 Posted November 12, 2010 ;):cool: +1 to the above. :):yay: Share this post Link to post Share on other sites
snkman 351 Posted November 13, 2010 @domokun Any chance you could release a version that only includes bugfixes in the current version? i.e. don't worry about the new features. Well i would love to make a fix and improvement release for A2 but like i said the new scripting commands are highly recommend and things are coded all into each other that it would need a few weeks ( months ) to get a clean and stable bugfix only release. So i guess you need to move to O.A. too. ;) @CombatComm This is in meters or km? The distance you can set in the settings is in km. And also for the reinforcments to take place does any module have to be placed and does it use preplaced AI groups for renforcement or is it creating groups? Well you can initialize the "Reinforcement" system of Group Link 4 with multiple way's. Default ( in combination with C.B.A. ) every enemy A.I. group on the map will be initialized automatically. You can use the "Custom" module to choose specific enemy A.I. groups which should be initialized with the "Reinforcement" system of Group Link 4 only by synchronizing them with the "Custom" module. Another way is to use the "System" module. This do nothing else what the "Default" initialize do it simply pick the enemy side ( wich was synchronized with it ) and initialize all enemy A.I. groups to the given side. Yeah may a bit confusing but to me so far the best way to make things customizable. :) @Lugiahua 1. So you have disabled the "Body Remove" feature in the settings? Did you remove the "//" in front of the variable? 2. Should be fixed in the next version. @twisted + Muahaha +1 to the above. Yeah it's damn close!! I already can hear it. ;) Share this post Link to post Share on other sites
niQ® 0 Posted November 15, 2010 @domokunWell i would love to make a fix and improvement release for A2 but like i said the new scripting commands are highly recommend and things are coded all into each other that it would need a few weeks ( months ) to get a clean and stable bugfix only release. So i guess you need to move to O.A. too. ;) @CombatComm The distance you can set in the settings is in km. Well you can initialize the "Reinforcement" system of Group Link 4 with multiple way's. Default ( in combination with C.B.A. ) every enemy A.I. group on the map will be initialized automatically. You can use the "Custom" module to choose specific enemy A.I. groups which should be initialized with the "Reinforcement" system of Group Link 4 only by synchronizing them with the "Custom" module. Another way is to use the "System" module. This do nothing else what the "Default" initialize do it simply pick the enemy side ( wich was synchronized with it ) and initialize all enemy A.I. groups to the given side. Yeah may a bit confusing but to me so far the best way to make things customizable. :) @Lugiahua 1. So you have disabled the "Body Remove" feature in the settings? Did you remove the "//" in front of the variable? 2. Should be fixed in the next version. @twisted + Muahaha Yeah it's damn close!! I already can hear it. ;) can i use GL4 without CBA,using only the modules in the mission? tnx Share this post Link to post Share on other sites
snkman 351 Posted November 15, 2010 Sure that's why i have designed the modules to be free of any other AddOn requirements. Share this post Link to post Share on other sites
m1n1d0u 29 Posted November 15, 2010 i have a question about the skill types, for oa or ace i need to put the class name of the sniper that's right or ace and oa sniper use the config for usmc sniper ? thanks ;) Share this post Link to post Share on other sites
breeze 0 Posted November 18, 2010 (edited) This sounds really y nice one of the things I was wondering in making the AI so efficient is it also realistic when using silenced weapons that they do not react right away that it is realistic in reactions Also whats the verdict on combining this with Zeus and SLX? Edited November 18, 2010 by Breeze Share this post Link to post Share on other sites
extreing 10 Posted November 25, 2010 (edited) hi first of all congratulations for this great mod, well I have a problem I realize that the GP system is only active for the other side. I only see on the map markers enemy units and I want to see the friendly and enemy. I have the only OA expacion with mod SLX Edited November 25, 2010 by Extreing Share this post Link to post Share on other sites