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Everything posted by [GLT] Legislator
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Xeno Thanks  Sometimes the easiast way is the hardest to discover. Do you have any plans for ArmA 2 right now?
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Open init.sqf, you'll find it Search for "d_veh_a_". Xeno Strange  I already added them there because I had some feeling to do it. But still there are no non-BIS-vehicles in the towns. Maybe it's the randomize factor that I won't have seen them, although it's very unlikely within a dozen of tests. I'll keep an eye on it. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> d_veh_a_W = [ ["M1Abrams"], ["Stryker_ICV_M2"], ["M113"], ["Vulcan"], ["HMMWV50"], ["HMMWVMK"], ["M2StaticMG","M2HD_mini_TriPod"], ["MK19_TriPod","Stinger_Pod","TOW_Tripod"], ["M119"], ["Truck5tRefuel"], ["Truck5tRepair"], ["Truck5tReammo"], ["VILAS_BRADLEY_06"], ["bds_M60A3"], ["GLT_HMMWV_AMBULANCE"], ["240GD"] ]; By the way ... Domination rocks, whatever version Yesterday I flew continues bomb assaults using a F-117A (AGM65)  Simply a great feeling.
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Hiho again, I'm sorry to hear that this is the last Domination version I hope you'll return with it in ArmA 2. But maybe you can help me with my little problem?
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Hiho I guess I'm asking it in almost every version but I'll notice huge code changes in every release. How can I add new vehicles to the enemy AI groups at the main targets? Which files do I have to edit and which lines? I'm using 3.14 East but I've noticed other versions!? What's the latest version for vanilla arma?
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You're right ... the don't detect mines that have been placed by the own side At least they wouldn't be blown up by satch charges. As for the streets ... maybe it's possible to scan for the street p3d's? Woah that would mean hard work. It has no top priority! Just make yourself some notes for the future. Personally I'd like to have to surrender/captive feature in action first I'm sorry to say that I can't do huge tests for GL3 for now. The GLT has decided to use GL2 until the release of ArmA 2. Then we'll have to see how and if GL3 works in ArmA 2. It'll be a long process to convert existing missions to ArmA 2 so I'll have a huge update somehow in the future. Well ... if ArmA 2 will be delayed or is as buggy as ArmA 1 was in 2006 we'll use ArmA + GL3
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Well ... that's happening to me as well. Sometimes I can't decide which to use for destroying the enemy   I've got some missions where enemy specops have planted some pipebombs or mines on the street. It's very funny to see my mates getting blown up because they didn't check the area first. I would love to see this made by the AI randomly if it's tactical necessary. But to be honest - I don't have any idea which criteria would have been set to trigger the AI do lay down some mines at tactical places. The AI would have to "recognize" the street, lay down pipebombs/mines if the player is around with vehicles and then has to take cover and of course activate the pipebombs when the player is near. Shouldn't happen that often anyway and should be an optional feature as well. Basicly I've always having the problem that "I know" 'the' mission because I have created it. I wanna be surprised too during the game  I'm the only one who always knows where traps are set. After some replays the others can be surprised any more too.  You know what I mean?
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I'm using a random value for setSkill for months now and I definatly noticed huge differences between setSkill 0 and setSkill 1. I guess it was fixed in 1.11 Beta almost one year ago. With skill set to 1.0 the AI will definately react faster, the aiming precision is increased and it will engage the player on greater distances.
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Of course! Just check out the readme and enable/disable in the GL3_settings.sqf whatever you want. Or insert the code into the init.sqf to override the default settings for different missions.
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I don't think its a bug. In GL2 the enemy airplanes attack the player very precisly with everything they've got. Guided missiles against tanks and planes/choppers on the ground, unguided missiles against greater infantry groups and even the bord gun against infantry, light and heavy vehicles. I guess they need some time to get the target. If they don't a clear sight, they won't fire I suppose. But to be certain I would have to convert a GL2 mission to GL3.
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Great news, Snkman and thanks for your work I've discovered something important you need to know. To test something I've replaced line 191 of the GL3_Human_Idle.sqf with this: _d playMove "ActsPercMwlkSlowWrflDnon_PatrolingBase1"; The AI executes the animation, so far so good. But as soon as I shot the AI the animation still continues. I know that's a crappy piece of work done by BIS. Is there any possibility to cancel an animation when the performing unit is killed? I don't know how many animations do have this problem. If the unit doesn't die instantly it could cause an error message (error nullteiler) in line 52. I've tested it with playMove and switchMove - same problem.
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You don't need to install it That's why and where I want to help you. Just deliver some code examples and I'll see if it works properly. You could get live action feedback via teamspeak or non live feedback via screenshots or videoclips if you want. Anyway I'm trying something
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Ups... yes you are right a stupid mistake i made with this... I have set the variable, bevore i call the GL3_Settings.sqf. Well thanks for letting me know this. I can tell you how to fix it or you have to wait till the next release. No problem, I already fixed it for myself  Hmmm why did you use the action command? Maybe you should check the animation previewer of ofpec.com. Basicly its a mission file where you can live preview animations in 3D mode. It supports vanilla arma, queens gambit and animation replacments that replace the standard animations. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> I recommend these animations (QG needed): Soldier is yawning: ActsPercMstpSlowWrflDnon_Lolling Soldier is talking (weapon lowered): ActsPercMstpSlowWrflDnon_Talking1 Soldier is listening: ActsPercMstpSlowWrflDnon_Listening Soldier is talking (weapon raised): ActsPercMstpSlowWrflDnon_Talking2 Soldier is surrendering: ActsPercMstpSnonWnonDnon_ArrestingMan (should be pinned with the eventhandler animdone) Soldier is patrolling: ActsPercMwlkSlowWrflDnon_PatrolingBase1 up to ActsPercMwlkSlowWrflDnon_PatrolingBase4 Soldier is jumping away from a grenade: AmovPercMstpSlowWrflDnon_ActsPpneMstpSlowWrflDr_GrenadeEscape (disableAI "MOVE" must be activated during the animation; needs to be tested if its useful ingame) Soldier is lying down slowly to rest: AmovPercMstpSnonWnonDnon_AmovPlieMstpSnonWnonDnon Troopleader is sending men in action: AsigPercMstpSlowWrflDnon_GoGo Unit is anxious: ActsPercMstpSnonWnonDnon_Panicking1 up to ActsPercMstpSnonWnonDnon_Panicking7  (good to use for "interrogation" part  :D If you don't have QG, don't worry. I will help you making it work and look good. As for players who don't want to own QG you can disable this feature by default so it's up to the player/mission creator if it's used or not. As for myself I don't know if it'll work anyway, but I think we should give it a try, don't you think? You don't have to ruin your work for it. For some beta tests you could make a copy where we can test around some things. The timing will be an important part because most of these animations are very long (5 seconds +) and the use of them should be very random. If almost every unit is playing them is the same disaster as if no unit is playing them for a long time. I'm beeing begged to insert those animations into my missions for months now. Maybe now there's hope for some horny players lol By the way ... I've found no entrys in the arma.rpt so far. Very very good work! You still have my icq number?
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I'm sorry to say that I think you forget something to change in Version 1.2. After changing the path in the GL3_settings.sqf an error message appears in the main menu demanding the path to "@GL3\GL3_settings.sqf". I've tracked it to the GL3_core.pbo\GL3 Core Database\GL3 Global Database.sqf in line 55. Edit: I'm testing the Human AI right now. Which animations did you choose? Haven't seen anything special yet except the try to sit down (which results into stepping over something due to tcp animation replacement )
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I'll buy you a coffee We destroyed a fuel depot by using M136 to destroy some fuel trucks. The huge explosion (spawning GBU's above the trucks) should effect the AI. I guess in GL3 the AI would react to the M136 fire. But what about if we would have used satchel charges? Or if the explosion would have been caused via trigger?
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Ahh you will hit me but I've got another feature request While doing some destruction work yesterday we noticed that the AI doesn't react to explosions. Well it was a GL2 mission so I can't say if you've already fixed it. It would be nice if GL3 groups will sent one group to the location where the explosion happened. Not always an explosion is caused by the player's fire.
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Awesome! Thank you for updating and working so fast, Snkman! I hope to have some more tests this evening. You can be sure that I'll invite you for some coop events as soon as I got some missions GL3 ready. But because I'm moving next month to a new town it could take some time before we can play some missions together.
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You call it stupid, I loved it because it's very funny It didn't alert AI anyway. Maybe I'll change it only for myself I you can tell me where to do the change. Ahm ... and what building exactly uses the choir as an environment sound? Using Mapfact 3DE I scrolled across the town Masbete and I heard them singing. But there is no church!
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I've done some tests. GL3 doesn't work with the gl3config.pbo that doesn't support E.E.H. if you'll use other addons that use E.E.H. So the only way it's running right now is accepting the huge letters and taking the gl3config.pbo with E.E.H. support  I hope these letters can be fixed somehow. Removing the gl2plus.pbo did not remove my no-reloading-sound problem. Still the player doesn't shout while reloading. Only the AI shouts "reloading" from time to time. I've got another suggestion. Can you please insert the markers introduced with patch 1.14 into your marker script? I think they would fit very well into GL3.
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Well .. it's been a while but I still have some ideas for ArmA that never had been made before. For example ... if an enemy unit surrenders you should get the option to "interrogate" After multiple "interrogations" the unit will lose some health, maybe cries and plays a good animation and if you'll succeed the prisoner reveals some information about the enemy, displayed via marker on the map ... maybe for X minutes? Something like that - but in form of talking to civilians - will be included in ArmA 2 by the way! From what I've seen in the past the enemy doesn't surreder that often so it would be cool feature that rounds everything up. Snkman, did you change the infantery movement behaviour for long distances? Sometimes it's very annoying if infantery groups try to walk from A to B across the country when they're alerted. It would be really cool if they choose to mount an empty vehicle of their side if possible and if they spot one. That reminds me to a very funny vehicle-remount-situation We damaged a 5t truck a little bit which came along the street. Somehow we got distracted and the enemy infantry onboard escaped. Some minutes later we saw a schoolbus having the enemy infantry group onboard I really like this feature!
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I had a funny idea for static GL3 groups who guard an area. What if the soldiers randomly sit down, yawn or do something else? Of course there must be some requirements ... 6.00 pm or later + no enemy contact for 20 minutes + randomized count of troops who do this + player is around 200 metres or so. I know some good animations who can provide this behaviour, but the main problem is that they're from queens gambit so you would have to make it an optional feature anyway. How do like this feature? It would make the AI look more human in behaviour.
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Hiho, what exactly will happen if I don't use the E.E.H. GL3 config? I'm using several addons that need the E.E.H. for example Sentinel's AH-1Z pack and Maddmatts ArmA effects. Regarding the reloading sound ... maybe there's a conflict with the gl2plus.pbo ... I'll have a look into it again und start the game without it.
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Well ... but that's leading to strange arma text settings somehow ... (see pictures below) Ok I've tested GL3 1.1. I replaced the gl3_core.pbo and the gl3_config.pbo with E.E.H. and now GL3 is working! The combat sounds work, the AI did some house search, they called reinforments, the bullet effects worked, the grenade hit fx did work, the paradrop worked, the marker settings. More I didn't notice in the first minutes. But I found some bugs: - the player doesn't "Reloading" when reloading ... well maybe some find it annoying, I loved it  Maybe you could integrate it via optional parameter? - the grenade hit fx is a little bit too load in relation to the other ArmA environment ... I don't want to get headache while playing, no matter if its realistic or not - one error message (see picture below) / game speed was at 4x / I was shot down by the enemy after I killed every member of my team for ... uhm ... test reasons - one missing sound (see picture below) Testing environment: - within the Editor - ArmA 1.14 - other mods loaded Pictures: Missing sound Ugly text setting 1 Ugly text setting 2 Ugly text setting 3 Error message
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Thanks for the update, Snkman I'll have a look into GL3 again. I hope my problems disappear with the new version. By the way .. you got a PN yesterday. And still one question Sorry if I repeat myself, but what are you going to do regarding the @-in-the-pathname-on-linux-server issue? And another question ... does the AI still surrender if one group can't beat the human players?
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I don't know if it's a good idea to use DAC and GL3 together. DAC is using an own waypoint system so GL3 could mess around with the GL3 waypoints given to the AI during the mission. There might be problems with respawned AI too as GL3 is designed for units that aren't spawned during the mission - well at least if Snkman didn't change it
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I mean loading pbo's files of Grouplink 2 and 3 together. Of course I didn't mean to use GL 2 and 3 AI scripts in one mission Thanks for the "hint" hint What are you going to do with the @ problem? I've noticed the scripts refers to @GL3. It's definately not possible to use a mod folder having the @. Unless you don't want to change it you should mark GL3 as incompatible to linux server. Maybe you can let the player choose which path it'll be? Maybe with a variable that reads the path to the GL3 pbo's?