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snkman

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Everything posted by snkman

  1. Well as far as i can tell C.B.A. is used to initialize multiple mods which use the same Event Handlers e.g. Init E.H's preventing them from overwrite each others E.H's. Don't know what C.B.A. features right now but this was the base idea of it when Solus started this back in ARMA 1 with his Extended Init Event Handler. So if ppl like to use T.C.L. in combination with some other mods which use the Init E.H's too C.B.A. is the only way to initialize them properly.
  2. Yes i know C.B.A. are some of the most important AddOns. Sure i will implement them within the next few days. Already waited for this question!
  3. Thanks! Yes would be nice! Glad for every kind of feedback!
  4. No need to say sorry. I belive it was done in good faith when it all begun. But if you choose to use someones work not willed to spend your own time write your own code at least you should keep some respect for the person who created it. What i mean with this is that in many of the scripts written by my own my name has been removed and other names have been added for what ever reason. I don't think that's the correct way of porting something.
  5. Thanks. Glad to hear some ppl are still interested in A.I. enhancement! @SavageCDN I read every post from where i stopped modding till now. I don't really know what you are trying to tell me with this post? You mean why Group Link 4 - SFX has been ported? I don't have and never really had a problem with this. It's just that i was kind of sad when i first read about all the negative stuff. Anyway...
  6. Well... Don't want to make false promises but i feel like there will be coming something this weekend! Sneak Preview of an average A.I. combat situation using full debug system. Blue Arrows = Available Cover Green Arrows = In Cover Red Arrows = Bullet Whiz By Pink Arrows = A.I. Group(s) Moving Position
  7. No not really... But yes i'm working on something for quite a while. A.I. modification what else... And of course inspired by Group Link II but i choosed to start from scratch bulding an entire new system. Umm... Well... Looks like Eden Editor Malden and disableAI "AUTOCOMBAT" had a very motivation impact on me!
  8. Yeah kind of! Well i don't know... Maybe it was a bad idea... But i just felt like telling some ppl the full legacy of Group Link. Guess most ppl of the current ARMA community didn't follow Group Link from the very first beginning till present day. I'm still playing and modding this game... So why not? Yes i know. Still remember all the name's from back then!!
  9. Well i know this already is pretty damn old and i don't really like to get this topic up again but well... Guss there are some thing's i really would like to clarify. 1. Group Link 3 and Group Link 4 - Special FX Edition are NOT ports in any way! I wrote / tested / debugged every code on my own... Which leads to... 2. Someone who wrote an entire Mod all on his own is not allowed to close source his own written code? Guess KeyCat can agree that since Group Link 3 i wrote all of my codes on my own. When i first ported Group Link 2 to ARMA 1 back in 2007 i did everything what was written in KeyCat's Group Link 2 Readme becouse i used his original Group Link 2 script and even than i used his original KEY_ tag's just becouse of giving respect to the person who put the most effort into it. Guess this can be confirmed by KeyCat as well... I started to change the original Group Link 2 KEY_ tag's to GL3_ / GL4_ after i started to write the code on my own. Like i already said i was working on Group Link since 2007 and i can tell that i put a damn lot of work and time into it keep pushing it forward. The reason why i close sourced my code was to avoid what happend to it now!! To me it really is heartbreaking to see how all this has ended!!! People calling me violating EULA becouse i close sourced the code written and debugged by my own during many years and now if i open up GL5 in almost every script i can find: even if there wasn't touched a single line! Is this the way to go now? PPL write something like this into script headers even befor doing anything with the given script? Now that's what i call rude!!! To describe you how it feels: Imagine! You are working on a car. You make it look good. You make it drive good. You put all your love, passion and time into it. And than someone takes it and drives it right into a wall... Well so far...
  10. Hey guy's, is it possible to use the "structuredText" within hint format? Example: _text = parseText ("<t color='#f00000ff' size='1.5'>Nice Text!</t>"); hint format ["%1", _text]; I know this doesn't work but i'm looking for something like this. I have a "hint format" with displays the content of several arrays but i need to change the color and size of one line only and the others can use the default color and size.
  11. =\Group Link 3 - The Ultimate A.I. and F.X. Enhancement/= The Group Link History: --------------------------- The original Group Link script was written by Toadlife. KeyCat continued toadlife's work and heavily modified the original Group Link script and tweaked and enhanced it. From now on Group Link was avalible and known as Group Link 2. Group Link 3: --------------------------- Group Link 3 still is based on the work of Toadlife and KeyCat but it's way more enhanced and optimized then ever bevore. Group Link 3 is a AddOn based A.I. enhancement Mod, which is doing a lot of configuration's and setting's by it's own. So it's not necessary to inizialize every group by putting "ge1=group this", "ge2=group this" and so on in the inizializing field of each group. Group Link 3 is detecting every unit/group, which is used in a mission by it's own. Basically Group Link was a A.I. enhancement script only, but i simply could not take off my hands from some very nice effect features, which i missed so much from OFP. Group Link 3 Compatibility: ------------------------------- Cold War Rearmed v.1.0 A.C.E. - Advanced Combat Environment AI - Enable and AI - Disable Revive Script By norrin RKSL Cargo System Group Link 3 Features: -------------------------- - Enemy A.I. may request reinforcement. - Enemy A.I. may request artillery support. - Enemy A.I. do unmount their vehicles and helicopters after reaching the conflict point. - Enemy A.I. in helicopters may do para drop or unmount the helicopter at the conflict point. - Enemy A.I. may do drop smoke for cover while unmounting. - Enemy A.I. on feet may drop smoke for cover after they had spotted a target/enemy. - Enemy A.I. do react to gunfire. - Enemy A.I. do react to suppressed fire. - Enemy A.I. do perform house searche. - Enemy A.I. may will try to find cover if they are under fire. - Enemy A.I. with no or less ammo will try to rearme by dead units. - Enemy A.I. groups with more then 3 units may will split up into several smaller groups to advance from several directions. - Enemy A.I. may will look for empty vehicles, which they could use to get faster to the conflict point. - Enemy A.I. and Player D.S.A.I. - Enemy A.I. Difficult: - Enemy A.I. Body Remove: - Enemy A.I. Anti Water: Group Link 3 FX Features: ----------------------------- - Church Chor. ( Sound ) - Church Light. ( FX ) - Random Weather - Bullet Whiz By. ( Sound ) - Shell Whiz By. ( Sound ) - Grenade impact Simulation. ( FX ) - Explosion FX. ( Debris, Dust Wave, Hot Ground ) - Fire, Ashes and Sparks Group Link 3 Optimizing: ---------------------------- - D.G.A.S.: ( Dynamic Global Array System ) - Group Calculation: - Helicopter Base: - Groups Behaviour: - Array Monitor: Group Link 3 How to install: ------------------------------- Unrar the GL3 archive. Place the "@GL3" folder into "C:\Program Files\Bohemia Interactive\ArmA\" Create a shortcut from your original ArmA.exe. Right click on the shortcut and choose "Properties". In the target field you have "C:\Program files\Bohemia Interactive\ArmA\arma.exe" Modify your shortcut target field to: "C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -nosplash -mod=@GL3 Group Link 3 Setup and Config: ----------------------------------- To see how Group Link 3 should be used please have a look into the ReadMe.doc or take a look at the Example Mission, which comes with Group Link 3. Everything you need to know is documented there. If there should be some more questions, which i forgot to write down in the ReadMe.doc please feel free to ask them in this thread. To open the ReadMe.doc you need word or the Word Viewer 2003 CREDITS: ----------- Please report any bugs you encounter at DevHeaven Mirror: ------- Group Link 3 v.1.4 ( Armaholic ) Group Link 3 v.1.4 ( Assault Mission Studio ) Group Link 3 v.1.4 ( 2shared )
  12. Hey guys, someone knows a way to check, if a unit stand or knee? Is there any base class which i could check? I already tryed: if (animationState player == "AnimationName") then { do this }; Prone can be checked with the specific weapon class: Rifle True if the player is prone with a rifle. Pistol True if the player is prone with a pistol. But i can'f find the correct animation names for Stand and Knee. May somebody know's them. :)
  13. Sure that's why i have designed the modules to be free of any other AddOn requirements.
  14. Well under some conditions the player side may will switch. So to make sure 100% you could get the side number from the config. 0 = EAST 1 = WEST 2 = GUER 3 = CIV _side = getNumber (configFile >> "CfgVehicles" >> (typeOf _player) >> "side"); if (_side == 1) then // This means if side player == WEST { [player] joinSilent alpha; } else { [player] joinSilent bravo; };
  15. addEventHandler ["HandleDamage", {_this execVM "scripts\unitnearlykilled.sqf"}] It should be: this addEventHandler ["HandleDamage", {_this execVM "scripts\unitnearlykilled.sqf"}] Also wouldn't it be easyer to use: this allowDamage False; ;)
  16. @domokun 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 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. ;)
  17. snkman

    Overwhelming ocean sound?

    Well guess it's from the class "CfgEnvSounds". Default: class CfgEnvSounds { class Sea { name = $STR_DN_SEA; sound[] = {"\ca\Sounds\Enviroment\wave_break_01", 0.1, 1}; soundNight[] = {"\ca\Sounds\Enviroment\wave_break_02", 0.177828, 1}; }; Edited: ( The 3. value set how far the sound can be heared from it's source ) class CfgEnvSounds { class Sea { name = $STR_DN_SEA; sound[] = {"\ca\Sounds\Enviroment\wave_break_01", 0.1, 1, [color="Red"][b]50[/b][/color]}; soundNight[] = {"\ca\Sounds\Enviroment\wave_break_02", 0.177828, 1, [color="Red"][b]50[/b][/color]}; }; Now it can be heared within 50 meters. Hopt this is what you are looking for. ;)
  18. Some feedback... You have done very well!! Everything fit's greate and the island look's very naturally. Frames are very good too. ;) Once again! Thanks for this beautiful island!
  19. Nice ( Robber ) Hotzenplotz. :D I really love the good old O.F.P. islands. The size is perfect and the terrain is exactly my taste. Well let's see what you have made there. :) Many thank's for sharing with the community! - Best Regards
  20. 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.?
  21. @Muahaha 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
  22. @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 Fixed @Muahaha Sorry but what do you mean by this? Don't get it... :) Done Thank's for the feedback and suggestions/informations guy's. ;)
  23. 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...
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