GL3 is the mod, its fairly big but in the Documentations file, i'll post here all the features and things it does, this mod does alot more then ECS.
From the @WarMod/Documentation Features readme
GL3 - Group Link 3 Group Link 3 Info
Group Link 3 is a AddOn based AI Enhancement script, which is doing a lot of configuration's and setting's by it's own.
So it's not necessary to initialize every group by putting "ge1=group this", "ge2=group this" and so on in the initializing field of each group.
Group Link 3 is detecting every unit, group, object, which is used in a mission by it self.
Group Link 3 Features
1. Enemy A.I. Features
2. Effect Features
3. Additional Features
Group Link 3 A.I. Features: Enemy A.I. may do call in other units/groups as reinforcements. Enemy A.I. may do call in artillery support. Enemy A.I. may do call in airstrike support. Enemy A.I. may do drop smoke while unmounting/ejecting vehicles. Enemy A.I. react to gunfire. Enemy A.I. react to suppressive fire. Enemy A.I. may do perform house search. Enemy A.I. may do fire flares at night and drop smoke at day after spotting an target/player. Enemy A.I. in helicopters may do paradrop or unmount the helicopter at the conflict point. Enemy A.I. will return to their original vehicles and remount them, after an alert was cancelled. Enemy A.I. do rearm, if they are close to run out of ammo. Enemy A.I. which was called in as reinforcement, will look for empty vehicles, if they are not nearby the
conflict point. Enemy A.I. may try to find cover, after they was detected by or after they had detected/spotted
a target/player. Enemy A.I. which is close to reached the conflict pointing may do split up their groups, to advance
from several directions. Enemy A.I. of a static group may do talk to some other units of their own group, go paroling for a
specific amount of time and range or do sit on the ground and relax.
If there is no enemy contact and if they ( units/groups ) feel safe. Enemy A.I. may do garrison empty buildings nearby their position. Enemy A.I. may do mount empty static weapons nearby their position. Enemy A.I. in helicopter may do insert/extract other already called reinforcements, which are far away/not
close to the conflict point after unmounting/ejecting their original crew at the conflict point. Enemy A.I. do may detect exploding vehicles.
If a vehicle explode and a Enemy A.I. unit/group is nearby the exploded/destroyed vehicle, then they may will start advancing toward to where
the explosion came from, to see, what was happened there. Enemy A.I. in vehicles do also detect explosions, if so then they will drive to the position, where the explosion came from, unmount the vehicle, check a specific range for
a specific amount of time, remount the vehicle and return to their original waypoints. ( If any )
Group Link 3 Effect Features:
Bullet Whiz by sound effect:
This feature do simulate the sound of a bullet which whiz by the head of a player. Dynamic Speaking A.I.:
Gives enemy A.I. and the player/player group the ability to talk and shout during the combat
and in given situations. Injured Effects and First Aid:
This feature gives players, which was badly wounded the chance to heal them self with a First Aid pack. Church Chor:
This feature add some more life to churches, by let a church chor singing inside of a church at day time.
At night the church's will be lighted up in a very nice yellow/orange color. Grenade and Rocket impact simulation:
If a grenade and/or rocket impacts right beside a player, then the player get a shock and blackout with era
ring for a specific amount of time.
The nearer the grenade/rocket impacts the harder/longer will the effect be. Explosion FX:
This feature do create several explosion effects after a land vehicles, air vehicles or ship was
Explosion Effect Types and FX:
Explosion debris in several sizes.
Explosion fire flash.
Dust waves in different sizes.
Fire, Ashes, Spark effects and Spark sound.
This feature do removes dead body's of enemy A.I., if a specific amount of dead units is reached or if a player
is in a specific distance to a dead enemy A.I. body. Random Weather:
This feature do change the weather randomly during the mission.
Available weather conditions are:
Group Link 3 Feature Extensions:
This feature let enemy A.I. groups which was called in as reinforcement and which are not nearby the conflict point look if any
empty vehicles are nearby their position.
If yes, then they will mount the vehicle and drive to the conflict point in the vehicle instead of walking all the way. Dynamic Group Markers:
The dynamic group marker script creates a marker at the position of the enemy A.I. group leader.
The dynamic group marker script do also can be set how far a marker should be visible from the player/s position and if the
markers should give several information’s about the current enemy A.I. group status/behavior.
The dynamic group markers first was created to debug Group Link 3, but its a very useful and helpful tool, so its free to use for everyone. Difficult:
Choose the enemy A.I. skill and the enemy A.I. skill array type.
The skill array types include:
Aiming Accuracy: Choose how good the enemy A.I. can aim with their weapons.
Aiming Shake: Choose how much the enemy A.I. should shake while aiming.
Aiming Speed: Choose how fast the enemy A.I. can aim.
Endurance: Choose endurance of the enemy A.I.
Spot Distance: Choose how good the enemy A.I. can spot enemy's.
Spot Time: Choose how fast the enemy A.I. can spot enemy's.
Courage: Choose courage of the enemy A.I.
Reload Speed: Choose how fast the enemy A.I. can reload their weapons.
Commanding: Behavior unknown.. General: Behavior unknown...
Enemy A.I. is able to detect dead body’s of their own/friendly side.
After a enemy A.I. unit/group had found/detect a dead body, then they may scan the area for potential targets/players
for a specific amount of time and in a specific range. Dynamic Speaking A.I.:
The Enemy A.I. and the player do use a completely new D.S.A.I. ( Dynamic Speaking A.I. ) system, which fits to the given situation
and behavior of the unit/group.
The D.S.A.I. is split up into several behaviors which are:
D.S.A.I. ( Dynamic Speaking A.I. ) types/behaviors:
Player D.S.A.I. types: Moving, Incoming Grenade, Killed, Detected and Reloading.
Enemy A.I. D.S.A.I. types: Advance, Combat, Suppressed, Incoming and Grenade.
Enemy A.I. in boats now also is supported by Group Link 3.
If enemy A.I. units/groups in Boats/Ships was called in as reinforcement, then they will drive to the
nearest land position of the conflict point, unmount the Boats/Ships and continue their way till they
have reached the conflict point.
Enemy A.I. which was ordered to do perform house search will randomly check each available
spot in the house randomly.
Enemy A.I. do only fire flares at night, if a unit of the group got a grenade launcher and/or any
other weapon available to fire flares.
Artillery of the enemy A.I. do only fire, if none of their own units/groups are in a specific range to
the conflict point.
This means artillery will not do fire, if it could be possible to hit their own units/groups.
Take Captive/Surrender: ( Removed )
This feature do let enemy A.I. surrender/take captive if some conditions match.
The conditions to take captives are very high please take a look at the “GL3_Settings.sqf”
to see which conditions must be reached, to take captives.
Enemy A.I. in helicopters now do calculate the best distance to unmmount/eject
the helicopters by their own.
By default a random value is given, but if the helicopter is too close or too far away like this value,
then the value will be re-calculated by the helicopter to make sure the unmount/eject from the
helicopter will be a success and not a suicide.