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Found 7 results

  1. Tactical Combat Link - ( TypeX ) ============================== Description: Tactical Combat Link is a highly dynamic A.I. and F.X. enhancement modification for ARMA 3. Main focus of this modification is to enhance and improve A.I. in many different ways and situations. Tactical Combat Link gives mission designers full freedom about the control and behaviour of A.I. unit(s) and A.I. group(s) by providing multiple types and ways of how A.I. unit(s) and A.I. group(s) can be initialized and behave. Tactical Combat Link works as close as possible with the ARMA 3 engines natively A.I. behaviours to keep a good and clean A.I. mission flow. The main system and almost every feature of Tactical Combat Link use highly randomized values to create unique and varied combat situations. Tactical Combat Link was designed to be as realistic as possible! A.I. is able to react to each enemy player(s) ( playable / switchable ) individual which means it is possible to have Player(s) vs A.I. combat in almost every kind and situation. Each A.I. group has the ability to start their own reinforcement request cycle. A.I. unit(s) of Tactical Combat Link have been specialized and optimized for close and long range combat. Tactical Combat Link has been optimized by using some of the latest coding and syntax optimizations to provide solid and lag free missions. A.I. Reinforcement Features: - A.I. Helicopter Paradrop - A.I. Request Reinforcement - A.I. Request Artillery Support - A.I. Assign / Unassign Vehicles A.I. Combat Features: - A.I. Rearm - A.I. Healing - A.I. Sneaking - A.I. Fire Flares - A.I. Take Cover - A.I. use Smoke - A.I. do House Search - A.I. use Static Weapons - A.I. use Tactical Movement - A.I. use Flanking Maneuvers - A.I. use Dynamic Push Movement - A.I. use Cover to Cover Movement - A.I. use Dynamic Combat Movement - A.I. do Helicopter Insertion / Extraction A.I. I.Q. Features: - A.I. React to Weapon Fire - A.I. React to Suppressive Fire - A.I. Intelligence Communication - A.I. React to Vehicle Explosions - A.I. Real Time Enemy Response and Reaction - A.I. Real Time Combat Response and Reaction - A.I. Dynamic Behaviour Assignment and Switching - A.I. Dynamic Enemy Assignment and Enemy Switching A.I. I.d.l.e. Features: - A.I. Area Observation - A.I. Garrison Buildings A.I. Special Behaviour: - A.I. group(s) which use combat mode "RED" will behave more offensive and always try to push their enemy(s) as much as possible. - A.I. group(s) which use combat mode "YELLOW" will behave more defensive push their enemy(s) less and stay in cover much longer. F.X. Features: - Church Chor - Explosion F.X. - Lighthouse Horn - Shell Whiz By F.X. - Bullet Whiz By F.X. Influences: Tactical Combat Link has been greatly inspired by Group Link 2 ( KeyCat / Toadlife ) and E.C.P. ( Enhanced Configuration Project ) which was developed for B.I.S. Operation Flashpoint - Cold War Crisis today known as ARMA: Cold War Assault. YouTube: Dear ARMA community! I'm very proud to finally release what i've started back in ARMA 2: Operation Arrowhead. Still there is much to do and still there are many things on my mind i'm planning to do. Please keep in mind this version of Tactical Combat Link is W.I.P. build and i'm still working on it daily! If you have any questions or if you find any kind of bug or syntax error please let me know so i can fix it! Please make sure to read the Tactical Combat Link - ( TypeX ).pdf which explains some of the most important features and how to use them properly. Most of the included missions was created for testing and debugging purpose in the first place but i'm sure you can get some useful stuff out of them. So far... Hope you enjoy this modification as much as i do! Best Regarde =\SNKMAN/= Download: ( drive.google.com ) ( Latest Full Build ) Tactical Combat Link - ( TypeX ) v.1.0.31 ( W.I.P. / Hotfix ) Download: ( drive.google.com ) Tactical Combat Link - ( TypeX ) v.1.0.21 ( Update ) Download: ( drive.google.com ) Tactical Combat Link - ( TypeX ) Beta v.1.0.19 Download: ( drive.google.com ) Tactical Combat Link - ( TypeX ) Beta v.1.0.00 Tactical Combat Link - ( TypeX ) Changelogs ( v.1.0.17 - v.1.x.xx ) Additional Informations: Tactical Combat Link ( TypeX ) Debug System ( How To ) Tactical Combat Link - ( TypeX ) - GitHub ( Managed by tanin69 ) Tactical Combat Link ( TypeX ) Install / Init.sqf ( How To by anfo )
  2. Group Link - X - ( Test / W.I.P. ) v.1.0.09 Description: This A.I. modification is very early stage and mainly focus on A.I. combat behaviour improvement(s). Main goal is to get back the "Get ready to feel hunted..." A.I. behaviour. GLX use a new high dynamically and random A.I. movement algorithm which allow A.I. to use very aggressive but still tactical movement. System Features: Headless Client ( H.C. ) Initialize Location A.I. ( Synchronized A.I. ) Spawned A.I. Initialize SP / MP ( Including Zeus A.I. ) A.I. Features: A.I. use Cover A.I. use Smoke ( At Day ) A.I. use Flares ( At Night ) A.I. Request Reinforcement A.I. use Cover to Cover movement A.I. mount / unmount empty vehicle A.I. use high dynamically movement A.I. use Flanking and Tactical Movement A.I. Helicopter Insertion / Extraction ( Paradrop ) There we go! New A.I. system with lot of new and optimized code. Main change of GLX is the new A.I. movement system. I choosed to use GL ( Group Link ) tag to not confuse users too much. Many scripts and functions have been simplified by removing lot of not too important code and conditions. Also UserConfig settings have been pretty much limited down to use some of the most important settings only. This version of GLX use fully randomized A.I. movement algorithm but still testing and playing around with some of the A.I. movement system values. Please make sure to test GLX at least a few times standalone ( without any other A.I. modification combined ) to see what and how GLX is doing. BE WARNED: If you are looking for an A.I. mod with lot of different A.I. features this is the wrong place! GLX mainly has been created to get a new main / base A.I. system used to build up the mod with. Please make sure to read the Group Link - X.pdf some of your questions may will be already answered there if not please feel free to ask them in this thread. As always bugs / something you like / dislike general thoughts and feelings about it please post them here... Group Link - X v.1.0.09 Download: ( drive.google.com ) Download: ( drive.google.com ) Group Link - X v.1.0.07 Download: ( drive.google.com ) Group Link - X v.1.0.03 Enjoy!
  3. Howdy, I'm seeking some help building a USS Liberty Template, making the AI move around in it, and also I'm looking for a NWU Type I uniform. First off, I have no problem placing the various turrets/weapons on the ship, and disabling AI pathing to place crew members and make them animated to sit/lean/kneel/repair whatever. My problem is making the AI move around in/on the ship, as they constantly get stuck, clip through walls, fall through the entire thing and land in the water, or refuse to move. AI troops disembarking from a chopper walk straight off the edge into the water. I tried making a 4-man CSAT diver team board the ship and attack the crew, but the just sit in the water, they absolutely refuse to use the 2 ladders. Finally, I'm looking for a Navy Work Uniform Type I (https://en.wikipedia.org/wiki/Navy_Working_Uniform). I've got RHS, General Equipment addon, VSM, and a whole host of others. I haven't found anything with the blue/grey digital camo used by the US Navy. Thank you in advance for any help.
  4. Story This is a script that I wrote a few weeks ago for a friend. It's supposed to let AI's with specific backpack's deploy static weapons automatically in a combat. You can link specific backpacks with specific static weapons multiple times. This script doesn't work, if the AI is in a combat mode all the time or if the AI never gets to be in a combat mode. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~80Code-Line-Big Script to let AI's with specific backpack's deploy static weapons automatically in a combat. Purpose The aim of this script is to make it easier to implement a universal script, which makes a combat with AI more interesting. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"],["B_Bergen_hex_F","B_GMG_01_high_F"],["B_Bergen_tna_F","O_GMG_01_high_F"]] execVM "HandleAutoDeploy.sqf"; All 3 examples are possible, because there is no limit for the amount of parameters.
  5. I am trying to figure out how to script AI to open a gate in a mission. A basic security checkpoint gate that is part of the map (NOT a spawned object) keeps getting smashed by my HMMWV instead of it being opened and driven through. Can anyone help?
  6. I need either a script or in trigger action that will kill AI units that leave the area. I want to also separate the types, example: I have an inner radius lets say 250 by 250 that AI infantry units must stay in. If they leave this area then they will die. Then I have an outer radius, 500 by 500, that allows AI Land vehicles to operate through, they are also allowed in the inner radius but if they leave the outer radius then they will be destroyed. The land vehicles include all land vehicles, not just tracked and tanks. I have thought of using multiple triggers to compare what is in the larger circle which is not in the smaller circle at which the trigger will kill the AI that is not within both triggers but I am not sure how to do that or if there is an easier way.
  7. Story This is a script that I wrote years ago for a event mission. It's supposed to simplify the command to an AI for shooting at an specified area with the artillery. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~100Code-Line-Big Script to let an AI controlled artillery shoot at a single destination. Purpose The aim of this script is to make it easier to implement an artillery. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples
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