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SNKMAN
Jun 20 2007, 21:59
http://img524.imageshack.us/img524/2787/armagrouplinkiipluste4.png

<span style='color:red'>ArmA Group Link II Plus&#33; Enhanced and Converted for Armed Assault</span>

All features of the original Group Link II script ( By KeyCat ) are working and so it&#39;s time for a new beginning. http://forums.bistudio.com/oldsmileys/wink_o.gif

Some word&#39;s about the Group Link history:
-------------------------------------------
The original Group Link script was written by toadlife so credits should go to him first of all&#33;
In OFP time’s KeyCat heavily modified the original todolife Group Link script and tweaked and enhanced it.
So next credits should go to him for his outstanding work.
The ArmA Group Link 2 Plus&#33; script is based on the last released version of Keycat’s OFP Group Link 2 v.1.91 script.

AI/Player FEATURES:
---------------------------------
• AI Enhanced
• AI Call Reinforcement
• AI Call Artillery
• AI Mount, Unmount Vehicles and Choppers at the target position
• AI Units in Choppers do Para drop or Unmount at target position
• AI Drop Smoke for cover while Unmounting
• AI On feet also drop Smoke for cover if the come into a fire fight
• AI React to Gunfire
• AI React to suppressed fire
• AI Perform house searches at target position
• AI Captive
• AI/Player Dynamic Voices
• Player Hit ,injured effects and voices

WHATS NEW:
---------------------------------
<span style='color:red'>Fixed:</span>

• Weapon class: Fixed a bug in the weapon detect class with grenade launchers.

<span style='color:red'>Enhanced:</span>

• Voice System: Enhanced and improved the Voice System for mor reallistic and better fitting voices. Added a player suppressed fire voice script for attack and cover voices

• ECP Voices: Enhanced the ArmA Group Link II Plus&#33; script with randomly hit and injured voices taken from Operation Flashpoint Mod ECP

• Tank detect: Tank detect voices was only working for some East tank classes now it works with all Tank classes enemy to the targetgroup. Thanks to VictorFarbau

<span style='color:red'>Improved:</span>

• Hit System: Improved the ArmA Group Link II Plus&#33; script with randomly hit and injured effects fitting to the level of damage

• First Aid: Improved the ArmA Group Link II Plus&#33; script with the option to use First Aid if you are badly wounded. By =&#92;SNKMAN/=

• First Aid Kit: Dead units of your group will drop a First Aid kit which you can take and use if needed.
You can also order AI units of your group to take the First Aid Kit and use it if needed. By Joemoemino and General Barron

• Captive: Captive units will now drop the weapons to the ground after they surrendered. Idea by Mr-Murray

<span style='color:red'>Up next:</span>

• I think one of the most important things would be to ReWrite the script to .sqf for better a performance.
I&#39;m not a very good .sqf scripter so if someone love&#39;s Group Link like i do and would be interested in helping me with this i would really appreciate it.
If there should be someone simply send me a PM.

<span style='color:red'>BUGS:</span>

There are still some sounds played twice directly after each other.

<span style='color:red'>NOTE:</span>

There are no longer several target groups supported becouse some people had problems with the way of initializing the script and I have to agree with them.
It also needs a big amount of time to test everything with one and several target groups and I don’t have this time.
Another problem with using several target groups is, that the groups will share one target spot, so if one group is placed in the north and the other group is placed in the south the target spot will always switch between the groups.
There is still a lot to do to get the script working with several target groups like it do with one target group.
Till i found a better way to use and initialize several target groups the script will only be support to use one target group only.
If you still like to use several target groups you can do this with the script ZoneKiller made it still should work fine but remember i can not promise that everything will work.

Since v.1.0 Plus&#33; there are no longer triggers needed, becouse they are all created by the script
So if you still have triggers placed on the map, which stick to ArmA Group Link II please delete them&#33;

Changed names for some public variables:

Some names of public variables was changed in this release. If you use them to disable features of the ArmA Group Link II Plus&#33; script please take a look:

KEY_AIvoiceenhanced is changed to: KEY_DynamicVoice

New public variable:

KEY_InjuredEffects: Player First Aid, First Aid Kit, hit and impact effects

The ArmA Group Link II Plus&#33; package contains:
------------------------------------------------
ArmA Group Link II Plus&#33; Voice .pbo
ArmA Group Link II Plus&#33; Script
ArmA Group Link II Plus&#33; Example Mission
ReadMe.doc ( How to use and setup the script ) REWRITTEN
ReadMe.v.1.0.doc ( What&#39;s new )

Mirrow Sahranie Life:
<span style='color:red'>ArmA GroupLink II Plus&#33; v.1.0 Signed</span> (http://www.sahrani-life.com/files/ArmA_GroupLink_II_Plus&#33;_v.1.0.rar)

Mirrow ArmedAssault.info:
<span style='color:red'>ArmA GroupLink II Plus&#33; v.1.0 Signed</span> (http://www.armedassault.info/index.php?cat=addons&id=169&setlang=en)

Mirrow Combat-Prison.net:
<span style='color:red'>ArmA GroupLink II Plus&#33; v.1.0 Signed</span> (http://prison.tibet225.server4you.de/ww2pn/combat/index.php?mod=dl_release&subid=9&release_id=141)

Enjoy&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

Gunney
Jun 20 2007, 22:28
YAY&#33; very nice once again SNKMAN&#33; cant wait to try out the new hit effects so off I go =)

KeyCat
Jun 20 2007, 23:02
Great work SNKMAN&#33; The random voices adds a lot to the atmosphere.


Quote[/b] ]
There are no longer several target groups supported becouse some people had problems with the way of initializing the script and I have to agree with them.


As been said several times before. Having (proper) support for multiple target groups requires a total rewrite of the script, from scratch. A completly different approach to detect/check for enemies would be needed to keep CPU load etc. reasonable. Who knows maybe some day...

FYI: Bumped into this during my first test:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
Warning Message&#58; Script GL2Plus&#92;GL2Plus_Dynamic_Voice&#92;Player_Artillery&#92;Client.sqs.sqs not found
[/QUOTE]

Again kudos to you for porting/improving this for ArmA&#33;

/KC

SNKMAN
Jun 20 2007, 23:41
Hey KeyCat,

thank&#39;s it&#39;s a pleasure to hear this from you. http://forums.bistudio.com/oldsmileys/smile_o.gif


Quote[/b] ]Warning Message: Script GL2Plus&#92;GL2Plus_Dynamic_Voice&#92;Player_Artillery&#92;Client.sqs.sqs not found

What a shame... http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
In my last test&#39;s i never had Artillery enabled becouse BIS enhanced the hit damage of the Artillery that far, that you never have a chancse to survive a Artillery attack and it really suck&#39;s if you have to start 30 times while testing just becouse you are always killed by the Artillery...

Thank&#39;s for the info KeyCat it&#39;s fixed and Re-Uploaded.

About the multiple target groups i think this need&#39;s a huge amount of time to rewrite the script and you always need to have guy&#39;s which can test it with you.
This was one of the main reasons why i stopped multiple target groups support.

Well i will not give up my hope that you may someday will continue your work on Group Link II. http://forums.bistudio.com/oldsmileys/wink_o.gif

MCPXXL
Jun 21 2007, 08:24
You have done a REAL good Job SNK &#33;

Sniper Pilot
Jun 21 2007, 09:46
nice

kinismo
Jun 21 2007, 16:01
Hi, id like to ask why you have added that addon file in your script?
That makes creating MP missions with this script useless since addon must be in every player? Or is there way to bypass that addon somehow?

SNKMAN
Jun 21 2007, 21:32
Hi, id like to ask why you have added that addon file in your script?
That makes creating MP missions with this script useless since addon must be in every player? Or is there way to bypass that addon somehow?
Well the AddOn contains all the voices used in the script but you can simply disable them.

Go to GL2Plus&#92;GL2Plus_Init&#92;Init.sqs and disable the create trigger script by putting a ";" at the beginning of the line.

Should look like this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Initialize ArmA Group Link II Plus&#33; Voice triggers
;&#91;&#93; exec &#34;GL2Plus&#92;GL2Plus_Init&#92;Triggers.sqs&#34;[/QUOTE]

Now you can use the script without AddOn but remember if you do this you will disable all dynamic voices.

Commando84
Jun 22 2007, 00:03
this sounds very nice but i still miss support for ships and aircraft http://forums.bistudio.com/oldsmileys/tounge2.gif but i dunno maybe aircraft works if you put in in choppers? http://forums.bistudio.com/oldsmileys/biggrin_o.gif
and idea would be to have aircrafts and choppers refuel , rearm themselves at one of the airports of players choice that would be nice. http://forums.bistudio.com/oldsmileys/smile_o.gif

william1
Jun 22 2007, 01:14
Quote[/b] ]BUGS:

There are still some sounds played twice directly after each other.

i think this is an Arma bug

alpha125rbf
Jun 22 2007, 10:02
I’m very pleased to see this great add-on. Wow.
Can you make just a “game logic “ sign to put somewhere in the map to activate the group link scripts made as PBO file? (Like the dynamic weather was made?)
I don’t really like to leave the game to edit the ini files if the mission I made is just “silly” and only for myself. The fun for the really good missions is immense with this add-on – but the really good missions are very rare.
I think the guys like me just play with the editor testing addons and themselves. (Too stupid for making good missions with great scripts..)

telejunky
Jun 22 2007, 11:36
Hey SNKMAN, sounds great&#33;

Another DL Server. > Download from ArmABASE.de < (http://www.armabase.de/cms/include.php?path=content/download.php&contentid=60)

http://forums.bistudio.com/oldsmileys/smile_o.gif

Metabolic
Jun 22 2007, 17:05
I love stuff like that. very nice work&#33;
but there are a few things, that made me delete it again, for example, if you are the only one left from your team, your player is still screaming "reload", or "did u see something?" and more, but still, it is a nice idea. i liked ECP in OFP and keeped it always on, so this is gettn close to it, hope you keep up the good work&#33; maybe you can turn this into a whole mod one day, so that every map is with these effects and nobody needs to edit anything http://forums.bistudio.com/oldsmileys/wink_o.gif

SNKMAN
Jun 22 2007, 17:37
Thank&#39;s for all the nice replay&#39;s. http://forums.bistudio.com/oldsmileys/smile_o.gif

@<hidden>

Support for ships and aircraft:
I&#39;m sorry Commando84 i know you requested this several time&#39;s bevore so i will have a look at it on the weekend. http://forums.bistudio.com/oldsmileys/wink_o.gif

@<hidden>

You mean to have the complete Group Link script as an AddOn?
Well yes i was thinking about this too.

@<hidden>

If you are alone many voices should not been triggered becouse the script alway&#39;s checks if there is more then 1 unit.
So it defenetly should not play the voice Reloading or thouse aware sounds if you are alone.

Sometimes you have to wait for a few sec. till the script detected that all units of your team are dead.

Commando84
Jun 23 2007, 00:17
thx dudeee http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/inlove.gif http://forums.bistudio.com/oldsmileys/welcome.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif

william1
Jun 23 2007, 07:22
great work , this makes the game much more inmersive http://forums.bistudio.com/oldsmileys/smile_o.gif .

P.D how can i dissable the screen messages like 1-1-c west supressed voice ? and is it possible to use the AI choppers support for both sides simultaneously? i say because i&#39;ve had strange results with the AI detecting enemys even when they were 100 km away .thanks

this little message while playing a mission

http://img402.imageshack.us/img402/5541/97551746hb5.jpg

SNKMAN
Jun 23 2007, 18:42
Hey william1,

thank&#39;s for reporting this. http://forums.bistudio.com/oldsmileys/wink_o.gif
Look&#39;s like i just forgot to disable the hint after testing...

Okay download: ArmA_GroupLink_II_Plus&#33;_v.1.0_Fix (http://www.unbase.com/n/6714612221)

In this archive you can find a file called "Server.sqs"

You have to replace the "Server.sqs" in "GL2Plus&#92;GL2Plus_Dynamic_Voice&#92;Player_Suppressed&#92;" with the one you have downloaded.

No sorry so far Chopper support can only be used by Enemy/AI.

About the other error.
This is something has to do with the house search but i did not get this error message since very long time so i thought it was fixed.

Sometimes this script really has an strange behaviour. http://forums.bistudio.com/oldsmileys/huh.gif

I will check it.

Thanks for the help william1 http://forums.bistudio.com/oldsmileys/wink_o.gif

william1
Jun 24 2007, 02:13
thank you &#33;

bhaz
Jun 24 2007, 12:28
I&#39;m getting a script error whenever using the action to take an enemy captive. Haven&#39;t had too much experience on the scripting side, but could this line be the problem?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Set behaviour of captive units and add action &#34;Take Captive&#34; to captive units
{_x stop true;_x setCombatMode &#34;CARELESS&#34;;_x setunitpos &#34;UP&#34;;_x action &#91;&#34;DROPWEAPON&#34;,WeaponHolder,PrimaryWeap&#93;;_x removeWeapon SecondaryWeap;Surrender = _x addAction &#91;&#34;Take Captive&#34;, &#34;AI&#92;GL2Plus_Captive&#92;Take_Captive.sqs&#34;&#93;} forEach units _captive
[/QUOTE]
"AI&#92;GL2Plus_Captive&#92;Take_Captive.sqs" - AFAIK, it&#39;s trying to refer to an AI folder?

Great addon btw, adds so much atmosphere. http://forums.bistudio.com/oldsmileys/smile_o.gif

Jack-UK
Jun 24 2007, 12:51
Hey SNKMAN,

Would you mind pointing me to the script which Zonekiller made which you mention in your first post as i would like to use two target groups if possible, and im not 100% sure how to get it to work..

Thanks =)

SNKMAN
Jun 24 2007, 14:21
Hey guy&#39;s,

sorry for the trouble... Next release i will take some more time to check everything completly...

<span style='color:red'>Links are renewed with all the fixes.</span>


@<hidden>

Okay to use multiple targetgroups you need to create a new file called: GL2PlusInit.sqs

GL2PlusInit.sqs
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; -------------------------------------------------------------
; ArmA - Group Link II Plus&#33; Initialize groups script - By Michael
; -------------------------------------------------------------

; Clear variable
_a = 0

; Array of target groups
_westgrps = &#91;targetgroups&#93;

; ----------------------------------------------------------------------------

#loop

_grp = _westgrps select _a

; Initialize ArmA Group Link II Plus&#33; script with several target group
&#91;&#91;Groups&#93;,&#91;StaticGroups&#93;,&#91;NoRemountGroups&#93;,TargetGroup,MaxAIGroups,Courage&#93; exec &#34;GL2Plus&#92;GroupLink2Plus.sqs&#34;

?_a &#60; 2 &#58; _a = _a + 1; goto &#34;loop&#34;[/QUOTE]

Put this file in the directory "GL2Plus&#92;GL2Plus_Init&#92;"

Now in your init.sqs of the mission you have to change:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Initialize ArmA Group Link II Plus&#33; Script
&#91;&#93; exec &#34;GL2Plus&#92;GL2Plus_Init&#92;Init.sqs&#34;[/QUOTE]

to

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Initialize ArmA Group Link II Plus&#33; Script
&#91;&#93; exec &#34;GL2Plus&#92;GL2Plus_Init&#92;GL2PlusInit.sqs&#34;[/QUOTE]

How to config the "GL2PlusInit.sqs"

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">If you like to use 2 Target groups called gw1,gw2

Example&#58; _westgrps = &#91;gw1,gw2&#93;

?_a &#60; 2 &#58; _a = _a + 1; goto &#34;loop&#34;

The &#34;&#60; 2&#34; is important to tell the script how many target groups are used.

&#91;&#91;groups&#93;,&#91;static_groups&#93;,&#91;no_vehicle_groups&#93;,target_group = &#40;&#34;_westgrps = &#91;gw1,gw2&#93;&#34; = &#34;_grp&#34;&#41;,max_AI_groups,courage&#93; exec &#34;GL2Plus&#92;GroupLink2Plus.sqs&#34;

Example&#58; &#91;&#91;ge1,ge2,ge3,ge4,ge5&#93;,&#91;ge1,ge2&#93;,&#91;ge3,ge4&#93;,_grp,3,0.10&#93; exec &#34;GL2Plus&#92;GroupLink2Plus.sqs&#34;[/QUOTE]

Jack-UK
Jun 24 2007, 19:07
Thanks alot for the response http://forums.bistudio.com/oldsmileys/smile_o.gif

I appreciate it&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif Keep up the good work http://forums.bistudio.com/oldsmileys/thumbs-up.gif

IronTiger
Jul 1 2007, 15:08
The same here:

Can any one say where i need to put the files and make PBO with it?
Because i want to use this in multiplayer and in my standard Campaign, its it possible to make that??    

btw: nice job   http://forums.bistudio.com/oldsmileys/banghead.gif  http://forums.bistudio.com/oldsmileys/help.gif

YacieK
Jul 2 2007, 03:44
Any worked link to addon?

Foxhound
Jul 2 2007, 07:44
Any worked link to addon?
There always is another place if a link doesnt work http://forums.bistudio.com/oldsmileys/wink_o.gif

http://www.armaholic.com/page.php?id=1041

[GLT] Legislator
Jul 2 2007, 23:28
Hi all,

I haven&#39;t checked in for a while here ... is the link above the latest version of GL II Plus?

The last version I&#39;ve installed was GL II Plus 1.08 + Hotfix.

Foxhound
Jul 3 2007, 08:17
@<hidden>

The link I posted above is the latest one. Including some fixes the author made later on (as you can see when scrolling up).
So unless he has made some additional changes to the original file without updating us (which I doubt cause he does a great job making sure its always the latest version) it should all be the latest.

http://forums.bistudio.com/oldsmileys/thumbs-up.gif

[GLT] Legislator
Jul 3 2007, 09:56
Woaah no more support for more than one target group? Oh no, I have to recreaten every mission http://forums.bistudio.com/oldsmileys/sad_o.gif Or leave the old script inside. Everything worked fine in my missions except for the missing sound messages http://forums.bistudio.com/oldsmileys/sad_o.gif

Jack-UK
Jul 3 2007, 15:57
Legislator: Scroll up a little to SNKMAN&#39;s last post, i followed his information and its working fine here =) Got a mission in beta test at the mo and it seems to be running fine&#33;

[GLT] Legislator
Jul 3 2007, 16:48
lol sorry I&#39;m really not up to date. Well ... this looks like an upcomming 1.1 doesn&#39;t it? http://forums.bistudio.com/oldsmileys/biggrin_o.gif I&#39;ll try the hints above tomorrow http://forums.bistudio.com/oldsmileys/smile_o.gif

SNKMAN
Jul 3 2007, 18:19
Till v.1.8 it&#39;s the original way of the Group Link II script which was made by KeyCat.
The latest release should be a new version called ( Plus&#33; ) becouse i added some new features.
I know there was a 1.8 Plus&#33; http://forums.bistudio.com/oldsmileys/whistle.gif
But you are right here: ArmA Group Link II v.1.0 Plus&#33; is the latest release.

I did not say multiple target groups did not work any longer i will just not support them by testing with multiple target groups.
But it should still work like in any other release bevore. http://forums.bistudio.com/oldsmileys/wink_o.gif

[GLT] Legislator
Jul 3 2007, 20:11
Very nice&#33; Then there is really no reason why I should stick to the old version anymore.

Oh by the way ... no more missing sound messages&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif And the medikit feature is great&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif

IronTiger
Jul 4 2007, 04:38
Thanks for your Answer http://forums.bistudio.com/oldsmileys/whistle.gif http://forums.bistudio.com/oldsmileys/mad_o.gif

ck-claw
Jul 4 2007, 18:07
Damn &#33; sorry for this&#33;
(posting sober)&#33;

Just to clarify?

Of the two&#33;

ArmA Group Link II v.1.0 Plus&#33;
ArmA Group Link II v.1.8 Plus&#33;

1.0 is the latest? http://forums.bistudio.com/oldsmileys/smile_o.gif

Lol answered me own question i know&#33; just a little confusing&#33; http://forums.bistudio.com/oldsmileys/wink_o.gif

Kroky
Jul 5 2007, 08:55
The additional/dynamic voices are very good.

But there is one issue with them I find unrealistic/confusing:

All units use the same (english) language. So you never know if the enemies are shouting or your own men.

FFUR for OFP had a very good voice addon with russian voices for all commands in OFP. I liked that very much.

For the SLA spanish would fit more I guess.

mr.g-c
Jul 9 2007, 14:41
Simply amazing tool/addon/mod

Great work&#33;&#33;&#33;
Question:
Why was the "Support" for mor target-groups removed?
Suggestion: In Readme tell the user to change the line in /GL2Plus/GL2Plus_Init/init.sqs...
Currently its a bit confusing and many people could think to change the main init.sqs in your curent mission-folder.

Regards, Christian

MattXR
Jul 9 2007, 15:30
Great Scott... Now we just need DAC with this converted into it and we are on rolling back to the future. http://forums.bistudio.com/oldsmileys/smile_o.gif

[GLT] Legislator
Jul 9 2007, 19:07
I&#39;ve tested Grouplink II Plus 1.0 with multiple target groups. Well it works but the fps go down like nothing ... http://forums.bistudio.com/oldsmileys/sad_o.gif In the old version everything was ok http://forums.bistudio.com/oldsmileys/sad_o.gif

Morticus
Jul 11 2007, 16:24
Just a quick question.  What if I have 2 sides Optfor and Bluefor both fighting each other as well as the AI side (indipendant, or CIV) how do i get the AI to do the same for each.

Would i have to change the paramiters some how so the AI groups still work with both sides ??

ANyone please help. http://forums.bistudio.com/oldsmileys/banghead.gif

SNKMAN
Jul 11 2007, 16:54
@<hidden>
Multiple target Groups was removed becouse of a log of time and testers.
It always needs more day&#39;s to test everything with One and Multiple groups.

@<hidden>
The basic idea was to release GL2Plus without any AddOns by using all ArmA sounds/voices but it look&#39;s like they don&#39;t have any classes.
So may there will be a version in the future with different voices like ECP did. http://forums.bistudio.com/oldsmileys/wink_o.gif

@<hidden>
Hmm... May you did something wrong in the config of the script becouse there was no changes could create lag by using multiple Targer Groups or may some other AddOn&#39;s don&#39;t work well with GL2Plus.

B.t.w. GL2Plus and UPS are working fine toghetter. http://forums.bistudio.com/oldsmileys/wink_o.gif

@<hidden>
What exactly do you mean by that?

You are on the West side and then there are East and Indipendent units all fighting each other?

Well i did not test this but simply use the same way like always:

In the init of the group leader West ( Your Team )

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">gw1=group this;[/QUOTE]

In the init of the group leader Eest ( Enemy AI )

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ge1=group this;[/QUOTE]

In the init of the group leader independent ( Enemy AI )

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">gi1=group this;[/QUOTE]

I think this should work http://forums.bistudio.com/oldsmileys/wink_o.gif

Morticus
Jul 11 2007, 17:37
Thanks i will try, it is a new mission i working on a cross between capture the flag and a sector control with players as OPtfor and Blue for against each other as well as AI as independant against Both BLue and Optfor. sounds complicated i know but i sure you will all like it when i have finnished. it will have player ranking etc like evo and all sorts just need a big server to test on soon should support 60 players on the game at once.

Just one other thing if i am spawning AI how will i add the line into ther init if they are randon spawned groups of tanks etc? any clue on that one also?

ck-claw
Jul 11 2007, 19:34
Quick question SNKMAN?

My main use for this atm is for the voices

Any idea why sometimes they work and sometimes they dont ever?

Got the folder in my mission folder and placed the code line in my init.sqs?

Thanks

ck

[GLT] Legislator
Jul 12 2007, 10:58
I&#39;ve got two questions http://forums.bistudio.com/oldsmileys/biggrin_o.gif

1. Is it possible to influence how soon the AI is going to surrender? I wanted to create a mission where you&#39;ll should take as many prisoners as possible.

2. I&#39;ve placed an artillery (east) and called it EastArtillery. But after their destruction the AI still got their artillery reinforcement. What have I done wrong?

MattXR
Jul 17 2007, 00:16
Is there anyway to stop needing the sounds pbo. Im trying to create a mission and it keeps coming up with the sound error but i dont want to have to make everyone download the sound addon. Ive already played a mission everytime going into a battle and getting error sounds and i just reliased its this. Is there any way to stop the scripts needing this sound pbo...

MattXR
Jul 17 2007, 08:20
Oki i found it

Major Woody
Jul 19 2007, 12:36
Quote[/b] ]• AI Call Artillery

Have you any plans for making AI able to call for Airsupport as well? http://forums.bistudio.com/oldsmileys/smile_o.gif

SNKMAN
Jul 19 2007, 15:08
Sorry guy&#39;s didn&#39;t have had very much time in the last few day&#39;s to check the thread... http://forums.bistudio.com/oldsmileys/confused_o.gif

@<hidden>

Quote[/b] ]Just one other thing if i am spawning AI how will i add the line into ther init if they are randon spawned groups of tanks etc? any clue on that one also?

Well to use the script with spawing units you have to make a little delay bevore the Group Link script is initialized.

Or better you could create a trigger activated once by your unit/group and call the Group Link script in the On Activated field of the trigger ( May with a little delay )

@<hidden>
Voices do only work if you use the Group Link script completly by giving the units groupnames (ge1=group this) and put them in the init of the script becouse only units passed in the Group Link script will run the voices features.

@<hidden>
CAPTIVE:
The captive feature is not very stable and it need&#39;s to be improved too.
So far the script is always checking, if a enemy group has less then 2 units and if the enemy unit is in a specific range to the Target Group or to an enemy group
If there are no friendly groups around and the Target Group is near enough the script select&#39;s, if the enemy&#39;s should surrender or not.

So you have to change some things to make enemys surrender very quickly.
If you like to know how or you need a modified version of the captive script just let me know and i will change it for you.

ARTILLERY:
Yes so far it doesn&#39;t matter if the Artillery is destroyed or not becouse the script is only checking at the beginning of the mission, if the Artillery is avalible or not, but this will be changed in the next version.

@<hidden> Woody
Yes ZoneKiller already made an Air Support script for Group Link if you guy&#39;s like to have this feature too i will add it in the next version.

[GLT] Legislator
Jul 19 2007, 18:12
Very good&#33;

Yes, I would like to see a certain improved captive script. http://forums.bistudio.com/oldsmileys/smile_o.gif Would be cool.

Soon I&#39;ll check a mission with Grouplink and with the supressing fire script. Are there any known problems with both together?

When is the next release of the next GL version?

SNKMAN
Jul 19 2007, 18:52
Okay just tell me what exactly do you need.

Under which condition&#39;s should Ai units surrender?
If the group got less soldiers then 1,2,3?
If your group is in range ? to the enemys?
As fast as possible?

Suppressive:
I have not tested the new version of the suppressive script now but there should be no problems using GLIIPlus and the suppressive script toghetter.
NOTE: GL2Plus already use a Suppressive script, which force enemy units to lay down if they are suppressed.
But of course the new suppressive script comes with some more features.
So simply try it and may you could give me some feedback if theres something not working correctly.

Next Release:
Well i&#39;m working day and night on the next version of Group Link II Plus and it will come with a lot of new features which
i have to test and optimize till everything works like it should.

So i&#39;m not sure but i think in 1 or 2 week&#39;s if everything keep&#39;s going on like now.

[GLT] Legislator
Jul 20 2007, 12:29
Very good&#33;

I think the best way would be if the AI surrenders having only up to 2 men left within a group. I don&#39;t want armoured vehicles and their crews to surrender http://forums.bistudio.com/oldsmileys/wink_o.gif

By the way .. have you noticed that the AI is cheating? I don&#39;t know if its depending on the grouplink but check this video using Kegetys Spectating script.

http://youtube.com/watch?v=42C26cvVre8

ck-claw
Jul 21 2007, 09:33
Thanks for the help SNKMAN

At the moment the only line i am using is:-

[] exec "GL2Plus&#92;GL2Plus_Init&#92;Init.sqs" in my init.sqs

and the &#39;gw = group this&#39; etc on squads

Not the more extensive init line in the init.sqs :-

[[ge1,ge2,ge3,ge4,ge5],[ge1,ge2],[ge3,ge4],gw1,2,0.20] exec "GL2Plus&#92;GroupLink2Plus.sqs"

Prehaps thats why sometimes the voices work/sometimes they dont cause i should be using the other line&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

Damn hope that made sense? http://forums.bistudio.com/oldsmileys/wink_o.gif

[GLT] Legislator
Aug 10 2007, 18:05
Okay Grouplink II Plus 1.0 and the Suppressive Fire Script work along together, but they&#39;ll use a lot of performance together. I don&#39;t recommend it.

Are there any known problems with Grouplink II Plus and norrin&#39;s AI Enabled Revival Script (this one (http://www.armaholic.com/page.php?id=1358)?)

ArmaVidz
Aug 10 2007, 20:26
Hi SNKMAN,

I wasn&#39;t sure what version I had so I was gonna download and in the first post the first mirror sent me here: http://www.stanpost.com/n/9616656977 and the second mirror said &#39;file removed&#39; &#39;reason: hosting period expired.&#39;

Could we get another mirror? ArmAholic?  http://forums.bistudio.com/oldsmileys/xmas_o.gif

Thanks for all your hardwork&#33;  http://forums.bistudio.com/oldsmileys/notworthy.gif

<span style='color:blue'>EDIT</span> Sorry please disregard the request, I&#39;m apparently blind today&#33;

Commando84
Aug 11 2007, 15:10
btw any chance when will the new version come out that would support airsupport? http://forums.bistudio.com/oldsmileys/smile_o.gif and also my old old want for ships supported http://forums.bistudio.com/oldsmileys/tounge2.gif the ships part probably ain&#39;t gonna happen but would be sweet when you are out on the shores and beaches and would need to watch out for coast patrols or something http://forums.bistudio.com/oldsmileys/smile_o.gif

btw none of the links works anymore http://forums.bistudio.com/oldsmileys/huh.gif

SNKMAN
Aug 11 2007, 18:22
@<hidden>
Revive and GL2Plus:
Yes there is a problem with the Event handler "Hit" but simply to fix.

In the folder revive_sqf open: Revive_player.sqf and look for:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#91;&#34;hit&#34;, 1&#93;[/QUOTE]

You have to change all ["hit", 1] to ["hit", 0] this will fix the problem with multiple hit Event handlers.

@<hidden>
Yes the link&#39;s was broken but fixed now. http://forums.bistudio.com/oldsmileys/wink_o.gif

@<hidden>
Yes i know. http://forums.bistudio.com/oldsmileys/smile_o.gif
Well the next release is still W.I.P. and so far i just can&#39;t exactly tell, when i will release it becouse it&#39;s a lot lot stuff i added and which also need&#39;s to been tested and improved.

[GLT] Legislator
Aug 11 2007, 21:06
Thanks, I&#39;ll have a look into it. By the way ... what effect has the conflict between the two scripts? I haven&#39;t noticed anything yet.

Edit:
Ah never mind, guess I&#39;ll haven&#39;t noticed anything because "hit" was already set to 0 http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Commando84
Aug 12 2007, 17:17
thx for the reply SNKMAN&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif well do your magic http://forums.bistudio.com/oldsmileys/wink_o.gif

VanhA
Aug 14 2007, 11:54
Hello. Sorry for stupid question but it&#39;s better to ask to make sure:

In the example sqm all enemy patrols have markers upon their route. Do I need to make so also in my mission? http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif

[GLT] Legislator
Aug 14 2007, 12:39
Nope, you&#39;ll only need the placed groups in the editor.

SNKMAN
Aug 14 2007, 15:30
Yes the markers are only there to demonstrate the group movements, so you can see how the script is working.

VanhA
Aug 14 2007, 17:05
OK, thanks. I&#39;m using your great script combined with trenches1.1 and it&#39;s working just perfect.

Excellent work,SNKMAN http://forums.bistudio.com/oldsmileys/notworthy.gif

Morticus
Aug 14 2007, 19:30
Hello mate i know this sound a silly quiestion, but how using your script do i spawn multiple groups say 20+ in a zone, each getting a number that group link2 will use?

For example this zone needs 5 groups of men with 20 men in each group + 5 groups of tanks, and so on......

would i have to list all the groups in the init.sqs or could i just call a script that spawned the units and then called the group link script ??

If you have any examples of a script that would do this sort of thing please let me know.

just i have over 20 zones and need to spawn the men in groups but want to add them to your script.
Thanks Morticus

mr.g-c
Aug 23 2007, 21:25
This script is so great&#33;
but i have some suggestions:

1:
In addition to the "static-groups" i would like to have a form of a static-groups which will act like the normal groups but simply make them non-callable.
The following preference of the static-group i dislike a bit:

Quote[/b] ]
Nor will they advance towards detected gunfire.


For example, in one of my missions i have some group outside of the main battlefield, which will start to follow their waypoints to the battlefield after a certain trigger has started.
Currently, when using them as a normal group, it happens very often that they will be called for support, before the trigger is triggered, means before they should be on the battlefield.
If i make them a static-group, this issues is solved, but instead on the battlefield (actual a city) they only act as some sort of guards, but i would like if they act like normal groups.

Understand what i mean? Just a thing between static-groups and normal-groups or in other words: A static-group with the ability to advance towards dtected gunfire.

2: A function to avoid ai-controlled units to walk (swim) through the water and loosing their weapons.
It is so bad currently when having groups in a city with a river passing through or else and the groups advance and go into the water - and later on they are on the battlefield without any guns.....
OR: A possible more simple function to just give them back their weapons, which they lost during swimming, when coming out of the water.

3: Some tweaking when using grouped-units and given them some waypoints. It happens quite often, that the reaction time is slow or the overall "sensitivity" of grouped units which getting shot, is bad.
Examples related to it which i could see very often:
Having a BRDM with 3 additional units as a group, the BRDM is with the "group leader" in its init and its following a waypoint path. So when im some meters away and fire with a m240 or any other Machinegun or assault-rifle on it, it just drives away... no reaction here. There reaction first comes when they spotted me.

Or, when giving tanks (which are also grouped with the script) some waypints and setting their speed to "slow" and their bahveior to "safe" it happens quite often that when im shooting with a rifle direkt on the tank, that they still continue to look out of their Hatches and its easily for me the shoot the commanders and gunners out of it.
Also it happens only very very very rarely that tanks which getting attacked using their "smoke-shield" - why? A bit more often would be not bad at all i think.

I think that the sensitivy of driveable units for getting shot with normal rifles should be some bit higher.

Regards, Christian

456820
Sep 9 2007, 08:36
Group link was amazing for OFP so thanks for converting it.

However just wondering what are the currage levels? I want my groups to call for support very often as they are meant to be quite cowardly.

Also whilst playing the mission I created I noticed that the occupied groups always seem to be empty and no one comes to chase me down. In the demo mission the occupied groups starts to fill when I come under contact.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#91;&#91;ge4,ge5,ge6,ge8,ge9,ge10,ge11&#93;,&#91;ge1,ge2,ge3,ge7&#93;,&#91;ge1,ge2,ge3,ge7,ge10&#93;,gw1,5,0.10&#93; exec &#34;ai&#92;grouplink2.sqs&#34;[/QUOTE]

I have that in the init.sqs file, the players squad is gw1, all enemy have correct group names too. I get no errors whilst starting/playing the mission. However I am using Kronzky&#39;s Urban Patrol Script with some of the static enemy groups, could there be a conflict?

Commando84
Sep 9 2007, 20:56
i think there could be a conflict possibly so dont add troops with both kronskys urban patrol script and group link script into the same init field. i had a great mission but its messed up right now :P dunno why but it ctd&#39;s arma into desktop everytime i try it after my latest optimizations and stuff.. http://forums.bistudio.com/oldsmileys/crazy_o.gif

Morticus
Sep 12 2007, 14:10
hello guys, any ideas how i can get the group link2 to work with say the coop essentials pack from Myke ?

Coop essentials (http://www.armaholic.com/page.php?id=2010)

if there is some way to get them both working to gether please let me know.

Morticus

SNKMAN
Sep 13 2007, 17:53
Hey Guy&#39;s,

sorry for the late replay but all my work for ArmA keep&#39;s me very busy.

@<hidden>
If you spawn units at the beginning of a mission you could make a delay which waits till all groups are spawned and then initialize the Group Link script.

Init.sqs
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Delay you need till all groups are spawned
~20

; Initialize ArmA Group Link II Plus&#33; Script
&#91;&#91;groups&#93;,&#91;static_groups&#93;,&#91;no_vehicle_groups&#93;,target_group,max_AI_groups,courage&#93; exec &#34;GL2Plus&#92;GroupLink2Plus.sqs&#34;

; Initialize ArmA Group Link II Plus&#33; Voice triggers
&#91;&#93; exec &#34;GL2Plus&#92;GL2Plus_Init&#92;Triggers.sqs&#34;

; ----------- ALL CODE BELOW THIS LINE JUST AIDS WHILE TESTING -------------
; ----------- AND YOU CAN SAFELY REMOVE IT IN YOUR FINAL MISSION -------------

; Only run the debug code below on host/server
;? &#33;&#40;local Server&#41; &#58; exit

; Init global array with occupied groups
;KEY_occupied = &#91;&#93;

;#loop
; Show occupied groups
;hint format&#91;&#34;Occupied Groups&#58;&#92;n%1&#34;, KEY_occupied&#93;
;~1

;goto &#34;loop&#34;
[/QUOTE]

This would be the easyest way.
But i never did something with spawned groups so you have to test it.

About the Essential Pack: I have no clue, becouse i never used it.
May someone else can give you an answere.

@<hidden>
I will keep all your infos in mind, but like i told right now i don&#39;t have the time to do something about this and a lot of stuff you told for example:


Quote[/b] ]3: Some tweaking when using grouped-units and given them some waypoints. It happens quite often, that the reaction time is slow or the overall "sensitivity" of grouped units which getting shot, is bad.
Examples related to it which i could see very often:
Having a BRDM with 3 additional units as a group, the BRDM is with the "group leader" in its init and its following a waypoint path. So when im some meters away and fire with a m240 or any other Machinegun or assault-rifle on it, it just drives away... no reaction here. There reaction first comes when they spotted me.

Is just becouse of the ArmA engine, the react time of the enemys is always very slow and like you sad in vehicles it&#39;s extremly slow.
There&#39;s no way you can compare ArmA Ai units with OFP Ai units.

@<hidden>
Well i made a thousends of tests with the initialize of Group Link and it still gives me a lot to think.

But what you can try is:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
&#91;&#91;ge1,ge2,ge3,ge4,ge5,ge6,ge7,ge8,ge9,ge10,ge11&#93;,&#91;ge1,ge2,ge3,ge7&#93;,&#91;ge1,ge2,ge3,ge7,ge10&#93;,gw1,5,0.10&#93; exec &#34;ai&#92;grouplink2.sqs&#34;
[/QUOTE]

So in the firs array of the Group Link initialize you have to put all groups which should be used with Group Link.
The script will automatically select the groups to:
Groups, Static Groups and No Remount Groups

Just make sure all groups are listed in the first Array.

I think that should fix your problem.

EDIT: BTW why exec "ai&#92;grouplink2.sqs" which version of Group Link do you use?

The script path isn&#39;t called "ai&#92;grouplink2.sqs" since ArmA Group Link 2 Plus 1.0.

In ArmA Group Link 2 Plus 1.0 the script path is:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Initialize ArmA Group Link II Plus&#33; Script
&#91;&#91;groups&#93;,&#91;static_groups&#93;,&#91;no_vehicle_groups&#93;,target_group,max_AI_groups,courage&#93; exec &#34;GL2Plus&#92;GroupLink2Plus.sqs&#34;[/QUOTE]

Please check this i think thats the problem http://forums.bistudio.com/oldsmileys/wink_o.gif

dmitri
Sep 16 2007, 15:33
Are there any released missions out there that use Group Link II? (on say Armaholic..?).

I ask because the admin running our server needs an actual link to a mission, he will not upload anything I simply e-mail him, and I don&#39;t have the time to "publish" my own GLII missions online.



edit: My life is one long typo.

Morticus
Sep 22 2007, 03:47
ok, i have another question.

If i have a set of groups that get created in a array like the co op assentials pack is it possible to use a game logic to init each set of groups in a given zone to grouplink? instead of inputing the groups in the init.sqf  from the array after the units have been spawned.

Then after that zone is complete use a game logic in the next zone to init the grouplink to that array after the groups have been spawned and so on ?

Morticus.

yngwie
Oct 7 2007, 15:58
Hi There&#33; Great Script , I luv it. Any chance for G2+ convert to SQF. http://forums.bistudio.com/oldsmileys/pistols.gif http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif http://forums.bistudio.com/oldsmileys/yay.gif

SNKMAN
Oct 8 2007, 04:02
Well i already convertet all scripts besides GroupLink2Plus.sqs to .sqf
Just a question of time and training till i manage to get the Main ( GroupLink2plus.sqs ) script working correctly in .sqf

Commando84
Oct 8 2007, 08:03
i got 2 missions in the works but one gives me ctd when i try to start it :P

william1
Oct 14 2007, 02:06
the sound "&#92;GL2Plus&#92;ArmA_misc&#92;heart02.wss" is only 1kb and gives me an error message in game , i think is it because it shows " sound heartbeat not found"

EDIT: no, it&#39;s not that , it must be a sound from another mod , i have so many installed http://forums.bistudio.com/oldsmileys/biggrin_o.gif

yngwie
Oct 22 2007, 19:27
Hi there SNKMAN&#33;&#33;&#33;

Is there any chance for to me to add more artillery position in the map editor for the whole Sharani Island&#33;&#33;&#33; So the Ai can call the next artillery support ASAP after the first one doing some reloading.&#33; If it can be done can u show me how?

TQ. http://forums.bistudio.com/oldsmileys/help.gif

SNKMAN
Oct 24 2007, 18:22
Yes of course there is a very easy way to do that.

But first you have to know, that the GL2 Artillery Script is always checking, if there are no other units friendly to your enemy in a range of 150m.

So if the distance between you and the enemy unit is less then 150m nothing will happend but of course you can disable this too.

Okay let&#39;s have a look at the "GL2Plus&#92;GL2Plus_Artillery&#92;Artillery.sqs" file:

There you can find thouse two lines of code:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Randomize artillery availability
if &#40;random 100 &#60; 30&#41; then {goto &#34;delay_until_next_try&#34;}
[/QUOTE]

if you disable this line with ; at the beginning Artillery will always been fired, if this script was called.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Check if any of the AI leaders in occupied is closer than 150 m to the targetspot,
; this to prevent they are calling in artillery on top of their own guys.
{if &#40;&#40;leader _x&#41; distance TargetSpot &#60; 150&#41; then {_friendly_close = true}} forEach KEY_occupied
[/QUOTE]

This code checks if any friendly to your enemy units are in a range of less then 150m

If you disable this line with ; at the beginning of the line Artillery will fire anyway if some of their own units are in the Artillery fire range.

McGhee
Nov 12 2007, 20:28
Hate to be a noob with a question like this but how do I get the entire script to enable and where do I find the init.sqs of my mission?

Im sure its simple, just need a little light&#33; thanks.

McGhee
Nov 12 2007, 20:29
Hate to be a noob with a question like this but how do I get the entire script to enable and where do I find the init.sqs of my mission?

Im sure its simple, just need a little light&#33; thanks.

SNKMAN
Nov 13 2007, 00:54
Hate to be a noob with a question like this but how do I get the entire script to enable and where do I find the init.sqs of my mission?

Im sure its simple, just need a little light&#33; thanks.
Well everybody was a noob at the beginning so no problem to ask a question like this. http://forums.bistudio.com/oldsmileys/smile_o.gif

1. You have to create the Init.sqs by yourself.
How to: Go to the ArmA Editor, create a mission and then save the mission
Now in your ArmA Profile folder you got a Foder with your mission name open this folder and create a file ( With Notepad or Chris&#39;s ArmA Edit (http://www.chenderman.com/ARMAEDIT.htm) ) called "Init.sqs". ( The Init.sqs is a simple .txt file )

But to use ArmA Group Link 2 Plus&#33; you simply can use the Init.sqs of the Example Mission simply copy and past or drag and drop the Init.sqs from the Example Mission to your Mission folder and you should be fine. http://forums.bistudio.com/oldsmileys/wink_o.gif

McGhee
Nov 13 2007, 21:39
Hate to be a noob with a question like this but how do I get the entire script to enable and where do I find the init.sqs of my mission?

Im sure its simple, just need a little light&#33;  thanks.
Well everybody was a noob at the beginning so no problem to ask a question like this.  http://forums.bistudio.com/oldsmileys/smile_o.gif

1. You have to create the Init.sqs by yourself.
How to: Go to the ArmA Editor, create a mission and then save the mission
Now in your ArmA Profile folder you got a Foder with your mission name open this folder and create a file ( With Notepad or Chris&#39;s ArmA Edit (http://www.chenderman.com/ARMAEDIT.htm) ) called "Init.sqs". ( The Init.sqs is a simple .txt file )

But to use ArmA Group Link 2 Plus&#33; you simply can use the Init.sqs of the Example Mission simply copy and past or drag and drop the Init.sqs from the Example Mission to your Mission folder and you should be fine.  http://forums.bistudio.com/oldsmileys/wink_o.gif
Having a problem with it still. I put everything needed into my mission folder, When I put the game logic on the map and put the init code in the field and start the game, it says the GL2PLUS script isnt found.

Help???

Kroky
Nov 16 2007, 23:51
@<hidden>

Is there an easy way to include just the Dynamic Voices, so that they appear in all missions?

BigShot
Jan 21 2008, 15:55
I&#39;m implementing this into a new mission im making, and have seen a pproblem i need to be able adjust/fix regarding the Chopper landing with troop Reinforcements feature.

I noticed that the enemy chopper will always try to land too close to the fighting in order to drop off its troops. it will almost try to land on your head and almost always gets shot down or damaged in the process from small arms fire since it is landing too close to the enemy troops.

So heres my question - is there a line i can edit in the script anywhere that would allow me to adjust how close or how far the chopper will try to land from the target zone?...i think making it land about 150-200 away from target area would be much better...if not then i dont see how i can use this feature.

Any help would be much appreciated, thanks&#33;

SNKMAN
Jan 21 2008, 16:15
Well if your group was spotted by the enemy then a TargetSpot will randomly be created ( 100m ) around the spotted area.

The Chopper will randomly drop paratroops or land if he is in range of 200m to this TargetSpot or if he knows more then 0 about of any of your units.

You can increase the distance of the targetspot by editing the GroupLink2Plus.sqs look for:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Random spread around target spot in meters
_sp = 100
[/QUOTE]

So you could edit this to may 200 or 100 + (random 100)

BigShot
Jan 21 2008, 16:27
perfect, i will try this later&#33;

Thank you SO much&#33;

wolfsblut_
Jan 22 2008, 08:00
Well if your group was spotted by the enemy then a TargetSpot will randomly be created ( 100m ) around the spotted area.

The Chopper will randomly drop paratroops or land if he is in range of 200m to this TargetSpot or if he knows more then 0 about of any of your units.
How childish can someone get to think the army send a 6.000.000 &#036; transport-chopper close (100-200meters) to a spotted threat knowing that any transport-chopper could be shot down by a simple rpg-rifle?

Kroky
Jan 22 2008, 14:05
Well if your group was spotted by the enemy then a TargetSpot will randomly be created ( 100m ) around the spotted area.

The Chopper will randomly drop paratroops or land if he is in range of 200m to this TargetSpot or if he knows more then 0 about of any of your units.
How childish can someone get to think the army send a 6.000.000 &#036; transport-chopper close (100-200meters) to a spotted threat knowing that any transport-chopper could be shot down by a simple rpg-rifle?
Cool down wolfsblut....

If you have a suggestion, please tell it in a manner that it makes agreeable to the mod and addon maker to accept it.

Besides SNKMAN already told that the distance can be adjusted.

BigShot
Jan 22 2008, 16:07
perfect, i will try this later&#33;

Thank you SO much&#33;
ok, well it seems much better now that i changed the value...however, for the future you might want to consider making the target area for reinforcements to be the group that called in for reinforcements to begin with (instead of making it the enemy group who attacked them), and if theyre already dead you can use the area where they were when they initially called the emergency.

I like this feature alot, but so far i have only been able to get it to work (landing with reinforcements getting out, no paradropping) using the Mi-17. ive tried it with the HIND chooper addon but they wont land...they just fly around all day shooting a little bit...im assuming this is probably due to the way the Hind Class was set up by the author, correct? in other words the game sees it as an attack chopper only, and not transport (even though its supposed to be both).

Are there any other addon choppers you know of that this feature will work with as far as landing with reinforcements? You see, in my particular mission landing would be better than paradrop because its vietnam style. Ive tried to get it to work with the HWM Huey addon but gl2plus wont even recognize that chopper (since its a RACS class) so it never takes off if called for help. If you know how to get it working with this chopper let me know.

Again...thanks for sharing all your hard work that went into this script, having lots of fun with it&#33;

SNKMAN
Jan 22 2008, 18:08
@<hidden>

Talking is always easyer then doing.

yes may this must be improved but so far its part of the unmount function in Group Link 2.
All units in vehicles are running in the same unmount script Choppers, Tanks, APC&#39;s are all checking the distance between the targetspot and the knows about value between targetgroup and enemy group.

If you can improve this then do it.
If not then please think bevore you write.


@<hidden>

Thanks for your suggestion i will see what i can do. http://forums.bistudio.com/oldsmileys/smile_o.gif

Please read the readme which is comming with Group Link 2 Plus&#33; it&#39;s all very good documented in there.

Anyway here is the part of the readme which show&#39;s how to add 3rd part Addons to Group Link 2


Quote[/b] ]
HOW TO ADD 3RD PARTY VEHICLES:

To keep the script as lean as possible I decided to only support the original vehicles that is available in ArmA. Below is a description on what you have to do if you want the AI to use some of the very nice 3rd party vehicles along with the stock ones.

1. First of all you have to make sure the the author of the AddOn used the correct class for the vehicle&#33; If things don&#39;t work as you expect with a 3rd party vehicle this is the most likely caues of it.

2. Second, you must know the correct object names of the 3rd party vehicles you want to use.
This information is hopefully written in a README.TXT that came along with the AddOn.

3. Then you have to add the vehicle name to the correct vehicle classes below.

• Add 3rd party cars and trucks

KEY_EastVehicleTypes = KEY_EastVehicleTypes + ["name_of_vehicle"]
KEY_WestVehicleTypes = KEY_WestVehicleTypes + ["name_of_vehicle"]
KEY_ResistanceVehicleTypes = KEY_ResistanceVehicleTypes + ["name_of_vehicle"]

• Add 3rd party APC

KEY_EastAPCTypes = KEY_EastAPCTypes + ["name_of_vehicle"]
KEY_WestAPCTypes = KEY_WestAPCTypes + ["name_of_vehicle"]
KEY_ResistanceAPCTypes = KEY_ResistanceAPCTypes + ["name_of_vehicle"]

• Add 3rd party helicopters

KEY_EastHeliTypes = KEY_EastHeliTypes + ["name_of_vehicle"]
KEY_WestHeliTypes = KEY_WestHeliTypes + ["name_of_vehicle"]
KEY_ResistanceHeliTypes = KEY_ResistanceHeliTypes + ["name_of_vehicle"]

• Define 3rd party helicopters that can do paradrops

KEY_EastParaCapable = KEY_EastParaCapable + ["name_of_vehicle"]
KEY_WestParaCapable = KEY_WestParaCapable + ["name_of_vehicle"]
KEY_ResistanceParaCapable = KEY_ResistanceParaCapable + ["name_of_vehicle"]

Example below shows how to add support for RHS Hind.
If you want to add more than one just separate them with a comma.

You can find the AddOn here: BI FORUMS: RHS Hind

KEY_EastHeliTypes = KEY_EastHeliTypes + ["RHS_Mi24D"]

Preferable you add support for 3rd party vehicles in the INIT.SQS file but make sure you do it AFTER you init the ArmA Group Link II Plus&#33; script.


and here is how to disable Group Link 2 Plus&#33; features also documented in the readme:


Quote[/b] ]
HOW TO DISABLE SPECIFIC FEATURES IN THE SCRIPT:

If you for some reason want to disable a specific feature you can do so by setting the following global variables to FALSE before you call the ArmA Group Link II script.

; Disable enemy AI reactions to your gunfire
KEY_AIhearingaid = False

; Disable enemy AI reactions to suppressive fire
KEY_AIsuppresivefire = False

; Disable enemy AI vehicles using smoke screens for cover
KEY_AIvehiclesmoke = False

; Disable enemy AI infantry using smoke grenades for cover
KEY_AIsmokegrenades = False

; Disable enemy AI paradropping from helicopters
KEY_AIparadrop = False

; Disable enemy AI doing house search
KEY_AIhousesearch = False

; Disable Player/AI Dynamic Voice
KEY_Dynamic_Voice = False

; Disable enemy AI captive
KEY_Captive = False

; Disable Player First Aid, First Aid Kit, hit and impact effects
KEY_InjuredEffects = False

Doing this will completly disable a specific feature in the script.
Preferable you do this in the INIT.SQS file *BEFORE* you init the ArmA Group Link II Plus&#33; script.

I also added an global variable that kills the Group Link II script completely if set to True (it may take a while until all active scripts are cancelled). You can now kill it and re-initialize in the same mission if need be.

; Kill ArmA Group Link II Plus&#33; script
KEY_KillArmAGroupLink2Plus = True


In your case set:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Disable enemy AI paradropping from helicopters
KEY_AIparadrop = False
[/QUOTE]

in your init.sqs/init.sqf of your mission and the units will no more do a paradrop.

BigShot
Jan 22 2008, 18:34
yes, i did already review that readme and have already disabled the paradrops, but the 3rd party choppers ive used will not land to let troops out near the target area, they refuse to land and just keep flying around the battlefield..thats my problem.

Ive tried it now with 3 different chopper addons including Mapfacts Chinook addon and they wont land for me. They take off when called by the enemy, and they fly to the target area, but they never land to let out the reinforcements. The only choppers that I can get to land with reinforcements are the stock Mi-17&#39;s.

SHWiiNG
Jan 22 2008, 20:19
I remember on OFP using this addon.
PLaying a clans Training mission, when we leave the training area we are instantly in hostile territory. Enemy were patrolling Roads, Fields, Woodlands and they would call backup from Air and Vehicles and would surround you unless you could escape.
In one point, the AI actually forced us to vacate the island.
Some of my best Moments from OFP and ARma have occured from this addon.
Excellent Stuff&#33;

It really is a shame this cant be hardcoded into the Arma engine itself

SNKMAN
Jan 22 2008, 21:07
Well may my fault, becouse i never added 3th Party AddOn in the init.sqs i always included them directly into the GroupLink2.sqs script
so may you can fix this problem by setting a little delay after the Group Link2 script is initializing, becouse the arrays, where you can add vehicles are created in the GroupLink2.sqs and so you may have to wait till the array was created bevore adding something new.

The init.sqs of your mission now must look like this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Initialize ArmA Group Link II Plus&#33; Script
&#91;&#93; exec &#34;GL2Plus&#92;GL2Plus_Init&#92;Init.sqs&#34;

~1

KEY_EastHeliTypes = KEY_EastHeliTypes + &#91;&#34;Class_name_of_vehicle&#34;&#93;

; This enables you to teleport anywhere on the map
&#91;&#93; exec &#34;teleport.sqs&#34;
[/QUOTE]

Try it i think this should help.

BigShot
Jan 23 2008, 05:41
yep, that did the trick&#33;..thank you&#33;&#33;

OK, one last question for you...is there anyway I can make the choppers return to their base immediately after dropping off their troops, instead of them continuing to fly around the whole time?

let me explain...my mission is a defensive style, where we have to defend a road...so the enemy is upon us pretty much the entire time and therefore always aware of us once the shooting starts. Apparently this causes the gl2plus reinforcement choppers to keep circling the area even after the troops get out of the chopper, causing that annoying chopper noise for the entire mission length as well as only allowing the enemy to call in 1 single alert (the 1st alert) . Id like them to return and land at their base area even though there is still shooting going on at target area. Is this possible?

I think what id like to do with the script, since in my case the alert never cancels... is to be able to cancel all alerts for a period of maybe 5 or 10 minutes begining when the enemy reinforcements exit the chopper at the target area...that way theyd fly back to base even if theres still fighting going on, and 5 minutes later the enemy can call a new alert if they want.

SNKMAN
Jan 23 2008, 13:57
Oh nice to hear it works.

Well sorry but so far it can&#39;t be made, that the Chopper is flying directly back to the base, becouse if he would do so then the remount after an alert was cancelled would not work very well with the chopper crew.

So far the alert is cancelled after 150 + (random 100) this means after around 3 min. "IF YOU WAS NOT SPOTTED BY ANY ENEMY" else if someone detects you the countdown will start from the beginning.

I&#39;m working on a new version since very long time i will try to include some of your suggestions.

May you could fix this right now with a little code including into the GL2Plus_Unmount&#92;Unmount_....sqs West or East or Resistance the side the enemy is.

This example is for enemy side EAST:

Requied is a HeliH which is called EastBase

In Unmount_East.sqs look for:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Make helicopter fly lower again
_tmp flyinheight 50
[/QUOTE]

Replace it with:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Make helicopter fly lower again
_tmp flyinheight 50

; Return to helipad at their base named EastBase
_tmp move &#40;getPos EastBase&#41;

; Wait until pilot is ready
@<hidden> &#40;unitReady &#40;_tmp&#41;&#41;

; Land helicopter
_tmp land &#34;land&#34;
[/QUOTE]

Well im not at home right now so you have to test it.
MAY you have to include:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
&#91;_tmp&#93; join grpNull
[/QUOTE]

after

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_tmp flyinheight 50
[/QUOTE]

to make sure the group leader, which is in the chopper is not any longer part of the reinforcement array.

Hope it works.

BigShot
Jan 23 2008, 17:24
no, that one didnt work so i just made multiple backup groups and made some triggers to delete the choppers after they have flown away after dropping the reinforcements. Theyre only being used as transports in my case so theyre really useless after they finish dropping....what would really cool was if you only had 1 chopper it would fly back to base after dropping, shut off engine, and create new units who board the chopper awaiting the next alert for reinforcements :-)...that way you could have endless reinforcements for the entire mission using only 1 chopper :-)

I have it working well enough for now though, thanks again for all your help..i appreciate the time youve taken.

mr.g-c
Feb 21 2008, 00:13
I have a few questions...

1. I want to have exactly 5seconds pause between each artillery impact, which value to change inside artillery.sqs?
Is it <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Pause random
~random 1[/QUOTE] under "#fireforeffect" or is it the value "~1" under "; Detonate object" ??
Or else?

2. The _acc value.... the higher means the more accurate or the higher means "more spread" ??

Im sorry to ask you this, but its so hard to test because artillery is happening quite rarely...

3. I want the smoke screens to appear much more often, if there is any random value for it (and i assume it) where is it located and to what i should chacnge it?

4. Inside the advance.sqs i found this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; If the group is a staticgroup never advance towards sound
if &#40;_group in KEY_staticgroups&#41; then {goto &#34;watch_only&#34;}[/QUOTE]
So if i&#39;m commenting that out, do the static groups then react like the normal groups?
Because my static groups must react at any way like "normal" groups...

Regards, Christian

nikita320106
Feb 21 2008, 07:04
o) first - thanx for hard job))

It is very necessary and useful addon

But there i need help
How to disable or tweak ai artillery and backup

I usually create and play small patroling and city security&#39;s missions - then ai artillery of insurgents in my opinion are overpowered)

Commando84
Feb 21 2008, 15:53
to remove artillery just remove the artillery object from the editor http://forums.bistudio.com/oldsmileys/thumbs-up.gif

SNKMAN
Feb 21 2008, 22:19
Nice to see you guy&#39;s still enjoying Group Link http://forums.bistudio.com/oldsmileys/smile_o.gif

@<hidden>

1.
Change:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
#fireforeffect

; Check if voice alert is enabled and group is big enough then run approperiate script
if &#40;&#40;KEY_DynamicVoice&#41; && &#40;count &#40;units _tg&#41; &#62; 1&#41;&#41; then {&#91;_tg&#93; exec &#34;GL2Plus&#92;GL2Plus_Dynamic_Voice&#92;Player_Artillery&#92;Client.sqs&#34;}

; Pause random
~random 1
[/QUOTE]

to

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
#fireforeffect

; Check if voice alert is enabled and group is big enough then run approperiate script
if &#40;&#40;KEY_DynamicVoice&#41; && &#40;count &#40;units _tg&#41; &#62; 1&#41;&#41; then {&#91;_tg&#93; exec &#34;GL2Plus&#92;GL2Plus_Dynamic_Voice&#92;Player_Artillery&#92;Client.sqs&#34;}

; Pause random
~5
[/QUOTE]

2.
This value set&#39;s the spread factor of the ammo, so this means the distance which is used where the shell&#39;s should impact.

3. Which Smoke? The Vehicle or None Vehicle Smoke?

Well this gives more smoke for bouth:

In GL2Plus&#92;GL2Plus_Unmount&#92;

Unmount_East.sqs

Unmount_West.sqs

Unmount_Resistance.sqs

the side the enemy is change:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; If AI smoke is disabled &#40;KEY_AIvehiclesmoke=False&#41; exit script
if &#33;&#40;KEY_AIvehiclesmoke&#41; then {exit}

; Random chance &#40;80%&#41; of enemy poping smoke from first vehicle
? &#40;random 100 &#60; 20&#41; &#58; exit
[/QUOTE]

to

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; If AI smoke is disabled &#40;KEY_AIvehiclesmoke=False&#41; exit script
if &#33;&#40;KEY_AIvehiclesmoke&#41; then {exit}

; Random chance &#40;90%&#41; of enemy poping smoke from first vehicle
? &#40;random 100 &#62; 90&#41; &#58; exit
[/QUOTE]

For more Vehicle Smoke

and

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; If AI smoke is disabled &#40;KEY_AIsmokegrenades=False&#41; exit script
if &#33;&#40;KEY_AIsmokegrenades&#41; then {exit}

; Random chance &#40;60%&#41; of enemy poping smoke and only pop smoke if group is bigger
; than 4 &#40;i.e sniper teams and recon squads do not give their position by poping smoke&#41;
? &#40;&#40;random 100 &#60; 40&#41; &#124;&#124; &#40;&#40;count &#40;units _helpgroup&#41;&#41; &#60;= 4&#41;&#41; &#58; exit
[/QUOTE]

to

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; If AI smoke is disabled &#40;KEY_AIsmokegrenades=False&#41; exit script
if &#33;&#40;KEY_AIsmokegrenades&#41; then {exit}

; Random chance &#40;90%&#41; of enemy poping smoke and only pop smoke if group is bigger
; than 4 &#40;i.e sniper teams and recon squads do not give their position by poping smoke&#41;
? &#40;&#40;random 100 &#62; 90&#41; &#124;&#124; &#40;&#40;count &#40;units _helpgroup&#41;&#41; &#60;= 4&#41;&#41; &#58; exit
[/QUOTE]

For more none Vehicle Smoke

4. Yes correct simply comment that out and your Static Groups should react like any other group.


@<hidden>
Like Commando84 already told simply remove the "Artillery object" on the map to disable the Artillery completly or in GL2Plus&#92;GL2Plus_Artillery&#92;Artillery.sqs change:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Randomize artillery availability
if &#40;random 100 &#60; 30&#41; then {goto &#34;delay_until_next_try&#34;}
[/QUOTE]

to

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Randomize artillery availability
if &#40;random 100 &#62; 20&#41; then {goto &#34;delay_until_next_try&#34;}
[/QUOTE]

For less Artillery Support

mr.g-c
Feb 22 2008, 00:02
Simply great&#33;&#33;&#33;&#33;&#33; Thanks so much...

Quote[/b] ]Nice to see you guy&#39;s still enjoying Group Link
Of course, its the best AI-Enhancer and feature package around

I just wonder when a new version comes out (with anti-water code and else)... Plus there could be a version without sounds where the clients don&#39;t need the file to put in their addons folder...

EDIT: I wonder if this is correct:
? ((random 100 > 90)
Shouldn&#39;t it be random 100 < 90 to have 90% probability ?
Because i assume your code means "if a random number between 0-100 is greater than 90" or? Because that would be then just 10% probability and not 90%....

EDIT2: forget that above.... i remembered that ":" means "then" so if the random-thing is true then exit.... sorry...

Regards, Christian

SNKMAN
Feb 22 2008, 00:32
Your welcome.

Well the new version is in developement since 9 month. http://forums.bistudio.com/oldsmileys/smile_o.gif
And it&#39;s not script based any longer it&#39;s a mod.

Just some infos:

Group Link is the AI Enhancement core of the Mod and is called "Group Link 3"

Completly in .sqf and optimized and improved in many many way&#39;s also some new features was added:

Body Detect:
This feature allowes enemy AI to react, if they found a dead body of their own side. ( If some conditions match )

Mount:
Is the groups which was called as Reinforcement far away from the Target Group then they will check if there are any empty vehicles in a specific area to them.
if yes then they will mount the vehicle and continue the way by vehicle instead of moving all the way by foot. ( Excluded groups which are already in a Vehicle )

Just to call a few new features...

Also it&#39;s not needed any longer to call each group with:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
ge1=group this, ge2=group this, gw1 = group this
[/QUOTE]

and so on...

only thing you have to configurate are the Static and No vehicle Groups but all other ( Real Group Link groups ) which can call Reinforcements and can be called as Reinforcement are avalible without something to do.

So it&#39;s like Group Link 3 always was part of ArmA. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Everything will be configurated by the Mod. This safes a lot of time and thinking.

All original Group Link 2 features ( Hearing Aid, House Search, Suppressed Fire and so on ) are still avalible.

So Group Link fans can be very curios. http://forums.bistudio.com/oldsmileys/smile_o.gif

.kju [PvPscene]
Feb 22 2008, 06:46
we are http://forums.bistudio.com/oldsmileys/biggrin_o.gif

nikita320106
Feb 22 2008, 10:07
o)thanx for help)


Quote[/b] ]Everything will be configurated by the Mod. This safes a lot of time and thinking.

can&#39;t wait) thinking is really unsafe)

mr.g-c
Feb 22 2008, 10:22
Hi SNKMAN, is it like grouplink3 from OFP which was incorporated into the famous SLX mod? Or doesn&#39;t have it anything in common?

Also the features you are telling sounds very great, however the main Problem with Grouplink2P is that any client PC must have it installed (the pbo) which is sadly rather bad for a wide spreading....
Thats why more coop-mission creators are using for exmple kronzkys Urban patrol script which runs out-of-the box for everyone....

Any chance for a "anti-water" code so that AI units get there weapons back after out of the water?

Regards, Christian

Inkompetent
Feb 22 2008, 11:46
Ohhh, I must say that all that GL3-stuff looks nice&#33; And I&#39;m all for AI mods. Scripts are nice, but stuff as big as GL is really appreciated as mods.

Keep the work up, and I hope to see the next version soon&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

Commando84
Feb 22 2008, 12:15
ohhh nice info Snkman&#33; That really made me feel intrested again the GL script project. I have asked this many times before but will there be in the scripts a easy way to have boat groups? Sort of like coast guard or beach patrol groups that could around small islands or something giving support, and also for aircrafts would be sweet too. http://forums.bistudio.com/oldsmileys/smile_o.gif

Daniel
Feb 22 2008, 12:57
Eagerly awaiting. http://forums.bistudio.com/oldsmileys/smile_o.gif

mr.g-c
Feb 22 2008, 17:58
SNKMAN, we try to sign the addon to use it on our server, but i can&#39;t manage to create a key somehow...
Would you be so kind and quickly provide us a key? We want to play my new mission now and we need the bisign matching for the grouplink2plus.pbo first....

Edit, ok i created now a bisign-file for the GL2Plus.pbo file... goes quicker than i thought....
Can we use them on our server or can you quick make a key ( athink of 5 mins)..... we need it now unfortunately...

SNKMAN
Feb 22 2008, 18:05
@<hidden>
Well i meaned save not safe. http://forums.bistudio.com/oldsmileys/whistle.gif

@<hidden>
No this "Group Link 3" script has absolutly nothing to do with the SLX Group Link 3.
In SLX the Group Link didn&#39;t support Static and No vehicle Groups and as far as i can remember many other Original Group Link features was also ripped out of the SLX Group Link 3.
Mine is totally based on the Original ( KeyCat ) Group Link 2 just with some new features plus it&#39;s way easyer to config becouse you do not need to call each groups like in Group Link 2.

Yes you can make things running without AddOns but then you have to drop things for example the Dynamic Speaking A.I. of Group Link 2 Plus&#33; would never work without a AddOn so you have to choose make it script based only but without some special features or make it as an AddOn and then you can include a lot of greate features.

So i choosed the AddOn way becouse there are way more things you can do with it.

Indeed a Anti Water code would be a good idea.

@<hidden>
http://forums.bistudio.com/oldsmileys/smile_o.gif i din&#39;t forget your request but so far i never had a very useful solution for this... http://forums.bistudio.com/oldsmileys/sad_o.gif

For example: Units in boats most times unmounted the boats even when they still was on the water so they most times loosed their weapons or died becouse ArmA soldiers are to stupid to swim.

Since i&#39;m working on the mod i havend tryed this much times becouse i was focused on the mod but of course i will keep it in mind.

SNKMAN
Feb 22 2008, 18:41
Edit, ok i created now a bisign-file for the GL2Plus.pbo file... goes quicker than i thought....
Can we use them on our server or can you quick make a key ( athink of 5 mins)..... we need it now unfortunately...

No problem use the one you made i first have to check out how this sign stuff works.

mr.g-c
Feb 22 2008, 19:49
Edit, ok i created now a bisign-file for the GL2Plus.pbo file... goes quicker than i thought....
Can we use them on our server or can you quick make a key ( athink of 5 mins)..... we need it now unfortunately...

No problem use the one you made i first have to check out how this sign stuff works.
its not very complicated....
1. Download the DsCreatekey tool and run it as admin (if you using Vista) from command-line with "Dscreatekey YOURNAME"... then you have your key files...

2.Then download Bin PBO personal Edition, and pack the content of the GL2Plus.pbo file to a new GL2Plus.pbo File but first select under "options" your key-file which you created under step1.
Voila....

Thats all, but you have to re-release it as the GL2Plus.YOURNAME.bikey file only matches for the new packed PBO...

EDIT: FORGET THE ABOVE POSTED&#33;&#33;&#33; Its even easier....
Reador point me to it here: http://www.flashpoint1985.com/cgi-bin....1218051 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=79;t=71926;st=0;r=1;&#entry1218051)

Just create your key like in step 1 then run dssignfile.exe and you have your signed addon.... a real 2 min work....

Please release something official under your name as quick as possible....

Regards, Christian

SNKMAN
Feb 22 2008, 21:27
Okay here is the version of ArmA Group Link II Plus&#33; v.1.0 with signed addon.

ArmA Group Link II Plus v.1.0 Signed (http://www.filefactory.com/file/7f6a44)

NOTE: This is NO new release it just contains the signed GL2Plus.pbo.

Thanks for your help mr.g-c http://forums.bistudio.com/oldsmileys/smile_o.gif

mr.g-c
Feb 22 2008, 21:39
Okay here is the version of ArmA Group Link II Plus&#33; v.1.0 with signed addon.

ArmA Group Link II Plus v.1.0 Signed (http://www.filefactory.com/file/7f6a44)

NOTE: This is NO new release it just contains the signed GL2Plus.pbo.

Thanks for your help mr.g-c http://forums.bistudio.com/oldsmileys/smile_o.gif
No problem, your welcome mate....
So the PBO files is identically to the original release - means u used method "2" or do you really packed it brand-new?
Edit i checked it and its brand new..... i would advice you to use method "2" where you can keep your pbo-file packed and just create the fitting bisign-file for it... because the Problem is that when users mix the original PBO with the new bisign-file, it will not work and they will kicked from the servers.....

Im sorry that i posted version 2 so late, but it was Raedor which finally points me to it - otherwise i probably never found out how to do it....

Regards, Christian

mr.g-c
Feb 23 2008, 15:10
Mirror for signed version:
Grouplink2 Plus 1.0 <span style='color:red'>SIGNED</span> (http://www.sahrani-life.com/files/ArmA_GroupLink_II_Plus&#33;_v.1.0.rar)

Deadeye
Feb 23 2008, 16:34
ArmedAssault.info Mirror updated :

http://www.armedassault.info/index.p....lang=en (http://www.armedassault.info/index.php?cat=addons&id=169&setlang=en)

Imutep
Feb 23 2008, 18:34
Thanks for the signed version http://forums.bistudio.com/oldsmileys/smile_o.gif
Mirror from Assault Mission Studio.

ArmA_GroupLink_II Plus 1.0signed (http://www.assaultmissionstudio.de/infusions/pro_download_panel/download.php?did=42)

Regards

Stavanger
Feb 23 2008, 18:40
Mirror updated from Combat-Prison.net (http://prison.tibet225.server4you.de/ww2pn/combat/index.php?mod=dl_release&subid=9&release_id=141)

Regards,
Stavanger

SNKMAN
Feb 23 2008, 21:08
http://forums.bistudio.com/oldsmileys/smile_o.gif thanks for the mirror&#39;s guy&#39;s. http://forums.bistudio.com/oldsmileys/thumbs-up.gif

mr.g-c
Feb 23 2008, 22:51
http://forums.bistudio.com/oldsmileys/smile_o.gif thanks for the mirror&#39;s guy&#39;s. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
I think you could/should update the mirrors in your first post, because they are still pointing to the unsigned version....

mr.g-c
Feb 24 2008, 20:27
We need the server key aswell...... dunno if its the publickey or the private but i guess its the public-key

mr.g-c
Feb 26 2008, 14:01
We need the server key aswell...... dunno if its the publickey or the private but i guess its the public-key
Push majestro..... http://forums.bistudio.com/oldsmileys/wink_o.gif http://forums.bistudio.com/oldsmileys/tounge2.gif
Just need your public key-file you created with "DsCreatekey" and with you signed your addon.

Regards, Christian

gunterlund
Jun 23 2008, 15:24
Snkman
What is the latest with this. Im looking for a replacement for DAC 2.0 because it keeps running out of memory in my missions. Will this support multiple target groups in the future. Thanks for the update.

SNKMAN
Jun 24 2008, 21:05
ArmA Group Link 2 Plus&#33; is the latest official version, but a new version is on the way and very close to be released.

I was working all the time on making GL2 as an stand alone AddOn, so that you don&#39;t need to call each group with ge1=group this, ge2=group this and so on...

So far the project is looking very promissing and Group Link is getting better and better. http://forums.bistudio.com/oldsmileys/smile_o.gif

The second really important thing was to convert the whole Group Link from .sqs to .sqf, what also is already done. http://forums.bistudio.com/oldsmileys/smile_o.gif

In the next version there will be still only ONE Target Group supported.

gunterlund
Jun 25 2008, 01:41
ArmA Group Link 2 Plus&#33; is the latest official version, but a new version is on the way and very close to be released.

I was working all the time on making GL2 as an stand alone AddOn, so that you don&#39;t need to call each group with ge1=group this, ge2=group this and so on...

So far the project is looking very promissing and Group Link is getting better and better. http://forums.bistudio.com/oldsmileys/smile_o.gif

The second really important thing was to convert the whole Group Link from .sqs to .sqf, what also is already done. http://forums.bistudio.com/oldsmileys/smile_o.gif

In the next version there will be still only ONE Target Group supported.
Thanks for the info Snk. What advantage is there in an sqf format vs. sqs. Also sorry to hear about 1 target group. That limits the application to your immediate group vs dac large system. Problem is DAC keeps crashing on me and Im trying to find an alternative. Keep up the good work.

SNKMAN
Jun 25 2008, 22:19
Well .sqf is the favorite script language, so it&#39;s the future.
.sqf runs way smoother then .sqs and the .sqf syntax did not need that much Engine Peerformance then the .sqs syntax.

You can not compare GL with DAC they are bouth AI enhancement scripts but they work on a totally different way.
I prefer Group Link because you can create your mission the way you like and there still is a lot of Dynamic because of the use of Group Link.
DAC is a very awesome AI Enhancement script no question but to me Group Link will always be the one and only. http://forums.bistudio.com/oldsmileys/smile_o.gif

About the multiple Target Groups:
There already was multiple tests and versions ( Not Released ) with multiple Target Groups but they never was that successful to release any... http://forums.bistudio.com/oldsmileys/confused_o.gif

But if the day come and i ran out of ideas for GL i will try to get this working.

Charlis
Oct 4 2008, 15:36
Is possible to call more than 1 chopper for unloading rein forcements? How to handle with East_Base H ?

If I use a combat chopper instead of a tranport one, will ir provide CAS for enemy group?

thanx

Samsamps
Oct 14 2008, 05:36
I was wondering - would group link II work with Dynamic group creator? Say have it set up so that if there are less than 50 opfor a trigger activates running the dgc script to create named units/reinforcement, then get the array of all alive OPFOR groups, kill group link II and then execute it with the gathered array of OPFOR groups.

I&#39;m guessing I would have to more or less disable anything DGC would do other than ai creation and let Group link II handle the actual AI behavior.