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Thread: Group link ii ver. 1.54 released

  1. #31
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    Quote Originally Posted by (gunterlund @ May 21 2004,23:45)
    The parameter in which you designate the number of groups to react (2-5). If I have 10 groups listed and I set this to 3, does this mean that only 3 groups will react, or does this mean 3 groups at a time will react?? So 3 groups of 3 will come in?
    The fifth parameter (max_AI_groups) sets how many maximum AI groups being called for support. Setting that to "3" means that max three groups will be active at once. Lets say one of thoose groups gets desimated another one will be called in from you pool of 10 groups (if you still are detected by the AI&#33.

    /Christer (a.k.a KeyCat)




  2. #32
    Great Keycat that is what I thought this did. So far 1.54 is working great. Im going to try your test mission as this is exactly what I was looking for. Also Im going to work with WGL to see if I can get their mortar system to react instead of having the mortar system currently used in 1.54.

    ps
    How was your LAN meet.

  3. #33
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    The LAN-meet was a success! A few new OFP players finally "saw the light" and was very impressed by the addons released over the past year or so ***

    Regarding the arty/mortar used in GroupLink II it's very simple compared to CoC's UA but it should be possible to do what you want if you rewrite it.

    /Christer (a.k.a KeyCat)




  4. #34
    HI Keycat
    Tried your test mission with the MG system. It seems to work ok. Had one lock up that I couldnt repeat. Was able to change machines guns to diff mods with the same results... the crew reoccupies when a casualty is taken. Im interested to see how you will incorporate this into GLII. Also what are the markers for. Are they aimpoints. Why do you need them.

  5. #35
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    Quote Originally Posted by [b
    Quote[/b] ]Im interested to see how you will incorporate this into GLII.
    Just tested a 2 hour mission with Jotte using the same ManMG+ script and the GL II script. ManMG+ integrates fine with low CPU load etc. but still interested in feedback, especially MP.

    Quote Originally Posted by [b
    Quote[/b] ]
    Also what are the markers for. Are they aimpoints. Why do you need them.
    Correct the InvTargets markers are used by the ManMG+ script to perform the trick of you being under indirect fire. Just place them anywhere and give them a name and the script will automaticly use them

    /Christer (a.k.a KeyCat)




  6. #36
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    Great script man.

    The original Mg script causes lag in Mp, because it needs a very fast loop (~0.05) and every single shot is scripted.
    It was a very good idea to use the invisible targets, it's CPU friendly and you got almost the same result as in the original MG script

    I'd suggest you createvehicle the invisible target in the script, so people don't have to place them manually for each static machinegun.(user friendlier imo). You can remove a parameter.




  7. #37
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    Quote Originally Posted by [b
    Quote[/b] ]
    The original Mg script causes lag in Mp, because it needs a very fast loop (~0.05) and every single shot is scripted.
    It was a very good idea to use the invisible targets, it's CPU friendly and you got almost the same result as in the original MG script
    Yes, the original script was no go for multiplayer due to the tight loop but this "cheap trick" works very well. Another benefit is that the machine gunners will only open fire if there is LOS to their target (i.e not shooting into hills or buildings etc.).

    Quote Originally Posted by [b
    Quote[/b] ]
    I'd suggest you createvehicle the invisible target in the script, so people don't have to place them manually for each static machinegun.(user friendlier imo). You can remove a parameter.
    Great idea! Never thought of that but will add it before I relase the final GroupLink II Plus Pack 1.00.

    /Christer (a.k.a KeyCat)




  8. #38
    Go Keycat Go! Cant wait to get my claws on your new version.

  9. #39
    Looking good indeed. I checked out the MG script and came up with a neat but perhaps unnecessary refinement. At the moment the point to watch can be on the target, and if you don't want any shots to hit, you could use the following aiming command:
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    _target setPos &#91;&#40;getPos _victim select 0&#41;+&#40;sin &#40;getDir _victim + 90&#41; + &#40;random 180&#41;&#41; * &#40;1 + &#40;random 4&#41;&#41;,&#40;getPos _victim select 1&#41;+&#40;cos &#40;getDir _victim + 90&#41; + &#40;random 180&#41;&#41; * &#40;1 + &#40;random 4&#41;&#41;,0&#93;
    [/QUOTE]
    This will make the dummytarget move in a U-shaped area infront of the real target. No testing tho, just came back from a 4 day long entry exam course and I&#39;m just gona keep brain activity at minimum. I hope you can get the multiple target groups and support for resistance done too. Now I can imagine what it feels like when you are unable to just do anything else than work...

  10. #40
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    Thanks for the tip MI_Fred but I prefer to have it as is (maybe tweaking the dispersion +/- depending on feedback).

    I mean in real life a 12.7 mm machinegun is no BB-gun and it&#39;s almost equal to death being on the receiving end of it if you can&#39;t find any good cover

    Also since I work on all this sporadicly and when time permitts I can&#39;t say when GL II Plus Pack 1.00 will be released but hopefully before OFP 2 arrives

    /Christer (a.k.a KeyCat)

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