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Thread: Group Link II Armed Assault

  1. #1
    Sergeant Major SNKMAN's Avatar
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    Question

    <span style='color:red'>WARNING&#33;&#33;&#33; THIS VERSION IS OUTDATED PLEASE USE THE 1.8 PLUS&#33; HOTFIX VERSION AT THE BOTTOM OF THIS POST</span>



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

    I proudly present the God of all Script&#39;s ArmA Group Link II Plus&#33; made by toadlife modified and enhanced by KeyCat
    Enhanced and Converted for ArmA by SNKMAN

    Credits: OFP 1.91: toadlife, Kegetys, Kriegerdaemon
    Credits: ArmA: =&#92;SNKMAN/=, ZoneKiller

    Special Thanks: KyleSarnik, Solus

    AI Features:
    ---------------------------------
    AI Enhanced
    AI Call Reinforcement
    AI Call Artillery
    AI Mount, Unmount Vehicles and Choppers at the target position
    AI Unit&#39;s in Choppers do Paradrop 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

    IMPROVED in v. 1.8 Plus:

    AI / Player random Idle, injured, detect , behaviour and some more Voices fit to the situation
    AI Captive If some things match a situation enemy units will surrender.


    How to use:
    ---------------------------------
    See "ReadMe.txt" and "ReadMe.v.1.8.Plus&#33;.txt"

    ArmA Group Link II Plus&#33; package contains:

    ArmA Group Link II Plus&#33; Script
    ArmA Group Link II Plus&#33; Voice.pbo
    Example Mission
    Readme ( How to use )
    Readme ( What&#39;s new )


    Fixed in v.1.8 Plus&#33;:

    - Artillery: Enemy group&#39;s will only call for Artillery if none of their own group&#39;s are in a specific range of the target group. by =&#92;SNKMAN/=
    - Grenade Launcher detect range

    Improved:

    - Voice: Improved the ArmA Group Link II Plus&#33; script with random Idle, injured, detect , behaviour and some more pretty nice Voices fit&#39;s to the given situation.
    Sound&#39;s used from Armed Assault by =&#92;SNKMAN/=

    New Feature "BETA":

    - Captive: It&#39;s now possible to get captives if the situation matchs some point&#39;s.
    If you got captive units they will try to escape, if you looses them from the view or if a helpgroup is nearby
    the captive units they will try to escape and join the helpgroup. By =&#92;SNKMAN/=

    How to use the AddOn:

    - The only reason why you need the AddOn is becouse i could not find all the correct Voice classes.
    I will change this if i find enough time to look for all thouse Voice classes

    - You can simply put the "ArmA_Group_Link_II_Plus&#33;_Voice.pbo" into your "ArmA&#92;AddOns" folder or use a MOD folder to load the voice config.

    Up next:

    - Enhanceing and optimizeing of the Voice system.
    - Enhanceing the captive script, so all group&#39;s friendly to the captive unitss and in a
    specific range to the captive units will let the captive units join their group.

    -------------------------------------------------------------------------------

    <span style='color:red'>WARNING&#33;&#33;&#33; THIS VERSION IS OUTDATED PLEASE USE THE 1.8 PLUS&#33; HOTFIX VERSION AT THE BOTTOM OF THIS POST</span>

    Mirrow: <span style='color:red'>ArmA Group Link II Plus&#33; v.1.8</span>



    -------------------------------------------------------------------------------





    <span style='color:red'>ArmA GroupLink II Plus&#33; v.1.8 HOTFIX</span>

    Fixed:

    - Lag: Fixed and removed some part&#39;s of the ArmA Group Link II Plus&#33; script which creates lag.
    - Voice: Changed some sounds and Voice timings for a more realistic atmosphere

    Improved:

    - Voice: Improved the ArmA Group Link II Plus&#33; script with random Suppressed, Detect and Killed Voices fit&#39;s to the given situation.
    Sound&#39;s taken from Armed Assault by =&#92;SNKMAN/=

    Removed:

    - Voice: Get in, Get out

    Up next:

    - Enhanceing and optimizeing of the Voice system.
    - Enhanceing the captive script, so all group&#39;s friendly to the captive unitss and in a
    specific range to the captive units will let the captive units join their group.

    Well i&#39;m sorry about the 1.8 Plus&#33; release seems like some part&#39;s of the script specially the eventhandlers created a lot of lag on bigger missions.
    I now changed some part&#39;s of the script to run on the player&#39;s side only to get ride of the lag.

    I hope this release will slove all your problems you had with Plus&#33; v.1.8

    Thank you very much for the replay&#39;s and interest.

    Enjoy.

    Mirrow: <span style='color:red'>ArmA GroupLink II Plus&#33; v.1.8 HOTFIX</span> Latest Version&#33;

    Mirrow: <span style='color:red'>ArmA GroupLink II Plus&#33; v.1.8 HOTFIX</span> Latest Version&#33;

    ------------------------------------------------------




  2. #2
    Happy to see how people is hard working to keep high this super game.



    Just a question: sorry about my &#39;noobity&#39;, what is KI ?
    As Confucious never said... \"If AI can&#39;t go to your chopper... maybe AI hasn&#39;t got his legs yet\".

  3. #3
    Master Gunnery Sergeant
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    He mixed German and English, I don&#39;t know why. KI means AI.

    Good job with the script pack, I&#39;ll definitely have a look and see how it works.

  4. #4
    edit. nevermind misread the post




  5. #5
    Sergeant Major SNKMAN's Avatar
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    Author of the Thread
    Quote Originally Posted by ([SPA
    LynxEye @ Mar. 26 2007,22:37)]Happy to see how people is hard working to keep high this super game.



    Just a question: sorry about my &#39;noobity&#39;, what is KI ?
    Yes well. I don&#39;t know also.

    Anyway it&#39;s changed.

    Thank&#39;s

  6. #6
    I can&#39;t manage to unpbo the example mission with cpbo/ unpbo etc.

  7. #7
    Snkman, good conversion&#33; Haven&#39;t noticed any errors.

    I&#39;m trying to get this work on respawning units with a trigger -
    ex: condition: alive man1
    init: [man1] exec "grouplink2.sqs"

    But it only works once at start, once man1 respawns (base) .. grouplink does not activate again. Any suggestions on getting this to work on respawning units?

  8. #8
    Master Gunnery Sergeant
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    The original OFP GL II version could only be run once for it to operate properly. You could not use multiple instances of OFP GL II scripts running without getting errors, it was not designed for that. I took a quick look at the scripts and it looks like this converted version is the same in that regard.

    Also the way how you give arguments to the script does not look right at all (more arguments are needed).

    One solution for your problem I can think of: put your respawned soldier into an existing group which was originally given as an argument for GL II script as a target group or as an enemy group, depends on what side you are spawning.

  9. #9
    Sergeant Major SNKMAN's Avatar
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    Author of the Thread
    <span style='color:red'>ArmA Group Link II v.1.1</span>

    Fixed Bug&#39;s:

    AI React ( AI now will flee, if they are less Soldiers than the Enemy&#39;s )
    AI Artillery MP ( Look&#39;s like the bug is fixed AI )

    And some more other thing&#39;s needed after Reinforcement was called.

    Mirrow: <span style='color:red'>ArmA Group Link II v.1.1</span>


    @gassybutt

    Sorry like Baddo already said it&#39;s not possible to use the Script that way.

  10. #10
    looks sweet i&#39;ve tried myself to convert the script and got like halvway with some error messages and stuff. Anyways gonna check this out. omg this works great and somehow a.i is really much faster at taking me down one squadm ember at a time or more btw anyway that boats and aircraft can be part of enemy groups that are in the script? Would be cool if shit really could get bad and your team would get attacked by a su34 bomber dropping lgb&#39;s around you




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