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snkman

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  1. Tactical Combat Link - ( TypeX ) ============================== Description: Tactical Combat Link is a highly dynamic A.I. and F.X. enhancement modification for ARMA 3. Main focus of this modification is to enhance and improve A.I. in many different ways and situations. Tactical Combat Link gives mission designers full freedom about the control and behaviour of A.I. unit(s) and A.I. group(s) by providing multiple types and ways of how A.I. unit(s) and A.I. group(s) can be initialized and behave. Tactical Combat Link works as close as possible with the ARMA 3 engines natively A.I. behaviours to keep a good and clean A.I. mission flow. The main system and almost every feature of Tactical Combat Link use highly randomized values to create unique and varied combat situations. Tactical Combat Link was designed to be as realistic as possible! A.I. is able to react to each enemy player(s) ( playable / switchable ) individual which means it is possible to have Player(s) vs A.I. combat in almost every kind and situation. Each A.I. group has the ability to start their own reinforcement request cycle. A.I. unit(s) of Tactical Combat Link have been specialized and optimized for close and long range combat. Tactical Combat Link has been optimized by using some of the latest coding and syntax optimizations to provide solid and lag free missions. A.I. Reinforcement Features: - A.I. Helicopter Paradrop - A.I. Request Reinforcement - A.I. Request Artillery Support - A.I. Assign / Unassign Vehicles A.I. Combat Features: - A.I. Rearm - A.I. Healing - A.I. Sneaking - A.I. Fire Flares - A.I. Take Cover - A.I. use Smoke - A.I. do House Search - A.I. use Static Weapons - A.I. use Tactical Movement - A.I. use Flanking Maneuvers - A.I. use Dynamic Push Movement - A.I. use Cover to Cover Movement - A.I. use Dynamic Combat Movement - A.I. do Helicopter Insertion / Extraction A.I. I.Q. Features: - A.I. React to Weapon Fire - A.I. React to Suppressive Fire - A.I. Intelligence Communication - A.I. React to Vehicle Explosions - A.I. Real Time Enemy Response and Reaction - A.I. Real Time Combat Response and Reaction - A.I. Dynamic Behaviour Assignment and Switching - A.I. Dynamic Enemy Assignment and Enemy Switching A.I. I.d.l.e. Features: - A.I. Area Observation - A.I. Garrison Buildings A.I. Special Behaviour: - A.I. group(s) which use combat mode "RED" will behave more offensive and always try to push their enemy(s) as much as possible. - A.I. group(s) which use combat mode "YELLOW" will behave more defensive push their enemy(s) less and stay in cover much longer. F.X. Features: - Church Chor - Explosion F.X. - Lighthouse Horn - Shell Whiz By F.X. - Bullet Whiz By F.X. Influences: Tactical Combat Link has been greatly inspired by Group Link 2 ( KeyCat / Toadlife ) and E.C.P. ( Enhanced Configuration Project ) which was developed for B.I.S. Operation Flashpoint - Cold War Crisis today known as ARMA: Cold War Assault. YouTube: Dear ARMA community! I'm very proud to finally release what i've started back in ARMA 2: Operation Arrowhead. Still there is much to do and still there are many things on my mind i'm planning to do. Please keep in mind this version of Tactical Combat Link is W.I.P. build and i'm still working on it daily! If you have any questions or if you find any kind of bug or syntax error please let me know so i can fix it! Please make sure to read the Tactical Combat Link - ( TypeX ).pdf which explains some of the most important features and how to use them properly. Most of the included missions was created for testing and debugging purpose in the first place but i'm sure you can get some useful stuff out of them. So far... Hope you enjoy this modification as much as i do! Best Regarde =\SNKMAN/= Download: ( drive.google.com ) ( Latest Full Build ) Tactical Combat Link - ( TypeX ) v.1.0.31 ( W.I.P. / Hotfix ) Download: ( drive.google.com ) Tactical Combat Link - ( TypeX ) v.1.0.21 ( Update ) Download: ( drive.google.com ) Tactical Combat Link - ( TypeX ) Beta v.1.0.19 Download: ( drive.google.com ) Tactical Combat Link - ( TypeX ) Beta v.1.0.00 Tactical Combat Link - ( TypeX ) Changelogs ( v.1.0.17 - v.1.x.xx ) Additional Informations: Tactical Combat Link ( TypeX ) Debug System ( How To ) Tactical Combat Link - ( TypeX ) - GitHub ( Managed by tanin69 ) Tactical Combat Link ( TypeX ) Install / Init.sqf ( How To by anfo )
  2. Group Link - X - ( Test / W.I.P. ) v.1.0.09 Description: This A.I. modification is very early stage and mainly focus on A.I. combat behaviour improvement(s). Main goal is to get back the "Get ready to feel hunted..." A.I. behaviour. GLX use a new high dynamically and random A.I. movement algorithm which allow A.I. to use very aggressive but still tactical movement. System Features: Headless Client ( H.C. ) Initialize Location A.I. ( Synchronized A.I. ) Spawned A.I. Initialize SP / MP ( Including Zeus A.I. ) A.I. Features: A.I. use Cover A.I. use Smoke ( At Day ) A.I. use Flares ( At Night ) A.I. Request Reinforcement A.I. use Cover to Cover movement A.I. mount / unmount empty vehicle A.I. use high dynamically movement A.I. use Flanking and Tactical Movement A.I. Helicopter Insertion / Extraction ( Paradrop ) There we go! New A.I. system with lot of new and optimized code. Main change of GLX is the new A.I. movement system. I choosed to use GL ( Group Link ) tag to not confuse users too much. Many scripts and functions have been simplified by removing lot of not too important code and conditions. Also UserConfig settings have been pretty much limited down to use some of the most important settings only. This version of GLX use fully randomized A.I. movement algorithm but still testing and playing around with some of the A.I. movement system values. Please make sure to test GLX at least a few times standalone ( without any other A.I. modification combined ) to see what and how GLX is doing. BE WARNED: If you are looking for an A.I. mod with lot of different A.I. features this is the wrong place! GLX mainly has been created to get a new main / base A.I. system used to build up the mod with. Please make sure to read the Group Link - X.pdf some of your questions may will be already answered there if not please feel free to ask them in this thread. As always bugs / something you like / dislike general thoughts and feelings about it please post them here... Group Link - X v.1.0.09 Download: ( drive.google.com ) Download: ( drive.google.com ) Group Link - X v.1.0.07 Download: ( drive.google.com ) Group Link - X v.1.0.03 Enjoy!
  3. Group Link 4 Special FX Edition Dear community, i'm glad to finally release the Group Link 4 Special FX Edition. Group Link 4 is a A.I. and Special FX enhancement project with many new and already know'n features. The A.I. Enhancement of Group Link 4 is available after creating the "Group Link 4: System" module and synchronizing a enemy A.I. group with the "Group Link 4: System" module once. All Special FX features of Group Link 4 require AddOns which most of them are needed to be present on the player ( Client ) side only in multiplayer. The Special FX of Group Link 4 are available after creating the "Group Link 4: Special FX" module. Group Link 4 use a Dynamical Module System ( D.M.S. ) which means you can enable/disable/change/setup some core features of Group Link 4 by creating and/or synchronizing the given module(s) with specific groups/units. Group Link 4 fully supports J.I.P ( Join In Progress ) The "Group Link 4: System" and "Group link 4: Random" modules will be synchronized with each J.I.P player after he had connected to the server. Group Link 4 is coded to safe as much resources as possible in single and multiplayer. The technically orientation is based on Operation Flashpoint Mod E.C.P. ( Enhanced Configuration Project ) which had lead a totally new way of scripting. All features of Group Link 4 can be enabled/disabled by changing the given values in the "GL4_Global.sqf" and "GL4_Local.sqf" scripts. Group Link 4 Enemy A.I. Enhancement: -------------------------------------------- - Enemy A.I. Combat Features: Enemy A.I. Request Reinforcement Enemy A.I. Request Artillery Strikes Enemy A.I. Request Air Support Enemy A.I. React to / Detect Gun Fire Enemy A.I. React to / Detect Suppressed Fire Enemy A.I. React to / Detect explosion of vehicles Enemy A.I. House Search - Enemy A.I. I.Q. Features: Enemy A.I. Unmount vehicles at the conflict point Enemy A.I. Drop Smoke at day time Enemy A.I. Fire Flares at night Enemy A.I. Detect Dead Bodys Enemy A.I. Garrison empty Buildings Enemy A.I. mount empty Static Weapons Enemy A.I. Rearme Enemy A.I. Surrender ( Beta ) - Enemy A.I. Addictional Features: Enemy A.I. Body Remove Group Link 4 Player and Friendly A.I. Enhancement: ----------------------------------------------------------- Recruit A.I. Simulate Dead Take Captive Group Link 4 Random Features: ------------------------------------ Random Time Random Weather Random Snow Random Position Group Link 4 Special FX Enhancement: -------------------------------------------- - Artillery FX: Artillery Incoming Sound Artillery Impact Mud Artillery Impact Stones Artillery Impact Shock - Backblast FX: Backblast Flash Backblast Sparks Backblast Damage - Blood FX: Splatter Bleeding - Burning FX: Vehicle Fire and Vehicle Fire Player Damage House Fire and House Fire Player Damage Camp Fire and Camp Fire Player Damage - Crew FX: Crew Burning - Dubbing: Friendly Enemy Reloading Grenade Incoming - Explosion FX: Shock Flash Fire Flash Shock Wave Sparks Smoking Debris / Burning Debris Stones Leaves Mud Dust Wave - Impact FX: Impact Sparks Impact Debris - Rocket FX: Rocket Impact Stones - Shell FX: Impact Mud Impact Stones Impact Shock - Sound FX: Bullet Whiz By Shell Whiz By Body Flies Group Link 4 Work In Progress Videos: -------------------------------------------- - Explosion FX: LXilwGfRH4g - Artillery FX: T7vviYdCbdI - House FX: GGrqYOuzoxs - Camp Fire FX: _anJzcs35Zo Note: A detailed description about the A.I. Enhancement and the Special FX features can be found in the "ReadMe" folder of Group Link 4. Some features which are already included in this version but still in W.I.P. stage are not documented so far. So you may will be suprised in some situations and/or at some locations. Also you may need to play around with some values of Group Link 4 to fit some features like the Captive/Surrender to your needs. Info: The current state of Group Link 4 is something between W.I.P. / Beta and Stable. Most features was already successfully tested in single and multiplayer but of course there may will be some problems ( locallity ) in some parts of Group Link 4. You can help me sloving thouse bug's by posting errors and/or any other kinds of problems in this thread. I will do my best to slove every problem as fast as possible. Known Bugs: Sometimes the blood splatter only is visible after pressing and hold the right mouse button. ( Weapon Zoom ) The classes "GL4_Blood_FX" and "GL4_Shell_FX" are listed in the mission.sqm while using thouse .pbos. In memory and honor to Operation Flashpoint Modification E.C.P. ( Enhanced Configuration Project ) Prepare yourself for a totally new and enhanced way of playing and feeling Armed Assault 2. Mirrors: Group Link 4 Special FX Edition v.1.1.87 ( Full ) ( Armaholic.com ) Group Link 4 Special FX Edition v.1.1.87 ( Full ) ( ArmA2Base.de )
  4. Well after most of the latest games bored me to death i decided to play some of the good old games i rly enjoyed a lot playing back in the days like "Ghost Recon 1" "Max Payne 1" "C&C Generals" and of course OFP! Pretty much all of thouse old games i played were like "Oh wtf... nope can't play it anymore... time is over..." But OFP with ModulSky SLX ECP and some other graphic improvement mods... Damn it still feels like back in the days! I don't feel like playing a game after 5 - 10 min. i'm so deep into it it's like watching a movie! ๐Ÿ˜„ I don't know what it is... I can't put my finger on it... But even after all this time even with thouse pretty basic mechanics compared to games of today it feel so much more authentic than most other games. The way of how the maps look / scale / feel its such a unique feeling!! What do you think? What is it that makes it feel like this? ๐Ÿค”
  5. snkman

    Copy past text format?

    Hey! Just wondering is there a way to copy > past text format? I mean if you have edited a text with color, size, bold and stuff is there a way to just copy and for example simply past in a post but keep that text format? Thx ๐Ÿ˜˜
  6. Hmm... If i remember right i had this kind of problem during my T.C.L. coding time too and as far as i remember i solved it by using a "_group move _position"; directly after the "doMove / doFollow" command. This allowed me to use doMove / doFollow command and keep all A.I. unit(s) in the vehicle. I can tell this cuz i had scenarios where the driver of a vehicle wasn't the A.I. group leader so in this case the vehicle did not move by using the "move" command but "doMove" worked well except A.I. get out and get in the vehicle. Adding the "move" command right after the "doMove" solved the disembark A.I. behaviour and allowed me to make the vehicle drive even if the A.I. group leader was in cargo or gunner position of the vehicle.
  7. Old topic but anyway... My guess is that "doFollow leader" will force A.I. to move to their formation position which is not possible in a vehicle so they will disembark the vehicle. Maybe some kind of bug or not correctly implemented way of how doFollow should be working for A.I. in vehicle or may even supposed to be working like this?
  8. 5 sec. loop: private "_vehicles"; private _array = []; while { (True) } do { _vehicles = (vehicles - _array); if (True) then { if (_vehicles isEqualTo [] ) exitWith {}; _array append _vehicles; {_x addAction ["Your action here!", {} ]; } forEach _vehicles; }; sleep 5; };
  9. @madrussian nice one! Many thx for the very detailed test and sharing your results! ๐Ÿ‘
  10. As far as i can tell there is nothing between 0 and 1 its like on /off switch.
  11. lol i had a very hard time to find the way of how to write it for myself... WIKI say ArmA on others sites its written Arma i'm used to write it ARMA! ๐Ÿ˜‹ Sorry offtopic... ๐Ÿ˜‡
  12. snkman

    Future plans to continue "The legacy"

    Right now at this pint of time the Enfusion engine is really good and a big step forward from RV4! However... If there ever will be an ARMA 4 based on Enfusion and it still need 2 3 or even 4 years to develope i'm afraid the game once more will be developed on an already ( old ) outdated engine. I know BIS isn't known for developing new engines every 4 - 5 years and yes Enfusion defenetly still would be worth it but somehow i would rly love to see an ARMA part on a engine that can keep up with its time! Don't get me wrong here ARMA 3 RV4 engine is based on a compared to other game engines ancient engine but still there is no other game i sticke with and play like ARMA! Still one of the most creative games out there! ๐Ÿ‘
  13. Hi all! ๐Ÿ˜‰ Some 1 knows if there is a good place somewhere to find all the killed falling to ground ARMA 3 animations? Or do i have to use "AnimStateChanged" E.H. to get those...? Could not find any in Animation Viewer... Thx in advance!
  14. Hey guys! I was about to do some stuff with voices so as usual cfgSounds and all that stuff... The unit say the sound / voice but some of them have strange noise like idk how to explain it... The sounds have some strange cracking / electronic noise in it? If i listen to them in Winamp everything is fine those cracking noises only happen if i use them in ARMA with a unit and say command! Some 1 knows whats wrong?
  15. It was my very last attempt bevor giving up on it after like trying and testing for 7 days... ๐Ÿ˜„ This game... Sometimes... ๐Ÿ˜ต๐Ÿคช Thx! ๐Ÿ˜‰ Yes me too already put a lot of work into all the configs and scripts so would be a shame if all that would have been wasted!
  16. snkman

    SJB Weapons Pack(s)

    Haha! Same to me! ๐Ÿ˜Š Damn did not notice it was you replying to my sound problem... Yes welcome back Jackal! ๐Ÿ‘
  17. Well found it... It was fault of .lip files for whatever reason... ๐Ÿคช After deleting all the .lip files all sounds play well... Another day in paradise... ๐Ÿ˜ช
  18. Yes this is exactly what i was thinking to do! ๐Ÿ‘ The .wss have 353kbps while the BIS .ogg have 96kbps only! Was not sure if it's because of the .ogg compression... But now that you say this too i will test it! Many thx! ๐Ÿ˜‰ Edit: I was thinking exactly the other way around cuz the .wss have much higher bitrate! So may the too high bitrate of the old OFP .wss could cause the stuttering?
  19. It kind of stretch the sound somehow... So there is some kind of micro stuttering in it that makes it sound weird. Anyway... Thx for the quick reply! ๐Ÿ‘
  20. Thanks guys much appreciated! ๐Ÿ˜Š๐Ÿ‘ B.t.w. the sounds are .wss from OFP! So there might be something wrong with sample / bit rate? Hmm... Idk... ๐Ÿ˜• Video
  21. You could create a game logic and getPos / setPos it to the vehicle. Game logics are able to use the say command.
  22. WOW! Did not expect to see some 1 still doing A.I. improvements for OFP! Always happy to use / test some new A.I. stuff! Thanks! ๐Ÿ™‚
  23. Sure always curiouse to hear what other's think of how things could be done! ๐Ÿ˜‰ Well when it come's to suppression i don't think it should be used to determine A.I. general combat behaviour cuz suppression given on situation could be very random and unaccurate. Could be for sure taken as part of A.I. combat behaviour but depending too much on it may lead to the wrong direction. Guess some kind of rating ( A.I. group size incl. vehicles and knowledge ) as @AirShark already suggested would give more stable and accurate results.
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