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Downloads » Verschiedenes (ArmA2) » Group Link 4 Special FX Edition - Addon von SNKMAN (v1.1.87) [Addons] Download-Infos
Group Link 4 Special FX Edition - Addon von SNKMAN (v1.1.87) [Addons]
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Verschiedenes (ArmA2)   Group Link 4 Special FX Edition - Addon von SNKMAN (v1.1.87) [Addons]
24.03.2010 von Miller



Group Link 4 Special FX Edition - Addon von SNKMAN (v1.1.87)

SNKMAN veröffentlichte seine Group Link 4 Special FX Edition in den Bi-Foren. Das beliebte Addon aus ArmA Zeiten umfasst eine breite Palette von verschiedenen Player Friendly A.I. and Enemy A.I. Enhancements sowie viele verschiedene Special FX Effekte in sicht -und hörbarer Art.

Benötigte Addons:
Community Base Addons

Author:
SNKMAN

Version:
1.1.87

Chancelog:
Siehe Readme

Installation:
Kopiere den "@ GL4"-Ordner in das Armed Assault 2 Haupt-Verzeichnis.
Verschiebe den "UserConfig" Ordner aus "@ GL4 \ UserConfig" in das Armed Assault 2 Haupt-Verzeichnis.

Group Link 4 Work In Progress Videos:

- Explosion FX:


- Artillery FX:


- House FX:


- Camp Fire FX:


Zitat
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



Readme:

Zitat

Group Link 4 Special FX Edition v.1.1.87 ( 24.03.2010 )
-------------------------------------------------------

What's New:
-----------
Fixed: All required B.I.S. functions will be initialized by Group Link 4.
Enhanced: All "H.C." features can be used stand alone.
Fixed: Captive ( Surrender ) bug where captive units did not follow the captor correctly or just run around by their own.
Added: Partol feature.
Enhanced: "H.C. Artillery" feature. Supported: D30 / M119 / Mortar / M270 MLRS.
Enhanced: All kind's of suppressed weapon classes are detected and added automatically in the "Advancing" 15 meter array.
Enhanced: Enemy A.I. which was requested as reinforcement will only look for/mount vehicles ( Cars ) of their own side.
Improved: Group Link 4 "Enemy A.I. Reinforcement Request" feature.
Optimized: "Unmount" and "Remount" functions. Gunner, Driver and Commander of a vehicle ( Car / Tank / Air ) do not unmount their vehicle even if they are no real crew members. ( assignedVehicleRole )
Added: "Group Link 4: Defend" module. Enemy A.I. which was synchronized with the "Group Link 4: Defend" module will never leave their position even if under attack.
Changed: "Get In" feature. Groups which should automatically mount a empty vehicle at mission start must be synchronized with the vehicle.
Improved: Enemy A.I. which was requested as reinforcement and not close to the conflict point will automatically switch their behavior / combat mode and speed mode to get to the conflict point as fast as possible.
This was made in case of a mobile respawn or if a player escape with a vehicle.
In this case enemy A.I. which already was in contact with the player was hunting the player very slow becouse their behaviour was set to "COMBAT" and the combat mode was "RED".
Improved: Added "Defend" and "Location" groups to the "Array Debug" system.
Improved: Added "Defend" and "Location" groups to the "Marker Debug" system.
Changed: It's now possible to use multiple "Group Link 4: Custom" "Group Link 4: Static" and "Group Link 4: Defend" modules.
Improved: Units/Groups which use the "Get In" feature will assign turrets of the vehicle if available.
Re-Wrote: "ReadMe.pdf" and "Feature.pdf". Added enemy A.I. "Group Definitions" to "ReadMe.pdf" which explains the use of "Custom" "Defend" "Static" and "Location" groups.
Added: New example mission ( GL4_v-1-1-87_Example.utes ) which shows the new "Enemy A.I. Enhancement" features.
Added: Setting to ( UserConfig\GL4\GL4_Global.sqf ) to enable / disable player and friendly A.I. rearm.
Re-Wrote: "Force Move" can be used with vehicles again.
Enhanced: Enemy A.I. groups which was requested as reinforcement and not close to the conflict point will look for vehicles of the kind "Car" "Tank" and "Air" to get faster to the conflict point.

Install:
--------

Copy the "@GL4" folder into your Armed Assault 2 root directory.
Drag the "UserConfig" folder from "@GL4\UserConfig" in your Armed Assault 2 root directory.


Group Link 4 Special FX Edition v.1.1.85 ( 14.03.2010 )
-------------------------------------------------------

What's New:
-----------
Fixed: "Player Burning" bug.
Enhanced: "Direction To" function.
Enhanced "H.C. Artillery" feature. All kind's of "Static Weapons" can be used. ( D30, M119, M252, 2B14 )
Make sure you choose ammo which fit's to the selected weapon in "UserConfig\GL4\GL4_High_Command.sqf".
Changed: Only AddOns ( .pbo's ) which add's content ( models and sounds ) are used and checked by Group Link 4.
Added: Group Link 4 "Mission Based" initialize example mission.
Enhanced: By initializing Group Link 4 "Mission Based" only "GL4_Blood_FX.pbo" "GL4_Burning_FX.pbo" "GL4_Config_FX.pbo" "GL4_Dubbing.pbo" "GL4_Radio_Chatter.pbo" and "GL4_Sound_FX.pbo" are required to enable the given feature.
If any of thouse AddOns was not installed on the client then the feature where the AddOn was not installed will be disabled local on the client machine.
Optimized: Multiplayer synchronization.
Fixed: Several multiplayer bugs.
Optimized: "Mission Based" initialize.
Re-Wrote: GL4_System.pbo to initialize 85% of the "Special FX" features without any AddOns to enhance the "Mission Based" initialize.
Optimized: Settings of the "UserConfig\GL4" folder will not be used/recognized by initializing Group Link 4 "Mission Based". Please use the "Mission Based" settings like shown in the "GL4 Mission Based" example mission.
Enhanced: The "AddOn Based" initialize of Group Link 4 will automatically stop if a "Mission Based" initialize was started. This means that you do not need to remove/disable or delete the "@GL4" AddOn local or from your server.


Install:
--------

Copy the "@GL4" folder into your Armed Assault 2 root directory.
Drag the "UserConfig" folder from "@GL4\UserConfig" in your Armed Assault 2 root directory.


Group Link 4 Special FX Edition v.1.1.83 ( 10.03.2010 )
-------------------------------------------------------

What's New:
-----------
Optimized: "High Command Helicopter" feature.
Optimized: "Force Move" feature.
Fixed: Several "H.C. Reinforcement" feature bugs.
Fixed: "Force Move" re-group bug.
Re-Wrote and Optimized: Enemy A.I. and Friendly A.I."Unmount" functions.
Re-Wrote: "Communication Menu" design.
Re-Wrote "Force Move" to "H.C." features.
Re-Wrote: "GL4_Global.sqf" settings to group settings given to their functionality and to get a better overview. Hopefully the last time.
Added: Legend to "GL4_Global.sqf" and "GL4_Local.sqf".
Fixed: "Radio Chatter" volume key.
Fixed: "H.C." features was not correctly initialized if player was in a vehicle at mission start.
Changed: "Radio Chatter" Volume Keys. Default: Volume Up = "Pos1" | Volume Down = "Insert".
Fixed: Smoke Grenades had used the "Explosion FX" of explosive grenades.
Fixed: Units which was forced to move was not recognized by the enemy A.I. enhancement.
Re-Wrote: "H.C. Reinforcement Request" and "Enemy A.I. Reinforcement Request" helicopter functions.
Re-Wrote and optimized: Group Link 4 initialize processes.
Changed: By initializing Group Link 4 with modules it is required to always synchronize a player with the "Group Link 4: System" module once.
Added: Setting to ( UserConfig\GL4\GL4_Core.sqf ) to enable / disable the Group Link 4 initialize display debug.
Enhanced: Group Link 4 initialize display debug now working correctly in multiplayer.
Changed: By disable the "Enemy A.I. Reinforcement Request" feature enemy A.I. still use all "Enemy A.I. Enhancement" features like for example "Throw Smoke" "Requesting Artillery / Airstrike" "Unmount Vehicles".
Improved: Default initialize.
Fixed: "Random Time" module. Daytime was not synchronized correctly by the server in multiplayer.
Enhanced: Multiplayer functions and multiplayer initialize.


Install:
--------

Copy the "@GL4" folder into your Armed Assault 2 root directory.
Drag the "UserConfig" folder from "@GL4\UserConfig" in your Armed Assault 2 root directory.


Group Link 4 Special FX Edition v.1.1.77 ( 18.02.2010 )
-------------------------------------------------------

What's New:
-----------
Added: Settings to ( UserConfig\GL4\GL4_Global.sqf ) to define enemy A.I. ranks which are allowed to request artillery.
Fixed: "High Command Reinforcement" script error.
Fixed: "GL4_Skill_Types.sqf" settings script error.
Added: Settings to ( UserConfig\GL4\GL4_Global.sqf ) to set different enemy A.I. "Reinforcement Request" distances for specific vehicle types [ ["Man", 3000], ["Car", 7000], ["Tank", 10000], ["Air", 30000], ["Ship", 30000] ].
Fixed: "Skill Types" script error.
Enhanced: A.I. will try to get out of the "Backblast" angle.
Re-Wrote: Players will no longer start burning if too close to a burning camp fire.
Enhanced: You can "Force Move" units of your group to specific positions via Map - Click.
Re-Wrote: Large parts of the "Force Move" feature into functions.
Added: Dialog to the "Force Move" feature.
Enhanced: "H.Q. Radio" is only available if more the 1 unit is in a player group.
Changed: "Default Markers" with "Millitary Markers".
Added: 3D group markers to all "High Command" features. Special thanks to Karel Moricky ( Author of B.I.S. H.C. ) where i could see how to create them.
Fixed: "RscMiniMap" entry in .rpt.
Fixed: "Reinforcement High Command" position bug.
Enhanced: All "High Command" features which use Map - Click do only open the "Mini Map" if the main map is not open.
Fixed: "Helicopter High Command" bugs. Hopefully...
Fixed: "High Command" default initialize.
Re-Wrote: Only units of the original player group and/or recruited units can be ordered to "Force Move".

Install:
--------
Download the Group Link 4 Special FX Edition v.1.1.75 ( Full )

http://forums.bistudio.com/showthread.php?t=92269

Overwrite the GL4_System.pbo v.1.1.75 with the GL4_System.pbo v.1.1.77 ( Update )



Group Link 4 Special FX Edition v.1.1.75 ( 14.02.2010 )
-------------------------------------------------------

What's New:
-----------
Fixed: Event Handler "Fired" "Hit" and "Killed" was assigned twice by each player.
New Feature: Force ( Move ) which force units of a player group to ignor everything around them and just move to the position of the group leader.
Added: Settings to ( UserConfig\GL4\GL4_Global.sqf ) to enable/disable "Force Move" feature.
New Feature: "Helicopter High Command" which will give a player the full control over helicopters used by friendly A.I.
New Feature: "Enemy A.I. Simulate Dead" which makes A.I. if hit by a bullet randomly simulate dead.
Added: Settings to ( UserConfig\GL4\GL4_Global.sqf ) to enable/disable/change settings of the "Enemy A.I. Simulate Dead" feature.
Changed: "Group Link 4: Friendly" module to "Group Link 4: High Command Reinforcement".
Note: The "Group Link 4: Friendly" module do not exist any longer! If you had used this in a mission then you have to set up the friendly A.I. Reinforcement by using ( synchronize ) the friendly A.I. with the "Group Link 4: High Command Reinforcement" module.
Enhanced: Enemy A.I. "House Search" feature.
Added: Recruit monitor script which will remove the "Recruit" user action in case that the user action was assigned to a player or units of a player group.
Optimized: "House FX" feature by reducing amount of publicVariable. ( Multiplayer )
Optimized: "Crew FX" feature by using the "createUnit" command instead of publicVariable. ( Multiplayer )
Optimized: "Explosion FX" "Wrack FX" and "Burning FX" features by reducing amount of publicVariable. ( Multiplayer )
Added: Debri Fire FX
Added: Settings to ( UserConfig\GL4\GL4_Local.sqf ) to fine tune the "Dubbing" feature settings.
Optimized: "Weapon Impact FX" are not used any longer if the bullet was impacted nearby "Man" class.
Enhanced: Enemy A.I. react to all kinds of "Smoke" ammo which was dropped 50 meters within to their position.
Changed: "Radio Chatter" Volume Keys. Default: Volume Up = Num - Key 8 | Volume Down = Num - Key 2.
Fixed and Enhanced: Several parts of Group Link 4.
New Feature: "Artillery High Command" which will give a player the full control over artillery used by friendly A.I.
Added: Setting script ( UserConfig\GL4\GL4_High_Command.sqf ) to disable/enable/change settings of the "High Command" features of Group Link 4.
Added: Settings to ( UserConfig\GL4\GL4_Core.sqf ) to enable/disable "Default" ( C.B.A. ) initialize of Group Link 4. By default True.
Optimized: "Default" initialize of Group Link 4. Through the new setting of "GL4_Core.sqf" the "Default" initialize of Group Link 4 will be done without any slow down which means the "Default" initialize will be finished within 1 second after mission start.
New feature: "H.Q. Radio" which gives Radio Communication in audible kind between units of a players group and H.Q.
Enhanced: "Artillery FX" feature.
Re-Wrote: Enemy A.I. Artillery and Enemy A.I. Airstrike features into functions.
Info: All new settings are marked with ( New ).
Added: New Utes Intros. My first setp with cutscenes. If you don't like them remove the "GL4_Intro.pbo".
Added: Flyes are now randomly flying over dead bodys.
Re-Wrote: "Skill Array Types" settings/values.
Enhanced: "Smoke Shell" throwed by enemy A.I. will fly in a more realistic direction and angle.
Improved: "Friendly A.I. Reinforcement Request" now use Map - Click to transfer the target location. This means after a friendly A.I. group was requested you will be able to choose the target location by Map - Click and send multiple friendly A.I. groups to multiple target locations.
Enhanced: "Enemy A.I. Debug Markers" and "Player / H.C. Markers" are customizable in "Type", "Size" and "Color".
Changed: Marker "Types" from "Arrow" to "Dot".
Changed: Only planes without waypoints can be requested by enemy A.I. to fly a "Airstrike" mission.
Added: "Weapon FX" Grenade / Rocket / Missile "Impact FX Stones" and "Impact FX Sparks".
Added: Church "Night Ambient Light".
Re-Wrote: "ReadMe.pdf" and "Features.pdf".

Install:
--------
Copy the "@GL4" folder into your Armed Assault 2 root directory.
Drag the "UserConfig" folder from "@GL4\UserConfig" in your Armed Assault 2 root directory.


Group Link 4 Special FX Edition v.1.1.37 ( 11.01.2010 )
-------------------------------------------------------

What's New:
-----------
Optimized: Radio Chatters now can be turned off completly.
Changed: Reduced Radio Chatter volume by - 15db.
Optimized: Group Link 4 "Default" and "Module" initialize.
Fixed: Group Link 4 automatically initialize enemy A.I. units/groups which was created during the mission.
Added: Enemy A.I. in combat situations and nearby a target will look for empty cars with weapons and mount the weapon.
Added: Settings to ( UserConfig\GL4\GL4_Global.sqf ) to enable/disable "Car Weapon" feature.
Fixed: Crew unmount bug which had unmounted the crew of a A.P.C. and/or Tank after reaching the target location.
Optimized: "Get In" function.
Changed: The "Static Group Idle" feature is used by "Static Group" with 1 waypoint and where the waypoint type was set to "HOLD" or "GUARD" and the waypoint behaviour was set to "SAFE" only.
Added: "Static Group Idle" example mission.
optimized: Several parts and scripts of Group Link 4.
Fixed: Missing AddOns error which was caused by "GL4_Blood_FX" and "GL4_Shell_FX" in multiplayer.
Fixed: DynamicBlur bug which had blured the screen after destroying an object. ( Crossing fingers! )
Reduced: Explosive Ammo Explosion FX in the "GL4_Config_FX.pbo".
Added: Variable "(GL4_Initialize select 3)" which will be set to "True" after Group Link 4 was initialized completly.
Enhanced: Group Link 4 "Combat Mode" function to force enemy A.I. after spotting a target to randomly watch and aim the target.
Optimized: "House FX" feature.
Changed: Radio Chatter now will be choosen to the side of the vehicle.
Fixed: "House Search" and "Garrison" building position bug.
Fixed: "Bullet WhizBy" and "Shell WhizBy" wil be disabled during Cutscenes and Intros.
Info: If you use C.B.A. ( Community Base AddOns ) then it's recommend to download the latest version by using ( Yoma AddOn Sync or Six-Updater ) becouse it includes several important fixes and the latest version is not available on the web so far.

Install:
--------
Copy the "@GL4" folder into your Armed Assault 2 root directory.
Drag the "UserConfig" folder from "@GL4\UserConfig" in your Armed Assault 2 root directory.


Group Link 4 Special FX Edition v.1.1.35 ( 07.01.2010 )
-------------------------------------------------------

What's New:
-----------
Optimized: Group Link 4 "Default" and "Module" initialize.
Optimized: Multiplayer initialize syntax.
Added: "Player Request Reinforcement" feature.
Added: "Player Request Reinforcement" example mission.
Added: Settings to ( UserConfig\GL4\GL4_Global.sqf ) which allowes more fine tuning of the "Enemy A.I. Reinforcement Request" feature.
Fixed: Multiplayer "Special FX" initialize bug. ( Since v.1.1.17 )
Fixed: ArmA 2 did Freeze while using Group Link 4 and A.L.I.C.E. ( Ambient Life In Civilian Environment ) toghetter.
Added: Civilians created by A.L.I.C.E. ( Ambient Life In Civilian Environment ) module use all Group Link 4 Event Handler. Note: Event Handlers are only assigned to Civilians created by A.L.I.C.E. while using the "Default" initialize.
Fixed: Burning Camp Fires did not use the "Burning FX" of Group Link 4. This was sloved by adding the C.B.A. Event Handler. Note: Burning Camp Fires do only use the "Burning FX" in combination with C.B.A.
Added: Radio Chatter volume now can be raised ( - ) and lowered ( . ) by pressing the defined keys.
Added: Setting script ( UserConfig\GL4\GL4_Radio_Chatter.hpp ) to define "Radio Chatter" keys.
Changed: Increased "Radio Chatter" chance. Info: Radio Chatter now will play more often then bevore.

Install:
--------
Copy the "@GL4" folder into your Armed Assault 2 root directory.
Drag the "UserConfig" folder from "@GL4\UserConfig" in your Armed Assault 2 root directory.


Group Link 4 Special FX Edition v.1.1.18 ( 04.01.2010 )
-------------------------------------------------------

What's New:
-----------
Optimized: Enemy A.I. Extraction function.
Optimized: Enemy A.I. which was suppressed will not ( only by a very low chance ) move while suppressed.
Fixed: Group Link 4 "Default" and "Module" initialize bug.
Added: Enemy A.I. which had mounted a vehicle had never mounted the gunner position if available.

Install:
--------
Download the Group Link 4 Special FX Edition v.1.1.13

http://forums.bistudio.com/showthread.php?t=92269

Overwrite the GL4_System.pbo v.1.1.13 with the GL4_System.pbo v.1.1.18


Group Link 4 Special FX Edition v.1.1.17 ( 04.01.2010 )
-------------------------------------------------------

What's New:
-----------
Fixed: "Get In" function did not check if a vehicle was locked.
Fixed: Wrong value of the "Array Debug".
Removed: Watermark from all .pdf in the "ReadMe" folder.
Enhanced: "Static Groups" now also will garrison buildings and do not ( only if they are in a tactically good position ) leave the building if under attack.
This means "Static Groups" now can be use to secure ( hold ) buildings.
Optimized: "Garrison" function.
Added: Function to automaticalle add all "Crew" and "Pilot" classes to the "GL4_Crew" array.
Note: The function will check the class name of each unit available in the mission. If the class name contains the word "Crew" or "Pilot" then this unit class will automaticalle be added to the "GL4_Crew" array.
Fixed: Several Script errors which was reported by users at the Bohemia Interactive Forums.
Fixed and Optimized: "Alert Cancel" function. After a alert was cancelled enemy A.I. most time did not re-mount their original vehicles correctly.
Fixed: ArmA 2 did CTD while using Group Link 4 and A.L.I.C.E. ( Ambient Life In Civilian Environment ) toghetter.
Changed: All settings of Group Link 4 are now stored in the "UserConfig" folder which can be found in "@GL4\UserConfig" drag the "UserConfig" folder from "@GL4\UserConfig" in your Armed Assault 2 root directory.
Changed: Some random values ( Soldiers drop smoke after spotting a player and artillery request ) to a lower value.
Fixed: "Advancing" and "Suppressed" fire did not work if a player was gunner of a vehicle.
Added: Setting script ( UserConfig\GL4\GL4_Core.sqf ) to disable/enable core features of Group Link 4.
Added: Setting to ( UserConfig\GL4\GL4_Global.sqf ) to control of how enemy A.I. will request artillery.
Added: Setting to ( UserConfig\GL4\GL4_Global.sqf ) to disable/enable that groups nearby a empty vehicle do mount the vehicle at mission start.
Added: Setting to ( UserConfig\GL4\GL4_Global.sqf ) to control behaviour of a helicopter which had unmounted/ejected the crew. By default 75% chance that the helicopter will return to his original position else the helicopter will stay at the conflict point and randomly scout the area.
Fixed: Several syntax and script errors.
Optimized: House FX synchronizing in multiplayer.
Optimized: Group Link 4 "Default" initialize.
Added: Groups which was created during the mission and which are enemy to the player will use all Group Link 4 Enemy A.I. Enhancement features and will be added to the Reinforcement Request groups.

Install:
--------
Download the Group Link 4 Special FX Edition v.1.1.13

http://forums.bistudio.com/showthread.php?t=92269

Overwrite the GL4_System.pbo v.1.1.13 with the GL4_System.pbo v.1.1.17


Group Link 4 Special FX Edition v.1.1.13 ( 28.12.2009 )
-------------------------------------------------------

What's new:
-----------
Fixed: "Default" initialize sometimes was executed twice.
Fixed: Group Link 4 Special FX Intro bug.
Fixed: "Group Link 4: Static" and/or "Group Link 4: Custom" module sometimes was executed too fast. ( bevore the Group Link 4 "Default" initialize was done )
Added: Setting script ( @GL4\GL4_Settings\GL4_Class.sqf ) to add custom classes to the Group Link 4 arrays.
Added: Setting to ( @GL4\GL4_Settings\GL4_Global.sqf ) to choose in which distance Enemy A.I. should be able to request reinforcement.
Enhanced: "Suppressed Fire" by checking how much magazines ( Primary Weapon Magazines only ) a unit has. If the units magazines are less then 3 then the unit will not suppress the enemy.
Fixed: By using the "Default" initialize of Group Link 4 the side Civilian was assigned/detected as enemy.
Added: Setting to ( @GL4\GL4_Settings\GL4_Global.sqf ) to fine tune all "Enemy A.I. Difficult Types".
Note: The value of the "Enemy A.I. Difficult Types" are may not optimal! Please let the community know your private ( optimal values ) and post them at http://forums.bistudio.com/showthread.php?t=92269
Fixed: The "Group Link 4: Random Position" module sometimes did not count all available positions correctly.
Changed: Increased all "Radio ( Vehicle ) Chatter" by db+5.
Fixed: Re-Signed all AddOns with v.1.1.13.
Optimized: Re-Arm syntax.

Many thanks to all users of Group Link 4 which had requested features and reported bugs.

Install:
--------
Copy the "@GL4" folder into your ArmA 2 root directory.



Group Link 4 Special FX Edition v.1.1.10 ( 25.12.2009 )
-------------------------------------------------------

What's new:
-----------
Added setting script to change/control values of the "Group Link 4: Random Time" "Group Link 4: Random Weather" and "Group Link 4: Random Snow" modules.
Added Radio ( Vehicle ) Chatter to "HMMWV"
Optimized and Enhanced the "Default" initialize.
The "Group Link 4: Position" module now also can detect and teleport vehicles incl. crew too.
Added C.B.A. ( Community Base AddOns ) support.

Install:
--------

Overwrite your existing "@GL4\AddOns\GL4_System.pbo" with the "@GL4\AddOns\GL4_System.pbo" v.1.1.10

Overwrit your existing "@GL4\GL4_Settings" folder with the "@GL4\GL4_Settings" folder v.1.1.10.

Info:
-----
The C.B.A. ( Community Base AddOns ) are only required if you like to initialize all features of Group Link 4 by default.
If you like to work with the "Group Link 4: System" module then the C.B.A. are not required.
You can download the C.B.A. from: http://forums.bistudio.com/showthread.php?t=78622



Group Link 4 Special FX Edition v.1.1.00 ( 23.12.2009 )
-------------------------------------------------------

What's new:
-----------
This release allowe you to initialize all Enemy/Player/Friendly and Special FX features of Group Link 4 by default at mission start.

Install:
--------
Download the Group Link 4 Special FX Edition v.1.0

http://forums.bistudio.com/showthread.php?t=92269

Overwrite the GL4_System.pbo v.1.0 with the GL4_System.pbo v.1.1.00

How To:
-------
Group Link 4 System Initialize: ( Default )
The Enemy A.I. Enhancement Player and Friendly A.I. Enhancement and Special FX will be initialized by default if you do not create the “Group Link 4: System” module.
This means all features of Group Link 4 will be initialized directly after the mission was started.

Note:
-----
The default initialize of Group Link 4 may need up to 3 – 5 seconds ( depending on the group count ) of a mission becouse Group Link 4 need to wait/check if a “Group Link 4: System” module was created in the mission and set which groups/units are Enemy/Friendly to the player.
If no “Group Link 4: System” module was detected and the Enemy/Friendly sides was assigned then Group Link 4 will start to initialize all Enemy/Player/Friendly and Special FX features.

The “Group Link 4: Custom” and “Group Link 4: Static” modules are still supported by the default initialize of Group Link 4.

Info:
-----
This version is W.I.P ( Work In Progress ) and do not support/use the C.B.A. ( Community Based AddOns )
May the default initialize of Group Link 4 will fail in combination with C.B.A.


Group Link 4 Special FX Edition v.1.0.00 ( 23.12.2009 )
-------------------------------------------------------

Initial release.




Quelle: Bi-Foren
Grösse 43,9 MB
Downloads 732
Datum 24.03.2010
Kommentare 0
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Wertung ø 10,00
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