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Operation Arrowhead Patch 1.62

Operation Arrowhead Patch 1.62

Das aktuelle Käfer Reduktions Pflaster für Operation Arrowhead, mit besonderem Hinweis auf die ebenfalls erhältlichen Beta Builds, welche meist bereits weiter fortgeschritten sind.

ArmA2 Beta Patches

ArmA2 Beta Patches

Bohemia Interactive bietet allen interessierten Usern die Möglichkeit, sich aktuelle Beta Builds für ArmA2 herunterzuladen. Die Updates installieren sich seperat zur "Vollversion" - ArmA2 kann also weiterhin mit oder ohne den neuesten Beta-Patch gestartet werden. Selbes gilt auch für Operation Arrowhead.

ArmA2: Operation Arrowhead für 22,41€ inkl. Versand vorbestellen! …ein Teil des Geldes geht an uns und hilft dabei A-A.de im Netz zu halten.

Group Link 3 v.1.3

SNKMAN macht ArmA´s KI Beine, oder so ähnlich müsste die Überschrift lauten. Mit dem Release von Group Link 3, dessen Codewurzeln noch bis OFP zurückreichen, steht nun das "Ultimate AI Enhancement" als Ergebnis einer langen Entwicklungs und Testphase zum Download bereit.

Im Folgenden eine kleine Liste mit nur einigen der Features:

  • AI may do call in Reinforcement.
  • AI on feet may drop smoke for cover if they had spotted a enemy.
  • AI do react to gunfire.
  • AI do perform house search at the conflict point.
    NEW FX Features:
  • Church Chor. ( Sound )
  • Church Light. ( FX )
  • Grenade impact Simulation. ( FX )
  • Explosion FX. ( Debris, Dust Wave, Hot Ground )
gl3\_fxgl3\_fx


Update:

Mittlerweile hat der GL weiter an Fahrt aufgenommen und Snakeman veröffentlichte ein weitreichendes Update zum Pack in version 1.3..

Group Link 3 - Readme v.1.2



The Group Link History:
The original Group Link script was written by Toadlife.
KeyCat continued toadlife's work and heavily modified the original Group Link script and tweaked and enhanced it.
From now on Group Link was avalible and known as Group Link 2.
Since ArmA was out i converted Group Link 2, added some new features and called it Group Link 2 Plus!

Group Link 3
Group Link 3 is still based on the work of Toadlife and KeyCat but it's way more enhanced and optimized then ever bevore!
Group Link 3 is a AddOn based AI Enhancement script, which is doing a lot of configuration's and setting's by it's own.
So it's not necessary to inizialize every group by putting "ge1=group this", "ge2=group this" and so on in the inizializing field of each group.
Group Link 3 is detecting every unit, group, object, which is used in a mission by it self.
Basically Group Link was a AI Enhancement script only, but i simply could not take off my hands from some very nice Effect features,
which i missed so much from OFP.

Group Link 3 Compatibility:
With "Compatibility" is meaned, that Group Link 3 surely should work with thouse Mod's, scripts becouse i had made many tests with them
and Group Link 3 is configurated to work with thouse Classes, of course Group Link 3 is compatible with many other AddOns and Scripts too.
Cold War Rearmed v.0.36 By CWR
AI - Enable and AI - Disable Revive Script By norrin
Extended Eventhanlers ( By Solus )
By default Group Link 3 doesn't use the Extended Eventhandlers, but you can find a E.E.H. configuration .pbo in the folder "@GL3\Config\"
Simply Copy the "GL3_Config.pbo" and "Extended_Eventhandlers.pbo" into the AddOns directory of @GL3 and Group Link 3
will run with Extended Eventhandlers support.

Group Link 3 Features:
• AI may do call in Reinforcement.
• AI may do call in Artillery support.
• AI do unmount vehicles and helicopters at the conflict point.
• AI in helicopters may do para drop or unmount the helicopter at the conflict point.
• AI may do drop smoke for cover while unmounting.
• AI on feet may drop smoke for cover if they had spotted a enemy.
• AI do react to gunfire.
• AI do react to suppressed fire.
• AI do perform house searche at the conflict point.

Group Link 3 NEW AI and Player Features:
NOTE: The Captive feature is DISABLED in this version, becouse i have to test and tweak some more things in the scripts.
Also some other features, where i'm working on at the moment are not implemented,
but i will add them in the next version, which should not take that long to come out.
• AI may will try to find cover if they are under fire.
• AI with no or less ammo will try to rearme by dead units.
• AI groups with more then 3 units may will split up into several smaller groups to advance from several directions.
• AI which was called in as Reinforcement and more then 300m away from the conflict point will look for empty vehicles,
which they could use to get faster to the conflict point.
• AI Suppressed Fire: The Suppressed fire script was heavy enhanced, so now groups only can be suppressed,
if the suppressed fire was directed in the direction of the enemy group.
• AI and Player D.S.A.I. ( Completly New )
D.S.A.I. Player: Reloading, Incoming, Grenade, Move, Combat
D.S.A.I. Enemy AI: Grenade, Advance, Move, Suppressed, Combat
• Difficult: Set the difficult level of enemys also includes Skill Array Types: Spot Distance, Spot Time, Courage, Aiming Accuracy a.s.o.
• Body Remove: Body's of dead enemy units will be removed from time to time,
if a specific amount of dead body's is reached or if the players are in a specific range to the dead body.
In huge battles ( Like i prefer them ) it can happend, that ArmA start's lagging, if to many dead units are in a specific range to the player.
• Added support for AI in Boat's ( Ship's ) ( Still under W.I.P. and Beta Stage )
• Anti Water: The Anti Water feature let units which are in water check if any empty Boat's/Ship's are in a specific range.
If they find some empty Boat's/Ship's then they will use them to get, where they was ordered to go to.
This means if a part of a mission is on a island and groups which can be called in as Reinforcements are on the dry land and/or another island,
then it would be good to place some empty Boat's/Ship's at the border of the dry land,
so the groups which was called in as Reinforcements can use the Boat's/Ship's to go to the island.

Group Link 3 NEW FX Features:
• Church Chor. ( Sound )
• Church Light. ( FX )
• Random Weather
• Bullet Whiz By. ( Sound )
• Shell Fly By. ( Sound )
• Grenade impact Simulation. ( FX )
• Explosion FX. ( Debris, Dust Wave, Hot Ground )
• Fire, Ashes and Sparks

Group Link 3 Optimizing:
NOTE: I'm working that long on Group Link 3 now ( 1 1/2 Years ) , that it's impossible to tell everything i changed, added, enhanced and improved,
but i surely can say!! It's a loooot!!!
Group Link 3 is written in .sqf to take out best performance!
The Group Link 3 script is using the D.G.A.S. ( Dynamic Global Array System ) which was created by E.C.P.
The D.G.A.S. guarantees the best performanc and the fastest way of script and function operations inside of Group Link 3.
Group Calculation: Group Link 3 is calculating the amount of still avalible enemy groups by it's own.
This means if you have set the maximum numbers of groups which can be called in as Reinforcements
to 5 and there are only 4 or 3 enemy groups avalible, then Group Link 3 will automatically re-calculate
the maximum amount of Reinforcements, which can be called at the same time.
Helicopter Base: In Group Link 2 you had to create a "HeliH" called EastBase or WestBase or ResistanceBase,
that the helicpoter know's where to fly to, after an alert was cancelled.
This is not needed any longer. Create as much Helicopter groups as you wish and every helicopter will return to his original position,
after an alert was cancelled.
Groups Behaviour: After an alert was cancelled, each group will go back into their original: Formation, Behaviour, Combat Mode and Speed Mode.
Array Monitor: Through the use of D.G.A.S. Group Link 3 now is based on Arrays.
Group Link 3 use 2 different monitoring script's which are monitoring the most important array's.
1. Player monitoring: This script do monitor all important arrays which stick to the Server.
2. Server Monitoring: This script do monitor all important arrays which stick to the Server.
Example: The monitor scripts take care, that no dead or unvalible unit and/or groups are stored in any of thouse arrays.

Group Link 3 How to install:
Unrar the GL3 Archive.
Place the @GL3 folder into "C:\Program Files\Bohemia Interactive\ArmA\"
Next create a shortcut from your original ArmA.exe.
Right click on the shortcut and choose "Properties".
Now in the target field you have "C:\Program files\Bohemia Interactive\ArmA\arma.exe"
Modify your shortcut target field to: "C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -nosplash -mod=@GL3

Group Link 3 Setup and Config:
To see how Group Link 3 should be used please take a look into the ReadMe.doc or take a look at the Example Mission, which comes with Group Link 3.
Everything you need to know is documented there.
If there should be some more questions, which i forgot to write down in the ReadMe.doc please feel free to ask them in this thread.

To open the ReadMe.doc you need word or the Word Viewer 2003

I'm sorry, if here or there still some little thing's which do not work like it should, but Group Link is grown to such a big and complex system, that it's very hard to debug and test every single feature by my own.

If you find any problems or if you have any suggestions and/or questions please feel free to post them here.

Have fun with Group Link 3.


Readme v.1.3 (englisch)

Example and Feature Missions:
In the folder “Example_Missions” you can find 3 totally new Example Missions, showing some of the new features and a new overworked Group Link 3 Core Example mission.

Enhancement and New Features:
Destruction Detection:
This feature let enemy A.I. detect, the destruction and/or explosion
Of several objects ( Car, Helicopter, Tank, Ship )
If enemy A.I. detects a explosion, then they may will walk ( if not in a vehicle ) to the position, where the explosion came from and check the erea for a specific amount of time.
Units/Groups in vehicles which discoverd the explosion will drive to the position of the explosion unmount the vehicle check the area for a specific amount of time, remount the vehicle and move their way on to the next waypoint. ( If any )

Many thanks to Legislator, who requested this feature.

Helicopter Insertion/Extraction:
Helicopters which was already called in as reinforcement and where the crew already is unmounted/ejectd will try to get other reinforcement groups faster to the conflict point, by Insertion and Extraction.
The Helicopters will fly to groups which do not have a vehicle and which are far away from the conflict point, to pick them up and transport them to the conflict point.

Requested by Lightman, becouse Helicopters did always stand still in the air, after reaching the conflict point.

Idea enhanced by =\SNKMAN/=

Enhanced Markers:
Artillery:
Added a artillery marker, which can be used to show the artillery vehicle
postion at the map.
Note: You need to add the Artillery vehicle class name ( “D30”,”M119” ) to the marker list array to enable this feature.
Example: GL3_Public set [23, ["D30"]];
Garrison:
Added a Garrison marker, to the Enhanced marker script, to show which units/groups do garrison buildings.

Suppressed Fire:
Enemy ( A.I. ) units/groups, which are under suppressed fire now also do lay down suppressed fire target/player group.

Take Cover:
Made some very very big improvements with the Take Cover script.
Now looks like everything works like it should. 
If the group, which is trying to take cover got more then 1 unit, then one unit of the group will stay at his position to give fire cover, while the rest of the group is trying to get to the cover positions.

House Search:
Rrewrote of the House Search feature to cover all avalible buildings in a specific range to the House Searcher.

Take Captive/Surrender:
Reactivation of the Take Captive/Surrender Feature.
Also greatly improvemed and enhanced the Take Captive/Surrender system.

Human A.I.:
Human A.I. General: The Human A.I. now is split up into 3 part’s.
1. Human A.I. Idle: Static Groups now will randomly sit down, talk to other units of their own group and/or go patroling for some time.
At night thouse groups also will make a fireplace, and sit around it.
Note: A fireplace only will be created by the group, if they are not in close range to a village or town.
2. Human A.I. Garrison: Units/Groups nearby a building and without moving waypoints may will garrison buildings nearby their position for cover.
3. Human A.I. Static Weapon Mount: Units/Groups nearby a empty static weapon
( vehicle ) “D30”,”M119” and so on will mount the weapon ( vehicle )

Since GL3 v.1.3 the Human A.I. features will be called by the Human A.I. core caller script, which do allow to add units/groups to the Human A.I. feature which first had a waypoint but after some time reached the unmount or stop waypoint.

Note:
Human A.I. Garrison and Human A.I.Idle is only used by units/groups which do not move.

Garrison:
Enemy A.I. units/Groups nearby a empty building and without moving waypoints may will garrison buildings nearby their position for cover.

Static Weapon Moun:
Enemy A.I. units/Groups nearby a empty static weapon ( vehicle ) “D30”,”M119” and so on will mount the weapon ( vehicle )
Note:
If the static weapon ( vehicle ) is a artillery vehicle, then this vehicle will be added to the GL3 Artillery array and gives enemy A.I. more artillery support.

Multiple Sides:
GL3 do now support multiple Enemy and Friendly sides.
This means missions with EAST vs RESISTANCE and WEST or WEST vs RESISTANCE and EAST are not a problem any longer.

Spawn Units/Groups:
GL3 do now can spawn units/groups.
A example mission in where to see, how to use the spawn feature can be found in
the “Example_Missions” folder.
Note: This feature is beta stage and need to be enhanced and improved in some parts.

Requested by: warpuppy

Added:
Global Variables, to switch the GL3 FX Effects on and off ( True/False )

Global Variables, to switch distance of the GL3 FX Effects.
This meanes that the GL3 FX ( Explosion FX, Fire FX, Dustwave ) are only used ( Triggered ) when a player is inside this range.
To prevent CPU use due Effects, the player/s can’t see, becouse he/they are too far away from the object which use the FX.

Global Variables, to change the reinforcement call cycle time. Requested by deslok

Tweaked:
Church Chor volume -20 db.
Grenade Impact volume: - 20 db.
Spark Sound volume: -20 db.

Increase of the Weather Change and interval time.
Weather Interval: From: 300/600 To: 900/1200
Weather Change Time: From 124/124 To 300/600

Added a rotate effect to explosion debris.
Added the Public Variable Event Handlers to scripts with a huge “waitUntil” cycle.

Helicopter Unmount:
Now helicopters will land ( While Unmounting ) more far away from the conflict point, bevore they sometimes did land directly in very close range to the target group.

Group Link 3 Core Script:
Added a variable, which controles the speed of how fast the selection of the nearest reinforcements group will take.
In very big missions with 50 – 80 groups, it may sometimes could happend that Group Link had needed 10 – 20 sec. till it had identified the nearest possible reinforcement group.
In missions with over 30 groups, this variable now will increase the speed of how fast the reinforcement groups are checked and selected.

Syntax:
Enhanced the Human A.I. syntax.
Replaced the left “execVM” with call comiple.
Enhanced and optimized the Marker script.
Rewrote of the Human A.I. Idle feature syntax.
Rewrote of the Church Chor syntax.

Bug Fix:
Fixed a bug in the Rearm and Body Remove script.
Fixed a bug in the Remount Cycle. ( After an alert was cancelled )
Fixed a bug in the player inizialize. ( May this had caused some problems in bigger missions )
Fixed the E.E.H. ( Extendet Event Handlers ) config bug, which had resized the fonts/letters in ArmA and the editor.

Reworked and Overworked Features:
Fixed, Tweaked and overworked 60% of the GL3 features.
Dead Body Detect.
Take Cover.
Unmount.
Remount.
Group Link 3 Core.
Rewrote of the GL3 vehicle array system:
Now every vehicle of the base class: Car, Air, Tank and Ship are supported by GL3.
Autor: SNKMAN
Datum: 29.01.09 um 16:21 Uhr
Dateiformat: *.rar
Dateigröße: 4.9 MB

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