ARMA 2 Intense GL4 "An Analytical View of ARMA's A.I." Part 7
ARMA 2 "Amazing GL4 Defend Module Demonstration"
https://www.youtube.com/watch?v=uUjliOhBK9s
Group Link 4 Special FX Edition by SNKMAN
http://www.armaholic.com/page.php?id=8848
Description:
Group Link 4 features a wide range of different Player Friendly A.I. and Enemy A.I. Enhancements and many different Special FX features in visible and audible kind. The main target of the Enemy A.I. Enhancement is to make a players life as hard as possible. Enemy A.I. of Group Link 4 is way tougher intelligent and tactically then ever bevore. They will try to hunt you down at any price. Group Link 4 allows you to create greate dynamic missions within a few minutes. Group Link 4 Technically: Group Link 4 use the D.G.A.S. ( Dynamic Global Array System ) which stores many values of features in a specific Global Variable. All features of Group Link 4 use their own J.I.P. ( Join in Progress ) functions which allows players which join a mission which already is in progress to initialize all already used features of a mission.
Group Link 4 Enemy A.I. Features:
• Enemy A.I. Request Artillery Support
• Enemy A.I. Request Air Support
• Enemy A.I. React to / Detect Gun Fire
• Enemy A.I. React to / Detect Smoke Shells / Grenades
• Enemy A.I. React to / Detect Suppressed Fire
• Enemy A.I. React to / Detect explosions of vehicles
• Enemy A.I. House Search
• 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. mount Car Weapons
• Enemy A.I. Rearm
• Enemy A.I. Surrender
• Recruit A.I.
Group Link 4 Player and Friendly A.I. Features:
• Simulatie Dead
• Take Captive
• Force Move
• Random Time
Group Link 4 Random Features:
• Random Weather
• Random Snow
• Random Position
GL4 Mission Modification Consequences by tyrspawn
http://www.tacticalgamer.com/arma-mission-development/159994-upsmon-gl4.html
GL4 should probably be removed in consideration of the following facts:
1. By default there is a debug feature turned on which puts a marker on the map for every friendly and enemy unit, what they are and what they are doing. To disable it you have to copy the GL4 scripts to your own mission folder, manually include them, then modify the scripts. All missions by default on the server will have markers, and only substantial effort will remove them.
2. Any AI modifying trait in the init line does not work. You cannot disable AI move for instance, making it impossible to place units in buildings. If you set someone to captive, they are still considered enemy, they will shoot at you, throw smoke grenades, take evasive manuever but not kill the unit.
3. By default all AI can call magical artillery if there is a friendly artillery piece anywhere on the map.
4. By default all enemy AI will act as if they are in guard mode, and enemy AI have the ability to call up to 3 groups of reinforcements for up to 3 KM away, cars from 7 KM, tanks from 10 KM, air from 30 KM. This over-rides waypoint settings and other mission maker designs.
5. Troops will automatically by default use helicopters for transport, over-riding any pre-defined settings.
6. setCaptive is ignored by AI, they will still fire on captive units.
Tested by: Kezei, Jaynus, Krause
This completely changes the way missions have to be made.
Reply With Quote7. You can no longer synchronize a trigger to a cycle waypoint.
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