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Rydygier

HETMAN - Artificial Commander

For HAC users: What is the maximum number of simultaneously used by you Leaders?  

64 members have voted

  1. 1. For HAC users: What is the maximum number of simultaneously used by you Leaders?

    • Only one
      18
    • Two
      9
    • Three
      15
    • Four of them
      0
    • Five
      6
    • Six
      0
    • Seven
      12
    • All eight!
      1


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At first I thought I could add my own armies and this script with initialize the units automatically.

Generally this way HAC should works.

Hard to tell, what is wrong. Need more info. My demo mission on Utes works fine for you? Are there any errors in rpt file? If so, can you quote them? Can you maybe prepare mission on Utes on Chernarus with only generic units and with occuring of these problems (only Arma 2 1.10 here)? There are RHQ arrays maded, if used non-generic units (eg from OA or from some addon)? Have you used addon, or script version of HAC? 1.0 or maybe 1.1 alpha 1 or alpha 2? It may also prove helpful to see HAC config used by you, or maybe at least some printscreen with prepared troublemaking mission in editor...

Edited by Rydygier

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Generally this way HAC should works.

Hard to tell, what is wrong. Need more info. My demo mission on Utes works fine for you? Are there any errors in rpt file? If so, can you quote them? Can you maybe prepare mission on Utes on Chernarus with only generic units and with occuring of these problems (only Arma 2 1.10 here)? There are RHQ arrays maded, if used non-generic units (eg from OA or from some addon)? Have you used addon, or script version of HAC? 1.0 or maybe 1.1 alpha 1 or alpha 2? It may also prove helpful to see HAC config used by you, or maybe at least some printscreen with prepared troublemaking mission in editor...

Scratch that. After posting I downloaded alpha 2 and had another go on Shapur, both sides controlled by HAC and jumped right in. Script kicked in immediately and after a few minutes I had a huge war all around me. Epic stuff. No errors as of yet. No idea what happened the first time.

Nice work Rydygier this is exactly what Arma needs :yay: I will do some more testing later.

EDIT and yes I did a new mission from scratch with US Army vs Taki Army. Worked like a charm!

Edited by Fenrisulven

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That's great. :)

OK back from some testing. Have been playing out the same mission a few times now. Shapur (BAF), US vs Taki. Both sides got 2 motorized recon, 5 mec infantry, 3 attack helis and one tank platoon each. Commander placed inside a bunker.

Starts out fine every time. Both sides sacrifice a chopper early on flying straight towards RydHQ_Obj and RydHQB_Obj :p and some mec infantry starts moving towards each other battling it out. Then after about 10- 20 minutes into the fighting, the script stops working. At least that what it seems like because no units are moving. Both sides still have plenty of groups and leaderHQ still standing but nothing happens. Any ideas?

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Having the same problem...

Thank you for the wonderful script by the way!

Stubs

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Well, looks like it's a more serious bug. It is good that is found, bad, that it is. Currently I have no idea what might cause the script to stop after such a long time, but I will look. Thank you.

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Thank you for the wonderful script by the way!

I second that, this script is damn interesting. Keep up the good work :thumbsup:

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Having the same problem...

"I do have a theory" (like would say Scotty). This error occurs every time or only sometimes? I know you have to wait long to be sure, but maybe someone will have time and willingness to check it out a few times.

If I am right, this problem will appear more quickly, if one side will have a big advantage and if at the beginning some troops on both sides see each other, but only a few, team, or two. (to skip reconnaissance phase). In these circumstances, commander should quickly to send an order to acquire objective, and I suspect that in these procedures is the problem. Will try too.

Edited by Rydygier

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"I do have a theory" (like would say Scotty). This error occurs every time or only sometimes? I know you have to wait long to be sure, but maybe someone will have time and willingness to check it out a few times.

If I am right, this problem will appear more quickly, if one side will have a big advantage and if at the beginning some troops on both sides see each other, but only a few, team, or two. (to skip reconnaissance phase). In these circumstances, commander should quickly to send an order to acquire objective, and I suspect that in these procedures is the problem. Will try too.

Hi Rydygier

I ported my test mission from 1.0 to 1.1 alpha, then to 1.1beta. In 1.1beta, 'my' commander leader HQ [bLUFOR] seems to take forever to issue any attack orders. From what I can see using full debug markers for both HAC & DAC, Leader HQB is also extremely cautious. Both sides had more-or-less equal forces. All settings for HAC were left at default - both on Genius, etc. I'll have more time to test for longer this evening / tomorrow. I'll make a real effort to upload some missions for comparison as well :)

Another observation: in one run on 1.1alpha, Leader HQ had 2 attack helis and 1 MH60S. Each side had AA pods round the Leader's base.

Both AH's were shot down. LeaderHQ sent the MH60S to the first (map had 'Medic A' marker) which, of course, was shot down. Medevac choppers shouldn''t be sent into areas where enemy is known to have AA defenses.

Cheers

Orcinus

Edited by Orcinus
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Thanks. Hmm. I simply forgot about "known enemy AA weapons" factor when implemented support handling.

Degree of caution in attack depends on several factors, so perhaps it was justified, and perhaps I too restrictive set elimination routine for units, that are unfit to fight, I will check this.

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Is 1.0 beta 2 the latest version? Gonna have a poke around later today and see what I can do to make it work on a dedicated server

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Regarding the script stop responding...

I am talking from the top of my head, but remember noticing something, that did not make much sense to me at the time, in the RydHQ_Obj triggers, while the alpha "side" would trigger the counterU.sqs script the bravo trigger would retrigger the whole script again!

nul = [] execVM "RydHQInit.sqf";

This did not make much sense, I wondered why would you need to retrigger it for the B side like that, and how'd you handle the recursion, this was present in the HQFallujahB mission.

From my testing though I did not find any trouble, but maybe simply because I just did not let B side reach their objective and therefore trigger it. Might worth a shot.

Edited by gammadust

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@ friznit2

1.0 beta 2 is last official version for now, but released only in this thread for testing purpose 1.1 alpha 1 and alpha 2 versions are without some bugs founded in 1.0 beta2. Of course, because these are alpha versions, may include entirely new bugs, that currently are successively removed. Hmm. Your choice. :)

HAC 1.1 alpha 1

HAC 1.1 alpha 2

---------- Post added at 17:17 ---------- Previous post was at 17:11 ----------

I am talking from the top of my head, but remember noticing something, that did not make much sense to me at the time, in the RydHQ_Obj triggers, while the alpha "side" would trigger the counterU.sqs script the bravo trigger would retrigger the whole script again!

nul = [] execVM "RydHQInit.sqf";

This did not make much sense, I wondered why would you need to retrigger it for the B side like that, and how'd you handle the recursion, this was present in the HQFallujahB mission.

From my testing though I did not find any trouble, but maybe simply because I just did not let B side reach their objective and therefore trigger it. Might worth a shot.

This code should be initialized only once, to run whole HAC, both sides. If I included this into RydHQB_Obj trigger, it is because I needed some trigger with radio channel to easy init HAC by radio and did not want to add another trigger on map, since there were already two triggers,only as totally passive objects, that indicating objectives. Simply by the way I used them also for another purpose. Trigger with this code wasn't launched with presence of B-side forces, but only by radio.

Edited by Rydygier

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I was sure there would be a reason behind it, ofc, but since it was merely circumstancial it is good to know we can setup missions with that not being a requirement. Could we say the same about counterU.sqs, or that is on the other hand, essencial to the script's proper functioning?

Anyways I haven't tested the latest versions yet but I am eager to, since I just clean installed arma stuff should run smoothly for a while now for me.

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Situation with counterU was identical. In fact, RydHQ_Obj does not must be a trigger at all. It can be any object. Its only job is "to have position", and serves as a reference point (markers are not suitable, as far as I know). Triggers are simply handy, because they are invisible in the game, but such RydHQ_Obj may be also an unit, vehicle, building, a rock or whatever object.

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I was sure there would be a reason behind it, ofc, but since it was merely circumstancial it is good to know we can setup missions with that not being a requirement. Could we say the same about counterU.sqs, or that is on the other hand, essencial to the script's proper functioning?

I'm finding counter scripts very helpful in detecting bugs (mine, I emphasize; I'm a scripting dunce!) in developing HAC + DAC missions. I copied & edited the counterU script to alternate a display of the groups under the Leaders' control with that of total units on the map from counterU.sqf (which will include excluded groups; not sure about civs).

Not desirable for finished missions, of course (if I ever get to that stage...)

BR

Orcinus

PS just checked out "GAM Clockfacing Report" thread. Wow, how did I miss this? Downloading now. Many thanks for sharing, Gammadust; looks like solving something that's bugged me ever since I started playing :yay:

Edited by Orcinus
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If I knew, that this "written on the knee", very provisional units counter proves so useful to you, I would more carefully refined it. :)

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I'm finding counter scripts very helpful in detecting bugs (mine, I emphasize; I'm a scripting dunce!) in developing HAC + DAC missions. I copied & edited the counterU script to alternate a display of the groups under the Leaders' control with that of total units on the map from counterU.sqf (which will include excluded groups; not sure about civs).

Not desirable for finished missions, of course (if I ever get to that stage...)

BR

Orcinus

Since it will be you, in the first place, that will be taking pleasure from the missions you make, it will be you to define "perfect".

And this is one of the things I like most with arma, which is you start by trying to add something that you feel is missing, then you want more and add more... by the time you notice, you learned so much, that be scripting, specific to arma but also generaly, about the subject you're trying to reproduce, etc...

In a way you already got "to that stage". This community will serve well to later enrich your project, surely.

PS just checked out "GAM Clockfacing Report" thread. Wow, how did I miss this? Downloading now. Many thanks for sharing,Gammdust; looks like solving something that's bugged me ever since I started playing :yay:

Funnily just showing my previous point. Just one of those things I did not feel was right, but could "easily" add (learned so much with that one).

Edit: just remember still having some awsome features on the to do list btw, but I have put a hold on arma scripting for more ambitious ideas (waiting for Arma 3, new Java possibilities, and also new API access - specialy events - that might be included by BIS)

Edited by gammadust

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This sound so cool, wish i could make missions so i could try this out....

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But why you can't make missions?

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This sound so cool, wish i could make missions so i could try this out....

Well... I've never done any scripting in my life, & the programming course I did at Uni (but never used) is rather like Latin now.

DAC inspired me - you can create quite humungous battles of various types (general mayhem; attack an entrenched enemy; defend a town against attack, etc.), all very easily & with little or no scripting knowledge.

HAC is a gem - just group whatever mix of forces you want on the map of your choice, give yourself a suitable group (or play as a grunt with an AI team leader) & let the HAC commanders decide the strategy.

You can also play around with the 'personality' profiles of one or both commanders, which can dramatically alter the course of the battle.

Each of these script sets do all the hard work for you. Once you've got a mission you enjoy, you can just port it to another place or even a different map, & see how factors like terrain change the course of events.

Happy to explain how to set this up / port to other islands, etc., if you need any help; drop me a PM. Really, it's not hard to set up battles that can take up to several hours to play through, and which can be as challenging as you wish.

BR

Orcinus

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Ryd, just so you are aware - Tupolov has had a pop at making HETMAN multiplayer compatible and turning it in a module for MSO. So far all working very nicely but needs a few tweaks to make it a viable scenario for a long MSO game. Looks very promising and if our plan works out, this could provide an awesome addition.

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This thing looks really promising. The different commander personality templates is what is most intriguing. So you could in theory, have a mission with 2 AI commander ie. 1 a Genius and the other a Fool, and perhaps be assigned intel gathering on your enemies probilities as well as attack/defend policies?

Sounds fun.

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Can the AI Commander use artillery such as mortars, howitzers, and rocket strikes?

Can the AI Commander use air support requests similar to the one in the Combat Scenario missions?

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Can the AI Commander use artillery such as mortars, howitzers, and rocket strikes?

Can the AI Commander use air support requests similar to the one in the Combat Scenario missions?

Look above a page or so for "FAW" for implementing artillery (it's a nice addon for non-HAC missions as well).

Haven't played those missions so can't comment on them. AFAIK there isn't currently a feature in HAC that allows the player to request air support (nor in DAC, for that matter, as far as air support is concerned); HAC sends air units where it sees fit given the overall situation.

BR

Orcinus

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