orcinus 121 Posted May 27, 2012 From preliminary tests, there are a couple of small modules in COSLX that seem not to conflict with HAC & add some useful AI features & more realism. The first is SLX_findcover, which makes any AI unit/group avoid crossing open spaces as far as possible. The AI will, e.g., skirt open fields in favour of cover or at least concealment, instead of taking a straight line between waypoints. SLX_findcover does not change the mission waypoints (unlike GL4). This fits very nicely with HAC IMHO. SLX_ai_dodge has AIs moving a few paces to & fro rather than just standing still like dummies. This makes them harder targets at medium to long range, & thus extends firefights. AFAIK, both require CBA - though I've never tried them without it, so who knows?. The two modules weigh in at a total of only 80 KB. Share this post Link to post Share on other sites
burdy 11 Posted May 28, 2012 Is there any way you could convert this over to Iron Front? That would be amazing :O Share this post Link to post Share on other sites
euly 0 Posted May 28, 2012 From preliminary tests, there are a couple of small modules in COSLX that seem not to conflict with HAC & add some useful AI features & more realism. The first is SLX_findcover, which makes any AI unit/group avoid crossing open spaces as far as possible. The AI will, e.g., skirt open fields in favour of cover or at least concealment, instead of taking a straight line between waypoints. SLX_findcover does not change the mission waypoints (unlike GL4). This fits very nicely with HAC IMHO. SLX_ai_dodge has AIs moving a few paces to & fro rather than just standing still like dummies. This makes them harder targets at medium to long range, & thus extends firefights. AFAIK, both require CBA - though I've never tried them without it, so who knows?. The two modules weigh in at a total of only 80 KB. Thank you for the tip. I'm going to try SLX now. Share this post Link to post Share on other sites
Rydygier 1317 Posted May 28, 2012 (edited) Is there any way you could convert this over to Iron Front? That would be amazing :O I have no idea. Know nothing about IF, so can't tell, if is similar to arma enough and if supports same script language in same manner and in same degree... Even not know, if IF have editor with same possibilites. Haven't yet "financial possibility" to buy it and see (and probably will not have in near future). If is similar enough, then this may be just matter of RHQ array for IF units... and maybe matter of some tolerance for the lack of realism, because, if I'm not mistaken, WWII tactics was different, than used by HAC (?). My guess is, that also at least some features have to be changed/removed for such "experiment". Edited May 28, 2012 by Rydygier Share this post Link to post Share on other sites
meltedping 0 Posted May 28, 2012 (edited) coslx do make so much diffrent with HAC since new patch for ARMA 2 Combined Operations. Edited May 30, 2012 by meltedping general failure said hi Share this post Link to post Share on other sites
orcinus 121 Posted May 28, 2012 coslx dont make so much diffrent with HAC since new patch for ARMA 2 Combined Operations. Last patch was 1.60/1.11. You're so wrong about COSLX that you must have borked the install somehow. Post in the COSLX thread if you want to follow up, further discussion would be OT here. Share this post Link to post Share on other sites
BlueB52 1 Posted May 28, 2012 (edited) How do I work with the provided example missions? I have no idea what I'm doing so any help is appreciated. Edited May 28, 2012 by BlueB52 Share this post Link to post Share on other sites
Rydygier 1317 Posted May 28, 2012 (edited) How do I work with the provided example missions? I have no idea what I'm doing so any help is appreciated. Well, you need to find in your "Documents" folder named "Arma2". In this folder find folder "missions". Put folders with missions there. Now launch the game. Without loaded HAC addon version will work complex demo, which contains all HAC scripts, so no needs addon. This is better to watch HAC in action anyway. So. Go into mission editor, choose Chernarus. In editor choose "load" and find HAC_Complex_demo on list. When mission is loaded, click "preview". Mission should start. Be patient - HAC needs about a minute for initialization. Now you can watch, what is happening, most interesting may prove map view, because of markers showing, what is going on (info about markers in manual). It is more a show/demonstration, than normal, playable mission, but feel free to do, what you want... On map you also should be able to "teleport" yourself in any point of map by clicking. Ctrl + Space will give you additional map info about movements. If you want to see, how to use Hetman script version in own mission, go to mission folder and see, what file are inside, same should be in folder with yours mission. In init.sqf you can find proposal of HAC init config. If you want to know more about HAC, check pdf with manual. Enjoy. :) Edited May 28, 2012 by Rydygier Share this post Link to post Share on other sites
orcinus 121 Posted May 28, 2012 How do I work with the provided example missions? I have no idea what I'm doing so any help is appreciated. Welcome, BlueB52 :) If you're completely new & want to edit missions, there are some great resources listed here: http://forums.bistudio.com/showthread.php?78089-Mission-Editing-and-Scripting-Information-Links-only-NO-Discussion Mr Murray's guide to mission editing is a key reference (though written for Arma 1, almost all of the commands you'll use in the editor are the same in Arma 2). You'll find the link in the cited thread. With that & the HAC manual you'll find it fairly easy to put fun missions together in the editor without needing to do any additional scripting. There's a useful guide by Guenter Severloh on importing missions (from PBOs) into the editor here: http://forums.bistudio.com/showthread.php?126057-Is-there-a-way-to-import-single-player-missions-to-my-editor&p=2039105&viewfull=1#post2039105 Looking at how someone has put a mission together can be really useful, though best to avoid one that uses lots of mods/addons & scripts to start with. Share this post Link to post Share on other sites
BlueB52 1 Posted May 28, 2012 Amazing, thanks for the help! Share this post Link to post Share on other sites
SavageCDN 231 Posted May 29, 2012 Check these great videos as well: Basic http://www.armaholic.com/page.php?id=16680 Advanced http://www.youtube.com/playlist?list=PL2937921EE970A877&feature=plcp Share this post Link to post Share on other sites
euly 0 Posted May 29, 2012 Although HAC is compatible with most addons, by default it doesn't make use of addon vehicles or units that are not defined in the init.sqf arrays. If the debug mode could list undefined vehicles with map markers, rather than simply giving them RES markers with no missions, it would be extremely helpful. This would assist the mission maker with identifying vehicles HAC is not using. When I first started using HAC, I had no idea that it wasn't identifying units from Operation Arrowhead or ACE, I just thought "compatible" meant it would use those units, not exclude them. Share this post Link to post Share on other sites
Rydygier 1317 Posted May 30, 2012 (edited) In fact "Res" markers are for some other purpose - indicate place of "idle", special kind of order for designated reserve (not only "undefinded" units/vehicles). This kind of order will be, unlike other kinds, immediatelly interrupted, when reserve unit could be used somewhere. Secondary result of this marker is indicating orders for undefined units/vehicles, because this is near only kind of order, that may be issued for undefined unit (category check not needed here). I can imagine code, that will mark on map all undefined units and vehicles, but is this really so needed? Will be quite heavy, and situation is quite simple: if this is not unit from vanilla A2, then will be always of undefined category if it's type is not in RHQ arrays. Anyway. How about another help for mission maker, IMHO better: an external code, that will put into RPT all types of units on map, that are not in RHQ. This will be simplier, lighter and more useful, cause mission maker gets in his RPT file ready type strings to copy and paste into RHQ. Such code of course must be executed after RHQ arrays definig. This should do such thing: if (isNil ("RHQ_Recon")) then {RHQ_Recon = []}; if (isNil ("RHQ_FO")) then {RHQ_FO = []}; if (isNil ("RHQ_Snipers")) then {RHQ_Snipers = []}; if (isNil ("RHQ_ATInf")) then {RHQ_ATInf = []}; if (isNil ("RHQ_AAInf")) then {RHQ_AAInf = []}; if (isNil ("RHQ_Inf")) then {RHQ_Inf = []}; if (isNil ("RHQ_Art")) then {RHQ_Art = []}; if (isNil ("RHQ_HArmor")) then {RHQ_HArmor = []}; if (isNil ("RHQ_LArmor")) then {RHQ_LArmor = []}; if (isNil ("RHQ_LArmorAT")) then {RHQ_LArmorAT = []}; if (isNil ("RHQ_Cars")) then {RHQ_Cars = []}; if (isNil ("RHQ_Air")) then {RHQ_Air = []}; if (isNil ("RHQ_NCAir")) then {RHQ_NCAir = []}; if (isNil ("RHQ_Naval")) then {RHQ_Naval = []}; if (isNil ("RHQ_Static")) then {RHQ_Static = []}; if (isNil ("RHQ_StaticAA")) then {RHQ_StaticAA = []}; if (isNil ("RHQ_StaticAT")) then {RHQ_StaticAT = []}; if (isNil ("RHQ_Support")) then {RHQ_Support = []}; if (isNil ("RHQ_Cargo")) then {RHQ_Cargo = []}; if (isNil ("RHQ_NCCargo")) then {RHQ_NCCargo = []}; if (isNil ("RHQ_Other")) then {RHQ_Other = []}; if (isNil ("RHQ_Crew")) then {RHQ_Crew = []}; if (isNil ("RHQ_MArmor")) then {RHQ_MArmor = []}; if (isNil ("RHQ_BAir")) then {RHQ_BAir = []}; if (isNil ("RHQ_RAir")) then {RHQ_RAir = []}; if (isNil ("RHQ_Ammo")) then {RHQ_Ammo = []}; if (isNil ("RHQ_Fuel")) then {RHQ_Fuel = []}; if (isNil ("RHQ_Med")) then {RHQ_Med = []}; if (isNil ("RHQ_Rep")) then {RHQ_Rep = []}; _recon = RHQ_Recon + ["FR_TL","FR_Sykes","FR_R","FR_Rodriguez","FR_OHara","FR_Miles","FR_Marksman","FR_AR","FR_GL","FR_AC","FR_Sapper","FR_Corpsman","FR_Cooper","FR_Commander","FR_Assault_R","FR_Assault_GL","USMC_SoldierS_Spotter","USMC_SoldierS","MQ9PredatorB","CDF_Soldier_Spotter","RU_Soldier_Spotter","RUS_Soldier3","Pchela1T","Ins_Soldier_Sniper","GUE_Soldier_Scout"]; _FO = RHQ_FO + ["USMC_SoldierS_Spotter","CDF_Soldier_Spotter","RU_Soldier_Spotter","Ins_Soldier_CO","GUE_Soldier_Scout","GUE_Soldier_Scout"]; _snipers = RHQ_Snipers + ["USMC_SoldierS_Sniper","USMC_SoldierS_SniperH","USMC_SoldierM_Marksman","FR_Marksman","CDF_Soldier_Sniper","CDF_Soldier_Marksman","RU_Soldier_Marksman","RU_Soldier_Sniper","RU_Soldier_SniperH","MVD_Soldier_Marksman","MVD_Soldier_Sniper","RUS_Soldier_Marksman","Ins_Soldier_Sniper","GUE_Soldier_Sniper"]; _ATinf = RHQ_ATInf + ["USMC_Soldier_HAT","USMC_Soldier_AT","USMC_Soldier_LAT","HMMWV_TOW","CDF_Soldier_RPG","RU_Soldier_HAT","RU_Soldier_AT","RU_Soldier_LAT","MVD_Soldier_AT","Ins_Soldier_AT","GUE_Soldier_AT"]; _AAinf = RHQ_AAInf + ["USMC_Soldier_AA","HMMWV_Avenger","CDF_Soldier_Strela","Ural_ZU23_CDF","RU_Soldier_AA","2S6M_Tunguska","Ins_Soldier_AA","ZSU_INS","Ural_ZU23_INS","GUE_Soldier_AA","Ural_ZU23_Gue"]; _Inf = RHQ_Inf + ["GUE_Commander","GUE_Soldier_Scout","GUE_Soldier_Sab","GUE_Soldier_AA","GUE_Soldier_AT","GUE_Soldier_1","GUE_Soldier_2","GUE_Soldier_3","GUE_Soldier_Pilot","GUE_Soldier_Medic","GUE_Soldier_MG","GUE_Soldier_Sniper","GUE_Soldier_GL","GUE_Soldier_Crew","GUE_Soldier_CO","GUE_Soldier_AR","Ins_Woodlander1","Ins_Villager4","Ins_Worker2","Ins_Woodlander2","Ins_Woodlander3","Ins_Villager3","Ins_Soldier_Sniper","Ins_Soldier_Sapper","Ins_Soldier_Sab","Ins_Soldier_2","Ins_Soldier_1","Ins_Soldier_Pilot","Ins_Soldier_CO","Ins_Soldier_Medic","Ins_Soldier_MG","Ins_Bardak","Ins_Soldier_GL","Ins_Soldier_Crew","Ins_Commander","Ins_Lopotev","Ins_Soldier_AR","Ins_Soldier_AT","Ins_Soldier_AA","RUS_Soldier_TL","RUS_Soldier3","RUS_Soldier2","RUS_Soldier1","RUS_Commander","RUS_Soldier_Marksman","RUS_Soldier_GL","RUS_Soldier_Sab","MVD_Soldier_TL","MVD_Soldier_Sniper","MVD_Soldier_AT","MVD_Soldier_GL","MVD_Soldier","MVD_Soldier_Marksman","MVD_Soldier_MG","RU_Soldier_TL","RU_Soldier_SL","RU_Soldier_Spotter","RU_Soldier_SniperH","RU_Soldier_Sniper","RU_Soldier2","RU_Soldier_AT","RU_Soldier_LAT","RU_Soldier","RU_Soldier_Pilot","RU_Soldier_Officer","RU_Soldier_Medic","RU_Soldier_Marksman","RU_Soldier_MG","RU_Soldier_GL","RU_Commander","RU_Soldier_Crew","RU_Soldier_AR","RU_Soldier_HAT","RU_Soldier_AA","CDF_Soldier_TL","CDF_Soldier_Spotter","CDF_Soldier_Light","CDF_Soldier_Sniper","CDF_Soldier","CDF_Soldier_Pilot","CDF_Soldier_Officer","CDF_Soldier_Militia","CDF_Soldier_Medic","CDF_Soldier_Marksman","CDF_Soldier_MG","CDF_Soldier_GL","CDF_Commander","CDF_Soldier_Engineer","CDF_Soldier_Crew","CDF_Soldier_AR","CDF_Soldier_RPG","CDF_Soldier_Strela","FR_TL","FR_Sykes","FR_R","FR_Rodriguez","FR_OHara","FR_Miles","FR_Marksman","FR_AR","FR_GL","FR_AC","FR_Sapper","FR_Corpsman","FR_Cooper","FR_Commander","FR_Assault_R","FR_Assault_GL","USMC_Soldier_SL","USMC_SoldierS_Spotter","USMC_SoldierS_SniperH","USMC_SoldierS_Sniper","USMC_SoldierS","USMC_Soldier_LAT","USMC_Soldier2","USMC_Soldier","USMC_Soldier_Pilot","USMC_Soldier_Officer","USMC_Soldier_MG","USMC_Soldier_GL","USMC_Soldier_TL","USMC_SoldierS_Engineer","USMC_SoldierM_Marksman","USMC_Soldier_Crew","USMC_Soldier_Medic","USMC_Soldier_AR","USMC_Soldier_AT","USMC_Soldier_HAT","USMC_Soldier_AA"]; _Art = RHQ_Art + ["2b14_82mm_GUE","2b14_82mm_INS","GRAD_INS","2b14_82mm","D30_RU","GRAD_RU","2b14_82mm_CDF","D30_CDF","GRAD_CDF","MLRS","M252","M119"]; _HArmor = RHQ_HArmor + ["T72_Gue","T34","T72_INS","T90","T72_RU","T72_CDF","M1A1","M1A2_TUSK_MG"]; _MArmor = RHQ_MArmor + ["T34","BMP2_Gue","BMP2_INS","BMP2_CDF","BMP3"]; _LArmor = RHQ_LArmor + ["BRDM2_HQ_Gue","BRDM2_Gue","BMP2_Gue","ZSU_INS","BRDM2_ATGM_INS","BRDM2_INS","BMP2_HQ_INS","BMP2_INS","GAZ_Vodnik_HMG","GAZ_Vodnik","BTR90_HQ","BTR90","BMP3","2S6M_Tunguska","ZSU_CDF","BRDM2_ATGM_CDF","BRDM2_CDF","BMP2_HQ_CDF","BMP2_CDF","LAV25_HQ","LAV25","AAV"]; _LArmorAT = RHQ_LArmorAT + ["BMP2_Gue","BRDM2_ATGM_INS","BMP2_INS","BTR90","BMP3","BRDM2_ATGM_CDF","BMP2_CDF"]; _Cars = RHQ_Cars + ["Ural_ZU23_Gue","V3S_Gue","Pickup_PK_GUE","Offroad_SPG9_Gue","Offroad_DSHKM_Gue","TT650_Gue","UralRepair_INS","UralRefuel_INS","UralReammo_INS","BMP2_Ambul_INS","Ural_ZU23_INS","UralOpen_INS","Ural_INS","UAZ_SPG9_INS","UAZ_MG_INS","UAZ_AGS30_INS","UAZ_INS","Pickup_PK_INS","Offroad_DSHKM_INS","TT650_Ins","GRAD_INS","GAZ_Vodnik_MedEvac","KamazRepair","KamazRefuel","KamazReammo","KamazOpen","Kamaz","UAZ_AGS30_RU","UAZ_RU","GRAD_RU","UralRepair_CDF","UralRefuel_CDF","UralReammo_CDF","BMP2_Ambul_CDF","Ural_ZU23_CDF","UralOpen_CDF","Ural_CDF","UAZ_MG_CDF","UAZ_AGS30_CDF","UAZ_CDF","GRAD_CDF","MtvrRepair","MtvrRefuel","MtvrReammo","HMMWV_Ambulance","TowingTractor","MTVR","MMT_USMC","M1030","HMMWV_Avenger","HMMWV_TOW","HMMWV_MK19","HMMWV_Armored","HMMWV_M2","HMMWV"]; _Air = RHQ_Air + ["Mi17_medevac_Ins","Su25_Ins","Mi17_Ins","Mi17_medevac_RU","Su34","Su39","Pchela1T","Mi17_rockets_RU","Mi24_V","Mi24_P","Ka52Black","Ka52","Mi17_medevac_CDF","Su25_CDF","Mi24_D","Mi17_CDF","MV22","C130J","MQ9PredatorB","AH64D","UH1Y","MH60S","F35B","AV8B","AV8B2","AH1Z","A10"]; _BAir = RHQ_BAir + []; _RAir = RHQ_RAir + ["Pchela1T","MQ9PredatorB"]; _NCAir = RHQ_NCAir + ["Mi17_medevac_Ins","Mi17_medevac_RU","Pchela1T","Mi17_medevac_CDF","MV22","C130J","MQ9PredatorB"]; _Naval = RHQ_Naval + ["PBX","RHIB2Turret","RHIB","Zodiac"]; _Static = RHQ_Static + ["GUE_WarfareBMGNest_PK","ZU23_Gue","SPG9_Gue","2b14_82mm_GUE","DSHKM_Gue","Ins_WarfareBMGNest_PK","ZU23_Ins","SPG9_Ins","2b14_82mm_INS","DSHkM_Mini_TriPod","DSHKM_Ins","D30_Ins","AGS_Ins","RU_WarfareBMGNest_PK","CDF_WarfareBMGNest_PK","USMC_WarfareBMGNest_M240","2b14_82mm","Metis","KORD","KORD_high","D30_RU","AGS_RU","Igla_AA_pod_East","ZU23_CDF","SPG9_CDF","2b14_82mm_CDF","DSHkM_Mini_TriPod_CDF","DSHKM_CDF","D30_CDF","AGS_CDF","TOW_TriPod","MK19_TriPod","M2HD_mini_TriPod","M252","M2StaticMG","M119","Stinger_Pod","Fort_Nest_M240"]; _StaticAA = RHQ_StaticAA + ["ZU23_Gue","ZU23_Ins","Igla_AA_pod_East","ZU23_CDF","Stinger_Pod"]; _StaticAT = RHQ_StaticAT + ["SPG9_Gue","SPG9_Ins","Metis","SPG9_CDF","TOW_TriPod"]; _Support = RHQ_Support + ["UralRepair_INS","UralRefuel_INS","UralReammo_INS","Mi17_medevac_Ins","BMP2_Ambul_INS","GAZ_Vodnik_MedEvac","KamazRepair","KamazRefuel","Mi17_medevac_RU","KamazReammo","UralRepair_CDF","UralRefuel_CDF","UralReammo_CDF","Mi17_medevac_CDF","BMP2_Ambul_CDF","MtvrRepair","MtvrRefuel","MtvrReammo","HMMWV_Ambulance","MH60S"]; _Cargo = RHQ_Cargo + ["V3S_Gue","Pickup_PK_GUE","Offroad_SPG9_Gue","Offroad_DSHKM_Gue","BRDM2_HQ_Gue","BRDM2_Gue","BMP2_Gue","Mi17_medevac_Ins","BMP2_Ambul_INS","UralOpen_INS","Ural_INS","UAZ_SPG9_INS","UAZ_MG_INS","UAZ_AGS30_INS","UAZ_INS","Pickup_PK_INS","Offroad_DSHKM_INS","BRDM2_ATGM_INS","BRDM2_INS","BMP2_HQ_INS","BMP2_INS","Mi17_Ins","GAZ_Vodnik_MedEvac","Mi17_medevac_RU","PBX","KamazOpen","Kamaz","UAZ_AGS30_RU","UAZ_RU","GAZ_Vodnik_HMG","GAZ_Vodnik","BTR90_HQ","BTR90","BMP3","Mi17_rockets_RU","Mi17_medevac_CDF","BMP2_Ambul_CDF","UralOpen_CDF","Ural_CDF","UAZ_MG_CDF","UAZ_AGS30_CDF","UAZ_CDF","BRDM2_ATGM_CDF","BRDM2_CDF","BMP2_HQ_CDF","BMP2_CDF","Mi17_CDF","HMMWV_Ambulance","RHIB2Turret","RHIB","Zodiac","MTVR","HMMWV_TOW","HMMWV_MK19","HMMWV_Armored","HMMWV_M2","HMMWV","LAV25_HQ","LAV25","AAV","UH1Y","MH60S","MV22","C130J"]; _NCCargo = RHQ_NCCargo + ["V3S_Gue","Mi17_medevac_Ins","BMP2_Ambul_INS","UralOpen_INS","Ural_INS","UAZ_INS","GAZ_Vodnik_MedEvac","Mi17_medevac_RU","PBX","KamazOpen","Kamaz","UAZ_RU","Mi17_medevac_CDF","BMP2_Ambul_CDF","UralOpen_CDF","Ural_CDF","UAZ_CDF","HMMWV_Ambulance","Zodiac","MTVR","HMMWV","MV22","C130J"]; _Crew = RHQ_Crew + ["GUE_Soldier_Pilot","INS_Soldier_Pilot","RU_Soldier_Pilot","CDF_Soldier_Pilot","USMC_Soldier_Pilot","GUE_Soldier_Crew","INS_Soldier_Crew","RU_Soldier_Crew","CDF_Soldier_Crew","USMC_Soldier_Crew"]; _ammo = RHQ_Ammo + ["UralReammo_INS","KamazReammo","UralReammo_CDF","MtvrReammo"]; _fuel = RHQ_Fuel + ["UralRefuel_INS","KamazRefuel","UralRefuel_CDF","MtvrRefuel"]; _med = RHQ_Med + ["Mi17_medevac_Ins","BMP2_Ambul_INS","GAZ_Vodnik_MedEvac","Mi17_medevac_RU","Mi17_medevac_CDF","BMP2_Ambul_CDF","HMMWV_Ambulance","MH60S"]; _rep = RHQ_Rep + ["UralRepair_INS","KamazRepair","UralRepair_CDF","MtvrRepair"]; _basicrhq = _Inf + _Art + _HArmor + _LArmor + _Cars + _Air + _Naval + _Static; _Additionalrhq = _recon + _FO + _snipers + _ATInf + _AAInf + _LArmorAT + _NCAir + _StaticAA + _StaticAT + _Cargo + _NCCargo + _Crew + _MArmor + _BAir + _RAir + _ammo + _fuel + _med + _rep; _total = _basicrhq + _Additionalrhq; _noInBasic = []; _noInAdditional = []; _noInTotal = []; { _type = typeOf _x; if not ((_type in _basicrhq) or (_type in _noInBasic)) then {_noInBasic set [(count _noInBasic),_type]}; if not ((_type in _Additionalrhq) or (_type in _noInAdditional)) then {_noInAdditional set [(count _noInAdditional),_type]}; if not ((_type in _total) or (_type in _noInTotal)) then {_noInTotal set [(count _noInTotal),_type]}; } foreach (Allunits + Vehicles); diag_log format ["Types not added to basic RHQ: %1",_noInBasic]; diag_log "-------------------------------------------------------------------------"; diag_log format ["Types not added to exact RHQ: %1",_noInAdditional]; diag_log "-------------------------------------------------------------------------"; diag_log format ["Types not added anywhere: %1",_noInTotal]; Added some OA units in HAC complex demo. Saved above code as "RHQCheck.sqf" and added in Init.sqf this line: nul = [] execVM "RHQCheck.sqf"; just before : nul = [] execVM "RydHQInit.sqf"; effect from RPT after preview: "Types not added to basic RHQ: ["TK_Soldier_EP1","US_Soldier_EP1","US_Soldier_Crew_EP1","Igla_AA_pod_TK_EP1","LandRover_SPG9_TK_EP1","M2StaticMG_US_EP1","HMMWV_M998_crows_MK19_DES_EP1","M1126_ICV_M2_EP1"]" "-------------------------------------------------------------------------" "Types not added to exact RHQ: ["Ins_Commander","Ins_Soldier_AR","Ins_Soldier_GL","Ins_Soldier_2","Ins_Soldier_1","Ins_Soldier_Crew","Ins_Soldier_MG","Ins_Soldier_Pilot","Ins_Worker2","Ins_Woodlander3","Ins_Villager3","Ins_Woodlander2","Ins_Woodlander1","Ins_Villager4","RU_Soldier","TK_Soldier_EP1","USMC_Soldier_Officer","CDF_Commander","CDF_Soldier_Officer","CDF_Soldier_TL","CDF_Soldier_MG","CDF_Soldier_GL","CDF_Soldier","CDF_Soldier_Militia","CDF_Soldier_Medic","USMC_Soldier","USMC_Soldier_TL","USMC_Soldier_AR","USMC_Soldier_Medic","USMC_Soldier_MG","USMC_Soldier_SL","US_Soldier_EP1","US_Soldier_Crew_EP1","GUE_Soldier_CO","GUE_Soldier_GL","GUE_Soldier_MG","GUE_Soldier_AR","GUE_Soldier_2","GUE_Soldier_1","T72_INS","Igla_AA_pod_TK_EP1","LandRover_SPG9_TK_EP1","Mi24_D","T72_CDF","CDF_WarfareBMGNest_PK","M2HD_mini_TriPod","USMC_WarfareBMGNest_M240","AH64D","A10","M1A2_TUSK_MG","M2StaticMG_US_EP1","HMMWV_M998_crows_MK19_DES_EP1","M1126_ICV_M2_EP1"]" "-------------------------------------------------------------------------" "Types not added anywhere: ["TK_Soldier_EP1","US_Soldier_EP1","US_Soldier_Crew_EP1","Igla_AA_pod_TK_EP1","LandRover_SPG9_TK_EP1","M2StaticMG_US_EP1","HMMWV_M998_crows_MK19_DES_EP1","M1126_ICV_M2_EP1"]" Handy, isn't? :) BTW in "exact" aren't also some default classes, as you can see. Not all must be in one of the "exact" category. This is for AA, AT, no combat, specific support kinds and so on. I just thought "compatible" meant it would use those units, not exclude them. You thought right. Compatibile means, that HAC know, what kind of unit it is (each RHQ array refers to one of this categories), thus will use it for proper for them kind of tasks. If HAC not know, of what category given unit is, then of course can't determine, if task is proper for that unit, so will not use such unit for any tasks, that are "category-sensitive" (most of them are). By default HAC is compatibile only with units from pure Arma2 (has hardcoded RHQs for these units, included in above code). If you want to give under HAC's control any other units, their types must be added to proper RHQ array, that is all. Edited May 30, 2012 by Rydygier Share this post Link to post Share on other sites
humvee28 10 Posted May 30, 2012 Hi there!A little Problem Report : Crews of Vehicles (in motorized / mechanized Infantry Groups) disembarking with the Infantry, and don´t moving back into it, leaving the Vehicle behind. Rarely they´re moving back into the Vehicle, but the Squad won´t mount up (even if the next Waypoint is Kilometers away). Especially the first Thing is very annoying. Any Chance to fix this? :) Sorry for digging up, but has this Problem be fixed in the latest Versions? Haven´t played Arma for a whole Time. :icon_redface: Share this post Link to post Share on other sites
Rydygier 1317 Posted May 30, 2012 Yes, this should be already fixed in all wip versions. I must to say, BTW, that these new wip aren't too deeply tested - other projects + real life = lack of time... However sooner or later I should return to HAC with all new knowledge collected when working with another scripts, and seriously focus on improvements for HAC. Well, I hope. :) Share this post Link to post Share on other sites
subroc 4 Posted May 30, 2012 Just to make everyone aware, i´ve just done some quick test and the HAC scriptversion seems to be fully working i "Ironfront Liberation 1944" also. it need a custom config (which i have provided in the HAC Custom config thread): http://forums.bistudio.com/showthread.php?130636-HAC-custom-configs&p=2159828&viewfull=1#post2159828 Share this post Link to post Share on other sites
meltedping 0 Posted May 30, 2012 This has happend a couple of times since 1.1 wip3 its a heli who have gone way out: Out of path-planning region for B 1-2-A:6 at 6479.1,2764.7, node type "Morale B (GENIUS): 0" "Morale A (GENIUS): 0" Protocol bin\config.bin/RadioProtocol_EP1_EN/: Missing word Message Protocol bin\config.bin/RadioProtocol_EP1_EN/: Missing word GotIt Virtual memory total 4095 MB (4294836224 B) Virtual memory free 30 MB (32010240 B) Physical memory free 2436 MB (2555273216 B) Page file free 11972 MB (12553805824 B) Process working set 3601 MB (3776094208 B) Process page file used 3659 MB (3837177856 B) Longest free VM region: 126976 B VM busy 4280086528 B (reserved 357244928 B, committed 3922841600 B, mapped 48889856 B), free 14749696 B Small mapped regions: 21, size 94208 B ErrorMessage: Out of memory (requested 98 KB). footprint 2849357485 KB. pages 65536 KB. Share this post Link to post Share on other sites
Rydygier 1317 Posted May 30, 2012 Hmm. Out of memory? Beacuse of HAC? Very unexpected. For now my bet is, that this is unretaled with HAC. Such thing sporadic happens to me too, regardless of HAC. This was just after start, or after some time? Tried same scenario without HAC? And this occurs same way in another scenarios with HAC? And only with wip3, and not with eariler versions? Any other addons involved? All these are important informations here. Changed lately video settings ort something? Anyway, can't tell anything sure without such details. Can you provide me a repro mission with that issue? Share this post Link to post Share on other sites
euly 0 Posted May 31, 2012 This has happend a couple of times since 1.1 wip3its a heli who have gone way out: Out of path-planning region for B 1-2-A:6 at 6479.1,2764.7, node type "Morale B (GENIUS): 0" "Morale A (GENIUS): 0" Protocol bin\config.bin/RadioProtocol_EP1_EN/: Missing word Message Protocol bin\config.bin/RadioProtocol_EP1_EN/: Missing word GotIt Virtual memory total 4095 MB (4294836224 B) Virtual memory free 30 MB (32010240 B) Physical memory free 2436 MB (2555273216 B) Page file free 11972 MB (12553805824 B) Process working set 3601 MB (3776094208 B) Process page file used 3659 MB (3837177856 B) Longest free VM region: 126976 B VM busy 4280086528 B (reserved 357244928 B, committed 3922841600 B, mapped 48889856 B), free 14749696 B Small mapped regions: 21, size 94208 B ErrorMessage: Out of memory (requested 98 KB). footprint 2849357485 KB. pages 65536 KB. I've seen some random errors like that as well. I determined that they were related to an undefined helicopter in the arrays that I had placed too close to the commander. I made the mistake of fixing this and not taking note of what I did, so now I can't replicate it. Just make sure you give helicopters ample space from other units and define everything you are using that is not vanilla A2. I've found the easiest way to do this is to open the mission.sqm in a text editor and search for unit names associated to addons. I recently started doing with with ACE units, so it's easy to just find everything with ACE on the name and add them into their respective arrays in the init.sqf. I hope that helps. Share this post Link to post Share on other sites
meltedping 0 Posted May 31, 2012 I've seen some random errors like that as well. I determined that they were related to an undefined helicopter in the arrays that I had placed too close to the commander. I made the mistake of fixing this and not taking note of what I did, so now I can't replicate it. Just make sure you give helicopters ample space from other units and define everything you are using that is not vanilla A2. I've found the easiest way to do this is to open the mission.sqm in a text editor and search for unit names associated to addons. I recently started doing with with ACE units, so it's easy to just find everything with ACE on the name and add them into their respective arrays in the init.sqf.I hope that helps. thanks Lucidity, its sounds like it must be something like that. Share this post Link to post Share on other sites
sixt 26 Posted June 1, 2012 (edited) Hi... When i play the wip3 addon version, i get the message "script Surr.sqf is missing" just right after start of the mission. And then HAC doesn't work?? What is the difference between the different wip's?? Thanks.. Robert EDIT: When i play with wip2 i get the same message, but with topics.bikb instead?? have no problems with the normal HAC 1.1 Edited June 1, 2012 by Sixt Share this post Link to post Share on other sites
Rydygier 1317 Posted June 1, 2012 (edited) Thanks for that info. Localized problem. Simply oversight. Forgot to add proper paths for addon files. It is only for addon version, wip4 with fix should be uploaded today, for now you may use script version.... And this means, that you are first person, that uses wip addon version. :) Difference is. :) Do not remember, which changes was maded in particular wip, all of them (maded after 1.1 release) you can find in "to do" section in first post here marked with green color. Edited June 1, 2012 by Rydygier Share this post Link to post Share on other sites
sixt 26 Posted June 1, 2012 no problem, glad to help... :-) looking forward to the wip4 version... Robert Share this post Link to post Share on other sites
Rydygier 1317 Posted June 1, 2012 Wip4 uploaded. Quick fix, quick test - seems, that addon version now works fine... I hope. :) Share this post Link to post Share on other sites
euly 0 Posted June 2, 2012 @Taro8Hmm. I just checked - I received orders to reconnaissance as a scout, and "hold" and "capture" as a team leader. I'm not sure what could cause not issuing orders for player in your case... In fact, HAC treats, in any case should treat, a player just like any AI unit except when a player is leaderHQ. In fact, the waypoints are not visible on the map with the exception of first, but are marked in 3D. This may have related to the procedure to remove all waypoints before issuing the order and immediate removal a waypoint at the time of its completion. SECOPS and HAC in the same mission, is probably not a good idea. Even if I found a way to somehow distinguish between units that are spawned by SECOPS from the rest (at the moment I have no idea). Missions ordered by the module would be often disrupted by the ongoing fight around. Also often would create bizarre, unrealistic situations. Did you make a change log? Share this post Link to post Share on other sites