Rydygier 1317 Posted August 24, 2012 (edited) Some news: 1. I already have functional BigBoss code for one or both sides. Now are conducted tests and improvements. The problem is, that BB shows all, that have to show only after long houres (days?) of working, so will be very difficult to test it as thoroughly, as I want and as should be (time is a factor here, if I want to release new HAC soon, this must be done in August or in the beginning of Septemper). Main concern is, if army will in long run relocating enough smoothly as a whole, or part of it will be left behind. So I think, that this will be indeed released as experimental feature, for further improvements. Anyway, probably in the future decision-making and executing routines will become more complex (will be taken into account more factors). Also when map is big, groups are numerous, leaders are many and CPU is poor, initialization will take quite long. "Reading the map" alone can take several minutes. Though this is conducted only once. 2. When working with topography analize, I found some nice and easy way to improve waypoint giving by some kind of pathfinding on waypoint level. This will be included as optional feature. Usually group achieves one waypoint, at target position, and this is only up to micro AI, what path group will choose. With this pathfinding line between current group position and its target is divided into several parts. For each algorithm searches around for more suitable for given group terrain and places mid-waypoint here. Effect, though promising, isn't optimal, and that feature makes all this heavier, so will be turned off by default. Also user will be able to adjust the pathfinding "resolution". This looks like here for example (resolution set to 100 meters; pink markers will be removed): (group without vehicle will try to stay close to trees, slopes and buildings, motorized will try to stay with clear areas, optimal flat, with roads) 3. Found and removed also one error in garrison routine (patrolling part). Next, last step after tests: updating of manual content. Probably next week. Edited August 24, 2012 by Rydygier Share this post Link to post Share on other sites
kremator 1065 Posted August 24, 2012 Looking very good so far Ryd ! Keep up the good work mate ! Share this post Link to post Share on other sites
katipo66 94 Posted August 24, 2012 Currently playing hac on celle2, getting awesome gameplay, half the fun is trying it on all the different islands with all the different factions, some great full army mods out there, looking forward to the big boss, the path finding options sound great, good it's optional. Share this post Link to post Share on other sites
euly 0 Posted August 24, 2012 Check out @Fran_sbrodj I've been using HAC on it for a while now. It's not the most visually stunning island, but it's balanced for the AI, such as few places where the AI can become stuck. The AI doesn't seem to have path finding issues on Sbrodj like it does on many other islands. Share this post Link to post Share on other sites
mikey74 187 Posted August 26, 2012 Hi Rydygier, Is there a way to minimumize the battle field? Like maybe instead of the whole map. Maybe use a selected portion of the map. By the way. I've got little more time on my hands so if you want me to look at something let me know. Id like to help when I can. Share this post Link to post Share on other sites
katipo66 94 Posted August 26, 2012 I dont seem to be able to exclude me? I have "RydHQ_ExcludedG = [P1];" in the init.sqf In my soldiers init i have "P1 = group this" but i still recieve HAC orders... guess im missing something? have also tried by naming unit 'P1' Hi Rydygier, Is there a way to minimumize the battle field? Like maybe instead of the whole map. Maybe use a selected portion of the map... Couldnt you just move objectives closer and condense unit placement around the area you would like to use? Share this post Link to post Share on other sites
Rydygier 1317 Posted August 26, 2012 (edited) Hi Rydygier, Is there a way to minimumize the battle field? Like maybe instead of the whole map. Maybe use a selected portion of the map. By the way. I've got little more time on my hands so if you want me to look at something let me know. Id like to help when I can. Check Fronts concept in manual for restriction battlefield to only certain area. In BB however fronts are dynamically changed by script depending on needs, so in BB eventually whole map is of interest, but never all at once... Thanks for helping offer - best help now is: just play with newest code and report to me any bugs spotted, also check RPT for this. :) Every day I find at least several RPT errors (and eliminate them one by one) so for sure some other are still lurking out there... ---------- Post added at 09:20 ---------- Previous post was at 09:17 ---------- I dont seem to be able to exclude me? I have "RydHQ_ExcludedG = [P1];" in the init.sqf In my soldiers init i have "P1 = group this" but i still recieve HAC orders... guess im missing something? have also tried by naming unit 'P1' Couldnt you just move objectives closer and condense unit placement around the area you would like to use? Hmm. Will check this. Thanks. Code is quite simple here and not changed lately and only Leader's units shouldn't be excludeable. EDIT: did quick test - used exactly same method and code for excluding myself (my group, P1), and all works fine. Code looks fine too (it's really simple), so I don't know, why excluding failed in yours case... Edited August 26, 2012 by Rydygier Share this post Link to post Share on other sites
mrcash2009 0 Posted August 26, 2012 Looking forward to the updates on this :) Share this post Link to post Share on other sites
euly 0 Posted August 26, 2012 Where is the RPT file? Share this post Link to post Share on other sites
Rydygier 1317 Posted August 26, 2012 In my OS (Vista) path is like : "C:\Users\Rydygier\AppData\Local\ArmA 2 OA\arma2oa.RPT". Of course, as I constantly use this file, I made shortcut in some more civilized location... Share this post Link to post Share on other sites
mikey74 187 Posted August 27, 2012 (edited) yeh Kat I did that. Still likes to send me all over at times. :-) lol Will do Ryd Its been awhile. I've got to remember where I was at last time I used this. Going to set up configs with I44 and see how she works. :-) Just curious is there a way to just let script put units in certian groups with typeof or kindof command? Rather than using configs? Like for instance I have a Norrin modified script that respawns vehicles. Looks like this: _unit = _this select 0; _lives = _this select 1; _delay = _this select 2; _respawn_point = _this select 3; _marker = _this select 4; _group = _this select 5; _side = _this select 6; _type = typeOf _unit; sleep 1; _inf_unit = units _group; waitUntil { (count (crew _unit)) <= 2 }; if (_lives == 0) exitWith {}; _lives = _lives - 1; _wait = Time + _delay; waitUntil {Time > _wait}; _dir = getDir _unit; _group = createGroup _side; _veh = [(getMArkerPos _respawn_point), _dir, _type, _group] call bis_fnc_spawnvehicle; _unit = _veh select 0; _type = typeOf _unit; [_group, (getMarkerPos _marker) , random 150] call BIS_fnc_taskPatrol; _group setBehaviour "COMBAT"; [_unit, _lives, _delay, _respawn_point, _marker, _group, _side] execVM "AIRespawn\vclspinit.sqf"; //hint "works still!"; if (true)exitWith {}; It will respawn what ever vehicle I have the execVM "AIRespawn\vclspinit.sqf"; comand in there init line. Is there a way to use something like that orrr rather than the typeof command use kindof command? :-D Not asking to rewrite everything just maybe an idea or a direction to help out if its possible. If you get my meaning. Edited August 27, 2012 by Mikey74 Share this post Link to post Share on other sites
katipo66 94 Posted August 27, 2012 EDIT: did quick test - used exactly same method and code for excluding myself (my group, P1), and all works fine. Code looks fine too (it's really simple), so I don't know, why excluding failed in yours case... Ok i tried again, i think it only works if you play Blufor, not if you play Independent or Opfor Share this post Link to post Share on other sites
Rydygier 1317 Posted August 27, 2012 @Mikey74 is there a way to just let script put units in certian groups with typeof or kindof command? Rather than using configs? Groups mean cathegories - Inf, armor, air and so on, not groups-groups, right? :) At the moment I do not see such way. TypeOf and isKindOf works with classes itself, so aren't able to return sufficient info about kind in HAC meaning of force represented by given class. This way I can distinguish between cars, armored, air, static and infantry, but that's it. HAC uses more detailed categorization. Not see possibility to avoid need of class lists for each HAC's cathegory. @Katipo66 My test was performed on BLUFOR. If problem will be still present, give me a repro (without other mods used). Share this post Link to post Share on other sites
mikey74 187 Posted August 27, 2012 Gotcha kinda figured, but figured you'd guys know. thanks for your response Share this post Link to post Share on other sites
Rydygier 1317 Posted August 27, 2012 Ok i tried again, i think it only works if you play Blufor, not if you play Independent or Opfor Hmm. Just tried also for OPFOR with two Leaders, for both worked fine too... Maybe two groups have same "P1 = group this" in their init? Without repro can only guess. Share this post Link to post Share on other sites
katipo66 94 Posted August 27, 2012 Ok thanks I didn't get a chance to test again, Seems I'm doing something wrong from my end I'll check all my settings again... And yes I do use ace so maybe something there.. Share this post Link to post Share on other sites
euly 0 Posted August 27, 2012 Ok thanks I didn't get a chance to test again, Seems I'm doing something wrong from my end I'll check all my settings again...And yes I do use ace so maybe something there.. Want to send me your map? I can take a look at it. I use ACE and HAC works fine with it as well as excludes me when I want. Put the entire mission folder in a zip file and host it on filedropper.com or whatever locker is easiest for you. Share this post Link to post Share on other sites
katipo66 94 Posted August 27, 2012 Want to send me your map? I can take a look at it. I use ACE and HAC works fine with it as well as excludes me when I want. Put the entire mission folder in a zip file and host it on filedropper.com or whatever locker is easiest for you. Hey thanks bro, ill do this tonight and throw it on my site and send link. Share this post Link to post Share on other sites
euly 0 Posted August 27, 2012 Hey thanks bro, ill do this tonight and throw it on my site and send link. Sounds good. I'll check in periodically for the link. Share this post Link to post Share on other sites
katipo66 94 Posted August 28, 2012 Ummm... RydHQB_Excludedg = [P1]; :o Sorry for wasting peoples time, on the upside its always nice to clear out all mods and run A2 vanilla. Cheers for the offer anyway Lucidity :) Share this post Link to post Share on other sites
Rydygier 1317 Posted August 29, 2012 1.2beta released. Note new thing: an online manual. If I did all fine, this should be available to all, and all should have possibility to comment. This way anybody can post notes about content, corrections (also language corrections :) ), ideas etc available to all. We will see, how this will work, cause perhaps better, but also risky, solution may be to give public full access to editing options for that document? Share this post Link to post Share on other sites
Guest Posted August 29, 2012 Thanks a lot for informing us about the new version :cool: Version 1.2 release frontpaged on the Armaholic homepage. HETMAN - Artificial Commander v1.2Community Base Addons As requested the "old" version 1.1 developed for Arma 2 can still be found here: HETMAN - Artificial Commander v1.1 (only people using Arma 2 standalone should use version 1.1) Share this post Link to post Share on other sites
katipo66 94 Posted August 29, 2012 Thanks Rydygier, awesome changelog. Share this post Link to post Share on other sites
SavageCDN 231 Posted August 29, 2012 Thank you for the update. We've been playing with MSO recently and noticed it is included there as well. I assume the documentation for HAC will apply to the MSO version as well? Do you know if it works in conjunction with the WICT module (or should I be asking the MSO folks)? Thanks again. Share this post Link to post Share on other sites