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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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Strange thing: it looks, like callsigns from SecOps works, and other SecOp phrases do not.

...

This, I suspect, is because the SecOp sentences such as this one "SecOp_Escort_Briefing_1" only has audio with the EN(glish) "male03" + "male05" voice. leaderHQ unit must be configured to accommodate this.

I assume this is where that description.ext probably comes handy afterall:

    class CfgIdentities
   {
       class leaderHQ
       {
           name = "leaderHQ";
           face = "Default";
           glasses = "BlackSun";
           speaker = "Male03EN"; // or "Male05EN"
           pitch = 1.0;
       };
   };

on the config side of things, maybe you will have to configure a unit specifically to pose as leaderHQ, this is the only way I see from here, in making sure in advance, to control which voice leaderHQ will be using.

This is grey area... I need to investigate further.

For reference

dubbing.pbo > config.bin (there is an issue here with character escaping - some slashes are not visible)

class CfgVoice
{
...
class Male03EN: EN
{
 // The following "protocol" and "identityTypes" are inherited from the base "EN" class
 protocol = "RadioProtocolEN";
 identityTypes[] = {"default","Head_USMC","Head_USMC_CO","Head_USMC_Camo","Head_USMC_CO_Camo","Head_Default","Head_Special"};
 // The "directories" is what allows to check which place the audio files are and if they exist for a specific sentence
 directories[] = {"\ca\dubbing\GLOBAL\RADIO\Male03\","\ca\dubbing\GLOBAL\RADIO\Male03\\"};
};
class Male05EN: EN
{
 directories[] = {"\ca\dubbing\GLOBAL\RADIO\Male05\","\ca\dubbing\GLOBAL\RADIO\Male05\"};
};
...
};

Edited by gammadust

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Thanks, gammadust, now things are more clear... But I would rather not have to reconfigure leaderHQ unit in any way, would not interfere in matters may be relevant for some mission makers, so, I guess, must be satisfied with simplest messages (or even only text + beep).

---------- Post added at 16:45 ---------- Previous post was at 16:40 ----------

About multiple commanders: maybe there should be an option to tie commander to area marker, so that commander will only issue orders inside the marker, somewhat like UPS. This way it will be possible to create fronts.

Yes, I was thinking about something similar. So must find the way, to specify in the code, if given unit/place is in such area, or not. I'm not sure yet, how to achieve that without sophisticated trigonometry. Distance to the area center point is not enough for this purpose, unless area will be round...

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Rydygier

I created a mission combining this HEC, your artificial Arty scripts, Domz HAC, and Igneous High command weapons system and all I can say is INCREDIBLE!!!!!

I sat in a hill top trying to control my blue forces to stop the HEC while I used partly HAC and HEC. Next thing I know the Opfor arty zeroed in on me and blue my command staff out as well as a mortar. One cool thing that occurrd is the crew of the mortar got killed but the mortar still worked so another misc squad near the mortar jumped in and started firing. Crazy!!! Still trying to figure out how the HEC controlled trucks are functioning. They seem to pick up one squad and dump them off then just sit around and do nothing. Had some other squads in the back that the trucks could have gone back to pick up... Keep up the good work on this.. This is very impressive!!!!

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They seem to pick up one squad and dump them off then just sit around and do nothing. Had some other squads in the back that the trucks could have gone back to pick up...

In fact trucks should go back to its initial position and then be available for other groups, but maybe there is some bug (choppers however was returning after delivering in my tests), or maybe driver saw some enemy and enters in "panic behavior & do not listen any orders" mode...

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Hi Ryd first of all let me congratulate you on an epic piece of scripting, it is so dynamic and adds extra flavour to the singleplayer game. I am trying to narrow down a problem though, on zargabad I have encountered problems with ai not recognising enemy units - specifically us army M2 strikers, also soldiers not engaging with smaw launchers and numerous situations incuding a striker ramming into the back of a takistan army shilka as if it were just a hinderance on the way to its ordered destination. Now I am not sure it is your scripts which are causing these anomolies, but it seems that all units have tunnel vision. I am wondering if anyone else has encountered similar problems. I am running arma 2 co with the latest beta, ace mod, asr ai and the map does involve about 300 opfor units and about 100 blufor units. I am still analysing this problem to see if has anything to do with mods I am running but have definately ruled out asr ai as a possible candidate.

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Designed a similar mission to gunterlund21 where I used HC to take on the HAC AI. Best battle on Arma period!! Lost the battle as the AI managed to sneak in behind my defensive lines. AMAZING!

Only issue is still trasnport. Trucks will pick a suad or 2 but only if there is enemy contact right at start of mission. Otherwise everyone is walking.

Perhaps you can look at transport and force trucks to go to squads with target more than 1000 meters and force squads to wait for trucks.

But great progress so far.

@Jingle: HAC does not seem to work with ASR. I had similar issues with ASR. Removed it and HAC works fine so far.

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@Jingle

Perhaps try to play only with HAC, and next with rest addons but without HAC and compare results. HAC by principle do not mess in any way with unit's awareness and other unit level AI factors/configs (so also has no influence on SMAW usage). HAC just analyzes situation on battlefield, and issues waypoints to groups accordingly (well, there are some exceptions, but very rare and not in this matters).

About not recognizing not vanilla units: Check maybe yours RHQ arrays for CO units, if classnames are added without typos. But this is recognizing as enemy/ally by HAC on higher level. If unit just do not want to fire upon enemy, then again, it is not HAC for sure. HAC just does not deal with this matters.

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Only issue is still trasnport. Trucks will pick a suad or 2 but only if there is enemy contact right at start of mission. Otherwise everyone is walking.

Hmm. Then will test that with cargo demo and will hunt down problem. :) Fact, cargo system is perhaps most complex part of HAC, so there is many hidings for errors.

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yea same with the trucks here. They make an initial grab of maybe a half a truck load then sit back and watch the show. They need to have waypoints that they can egress to in order to wait for another call.

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Sorry to be a pain, I tried without ASR AI using just ACE I have a feeling that it is not to do with HAC as such but with the HOLD FIRE command, my squad drove through zargabad past multiple manned enemy armoured units at point blank range and was only fired upon when the Stryker halted to disembark troops while under fire from a BTR 70. Then again I can live with it - can just see the bewildered takistan tank commanders saying.."Did you just see that - That cocky damned american, hell we'll just see what he does...", the commander observes the stryker halt about 100 yards down the road, sparks lighting the air as it comes under fire from third squad, "Sigh..he says stubbing his cigar on the manifold, best finish the job..take aim..."

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Sorry to be a pain, I tried without ASR AI using just ACE I have a feeling that it is not to do with HAC as such but with the HOLD FIRE command, my squad drove through zargabad past multiple manned enemy armoured units at point blank range and was only fired upon when the Stryker halted to disembark troops while under fire from a BTR 70. Then again I can live with it - can just see the bewildered takistan tank commanders saying.."Did you just see that - That cocky damned american, hell we'll just see what he does...", the commander observes the stryker halt about 100 yards down the road, sparks lighting the air as it comes under fire from third squad, "Sigh..he says stubbing his cigar on the manifold, best finish the job..take aim..."

As you know men will never stop to ask for directions so that is very feasible!

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OK continuing with my test mission. Placed in 4 bmp2 on the ai side to attack my side which is defending. A couple things of note.

1. Offensive armour (BMP's) did nothing. One moved forward the others never left their starting position. Could they be waiting for more recon?

2. What is LMCU on the map as a marker?

3. Empty trucks move into forward defensive positions instead of taking cover.

4. Trucks did not wait for infantry to load into to move out. Is there a range from the markers that they need to be to load trucks. Perhaps they were too close to the front and the inf just decided to walk.

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Sorry to be a pain, I tried without ASR AI using just ACE I have a feeling that it is not to do with HAC as such but with the HOLD FIRE command, my squad drove through zargabad past multiple manned enemy armoured units at point blank range and was only fired upon when the Stryker halted to disembark troops while under fire from a BTR 70. Then again I can live with it - can just see the bewildered takistan tank commanders saying.."Did you just see that - That cocky damned american, hell we'll just see what he does...", the commander observes the stryker halt about 100 yards down the road, sparks lighting the air as it comes under fire from third squad, "Sigh..he says stubbing his cigar on the manifold, best finish the job..take aim..."

:) One important thing - is this effect present only, when playing with HAC? Without HAC all is as should be with this? Can't test it, have only vanilla Arma 2.

@gunterlund21

1. Depends. It is absolutelly possible, that some units will stay as reserve long time if not necessary on front in HAC opinion. Especially, when HAC knows about enemy antitank weaponry on battlefield and has "cautious personality". Most of armor/motorized units, when assigned as reserve, will do nothing, because HAC do not issues such groups idle orders.

2. Land Mobile Combat Unit. :) (means not aerial or naval and not unarmed and not static) It is used only in "defend" mode.

3. Trucks and support units should to gather near leaderHQ in defend mode. Shouldn't go on forward positions. With cargo/support I have some problem: these vehicles are by default manned by non-crew unit, so HAC has tendency to consider such units as regular infantry. So I set up additional filters, which allow HAC to distinguish cargo from infantry, but maybe in defense mode some does not work, as should be. I'll look at this.

EDIT: Filter is set and works. Trucks are gathering near leaderHQ, not on forward defensive position. However changed that, now trucks will gather behind leaderHQ, together with support vehicles. Of course if there is no spotted enemy, HAC do not know proper direction, toward which perimeter should be set. Then he gather defense around leaderHQ unit and choose watched direction randomly.

4. If destination point is closer than 1000 meters from infantry group, there will be no cargo assigned. Also if nearest available cargo is to far (1500 meters from group for trucks, 4500 for choppers). If nearby target point are some known enemies, cargo will unload group earlier (halfway). Land cargo also will unload group when driver noticing enemy at route. Of course cargo should wait for loading of all groups and this is implemented. Rarely occured in my tests however, that if loading was disrupted, cargo vehicle can go before last unit is loaded. Have some theory about that, so try to fix it, but no promises here.

Edited by Rydygier

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I have noticed that if I select defend in init field the debug is no longer available. I remove it and it works again ..

RydHQB_Order = “DEFENDâ€

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Only issue is still trasnport. Trucks will pick a suad or 2 but only if there is enemy contact right at start of mission. Otherwise everyone is walking.

Just tested that with Cargo Demo. Changed demo, so enemy was spotted after 3-4 minutes (so recon missions occured first). And saw on my own eyes :) all trucks in use as cargo for infantry when it is infantry attack mission and when distance between infantry and its target is greater than 1000 meters. This is correctly. You may think, that trucks are not used, because before enemy was spotted, most infantry get idle mission ("Res") and then they all walk until attack mission is given to them.

Also may confirm, that after unload trucks do not returns to init position, but choose some position nearby and they may be used to "capture" mission even when empty with driver only. This is not correctly.

---------- Post added at 13:43 ---------- Previous post was at 13:29 ----------

I have noticed that if I select defend in init field the debug is no longer available. I remove it and it works again ..

RydHQB_Order = “DEFENDâ€

Have you used exactly this command? With this kind of quotes? Then check rpt, should be full of errors (main was, when I tried use this in init.sqf. And it is impossible to set this in unit's init field in editor - generates error message). Defend mode shouldn't begin at all and HAC may stuck.

Should be: RydHQB_Order = "DEFEND" (for B side of course)

I guess, that you just copy&paste from manual? Word changed me this quotes when I wrote manual. This will be corrected in new manual.

Edited by Rydygier

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Have you used exactly this command? With this kind of quotes? Then check rpt, should be full of errors (main was, when I tried use this in init.sqf. And it is impossible to set this in unit's init field in editor - generates error message). Defend mode shouldn't begin at all and HAC may stuck.

Should be: RydHQB_Order = "DEFEND" (for B side of course)

I guess, that you just copy&paste from manual? Word changed me this quotes when I wrote manual. This will be corrected in new manual.

RydHQB_Order = "DEFEND" is the exact command I used in init.sqf

My init.sqf:

RydHQ_Debug = true;

RydHQB_Debug = true;

RydHQB_Order = "DEFEND";

RydHQ_MAtt = true;

RydHQB_MAtt = true;

RydHQ_Personality = "EAGER";

RydHQB_Personality = "GENIUS";

RydHQB_Order = "DEFEND"

RydHQB_SubAll = true;

//RydHQB_SubSynchro = true;

//RydHQB_SubNamed = true;

//RydHQ_ResetOnDemand = true;

//RydHQB_ExInfo = true;

//RydHQB_Excluded = [ex1,ex2,ex3];

//RydHQ_ExReammo = [art1];

//RydHQB_ExReammo = [art1];

nul = [] execVM "RydHQInit.sqf";

RydHQ_CargoFind = 100;

RydHQB_CargoFind = 100;

RydHQ_Excluded = [LeaderA1, LeaderA2];

RydHQB_Excluded = [LeaderB1, LeaderB2];

nul = [] execVM "RydHQInit.sqf";

null = [] execVM "DMZ_delete.sqf";

setviewdistance 2000;

//

briefing = 1;

debriefing = 1;

ShowCompass = 1;

ShowGPS = 1;

ShowMap = 1;

ShowNotepad = 1;

ShowWatch = 1;

ShowRadio = 1;

minScore = 0;

avgScore = 1000;

maxScore = 10000;

execVM "briefing.sqf";

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Its only a guess but I think the AI get tunnel vision when waypoints are set, especially on hold fire commands, may be wrong though so I doubt its anything at all to do with HAC rather ingame mechanics, on a different note works great with blakes ai forward observer and BI should hire you for your coding skills and dedication IMO - it would be a must to see in arma 3 as it allows me to play a member of a squad rather than having to lead them and makes the whole game seem more immersive than it has ever been.

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@CB

OK then. There is two times same command, but it is not important. So what exactly happens with markers? Are units of B side going to def positions and these positions aren't marked by black and brown dots or maybe in def mode units doing nothing or continues attack? Any other markers still appears? Is there still info about new cycle/morale or it stop to show up?

With this init:

RydHQ_Debug = true;
RydHQB_Debug = true;

RydHQB_Order = "DEFEND";

RydHQ_CargoFind = 1;
RydHQB_CargoFind = 1;

nul = [] execVM "RydHQInit.sqf";

I saw this:

http://i41.tinypic.com/vhewdl.jpg

in CargoDemo. All def markers on place, so can't reproduce this marker problem...

---------- Post added at 14:24 ---------- Previous post was at 14:19 ----------

Its only a guess but I think the AI get tunnel vision when waypoints are set, especially on hold fire commands, may be wrong though so I doubt its anything at all to do with HAC rather ingame mechanics, on a different note works great with blakes ai forward observer and BI should hire you for your coding skills and dedication IMO - it would be a must to see in arma 3 as it allows me to play a member of a squad rather than having to lead them and makes the whole game seem more immersive than it has ever been.

In fact my coding skills are rather, khem... :)

I'm sure, that every serious coder, if he saw my scripts, would laughed or cried because of so much redundancy, lack of optimization and not using more advanced techiques. Funny is, that with so small knowledge there is still possible doing such things like HAC... And I learned to write these scripts just last autumn, before I had very little to do with any kind of programming.

---------- Post added at 14:31 ---------- Previous post was at 14:24 ----------

My init.sqf:

RydHQ_Debug = true;

RydHQB_Debug = true;

RydHQB_Order = "DEFEND";

RydHQ_MAtt = true;

RydHQB_MAtt = true;

RydHQ_Personality = "EAGER";

RydHQB_Personality = "GENIUS";

RydHQB_Order = "DEFEND"

RydHQB_SubAll = true;

//RydHQB_SubSynchro = true;

//RydHQB_SubNamed = true;

//RydHQ_ResetOnDemand = true;

//RydHQB_ExInfo = true;

//RydHQB_Excluded = [ex1,ex2,ex3];

//RydHQ_ExReammo = [art1];

//RydHQB_ExReammo = [art1];

nul = [] execVM "RydHQInit.sqf";

RydHQ_CargoFind = 100;

RydHQB_CargoFind = 100;

RydHQ_Excluded = [LeaderA1, LeaderA2];

RydHQB_Excluded = [LeaderB1, LeaderB2];

nul = [] execVM "RydHQInit.sqf";

null = [] execVM "DMZ_delete.sqf";

setviewdistance 2000;

//

briefing = 1;

debriefing = 1;

ShowCompass = 1;

ShowGPS = 1;

ShowMap = 1;

ShowNotepad = 1;

ShowWatch = 1;

ShowRadio = 1;

minScore = 0;

avgScore = 1000;

maxScore = 10000;

execVM "briefing.sqf";

Why there is RydHQInit executed twice? There is HAC launched two times simultanously then...

---------- Post added at 15:52 ---------- Previous post was at 14:31 ----------

About not returnig truck problem:

Tested, and there is, what I saw:

1. Attack mission for infantry group was issued, distance about 3 km.

2. Infantry group do nothing, appears waypoint for truck nearby that group, truck drives correctly.

3. Truck reaches its waypoint and wait. Infantry group receives "get in" waypoint on truck and followes as should.

4. When all group is in cargo, truck receives waypoint at infantry attack destination area and drives towards it.

5. On destination point truck stops and infantry gets out and following with its mission.

6. Truck waits another 20 seconds to ensure, that group is far enough (this is because of drivers AI with tendency to hitting allied soldiers).

7. Truck receives return waypoint but:

there is another script, that every minute checks, how far initial positions of land cargo vehicles are from leaderHQ and from objective plus some enemy presence checks. If conditions are met, then inital/returning point for given vehicle is moved in some place in 400 meters radius from leaderHQ. So truck returns to that new point. Maybe in these conditions is some error, will check, but even then truck returns, but not to its initial position, but near leaderHQ.

I do not know, if this explains mentioned problems, in any case, that way it looks in my tests.

This is for now. Also must check if truck is after returning again available, as should.

Edited by Rydygier

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I stand corrected regarding the defend. I removed the second RydHQInit and now the debug works fine with defend command.

Still having issues with truck. 2 squads got picked up but rest walked (6 out 8 squads walked). Not really sure why only 2 squads got picked up as all were at least 2-3 kms away from enemy objective.

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@CB

This is in my cargo demo on in other mission? And there are another unused trucks, that do nothing when attack missions appear (not later, if on foot move waypoint is given, then will be not changed even, if there will be available truck after this order)? If you prepare vanilla demo with this problem (there are available, currently not in use trucks, there are attack mission farer than 1000 meters and groups designated to this mission when trucks are unused and available, still walk on foot without cargo assigned, and some cargo do nothing in this time, in moment, when attack orders are issued) then maybe I'll be able to say more. Until then - I saw cargo used as should be, sorry... :( I'm ran out of ideas about what this problem causes. Of course, if there are only two trucks, and at same moment eight attack ("inf" or "Cap") missions designated, then two groups will receive truck, and rest will walk towards its targets.

Edited by Rydygier

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Tiny bit of update on formations: I noticed that file formations is great for moving infantry in safe environment. The formation is tightly packed and soldiers nicely walk at the both sides of road. I think that file should be used for moving reserve forces around, its faster then line.

About cargo system: dont let it hog the HAC release. If its functional right now, then you can pretend that logistic suck as always and some grunts will have to walk :D. You can focus on this in next release.

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File formation, you say. Will check this. Thanks.

You have right, I'm trying to displace all spotted errors, if this publication was to be final. But on the other hand, I'm not sure when I'll be able to deal with the next version when I finish this.

---------- Post added at 17:44 ---------- Previous post was at 17:07 ----------

One thing about that: in fact I do not set "column" formations to anybody. Just set "safe" behavior, then always column is chosen and any other formation is overrided. So, if reserve should use other formation, there must be changed behavior to "aware". I'm not sure yet, if this will be fine.

BTW. Just confirmed, that also land cargo vehicles are reused after their first course and returning. It is rare and was hard to test, because until cargo finish first run often all units are in action already, but I did it and I saw it.

---------- Post added at 18:11 ---------- Previous post was at 17:44 ----------

So, now will start with multiplicating leaders (I think, that in future versions will concentrate on code efficiency and will try to make, that many commanders will use one set of files, it is possible, I think, but to much work with this to deal with this now).

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You have right, I'm trying to displace all spotted errors, if this publication was to be final. But on the other hand, I'm not sure when I'll be able to deal with the next version when I finish this.

This quickly gone from some Arma Chess Master type mod to babysitting every unit mod :D

One variation on this I'd like to see (some day in distant future :p) is island or area control type commander, where objectives would maybe become areas of just one commanders control, so for example objectives could be placed over cities on a map, or anywhere on the map and the commander would organize patrolling between these objectives, or you could provide trucks etc and their would be some type of supply line.

So basically a main base with outpost's scenario and one commander organizes patrolling and supply line etc, and of course defense from any attack.

What would be even better if the commander actively searched for other areas (city locations) and maybe patrolled them? I imagine this for guerella type missions for player on patrols, supply lines and outposts/bases.

Edited by Katipo66

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