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For HAC users: What is the maximum number of simultaneously used by you Leaders?   63 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!
0

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This was adapted from my own code and is untested, there might be bugs and some sintax issues. If you have trouble getting to the dubbing.pbo I can PM you a more complete word list.

I would suggest you to start with the simple (non-dynamic) example to get the hang of kbTell.

Also if there is a specific "Sentence" (not from the class "Word") existing in the RadioProtocol you may directly invoke it with:

leaderHQ globalRadio "messageOne";

This sends the audio and the text to the chat area, similar with sideChat as Orcinus suggested. Check globalRadio (and related commands)

The only issue with this method is that with those existing sentences with dynamic creation will only read the "static" words since you can't specify its Arguments with the above method.

Some words for you to play with, they are case sensitive (you only need the part before the brackets [] to build your custom sentences):

  micOut[] = {"\ca\dubbing\GLOBAL\RADIO\Mic_Out1"};
micOut1[] = {"\ca\dubbing\GLOBAL\RADIO\shared\static\over01"};
micOut2[] = {"\ca\dubbing\GLOBAL\RADIO\shared\static\over02"};
micOut3[] = {"\ca\dubbing\GLOBAL\RADIO\shared\static\over03"};
loop[] = {"\ca\dubbing\GLOBAL\RADIO\shared\static\radionoise1"};
beepBeep[] = {"\ca\dubbing\GLOBAL\RADIO\beep"};
pause[] = {"\ca\dubbing\GLOBAL\RADIO\empty01sec"};
xmit[] = {"\ca\dubbing\GLOBAL\RADIO\beep"};
all[] = {"EN\numbers\all"};
allGroup[] = {"EN\numbers\all"};
zero[] = {"EN\numbers\zero"};
one[] = {"EN\numbers\one"};
two[] = {"EN\numbers\two"};
three[] = {"EN\numbers\three"};
four[] = {"EN\numbers\four"};
five[] = {"EN\numbers\five"};
six[] = {"EN\numbers\six"};
seven[] = {"EN\numbers\seven"};
eight[] = {"EN\numbers\eight"};
nine[] = {"EN\numbers\nine"};
ten[] = {"EN\numbers\ten"};
eleven[] = {"EN\numbers\eleven"};
twelve[] = {"EN\numbers\twelve"};
thirteen[] = {"EN\numbers\thirteen"};
fourteen[] = {"EN\numbers\fourteen"};
fifteen[] = {"EN\numbers\fifteen"};
sixteen[] = {"EN\numbers\sixteen"};
seventeen[] = {"EN\numbers\seventeen"};
eighteen[] = {"EN\numbers\eighteen"};
nineteen[] = {"EN\numbers\nineteen"};
twenty[] = {"EN\numbers\twenty"};
thirty[] = {"EN\numbers\thirty"};
forty[] = {"EN\numbers\forty"};
fifty[] = {"EN\numbers\fifty"};
sixty[] = {"EN\numbers\sixty"};
seventy[] = {"EN\numbers\seventy"};
eighty[] = {"EN\numbers\eighty"};
ninety[] = {"EN\numbers\ninety"};
hundred[] = {"EN\numbers\hundred"};
zero2[] = {"EN\numbers\zero"};
one2[] = {"EN\numbers\one2"};
two2[] = {"EN\numbers\two2"};
three2[] = {"EN\numbers\three2"};
four2[] = {"EN\numbers\four2"};
five2[] = {"EN\numbers\five2"};
six2[] = {"EN\numbers\six2"};
seven2[] = {"EN\numbers\seven2"};
eight2[] = {"EN\numbers\eight2"};
nine2[] = {"EN\numbers\nine2"};
ten2[] = {"EN\numbers\ten2"};
eleven2[] = {"EN\numbers\eleven2"};
twelve2[] = {"EN\numbers\twelve2"};
alpha[] = {"EN\alphabet\alpha"};
bravo[] = {"EN\alphabet\bravo"};
charlie[] = {"EN\alphabet\charlie"};
delta[] = {"EN\alphabet\delta"};
echo[] = {"EN\alphabet\echo"};
foxtrot[] = {"EN\alphabet\fotxtrot"};
golf[] = {"EN\alphabet\golf"};
hotel[] = {"EN\alphabet\hotel"};
india[] = {"EN\alphabet\india"};
juliet[] = {"EN\alphabet\juliet"};
kilo[] = {"EN\alphabet\kilo"};
lima[] = {"EN\alphabet\lima"};
mike[] = {"EN\alphabet\mike"};
november[] = {"EN\alphabet\november"};
oscar[] = {"EN\alphabet\oscar"};
papa[] = {"EN\alphabet\papa"};
quebec[] = {"EN\alphabet\quebec"};
romeo[] = {"EN\alphabet\romeo"};
sierra[] = {"EN\alphabet\sierra"};
tango[] = {"EN\alphabet\tango"};
uniform[] = {"EN\alphabet\uniform"};
victor[] = {"EN\alphabet\victor"};
whiskey[] = {"EN\alphabet\whiskey"};
xray[] = {"EN\alphabet\xray"};
yankee[] = {"EN\alphabet\yankee"};
zulu[] = {"EN\alphabet\zulu"};
whiteTeam[] = {"EN\team\teamwhite"};
redTeam[] = {"EN\team\teamred"};
greenTeam[] = {"EN\team\teamgreen"};
blueTeam[] = {"EN\team\teamblue"};
yellowTeam[] = {"EN\team\teamyellow"};
at10[] = {"EN\clockfacing\at10"};
at11[] = {"EN\clockfacing\at11"};
at12[] = {"EN\clockfacing\at12"};
at1[] = {"EN\clockfacing\at1"};
at2[] = {"EN\clockfacing\at2"};
at3[] = {"EN\clockfacing\at3"};
at4[] = {"EN\clockfacing\at4"};
at5[] = {"EN\clockfacing\at5"};
at6[] = {"EN\clockfacing\at6"};
at7[] = {"EN\clockfacing\at7"};
at8[] = {"EN\clockfacing\at8"};
at9[] = {"EN\clockfacing\at9"};
dist50[] = {"EN\distance\dist50"};
dist100[] = {"EN\distance\dist100"};
dist200[] = {"EN\distance\dist200"};
dist500[] = {"EN\distance\dist500"};
dist1000[] = {"EN\distance\dist1000"};
dist2000[] = {"EN\distance\dist2000"};
far[] = {"EN\distance\distfar"};
klick[] = {"EN\distance\klick"};
klicks[] = {"EN\distance\klicks"};
meters[] = {"EN\distance\meters"};
north[] = {"EN\direction\north"};
northEast[] = {"EN\direction\northeast"};
east[] = {"EN\direction\east"};
southEast[] = {"EN\direction\southeast"};
south[] = {"EN\direction\south"};
southWest[] = {"EN\direction\southwest"};
west[] = {"EN\direction\west"};
northWest[] = {"EN\direction\northwest"};
north2[] = {"EN\direction\north"};
northEast2[] = {"EN\direction\northeast"};
east2[] = {"EN\direction\east"};
southEast2[] = {"EN\direction\southeast"};
south2[] = {"EN\direction\south"};
southWest2[] = {"EN\direction\southwest"};
west2[] = {"EN\direction\west"};
northWest2[] = {"EN\direction\northwest"};
That[] = {"EN\that01","EN\that02","EN\that03"};
At[] = {"EN\at01","EN\at02","EN\at03"};

Edited by gammadust

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A question: something will change for addon (pbo) version? Where should to go description.ext and topics.bikb in that case? Into pbo, or into mission folder anyway?

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Yes it will:

If you are going the config route you just need to add the sentences to the RadioProtocol the unit uses, using axacly the same syntax as in topics.bikb and instead of refering to a custom topic name ("orders" in the example above) you will invoke the kbTell with "core_en" as topic instead.

leaderHQ kbTell [player, "core_en", "MoveAndAttack", true]; // a simple non-dynamic example

you will not need kbAddTopic code in this case because "core_en" is added to the units by default (depending on faction - "core_ru"/"core_cz" if I remember right).

You won't need topics.bikb anywhere either (the sentences are then defined in the config.bin under class RadioProtocol_EN)

description.ext won't be needed either because... good question! in my config implementation I only need the units under player's leadership to speak normaly using whatever portocol they would use. This might mean that it is not a complete requirement in the mission route too. I am not sure here but since the reference I used mentioned it, so it goes...

You may notice I am giving examples in the context of an English speaker, config implementation for multiple languages and even for a specific russian in-game unit to use would require editing all the Radio Protocols affected (RadioProtocol_EN, RadioProtocol_RU, RadioProtocol_CZ and also those specific to Operation Arrowhead... not the simplest of tasks to keep tracking of everything, but doable)

There is more intricacies to it though, keep cautious or maybe even find a different way to implement this, mine might not be the best one. This, I guess, is an unorthodox use of the system, but works.

Edited by gammadust
Syntax correction

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Thanks again. Now I can play with this new toys. :)

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Yep, this is another problem with implementing that. Method of implementation will be dependant on spawning script used by given mission maker. I can only propose making of some external script associated with used spawner, that should cyclically calculating increase of morale depending on the number of forces available in reserve. It may be simply, or, on the contrary, sophisticated. I think, that it is a flexible solution and, what most important, handling this matter outside HAC scripts.

Let's hope it's simple - especially if I'm going to have a crack at it :D

Thanks again. Now I can play with this new toys. :)

Gammadust comes up trumps again :)

HAC has really taken off, & gets more intriguing by the day!

BR

Orcinus

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Although I have lost interest in Arma2 a while back, HAC brought me back! HAC should be implmented in Arma3. The AI is wicked!

Tested a company level mission with over 400 units and the battle was epic!!! Might upload mission later.

Can not wait for next update. Keep up the good work Rydygier!

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I'm glad then.

HAC in Arma 3? I have nothing against. Of course, if professional developers turned my idea into code, it would be infinitely better written. Hmm. Maybe even BIS would pay something and I would buy myself OA, or even a new graphics card?

But joking aside. Seriously, I hope that version 1.1 will meet your expectations and HAC will be used in yours missions, folks. First of all I do is for the players and my own satisfaction. In fact, I am surprised that so many managed to do with my meager skill level. You, people, give me motivation and thank you for it.

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I'm glad then.

HAC in Arma 3? I have nothing against. Of course, if professional developers turned my idea into code, it would be infinitely better written. Hmm. Maybe even BIS would pay something and I would buy myself OA, or even a new graphics card?

But joking aside. Seriously, I hope that version 1.1 will meet your expectations and HAC will be used in yours missions, folks. First of all I do is for the players and my own satisfaction. In fact, I am surprised that so many managed to do with my meager skill level. You, people, give me motivation and thank you for it.

All I can say about your skill level is that it's way beyond mine. Certainly even in alpha & beta versions, it makes for great missions with what are still quite compact script sets, less than 500KB, and requires little or no scripting by novice mission designers.

I think the key point is that you thought of the idea and then made it happen - IMHO HAC is a major addition to the game, and I agree with CaptainBravo, it's something to be hoped for in A3.

BR

Orcinus

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Well.

Good news: now only to implement these voice notifications and last alpha will be ready for yours tests (in this time I will struggle with bigboss level, leaders multiplication and new manual content, finally will wait for MSO module based on ready 1.1 (do not know, how many changes for MP compatibility I will manage to implement));

Bad news: a lot of time that I devoted to implementation remaining features from "to do" means, that had only little time for testing (days are to short). Now I'm just wonder, how much brand new bugs I implemented lately... :) So, bugtracking may take considerable time...

This is the plan. Will see, what reality do with it. :)

Edited by Rydygier

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Bad news: a lot of time that I devoted to implementation remaining features from "to do" means, that had only little time for testing (days are to short). Now I'm just wonder, how much brand new bugs I implemented lately... :) So, bugtracking may take considerable time...

This is the plan. Will see, what reality do with it. :)

Hi Ryd

Good news. Happy to help with testing, just PM or email me.

Cheers

Orcinus

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I experience some difficulties with getting "kbTell" to work (as usual, when I try something for the first time. All set by instructions, files are where they should be, there are no errors in the rpt and there is no message, no text or speech). Since pizza almost ready, and after dinner I had a couple of things to do, it seems that in the evening will provide next alpha version without HQ voice for now.

Edited by Rydygier

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Just found a small syntax error:

leaderHQ kbTell [player, "orders", "MoveAndAttack", [], true];

the brackets are unnecessary when invoking non-dynamic sentences, you should have the following:

leaderHQ kbTell [player, "orders", "MoveAndAttack",true];

Also, just tested and indeed you will not need description.ext in either case unless you want to customize the speaker voice. You can simply remove it.

Working example of kbTell in Utes, notice I am adding the topic in the init line of leaderHQ, and triggering speech in the init.sqf with a slight delay between them.

Folder ("kbTell_example.utes")

mission.sqm

version=11;
class Mission
{
addOns[]=
{
"cacharacters2",
"utes"
};
addOnsAuto[]=
{
"cacharacters2",
"utes"
};
randomSeed=14672766;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
class Groups
{
items=2;
class Item0
{
side="WEST";
class Vehicles
{
items=4;
class Item0
{
position[]={3597.5796,19,3638.5034};
azimut=-179.58595;
id=0;
side="WEST";
vehicle="USMC_Soldier_TL";
player="PLAYER COMMANDER";
leader=1;
rank="SERGEANT";
skill=0.46666664;
};
class Item1
{
position[]={3594.616,18.964746,3643.5251};
azimut=-179.58595;
id=1;
side="WEST";
vehicle="USMC_Soldier_AR";
rank="CORPORAL";
skill=0.33333331;
};
class Item2
{
position[]={3592.616,18.964594,3643.5403};
azimut=-179.58595;
id=2;
side="WEST";
vehicle="USMC_Soldier_LAT";
rank="CORPORAL";
skill=0.33333331;
};
class Item3
{
position[]={3590.6157,18.964441,3643.5554};
azimut=-179.58595;
id=3;
side="WEST";
vehicle="USMC_Soldier";
skill=0.2;
};
};
};
class Item1
{
side="WEST";
class Vehicles
{
items=1;
class Item0
{
position[]={3614.9004,19,3634.4153};
id=4;
side="WEST";
vehicle="USMC_Soldier_Officer";
leader=1;
rank="COLONEL";
skill=0.46666664;
text="leaderHQ";
init="this kbAddTopic [""orders"", ""topics.bikb"", """"];";
};
};
};
};
};
class Intro
{
addOns[]=
{
"utes"
};
addOnsAuto[]=
{
"utes"
};
randomSeed=15040823;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
};
class OutroWin
{
addOns[]=
{
"utes"
};
addOnsAuto[]=
{
"utes"
};
randomSeed=1816337;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
};
class OutroLoose
{
addOns[]=
{
"utes"
};
addOnsAuto[]=
{
"utes"
};
randomSeed=10267772;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
};


init.sqf

sleep 2;
leaderHQ kbTell [player, "orders", "MoveAndAttack",true];
sleep 2;
_directionTXT = "NORTH"; // usually caps
_directionSPK = "North";
_placeTXT = "ELEKTROZAVODSK";
_placeSPK = "Elektrozavodsk";
leaderHQ kbTell [player, "orders", "GetSupportAtDirOfPlace",
["DIRECTION",{},_directionTXT,[_directionSPK]],
["PLACE",{},_placeTXT,[_placeSPK]],
true];


topics.bikb

class Sentences
{
class MoveAndAttack		// SentenceClass
{
text = "MOVE TO AND ATTACK AIRFIELD";	// What will appear in the chat as text message
speech[] = {"MoveTo","And","Attack","Airfield"}; // More on what goes here later (see list word bellow)
class Arguments {};

};
class GetSupportAtDirOfPlace
{
text = "GET SUPPORT AT %DIRECTION OF %PLACE";
speech[] = {"GetSupportAt", %DIRECTION, "Of", %PLACE};
class Arguments
{
class DIRECTION {type = "simple";};
class PLACE {type = "simple";};
};
};
};
class Arguments{};
class Special{};
startWithVocal[] = {hour};
startWithConsonant[] = {europe, university};


Edited by gammadust

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Just found a small syntax error:

This must have been the cause. Now it works. Thank you.

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Sorry about having missed that in earlier post...

Anyway I found out, perhaps as should be expected, that if the message is sent over radio to some other group leader (other than player), player still hears it, this could add a lot to immersion by mimicking real communications where you also hear messages to other groups. It would add a bit of extra complexity and even some processing taxation but still could be worthwhile.

modified sentence in topics.bikb to accomodate this

class GetSupportAtDirOfPlace
{
text = "%RECEIVER, THIS IS HQ, GET SUPPORT AT %DIRECTION OF %PLACE";
speech[] = {%RECEIVER, "ThisIs", "HQ", "GetSupportAt", %DIRECTION, "Of", %PLACE};
class Arguments
{
class RECEIVER {type = "simple";};
class DIRECTION {type = "simple";};
class PLACE {type = "simple";};
};
};

modified kbTell trigger

// code some logic used to identify different groups and set it
_receiver = someunit; // a group leader
_receiverTXT = "ALPHA";
_receiverSPK= "alpha";
_directionTXT = "NORTH";
_directionSPK = "North";
_placeTXT = "ELEKTROZAVODSK";
_placeSPK = "Elektrozavodsk";
leaderHQ kbTell [_receiver, "orders", "GetSupportAtDirOfPlace",
["RECEIVER",{},_receiverTXT,[_receiverSPK]],
["DIRECTION",{},_directionTXT,[_directionSPK]],
["PLACE",{},_placeTXT,[_placeSPK]],
true];

Also, radio channel is choosen dynamicaly with the parameter "true" in the end of kbTell call. So if commander and receiver are both in a vehicle, automatically this is the radio channel that is used (yellow), and accordingly if they are both in the same group (green), or just side (blue). Which is neat because it will properly reproduce whichever command structure exists.

This could also be handy when creating your custom messages.

Edited by gammadust
edited for completion

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Great! But with audible commands for other groups I have to be very careful, because currently HAC issues orders in series, sometimes many per second. It is maybe not so realistic, but otherwise one cycle could last a very long time. But this additional immersion should be worthy even some slowdown, especially, when this way all becomes more realistic. Must think about this.

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Yeah... do not worry too much about it for now, maybe just keep that eventual avenue for later touches. This occured to me because I am exploring that possibility as a modification for a general feature in other type of communications between groups, I am thinking about ASR_AI here and other AI mods...

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All right:

HAC 1.1 alpha 3

(no multiupload this time, it seems not working at the moment, to download click on blue, round button marked "pobierz")

HAC 1.1 alpha 3.1 (fixed some choppers behavior and flanking delay set back to default)

What's new:

1. Possibility of exclusion chosen groups from given kind of support;

2. HAC will try to make some kind of field regroup base behind front line, where support units and combat uneffective groups should gather when some conditions are met;

3. Optional (active by default) usage of smoke grenades during withdrawal;

4. More dynamic defense: width of def perimeter dependant on number of groups; added defense reserve, which should to reinforce most attacked spots;added chance for guarding at near roads; adjusted some parameters;

5. Surrendering is now optional. Added "unasignvehicle" for surrendering forces and "setfriend" used. Not tested however;

6. Optional knowledge about allies and known enemies positions already known to leaderHQ (reveal for human controlled team leaders);

7. Garrison behavior for chosen groups (see "to do" for details);

8. Optional cpobining weakend groups;

9. Arrays, that allows to limit HAC control over chosen groups;

10. FOs now will remain much longer on forward positions when on recon mission and probably will choose more elevated positions;

11. Optional up to two secondary objectives per side;

12. MArmor category and LArmor available for recon;

13. Bombers category, empty by default (bombs usage not implemented);

14. If leaderHQ is killed, and there is another unit in his group, this another unit will become new leaderHQ with lower attributes. If there is no more initial leaderHQ group - HAC control for this side stops;

15. Idle and combat uneffective units handling - regrouping, guarding, patrols...

16. Special markers and journal entries for human controlled team leaders;

17. numerous fixes maded and bugs eliminated.

(see "to do" list in first post for more details about features)

New config variables (default):

RydHQ_ExReammo ([]) - grous included in this array will not call for ammo, however still will use support unit if nearby;

RydHQ_ExRefuel ([]) - as above for fuel;

RydHQ_ExRepair ([]) - as above for repair;

RydHQ_ExMedic ([]) - as above for medical aid;

RydHQ_Sec1, RydHQ_Sec2 - names of objects (eg empty triggers) that mark secondary objectives, towards them may be send some idle units (see to do list for details);

RydHQ_Smoke (true) - if true, withdrawing groups should try to use smoke grenades before withdrawal;

RydHQ_Surr (true) - if true, surrendering is active;

RydHQ_KnowTL (true) leaderHQ's knowledge about units on map for human controlled team leaders;

RydHQ_Garrison ([]) - array for names of groups, that will become "garrison". Recommended mostly for infantry or land vehicles (see "to do" for details);

RydHQ_GarrR (500) - radius in meters around given group leader's initial position, within which garrisoned groups should be available for attack missions;

RydHQ_Combining (false) - if true, weakened infantry groups may be combined (one group from two, if close enough and without vehicles);

RydHQ_AOnly ([]) - groups, which names are in this array will be used only for attack/def/reserve/capture/flank missions (no recon);

RydHQ_ROnly ([]) as above, but with recon and without attack missions;

RydHQ_NoFlank ([]) - groups included there will be not used for flanking;

RydHQ_NoDef ([]) - as above, but for defense missions;

RydHQ_FirstToFight ([]) - groups included in this array will be not considered as reserve. These groups will be constantly "attack available";

Will be grateful for testing and bug reporting, as always. Enjoy. Next release should be official, final 1.1.

PS. Included init.sqf with some configs. Choppers still not recommended as cargo. :( When see enemy, goes somewhere far away, and there simply hangs in the air, apparently waiting for better times and reflects about the essence of being.

Edited by Rydygier
Syntax errors

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Cheers, will test it out in the morning. Maybe for CAS and heli transport you can use Mandomissile and Mando heliroute, both damn powerful scripts which could help out lots.

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I am afraid that if a method to tame flying machines is to be effective, will be based on modifying â€‹â€‹pilots AI. HAC is currently still too much for my taste interferes with this AI level. Nothing, however, does not prevent me, completing HAC, became interested in ways to improve behavior of units by external ways, so as to select the optimal addons set for HAC and to make other specially dedicated scripts...

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Any chance of uploading to english speaking site so we know where to click :)

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Any chance of uploading to english speaking site so we know where to click :)

(no multiupload this time, it seems not working at the moment, to download click on blue, round button marked "pobierz")

;)

Thanks Rydygier. Sorry to hear you still don't have OA. If I wasn't so particularly broke right now I'd go in on it for ya. :(

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All right:

Choppers still not recommended as cargo. :( When see enemy, goes somewhere far away, and there simply hangs in the air, apparently waiting for better times and reflects about the essence of being.

Have you tried setting the waypoints used for transport helicopters to careless? This may solve them flying away when trying to transport unload, but they'll completely ignore any threats as well.

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Have you tried setting the waypoints used for transport helicopters to careless? This may solve them flying away when trying to transport unload, but they'll completely ignore any threats as well.

Tried, no difference in my game version, so it is "SAFE" currently, they still flying away, but if there is difference in later versions, that is good news. I can set "CARELESS" without any problem.

EDIT: But by the way I found some minor problem, that could affect to this lack of difference in behavior. Will fix it soon and give the new version after some tests.

---------- Post added at 12:23 ---------- Previous post was at 10:24 ----------

Good news: without this "minor problem" "careless" makes a difference - is far better now (although tested only for "enemy sighted", not for "under enemy fire" behavior), so new download, in english this time. :)

HAC 1.1 alpha 3.1

Now you can compare.

Thanks a lot, Hobbesy!

---------- Post added at 12:35 ---------- Previous post was at 12:23 ----------

Thanks Rydygier. Sorry to hear you still don't have OA. If I wasn't so particularly broke right now I'd go in on it for ya.

Thanks anyway, but it is not necessary at all. And welcome in my club for people without money. :)

Oh, well. Sooner or later will be some money on my event horizon, I hope. First, one way or another I should buy myself a new graphics card, without it playing this game is barely possible (old GF 8400 here since my 9800 was broken), and this is much more expensive. Besides, I have an old DVD with Arma, the first Polish edition, which generates errors during patching. This is a known problem. Therefore I'm not "wasting" time for playing, so have more time for coding, and if code is working with my hardware&software, should work nearly anywhere, good for testing, so it isn't so bad. :)

Edited by Rydygier

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Impressive Addon. Had a lot of Fun in the Editor, with creating large Scale Battles. Thanks for the hard Work. :)

One Suggestion : If youÂ´re playing as a Pilot (A-10 in my Case), HAC will give you Orders too, but only with Points on the Map. Would be nice to get a Hint about Orders via Radio Text. Otherwise you have to study permanently the Map while flying, which isnÂ´t really cool. :D

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Yeah, good point, just working with voice notifications.

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