Georilla 6 Posted June 26, 2012 (edited) I made a RHQ config for the Invasion 1944 2.6 mod, enjoy. I also posted it at the HAC custom configs thread: http://forums.bistudio.com/showthread.php?130636-HAC-custom-configs/page2 RHQ_Crew = ["I44_Man_A_AAF_B17Pilot_M1911A1","I44_Man_A_AAF_COPilot_M1911A1","I44_Man_A_AAF_Pilot_M1911A1","I44_Man_A_AAF_Gunner_M1911A1","I44_Man_A_Army_Crew_M1911A1","I44_Man_A_Army_Crew_M3Greasegun","I44_Man_A_Army_Crew_NCO_M1911A1","I44_Man_A_Army_Crew_Eng","I44_Man_B_Army_Crew_StenMk2","I44_Man_B_Army_Crew_WebleyMk6","I44_Man_B_Army_Crew_NCO_WebleyMk6","I44_Man_B_Army_Crew_Eng","I44_Man_B_RAF_PCrew_M1911A1","I44_Man_B_RAF_Pilot_M1911A1","I44_Man_G_WL_LCrew_P38","I44_Man_G_WL_Pilot_P38","I44_Man_G_WH_Crew_NCO_P38","I44_Man_G_SS_GunCrew_K98k_Winter","I44_Man_G_SS_GunCrew_NCO_P38_Winter","I44_Man_G_WH_Crew_MP40","I44_Man_G_WH_Crew_P38","I44_Man_G_WH_GunCrew_NCO_P38","I44_Man_G_WH_GunCrew_K98k","I44_Man_G_SS_Crew_MP40_Winter","I44_Man_G_SS_Crew_P38_Winter","I44_Man_G_SS_Crew_NCO_P38_Winter","I44_Man_G_SS_Crew_MP40","I44_Man_G_SS_Crew_P38","I44_Man_G_SS_Crew_NCO_P38","I44_Man_G_SS_GunCrew_K98k","I44_Man_G_SS_GunCrew_NCO_P38","I44_Man_A_Army_GunCrew_M1Carbine","I44_Man_A_Army_GunCrew_NCO_M1911A1","I44_Man_B_Army_GunCrew_SMLENo4Mk1","I44_Man_A_Army_RTO_M1Carbine","I44_Man_A_Army_AB_RTO_M1A1Carbine_Winter","I44_Man_A_Army_AB_GunCrew_NCO_M1911A1_Winter"]; RHQ_Recon = ["I44_Man_B_Army_Commando_PIAT","I44_Man_B_Army_Commando_Engr_FlameNo2","I44_Man_B_Army_Commando_Engr_GrenadeNo75","I44_Man_B_Army_Commando_BrenMk1","I44_Man_B_Army_Commando_Medic","I44_Man_B_Army_Commando_NCO_StenMk2S","I44_Man_B_Army_Commando_CO_StenMk2S","I44_Man_B_Army_Commando_RTO","I44_Man_B_Army_Commando_Sapper_M2","I44_Man_B_Army_Commando_Sapper_M37","I44_Man_B_Army_Commando_Sniper_SMLENo4Mk1T","I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_M1A1Thompson","I44_Man_B_Army_Commando_SMLENo4Mk1","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2","I44_Man_B_Army_Commando_StenMk5","I44_Man_B_Army_Commando_PIAT_winter","I44_Man_B_Army_Commando_Engr_FlameNo2_winter","I44_Man_B_Army_Commando_Engr_GrenadeNo75_winter","I44_Man_B_Army_Commando_BrenMk1_winter","I44_Man_B_Army_Commando_Medic_winter","I44_Man_B_Army_Commando_NCO_StenMk2S_winter","I44_Man_B_Army_Commando_CO_StenMk2S_winter","I44_Man_B_Army_Commando_RTO_winter","I44_Man_B_Army_Commando_Sapper_M2_winter","I44_Man_B_Army_Commando_Sapper_M37_winter","I44_Man_B_Army_Commando_Sniper_SMLENo4Mk1T_winter","I44_Man_B_Army_Commando_DeLisle_winter","I44_Man_B_Army_Commando_M1A1Thompson_winter","I44_Man_B_Army_Commando_SMLENo4Mk1_winter","I44_Man_B_Army_Commando_StenMk2S_winter","I44_Man_B_Army_Commando_StenMk2_winter","I44_Man_B_Army_Commando_StenMk5_winter","I44_Man_A_Army_Ranger_MGCrew_AG","I44_Man_A_Army_Ranger_ATCrew_M3","I44_Man_A_Army_Ranger_M1A1Bazooka","I44_Man_A_Army_Ranger_Engr_M1Mine","I44_Man_A_Army_Ranger_Engr_M1A1Bangalore","I44_Man_A_Army_Ranger_Engr_M2DemoCharges","I44_Man_A_Army_Ranger_Engr_M37DemoKit","I44_Man_A_Army_Ranger_Engr_M2_2","I44_Man_A_Army_Ranger_M1Garand_M7","I44_Man_A_Army_Ranger_M1903A3_M1","I44_Man_A_Army_Ranger_GunCrew_M1Carbine","I44_Man_A_Army_Ranger_GunCrew_NCO_M1911A1","I44_Man_A_Army_Ranger_M1919A4","I44_Man_A_Army_Ranger_Medic","I44_Man_A_Army_Ranger_MCrew_C","I44_Man_A_Army_Ranger_MCrew_G","I44_Man_A_Army_Ranger_NCO_M1Carbine","I44_Man_A_Army_Ranger_NCO_M1Garand","I44_Man_A_Army_Ranger_NCO_M1A1Thompson","I44_Man_A_Army_Ranger_CO_M1Carbine","I44_Man_A_Army_Ranger_CO_M1911A1","I44_Man_A_Army_Ranger_RTO_M1Carbine","I44_Man_A_Army_Ranger_Sniper_M1903A4","I44_Man_A_Army_Ranger_M1Carbine","I44_Man_A_Army_Ranger_M1Garand","I44_Man_A_Army_Ranger_M1903A3","I44_Man_A_Army_Ranger_M1918A2","I44_Man_A_Army_Ranger_M1A1Thompson","I44_Man_A_Army_Ranger_M3Greasegun","I44_Man_R_F_M37Ithaca","I44_Man_R_F_MP40","I44_Man_R_F_P08","I44_Man_R_F_P38","I44_Man_R_F_StenMk2","I44_Man_R_F_StenMk5","I44_Man_R_F_WebleyMk6","I44_Man_R_F_BrenMk1","I44_Man_R_F_CO_P08","I44_Man_R_F_K98k","I44_Man_R_F_LeeEnfieldNo4Mk1","I44_Man_R_F_Engr_TNT","I44_Man_R_F_Engr_GrenadeNo75","I44_Man_R_F_Sniper_K98kZf42","I44_Man_R_F_Sniper_LeeEnfieldNo4Mk1_T","I44_Man_G_WH_Sniper_G43Zf4","I44_Man_G_WH_Sniper_K98kZf42","I44_Man_G_SS_Sniper_G43Zf4_Winter","I44_Man_G_SS_Sniper_K98kZf42_Winter","I44_Man_G_SS_Sniper_G43Zf4","I44_Man_G_SS_Sniper_K98kZf42","I44_Man_G_WL_FJ_Sniper_G43Zf4","I44_Man_G_WL_FJ_Sniper_K98kZf42","I44_Man_G_WH_Camo_Sniper_G43Zf4","I44_Man_G_WH_Camo_Sniper_K98kZf42","I44_Man_A_Army_AB_Sniper_M1903A4","I44_Man_A_Army_AB_Sniper_M1903A4_Winter","I44_Man_B_Army_Sniper_SMLENo4Mk1T","I44_Man_B_Army_AB_Sniper_SMLENo4Mk1T","I44_Man_A_Army_AB_82_Sniper_M1903A4","I44_Man_A_Army_AB_82_M43_Sniper_M1903A4","I44_Man_A_Army_AB_M43_Sniper_M1903A4","I44_Man_A_Army_DDay_Sniper_M1903A4","I44_Man_G_WH_NCO_MP40","I44_Man_G_WH_MP40","I44_Man_G_WH_K98k","I44_Man_G_WH_K98k_PzF60","I44_Man_G_WH_MP40","I44_Man_G_WL_FJ_NCO_MP40","I44_Man_G_WL_FJ_MP40","I44_Man_G_WL_FJ_K98k","I44_Man_G_WL_FJ_K98k_PzF60","I44_Man_G_WL_FJ_MP40","I44_Man_G_SS_NCO_MP40","I44_Man_G_SS_MP40","I44_Man_G_SS_K98k","I44_Man_G_SS_K98k_PzF60","I44_Man_G_SS_MP40","I44_Man_G_SS_NCO_MP40_Winter","I44_Man_G_SS_MP40_Winter","I44_Man_G_SS_K98k_Winter","I44_Man_G_SS_K98k_PzF60_Winter","I44_Man_G_SS_MP40_Winter","I44_Man_B_Army_StenMk5","I44_Man_B_Army_StenMk5","I44_Man_B_Army_SMLENo4Mk1","I44_Man_B_Army_StenMk2","I44_Man_B_Army_AB_NCO_SMLENo4Mk1","I44_Man_B_Army_AB_StenMk5","I44_Man_B_Army_AB_SMLENo4Mk1","I44_Man_B_Army_AB_StenMk2","I44_Man_B_Army_Commando_NCO_StenMk2S","I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_NCO_StenMk2S_winter","I44_Man_B_Army_Commando_DeLisle_winter","I44_Man_B_Army_Commando_DeLisle_winter","I44_Man_B_Army_Commando_StenMk2S_winter","I44_Man_A_Army_NCO_M1A1Thompson","I44_Man_A_Army_M1Carbine","I44_Man_A_Army_M1A1Thompson","I44_Man_A_Army_M1A1Thompson","I44_Man_A_Army_Ranger_NCO_M1A1Thompson","I44_Man_A_Army_Ranger_M1Carbine","I44_Man_A_Army_Ranger_M1A1Thompson","I44_Man_A_Army_Ranger_M1A1Thompson","I44_Man_A_Army_AB_NCO_M1A1Thompson","I44_Man_A_Army_AB_M1A1Carbine","I44_Man_A_Army_AB_M1A1Thompson","I44_Man_A_Army_AB_M1A1Thompson","I44_Man_A_Army_AB_NCO_M1A1Thompson_Winter","I44_Man_A_Army_AB_M1A1Carbine_Winter","I44_Man_A_Army_AB_M1A1Thompson_Winter","I44_Man_A_Army_AB_M1A1Thompson_Winter"]; RHQ_FO = ["I44_Man_A_Army_AB_RTO_M1A1Carbine","I44_Man_A_Army_RTO_M1Carbine","I44_Man_A_Army_AB_82_RTO_M1A1Carbine","I44_Man_A_Army_AB_82_M43_RTO_M1A1Carbine","I44_Man_A_Army_AB_M43_RTO_M1A1Carbine","I44_Man_A_Army_DDay_RTO_M1Carbine","I44_Man_A_Army_Ranger_RTO_M1Carbine","I44_Man_A_Army_AB_RTO_M1A1Carbine_Winter","I44_Man_B_Army_Commando_RTO_winter","I44_Man_B_Army_Commando_RTO","I44_Man_B_Army_AB_RTO","I44_Man_B_Army_RTO","I44_Man_B_Army_Commando_RTO","I44_Man_G_WH_RTO","I44_Man_G_WH_Camo_RTO","I44_Man_G_WL_FJ_RTO","I44_Man_G_SS_RTO_Winter","I44_Man_G_SS_RTO"]; RHQ_Snipers = ["I44_Man_A_Army_Sniper_M1903A4","I44_Man_A_Army_AB_Sniper_M1903A4","I44_Man_A_Army_DDay_Sniper_M1903A4","I44_Man_A_Army_AB_82_Sniper_M1903A4","I44_Man_A_Army_AB_82_M43_Sniper_M1903A4","I44_Man_A_Army_AB_M43_Sniper_M1903A4","I44_Man_A_Army_Ranger_Sniper_M1903A4","I44_Man_B_Army_Commando_Sniper_SMLENo4Mk1T_winter","I44_Man_A_Army_AB_Sniper_M1903A4_Winter","I44_Man_B_Army_Sniper_SMLENo4Mk1T","I44_Man_B_Army_AB_Sniper_SMLENo4Mk1T","I44_Man_B_Army_Commando_Sniper_SMLENo4Mk1T","I44_Man_G_WH_Sniper_G43Zf4","I44_Man_G_WH_Sniper_K98kZf42","I44_Man_G_WH_Camo_Sniper_G43Zf4","I44_Man_G_WL_FJ_Sniper_G43Zf4","I44_Man_G_WH_Camo_Sniper_K98kZf42","I44_Man_G_WL_FJ_Sniper_K98kZf42","I44_Man_G_SS_Sniper_G43Zf4_Winter","I44_Man_G_SS_Sniper_K98kZf42_Winter","I44_Man_G_SS_Sniper_G43Zf4","I44_Man_G_SS_Sniper_K98kZf42"]; RHQ_ATInf = ["I44_Man_A_Army_M1A1Bazooka","I44_Man_A_Army_AB_M1A1Bazooka","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_M43_M1A1Bazooka","I44_Man_A_Army_AB_M43_M1A1Bazooka","I44_Man_A_Army_DDay_M1A1Bazooka","I44_Man_A_Army_Ranger_M1A1Bazooka","I44_Man_B_Army_Commando_PIAT_winter","I44_Man_B_Army_PIAT","I44_Man_B_Army_AB_PIAT","I44_Man_B_Army_Commando_PIAT","I44_Man_G_WH_RPzB54","I44_Man_G_WH_Camo_RPzB54","I44_Man_G_WL_FJ_RPzB54","I44_Man_G_SS_RPzB54_Winter","I44_Man_G_SS_RPzB54"]; RHQ_AAInf = []; RHQ_Inf = 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_Man_B_Army_Commando_M1A1Thompson","I44_Man_B_Army_Commando_SMLENo4Mk1","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2","I44_Man_B_Army_Commando_StenMk5","I44_Man_B_RAF_PCrew_M1911A1","I44_Man_B_RAF_Pilot_M1911A1","I44_Man_B_Army_Commando_Medic","I44_Man_R_F_M37Ithaca","I44_Man_R_F_MP40","I44_Man_R_F_P08","I44_Man_R_F_P38","I44_Man_R_F_StenMk2","I44_Man_R_F_StenMk5","I44_Man_R_F_WebleyMk6","I44_Man_R_F_BrenMk1","I44_Man_R_F_CO_P08","I44_Man_R_F_K98k","I44_Man_R_F_LeeEnfieldNo4Mk1","I44_Man_R_F_Engr_TNT","I44_Man_R_F_Engr_GrenadeNo75","I44_Man_R_F_Sniper_K98kZf42","I44_Man_R_F_Sniper_LeeEnfieldNo4Mk1_T","I44_Man_G_WH_Medic","I44_Man_G_WH_RTO","I44_Man_G_WH_GunCrew_K98k","I44_Man_G_WH_GunCrew_NCO_P38","I44_Man_G_WH_K98k_GGrGer","I44_Man_G_WH_MGCrew_AG","I44_Man_G_WH_MG34","I44_Man_G_WH_MG42","I44_Man_G_WH_MCrew_G","I44_Man_G_WH_MCrew_C","I44_Man_G_WH_CO_MP40","I44_Man_G_WH_CO_P08","I44_Man_G_WH_Crew_Eng","I44_Man_G_WH_ATCrew_G43","I44_Man_G_WH_Crew_MP40","I44_Man_G_WH_Crew_P38","I44_Man_G_WH_Crew_NCO_P38","I44_Man_G_WH_RPzB54","I44_Man_G_WH_Engr_FmW35","I44_Man_G_WH_Engr_GbLadung10kg","I44_Man_G_WH_Engr_GbLadung3kg","I44_Man_G_WH_Engr_Rohrladung","I44_Man_G_WH_Engr_SprB24","I44_Man_G_WH_Engr_TMi42","I44_Man_G_WH_G43","I44_Man_G_WH_K98kZf41","I44_Man_G_WH_K98k_PzF30","I44_Man_G_WH_K98k_PzF60","I44_Man_G_WH_MP40","I44_Man_G_WH_MP43","I44_Man_G_WH_Sniper_G43Zf4","I44_Man_G_WH_Sniper_K98kZf42","I44_Man_G_WH_NCO_K98k","I44_Man_G_WH_NCO_MP40","I44_Man_G_WH_NCO_MP43","I44_Man_G_WH_Camo_RTO","I44_Man_G_WH_Camo_K98k_GGrGer","I44_Man_G_WH_Camo_MGCrew_AG","I44_Man_G_WH_Camo_MG34","I44_Man_G_WH_Camo_MG42","I44_Man_G_WH_Camo_MCrew_G","I44_Man_G_WH_Camo_MCrew_C","I44_Man_G_WH_Camo_CO_MP40","I44_Man_G_WH_Camo_CO_P08","I44_Man_G_WH_Camo_ATCrew_G43","I44_Man_G_WH_Camo_RPzB54","I44_Man_G_WH_Camo_Engr_FmW35","I44_Man_G_WH_Camo_Engr_GbLadung10kg","I44_Man_G_WH_Camo_Engr_GbLadung3kg","I44_Man_G_WH_Camo_Engr_Rohrladung","I44_Man_G_WH_Camo_Engr_SprB24","I44_Man_G_WH_Camo_Engr_TMi42","I44_Man_G_WH_Camo_G43","I44_Man_G_WH_Camo_K98kZf41","I44_Man_G_WH_Camo_K98k","I44_Man_G_WH_Camo_K98k_PzF30","I44_Man_G_WH_Camo_K98k_PzF60","I44_Man_G_WH_Camo_MP40","I44_Man_G_WL_LCrew_P38","I44_Man_G_WL_FJ_Medic","I44_Man_G_WL_FJ_RTO","I44_Man_G_WL_FJ_K98k_GGrGer","I44_Man_G_WL_FJ_MGCrew_AG","I44_Man_G_WL_FJ_MG34","I44_Man_G_WL_FJ_MG42","I44_Man_G_WL_FJ_MCrew_G","I44_Man_G_WL_FJ_MCrew_C","I44_Man_G_WL_FJ_CO_MP40","I44_Man_G_WL_FJ_CO_P08","I44_Man_G_WL_FJ_ATCrew_G43","I44_Man_G_WL_FJ_RPzB54","I44_Man_G_WL_FJ_FmW35","I44_Man_G_WL_FJ_Rohrladung","I44_Man_G_WL_FJ_SprB24","I44_Man_G_WL_FJ_TMi42","I44_Man_G_WL_FJ_FG42_Zf4","I44_Man_G_WL_FJ_FG42","I44_Man_G_WL_FJ_G43","I44_Man_G_WL_FJ_K98kZf41","I44_Man_G_WL_FJ_MP43","I44_Man_G_WL_FJ_Sniper_K98kZf42","I44_Man_G_WL_FJ_NCO_K98k","I44_Man_G_WL_FJ_NCO_MP40","I44_Man_G_WL_FJ_NCO_MP43","I44_Man_G_SS_Medic_Winter","I44_Man_G_SS_K98k_GGrGer_Winter","I44_Man_G_SS_MGCrew_AG_Winter","I44_Man_G_SS_MG34_Winter","I44_Man_G_SS_MG42_Winter","I44_Man_G_SS_MCrew_G_Winter","I44_Man_G_SS_MCrew_C_Winter","I44_Man_G_SS_CO_MP40_Winter","I44_Man_G_SS_CO_P08_Winter","I44_Man_G_SS_Crew_Eng_Winter","I44_Man_G_SS_Engr_SprB24","I44_Man_G_SS_Engr_Rohrladung","I44_Man_G_SS_Engr_GbLadung3kg","I44_Man_G_SS_Engr_GbLadung10kg","I44_Man_G_SS_Engr_FmW35","I44_Man_G_WH_Camo_MP43","I44_Man_G_WH_Camo_Sniper_G43Zf4","I44_Man_G_WH_Camo_Sniper_K98kZf42","I44_Man_G_WH_Camo_NCO_K98k","I44_Man_G_WH_Camo_NCO_MP40","I44_Man_G_WH_Camo_NCO_MP43","I44_Man_G_WL_Pilot_P38","I44_Man_G_WL_FJ_GbLadung10kg","I44_Man_G_WL_FJ_GbLadung3kg","I44_Man_G_WL_FJ_Sniper_G43Zf4","I44_Man_G_SS_Engr_Rohrladung_Winter","I44_Man_G_SS_Engr_SprB24_Winter","I44_Man_G_SS_Engr_TMi42_Winter","I44_Man_G_SS_G43_Winter","I44_Man_G_SS_K98k_Zf41_Winter","I44_Man_G_SS_K98k_Winter","I44_Man_G_SS_K98k_PzF30_Winter","I44_Man_G_SS_K98k_PzF60_Winter","I44_Man_G_SS_MP40_Winter","I44_Man_G_SS_MP43_Winter","I44_Man_G_SS_Sniper_G43Zf4_Winter","I44_Man_G_SS_Sniper_K98kZf42_Winter","I44_Man_G_SS_NCO_K98k_Winter","I44_Man_G_SS_NCO_MP40_Winter","I44_Man_G_SS_NCO_MP43_Winter","I44_Man_G_SS_NCO_MP43","I44_Man_G_SS_GunCrew_K98k","I44_Man_G_SS_RTO","I44_Man_G_SS_Medic","I44_Man_G_WL_FJ_K98k","I44_Man_G_WL_FJ_K98k_PzF30","I44_Man_G_WL_FJ_K98k_PzF60","I44_Man_G_WL_FJ_MP40","I44_Man_G_SS_RTO_Winter","I44_Man_G_SS_GunCrew_K98k_Winter","I44_Man_G_SS_GunCrew_NCO_P38_Winter","I44_Man_G_SS_ATCrew_G43_Winter","I44_Man_G_SS_Engr_FmW35_Winter","I44_Man_G_SS_NCO_MP40","I44_Man_G_SS_NCO_K98k","I44_Man_G_SS_Sniper_K98kZf42","I44_Man_G_SS_Sniper_G43Zf4","I44_Man_G_SS_MP43","I44_Man_G_SS_MP40","I44_Man_G_SS_K98k_PzF60","I44_Man_G_SS_K98k_PzF30","I44_Man_G_SS_K98k","I44_Man_G_SS_K98kZf41","I44_Man_G_SS_G43","I44_Man_G_SS_Engr_TMi42","I44_Man_G_SS_RPzB54","I44_Man_G_SS_Crew_NCO_P38","I44_Man_G_SS_Crew_P38","I44_Man_G_SS_Crew_MP40","I44_Man_G_SS_ATCrew_G43","I44_Man_G_SS_Crew_Eng","I44_Man_G_SS_MCrew_C","I44_Man_G_SS_MCrew_G","I44_Man_G_SS_MG42","I44_Man_G_SS_Crew_MP40_Winter","I44_Man_G_SS_Crew_P38_Winter","I44_Man_G_SS_Crew_NCO_P38_Winter","I44_Man_G_SS_RPzB54_Winter","I44_Man_G_SS_Engr_GbLadung10kg_Winter","I44_Man_G_SS_Engr_GbLadung3kg_Winter","I44_Man_G_SS_CO_P08","I44_Man_G_SS_CO_MP40","I44_Man_G_SS_MG34","I44_Man_G_SS_MGCrew_AG","I44_Man_G_SS_K98k_GGrGer","I44_Man_G_SS_GunCrew_NCO_P38"]; RHQ_Art = ["I44_GunMortar_A_M1_Army","I44_GunMortar_A_M2_Army","I44_GunMortar_A_M1_AB_W","I44_GunMortar_A_M2_AB_W","I44_GunMortar_B_ML3in_Army","I44_GunMortar_G_GrW34_WH","I44_GunMortar_G_GrW34_SS_W","I44_GunMortar_G_GrW34_SS"]; RHQ_HArmor = ["I44_Veh_A_Army_M4A3_Sherman_Army","I44_Veh_A_Army_M4A3_76_Sherman_Army","I44_Veh_A_Army_M4A3_DD_Sherman_Army","I44_Tank_A_M4A3E8_76_HVSS_Sherman_Army","I44_Veh_A_Army_M4A3_76_Sherman_Army_w","I44_Tank_A_M4A3E8_76_HVSS_Sherman_Army_w","I44_Tank_B_ShermanIV_Army","I44_Veh_B_Army_MKIV_Churchill","I44_Tank_B_Cromwell_Army","I44_Tank_B_ShermanVC_Army","I44_Tank_G_JaPz38_T_WH","I44_Tank_G_PzKpfwII_F_WH","I44_Tank_G_PzKpfwIV_D_WH","I44_Tank_G_PzKpfwIV_F2_WH","I44_Tank_G_PzKpfwIV_F2_Skirt_WH","I44_Tank_G_PzKpfwIV_G_WH","I44_Tank_G_PzKpfwIV_G_Skirt_WH","I44_Tank_G_PzKpfwV_G_WH","I44_Tank_G_PzKpfwVI_B_WH","I44_Tank_G_PzKpfwVI_E_Late_WH","I44_Tank_G_PzKpfwVI_E_Late_Camo_WH","I44_Tank_G_PzKpfwVI_E_Late_AAMG_WH","I44_Tank_G_PzKpfwVI_E_Late_AAMG_Camo_WH","I44_Tank_G_StuGIII_G_Late_WH","I44_Tank_G_StuGIII_G_Late_Skirt_WH","I44_Tank_G_PzKpfwVI_B_WH_Winter","I44_Tank_G_PzKpfwVI_E_Late_WH_Winter","I44_Tank_G_PzKpfwVI_E_Late_AAMG_WH_Winter","I44_Tank_G_PzKpfwVI_B_SS_Winter","I44_Tank_G_PzKpfwVI_E_Late_SS_Winter","I44_Tank_G_PzKpfwVI_E_Late_AAMG_SS_Winter","I44_Tank_G_JaPz38_T_SS","I44_Tank_G_PzKpfwIV_D_SS","I44_Tank_G_PzKpfwIV_F2_SS","I44_Tank_G_StuGIII_G_Late_SS","I44_Tank_G_StuGIII_G_Late_Skirt_SS","I44_Tank_G_StuH42_G_Skirt_SS","I44_Tank_G_StuH42_G_WH","I44_Tank_G_StuH42_G_Skirt_WH","I44_Tank_G_JaPz38_T_WH_Winter","I44_Tank_G_JaPz38_T_SS_Winter","I44_Tank_G_PzKpfwIV_F2_Skirt_SS","I44_Tank_G_PzKpfwIV_G_SS","I44_Tank_G_PzKpfwIV_G_Skirt_SS","I44_Tank_G_PzKpfwV_G_SS","I44_Tank_G_PzKpfwVI_B_SS","I44_Tank_G_PzKpfwVI_E_Late_SS","I44_Tank_G_PzKpfwVI_E_Late_AAMG_SS","I44_Tank_G_StuH42_G_SS"]; RHQ_MArmor = ["I44_Tank_A_M3A3_Stuart_Army","I44_ACar_A_M8_Greyhound_Army","I44_Tank_A_M5A1_Stuart_Army","I44_ACar_G_SdKfz234_4_WH","I44_ACar_G_SdKfz234_3_WH","I44_ACar_G_SdKfz234_2_WH","I44_ACar_G_SdKfz234_1_WH","I44_ACar_G_SdKfz222_WH","I44_ACar_G_SdKfz234_1_SS","I44_ACar_G_SdKfz234_2_SS","I44_ACar_G_SdKfz234_3_SS","I44_ACar_G_SdKfz234_4_SS"]; RHQ_LArmor = ["I44_Tank_A_M3A3_Stuart_Army","I44_ACar_A_M8_Greyhound_Army","I44_Tank_A_M5A1_Stuart_Army","I44_ACar_G_SdKfz234_4_WH","I44_ACar_G_SdKfz234_3_WH","I44_ACar_G_SdKfz234_2_WH","I44_ACar_G_SdKfz234_1_WH","I44_ACar_G_SdKfz222_WH","I44_HT_A_M3_Army","I44_Tank_B_Army_UC","I44_HT_A_M3A1_Army","I44_HT_G_SdKfz2_Camo_WH","I44_HT_G_SdKfz2_Gray_WH","I44_HT_G_SdKfz251_1D_WH","I44_HT_G_SdKfz251_1_IID_WH","I44_HT_G_SdKfz251_2D_WH","I44_HT_G_SdKfz2_Camo_SS","I44_HT_G_SdKfz2_Gray_SS","I44_HT_G_SdKfz251_22_WH","I44_HT_G_SdKfz251_1_IID_SS","I44_HT_G_SdKfz251_1D_SS","I44_HT_G_SdKfz251_1D_SS_W","I44_HT_G_SdKfz251_22_SS","I44_HT_G_SdKfz251_2D_SS","I44_ACar_G_SdKfz234_1_SS","I44_ACar_G_SdKfz234_2_SS","I44_ACar_G_SdKfz234_3_SS","I44_ACar_G_SdKfz234_4_SS"]; RHQ_LArmorAT = ["I44_Tank_A_M3A3_Stuart_Army","I44_ACar_A_M8_Greyhound_Army","I44_Tank_A_M5A1_Stuart_Army","I44_ACar_G_SdKfz234_4_WH","I44_ACar_G_SdKfz234_3_WH","I44_ACar_G_SdKfz234_2_WH","I44_ACar_G_SdKfz234_1_WH","I44_ACar_G_SdKfz222_WH","I44_ACar_G_SdKfz234_1_SS","I44_ACar_G_SdKfz234_2_SS","I44_ACar_G_SdKfz234_3_SS","I44_ACar_G_SdKfz234_4_SS"]; RHQ_Cars = ["I44_Car_A_WillysMB_Army","I44_Car_A_WillysMB_M1919_Army","I44_Truck_A_GMC_CCKW_Ammo_Army","I44_Truck_A_GMC_CCKW_Fuel_Army","I44_Truck_A_GMC_CCKW_Open2_Army","I44_Truck_A_GMC_CCKW_Army","I44_Truck_A_GMC_CCKW_Open_Army","I44_Truck_A_GMC_CCKW_Repair_Army","I44_Car_B_WillysAB_Army","I44_Car_B_WillysAB_VGO_Army","I44_motorcycle_G_BMWR75","I44_motorcycle_G_BMWR75_S","I44_Truck_G_Kfz305_Gray_SS","I44_Car_G_Kfz1_Camo_WH","I44_motorcycle_G_BMWR75_SS","I44_Car_G_Kfz1_CamoOpen_WH","I44_Car_G_Kfz1_Gray_WH","I44_motorcycle_G_BMWR75_S_SS","I44_Car_G_Kfz1_GrayOpen_WH","I44_Truck_G_Kfz305_Ammo_WH","I44_Truck_G_Kfz305_Camo_WH","I44_Truck_G_Kfz305_Open_WH","I44_Truck_G_Kfz305_Fuel_WH","I44_Car_G_Kfz1_Gray_SS","I44_Truck_G_Kfz305_Gray_WH","I44_Truck_G_Kfz305_Repair_WH","I44_Car_G_Kfz1_CamoOpen_SS","I44_Car_G_Kfz1_Camo_SS","I44_Truck_G_Kfz305_Camo_SS","I44_Truck_G_Kfz305_Open_SS","I44_Car_G_Kfz1_GrayOpen_SS","I44_Truck_G_Kfz305_Ammo_SS","I44_Truck_G_Kfz305_Fuel_SS","I44_Truck_G_Kfz305_Repair_SS"]; RHQ_Air = ["I44_Plane_A_B17_AAF","I44_Plane_B_HHmkIIa_HVAR_RAF","I44_Plane_A_C47A_AAF","I44_Plane_A_P38_AAF","I44_Plane_A_P38_M64_AAF","I44_Plane_A_P51D_AAF","I44_P47A","I44_Plane_B_SpitfireMk1a_M64_RAF","I44_Plane_A_P38_HVAR_AAF","I44_Plane_B_TyphoonMk1A_RAF","I44_Plane_A_P51D_250lb_AAF","I44_P47","I44_Plane_A_P51D_HVAR_AAF","I44_Plane_B_HHmkIIa_M57_RAF","I44_Plane_B_HHmkIIa_RAF","I44_Plane_B_TyphoonMk1A_RP3_RAF","I44_Plane_B_SpitfireMk1a_RAF","I44_Plane_B_SpitfireMk1a_M57_RAF","I44_Plane_G_Bf109E4_WL","I44_Plane_G_Bf109F2_WL","I44_Plane_G_Bf109G6_SC250_WL","I44_Plane_G_Ju87_SC250_WL","I44_Plane_G_Bf109F2_SC250_WL","I44_Plane_G_Bf109F2_SC50_WL","I44_Plane_G_Bf109G6_WL","I44_Plane_G_Ju52_3mg5e_WL","I44_Plane_G_Ju87_WL","I44_Plane_G_Ju87_SC50_WL","I44_Plane_G_Ju87_B_WL","I44_Plane_G_Me262_WL","I44_Plane_G_Me262A_WL"]; RHQ_NCAir = ["I44_Plane_A_C47A_AAF","I44_Plane_G_Ju52_3mg5e_WL"]; RHQ_BAir = ["I44_Plane_A_B17_AAF"]; RHQ_RAir = []; RHQ_Naval = ["I44_Boat_A_LCM3_Navy","I44_Boat_A_LCVP_Navy","I44_Boat_B_InflatableBoat_Army","I44_Boat_A_M1_AssaultBoat_Navy","I44_Boat_G_InflatableBoat_WH","I44_Boat_A_InflatableBoat_Army","I44_Boat_A_M1_AssaultBoat_Army"]; RHQ_Static = ["I44_GunAT_A_M1_Army","I44_GunMortar_A_M1_Army","I44_GunMG_A_M1919A4_TripodM2_c_Army","I44_GunMG_A_M2HB_TripodM3_Army","I44_GunMG_A_M1919A4_TripodM2_Army","I44_GunMG_A_M1919A4_TripodM2_AB_W","I44_GunMortar_A_M2_AB_W","I44_GunMG_A_M2HB_TripodAA_AB_W","I44_GunMortar_A_M2_Army","I44_GunMG_A_M2HB_TripodAA_Army","I44_GunAT_A_M3_Army","I44_GunAT_A_M1_AB_W","I44_GunMortar_A_M1_AB_W","I44_GunMG_A_M2HB_TripodM3_AB_W","I44_GunAT_A_M3_AB_W","I44_GunMortar_B_ML3in_Army","I44_GunAT_B_QF6pdrMk4_Army","I44_GunMG_B_Vickers_Army","I44_GunBunker_G_FlaK36_R272_WH","I44_GunBunker_G_PaK40_R67L_WH","I44_GunBunker_G_PaK40_R67R_WH","I44_GunMortar_G_GrW34_WH","I44_Gun_G_leFH18_WH","I44_GunMG_G_MG42_Bipod_WH","I44_GunAA_G_FlaK36_Pintle_AT_WL","I44_GunMG_G_MG42_Tripod_WH","I44_GunMG_G_MG42_Tripod_Zf40_WH","I44_GunAT_G_PaK40_SS_W","I44_GunMG_G_MG42_Nest_WH","I44_GunAA_G_FlaK36_Pintle_WL","I44_GunMG_G_MG42_Tripod_Zf40_SS_W","I44_Gun_G_NbW41_WH","I44_GunAT_G_PaK40_WH","I44_GunAT_G_PaK40_Pintle_WH","I44_GunAA_G_FlaK38_WL","I44_GunMG_G_MG42_Nest_SS_W","I44_GunMortar_G_GrW34_SS_W","I44_GunMG_G_MG42_Bipod_SS_W","I44_GunMG_G_MG42_Tripod_SS_W","I44_GunMortar_G_GrW34_SS","I44_GunMG_G_MG42_Tripod_Zf40_SS","I44_Gun_G_NbW41_SS_Winter","I44_GunAT_G_PaK40_Pintle_SS_W","I44_GunMG_G_MG42_Bipod_SS","I44_GunMG_G_MG42_Tripod_SS","I44_GunMG_G_MG42_Nest_SS","I44_GunAT_G_PaK40_SS","I44_GunAT_G_PaK40_Pintle_SS"]; RHQ_StaticAA = ["I44_GunMG_A_M2HB_TripodAA_Army","I44_GunMG_A_M2HB_TripodAA_AB_W","I44_GunBunker_G_FlaK36_R272_WH","I44_GunAA_G_FlaK36_Pintle_AT_WL","I44_GunAA_G_FlaK36_Pintle_WL","I44_GunAA_G_FlaK38_WL"]; RHQ_StaticAT = ["I44_GunAT_A_M1_Army","I44_GunAT_A_M1_AB_W","I44_GunAT_A_M3_Army","I44_GunAT_A_M3_AB_W","I44_GunAT_B_QF6pdrMk4_Army","I44_GunBunker_G_PaK40_R67L_WH","I44_GunBunker_G_PaK40_R67R_WH","I44_GunAT_G_PaK40_Pintle_WH","I44_GunAA_G_FlaK36_Pintle_WL","I44_GunAA_G_FlaK38_WL","I44_Gun_G_leFH18_WH","I44_GunAT_G_PaK40_WH","I44_GunAT_G_PaK40_SS_W","I44_GunAT_G_PaK40_Pintle_SS_W","I44_GunBunker_G_FlaK36_R272_WH","I44_GunAA_G_FlaK36_Pintle_AT_WL"]; RHQ_Support = ["I44_Truck_A_GMC_CCKW_Ammo_Army","I44_Truck_A_GMC_CCKW_Fuel_Army","I44_Truck_A_GMC_CCKW_Repair_Army","I44_Truck_G_Kfz305_Ammo_WH","I44_Truck_G_Kfz305_Fuel_WH","I44_Truck_G_Kfz305_Ammo_SS","I44_Truck_G_Kfz305_Repair_WH","I44_Truck_G_Kfz305_Repair_WH","I44_Truck_G_Kfz305_Repair_SS","I44_Truck_G_Kfz305_Ammo_WH","I44_Truck_G_Kfz305_Fuel_WH","I44_Truck_G_Kfz305_Fuel_SS"]; RHQ_Med = ["US_Soldier_Crew_EP1","CZ_Soldier_Pilot_EP1"]; RHQ_Ammo = ["I44_Truck_A_GMC_CCKW_Ammo_Army","I44_Truck_G_Kfz305_Ammo_WH","I44_Truck_G_Kfz305_Ammo_SS","I44_Truck_G_Kfz305_Ammo_WH"]; RHQ_Fuel = ["I44_Truck_A_GMC_CCKW_Fuel_Army","I44_Truck_G_Kfz305_Fuel_WH","I44_Truck_G_Kfz305_Fuel_WH","I44_Truck_G_Kfz305_Fuel_SS"]; RHQ_Rep = ["I44_Truck_A_GMC_CCKW_Repair_Army","I44_Truck_G_Kfz305_Repair_WH","I44_Truck_G_Kfz305_Repair_WH","I44_Truck_G_Kfz305_Repair_SS"]; RHQ_Cargo = ["I44_HT_A_M3_Army","I44_Car_B_WillysAB_VGO_Army","I44_HT_A_M3A1_Army","I44_Tank_B_Army_UC","I44_Car_B_WillysAB_Army","I44_Car_A_WillysMB_Army","I44_Car_A_WillysMB_M1919_Army","I44_Truck_A_GMC_CCKW_Open2_Army","I44_Truck_A_GMC_CCKW_Open_Army","I44_motorcycle_G_BMWR75","I44_motorcycle_G_BMWR75_S","I44_Car_G_Kfz1_Camo_WH","I44_Car_G_Kfz1_CamoOpen_WH","I44_Car_G_Kfz1_Gray_WH","I44_Car_G_Kfz1_GrayOpen_WH","I44_Truck_G_Kfz305_Camo_WH","I44_Truck_G_Kfz305_Gray_WH","I44_Truck_G_Kfz305_Open_WH","I44_HT_G_SdKfz251_1D_SS_W","I44_HT_G_SdKfz2_Camo_WH","I44_HT_G_SdKfz2_Gray_WH","I44_HT_G_SdKfz251_1D_WH","I44_HT_G_SdKfz251_1_IID_WH","I44_HT_G_SdKfz251_2D_WH","I44_HT_G_SdKfz251_22_WH","I44_HT_G_SdKfz2_Camo_SS","I44_HT_G_SdKfz2_Gray_SS","I44_HT_G_SdKfz251_1D_SS","I44_HT_G_SdKfz251_1_IID_SS","I44_HT_G_SdKfz251_2D_SS","I44_HT_G_SdKfz251_22_SS","I44_motorcycle_G_BMWR75_SS","I44_motorcycle_G_BMWR75_S_SS","I44_Car_G_Kfz1_Camo_SS","I44_Car_G_Kfz1_CamoOpen_SS","I44_Car_G_Kfz1_Gray_SS","I44_Car_G_Kfz1_GrayOpen_SS","I44_Truck_G_Kfz305_Camo_SS","I44_Truck_G_Kfz305_Gray_SS","I44_Truck_G_Kfz305_Open_SS"]; RHQ_NCCargo = ["I44_Car_A_WillysMB_Army","I44_Car_A_WillysMB_M1919_Army","I44_Truck_A_GMC_CCKW_Army","I44_Truck_A_GMC_CCKW_Open2_Army","I44_Truck_A_GMC_CCKW_Open_Army","I44_Car_B_WillysAB_Army","I44_Car_B_WillysAB_VGO_Army","I44_motorcycle_G_BMWR75","I44_motorcycle_G_BMWR75_S","I44_Car_G_Kfz1_Camo_WH","I44_Car_G_Kfz1_CamoOpen_WH","I44_Car_G_Kfz1_Gray_WH","I44_Car_G_Kfz1_GrayOpen_WH","I44_Truck_G_Kfz305_Ammo_WH","I44_Truck_G_Kfz305_Camo_WH","I44_Truck_G_Kfz305_Fuel_WH","I44_Truck_G_Kfz305_Gray_WH","I44_Truck_G_Kfz305_Open_WH","I44_Truck_G_Kfz305_Repair_WH","I44_motorcycle_G_BMWR75_SS","I44_motorcycle_G_BMWR75_S_SS","I44_Car_G_Kfz1_Camo_SS","I44_Car_G_Kfz1_CamoOpen_SS","I44_Car_G_Kfz1_Gray_SS","I44_Car_G_Kfz1_GrayOpen_SS","I44_Truck_G_Kfz305_Camo_SS","I44_Truck_G_Kfz305_Gray_SS","I44_Truck_G_Kfz305_Open_SS"]; Edited June 27, 2012 by Georilla Share this post Link to post Share on other sites
SavageCDN 231 Posted June 26, 2012 That is awesome thanks Georilla!! Share this post Link to post Share on other sites
Rydygier 1309 Posted June 26, 2012 Thanks, Georilla! :) Share this post Link to post Share on other sites
DeclaredEvol 10 Posted June 27, 2012 Ryd, I combined a AI Caching mod with your mod and my result was 40 Frames Per Second and more on your Complex Demo. What the AI caching does is it reserves information so the CPU doesn't over work it self. I want you to try this mod out with your mission and combine the Init as well. You'll need to copy some of the Functions from the example mission for the caching. Hope this suits you, and everyone here! http://www.armaholic.com/page.php?id=10103 Share this post Link to post Share on other sites
Rydygier 1309 Posted June 27, 2012 (edited) So yours FPS problems was caused by number of units on map. Yes, caching is very helpful for FPS/CPU (natural), but if this is, what I suppose, then this is very, really very incompatibile with HAC. HAC's decisions are based amongst other factors, on number of available own units on map and number of known enemy. Also morale calculations are based on this number change with cycles. Now, what is caching? It is removing of units from the map. HAC will interpret this as instant, massive losses, what will have serious impact on his decisions including changing of mode to defensive and even fleeing of his army. HAC, simply, not tolerate such tricks with vanishing units. He counts and takes into account only this, what is "phisically" present on map. As for units cached before HAC's init - for HAC these just doesn't exist. For example we have placed 10-men infantry group. Some soldiers have AT, and some AA launchers. So this group should be considered as power of 10 units in category: infantry, infantryAT and infantryAA. But now we are caching this group. There is only one man. AT and AA is gone, so for HAC this will be group of power of 1 man, only in inf category. As you can see, impact of caching is critical here. Theoretically probably somehow is possible to incorporate chaching into HAC in such a way, that HAC will keep complete info about cached units. But there are some important to me reasons, that I want to keep all HAC's code under my autorship, so "borrowing" not mine code is not an option. Edited June 27, 2012 by Rydygier Share this post Link to post Share on other sites
DeclaredEvol 10 Posted June 27, 2012 So yours FPS problems was caused by number of units on map. Yes, caching is very helpful for FPS/CPU (natural), but if this is, what I suppose, then this is very, really very incompatibile with HAC. HAC's decisions are based amongst other factors, on number of available own units on map and number of known enemy. Also morale calculations are based on this number change with cycles. Now, what is caching? It is removing of units from the map. HAC will interpret this as instant, massive losses, what will have serious impact on his decisions including changing of mode to defensive and even fleeing of his army. HAC, simply, not tolerate such tricks with vanishing units. He counts and takes into account only this, what is "phisically" present on map. As for units cached before HAC's init - for HAC these just doesn't exist. For example we have placed 10-men infantry group. Some soldiers have AT, and some AA launchers. So this group should be considered as power of 10 units in category: infantry, infantryAT and infantryAA. But now we are caching this group. There is only one man. AT and AA is gone, so for HAC this will be group of power of 1 man, only in inf category. As you can see, impact of caching is critical here. Theoretically probably somehow is possible to incorporate chaching into HAC in such a way, that HAC will keep complete info about cached units. But there are some important to me reasons, that I want to keep all HAC's code under my autorship, so "borrowing" not mine code is not an option. Hmm, well so far it seems the AI still works :) The only thing I notice is the AI might disappear temporarily but thats not a problem as long as the game runs better. On the other hand, the AI for HAC still exists in memory and begins to appear again once a player or you are in the area of the AI. However it knows how to handle 250 units and 110 squads without having major disasters. You should give that a shot and see how awesome your mod is with 40+ FPS :D Share this post Link to post Share on other sites
Rydygier 1309 Posted June 27, 2012 Of course, HAC will still work without errors. Only will make wrong decisions, because based only on this, what is currently present on map. If this is not a problem to you - then I'm glad. :) If units are un-cached only, when player is close, then what is happening, when two opposite groups fighting each other far from player? Share this post Link to post Share on other sites
meltedping 0 Posted June 30, 2012 Ryd, I combined a AI Caching mod with your mod and my result was 40 Frames Per Second and more on your Complex Demo. What the AI caching does is it reserves information so the CPU doesn't over work it self. I want you to try this mod out with your mission and combine the Init as well. You'll need to copy some of the Functions from the example mission for the caching. Hope this suits you, and everyone here! http://www.armaholic.com/page.php?id=10103 I looked at mso and they are working on some HC, could´nt see if you Ryd where involved but it look intresting and the do have 2 diffrent ai caching... ---------- Post added at 16:52 ---------- Previous post was at 16:43 ---------- "Commander A (GENIUS) - Recklessness: 0.5 Consistency: 1 Activity: 1 Reflex: 1 Circumspection: 1 Fineness: 1" "Commander B (GENIUS) - Recklessness: 0.5 Consistency: 1 Activity: 1 Reflex: 1 Circumspection: 1 Fineness: 1" Error in expression <then {RydHQ_ObjRadius2 = 500}; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <s = leaderHQ countenemy _AllV2; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <s = leaderHQ countenemy _AllV2; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <s = leaderHQ countenemy _AllV2; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <s = leaderHQ countenemy _AllV2; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <[("Deployed" + (str _x)),false,true]; } foreach _reserve; { _x setvariable [("S> Error position: <foreach _reserve; this happens if you try with F2´s framwork Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Error in expression <tH = _distT}; if (not (isNull (leaderHQ FindNearestEnemy _SWunit)) and (((_distT> Error position: <FindNearestEnemy _SWunit)) and (((_distT> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Behaviour Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Behaviour Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array and this was mso... 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Rydygier 1309 Posted June 30, 2012 So correction in my previous statement is needed - HAC, when caching is used, not only will make bad decisions, but also will generate errors because of vanished units/groups. I'm not involved directly in MSO project, however there are plans to better combining HAC and MSO, when new HAC features (especially big boss) will be ready. Share this post Link to post Share on other sites
meltedping 0 Posted June 30, 2012 mso worked for houres, I just change variable name for 1 mso file, I drove from a FOB to nearest village and I saw people get on with thiere life hac hadn´t start yet, so i could take some time, I saw soldiers from my fob built severl roadblocks.... then beep this is HQ over!. and i knew it has began. after a fight with 875 unit in 221 groups for 3 hours we got moral for B down to -50. I drove back to the village on the 4000m way back to our fob, so manny bodies and not a green spot anywhere nor any houses. but a few civis had been evacuated to the fob. i will ryd send you what i saw and what whent wrong with hac. those rtp files are not from ai caching but from one little thing. variable names, btw I will start testing my own fsm_hc it´s a rebuild of my script from OPF with alot new stuf.lol Share this post Link to post Share on other sites
euly 0 Posted July 1, 2012 mso worked for houres, I just change variable name for 1 mso file, I drove from a FOB to nearest village and I saw people get on with thiere life hac hadn´t start yet, so i could take some time, I saw soldiers from my fob built severl roadblocks.... then beep this is HQ over!. and i knew it has began. after a fight with 875 unit in 221 groups for 3 hours we got moral for B down to -50. I drove back to the village on the 4000m way back to our fob, so manny bodies and not a green spot anywhere nor any houses. but a few civis had been evacuated to the fob. i will ryd send you what i saw and what whent wrong with hac. those rtp files are not from ai caching but from one little thing. variable names, btw I will start testing my own fsm_hc it´s a rebuild of my script from OPF with alot new stuf.lol So caching works after a manual change of a variable? Share this post Link to post Share on other sites
meltedping 0 Posted July 1, 2012 about ama2 and alot of unit´s. here is why it doesnt matter if you have... http://forums.bistudio.com/showthread.php?100519-exThreads ---------- Post added at 09:15 ---------- Previous post was at 09:04 ---------- So caching works after a manual change of a variable? yes if you use mso´s you can change everything. but you cant chaching hac hadle units, but civies and animals...and it with some magic can make hac handle 875 unit with a 6-20 fps on my computer but I use my computer as a server and client. mso + hacwip4 (not that hac module in mso, just cut it out) place hac to work on server and you have 26++ fps with 875 units. but the biggest problem with hac and other frameworks or addons in my opinion are variable name. and alot of redundancy code. Share this post Link to post Share on other sites
Rydygier 1309 Posted July 1, 2012 Interesting. Hmm. In fact I never found time to play in MSO, tried only once, shortly, for some tests. This is gameplay maded for MP, right? About HAC and redundant code - any idea, that I had so far, proved to be no good, so I'm close to give up in this case. Yes, pure technically there is possible to reduce "phisical" amount of code by making, that each Leader will use same file instead of separate file for each Leader, but this I found always in several ways unprofitable. In any tried case this makes used code more complicated, too illegible (working with such code will be very hard) and heavier for CPU, because for replace a lots of global variables (hundreds of them) with any else method is always needed additional calculations in each file every HAC's cycle. CPU will have more work with code "optimized" such a way. Bad exchange - only gain here is smaller HAC and less work with updates (but more work because fo more complicated and illegible code, so here profit is illusory). For now was possible to make a function only some often repeated parts of code, as adding and deleting waypoints, markers and ammo checks and I'm afraid, that this is all in this matter. On the other hand, I'm nearly sure, that "true" programist would be able to achieve same effect with lighter, simplier and more elegant form, but not I. So looks, that must suffice to me that it, even if far from optimal, just works. So my closest plans seems to be as follow: badly needed, at least short "vacation" from HAC or maybe even all scripting (to rebuild my own "morale" and to refresh enthusiasm - this will be hard, cause it is not easy to me to refrain from scripting :) so maybe just will push forward some secondary, easier projects instead). If during this time any "brilliant" idea will not appear in my mind, then I'll give up with all this so called optimization and will return to struggling with new features, that still awaits slowly cowered in dust. Share this post Link to post Share on other sites
meltedping 0 Posted July 1, 2012 dl squint before you give up hac. the editor help´s you find the problem. I looked on hac´s code garrison.sqf with it and this is what I tried to say to you, but I will show you with help of squint the main problem: _a assigned to without being declared private _pos assigned to without being declared private and so on... just _pos gets corrupt all the time because you are not the only "none programmer" who makes script. instead of giving up let me help you Share this post Link to post Share on other sites
Rydygier 1309 Posted July 1, 2012 (edited) Well, when I told, that I'll wait for brilliant idea in my head some time, didn't mean, that this must be my idea. :) I'm very open for any advices and ideas, that I'm able to understand and implement. EDIT: and this is not about giving up the HAC (no way), but only about idea of optimization HAC's code... _pos in Garrison.sqf, you say... Hmm. But with what exactly this variable may interfere, if in HAC all code is always spawned, never called? I may be easily mistaken here, but I'm using private when there are some called functions, is this neccessary also for spawned code? Isn't such way executed code separate, so immune to such interference? If so, then... well. There are hundreds non-privated local variables everywhere in HAC, but if these are "local", then what problems may they cause with another scripts? Edited July 1, 2012 by Rydygier Share this post Link to post Share on other sites
meltedping 0 Posted July 2, 2012 Well, when I told, that I'll wait for brilliant idea in my head some time, didn't mean, that this must be my idea. :) I'm very open for any advices and ideas, that I'm able to understand and implement. EDIT: and this is not about giving up the HAC (no way), but only about idea of optimization HAC's code..._pos in Garrison.sqf, you say... Hmm. But with what exactly this variable may interfere, if in HAC all code is always spawned, never called? I may be easily mistaken here, but I'm using private when there are some called functions, is this neccessary also for spawned code? Isn't such way executed code separate, so immune to such interference? If so, then... well. There are hundreds non-privated local variables everywhere in HAC, but if these are "local", then what problems may they cause with another scripts? Rules Binding rules: Curled braces ({ }) group code to blocks Statements (thus also blocks) are followed by semicolons (;) The latter rule tells the game engine where one statement ends and the next starts. Example: STATEMENT 1; STATEMENT 2; BLOCK { STATEMENT 3; STATEMENT 4; }; thats the solution Share this post Link to post Share on other sites
Rydygier 1309 Posted July 2, 2012 OK, I know this, but I do not follow you. If I understood correctly all this spawn/call business, then local variable within spawned code (as mentioned _pos in garrison.sqf is) shouldn't interfere in any way with any other variable of this name outside spawned code block. Is this right? Garrison.sqf code, as all other HAC subroutines, is spawned... Share this post Link to post Share on other sites
euly 0 Posted July 2, 2012 Rydygier, I hope you don't take a vacation from developing HAC. I play ArmA exclusively for HAC, so I'm looking forward to any improvements you make to the code and I get all excited just seeing WIP updates. I think one of your main problems is you need to review scripts that other people have written and adapt the code to your own project. I know you prefer not to copy anyone's work, but I think in many circumstances, trying to avoid copying is a matter of reinventing the wheel. Sometimes code should only be written one way, even though other ways will work. I'm trying to learn scripting, and I'm nowhere near meltedping's level or your level, but I know enough in general about the topic to understand that it's more of an art than a science, except that what is effective is not always efficient. Improving upon your work may seem impossible, until you've seen what other people have done. I hope that helps, and again, thank you for HAC. Share this post Link to post Share on other sites
Rydygier 1309 Posted July 2, 2012 I doubt, if this would be a long vacation. A week? Maximum. :) I know myself good enough... This is deadline for founding good optimization solutions. Still, sometimes is better to sit down calmly to think and find a detour instead of banging your head against the wall. I tend to work feverishly in one breath until it's all done, and it is not always good approach. Sometimes best ideas show up, when you think about something else... Of course, I can look, how other people do things, I often do (still avoiding copying as is except situations, when this is the only way, as for some math codes), but in this case - do not know, who and where did same, that I'm trying to do. And now I'm in doubt, if optimization in planned form is a good idea. Lots of work and effect my be counterproductive. If nothing good will be found, then simply will return to implementing new features for code in current form, that is all. Share this post Link to post Share on other sites
friznit2 350 Posted July 2, 2012 There's lots of us sitting quietly, watching your progress and silently cheering you on Ryd. Keep it up! Share this post Link to post Share on other sites
SavageCDN 231 Posted July 3, 2012 There's lots of us sitting quietly, watching your progress and silently cheering you on Ryd. Keep it up! +1 :) Share this post Link to post Share on other sites
jiltedjock 10 Posted July 3, 2012 (edited) Over the years I have become used to setting up basic missions where I know both sides will broadly converge on the same area - guaranteed action, in other words - and have focussed my mods interest on the low level AI stuff GL4, ASR AI, SLX etc. More often than not the missions would be finished in 15 mins or so - finished in the sense that there was no AI left for me to respawn into (-; . The above mentioned mods - particularly GL4 - would give a lot of replayability. I am a big fan of using DAC to spawn an interesting mix of combatants, and then releasing them to a combo of GL4 and ASR AI. Then let the mayhem commence. However a couple of days with HAC have left me as hooked on Arma as I ever was with hacking around the OFP demo back in the day! It just changes the gameplay completely. As a lowly sergeant in charge of a squad of British Paras [courtesy of I44 - the other reason I am re-hooked], tasked with probing our flanks on the morning of 6th June, wondering if there is a group of Panzergrenadiers over the next hedge...hearing distant gunfire and not knowing what caused it because I haven't set it up, tracers zipping across the darkness...it's just fantastically immersive to feel part of a bigger plan that I haven't written. Really really good job. This is one of those key mods that will extend Arma2 way beyond it's shelf life. Edited July 3, 2012 by jiltedjock Share this post Link to post Share on other sites
Rydygier 1309 Posted July 3, 2012 it's just fantastically immersive to feel part of a bigger plan that I haven't written. Indeed, it is. :) I have similar feelings. Thanks, guys. One way, or another HAC should be developed. I can do things only for myself, but knowledge, that many people will use and enjoy it brings much more satisfaction. Share this post Link to post Share on other sites
jiltedjock 10 Posted July 3, 2012 The other thing is that you feel that by carrying out the Commander's instructions, you are contributing to the shape of the battle and its outcome. Non combat recon patrols have a reason - observe the enemy, contribute to the commander's knowledge, let the commander work out a plan, wait for his next instructions. Share this post Link to post Share on other sites
meltedping 0 Posted July 3, 2012 OK, I know this, but I do not follow you. If I understood correctly all this spawn/call business, then local variable within spawned code (as mentioned _pos in garrison.sqf is) shouldn't interfere in any way with any other variable of this name outside spawned code block. Is this right? Garrison.sqf code, as all other HAC subroutines, is spawned... You use garrison as a function but as I see it you dont make use of it, I may have it upside down but, as I understand sqf function and so on, you can now use namespace {statment;}; and hac will work better with addons... Share this post Link to post Share on other sites