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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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Sounds great, been using it for a bit. So far in two different missions I have gotten "Script RYD_HAC\Surr.sqf not found"

Yep. I deleted no longer necessary surr.sqf, and forgot remove it's compiling&preprocessing from VarInit.sqf (line 70). This is harmless, so can be ignored, anyway, HAC's files are uploaded again, fixed, link in first post is updated.

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Cheers, Ryd :)

Looking forward to trying this out, but work is a bit manic at the moment :(

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Hi Rydygier,

Re: HAC 1.11wip5

Not sure if this is can also be ignored - Script topics.bikb not found

Also i get this script error:

Error in expression <G;

_x setvariable ["NearE",_danger];
}
foreach (RydHQ_Friends - RydHQ_AirG);s>Error position: <foreach (RydHQ_Friends - RydHQ_AirG);s>Error foreach: Type Number, expected Array

This possibly because im using RHS replacement pack, but i dont get it when using HAC_Simple_demo_Utes, but when i merge that mission onto another map (Chernarus) i get it.

It doesnt seem to break anything? mission runs smooth.

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Thanks, will check this. What is exactly doing RHS? (checked, looks like just unit/vehicle addon? If so, shouldn't interfere) Which version (addon/script) and which leaders was used, when topics.bikb error occured (this will break tasks for human-controlled TLs, not sure, if will make all script not working)? If you want to help me more: can you run again mission, where cited code error occurs, but to add at end of mission's init.sqf below diagnostic code (I'll do same, but not sure, if will be able to reproduce circumstancies of this error), and, when error occur, paste here yours RPT?:

waituntil {not (isNil "RydHQ_AirG")};

while {(true)} do
{
sleep 10;
diag_log format ["Groups array: %1 friends: %2 air: %3",(RydHQ_Friends - RydHQ_AirG),RydHQ_Friends,RydHQ_AirG];
}; 

Edited by Rydygier

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Ok, I'll test it properly tomorrow and let you know, RHS is the new russian federation forces from red hammer studios, i am using a replacement mod for them so it's probably that, strange thing is I don't get the error if using your simple demo on utes, but I will test properly tomorrow as I add different units from the mod when I created a new hac mission, I think I just need to create ryd config for them.

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Thanks again. Will test this also, when finish with today portion of BigBoss code.

Edited by Rydygier

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Sounds good, looking forward to it, it's great your still working on this awesome mod :)

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After first tests: bikb file I found on place both in addon and script versions, also paths to them seems to be good. Haven't such error in complex demo also, when using with addon version. For now the only known to me reason of such error may occur, when using script version, but whithout "topics.bikb" in mission's folder (accidentaly removed, or not pasted with rest of scripts).

As for code error - this is part of new enemy scan routine, where new "danger" variable is (re)calculated for each group every 60 seconds. I found, that when using HAC with turned off debug, errors because of undefined yet some global variables may occur at first cycle. This will be repaired, until then I advice to play with debug. But not sure, if this was a reason of that error. This is something about array of controlled groups. If are used limited control modes, eg via Included array, and in such array is an element, that is not a group name, such error my be produced, but then there will be many errors everywhere. Will test this more.

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Hmm, i got missing script error using add-on version and simple demo on utes?

Script error: yes that makes sense, I removed the debug option, so script error would happen just as you say, no problem I'll use debug untill repaired, no problem thanks.

Edited by Katipo66

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OK. I was able to reproduce bikb error too. It appears when I'm subordinate TL at the moment of getting orders and only for addon version, what makes sense because of different paths for addon. I must investigate this. BTW noted also, that marker text in debug must be corrected - for all leaders shows "A". Thank you for valuable help! :)

EDIT: uploaded hotfixed version without all three mentioned today problems (I hope). Link in first post updated.

Edited by Rydygier

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Is the optional flare system on by default? If not, what is the init setting?

Edited by Lucidity

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Ah yes, I forgot. It is optional, active by default. Init variable to turn this on/off: RydHQ_Flare = (true/false); this one can be (de)activated any moment. BTW now RydHQ_Smoke is controlling also arty smoke missions, not only smoke grenade usage. As for things, that I forgot - there is new marker in debug, that probably will be removed in final release. A green dot with number at each group's leader position. Number indicates for testing purposes newly added danger factor. If high enough, also marker color should be changed (orange/red).

Edited by Rydygier

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EDIT: uploaded hotfixed version without all three mentioned today problems (I hope). Link in first post updated.

Tested, No errors of course! thanks :)

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Has anyone tried the script version with Iron Front yet?

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Do we still need a custom config init for OA units or did you integrate those?

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Custom config for OA still needed. Such integration is simply time-consuming and not so important, as other things (because RHQ arrays are ready, usage is a question of simply copy&paste). Do not know, if I'll do this at all, if so, then as one of last things. Time isn't an only factor here BTW. The bigger default class arrays, the heavier code, as each cycle HAC must many times to search through each of this arrays. So also because of effectiveness, additional classes should be added only when really needed for given mission, and amongst other reasons that's why there are external RHQ arrays used.

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When using custom configs, can i place classnames for different factions in the one place?

For example if i want to include just one tank or vehicle from a mod or have a mixture of units from different mods mixed in with default A2 units can i just simply add them to the config like this

RHQ_HArmor = ["customblufortank","customopfortank","customresistancetank"];

I believe that is correct but just want to double check.

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Yes, each RHQ is for given type of classes regardless of its native faction or side, so eg tanks of all factions/sides goes into same RHQ_HArmor array.

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Some news:

1. I already have functional BigBoss code for one or both sides. Now are conducted tests and improvements. The problem is, that BB shows all, that have to show only after long houres (days?) of working, so will be very difficult to test it as thoroughly, as I want and as should be (time is a factor here, if I want to release new HAC soon, this must be done in August or in the beginning of Septemper). Main concern is, if army will in long run relocating enough smoothly as a whole, or part of it will be left behind. So I think, that this will be indeed released as experimental feature, for further improvements. Anyway, probably in the future decision-making and executing routines will become more complex (will be taken into account more factors). Also when map is big, groups are numerous, leaders are many and CPU is poor, initialization will take quite long. "Reading the map" alone can take several minutes. Though this is conducted only once.

2. When working with topography analize, I found some nice and easy way to improve waypoint giving by some kind of pathfinding on waypoint level. This will be included as optional feature. Usually group achieves one waypoint, at target position, and this is only up to micro AI, what path group will choose. With this pathfinding line between current group position and its target is divided into several parts. For each algorithm searches around for more suitable for given group terrain and places mid-waypoint here. Effect, though promising, isn't optimal, and that feature makes all this heavier, so will be turned off by default. Also user will be able to adjust the pathfinding "resolution". This looks like here for example (resolution set to 100 meters; pink markers will be removed):

pathf1.jpg

(group without vehicle will try to stay close to trees, slopes and buildings, motorized will try to stay with clear areas, optimal flat, with roads)

3. Found and removed also one error in garrison routine (patrolling part).

Next, last step after tests: updating of manual content. Probably next week.

Edited by Rydygier

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