delta99 34 Posted November 9, 2013 I believe AI engagement ranges are larger than A2. At least in my experience. You definitely do not want to be doing recon less than 600m. Share this post Link to post Share on other sites
mjolnir66 48 Posted November 9, 2013 I believe AI engagement ranges are larger than A2. At least in my experience. You definitely do not want to be doing recon less than 600m. The flip side of that is a lot of the terrain in this is a lot less flat than A2, so at 600m you're a lot less likely to be able to see your target. There's a good chance there will be a hill in the way. Share this post Link to post Share on other sites
Rydygier 1309 Posted November 9, 2013 Yeah, I expect less effective recon in A3's terrains. But you know what - an idea. I could perhaps add some LOS check to test, if from given position recon will see at least target area surroundings. In case of unavoidable "hill between" situation we may just assume, that HAL sent this recon to check that valley, not target area itself. After all, if there is a valley with obstructed LOS around target, it should be checked too, isn't? Share this post Link to post Share on other sites
kremator 1065 Posted November 9, 2013 ^^ Good idea that ! Share this post Link to post Share on other sites
xendance 3 Posted November 9, 2013 Yeah, I expect less effective recon in A3's terrains. But you know what - an idea. I could perhaps add some LOS check to test, if from given position recon will see at least target area surroundings. In case of unavoidable "hill between" situation we may just assume, that HAL sent this recon to check that valley, not target area itself. After all, if there is a valley with obstructed LOS around target, it should be checked too, isn't? You could perhaps use the BIS_fnc_findOverwatch function to find a place where units can see spot XYZ. Share this post Link to post Share on other sites
Rydygier 1309 Posted November 9, 2013 Thanks for that hint, I'll check that. Share this post Link to post Share on other sites
Cribsoffer 1 Posted November 13, 2013 (edited) Hi Ryd, Been having a great time using Hal thus far. I've run into a bit of a wall however, specifically, in regards to mortars. I'm using Massi's African Conflict government and rebel troops as well as the addon version of HAL. There are two leaders, LeaderHQ (Independent) and LeaderHQB (Opfor). All other conditions for HAL are setup properly. My issue is that both the addon Opfor (Rebels) and Independent (Government) have the standard mk 6 static mortar, however leaders do not utilize these for fire missions under any condition. When I swap the mortars over to their non-addon AAF and CSAT counterparts, both HAL leaders employ numerous fire missions consistently. I tried setting up the following RHQ array in the init file using the addon mortars class names but it seems to have had no effect. "O_mas_afr_Mortar_01_F" is opfor mortar and "I_mas_afr_Mortar_01_F" is for Independent. //RH RHQ_Art = ["O_mas_afr_Mortar_01_F","I_mas_afr_Mortar_01_F"]; Any ideas? Edited November 13, 2013 by Cribsoffer Share this post Link to post Share on other sites
Rydygier 1309 Posted November 13, 2013 (edited) Yes, it is unfortunatelly not enough (still needed) to set Art RHQ for making Leader utilize them. (BTW you have space inside second classname that also will break things for that class...). Still you can try one thing, but this needs script version of HAL or de-pbo addon, modify and re-pbo. There is a file varInit.sqf. In that file line 5 looks like: RydHQ_Mortar_A3 = ["I_Mortar_01_F","O_Mortar_01_F","B_G_Mortar_01_F","B_Mortar_01_F"]; Add your classes to that array (keep art RHQ) and then, if only these mortars use same class of arty magazines, and are compatibile with A3 arty computer, hopefully HAL's arty handler should be able to utilize them properly. Technically you could also handle this without any HAL script editing, by overwriting that variable after it is defined: RydHQ_Mortar_A3 = ["I_Mortar_01_F","O_Mortar_01_F","B_G_Mortar_01_F","B_Mortar_01_F","O_mas_afr_Mortar_01_F","I_mas_afr_Mortar_01_F"]; , but this must be done before HAL's code do artyPrep, as it does it only in the first cycle. This is tricky. A crude way, may do the trick, but not sure: Paste such code into init.sqf: [] spawn { waitUntil {not (isNil "RydHQ_Mortar_A3")}; RydHQ_Mortar_A3 = ["I_Mortar_01_F","O_Mortar_01_F","B_G_Mortar_01_F","B_Mortar_01_F","O_mas_afr_Mortar_01_F","I_mas_afr_Mortar_01_F"]; }; IMHO should make it before HAL reach ArtyPrep procedure. As for me, I should for next release prepare additional RHQ arrays just for this purpose, for mortars, SP mortars and rocket arty to avoid such ugly hacking style makeshifts. Edited November 13, 2013 by Rydygier Share this post Link to post Share on other sites
Cribsoffer 1 Posted November 13, 2013 [] spawn { waitUntil {not (isNil "RydHQ_Mortar_A3")}; RydHQ_Mortar_A3 = ["I_Mortar_01_F","O_Mortar_01_F","B_G_Mortar_01_F","B_Mortar_01_F","O_mas_afr_Mortar_01_F","I_mas_afr_Mortar_01_F"]; }; Thanks for the help Ryd, it all works now. Share this post Link to post Share on other sites
GuantanaMo 10 Posted December 9, 2013 (edited) Hey Rydygier, first of all thanks for porting your awesome mod to A3, had lot of fun with it so far. Got a question though, I believe it was already asked in the A2 thread, but the solution you linked there was a dead link. My issue is that I'd like use helicopter taxis more for one of my leaders. I know how to exclude the groups I want transported by the heli from recon tasks, but is this also somehow possible for resting/idle missions? Ideally I'd like to do all transports above a few hundred meters per heli (in this case - in general, land transport will do to but for now I'm using mechanized inf for that) - also idle and resting missions. So let's say my groups are transported to the combat zone per heli (starting from a base far away, or an island, aircraft carrier..), fight half an hour in some town, until they get nearly obliterated by enemy forces, so a resting mission is assigned. The group will now move back on foot instead of getting evacuated by a heli (at least in my test missions this was the case). If I have a base far away from the combat zone they will walk forever, so the only workaround I can think of is setting idle/resting zones near the combat area. I'd love a config option that enables (air) cargo misisons for all other missions. Maybe with landing zones that are a bit further back, so the infantry has to move ~200 meters away from the objective to rendevousz with the transport vehicle, this way the helis wont attempt landing in the middle of a town, surrounded by enemies. I think it would really make sense to evacuate a infantry group that is nearly obliterated from the combat zone, to save the lifes of the wounded and regroup back at the HQ. At the moment I feel kind of betrayed by my leader when I am wounded and surrounded at the front, with most of my teammates dead.. Edited December 9, 2013 by GuantanaMo Share this post Link to post Share on other sites
Rydygier 1309 Posted December 9, 2013 (edited) Ideally I'd like to do all transports above a few hundred meters per heli That requires extensive code changes for each mission kind sqf, you want to enable transportation. No easy way, sadly. Each mission kind has own sqf file, that controls that type mission flow for group from beginning to the end. Each file of mission, that allows taxi, must contain certain code to communicate with cargo sqf, that also affect whole script structure. It is feature very "ingrown" in core code and can't be easily added here and there just like that. By init config we only may adjust chance to get chopper ride for proper mission kind, that's all. I think it would really make sense to evacuate a infantry group that is nearly obliterated from the combat zone For sure. Aerial transportation however always was capricious because of chopper behavior, despite AI settings, when enemy spotted, and the more under fire. Not tested under A3, but in A2 inserting/evacuating infantry by chopper in the enemy vicinity had usually tragic results. Anyway, feature that allow to activate cargo transportation for any mission, user likes, is complex to do and troublemaking, so I doubt, if it will happen. Maybe, just maybe, I'll try do do something about for withdrawal situations only - means I'll test, if by a chance in A3 choppers behave better in hot zone. If so - there is slim hope. At the moment I feel kind of betrayed by my leader when I am wounded and surrounded at the front, with most of my teammates dead.. So you have strong motivation to reach his position regardless in order to shoot him in the face. :P Seriously - take it as an great immersion element for now. HQ sometimes does such things in RL, so soldiers sometimes really feel betrayed or angry because of HQ decision. In the movies anyway... :) Frankly, I do not know, if in the reality HQ would/should risk whole chopper to evacuate one guy or few from such places. For example, in the Blackhawk Down story we have such situation with refuse of medevac - life in stake, yet it is also about chopper's crew life too... Edited December 9, 2013 by Rydygier Share this post Link to post Share on other sites
KeyCat 131 Posted December 10, 2013 Great to see this great addon/script ported to A3! /KC Share this post Link to post Share on other sites
GuantanaMo 10 Posted December 10, 2013 Thanks for the extensive reply Rydygier, now I understand what the problem is. Let's hope the heli behaviour improved in A3. When I have tiem I'll do some testing with air cargo and the USS Nimitz mod (hope someone ports the LHD from Arma2 to Arma3 some day..) and get back to you afterwards. I'll have a look at the scripts too but I doubt I can be any help since I haven't touched SQF since OFP. Keep up the good work! Share this post Link to post Share on other sites
Rydygier 1309 Posted December 10, 2013 So, dear people, HAL 1.1 is released. From user side changes are small, just some newly found issues fixed. Why new version, and not 1.03, but whole 1.1 then? Becuase HAL's code is after fundamental overhaul, changes are across whole code. May be noticed, that files architecture is changed - no more A-H folders, seriously reduced amount of files. That change was very needed long time ago, and is done now. Not earlier, as it was boring, time consuming and effect-less, so I delayed this so long. Why so important? Well, it allows me to implement new features much faster and easier, no more copying all x 8. Only SitRep sqfs are still in 8 copies, just to save previous init config method, so we may stay with known config rules, no need to learn all the thing from a scratch. Basing on this version I'm able to think about much more serious improvements, than before, and some of my TODOs are serious, eg those based on Mjolnir66's requests. I'm releasing this just now, not after all features implementation, because simply HAL 1.1 after so deep changes need some extra testing first. It was tested quite well, but I'm unable to check every feature in every configuration and circumstance. Not in reasonable time. Time, I could instead spend on adding new goodies. So, above all, I'm counting, that all is fine, but if not - I'm counting on bug reports... Changelog: - fundamental code overhaul; - several issues fixed; - several additional code improvements. Next version with new stuff probably in 2014. Share this post Link to post Share on other sites
kremator 1065 Posted December 10, 2013 Thanks for the update mate. Appreciate it. I know that this is separate from ALiVE (where they use a very rudimentary HAC) but it is the basis of their 'commander'. I hope it is possible for you to talk to the guys and see, in time, if HAL/HETMAN could make it into ALiVE. Share this post Link to post Share on other sites
Rydygier 1309 Posted December 10, 2013 (edited) I definitely want this. They too, I think, but at least next version of HAL I want ready before that. Then we must communicate, how to do this, it is mostly about their profile system, as for now making HAL compatibile with their revolutionary profiles caching concept seems extremely complex task. In the meantime also Alive may get some updates and become something less beta, more stable, closer to the desired final state, so better for such operation. Edited December 10, 2013 by Rydygier Share this post Link to post Share on other sites
kremator 1065 Posted December 10, 2013 A marriage made in heaven :) Cheers Ryd ! Share this post Link to post Share on other sites
Guest Posted December 10, 2013 Thanks for the headsup about the new version mate :cool: Release frontpaged on the Armaholic homepage. HETMAN - Artificial Leader v1.1Community Base addons A3 ================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
DaViSFiT 21 Posted December 10, 2013 headless client support whatever it is (?) :P Hehe would be great to see this. Beside your mod is really great. Could be there some cool tutorials with all possible featres and what can be done ;) Share this post Link to post Share on other sites
Rydygier 1309 Posted December 10, 2013 Could be, indeed. There was one, made for A2 Hetman (HAC), with basics, valid also here, made by SirHobbesy: Basic tutorial I tought about such help, but personally, for several reasons (technically impossible to upload high quality videos, spoken language barier...), I'm unable to provide anything like that, but if anyone feels capable, and wants to help HAL users, I'll be grateful for any such kind of video tutorial contribution covering any part or even all features of HAL, and I'll gladly link to such videos in first post. As for HC support, I was able to do only this. Share this post Link to post Share on other sites
delta99 34 Posted December 11, 2013 Great work Rydygier as per usual. I hope to check it out and report any bugs (if there are any) soon. Share this post Link to post Share on other sites
best2nd 10 Posted December 11, 2013 (edited) Fatal bug (more like an oversight): A2, OA, BAF and PMC libraries are present (I presume for AiA support), but the A3 one is missing. Edited December 11, 2013 by Best2nd Le me dumb... Share this post Link to post Share on other sites
Rydygier 1309 Posted December 11, 2013 (edited) A3 set of classes is default, so hardcoded (see beginning of SitRep sqfs) and not need any init variable to activate. A2 DLC libraries was left "just in case". Not sure, how exactly AiA works, but possibly there A2 HAC should be used. Not sure however. BTW vehicles from today's patch will be added to the default set in the next release. For now RHQ arrays may be used to insert these four (yes?) new classes. Edited December 11, 2013 by Rydygier Share this post Link to post Share on other sites
best2nd 10 Posted December 11, 2013 I feel dumb now. A2 DLC libraries was left "just in case". Not sure, how exactly AiA works. AiA retain same classnames, it's just a simple port (Well... Not so simple actually...). Share this post Link to post Share on other sites
giorgygr 61 Posted December 13, 2013 Hey Ryd! In a sabotage mission i m creating the players will make a surprise attack on 1 or more locations of (enemy) RydHQ's interests. When my group (eventually) gets detected the responsiveness of AI commander are exceptional (Reinforcements etc) but.. *the question I was wondering after the players job (sabotage) its done -if there is *some way to make him more stubborn to seek my fleeing group. As is now..he WILL get intel from his units and hunt me down as long he has intel-but i was wondering HOW will make this to get to next step Share this post Link to post Share on other sites