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Rydygier

HETMAN - Artificial Leader

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But now as I understand it better, problems during the load screen only come from topography? Could objects placement, such as buildings, bunkers, fortifications, "Warfare" objects etc. perhaps have an effect on BB study of the map, causing the CPU choke?

Most unlikely, AFAIK. Here is relevant code:

	_nbr = 0;

startloadingscreen ["Big Boss studies the map","RscDisplayLoadCustom"];
if (RydBB_Debug) then {diag_log "Big Boss studies the map."};

	{
	_x setVariable ["BBSec",true];		

	_secpos = position _x;
	_sPosX = _secpos select 0;
	_sPosY = _secpos select 1;

	_sUrban = 0;
	_sForest = 0;
	_sHills = 0;
	_sFlat = 0;
	_sSea = 0;
	_sGr = 0;
	_count = 10;

	for "_i" from 1 to _count do
		{
		_samplePos = [_sPosX + ((random 500) - 250),_sPosY + ((random 500) - 250)];

		_topArr = [_samplePos,1] call RYD_TerraCognita;

		_sUrban = _sUrban + (_topArr select 0);
		_sForest = _sForest + (_topArr select 1);
		_sHills = _sHills + (_topArr select 2);
		_sFlat = _sFlat + (_topArr select 3);
		_sSea = _sSea + (_topArr select 4);
		_sGr = _sGr + (_topArr select 5);
		};

	_sUrban = round (_sUrban*100/_count);
	_sForest =  round (_sForest*100/_count);
	_sHills =  round(_sHills*100/_count);
	_sFlat =  round (_sFlat*100/_count);
	_sSea = round (_sSea*100/_count);
	_sGr = round (_sGr/_count);

	_x setVariable ["Topo_Urban",_sUrban];
	_x setVariable ["Topo_Forest",_sForest];
	_x setVariable ["Topo_Hills",_sHills];
	_x setVariable ["Topo_Flat",_sFlat];
	_x setVariable ["Topo_Sea",_sSea];
	_x setVariable ["Topo_Grd",_sGr * 10];

	_sRoads = count (_secpos nearRoads 250);

	_x setVariable ["Topo_roads",_sRoads];

	_mark = _x getVariable "Over_Mark";

	_nbr = _nbr + 1;
	_sum = count RydBB_Sectors;

	if not (isMultiplayer) then
		{
		progressLoadingScreen (_nbr/_sum)
		}
	}
foreach RydBB_Sectors;
endLoadingScreen;

and function, it is using:

RYD_TerraCognita = 
{
private ["_position","_posX","_posY","_radius","_precision","_sourcesCount","_urban","_forest","_hills","_flat","_sea","_valS","_value","_val0","_samples","_sGr","_hprev","_hcurr","_samplePos","_i","_rds"];	

_position = _this select 0;
_samples = _this select 1;
_rds = 100;
if ((count _this) > 2) then {_rds = _this select 2};

if not ((typeName _position) == "ARRAY") then {_position = getPosATL _position};

_posX = _position select 0;
_posY = _position select 1;

_radius = 5;
_precision = 1;
_sourcesCount = 1;

_urban = 0;
_forest = 0;
_hills = 0;
_flat = 0;
_sea = 0;

_sGr = 0;
_hprev = getTerrainHeightASL [_posX,_posY];

for "_i" from 1 to 10 do
	{
	_samplePos = [_posX + ((random (_rds * 2)) - _rds),_posY + ((random (_rds * 2)) - _rds)];
	_hcurr = getTerrainHeightASL _samplePos;
	_sGr = _sGr + abs (_hcurr - _hprev)
	};

_sGr = _sGr/10;

	{
	_valS = 0;

	for "_i" from 1 to _samples do
		{
		_position = [_posX + (random (_rds/5)) - (_rds/10),_posY + (random (_rds/5)) - (_rds/10)];


		_value = selectBestPlaces [_position,_radius,_x,_precision,_sourcesCount];

		_val0 = _value select 0;
		_val0 = _val0 select 1;

		_valS = _valS + _val0;
		};

	_valS = _valS/_samples;

	switch (_x) do
		{
		case ("Houses") : {_urban = _urban + _valS};
		case ("Trees") : {_forest = _forest + (_valS/3)};
		case ("Forest") : {_forest = _forest + _valS};
		case ("Hills") : {_hills = _hills + _valS};
		case ("Meadow") : {_flat = _flat + _valS};
		case ("Sea") : {_sea = _sea + _valS};
		};
	}
foreach ["Houses","Trees","Forest","Hills","Meadow","Sea"];

[_urban,_forest,_hills,_flat,_sea,_sGr]
};

There is no any waitUntil nor while-do... Yes, there are plenty of iterations, so can take a while, but I have no idea, how possibly this may stuck permanently.

I also can investigate, if I see repro.

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Hey man, Im glad to see you working on this!

I would like to ask if it would be possible to use ALiVE as a dynamic generator for objectives for HAC to work with. ALiVE has the option of only spawning objectives markers and you can set filter so low priority targets are ignored. This could allow for a very dynamic generation using HAC.

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Hi. As objectives used by HAL are simple objects (like empty detectors - triggers), can be freely moved via script, so with additional coding you should be able to use ALiVE's markers as prioritized potential objectives' locations and move objectives at their positions in any order and manner you implement (along with progress reset, so HAL will again consider objective as not taken already). All this together will give you something like HAL's BB mode. If fact Big Boss does exactly this, just chooses objectives for leaders in own way, so you will basically this way script another BB of different behavior.

Nothing sure nor close, but there is a hope in the future for one way or another integration HAL (I suppose, as alternative, enhanced OPCOM?) with ALiVE. HAL may get obvious benefits from using unique caching system using there, but probably would be very difficult to make HAL compatibile with this system.

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That's easiest part. But Hetman does numerous scripted operations on the groups (and some on the units) constantly using commands, that requires actual groups (units) as input data to work properly. There are probably hundreds of such places in the many tousands of code lines, and for each such place must be written alternative code, sometimes not trivial, doing properly same, but for virtual group.

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Note that I meant using ALiVE only for setting up objectives. You can turn off unit spawning and chaching in ALiVE.

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Yes, what you described is possible without such full integration. Still additional scripting to move HAL's objectives between ALiVE's still required.

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Hi, I have a couple questions about the RHQ classes. I'd like to know if they go in the .pbo, or somewhere else. Also I'd like to know whether the A2, and OA units are already categorized, or I have to put them there myself, since I'm using AIA.

Anyway, thanks for the great mod!

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All config, including RHQ, goes into init.sqf file inside mission folder. Second possibility, but not recommended is to use init fields of objects in editor. See HAL_BBDemo's init.sqf for exemplary init config. Just in case I left RHQs from A2 in RHQLibrary.sqf. To include all of them or chosen set as true following init configs (in init.sqf):

RydHQ_A2Lib = true;

RydHQ_OALib = true;

also available:

RydHQ_ACRLib = true;

RydHQ_BAFLib = true;

RydHQ_PMCLib = true;

It wasn't tested under A3, but I hope, all will work OK.

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I would like to set BigBoss's scanned objectives to already be taken by the BB. When BB scans, each area is set "captured".

Any quick advise before I comb through BB code?

Edited by zorrobyte

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Officially ther isn't such option. But in fact, as soon BB finishes his scan, all chosen during that scan strategic areas are saved as array of arrays under:

missionNameSpace getVariable "A_SAreas" (BigBoss A)

missionNameSpace getVariable "B_SAreas" (BigBoss B)

Each entry means one strategic area and is in form of array: [position,value,status (boolean, set true to make it "taken")]. Hopefully, you can manipulate these values without any issues, never tested such manipulation though.

So you can waitUntil one or both are not nil, then do your tricks.

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Officially ther isn't such option. But in fact, as soon BB finishes his scan, all chosen during that scan strategic areas are saved as array of arrays under:

missionNameSpace getVariable "A_SAreas" (BigBoss A)

missionNameSpace getVariable "B_SAreas" (BigBoss B)

Each entry means one strategic area and is in form of array: [position,value,status (boolean, set true to make it "taken")]. Hopefully, you can manipulate these values without any issues, never tested such manipulation though.

So you can waitUntil one or both are not nil, then do your tricks.

As always, thank you Rydygier! You need a paypal donate link!

I will also experiment with saving these arrays to a file and simply loading them on known maps instead of scanning every time. Will greatly speed up HAL init.

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Hmm. PayPal, you say. :) Perhaps this is some idea. Never thought, anyone seriously would give me cash because of my scripts, but I always can try. After all I'm spending huge amounts of work hours on this stuff third year now. However I must to learn first, how to add such donation link. Meanwhile...

HAL updated to 1.11

Changelog:

- Changed purpose of AOnly and ROnly variables. Instead NoRecon and NoAttack variables introduced to cover former AOnly/ROnly function;

- "FirstToFight" now cause also, that groups from this array will be chosen for proper for them attack from the all groups, that meet all conditions as first, despite distance order;

- optional feature to set chosen groups as always known and/or unknown to the Leader, regardless of situation;

- improved smoke and flares usage;

- improved ammo count;

- LOS check towards target area for position choosing for recon missions;

- RHQ arrays for mortars, SP mortars and rocket arty for adding custom arty pieces under HAL's artillery handler;

- class categories updated to A3 1.14;

- optional setting for simultanous attack of each objective instead of succesive;

- functionality for immediate termination of pending order execution code for chosen group, Leader or whole Hetman;

- Improved reliability of artillery handler;

- Improved garrisoning code;

- kind of cargo sent dependent on roads presence near embarking/disembarking positions;

- "live feed" with most urgent events on battlefield for Leader unit;

- aerial evac for withdrawing groups;

- many code tweaks and improvements;

- updated manual.

Many new stuff this time, means risk of new bugs is significant. Alternative Eastern Bloc doctrine moved to 1.2 hovewer - still wip far from finish. More complex task, I thought. About some new features:

- (hostile) groups that should be always known for Leader regardless real knowledge put into RydHQ_AlwaysKnownU = true;

- (hostile) groups always unknown for Leader put into RydHQ_AlwaysUnKnownU = true;

- to enable air evac for withdrawing groups use disabled by default: RydHQ_AirEvac = true;

- simultanous attack is disabled by default. If enabled (RydHQ_AAO = true) Leader, depending on personality, morale, situation and forces my sometimes decide to attack moe than one objective at once. How many - depends on available forces. This change needed very deep code reworking, so despite extensive testing may be source of some issues in rare situations. Feedback very appreciated as always. This feature for sure will boost offensive dynamics for bigger armies, so fewer units will stay idle. There is also second init variable (RydHQ_ForceAAO = true) to force such tactics always. It is necessary enhancement as prelude to Eastern Bloc tactics doctrine. It also makes personality a more significant factor, that now may have really serious impact on battle conducting.

- functionalities for terminating routines for group, leader or to disable whole Hetman are described in chapter 3 of manual. Consider it as experimental.

- live feed is small eyecandy, that will enable for player action to switch on/off small video display showing current image from "helmet cams" of infantry or from vehicles under Leader's control. Will try too choose most intense points of view. NV mode at night. This feature is designed for light scenarios. Is sensitive on any CPU overload, so should be not used in big, complex battles, like BB demo. BTW because of that can be also used to detect CPU overload... RydHQ_camV = true to enable.

Edited by Rydygier

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Guest

Thanks a lot for the headsup about the new version mate :cool:

Release frontpaged on the Armaholic homepage.

==================================================

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!

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Thanks. :)

---------- Post added at 21:50 ---------- Previous post was at 21:16 ----------

OK then, as suggested, with mixed feelings added to the first post "donations" section. Never tried that before, so not sure, if/how this would work, we'll see.

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hi, i would like to ask if its possible to reinitialize HAL after respawning the a LeaderHQ unit?

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Hi. If you remove leaderHQ from map, code will work further anyway. Another unit from same group become Leader in such case. If whole HQ group is removed and there is no more Leader groups - then script ends. But not sure, if completely. In the newest version you got new tool to "kill Hetman", described in chapter 3 of manual. It is experimental for now, but should work. So use it before you remove leader group for better reliability. Then you should be able to safely reinitialize Hetman for new spawned Leader group. Better use script version, then reinitialization looks same, as initialization. Just run Hetman again. For addon version - should be similar, just path to the file inside pbo will be different. Problem is, never checked that, so not sure, how exactly such path will look like. Thus - try with script version. I hope, this will work. Frankly, never tried such thing.

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if just Alive could implement this to its fullest, Could be so cool :-)

Anyway thanks for your hard work, im really enyoing playing with this...

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New mod v1.11 available at withSIX. Download now by clicking:

@ryd_hal.png

@ Rydygier;

Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself.

To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work.

For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com.

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Rydgier, appreciating your contribution to the ARMA community, and what's more important to me - a LOT of help to me personally - I have already made donation :) Greetings!

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Thank you. :)

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Thank you. :)

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I'm having a bit of a problem getting HAL 1.11 to initialize for leaderHQs other than 'A'.

Scenario:

I have 2 NATO platoon size groups assaulting an IND (friendly to OPFOR) battalion size group in forced DEFEND mode.

- LeaderHQ(A) will initialize just fine, the 'HAL 1.11 is here' greeting appears, debug markers appear, and orders are issued properly.

- LeaderHQB sees the greeting only sometimes, he appears on the dbgmon (with Moral : % data), but his debug markers do not appear and no orders are issued.

- LeaderHQC does not see the greeting, does not appear on the dbgmon list, markers do not appear, and does not issue orders. Playing as any INDFOR will produce these results.

Checklist:

[x]Units on map named LeaderHQ, LeaderHQB, LeaderHQC.

[x]RydHQ_Obj1 through 4 for A, B ,and C teams.

[x]Proper syntax in init.sqf. (checked with Squint)

[x]Spellcheck on RydHQ config variables.

[x]SubSync on with units synced to each LeaderHQ

[x]Have run the mission for 10+ minutes, HAL initializes for 'A' after 17 seconds. Never for 'C'.

[ ]Only LeaderHQ(A) has Sec1/2 objectives, but I think they are optional?

I can't give you a proper repro mission folder at the moment (at work) but I can show you my init and mission files:

init.sqf

//-----------------DEBUG CONFIG-----------------


RydHQ_Debug = true;
RydHQB_Debug = true;
RydHQC_Debug = true;

RydHQ_DebugII = true;
RydHQB_DebugII = true;
RydHQC_DebugII = true;

//RydHQ_DbgMon = true;


//-----------------CONTROL MODE CONFIG-----------------


RydHQ_Surr = false;
RydHQB_Surr = false;
RydHQC_Surr = false;

RydHQ_SubAll = false;
RydHQB_SubAll = false;
RydHQC_SubAll = false;

RydHQ_SubSynchro = true;
RydHQB_SubSynchro = true;
RydHQC_SubSynchro = true;

RydHQ_ReSynchro = true;
RydHQB_ReSynchro = true;
RydHQC_ReSynchro = true;

RydHQ_Combining = true;
RydHQB_Combining = true;
RydHQC_Combining = true; 


//-----------------DYNAMIZATION-----------------


//~~~~~~ LeaderHQ (A) = NATO ~~~~~~


RydHQ_CaptLimit = 10;

//Have tested with this off - no effect
RydHQ_ResetOnDemand = true;

RydHQ_ObjHoldTime = 120;

RydHQ_ObjRadius1 = 100;

RydHQ_ObjRadius2 = 200;

RydHQ_CargoFind = 250;

RydHQ_NoRec = 50;

RydHQ_IdleOrd = false;

RydHQ_RapidCapt = 50;

RydHQ_Berserk = true;

RydHQ_ArtyShells = 200;

RydHQ_LZ = true;

//Have tried toggling this off - no effect
RydHQ_MAtt = true;

//Tested this off as well - no effect
RydHQ_Personality = "BRUTE";


//~~~~~~ LeaderHQB = NATO ~~~~~~

RydHQB_CaptLimit = 10;

//Tested off - no effect
RydHQB_ResetOnDemand = true;

//Tested on - no effect
//RydHQB_ResetTime = 360;

RydHQB_CargoFind = 100;

RydHQB_ObjHoldTime = 180;

RydHQB_ObjRadius1 = 100;

RydHQB_ObjRadius2 = 200;

RydHQB_LRelocating = true;

RydHQB_NoRec = 1;

RydHQB_RapidCapt = 20;

RydHQB_Berserk = true;

RydHQB_ArtyShells = 600;

//Tested following 2 lines on / off - no effect
RydHQB_MAtt = true;

RydHQB_Personality = "SCHEMER";


//~~~~~~ LeaderHQC = AAF  ~~~~~~

RydHQC_CaptLimit = 8;

//Tested with this on - no effect
//RydHQC_ResetOnDemand = true;

//Tested with this off and RydHQC_ResetOnDemand = true; instead - no effect
RydHQC_ResetTime = 480;

RydHQC_CargoFind = 100;

//Tested with this off - no effect
RydHQC_GarrR = 300;

//Tested with this off - no effect
RydHQC_Garrison = [cg1,cg2,cg3,cg4,cg5,cg6];

RydHQC_ObjRadius1 = 100;

RydHQC_ObjRadius2 = 200;

//Tested following 7 lines off - no effect
RydHQC_Order = "DEFEND";
RydHQC_NObj = 5;
RydHQC_DefFrontL = ["S","E"];	//Leader's Defenders facing South East
RydHQC_DefFront1 = ["S",""];	//1st perimeter facing South
RydHQC_DefFront2 = ["E",""];	//2nd perimeter facing East
RydHQC_DefFront3 = ["N",""];	//3rd  perimeter facing North
RydHQC_DefFront4 = ["W",""];	//4th perimeter facing West

RydHQC_ArtyShells = 400;

RydHQC_ExInfo = true;

RydHQC_GetHQInside = true;

//Would like LeaderHQC to have a random personality, but tested with manual on/off - no effect
//RydHQC_MAtt = true;

//RydHQC_Personality = "GENIUS";

mission.sqm

version=12;
class Mission
{
addOns[]=
{
	"a3_map_altis",
	"A3_Characters_F_BLUFOR",
	"a3_characters_f_beta",
	"A3_Static_F_Mortar_01",
	"A3_Armor_F_Slammer",
	"A3_Air_F_Beta_Heli_Transport_01",
	"A3_Armor_F_Panther",
	"A3_Air_F_Heli_Light_01",
	"A3_Characters_F_INDEP",
	"A3_Air_F_EPB_Heli_Light_03",
	"a3_characters_f_gamma",
	"A3_Armor_F_AMV",
	"A3_Soft_F_MRAP_01",
	"A3_Characters_F_Civil",
	"a3_uav_f_characters_f_gamma",
	"A3_Soft_F_Crusher_UGV",
	"A3_Air_F_Gamma_UAV_02",
	"A3_Soft_F_MRAP_03"
};
addOnsAuto[]=
{
	"A3_Characters_F_BLUFOR",
	"a3_characters_f_beta",
	"A3_Armor_F_Panther",
	"A3_Static_F_Mortar_01",
	"A3_Armor_F_Slammer",
	"A3_Air_F_Beta_Heli_Transport_01",
	"A3_Air_F_Heli_Light_01",
	"A3_Air_F_EPB_Heli_Light_03",
	"A3_Characters_F_Civil",
	"a3_characters_f_gamma",
	"A3_Characters_F_INDEP",
	"a3_uav_f_characters_f_gamma",
	"A3_Soft_F_Crusher_UGV",
	"A3_Air_F_Gamma_UAV_02",
	"A3_Soft_F_MRAP_03",
	"a3_map_altis"
};
randomSeed=3581338;
class Intel
{
	resistanceWest=0;
	resistanceEast=1;
	startWeather=0.29999998;
	startWind=0.099999994;
	startWaves=0.099999994;
	forecastWeather=0.29999998;
	forecastWind=0.099999994;
	forecastWaves=0.099999994;
	forecastLightnings=0.099999994;
	year=2035;
	month=4;
	day=6;
	hour=9;
	minute=0;
	startFogDecay=0.013;
	forecastFogDecay=0.013;
};
class Groups
{
	items=25;
	class Item0
	{
		side="WEST";
		class Vehicles
		{
			items=4;
			class Item0
			{
				position[]={26796.359,22.230541,24622.455};
				azimut=129.702;
				special="NONE";
				id=0;
				side="WEST";
				vehicle="B_officer_F";
				leader=1;
				rank="MAJOR";
				skill=1;
				text="LeaderHQ";
				syncId=0;
				synchronizations[]={2,4,5,6,7,8,10,3};
			};
			class Item1
			{
				position[]={26789.316,21.942297,24629.188};
				special="NONE";
				id=1;
				side="WEST";
				vehicle="B_soldier_M_F";
				rank="LIEUTENANT";
				skill=1;
			};
			class Item2
			{
				position[]={26783.973,22.12841,24619.391};
				azimut=210;
				special="NONE";
				id=2;
				side="WEST";
				vehicle="B_soldier_M_F";
				rank="LIEUTENANT";
				skill=1;
			};
			class Item3
			{
				position[]={26755.611,20.950724,24618.904};
				azimut=126.37103;
				special="NONE";
				id=3;
				side="WEST";
				vehicle="B_APC_Tracked_01_rcws_F";
				rank="SERGEANT";
				skill=0.90314448;
			};
		};
	};
	class Item1
	{
		side="WEST";
		class Vehicles
		{
			items=4;
			class Item0
			{
				position[]={23580.467,3.7087891,23119.152};
				azimut=122.56298;
				special="NONE";
				id=4;
				side="WEST";
				vehicle="B_Mortar_01_F";
				leader=1;
				rank="LIEUTENANT";
				skill=1;
				syncId=1;
				synchronizations[]={17};
			};
			class Item1
			{
				position[]={23583.223,3.7420044,23123.75};
				azimut=120.51946;
				special="NONE";
				id=5;
				side="WEST";
				vehicle="B_Mortar_01_F";
				rank="SERGEANT";
				skill=0.77735847;
			};
			class Item2
			{
				position[]={23585.84,3.7867799,23128.178};
				azimut=118.66273;
				special="NONE";
				id=6;
				side="WEST";
				vehicle="B_Mortar_01_F";
				rank="CORPORAL";
				skill=0.48647797;
			};
			class Item3
			{
				position[]={23588.398,3.8013477,23132.916};
				azimut=116.06035;
				special="NONE";
				id=7;
				side="WEST";
				vehicle="B_Mortar_01_F";
				skill=0.28600621;
			};
		};
	};
	class Item2
	{
		side="WEST";
		class Vehicles
		{
			items=4;
			class Item0
			{
				position[]={26826.047,21.413191,24672.211};
				azimut=154.12204;
				special="NONE";
				id=8;
				side="WEST";
				vehicle="B_MBT_01_mlrs_F";
				leader=1;
				rank="LIEUTENANT";
				skill=1;
				syncId=2;
				synchronizations[]={0};
			};
			class Item1
			{
				position[]={26856.854,21.57482,24683.93};
				azimut=153.45215;
				special="NONE";
				id=9;
				side="WEST";
				vehicle="B_MBT_01_mlrs_F";
				rank="SERGEANT";
				skill=0.804874;
			};
			class Item2
			{
				position[]={26882.168,21.353582,24695.24};
				azimut=152.08488;
				special="NONE";
				id=10;
				side="WEST";
				vehicle="B_MBT_01_mlrs_F";
				rank="CORPORAL";
				skill=0.54150945;
			};
			class Item3
			{
				position[]={26907.908,20.777246,24708.777};
				azimut=155.39012;
				special="NONE";
				id=11;
				side="WEST";
				vehicle="B_MBT_01_mlrs_F";
				skill=0.3882075;
			};
		};
	};
	class Item3
	{
		side="WEST";
		class Vehicles
		{
			items=4;
			class Item0
			{
				position[]={26975.695,22.789425,24865.129};
				azimut=131.70636;
				special="NONE";
				id=12;
				side="WEST";
				vehicle="B_MBT_01_arty_F";
				skill=0.3882075;
			};
			class Item1
			{
				position[]={27010.814,24.145121,24904.162};
				azimut=131.70636;
				special="NONE";
				id=13;
				side="WEST";
				vehicle="B_MBT_01_arty_F";
				rank="CORPORAL";
				skill=0.52971679;
			};
			class Item2
			{
				position[]={27042.549,24.256971,24937.074};
				azimut=131.70636;
				special="NONE";
				id=14;
				side="WEST";
				vehicle="B_MBT_01_arty_F";
				rank="SERGEANT";
				skill=0.75770426;
			};
			class Item3
			{
				position[]={27067.633,25.409454,24970.447};
				azimut=131.70636;
				special="NONE";
				id=15;
				side="WEST";
				vehicle="B_MBT_01_arty_F";
				leader=1;
				rank="LIEUTENANT";
				skill=0.90314448;
				syncId=3;
				synchronizations[]={0};
			};
		};
	};
	class Item4
	{
		side="WEST";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={26847.457,24.164579,24555.348};
				azimut=270;
				special="NONE";
				id=16;
				side="WEST";
				vehicle="B_Heli_Transport_01_camo_F";
				leader=1;
				rank="LIEUTENANT";
				skill=0.90314448;
				syncId=4;
				synchronizations[]={0};
			};
		};
	};
	class Item5
	{
		side="WEST";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={26878.881,24.17872,24588.756};
				azimut=270;
				special="NONE";
				id=17;
				side="WEST";
				vehicle="B_Heli_Transport_01_F";
				leader=1;
				rank="LIEUTENANT";
				skill=0.90314448;
				syncId=5;
				synchronizations[]={0};
			};
		};
	};
	class Item6
	{
		side="WEST";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={26908.672,23.32959,24621.717};
				azimut=270;
				special="NONE";
				id=18;
				side="WEST";
				vehicle="B_Heli_Light_01_F";
				leader=1;
				rank="LIEUTENANT";
				skill=0.81273574;
				syncId=6;
				synchronizations[]={0};
			};
		};
	};
	class Item7
	{
		side="WEST";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={26928.949,22.708311,24644.102};
				azimut=270;
				special="NONE";
				id=19;
				side="WEST";
				vehicle="B_Heli_Light_01_armed_F";
				leader=1;
				rank="LIEUTENANT";
				skill=0.81273574;
				syncId=7;
				synchronizations[]={0};
			};
		};
	};
	class Item8
	{
		side="WEST";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={26948.701,22.150835,24666.488};
				azimut=270;
				special="NONE";
				id=20;
				side="WEST";
				vehicle="B_Heli_Light_01_armed_F";
				leader=1;
				rank="LIEUTENANT";
				skill=0.81273574;
				syncId=8;
				synchronizations[]={0};
			};
		};
	};
	class Item9
	{
		side="GUER";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={23485.678,90.440002,21143.66};
				azimut=305;
				special="NONE";
				id=21;
				side="GUER";
				vehicle="I_Heli_light_03_F";
				leader=1;
				rank="LIEUTENANT";
				skill=0.90314448;
				syncId=9;
				synchronizations[]={20};
			};
		};
	};
	class Item10
	{
		side="WEST";
		class Vehicles
		{
			items=8;
			class Item0
			{
				position[]={26770.975,22.99708,24569.125};
				azimut=90;
				id=22;
				side="WEST";
				vehicle="B_Soldier_SL_F";
				leader=1;
				rank="SERGEANT";
				skill=0.5;
				syncId=10;
				synchronizations[]={0};
			};
			class Item1
			{
				position[]={26765.975,22.719786,24564.125};
				azimut=90;
				id=23;
				side="WEST";
				vehicle="B_soldier_TL_F";
				rank="SERGEANT";
				skill=0.5;
			};
			class Item2
			{
				position[]={26765.975,22.668097,24574.125};
				azimut=90;
				id=24;
				side="WEST";
				vehicle="B_soldier_AR_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item3
			{
				position[]={26760.975,22.637617,24559.125};
				azimut=90;
				id=25;
				side="WEST";
				vehicle="B_soldier_AR_F";
				skill=0.40000001;
			};
			class Item4
			{
				position[]={26760.975,22.272875,24579.125};
				azimut=90;
				id=26;
				side="WEST";
				vehicle="B_soldier_AAR_F";
				skill=0.40000001;
			};
			class Item5
			{
				position[]={26755.975,22.698921,24554.125};
				azimut=90;
				id=27;
				side="WEST";
				vehicle="B_soldier_LAT_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item6
			{
				position[]={26755.975,21.862253,24584.125};
				azimut=90;
				id=28;
				side="WEST";
				vehicle="B_medic_F";
				skill=0.40000001;
			};
			class Item7
			{
				position[]={26750.975,22.789688,24549.125};
				azimut=90;
				id=29;
				side="WEST";
				vehicle="B_soldier_A_F";
				skill=0.40000001;
			};
		};
	};
	class Item11
	{
		side="CIV";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={20606.688,37.033932,18827.443};
				id=30;
				side="CIV";
				vehicle="C_man_shorts_4_F_euro";
				leader=1;
				rank="SERGEANT";
				skill=1;
				text="Rydygier";
			};
		};
	};
	class Item12
	{
		side="GUER";
		class Vehicles
		{
			items=8;
			class Item0
			{
				position[]={20352.928,88.896263,18769.32};
				azimut=270;
				id=31;
				side="GUER";
				vehicle="I_Soldier_SL_F";
				leader=1;
				rank="SERGEANT";
				skill=0.5;
				init="cg1 = group this;";
				syncId=11;
				synchronizations[]={20};
			};
			class Item1
			{
				position[]={20357.928,88.44297,18774.32};
				azimut=270;
				id=32;
				side="GUER";
				vehicle="I_soldier_TL_F";
				rank="SERGEANT";
				skill=0.5;
			};
			class Item2
			{
				position[]={20357.928,88.736076,18764.32};
				azimut=270;
				id=33;
				side="GUER";
				vehicle="I_soldier_AR_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item3
			{
				position[]={20362.928,87.46833,18779.32};
				azimut=270;
				id=34;
				side="GUER";
				vehicle="I_soldier_AR_F";
				skill=0.40000001;
			};
			class Item4
			{
				position[]={20362.928,88.28933,18759.32};
				azimut=270;
				id=35;
				side="GUER";
				vehicle="I_soldier_AAR_F";
				skill=0.40000001;
			};
			class Item5
			{
				position[]={20367.928,86.552933,18784.32};
				azimut=270;
				id=36;
				side="GUER";
				vehicle="I_soldier_LAT_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item6
			{
				position[]={20367.928,86.513191,18754.32};
				azimut=270;
				id=37;
				side="GUER";
				vehicle="I_medic_F";
				skill=0.40000001;
			};
			class Item7
			{
				position[]={20372.928,85.369881,18789.32};
				azimut=270;
				id=38;
				side="GUER";
				vehicle="I_soldier_A_F";
				skill=0.40000001;
			};
		};
	};
	class Item13
	{
		side="GUER";
		class Vehicles
		{
			items=8;
			class Item0
			{
				position[]={20606.48,37.068203,18802.49};
				azimut=182.869;
				id=39;
				side="GUER";
				vehicle="I_Soldier_SL_F";
				leader=1;
				rank="SERGEANT";
				skill=0.5;
				init="cg2 = group this;";
				syncId=12;
				synchronizations[]={20};
			};
			class Item1
			{
				position[]={20601.74,37.08493,18807.736};
				azimut=182.86917;
				id=40;
				side="GUER";
				vehicle="I_soldier_TL_F";
				rank="SERGEANT";
				skill=0.5;
			};
			class Item2
			{
				position[]={20611.73,37.061249,18807.234};
				azimut=182.86917;
				id=41;
				side="GUER";
				vehicle="I_soldier_AR_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item3
			{
				position[]={20596.996,37.027332,18812.98};
				azimut=182.86917;
				id=42;
				side="GUER";
				vehicle="I_soldier_AR_F";
				skill=0.40000001;
			};
			class Item4
			{
				position[]={20616.973,37.15247,18811.977};
				azimut=182.86917;
				id=43;
				side="GUER";
				vehicle="I_soldier_AAR_F";
				skill=0.40000001;
			};
			class Item5
			{
				position[]={20592.254,37.042603,18818.225};
				azimut=182.86917;
				id=44;
				side="GUER";
				vehicle="I_soldier_LAT_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item6
			{
				position[]={20622.213,37.208832,18816.719};
				azimut=182.86917;
				id=45;
				side="GUER";
				vehicle="I_medic_F";
				skill=0.40000001;
			};
			class Item7
			{
				position[]={20587.508,37.16943,18823.465};
				azimut=182.86917;
				id=46;
				side="GUER";
				vehicle="I_soldier_A_F";
				skill=0.40000001;
			};
		};
	};
	class Item14
	{
		side="GUER";
		class Vehicles
		{
			items=8;
			class Item0
			{
				position[]={20595.912,51.334011,20114.275};
				id=47;
				side="GUER";
				vehicle="I_Soldier_SL_F";
				leader=1;
				rank="SERGEANT";
				skill=0.5;
				init="cg3 = group this;";
				syncId=13;
				synchronizations[]={20};
			};
			class Item1
			{
				position[]={20600.912,51.436649,20112.275};
				id=48;
				side="GUER";
				vehicle="I_soldier_AR_F";
				rank="SERGEANT";
				skill=0.5;
			};
			class Item2
			{
				position[]={20590.912,51.297272,20112.275};
				id=49;
				side="GUER";
				vehicle="I_soldier_AAR_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item3
			{
				position[]={20605.912,51.508499,20109.275};
				id=50;
				side="GUER";
				vehicle="I_soldier_AT_F";
				rank="SERGEANT";
				skill=0.5;
			};
			class Item4
			{
				position[]={20585.912,51.23365,20109.275};
				id=51;
				side="GUER";
				vehicle="I_soldier_AAT_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item5
			{
				position[]={20610.912,51.556767,20105.275};
				id=52;
				side="GUER";
				vehicle="I_soldier_A_F";
				skill=0.40000001;
			};
			class Item6
			{
				position[]={20580.912,51.246201,20105.275};
				id=53;
				side="GUER";
				vehicle="I_soldier_F";
				skill=0.40000001;
			};
			class Item7
			{
				position[]={20615.912,51.543465,20100.275};
				id=54;
				side="GUER";
				vehicle="I_medic_F";
				skill=0.40000001;
			};
		};
	};
	class Item15
	{
		side="GUER";
		class Vehicles
		{
			items=8;
			class Item0
			{
				position[]={20942.609,13.855476,19253.055};
				azimut=199.95;
				id=55;
				side="GUER";
				vehicle="I_Soldier_SL_F";
				player="PLAYER COMMANDER";
				leader=1;
				rank="SERGEANT";
				skill=0.5;
				init="cg4 = group this;";
				syncId=14;
				synchronizations[]={20};
			};
			class Item1
			{
				position[]={20939.623,13.586265,19259.455};
				azimut=199.95032;
				id=56;
				side="GUER";
				vehicle="I_soldier_TL_F";
				rank="SERGEANT";
				skill=0.5;
			};
			class Item2
			{
				position[]={20949.018,14.443132,19256.043};
				azimut=199.95032;
				id=57;
				side="GUER";
				vehicle="I_soldier_AR_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item3
			{
				position[]={20936.625,13.290039,19265.873};
				azimut=199.95032;
				id=58;
				side="GUER";
				vehicle="I_soldier_AR_F";
				skill=0.40000001;
			};
			class Item4
			{
				position[]={20955.42,15.289554,19259.041};
				azimut=199.95032;
				id=59;
				side="GUER";
				vehicle="I_soldier_AAR_F";
				skill=0.40000001;
			};
			class Item5
			{
				position[]={20933.629,13.473708,19272.275};
				azimut=199.95032;
				id=60;
				side="GUER";
				vehicle="I_soldier_LAT_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item6
			{
				position[]={20961.828,15.752471,19262.035};
				azimut=199.95032;
				id=61;
				side="GUER";
				vehicle="I_medic_F";
				skill=0.40000001;
			};
			class Item7
			{
				position[]={20930.639,14.655752,19278.672};
				azimut=199.95032;
				id=62;
				side="GUER";
				vehicle="I_soldier_A_F";
				skill=0.40000001;
			};
		};
	};
	class Item16
	{
		side="GUER";
		class Vehicles
		{
			items=8;
			class Item0
			{
				position[]={23503.24,93.182877,21107.092};
				azimut=250;
				id=63;
				side="GUER";
				vehicle="I_Soldier_SL_F";
				leader=1;
				rank="SERGEANT";
				skill=0.5;
				init="cg5 = group this;";
				syncId=15;
				synchronizations[]={20};
			};
			class Item1
			{
				position[]={23503.41,92.6035,21112.475};
				azimut=250;
				id=64;
				side="GUER";
				vehicle="I_soldier_AR_F";
				rank="SERGEANT";
				skill=0.5;
			};
			class Item2
			{
				position[]={23506.83,93.514519,21103.078};
				azimut=250;
				id=65;
				side="GUER";
				vehicle="I_soldier_AAR_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item3
			{
				position[]={23504.518,92.213028,21118.199};
				azimut=250;
				id=66;
				side="GUER";
				vehicle="I_soldier_AT_F";
				rank="SERGEANT";
				skill=0.5;
			};
			class Item4
			{
				position[]={23511.359,93.664879,21099.404};
				azimut=250;
				id=67;
				side="GUER";
				vehicle="I_soldier_AAT_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item5
			{
				position[]={23506.566,91.72599,21124.266};
				azimut=250;
				id=68;
				side="GUER";
				vehicle="I_soldier_A_F";
				skill=0.40000001;
			};
			class Item6
			{
				position[]={23516.828,93.752983,21096.074};
				azimut=250;
				id=69;
				side="GUER";
				vehicle="I_soldier_F";
				skill=0.40000001;
			};
			class Item7
			{
				position[]={23509.555,91.43071,21130.674};
				azimut=250;
				id=70;
				side="GUER";
				vehicle="I_medic_F";
				skill=0.40000001;
			};
		};
	};
	class Item17
	{
		side="GUER";
		class Vehicles
		{
			items=8;
			class Item0
			{
				position[]={25259.512,85.642853,21824.549};
				azimut=107.563;
				id=71;
				side="GUER";
				vehicle="I_Soldier_SL_F";
				leader=1;
				rank="SERGEANT";
				skill=0.5;
				init="cg6 = group this;";
				syncId=16;
				synchronizations[]={20};
			};
			class Item1
			{
				position[]={25253.225,85.793282,21821.291};
				azimut=107.56304;
				id=72;
				side="GUER";
				vehicle="I_soldier_TL_F";
				rank="SERGEANT";
				skill=0.5;
			};
			class Item2
			{
				position[]={25256.246,86.293678,21830.822};
				azimut=107.56304;
				id=73;
				side="GUER";
				vehicle="I_soldier_AR_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item3
			{
				position[]={25246.953,86.014801,21818.037};
				azimut=107.56304;
				id=74;
				side="GUER";
				vehicle="I_soldier_AR_F";
				skill=0.40000001;
			};
			class Item4
			{
				position[]={25252.992,86.690575,21837.1};
				azimut=107.56304;
				id=75;
				side="GUER";
				vehicle="I_soldier_AAR_F";
				skill=0.40000001;
			};
			class Item5
			{
				position[]={25240.676,86.084137,21814.766};
				azimut=107.56304;
				id=76;
				side="GUER";
				vehicle="I_soldier_LAT_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item6
			{
				position[]={25249.729,86.81768,21843.373};
				azimut=107.56304;
				id=77;
				side="GUER";
				vehicle="I_medic_F";
				skill=0.40000001;
			};
			class Item7
			{
				position[]={25234.395,86.168465,21811.518};
				azimut=107.56304;
				id=78;
				side="GUER";
				vehicle="I_soldier_A_F";
				skill=0.40000001;
			};
		};
	};
	class Item18
	{
		side="WEST";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={27026.213,11.84,23739.527};
				azimut=129.702;
				special="NONE";
				id=79;
				side="WEST";
				vehicle="B_officer_F";
				leader=1;
				rank="MAJOR";
				skill=1;
				text="LeaderHQB";
				syncId=17;
				synchronizations[]={18,19,1};
			};
		};
	};
	class Item19
	{
		side="WEST";
		class Vehicles
		{
			items=3;
			class Item0
			{
				position[]={26992.217,11.810279,23731.617};
				azimut=180;
				id=80;
				side="WEST";
				vehicle="B_soldier_TL_F";
				leader=1;
				rank="SERGEANT";
				skill=0.5;
				syncId=18;
				synchronizations[]={17};
			};
			class Item1
			{
				position[]={26983.154,11.837967,23739.938};
				azimut=180;
				id=81;
				side="WEST";
				vehicle="B_soldier_UAV_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item2
			{
				position[]={27000.154,11.84,23746.938};
				azimut=180;
				id=82;
				side="WEST";
				vehicle="B_UGV_01_F";
				skill=0.40000001;
			};
		};
	};
	class Item20
	{
		side="WEST";
		class Vehicles
		{
			items=3;
			class Item0
			{
				position[]={23177.596,3.1900001,18408.113};
				azimut=275;
				id=83;
				side="WEST";
				vehicle="B_Soldier_TL_F";
				leader=1;
				rank="SERGEANT";
				skill=0.5;
				syncId=19;
				synchronizations[]={17};
			};
			class Item1
			{
				position[]={23183.012,3.1900001,18412.658};
				azimut=275;
				id=84;
				side="WEST";
				vehicle="B_soldier_UAV_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item2
			{
				position[]={23203.73,3.1900001,18413.24};
				azimut=275;
				id=85;
				side="WEST";
				vehicle="B_UAV_02_F";
				skill=0.40000001;
			};
		};
	};
	class Item21
	{
		side="GUER";
		class Vehicles
		{
			items=3;
			class Item0
			{
				position[]={22240.875,14.154321,19985.137};
				special="NONE";
				id=86;
				side="GUER";
				vehicle="I_officer_F";
				leader=1;
				rank="MAJOR";
				skill=1;
				text="LeaderHQC";
				syncId=20;
				synchronizations[]={12,11,14,13,15,9,16,21,22,23};
			};
			class Item1
			{
				position[]={22237.338,14.313046,19978.98};
				azimut=-8.6936646;
				special="NONE";
				id=87;
				side="GUER";
				vehicle="I_Soldier_M_F";
				rank="LIEUTENANT";
				skill=1;
			};
			class Item2
			{
				position[]={22245.246,14.140441,19980.438};
				azimut=35;
				special="NONE";
				id=88;
				side="GUER";
				vehicle="I_Soldier_lite_F";
				rank="LIEUTENANT";
				skill=1;
			};
		};
	};
	class Item22
	{
		side="GUER";
		class Vehicles
		{
			items=4;
			class Item0
			{
				position[]={22090.049,14.991015,19948.316};
				azimut=159.99998;
				id=89;
				side="GUER";
				vehicle="I_MRAP_03_F";
				leader=1;
				rank="SERGEANT";
				skill=0.5;
				syncId=21;
				synchronizations[]={20};
			};
			class Item1
			{
				position[]={22097.221,14.718955,19963.697};
				azimut=159.99998;
				id=90;
				side="GUER";
				vehicle="I_Soldier_AA_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item2
			{
				position[]={22072.447,14.806728,19955.744};
				azimut=160;
				id=91;
				side="GUER";
				vehicle="I_Soldier_AA_F";
				skill=0.40000001;
			};
			class Item3
			{
				position[]={22100.209,13.860048,19970.105};
				azimut=159.99998;
				id=92;
				side="GUER";
				vehicle="I_Soldier_AAA_F";
				skill=0.40000001;
			};
		};
	};
	class Item23
	{
		side="GUER";
		class Vehicles
		{
			items=3;
			class Item0
			{
				position[]={22218.783,13.02835,20019.52};
				azimut=165;
				id=93;
				side="GUER";
				vehicle="I_Soldier_TL_F";
				leader=1;
				rank="SERGEANT";
				skill=0.5;
				syncId=22;
				synchronizations[]={20};
			};
			class Item1
			{
				position[]={22212.66,13.141692,20023.055};
				azimut=164.99998;
				id=94;
				side="GUER";
				vehicle="I_soldier_UAV_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item2
			{
				position[]={22227.268,13.432656,20034.217};
				azimut=164.99998;
				id=95;
				side="GUER";
				vehicle="I_UGV_01_F";
				skill=0.40000001;
			};
		};
	};
	class Item24
	{
		side="GUER";
		class Vehicles
		{
			items=4;
			class Item0
			{
				position[]={22245.814,13.414155,19953.617};
				azimut=335;
				id=96;
				side="GUER";
				vehicle="I_Soldier_TL_F";
				leader=1;
				rank="SERGEANT";
				skill=0.5;
				syncId=23;
				synchronizations[]={20};
			};
			class Item1
			{
				position[]={22252.459,13.51101,19951.199};
				azimut=334.99997;
				id=97;
				side="GUER";
				vehicle="I_Soldier_AT_F";
				rank="CORPORAL";
				skill=0.44999999;
			};
			class Item2
			{
				position[]={22243.396,13.548368,19946.973};
				azimut=334.99997;
				id=98;
				side="GUER";
				vehicle="I_Soldier_AT_F";
				skill=0.40000001;
			};
			class Item3
			{
				position[]={22259.104,13.52101,19948.781};
				azimut=334.99997;
				id=99;
				side="GUER";
				vehicle="I_Soldier_AAT_F";
				skill=0.40000001;
			};
		};
	};
};
class Markers
{
	items=25;
	class Item0
	{
		position[]={25228.236,87.815849,21831.896};
		name="1";
		text="1";
		type="mil_objective";
	};
	class Item1
	{
		position[]={23538.758,91.706375,21139.162};
		name="2";
		text="2";
		type="mil_objective";
	};
	class Item2
	{
		position[]={20916.895,11.20019,19200.291};
		name="3";
		text="3";
		type="mil_objective";
	};
	class Item3
	{
		position[]={20598.125,47.281357,20080.793};
		name="4";
		text="4";
		type="mil_objective";
	};
	class Item4
	{
		position[]={20358.111,88.716545,18767.977};
		name="1_1_1_2";
		type="mil_objective";
		colorName="ColorGrey";
	};
	class Item5
	{
		position[]={20600.482,37.058605,18817.418};
		name="1_1_1_3";
		type="mil_objective";
		colorName="ColorGrey";
	};
	class Item6
	{
		position[]={25059.859,69.239487,21729.352};
		name="ra1";
		text="RydHQ_Obj1";
		type="mil_flag";
		colorName="ColorBlue";
	};
	class Item7
	{
		position[]={25399.223,63.55479,21899.676};
		name="rb4";
		text="RydHQB_Obj4";
		type="mil_flag";
		colorName="ColorBlue";
	};
	class Item8
	{
		position[]={23390.816,80.843567,21041.887};
		name="ra2";
		text="RydHQ_Obj2";
		type="mil_flag";
		colorName="ColorBlue";
	};
	class Item9
	{
		position[]={23610.668,81.520309,21184.691};
		name="rb3";
		text="RydHQB_Obj3";
		type="mil_flag";
		colorName="ColorBlue";
	};
	class Item10
	{
		position[]={20799.365,15.108999,19148.701};
		name="ra3";
		text="RydHQ_Obj3";
		type="mil_flag";
		colorName="ColorBlue";
	};
	class Item11
	{
		position[]={21029.936,13.46801,19351.877};
		name="rb2";
		text="RydHQB_Obj2";
		type="mil_flag";
		colorName="ColorBlue";
	};
	class Item12
	{
		position[]={20439.098,26.73035,19986.867};
		name="ra4";
		text="RydHQ_Obj4";
		type="mil_flag";
		colorName="ColorBlue";
	};
	class Item13
	{
		position[]={20778.461,16.339354,20157.191};
		name="rb1";
		text="RydHQB_Obj1";
		type="mil_flag";
		colorName="ColorBlue";
	};
	class Item14
	{
		position[]={22072.775,15.01,18498.939};
		name="rc1";
		text="RydHQC_Obj1";
		type="mil_flag";
		colorName="ColorGreen";
	};
	class Item15
	{
		position[]={22398.145,13.233482,18878.23};
		name="rc2";
		text="RydHQC_Obj2";
		type="mil_flag";
		colorName="ColorGreen";
	};
	class Item16
	{
		position[]={22125.564,20.115644,19222.939};
		name="rc3";
		text="RydHQC_Obj3";
		type="mil_flag";
		colorName="ColorGreen";
	};
	class Item17
	{
		position[]={21743.416,17.049286,18846.676};
		name="rc4";
		text="RydHQC_Obj3";
		type="mil_flag";
		colorName="ColorGreen";
	};
	class Item18
	{
		position[]={21541.953,19.242882,18275.656};
		name="t1";
		text="LeaderHQC Obj placed here for testing";
		type="mil_arrow";
		colorName="ColorOrange";
		angle=30;
	};
	class Item19
	{
		position[]={26772.127,23.072109,24568.9};
		name="t2";
		text="Tested as squad leader: see error report for results";
		type="Select";
		colorName="ColorOrange";
	};
	class Item20
	{
		position[]={23177.379,3.1900001,18408.109};
		name="t3";
		text="Tested as team leader: see error report for results";
		type="Select";
		colorName="ColorOrange";
	};
	class Item21
	{
		position[]={22146.217,13.806602,19984.416};
		name="t4";
		text="Tested alot of IND units: see error report for results";
		type="selector_selectable";
		colorName="ColorOrange";
	};
	class Item22
	{
		position[]={27038.318,11.84,23722.084};
		name="lb1";
		text="LeaderHQB";
		type="mil_start";
		colorName="ColorBlue";
	};
	class Item23
	{
		position[]={26813.564,22.436735,24622.793};
		name="la1";
		text="LeaderHQ";
		type="mil_start";
		colorName="ColorBlue";
	};
	class Item24
	{
		position[]={22268.566,13.76719,19995.742};
		name="lc1";
		text="LeaderHQC";
		type="mil_start";
		colorName="ColorGreen";
	};
};
class Sensors
{
	items=14;
	class Item0
	{
		position[]={25285.854,84.322243,21838.289};
		interruptable=1;
		age="UNKNOWN";
		name="RydHQ_Obj1";
		class Effects
		{
		};
	};
	class Item1
	{
		position[]={23528.529,91.971367,21122.748};
		interruptable=1;
		age="UNKNOWN";
		name="RydHQ_Obj2";
		class Effects
		{
		};
	};
	class Item2
	{
		position[]={20958.395,15.499263,19260.881};
		interruptable=1;
		age="UNKNOWN";
		name="RydHQ_Obj3";
		class Effects
		{
		};
	};
	class Item3
	{
		position[]={20594.271,51.366432,20107.521};
		interruptable=1;
		age="UNKNOWN";
		name="RydHQ_Obj4";
		class Effects
		{
		};
	};
	class Item4
	{
		position[]={20589.354,37.041885,18810.332};
		a=20;
		b=20;
		interruptable=1;
		age="UNKNOWN";
		name="RydHQ_Sec1";
		class Effects
		{
		};
	};
	class Item5
	{
		position[]={20348.361,89.079674,18768.908};
		a=20;
		b=20;
		interruptable=1;
		age="UNKNOWN";
		name="RydHQ_Sec2";
		class Effects
		{
		};
	};
	class Item6
	{
		position[]={20598.172,51.439449,20107.93};
		interruptable=1;
		age="UNKNOWN";
		name="RydHQB_Obj1";
		class Effects
		{
		};
	};
	class Item7
	{
		position[]={20963.828,15.911261,19260.826};
		interruptable=1;
		age="UNKNOWN";
		name="RydHQB_Obj2";
		class Effects
		{
		};
	};
	class Item8
	{
		position[]={23534.299,91.817299,21122.676};
		interruptable=1;
		age="UNKNOWN";
		name="RydHQB_Obj3";
		class Effects
		{
		};
	};
	class Item9
	{
		position[]={25290.684,83.928032,21838.23};
		interruptable=1;
		age="UNKNOWN";
		name="RydHQB_Obj4";
		class Effects
		{
		};
	};
	class Item10
	{
		position[]={22094.607,15.666684,18581.797};
		interruptable=1;
		age="UNKNOWN";
		name="RydHQC_Obj1";
		class Effects
		{
		};
	};
	class Item11
	{
		position[]={22330.023,13.572408,18875.785};
		interruptable=1;
		age="UNKNOWN";
		name="RydHQC_Obj2";
		class Effects
		{
		};
	};
	class Item12
	{
		position[]={22113.115,19.003042,19159.719};
		interruptable=1;
		age="UNKNOWN";
		name="RydHQC_Obj3";
		class Effects
		{
		};
	};
	class Item13
	{
		position[]={21845.525,14.98668,18882.102};
		interruptable=1;
		age="UNKNOWN";
		name="RydHQC_Obj4";
		class Effects
		{
		};
	};
};
};
class Intro
{
addOns[]=
{
	"a3_map_altis"
};
addOnsAuto[]=
{
	"a3_map_altis"
};
randomSeed=1575245;
class Intel
{
	timeOfChanges=1800.0002;
	startWeather=0.30000001;
	startWind=0.1;
	startWaves=0.1;
	forecastWeather=0.30000001;
	forecastWind=0.1;
	forecastWaves=0.1;
	forecastLightnings=0.1;
	year=2035;
	month=6;
	day=24;
	hour=12;
	minute=0;
	startFogDecay=0.013;
	forecastFogDecay=0.013;
};
};
class OutroWin
{
addOns[]=
{
	"a3_map_altis"
};
addOnsAuto[]=
{
	"a3_map_altis"
};
randomSeed=10378478;
class Intel
{
	timeOfChanges=1800.0002;
	startWeather=0.30000001;
	startWind=0.1;
	startWaves=0.1;
	forecastWeather=0.30000001;
	forecastWind=0.1;
	forecastWaves=0.1;
	forecastLightnings=0.1;
	year=2035;
	month=6;
	day=24;
	hour=12;
	minute=0;
	startFogDecay=0.013;
	forecastFogDecay=0.013;
};
};
class OutroLoose
{
addOns[]=
{
	"a3_map_altis"
};
addOnsAuto[]=
{
	"a3_map_altis"
};
randomSeed=2721755;
class Intel
{
	timeOfChanges=1800.0002;
	startWeather=0.30000001;
	startWind=0.1;
	startWaves=0.1;
	forecastWeather=0.30000001;
	forecastWind=0.1;
	forecastWaves=0.1;
	forecastLightnings=0.1;
	year=2035;
	month=6;
	day=24;
	hour=12;
	minute=0;
	startFogDecay=0.013;
	forecastFogDecay=0.013;
};
};

This is a very trimmed down version of the mission and produces the same results. It is called "HAL_Testing.Altis".

The mission uses the ADDON version of HAL 1.11, CBA_A3 beta5, and the latest version of ArmAIII for steam.

Sorry in advance if its something obvious.

Edited by monyetswa

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Tested. Leader repositioning is bugged. In fact code was stuck on B Leader. I'll fix that ASAP, till then remove this: RydHQB_LRelocating = true;. Thanks for report.

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