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Rydygier

[SP] HETMAN: War Stories

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Ok review time:

Last night I played a good 5-6 scenarios. It was in deed sweeeeeet. :D I am delighted to see that the AI finally manage to use nearby vehicles effectively. Some points I wish were added in next update:

 

1. The backpacks on all players are the Mortar (folded). I moved to corpses to scavenge but I saw my uniform and vest are both full. And backpack cant be used. When I checked its name, it was the mortar (folded) and I cant even assemble the mortar. How to replace it with usual backpacks?

 

2. Is there a possibility to spawn a crate with virtual arsenal script to it near me when I spawn? Or better yet, even before the mission begins, a loadout selector which can automatically scan all the weapon/uniform mods beforehand?

 

2. The HAL unit has all control on unit groups orders and I respect that. But whatever group I join, its leader chalks out the entire waypoints route on map before it starts proceeding on the first WP. That is also fine. The main thing is the "sleep" time on each WP. It is a tad more. I found my self sticking with the group leader for 5-10 minutes before he would issue an order of 100 mtrs and then wait for the same amount of time, while my faction mates are being roasted on the other side of town. :P

 

3. And I got inundated  by the group leaders radio chatter of "2..Mount that vehicle". and then when that poor AI fellow did mount, then immediately...."2. Dismount".. and this cycle was infinite. lol

 

4.Selecting "Large" from the Battle/ objective size initially just places the enemy far off. How to convert it to a string of 3-4 smaller objectives in between? Maybe a campaign centric mission generator is next? Something like "HETMAN - Campaign Diaries"?

 

These are just things I wish are fixed as I love this mission and this is my new best friend. Hope this helps. :)

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Thanks for the feedback.

 

It was long time since last update and it may take still long time - for me thrid month passed without time for any serious scripting and I see no end of status quo atm. 

 

Ad. 1 All units of your side are playable (you can change avatar via normal A3's unit switch). Is extremely unlikely, or rather impossible, so all will be mortar carriers, not sure, why you saw mortar backpacks everywhere. Army should be composed with units of many kinds: regular infantry, AT/AA specialists, soft and armored vehices crews, choppers, trucks, static weaponry... It wasn't like that? All are taken from the game without changing backpacks or anything, so if suddenly all for you have mortars, then question is, why is that. 

 

Ad. 2 many things, including that, are possible, if you're able and ready to script them. Otherwise - no. With some scripting knowledge you may use advanced setup window in initial GUI to "inject" some code into scenario. Without such knowledge - you can't do such things. 

 

There was similar request, so here is an example, how to spawn VA at the beginning using Advanced Setup window. I hope, it still works. 

 

Ad. 2 Intervals between waypoints are added to give units time to rest. It was necessary since A3 introduced fatigue. But such interval should be like 40-50 seconds max and tyoically up to 25 seconds per waypoint. If this is 5-10 minutes for you, then I'm not sure, why. 

 

Ad. 3 Looked for the reason long time. Found none in Hetman code. Possible some vanilla AI glitch. Yes, annoying. As for today I see no way to fix it, if possible from my end. 

 

Ad. 4 No way to convert without rewriting the code. Current shape of the battle is hardcoded. As fo the future - all possible, nothing certain. :)

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Doubled post...

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Thanks for the feedback.

 

It was long time since last update and it may take still long time - for me thrid month passed without time for any serious scripting and I see no end of status quo atm. 

 

Ad. 1 All units of your side are playable (you can change avatar via normal A3's unit switch). Is extremely unlikely, or rather impossible, so all will be mortar carriers, not sure, why you saw mortar backpacks everywhere. Army should be composed with units of many kinds: regular infantry, AT/AA specialists, soft and armored vehices crews, choppers, trucks, static weaponry... It wasn't like that? All are taken from the game without changing backpacks or anything, so if suddenly all for you have mortars, then question is, why is that. 

 

Ad. 2 many things, including that, are possible, if you're able and ready to script them. Otherwise - no. With some scripting knowledge you may use advanced setup window in initial GUI to "inject" some code into scenario. Without such knowledge - you can't do such things. 

 

There was similar request, so here is an example, how to spawn VA at the beginning using Advanced Setup window. I hope, it still works. 

 

Ad. 2 Intervals between waypoints are added to give units time to rest. It was necessary since A3 introduced fatigue. But such interval should be like 40-50 seconds max and tyoically up to 25 seconds per waypoint. If this is 5-10 minutes for you, then I'm not sure, why. 

 

Ad. 3 Looked for the reason long time. Found none in Hetman code. Possible some vanilla AI glitch. Yes, annoying. As for today I see no way to fix it, if possible from my end. 

 

Ad. 4 No way to convert without rewriting the code. Current shape of the battle is hardcoded. As fo the future - all possible, nothing certain. :)

Thank you again for clarification. Yeah im not sure about the mortar backpacks. I will try that Advanced setup window trick.

 

These are just small things anyway, War Stories is still unbelievably fun and the best battle generator imho. And please do not give up on updates. Take some time off on weekends and continue this masterpiece. 

 

By the way, I wasnt following the MANW contest. And just saw that you won the SP category man O.O

Congratsss :D

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Yep, 2nd place, but another mission (good for SP fans too BTW). Thanks. :) Have fun. 

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I've put up some videos of Hetman War Stories. The most recent one is 

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I've put up some videos of Hetman War Stories. The most recent one is 

Yeah Alky_lee. I saw your earlier ones also. Nice work I am also planning HETMAN series videos soon in sha Allah. Along with tutorials.

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Is the version on the workshop kept up to date? It hasn't been updated since 2014.

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It's latest. There wasn't any updates that long. Due to sudden RL job no time/workpower for any Arma activity last months. All my major A3 projects are put on hold, await some attention, but not sure, when it will happen. 

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Hi. After the last patch no longer work options under the keys 0-8-x, if there are opportunities to fix this ?

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Hi. Indeed. I see the options, but when trying to use, nothing happens, and I got such RPT logs:

20:50:24 User menu description 'BIS_fnc_addCommMenuItem_menu' not defined.
20:50:27 Audio Stream: Cannot load sound 'A3\Dubbing_Radio_F\data\ENG\Male12ENG\RadioProtocolENG\Normal\DirectionRelative1\front_1.ogg'
20:50:39 Error in expression <_this = [#obj12,_pos,_target,_is3D,45];nul = [] s>
20:50:39   Error position: <#obj12,_pos,_target,_is3D,45];nul = [] s>
20:50:39   Error Invalid number in expression
20:50:39 Error in expression <_this = [#obj12,_pos,_target,_is3D,45];nul = [] s>
20:50:39   Error position: <#obj12,_pos,_target,_is3D,45];nul = [] s>
20:50:39   Error Invalid number in expression
20:50:50 Error in expression <_this = [#obj12,_pos,_target,_is3D,46];nul = [] s>
20:50:50   Error position: <#obj12,_pos,_target,_is3D,46];nul = [] s>
20:50:50   Error Invalid number in expression
20:50:50 Error in expression <_this = [#obj12,_pos,_target,_is3D,46];nul = [] s>
20:50:50   Error position: <#obj12,_pos,_target,_is3D,46];nul = [] s>
20:50:50   Error Invalid number in expression
20:50:54 Error in expression <_this = [#obj12,_pos,_target,_is3D,45];nul = [] s>
20:50:54   Error position: <#obj12,_pos,_target,_is3D,45];nul = [] s>
20:50:54   Error Invalid number in expression
20:50:54 Error in expression <_this = [#obj12,_pos,_target,_is3D,45];nul = [] s>
20:50:54   Error position: <#obj12,_pos,_target,_is3D,45];nul = [] s>
20:50:54   Error Invalid number in expression

Thing is, that's not my code. And I didn't touched HWS long time, and it worked earlier. So unless I'm missing something here, this feature seem to be broken from BI end. Hm. I may be wrong here, but to me it looks like some issue with BI's BIS_fnc_addCommMenuItem function, but error shows up when I'm trying to use 0-8-x, not (only) at adding these options. Perhaps I'll try to test this next week, but that's how it looks for now IMO. If so, we could wait till fix, or maybe I'll figure out some workaround. Adding supports withouth on screen message, like in another my mission, seem to work. 

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......All my major A3 projects are put on hold, await some attention, but not sure, when it will happen. 

 

Major projects by Rydigier? O.O

The term itself is gratifying.

 

Do not put them on hold :'(

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:) I'm reffering to the projects already published (Hetman, Pilgrimage, HWS), nothing secret behind the scenes at the moment. Of course, real life job has a priority over Arma scripting, thus I put development of them all on hold. Since lately, after 6 months, I had some free time finally, I was able to push forward some of them a bit (Pilgrimage ports beta). Don't know, how much free time will be, if enough, eventually I'll try to update Hetman itself and HWS. If. 

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All in all it these options were not that I needed , if there was any addon that gives friendly units and positions detected enemy on the map. For me it is so that when you change the unit by pressing U units tags disappear from the map , and I have to attach by pressing twice 0-8-3 . The closest ideal was Ctab but does not show the detected enemy units .

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As a single player only, i must say that Hetman is a big part in my arma 3 experience, take your time but please don't let it ;)

 

And thanks for the excellent work you shared with us.

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I do have to say playing with Hetman is tons of fun.

But I just want to know, how can I add artillery and other support functions?

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In HWS you can't manually add anything but choose the fighting sides and few other settings. All forces are randomized. Artillery may be present or not, same for other support. In Hetman itself - just put some arty units and/or other desired support vehicles of Leader's side on the map. Rest is done by Hetman - it will decide, where and how to use these units. 

 

If you want some manually called supports in your mission in vanilla Arma 3 style, then you have either put in editor proper A3 modules or use mod doing so, if any is out there, don't know. Frankly myself so far barely touched these modules, so can't remember, how exactly setup of these works.

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Cheers.

 

Just realised.

Tried porting it to United Sahrani but... God... I always end up fighting in the mountains

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Rydygier problem is not acting alone support menu has been resolved , Bohemia repaired Arma , cheers :)

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Guys, still no idea, when I'll return to this mission. As for porting however - check first post for "know how" - anyone can do it, no scripting knowledge required. 

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HWS for me not working on Veltatie5 (no city/village names on map) and Faysh Khabur(?), porting is very simply. Vasily send me your mail or simple file hosting  PM.

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