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Newest Versions:

-HAL 1.22

HAL 1.22.6 [NR6] (SCRIPT VERSION ONLY)

 

-HAL 1.23 (WIP)

HAL 1.23.4 [NR6] (SCRIPT VERSION ONLY)

 

I plan on adding a mod version of the scripts one day.

 

Download Links:

HAL 1.22:

HAL 1.22.6 [NR6] (Google Drive)

 

HAL 1.23 (WIP):

HAL 1.23.4 [NR6] (Google Drive)

 

1.23.5 version will eventually come with all the features from 1.22.6. Please note that I am focusing work on 1.22 as it is the most stable branch of HAL.

 

Old Versions

Archive

 

 

Armaholic:

HAL 1.23 [NR6] (Armaholic)

 

User manual from original mod:

PDF manual

 

Mission Samples And Set up Template for Big Boss and Large Scale scenarios:

Sample Pack 1.01 (HAL 1.23.3 + NR6 Reinforcements + NR6 ZBE_Cache) (OLD)

 

Note: Most of these samples use CUP and RHS. If you want a clear demo of how I usually setup missions, use the Stratis sample and the template included in the pack.

 

NR6 Reinforcements for HAL:

 

NR6 ZBE_Cache for HAL:

 

 

NR6 Sites for HAL:

 

 

 

INTRODUCTION

This is a a modified/updated version of HETMAN - HAL by Rydygier which includes various changes/upgrades concerning battlefield immersion and compatibility with dedicated server. The functionality of the script itself is relatively untouched and should work the same way HAL does. For a detailed description of the original system by Rydygier, you can find his here.

 

 

USAGE

So far, I have only made a script version of the modified system which means that you will have to include all the contents of the script's files in the directory of the mission on which you want the system to run.

 

Quoted from the original thread

 

"To activate HAL for one side, one of the units of that side must be named LeaderHQ. Essential also is the placement on the map of any object (for example, an empty trigger) named RydHQ_Obj1. The location is entirely your choice. Its position will designate a target point which the Artificial Commander will try to conquer at first (for example, a spot near the leader of the opposing side).

Analogously, there should be placed in freely chosen areas (eg in cities, strategic positions or simply nearby opposite Leader) three other objectives (RydHQ_Obj2, RydHQ_Obj3, RydHQ_Obj4), which will be conquered in numerical order. If the mission designer wants less than four objectives, then simply place the unneeded objectives at same position as the ultimate objective.

For the script version only, to initialize HAL the following code should also be executed in some way, e.g., by placing the following script in the init field of any object (for example, in the activation field of an empty trigger or waypoint):

nul = [] execVM "RydHQInit.sqf";

Alternatively, that line may be placed at the end of a mission's init.sqf. Init.sqf is recommended place for init config variables (beacuse of better readability), especially for bigger configs, eg containing RHQ arrays.

See included manual for all details, and there is lots of them."

 

As said by Rydygier on the original thread, it is important  to read the user manual in order to properly setup HAL and fully enjoy its capabilities.

 

FEATURES

-[ADDED] Radio chat with both sound and text from other AI groups and LeaderHQ work on both dedicated server and singleplayer (added a sideradio function);
-[ADDED] Orders from HQ usually given through OLYMPUS work on dedicated server as well;
-[CHANGED] Contents of the order messages from HQ use squadID instead of mission names and come from the Leaders themselves instead of OLYMPUS channel;
-[CHANGED] New markers for debug of a more aesthetic variant with additional info such as groupID;
-[CHANGED] Revamped the task system for players to work on dedicated server (instead of only giving a notification) and to include more immersive tittles and description while also using tasktypes for more interesting tasks;

-[CHANGED] Removed the markers for players in the debug since the task system takes care of it. Made the markers for players same as for AI groups;

-[CHANGED] Fixed different typos;

-[CHANGED] Changed the contents of the radio calls to something that I find more immersive;

-[ADDED] "AreaTakenA" or "AreaTakenB" config values to add in init of Gamelogic representing objective for BigBoss

-[ADDED] Ability to deny tasks and enable/disable tasking. Set RydHQ_TaskActions = true to enable system;
-[ADDED] Ability to deny tasks and enable/disable tasking using ACE Interactions instead. Set RydHQ_TaskActionsAceOnly= true to enable system alongside RydHQ_TaskActions;

 

 

CHANGE LOG

 

HAL 1.22

-HAL 1.22.6

-Complete rewrite of tasking system (1.22.5.1 wasn't bulletproof enough);
-ACE mode added for tasking system (for use in vehicles);

-New "Unable" variable for HAL controlled groups which keeps the group under HAL control but prevents HAL from issuing orders to that group (Used in tasking system and in the new NR6 sites system);

-Adapted radio markers for new group ID display;

-Some low impact fixes on some scripts in SP;

-Probably more stuff that I forgot about;

 

-HAL 1.22.5.1

-Reconfigured the tasking system for non-dedicated environments. Last version was broken in some instances;

-Completely rewrote the task control system introduced previously for major optimization and reliability;

 

-HAL 1.22.5

-Minor optimization of the new BB config values;

-Updated task names for cargo missions;

-Changed the tasking system so that the enhanced tasks show up in non-dedicated environments;

-Added task control from squad leaders. Leaders can now deny tasks and enable/disable tasking for their squad if RydHQ_TaskActions = true;

 

-HAL 1.22.4

-Added new  "AreaTakenA" or "AreaTakenB" config values for Big Boss objective

 

-HAL 1.22.3 (release)

-Added dedicated server compatibility for tasks

-Added new markers for debug with new descriptions and information

-Revamped the tasking system.

 

-HAL 1.22.2 (testing)

-Added dedicated server compatibility for radio orders from HQ

 

-HAL 1.22.1 (testing)

-Added dedicated server compatibility for radio

 

HAL 1.23

-HAL 1.23.4

-Changed the tasking system so that the enhanced tasks show up in non-dedicated environments;

-Added task control from squad leaders. Leaders can now deny tasks and enable/disable tasking for their squad if RydHQ_TaskActions = true;

 

-HAL 1.23.3

-Fixed wrong task names for Cargo Missions

-Minor optimization to the new AreaTaken config values

 

-HAL 1.23.2

-Added new  "AreaTakenA" or "AreaTakenB" config values for Big Boss objective

 

-HAL 1.23.1

-First port from HAL 1.23 wip3

 

CREDITS

All credits for the original system go to Rydygier who created this powerful script that has been greatly improving large scale battlefield scenarios since previous versions of Arma.

 

 

 

BUG REPORTING

If you encounter any bugs concerning the modifications I have made to HAL 1.22, do not hesitate to provide feedback on this thread as it will help me improve the script. If the bugs are concerning HAL 1.22's core functions, I'd recommend taking it to the original thread as my help will be quite limited here and your feedback would be more useful to Rydygier.

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Literally was just thinking about using Hetman's again, but was worried that it was outdated. You are awesome, thanks.

 

Hetmans is by far the most brilliant AI commander mod ever.

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This is great. Im a big fan of HAL, and use it almost all of my missions.

You know that rydiegier have made an 1.23 script version, where syncronized attacks works and some other fixes?

 

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24 minutes ago, sixt said:

This is great. Im a big fan of HAL, and use it almost all of my missions.

You know that rydiegier have made an 1.23 script version, where syncronized attacks works and some other fixes?

 

Yes. I am aware of his newer version but since 1.22 is the latest stable version I decided to focus my efforts on it. Next on my to-do list is to remake 1.23 as well.

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:) Each time it's great to see own work inspiring others, being picked up, changed, modified, improved. It feels, as if I had grandchildren and became a proud grandpa. :unclesam:

 

All the best in this noble endeavour. 

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7 hours ago, Rydygier said:

:) Each time it's great to see own work inspiring others, being picked up, changed, modified, improved. It feels, as if I had grandchildren and became a proud grandpa. :unclesam:

 

All the best in this noble endeavour. 

 

Thank you Rydygier! :)

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thank you, NinjaRider, for your work. i really liked HWS mission but in SP-mode on my comp it turned in step-based strategy. :)

is it hard to update last HWS with your version HAL to be able run it on dedicated server?

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21 hours ago, velzevul said:

thank you, NinjaRider, for your work. i really liked HWS mission but in SP-mode on my comp it turned in step-based strategy. :)

is it hard to update last HWS with your version HAL to be able run it on dedicated server?

 

Im not very familiar with HWS. However, from my quick glance at its files, what I could do would be to port my version of HAL into HWS so that you would see the improvements in immersion and etc. Im not sure if it would render HWS dedicated server compatible as it contains more than just HAL though.

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I would be more than interested to try on my dedi.  Link a download and let's try.

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-NEW VERSION UPDATE-

 

-HAL 1.23 versions included

-HAL 1.22.4 small update

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23 hours ago, velzevul said:

thank you, NinjaRider, for your work. i really liked HWS mission but in SP-mode on my comp it turned in step-based strategy. :)

is it hard to update last HWS with your version HAL to be able run it on dedicated server?

 

1 hour ago, kremator said:

I would be more than interested to try on my dedi.  Link a download and let's try.

 

Here you go!

HWS [NR6]

 

Included in the archive versions 1.22.4 and 1.23.2.

 

If you get any interesting results feel free to share them here.

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Right, fired the dedi up.  Tried the latest version first 1..23.2 but this failed getSideUnit.sqf missing

 

Then tried the 1.22.4 version but i spawn on the island and it doesnt start.  You stay on the island.

 

EDIT:  I then copied the contents of your script version of 1.23.2 into the mission and it got me onto the island at least this time, but still mission didnt fire, and I stayed on the island.

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1 hour ago, kremator said:

Right, fired the dedi up.  Tried the latest version first 1..23.2 but this failed getSideUnit.sqf missing

 

Then tried the 1.22.4 version but i spawn on the island and it doesnt start.  You stay on the island.

 

EDIT:  I then copied the contents of your script version of 1.23.2 into the mission and it got me onto the island at least this time, but still mission didnt fire, and I stayed on the island.

 

For the getsideunit error sorry, it's my mistake I was playing with the sites module and forgot to update the description file. As for the rest, it's probably the fact that HWS is incompatible in dedicated. The only thing I updated is the compatibility for things like tasks , markers and radio in HAL for dedicated. Therefore, if the other core components of HWS are incompatible, my version won't change much.

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8 hours ago, NinjaRider600 said:

 

For the getsideunit error sorry, it's my mistake I was playing with the sites module and forgot to update the description file. As for the rest, it's probably the fact that HWS is incompatible in dedicated. The only thing I updated is the compatibility for things like tasks , markers and radio in HAL for dedicated. Therefore, if the other core components of HWS are incompatible, my version won't change much.

 

anyway, thanks a lot! we've become one step closer to MP version of HWS. :)

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On 4/16/2018 at 1:40 PM, NinjaRider600 said:

 

 

Here you go!

HWS [NR6]

 

Included in the archive versions 1.22.4 and 1.23.2.

 

If you get any interesting results feel free to share them here.

 

 Im unable to get these missions to work. They dont show in Scenarios and after de-pbo'ing and sticking them into the editor -they first need to be upgraded and then it states theres an error loading the missions. Thats for both versions.

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On 4/17/2018 at 10:46 PM, froggyluv said:

 

 Im unable to get these missions to work. They dont show in Scenarios and after de-pbo'ing and sticking them into the editor -they first need to be upgraded and then it states theres an error loading the missions. Thats for both versions.

 

I'll take a look at HWS to see if I could render it dedicated compatible once I get enough spare time to take care of it. I'm not surprised it doesn't work as all I did was to port my version of HAL into HWS, which can't render the rest of the HWS system server compatible.

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For the interested, I'm also currently working on a dynamic reinforcements script for HAL so stay tuned for more.

 

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I hope NinjaRider will make a Hetman War Stories (HWS) with his new improved HETMAN efforts. I'm finally joining this forum after a long time playing HWS in Arma 3, just to encourage NinjaRider600 and thank him for picking up the torch on this gem!

Also, a suggestion: Please do YouTube videos explaining use of Nr6 Hetman (by showing setup exactly,  with high volume, speaking slow enough and in common English language that non-programmers can understand. The old Hetman videos were incorrect or unclear---they weren't made by Ryd--- it was very frustrating. 

There is so much potential here, but I just need to visualize examples of its successful application. 

 

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On ‎4‎/‎20‎/‎2018 at 7:18 PM, NinjaRider600 said:

For the interested, I'm also currently working on a dynamic reinforcements script for HAL so stay tuned for more.

 

This dynamic reinforcement would be awesome improvement of Hetman War Stories. Right now, I have to use Zeus and random number generators to simulate reinforcements...taking my attention away from the matters/dangers from battlefield. I wish this process was automated & randomized, perhaps with some parameters set at the beginning. 

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On ‎4‎/‎16‎/‎2018 at 12:40 PM, NinjaRider600 said:

 

 

Here you go!

HWS [NR6]

 

Included in the archive versions 1.22.4 and 1.23.2.

 

If you get any interesting results feel free to share them here.

Does this HWS [NR6] works for Single Player, just like the original HWS does?

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17 hours ago, MAGA Man said:

I hope NinjaRider will make a Hetman War Stories (HWS) with his new improved HETMAN efforts. I'm finally joining this forum after a long time playing HWS in Arma 3, just to encourage NinjaRider600 and thank him for picking up the torch on this gem!

Also, a suggestion: Please do YouTube videos explaining use of Nr6 Hetman (by showing setup exactly,  with high volume, speaking slow enough and in common English language that non-programmers can understand. The old Hetman videos were incorrect or unclear---they weren't made by Ryd--- it was very frustrating. 

There is so much potential here, but I just need to visualize examples of its successful application. 

 

 

Not sure I have enough free time on my hands to fully record and edit tutorials about HAL. However, I have at least a dozen mission samples I could simplify and publish for you guys to look upon and see how I usually set up huge battlefields with multiple objectives and Big Boss.

 

17 hours ago, MAGA Man said:

Does this HWS [NR6] works for Single Player, just like the original HWS does?

 

Theoretically it should, but I never tested it myself as I am really not familiar with HWS. I will take a look at it soon enough and see what I can do to maybe make it dedicated compatible and/or to at least make it work on singleplayer with the new additions if it is not functional at the moment.

 

17 hours ago, MAGA Man said:

This dynamic reinforcement would be awesome improvement of Hetman War Stories. Right now, I have to use Zeus and random number generators to simulate reinforcements...taking my attention away from the matters/dangers from battlefield. I wish this process was automated & randomized, perhaps with some parameters set at the beginning. 

 

I'm gonna post an update soon about my progress on the reinforcements script I have done. It's pretty much complete as I'm mostly making it compatible with different mods from the community for diverse factions. I'll also try to add features to it as it goes, but for now it works fairly well with randomized groups as reinforcements and some customizability from the user.

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