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Newest Versions:

-HAL 1.22

HAL 1.22.8.1 [NR6] (SCRIPT VERSION ONLY)

 

-HAL 1.23 (discontinued)

HAL 1.23.4 [NR6] (SCRIPT VERSION ONLY)

 

Mod version of the pack under construction.

 

Download Links:

HAL 1.22:

HAL 1.22.8.1 [NR6] (Google Drive)

HAL 1.22.8.1 - Brief Radio [NR6] (Google Drive) - new version which replaces radio voice with placeholder empty sounds. You still get the radio clicks from comms but no speech. (Reintroduction of the no radio version)

 

HAL 1.23 (discontinued, features from .23 will be eventually added to .22)

HAL 1.23.4 [NR6] (Google Drive)

 

1.23 has been discontinued on HAL NR6 for now since the modifications I've made are larger than the ones 1.23 contain over 1.22 and remaking 1.23 altogether would be easier.

 

Old Versions

Archive

 

 

Armaholic:

HAL 1.22 [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, new features and compatibility with dedicated server. The functionality of the script itself is expanded and upgraded but works almost the same wayas the original 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.

 

AS OF 1.22.8: Simple mode is activated by default meaning that you have to set up HAL as previously done, but instead of placing objectives as RydHQ_Obj1,RydHQ_Obj2, RydHQ_Obj3, RydHQ_Obj4, you do not need to place them at all. Instead, you must add objectives by placing down objects (such as gamelogics or triggers) and putting these objects in the array of your leader (ex: RydHQ_SimpleObjs = [myobj1,myobj2,myobj3]). Unlike the previous system, there is no specific order they will follow to capture these objectives other than distance and convenience. There is also no limit of how many objectives you can place down.

 

Additionally, I have added a preinit.sqf file in which you can place variables and empty arrays you want to be defined before anything else is loaded in the mission. This can be useful if you want to use the pushback command for adding your objectives to the array instead of naming them. I will have example missions for this in the near future.

 

Even though the new system is faster to setup and more flexible, please read the original documentation concerning how to use HAL. This is the only major difference other than the additional features.

 

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;

-[ADDED] New Big Boss system can assign up to 4 objectives per Leader;

-[ADDED] BFT style markers for friendly and known enemy (update each cycle);

-[CHANGED] Tasks now show up for entire group and players who are not always squad leaders;

-[CHANGED] New defensive mode guards all Big Boss objectives;

-[CHANGED] Fixed cargo system;

-[ADDED] Option to use NR6 Site's defense for garrisons if NR6 Sites is installed;

-[ADDED] Complete overhaul of HAL's objectives. New simple mode is activated by default. Removes the limit of 4 fixed objectives per leader and removes the need of Big Boss for having multiple objectives captured at once.

-[ADDED] Lots of new features, documentation of them will be added at a later date.

 

NEW CONFIG VARIABLES:

 

General:

RydHQ_TaskActions = true;     Makes player actions for tasks active; (Regular actions don't work in vehicles, only ACE ones) (Boolean)

RydHQ_SupportActions = true; Adds support actions (request infantry, armored, CAS, transport support)

RydHQ_TaskActionsAceOnly = true;     Makes player task actions only visible in ACE actions (Boolean)

RydxHQ_GarrisonV2 = true;     Activates NR6 Site's CBA Defense script to replace HAL garrisons (Boolean)

RydxHQ_NoRestPlayers = true; Removes withdraw orders for player led groups recommended if using actions

RydxHQ_NoCargoPlayers = true; Removes cargo assignment for player led groups recommended if using actions

RydxHQ_ReconCargo = true; Recon missions will use cargo system

RydxHQ_InfoMarkersID = false; Adds groud ID next to BFT markers

 

 

 

Leader specific:

RydHQ_InfoMarkers = true;     Activates BFT for the Leader (Boolean)

RydHQ_BBAOObj = 1;     Sets the number of objectives that can be captured at once with Big Boss (Integer from 1 to 4, )

RydHQ_SimpleMode = true; Activates simple mode (default true)

 

RydHQ_SimpleObjs = [] Array of objectives for that leader. Place the objects you want to use as objectives for that leader in this array

RydHQ_MaxSimpleObjs = 5 Maximum objectives to capture at once in simple mode

RydHQ_CRDefRes = 0.5; Ratio of how many groups will remain as reserve patrolling among different objectives in defensive mode (these groups can be used as defensive attack/recon when the Leader is still in defensive stance)

 

Simple Objective Specific:

 

this setvariable ["SetTakenA",true]; sets given simple objective captured for the leader mentioned (A,B,C,D,E,F,G,H) Important to be used on objectives already captured at mission start otherwise the leader will capture its own objectives first.

 

 

Group specific:

this setvariable ["Unable",true];     Makes Group unable to follow tasks while keeping it under HAL control, used in player task actions and Sites

 

Advise me if I forgot any.

 

NOTES:

If using Big Boss, turn simple mode off.

Capture orders are now less simple minded.

If you use RydHQ_NoRec = 100 and RydHQ_RapidCapt = 0 to remove recon missions in order to speed thing up, groups will disembark 400 to 600m before the objective and will approach them more strategically meaning that even though the Leader is sending its troops without any recon, they will act as if they don't know what's there yet and use caution.

 

 

CHANGE LOG

 

HAL 1.22

-HAL 1.22.8

-LOTS of new changes and additions, will complete the list at a later date

-More aggressive defensive mode depending on leader personality;

-Completely new HAL mode (simple mode) for leaders where you only have to place down objectives and add them to an array in order for them to be considered (no more limit of 4 fixed objective with fixed order);

-New capture objectives;

-New player supports;

-Size icon for BFT markers;

 

-HAL 1.22.7.2

-Improved and fixed cargo system (should be quite reliable now);

-Improved reliability of Big Boss objective capturing;

-Changed the way Big Boss scans if objectives are captured, now counts the number of men in and out of vehicles;

-Removed debug green center markers from the defensive mode as they would spam the screen on each cycle;

-"Unable" group variable now works with BB garrison missions too;

-Various little improvements;

 

-HAL 1.22.7

-Tweaked the tasking system;

-Tasks now show up for entire group and for players who are not necessarily Squad leaders;
-Complete Big Boss revamp;

-Fixed and enhanced Cargo system;

-BFT style system for friendly units and known enemy (updated every HAL cycle for low precision and realism);

-Garrison system based on NR6 Sites (only available if NR6 Sites is installed);

-Big Boss can now assign up to 4 objectives to be captured at once per Leader;

-Various fixes;

-Critically revamped defensive mode for Leaders who will now defend all big boss objectives if in BB mode;

-There's a lot of stuff in it that I can't remember;

 

 

-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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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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