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That's brilliant. Thank you. A quick update on things over here. Currently things are going well- like i said in the edit. Moved the LeaderHQ out of the cargo command post and everything was fine. Ever since i turned debug off i'm getting errors about Arty marks.

 

11:48:14 Error in expression <alse];

if not (_Debug) then
{
_Debug = RYD_WS_ArtyMarks
};

if (_Debug) then 
{>
11:48:14   Error position: <RYD_WS_ArtyMarks
};

if (_Debug) then 
{>
11:48:14   Error Undefined variable in expression: ryd_ws_artymarks    

 

Additionally- whilst i have managed to get the RHS AFRF SPG (2SM31 i think it's called )+ Podnos mortar working. The D30 and the BM21 is proving stubborn. Even though i have added the battery type and ammunition. 

 

It's not all bad however. Having a lot of fun using this, great work!

 

 

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4 hours ago, Arcieri said:

That's brilliant. Thank you. A quick update on things over here. Currently things are going well- like i said in the edit. Moved the LeaderHQ out of the cargo command post and everything was fine. Ever since i turned debug off i'm getting errors about Arty marks.

 

11:48:14 Error in expression <alse];

if not (_Debug) then
{
_Debug = RYD_WS_ArtyMarks
};

if (_Debug) then 
{>
11:48:14   Error position: <RYD_WS_ArtyMarks
};

if (_Debug) then 
{>
11:48:14   Error Undefined variable in expression: ryd_ws_artymarks    

 

Additionally- whilst i have managed to get the RHS AFRF SPG (2SM31 i think it's called )+ Podnos mortar working. The D30 and the BM21 is proving stubborn. Even though i have added the battery type and ammunition. 

 

It's not all bad however. Having a lot of fun using this, great work!

 

 

I got most RHS arty kinda working and I could Give you my RHQ settings that I use for the D30 and the Podnos once I find it.

As for the error, Its a marker error so I wouldn't worry too much about it unless its causing gameplay issues.

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The Podnos works. Just i dont understand why the BM21 and the D30 does not when i have not done anything different, i defined the classnames and all the ammo types-. The marker error does not cause gameplay issues so to speak...it just has a high chance of ruining the surprise. My unit has not been arty'd before.

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Adding another feature for HAL 1.22.7: BFT style markers for controlled AI squads and known enemy. Right now they are set to update on every Leader cycle which is pretty slow but realistic as that's when the intel the Leader knows is updated so no unknown enemy will be shown like on other BFT/MARTAs and it gives a realistic delay after which a friendly squad would report its position as realistically not all squads aside vehicles would constantly have a GPS system on them transmitting their position.

This is what they look like. They are miniature BFT markers that work in a somewhat similar fashion as BIS Marta in terms of icons.
20181018191112-1.jpg

I plan on making these markers local specific so that blufor players can only see blufor Leader's info markers and vice versa for opfor.

These markers can be enabled by using RydHQ_InfoMarkers = true specific to each leader (so RydHQC_InfoMarkers for LeaderHQC)

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 Looks nice -all for markers and what not to add to situational awareness in both tactical and strategic ways. Way more immersion.

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8 hours ago, NinjaRider600 said:

Adding another feature for HAL 1.22.7: BFT style markers for controlled AI squads and known enemy. Right now they are set to update on every Leader cycle which is pretty slow but realistic as that's when the intel the Leader knows is updated so no unknown enemy will be shown like on other BFT/MARTAs and it gives a realistic delay after which a friendly squad would report its position as realistically not all squads aside vehicles would constantly have a GPS system on them transmitting their position.

This is what they look like. They are miniature BFT markers that work in a somewhat similar fashion as BIS Marta in terms of icons.
20181018191112-1.jpg

I plan on making these markers local specific so that blufor players can only see blufor Leader's info markers and vice versa for opfor.

These markers can be enabled by using RydHQ_InfoMarkers = true specific to each leader (so RydHQC_InfoMarkers for LeaderHQC)

 

This is a great feature! Ive been trying to do the same with the BIS Module but on a dedicated server markers for both sides appear lights blue. If they are available during the briefing even better.

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On ‎10‎/‎17‎/‎2018 at 10:37 AM, NinjaRider600 said:

Huge update coming up for HAL 1.22 in HAL 1.22.7 including major rewriting of Big Boss in defensive mode, fix for offensive mode always doing recon at leader position when all objectives are captured (ex when berserk mode is on), new patrols in defensive mode, reconfig of RydHQ_Order value so that a leader will stay in defensive mode instead of always cycling and many more fixes and critical improvements for very long range operations (ex on south asia map where distance go upwards of 100km). I have now started changing and improving the actual functions of HAL since last few versions so feel free to ask me about errors you are getting as I might be able to help even if they are from the original HAL.

I'd love it if this would be able to do larger battles and whole 'island' struggles, since I basically use this implemented in the Hetman War Stories (HWS) scenarios. 

Thanks for you work! 

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2 hours ago, MAGA Man said:

I'd love it if this would be able to do larger battles and whole 'island' struggles, since I basically use this implemented in the Hetman War Stories (HWS) scenarios. 

Thanks for you work! 

Thats essentially the kind of missions I design for my unit. It spreads on entire maps including maps like South Asia which are 150km x 150km.

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Working on another feature for big boss. This new feature will permit to set by config the amount of objectives a specific leader will attempt to capture at once similarly to AAO but with the possibility of setting from 1 to 4 the number of objectives that will be captured at once. This feature will obviously only capture the max amount of objectives that can be captured given the situation on the battlefield.

 

This feature works best when used only with one leader per big boss unless objectives are clearly separated from one leader to another.

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Good stuff, I might have to convert my mission to big boss!

 

Speak of my mission I've uploaded a couple of test copies to the steam workshop available here:

 

https://steamcommunity.com/id/MACK_MACK_MACK/myworkshopfiles/?appid=107410

 

Its available in single player and multiplayer. Please read the description as it is work in progress but there is some fun firefights to be had.

 

Mack

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Version 1.22.7 is complete and Leaders can now capture up to 4 objectives at once with BIG BOSS enabled. The system works best when used with only one leader assigned to each big boss as, otherwise, Big Boss will function as usual assigning only 1 objective per leader rendering the feature useless. I haven't tested it extensively so this version will be somewhat of a beta since it contains major changes to the way Big Boss processes objectives but they should behave normally where captured objectives are garrisoned by big boss as well.

 

I will also at last release final versions of all the other NR6 scripts including the air reinforcements, maybe a light sample mission featuring all of the features and eventually the NR6 pack containing HAL, NR6 Reinforcements, NR6 Air reinforcements, NR6 zbe_cache and NR6 Sites with various config variables setup and description.ext merged and ready for use as a template in mission making.

After these releases, I might shelve HAL for a bit as I've spent lots of time working on it recently. Next, I might make HAL and each of my scripts into compatible addons for easier install and share it to the workshop.

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Still working on 1.22.7. Almost done after I rewrote a few times the new multiple objectives system to finally come up with a quite stable one. New variable that will make the magic happen is RydHQ_BBAOObj = 1 (range from 1-4). It looks funny a bit but it stands for "BIg Boss At Once Objectives". That variable is specific to each Leader and must not be set to anything else than its 1 to 4 range otherwise it will cause a s*** storm of problems. It defaults to RydHQ_BBAOObj = 1 if not set by user.

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About  NR6 Air reinforcements;  Could we get a splash-screen for simplicity to choose what aircraft we want to use for this reinforcement?   A little like MCC mod .  I would like to give it some escorts too,if there are some way to add formations with a way to add a escort helicopter and a transport that can secure a landing strip for C-130 to land and make a 360* zone around it ,would be great.

It`s supposed to simulate how things would work -zones where AT-helos are on flying standby,I suppose,and so on.

If the Hetman system can work with a AWACS ,that could feed `Intel `to the system to make it know the predicted loss of certain stuff like AT or needed kinds of troops,it could replace them only.If it can fix transport for those and if it can `notefy`the other side of this ,that doesen`t have something to do with the current fighting to do,it may make some stuff to happpen `randomly`happen ,like ambush and so on.

 

It may look cool if we can see some big transport aircraft to fly overhead  and maybe use Droongos Air Ops system or some simmilar mod,where you can define airports and use the system in there with some snippets of code and make it work for you.

If you can intigrate the use of Logistics to make sure the fighting is followed be the neccesary re-stock of supplies and even the evac of wounded would make this a go-to mod.  We would acctually need a mod that would spawn Dust OFF Huey helicopters that could follow the players around and pick-up players ,tranport them to MASH and re-insert players that been `combat-ineffective` due to damage and then transported to a MP-Spawn point . Some sort of AIR Rescue would be a new to Arma .If we could make it to sling load stuff it would make it possible to add to possibilitys of the system. 

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On 10/26/2018 at 5:54 PM, NinjaRider600 said:

"BIg Boss At Once Objectives"

 

Awesome, this sounds fun.  What would happen if I set RydHQ_BBAOObj = 4 , and also put RydHQ_AAO and RydHQ_ForceAAO from the original HAL as true for that leader?  

 

Quote

 

RydHQ_AAO: if true, Leader, depending on personality, may try to take as much objectives at once, as he can with reasonable force instead of taking them one by one, subsequently.

RydHQ_ForceAAO: if true, Leader will always try to take as much objectives at once, as he can with reasonable force.

 

 

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7 hours ago, monyetswa2 said:

 

Awesome, this sounds fun.  What would happen if I set RydHQ_BBAOObj = 4 , and also put RydHQ_AAO and RydHQ_ForceAAO from the original HAL as true for that leader?  

 

 

 

Since AAO makes the Leader consider all 4 objectives as to take and that BBAOObj uses these 4 objectives to dispatch big boss objectives to the leader, it would work but would not behave as intended. For instance, the first cycle might not work at all and even if the others do, the Leader will send too many men for the same objective since if you use something else than BBAOObj =4, it will put multiple objectives on top of another. Additionally, with AAO, leader will never stop sending troops at an objective even after big boss is done with it unless big boss cycles its objectives which only happens when all of the BBAOObj are captured. So conclusion is AAO will work as a broken BBAOObj = 4 and will not capture more objectives than the max 4. If you try it on the original Hal or on BBAOObj = 1, it will send 4 objectives worth of men on the assigned big boss objective. Additionally, using both BBAOObj = 4 and AAO will achieve the same results but will break as soon as objectives should be captured.

Edited by NinjaRider600
I reviewed the code and figured a better explanation

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Also, the reason AAO can't work with Big Boss in general is because Big Boss runs a code to check if the objective is captured after its been assigned in order to garrison it. On the original HAL it does so by placing all Leader objectives at the assigned objective and making NObj=1 so that only Obj1 is to be taken. On mine, it places them depending on BBAOObj (yet still places all the unused ones at the last BBAOObj for fail safe purposes) and sets by demand the amount of objectives to be taken. So if AAO just gave all the objectives to the Leader, he would try to capture them but they would never be considered taken or even if they are, they will never be garrisoned and as soon as the troops abandon the objective it will be to take again. It would only be able to garrison one at the time which would be very slow and counter-productive. This is why I created this system actually, to have a way of properly capturing more than one objective at once.

 

Right now it's limited to 4 objectives using Leader objectives but I could probably make that higher with some work except I don't really see why I would. More than 4 objectives would stretch troops a lot across objectives and the Leader would probably not even try to get them consequently. This even happens with 2 objectives sometimes so I cant imagine with 5 and up.

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Im pretty unfamiliar with the inner workings of the HETMAN's but it basically seems to be the Arma I always wanted to play -AI seeking objectives on its own in a military manner. One thing Im really interested in is getting AI to Garrison as a Defensive strength and tactic - i use a script that significantly enhances troops abilities that have been inside for a long period of time and was wondering how i can trigger the use of a more frequent garrison by  AI commander? Ive read about it here but have yet to seen it used in the example mission im using of yours.

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23 hours ago, froggyluv said:

Im pretty unfamiliar with the inner workings of the HETMAN's but it basically seems to be the Arma I always wanted to play -AI seeking objectives on its own in a military manner. One thing Im really interested in is getting AI to Garrison as a Defensive strength and tactic - i use a script that significantly enhances troops abilities that have been inside for a long period of time and was wondering how i can trigger the use of a more frequent garrison by  AI commander? Ive read about it here but have yet to seen it used in the example mission im using of yours.

Well the AI leader under normal mode will garrison each objective it captures in the order of obj1, obj2, etc till obj4. With big boss, the BB itself uses from the pool of garrison ready troops of the AI leader to enforce a garrison after each captured objective of the relative size of the Captlimit config variable that is setup. That's the only circumstance in which Hal will garrison troops. It only does so to defend captured objectives. Keep in mind these garrisoned troops will patrol among buildings and respond to attack orders from the AI leader nearby their position. If you want BB to capture startegic objectives on its own that you do not assign using custom objectives, you could set big boss to capture all kinds of objectives it scans as points of interest on the map (cities, bases, hills, etc.). Otherwise, you could also place squads you want garrisoned and add them inside the garrison arrays of your AI leader of choice which will automatically make them permanently garrisoned where they are. But for something dynamic, if you want big boss to place garrisons around strategic locations simply make those spots objectives that must be captured by him.

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On 2018-10-28 at 8:39 PM, john1 said:

About  NR6 Air reinforcements;  Could we get a splash-screen for simplicity to choose what aircraft we want to use for this reinforcement?   A little like MCC mod .  I would like to give it some escorts too,if there are some way to add formations with a way to add a escort helicopter and a transport that can secure a landing strip for C-130 to land and make a 360* zone around it ,would be great.

It`s supposed to simulate how things would work -zones where AT-helos are on flying standby,I suppose,and so on.

If the Hetman system can work with a AWACS ,that could feed `Intel `to the system to make it know the predicted loss of certain stuff like AT or needed kinds of troops,it could replace them only.If it can fix transport for those and if it can `notefy`the other side of this ,that doesen`t have something to do with the current fighting to do,it may make some stuff to happpen `randomly`happen ,like ambush and so on.

 

It may look cool if we can see some big transport aircraft to fly overhead  and maybe use Droongos Air Ops system or some simmilar mod,where you can define airports and use the system in there with some snippets of code and make it work for you.

If you can intigrate the use of Logistics to make sure the fighting is followed be the neccesary re-stock of supplies and even the evac of wounded would make this a go-to mod.  We would acctually need a mod that would spawn Dust OFF Huey helicopters that could follow the players around and pick-up players ,tranport them to MASH and re-insert players that been `combat-ineffective` due to damage and then transported to a MP-Spawn point . Some sort of AIR Rescue would be a new to Arma .If we could make it to sling load stuff it would make it possible to add to possibilitys of the system.

Concerning the air reinforcements, I am not planning on making a splash screen with players deciding which aircraft is scrambling from the airfield as I'm currently focusing on improving the AI commander and his decisions without player intervention. As for making the AI commander dispatch reinforcements with such specific behavior is hardly feasible in Arma considering the strange nature of fixed wing AI. It could maybe be done by a player controlled standalone script but I'm not seeing it as a thing the AI could do.

Edit: to make sure there's no confusion, air reinforcements does not provide ground reinforcements coming from landing aircraft. It's a reinforcements system for spawning support helicopters, attack helicopters, fighters, bombers and all kinds of air assets from pools of parked aircraft in hangars or wherever the empty vehicles are spawned by the mission maker.

 

Additionally, logistics, ammo sling drops/paradrops, evacs/medevacs, helicopter transport as well as APC/truck/ IFV transports and etc are already implemented in Hal for the AI and players who are controlled and given orders by the AI commander. The AWACS feature too can work as well as an EWR radar since the AI commander gets the knowledge about the enemy from all it's controlled units and bases his decisions on that intel (that's how the enemy works in the missions I design for the aviation based unit I'm part of). 

 

Additionally, Hal only uses present assets on the map to command them, nothing new is spawned outside of the reinforcements scripts (which is not inherently part of Hal) so adding a UH to be constantly there to support the player is not something Hal is about. That could still be achieved using the stock Arma supports or another mod which would work in parallel to Hal (though it's best to keep those supports excluded from AI leader control to avoid conflict of orders).

 

A lot of the features you mentioned about support are in the system. They must just be set-up. Vehicle Ammo/fuel/repair and ammo drops for infantry are included and function.

 

Hal is about adding an immersive and versatile AI commander to Arma. All the other addons I made that can be used with it are made to complement the battlefield to make it more immersive while staying within the boundaries of Arma's engine and trying to be performance friendly. I don't plan on converting Hal into a MCC like tool or something like Alive where things are generated around the player.

 

Future plans concerning supports include a better way to request Evac and support for players as it is right now assigned by the AI commander without choice from the player (although orders and tasking can be now denied by the player). Same goes for the transportation system, but these are more distant goals as most people use Hal for the AI commander more than as a game mode and adding these functions would be complicated given the nature of the system. Contrary to many mods that add these supports, Hal does not consider a player the center of the game but rather one soldier or asset out of hundreds of others which is an element of immersion some are looking for.

 

I hope this clears up a bit things I can and can't/won't do with Hal. I strive to continue the great work of the original author by following a similar goal for it but thanks for the suggestions.

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i looked through the sample packs in the rhq folders, but cant seem to find the "rhs" names? Am i looking in the wrong spot? Where would I find the rhs classnames so i can use rhs units?

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On 2018-11-03 at 4:38 PM, oneisdown said:

i looked through the sample packs in the rhq folders, but cant seem to find the "rhs" names? Am i looking in the wrong spot? Where would I find the rhs classnames so i can use rhs units?

I meant for the artillery I think I had a d30 setup or something in the init.sqf but that pack is outdated and RHS units weren't really added to the rhq. I just mentioned it in case people were confused about the unit I included. To get the classnames however, the easiest way with the Eden editor from Arma 3 is to place a unit in the editor, right click on it and go to log>log classnames to clipboard. That way, you can manually copy and paste the rhq or artillery classnames you want to use. Otherwise, you could check in the config of the game or look online for the configs but the editor is the easiest method imo.

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Work on HAL 1.22.7 and others continues. Changed NR6 Sites to make site members considered garrisoned by the AI leader so they can get orders to attack nearby targets. Additionally, added a RydHQx_GarrisonV2 global config variable which replaces the garrison of HAL with the defend script contained in NR6 sites from CBA. This addition would add CBA and NR6 Sites as requirements forthe mission but is optional and disabled by default. Also changed the markers for garrison tasks to include squad id for better continuity with the rest of the new markers.

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Sounds great, thank you for continuing the work on this great mod.

Any chance that you will make some written descriptions of the new configs you have made for HAL?

Thanks.

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1 hour ago, sixt said:

Sounds great, thank you for continuing the work on this great mod.

Any chance that you will make some written descriptions of the new configs you have made for HAL?

Thanks.

Absolutely. I'll cite them all under a "new config" tab in the thread with a description of each.

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just a quick question here. I am trying to get an rhq to change via trigger. I have one squad who's leaders name is  lead1. in the init file i have excluded him from Hal. I have     RydHQ_Excluded = [lead1];    which works great.   the problem i am having is what to place in the triggers activation field to turn the rhq to      RydHQ_Excluded = [];      via a trigger activation. Its gotta be some wonky syntax issue i am missing, 

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