NinjaRider600 328 Posted November 15, 2018 NR6 PACK 3.02 Script NR6 PACK 3.02src4 (Google Drive) NR6 PACK 3.02src4 (Google Drive) - Brief Radios for HAL NR6 PACK 3.02 Addon NR6 PACK ADDON 3.02arc1 [3.02src4](Google Drive) NR6 PACK ADDON 3.02arc1 [3.02src4] (Steam Workshop) NR6 Compositions 0.1 INTRODUCTION This is a pack containing NR6 HAL and all of its expansions. This holds all of the work that I have done linked to HAL. In this you will find NR6 HAL which is a modified and expanded version of the original HAL made by Rydygier, NR6 reinforcements for placing dynamic reinforcements for each side/faction, NR6 Sites for creating populated camps, FOBs and garrisons, NR6 Air Reinforcements (A, B and C modes) providing dynamic reinforcements for air assets such as helicopters and fixed-wings (A for spawning airborne aircraft and B for reinforcements using parked aircraft, C for populating parked aircraft on the go), NR6 Zbe_cache for HAL compatible group caching based on the original Zbe_Cache by zorrobyte and a port of the ALICE 2 Arma 2: Operation Arrowhead civilians module. This is the recommended way to use NR6 HAL as it contains tons of new features that seriously complement the original experience. USAGE Below is a demo mission showcasing each feature in the pack. It comes in a playable active conflict variant and a cold conflict variant. Feel free to explore/decompile/edit the missions to see the way missions can be set up with HAL and the NR6 Pack. Altis NR6 Pack 3.00 Demo V2 (NR6 PACK 3.00 RC5) Brief summary of usage of features/scripts: USER MANUAL CURRENTLY UNDER DEVELOPMENT It will cover the usage of each function with greater detail. Except for HAL and ZBE, I recommend running each of these scripts via a true server only trigger. HAL: Refer to the main HAL thread, HAL manual and (soon) the extra features in the NR6 Pack user manual; NR6 ZBE Cache: if (isServer) then {[Player Radius, Minimum FPS, Debug, Empty Car Radius, Empty Air Radius, Empty Boat Radius, Experimental Object Cache, Experimental Object Cache Lite, No non-host hide mode]execvm "zbe_cache\main.sqf"}; Ex: if (isServer) then {[1500,0,false,2000,3000,2000,false,false,false]execvm "zbe_cache\main.sqf"}; (ran in init.sqf) NR6 Sites: [Site pos, radius, grp number, patrol chance, minimum building size, side, array of grps, HAL leaders] call NR6_fnc_Sites; Ex: [(getPos thisTrigger),150,3,0.5,1,west,[['rhsusf_army_ocp_teamleader', 'rhsusf_army_ocp_grenadier','rhsusf_army_ocp_autorifleman','rhsusf_army_ocp_rifleman'],['rhsusf_army_ocp_grenadier', 'rhsusf_army_ocp_rifleman']], [LeaderHQ]] call NR6_fnc_Sites; (ran on a trigger) NR6 Site Markers: [Site pos, radius, BLUFOR type, OPFOR type, INDEP type, Site Name, Place marker name, Marker Size] spawn NR6_fnc_SiteMarker; Ex: [getpos this,250,"US Forces","ISIS Forces","Local Forces", ”Camp Delta”,false,0.5] spawn NR6_fnc_SiteMarker; (ran on a trigger) NR6 Reinforcements: [Side, Spawns per wave, Spawn positions, Radius, Pool size, Faction from sqf file, Threshold, HAL Leaders, Custom Pool Array, Obj Source, Rejoin Position, Spawn mode, Player Exclusion Radius] spawn NR6_fnc_Reinforcements; Ex: [west,1,[(getpos thisTrigger)],100,30,"rhs_faction_usarmy_d",1,[LeaderHQ],[],nil,getpos LeaderHQ,false,2000] spawn NR6_fnc_Reinforcements; (ran on a trigger) NR6 Reinforcements in Spawn mode: [Side, Spawns, Spawn position, Radius, Pool size(NIL), Faction from sqf file, Threshold(NIL), HAL Leaders, Custom Pool Array, Obj Source(NIL), Rejoin Position(NIL), Spawn mode(true), Player Exclusion Radius] spawn NR6_fnc_Reinforcements; Ex: [west,3,[(getpos thisTrigger)],200,nil,"rhs_faction_usarmy_d",1,[LeaderHQ],[],nil,nil,true] spawn NR6_fnc_Reinforcements; (ran on a trigger) NR6 Reinforcements mode A: [Side, Core Object, Pool Size, Faction, Threshold, HAL Leaders, Custom Pool Array, Delay, Arguments on group leader, Array of flight sizes] spawn NR6_fnc_AirReinforcementsA; Ex: [east,thistrigger,30,"custom",1,[LeaderHQC],[“O_Plane_Fighter_02_F”,”O_Plane_CAS_02_dynamicLoadout_F”],120,nil,[2,3,4]] spawn NR6_fnc_AirReinforcementsA; (ran on a trigger at sea) NR6 Reinforcements mode B: [Side, Core Object, Threshold, HAL Leaders, Delay, Arguments on group leader] spawn NR6_fnc_AirReinforcementsB; Ex: [west,thisTrigger,1,[LeaderHQ],10,nil] spawn NR6_fnc_AirReinforcementsB; (ran on a trigger with synchronized planes and one synchronized invisible helipad at runway start) NR6 Reinforcements mode C : [Side, Core Object, Threshold, HAL Leaders, Delay, Arguments on group leader] spawn NR6_fnc_AirReinforcementsC; Ex: [west,thisTrigger,1,[LeaderHQ],10,nil] spawn NR6_fnc_AirReinforcementsC; (ran on a trigger with synchronized planes) FEATURES For the features contained in this pack, refer to each of the standalone release threads of its included content. This pack contains the following add-ons merged for ease of use: HAL [NR6] 1.22.9 RC5; NR6 ZBE Cache 1.2; CHANGE LOG ADDON Spoiler NR6 PACK 3.00b2 -New modules for HAL (Group Properties) -New modules for NR6 ALICE 2 -Various port fixes NR6 PACK 3.00b1 -First beta release -New modules for HAL -New modules for NR6 Reinforcements -New modules for NR6 Air Reinforcements -New modules for NR6 Sites -New modules for NR6 zbe_caching -Slight difference in mode calling (Big Boss is called High-Command mode in modules) SCRIPT Spoiler NR6 PACK 3.00 RC1-RC6 -Updated HAL to 1.22.9 RC6 -Introduction of Air Reinforcement mode C -Enhanced cache (new experimental cache mode) -Introduction of Spawn mode reinforcements -Introduction of ALICE 2 NR6 PACK 2.00 -Updated HAL -Introduction of Air Reinforcements -Enhanced cache -Introduction of Site Markers NR6 PACK 1.00 -Initial release CREDITS Credits for the original HAL go to Rydygier. Credits for the original ZBE_Cache go to zorrobyte. Credits for CBA go to the CBA Team. Credits for ALICE 2 from Arma 2: OA go to Bohemia Interactive Studios Requirements: -CBA for NR6 Sites; -ACE for enhanced Task actions (highly recommended); BUG REPORTING If you encounter any bugs, please try to find which addon is causing it and refer to the proper thread to report it. If you don't know which is the cause, I suppose you could submit it here. License: As CBA is licensed under GPLv2 and ZBE_Caching by Zorrobyte is licensed under GPLv4, this pack which contains modified versions of both is released under the more recent Creative Commons Attribution-ShareAlike 4.0 International License as well.https://creativecommons.org/licenses/by-sa/4.0/ 3 3 Share this post Link to post Share on other sites
LSValmont 789 Posted November 19, 2018 Hello Ninja Raider! First, congrats on the release! A lot of work has gone into this and it shows! Secondly, I wanted to ask if you managed to fix this bug I found in ZBE: Spoiler If you have static Ai units on your mission (with ZBE enabled) when all your playable units (players) get far from the static units and they return to the location of the ai units they would have moved several meters away from their original location. (in the air or into buildings etc). In my mission I have set the respawn location far from the base and then move the playable units via trigger to the base and then the Ai would be in another location from where they were supposed to be. Removing ZBE fixes this right away. PS: This happens even if you put this setVariable ["zbe_cacheDisabled",true]; on the Static Ai inits. It is super easy to reproduce in regular ZBE. Just create a camp with static ai units and the player there, after mission starts teleport your player to the edge of the map and after a few seconds come back to the camp. Some of the ai units will teleport/move from their original locations. This is exacerbated if the ai units have their path disabled, are playing some animation and/or are touching other object. I will be testing your release ASAP! Share this post Link to post Share on other sites
NinjaRider600 328 Posted November 19, 2018 Just now, LSValmont said: Hello Ninja Raider! First, congrats on the release! A lot of work has gone into this and it shows! Secondly, I wanted to ask if you managed to fix this bug I found in ZBE: Hide contents If you have static Ai units on your mission (with ZBE enabled) when all your playable units (players) get far from the static units and they return to the location of the ai units they would have moved several meters away from their original location. (in the air or into buildings etc). In my mission I have set the respawn location far from the base and then move the playable units via trigger to the base and then the Ai would be in another location from where they were supposed to be. Removing ZBE fixes this right away. PS: This happens even if you put this setVariable ["zbe_cacheDisabled",true]; on the Static Ai inits. It is super easy to reproduce in regular ZBE. Just create a camp with static ai units and the player there, after mission starts teleport your player to the edge of the map and after a few seconds come back to the camp. Some of the ai units will teleport/move from their original locations. This is exacerbated if the ai units have their path disabled, are playing some animation and/or are touching other object. I will be testing your release ASAP! This behavior/bug makes sense considering the way I made the Cache work. It only disables itself if the squad leader is in a vehicle so this is why it teleports and caches that subordinate unit as soon as a player is away. I might eventually do some work to make zbe disable itself if any of the AI is in a vehicle. For now, you could use this setVariable ["zbe_cacheDisabled",true]; but it must be on the unit's group and not itself. To achieve that, use (group this) setVariable ["zbe_cacheDisabled",true]; instead on any unit of that group. Share this post Link to post Share on other sites
LSValmont 789 Posted November 19, 2018 Just now, NinjaRider600 said: This behavior/bug makes sense considering the way I made the Cache work. It only disables itself if the squad leader is in a vehicle so this is why it teleports and caches that subordinate unit as soon as a player is away. I might eventually do some work to make zbe disable itself if any of the AI is in a vehicle. For now, you could use this setVariable ["zbe_cacheDisabled",true]; but it must be on the unit's group and not itself. To achieve that, use (group this) setVariable ["zbe_cacheDisabled",true]; instead on any unit of that group. Thank you! I Didn't know it had to be in the group's init as those units are not grouped but I will do that and tell you my results. Share this post Link to post Share on other sites
NinjaRider600 328 Posted February 6, 2019 Work has begun on the NR6 pack mod version which will turn the entire pack into a loadable mod which will use mission modules for mission making therefore turning HAL setup into a breeze. This project will take some time to complete. 1 Share this post Link to post Share on other sites
NinjaRider600 328 Posted February 18, 2019 WIP RELEASE FOR NR6 PACK 2.00 Here is the link for the work in progress version of the NR6 Pack 2.00. A lot is left to be done and most of the modules that have been added will get UI overhauls as well as proper icons. This link will be updated as more work is done. Please do not report on the bugs you encounter that are not purely linked to HAL (no module or NR6 Pack related errors). The pack is still under construction and at its current stage holds various errors (Front and Ammo Depot modules dont work for instance). 1 Share this post Link to post Share on other sites
NinjaRider600 328 Posted February 18, 2019 While I work on the mod port, I will soon release the script version of the NR6 Pack 2.00. That one should not contain any expected bugs. Alongside, I will release a collection of compositions you can use as templates for using Sites, Reinforcements, Spawn points, etc. 3 Share this post Link to post Share on other sites
NinjaRider600 328 Posted February 18, 2019 Finishing a new tool I've added in the pack. Instead of only having a unit.sqf I've also added a preinit.sqf. Any code there will run before the initialization of objects meaning that if you want to have a few empty arrays (like the cargo only array) you could place them there and use "RydHQ_CargoOnly pushback (group this)" to add new instances into that array at anytime and directly in the init of the unit from the group you want to include. This really speeds up setup over having to name all of your squads to put them there. Share this post Link to post Share on other sites
NinjaRider600 328 Posted March 21, 2019 NR6 PACK 2.00 RELEASED! 2.00 script version is released. Documentation is lacking a little bit on how to use the rewritten scripts and I will try getting them up soon. I will try getting the custom compositions pack out soon too. 1 Share this post Link to post Share on other sites
NinjaRider600 328 Posted March 21, 2019 First version of my custom compositions are there. Shows how I use Site markers, Sites, Reinforcements, the two modes of Air reinforcements and Reinforcements in spawn mode. I'll have proper documentation for these in the next days. 1 Share this post Link to post Share on other sites
delta99 34 Posted March 29, 2019 @NinjaRider600 do you keep the sample missions for this and HAL NR6 up to date? With very limited time I am hoping to jump back into HAL but would start with a sample mission. Figure out how all things work that way then design my own mission. I've used HAL (the original) extensively many years ago. Share this post Link to post Share on other sites
NinjaRider600 328 Posted March 30, 2019 9 hours ago, delta99 said: @NinjaRider600 do you keep the sample missions for this and HAL NR6 up to date? With very limited time I am hoping to jump back into HAL but would start with a sample mission. Figure out how all things work that way then design my own mission. I've used HAL (the original) extensively many years ago. The sample missions here are outdated but I am planning on making some examples for the new way HAL works. 3 Share this post Link to post Share on other sites
kremator 1065 Posted March 30, 2019 That world be cool... Thanks Share this post Link to post Share on other sites
delta99 34 Posted April 1, 2019 On 3/29/2019 at 8:47 PM, NinjaRider600 said: The sample missions here are outdated but I am planning on making some examples for the new way HAL works. Cool Ninja, looking forward to that. Share this post Link to post Share on other sites
NinjaRider600 328 Posted April 1, 2019 I will try getting the sample(s) up later this week. It will show how to use each new functions of the pack and most importantly how to set HAL up. The samples will be mostly mission making oriented meaning that there are going to be tutorial markers around to help understand how everything runs. 1 Share this post Link to post Share on other sites
delta99 34 Posted April 4, 2019 On 4/1/2019 at 3:44 PM, NinjaRider600 said: I will try getting the sample(s) up later this week. It will show how to use each new functions of the pack and most importantly how to set HAL up. The samples will be mostly mission making oriented meaning that there are going to be tutorial markers around to help understand how everything runs. Even better!! Share this post Link to post Share on other sites
NinjaRider600 328 Posted April 8, 2019 Almost done with the sample. Making a PDF alongside the sample for instructions on how to use each function. 1 Share this post Link to post Share on other sites
NinjaRider600 328 Posted April 8, 2019 Sample is ready but writing the user manual is taking a bit of time. I will try releasing both in the next days. The sample will release alongside the pdf and a set of compositions that I use to make my missions. 2 Share this post Link to post Share on other sites
Rockapes 103 Posted April 10, 2019 Cant wait, looking forward to learning how to setup / use this 1 Share this post Link to post Share on other sites
delta99 34 Posted April 11, 2019 Sounds great. I will hopefully jump back into Arma to check things out when you release that. 1 Share this post Link to post Share on other sites
NinjaRider600 328 Posted April 13, 2019 I hope to release everything this weekend. Have been a little busy with finishing HAL 1.22.8.1 which is the version included with the new NR6 Pack and the sample. 2 Share this post Link to post Share on other sites
sixt 26 Posted May 8, 2019 Hmm i dont see the ai uses any of the empty vehicles to transport its units after the last update. The cargo system is enabled. Share this post Link to post Share on other sites
delta99 34 Posted July 30, 2019 Any update on this @NinjaRider600? Share this post Link to post Share on other sites
NinjaRider600 328 Posted July 31, 2019 As HAL 1.22.9 is soon gonna be released, it will be added to the new version of NR6 Pack. This new pack will contain all the new stuff I've been working on including the overhauled Cache, overhauled reinforcements, new air reinforcements modes, and a ALICE 2 port from Arma 2 OA that I have been working on to make it work in Arma 3. The latter is the same civilians module that existed in OA but adapted to work in Arma 3. Unfortunately, I had to sacrifice the conversations between AI but it is still FSM based which should help with FPS. Next version will be called NR6 PACK 3.00. 4 Share this post Link to post Share on other sites
NinjaRider600 328 Posted August 1, 2019 The new NR6 Pack is almost complete but I'm continuing work on the user manual in hopes to release it with V3.00 so it can help users with using this system to its full potential. Next on my list is to release the mission making compositions and mission samples. Lastly, I'll try to continue work on the mod port which, from my recollection, was almost complete when I last worked on it. 3 1 Share this post Link to post Share on other sites