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NR6 PACK 1.00

NR6 PACK 2.00 (Google Drive)

NR6 PACK 2.00 (Google Drive) - Brief Radios for HAL

 

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 and B providing dynamic reinforcements for air assets such as helicopters and fixed-wings (A for new spawing aircraft and B for reinforcements using parked aircraft), NR6 Zbe_cache for HAL compatible group caching. This is the recommended way to use NR6 HAL as it contains tons of new features that seriously complement the original experience.

 

 

USAGE

Here is a sample mission for vanila Arma 3 which uses every feature of this pack.

NR6 Pack Sample Mission

 

This sample mission also use the Garbage collector from George Floros which I highly recommend for bigger scale scenarios.

 

As for the individual usage of each I recommend you refer to the release thread of each but here's a brief explanation:

 

HAL: Refer to the standalone thread;

 

NR6 ZBE Cache: [AiCacheDistance(players),TargetFPS(-1 for Auto),Debug,CarCacheDistance,AirCacheDistance,BoatCacheDistance] execvm "zbe_cache\main.sqf";

 

NR6 Sites: [position of site, radius of site, number of groups, chance for patrol,,minimum building size, side, array of available groups for guard to spawn (can be a config path or array), controlled HAL leaders] call NR6_Sites;

 

NR6 Reinforcements: 

[Side, Strength (in number of groups per spawn from 1 to 10), Spawning Positions (as array of positions), Spawning Radius (In meters, recommended 100 to 700 depending on Strength. Minimum 10m.), Available Forces (number of groups), Faction, Threshold (from 0 to 1), Array of leaders for that side (example : [LeaderHQ,LeaderHQB,LeaderHQC]), Source object, Rejoining position] spawn NR6_fnc_Reinforcements;

 

NR6 Reinforcements mode A:

[Side, Spawning helipads/objects (Array), Starting aircraft (array), Amount of available Aircraft, Faction, Threshold (0 to 1), Leaders (array), Pool of available aircraft classnames if "custom" faction is chosen (array), Delay time between checks (seconds) ] spawn NR6_fnc_AirReinforcements;

 

NR6 Reinforcements mode B:

[Side, Spawning helipads/objects (array), Starting aircraft (array), Availabe empty aircraft (array), Threshold (0 to 1), Leaders (aray), Delay time between checks (seconds)] spawn NR6_fnc_AirReinforcementsB;

 

 

 

 

 

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] 1.22.7;

NR6 ZBE Cache 1.2;

NR6 Sites 1.1;

NR6 Reinforcements 1.2;

NR6 Air Reinforcements 1.0 (soon to be released as standalone);

 

 

CHANGE LOG

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.

 

Requirements:

 

-CBA for NR6 Sites;

-ACE for enhanced Task actions (optional);

 

 

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/

 

 

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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!

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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.

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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.

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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.

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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).

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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.

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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.

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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.

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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.

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@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.

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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.

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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.

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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.

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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!!

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Almost done with the sample. Making a PDF alongside the sample for instructions on how to use each function.

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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.

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Cant wait, looking forward to learning how to setup / use this

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Sounds great. I will hopefully jump back into Arma to check things out when you release that.

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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.

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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. 

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