Jump to content

Mr Elusive

Member
  • Content Count

    23
  • Joined

  • Last visited

  • Medals

Community Reputation

14 Good

About Mr Elusive

  • Rank
    Private First Class

Profile Information

  • Gender
    Male

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Mr Elusive

    NR6 PACK - HAL Artificial Leader Evolved

    Not one that I'm aware of unfortunately. This is partly why I don't use NR6's built-in reinforcement modules and script my own AI respawning instead. Don't get me wrong, the NR6 reinforcement module does work, but it's unclear what the requirements to spawn reinforcements are. Aside from hopping into Zeus or spectator mode, perhaps try a script that enables markers for all friendlies on the map? This way friendlies show up immediately rather than when your character spots them. Quiksilver's Soldier Tracker script is very good and easily customizable. I think HAL is supposed to merge under-sized squads, but I've never actually seen it in action...or at least I never noticed it. To quote the original HAL manual:
  2. Mr Elusive

    NR6 PACK - HAL Artificial Leader Evolved

    On the back of what Sixt said, you can also delay HAL's initialization by putting this in the init box of HAL Core module - change 15 to whatever time in seconds you want. Just beware that this method will delay all HAL commanders on the map. The actual startup delay field in the module itself appears to be broken, but this works. RydHQ_Wait = 15;
  3. Mr Elusive

    NR6 PACK - HAL Artificial Leader Evolved

    Could you post a screenshot or the full text of the error?
  4. Mr Elusive

    NR6 PACK - HAL Artificial Leader Evolved

    For anyone interested, I've made a quick reference guide on the RHQ modules. Might be useful for any newcomers and saves time sifting through the original HAL PDF manual. https://steamcommunity.com/sharedfiles/filedetails/?id=2400483865
  5. Mr Elusive

    NR6 PACK - HAL Artificial Leader Evolved

    You're welcome 🙂 Oh yes, I remember that overwhelming feeling all too well lol. It's not as terrifying as it looks. I can't remember if I already said this, but definitely check out the demo missions and read the original HAL PDF manual. I think there's a links to everything in the OP. Someone else posted a YouTube guide earlier in the thread, give that a watch to. I'm on the forums occasionally. If I'm not too busy I might be able to offer help here and there.
  6. Mr Elusive

    NR6 PACK - HAL Artificial Leader Evolved

    You're supposed to move to the waypoint and look for enemies. Sometimes HAL's orders can be a bit...vague lol. If in doubt, check your task journal. That should tell you what to do. That's probably just ALICE, the ambient civilian system. HAL doesn't care about civilians to my knowledge. Also, depending on how often it's configured in the editor, you might have to wait longer for HAL to "update". Try lowering his cycle delay value in the Commander Settings module and see if he's more reactive or responsive. I usually keep it around 60 on smaller missions, but seldom lower than that to save on server load. Not really. Everything is done through the task system, so you'll get a notification on screen when you need to do something. The only time I really pay attention to the side chat is when I call for some kind of transport or fire support. Could you be more specific? Is there a particular part of HAL you're struggling with? I'm not an expert, but I'll offer help where I can.
  7. Mr Elusive

    NR6 PACK - HAL Artificial Leader Evolved

    My apologies, I didn't realize you were using the script version. I've only used the mod version from the Steam Workshop so not sure if I can be of much help 😕 I believe S&D is the default attack/recon waypoint. I've had these orders as a chopper pilot instead of pickup requests. But, as I said before, that's usually because I've forgot to define the helicopter as a cargo vehicle in RHQ array, or something to that effect. Can you upload your mission to FileBin or somewhere? I'll take a look at it if I get some free time.
  8. Mr Elusive

    NR6 PACK - HAL Artificial Leader Evolved

    That's strange. Is HAL issuing transport orders to them? (i.e. anything in the side chat?) The only time I've seen that is when those vehicles haven't been designated cargo vehicles using RHQ modules.
  9. Mr Elusive

    NR6 PACK - HAL Artificial Leader Evolved

    Yes. The manual documents some interesting variables you can adjust. It also does a better job of explaining what each of the RHQ modules do and how they work -- this is essential knowledge for custom (non-vanilla) units. That said, the sample missions explain the majority of features very well. I started off just by seeing how things were done in those, then went from there.
  10. Mr Elusive

    NR6 PACK - HAL Artificial Leader Evolved

    I use it with 2 headless clients and it works great. Haven't tested both HC and ZBE Cache enabled though. For what it's worth, I use the script from Werthles' Headless Kit. There's probably other ways to implement HCs, but I personally found this method the easiest. Your mileage may vary of course 😉
  11. Mr Elusive

    NR6 PACK - HAL Artificial Leader Evolved

    Have you checked out the demo missions? They have annotated markers explaining each module. Air Reinforcement modules are better explained in this post. https://drive.google.com/file/d/1-Uho5dX3KR2DKd8DJ_oY3iu9MJEg_cj1/view?usp=drive_open https://drive.google.com/file/d/1EJC48ee-3MbBCfR_5YnCC7neiYVV_xTF/view?usp=drive_open Pages 33-36 of the original HAL manual will help you use the correct RHQ modules for custom units. https://www.dropbox.com/s/0u5f8tm6hlp2qwi/HAL 1.22.pdf?dl=0 A good trick is to open the VR map, make all you asset compiler / RHQ module presets, then save them as compositions. You can then just drag-and-drop them onto maps without having to set everything up again.
  12. Mr Elusive

    Cold War Rearmed III

    I've had some success in the past using Tova's Simple Convoy Script in missions. It's not 100% perfect and you may need to play around with it, but the end result is far better than vanilla Arma.
  13. Mr Elusive

    Cold War Rearmed III

    The mission authors should consider tweaking audibleCoef and camouflageCoef using the setUnitTrait command. Values lower than 1 give players a fighting chance of not being insta-spotted by AI. player setUnitTrait ["audibleCoef", value]; player setUnitTrait ["camouflageCoef", value]; In the meantime, players can always enable the debug console and give it a try.
  14. Mr Elusive

    NR6 PACK - HAL Artificial Leader Evolved

    THANK YOU! This is exactly what I was looking for...and it comes on Christmas of all days! 🎅 Just tried it in a test scenario with a trigger linked to an end scenario module. HAL ordered me to take the sector, I obliged and and the mission ended as expected.
  15. Mr Elusive

    NR6 PACK - HAL Artificial Leader Evolved

    I tried this before but it's the marker doesn't reflect which HAL commander has taken an objective. It's based on if a side is present/dominant in its detect radius. Place a simple objective down, set owner to the opposing side. (We'll use OPFOR for this example) Enable "Objective Status Tasks" in Commander Objective Settings module. Place the Dynamic Marker module in the same spot as the objective. Do the rest of your setup and start the mission. Walk into the objective radius. The marker will change to "sized by BLUFOR", but the task generated by HAL will show as hostile. The owner of a simple objective must be stored in a variable somewhere, although I'll be damned if I can find it.
×