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euly

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Everything posted by euly

  1. It is isolated to the server, as Remote does not appear in SP.
  2. It works, but now all the groups have the word "Remote" after their call signs.
  3. I used your code with the MARTA module and it is exactly what I want. Thank you Rydygier. The unit markers are great and they seem like something that should be part of the debug options. Maybe next you could mark areas on the map that units are requesting support? That could clutter the map, but perhaps it could be option for time-out in the init? By the way, on the dedicated server, we cannot hear the vocal radio chatter, so it must be localized to the server or breaking.
  4. That would be perfect. I was able to set up a dedicated server for Hetman, so it seems to work very well in multiplayer. One complaint a friend of mine had is we cannot see where any of the units are that are in fights, so map markers indicating skirmishes would be nice. For the unit markers, I set up the MARTA module, which is nice, but I wish it had the unit names, like Delta 1-1, and such.
  5. Thank you Rydygier. I'm looking for makers to provide context to the radio chatter, so anyone playing can see who is calling for support or anything else.
  6. Does anyone know of any good scripts or addon that would place map markers on the group leaders?
  7. Thank you, that did the trick.
  8. Hey Genesis, I'm still having trouble disabling the script on a bunch of units. They are trucks, so maybe that's the issue? I can't add the _this setVariable ["NOAI",1,false] to their Init lines because I get a "local variable in global space" error, so I tried truck1 setVariable ["NOAI",1,false] which does not give me an error, but the trucks still behave like default..
  9. When the script has been disabled, such as in the init, can it later be re-enabled? I'm hoping _this setVariable ["NOAI",1,true];
  10. ha! This video depicts driving in Southern California. I like the guy at 3:43 who's just laid out in the street. Seriously, though, I get it. I agree that the AI driving is bad. The only thing that can be done by the mission maker is to place waypoints at each point in the road that has any possibility of confusing the AI, so every intersection, large bend, or separation in the path.
  11. I agree with Delta99 on this. When the groups are in "Normal" while "Safe," the leader moves at the limited speed, but all other units are free to jog if they need to catch up to the group. When they are in "Limited," the whole group moves very slowly and at maximum distance spread apart, which is highly detrimental with large groups where the leader and the last unit may be 150+ meters away from each other. In that scenario, when the group becomes aware and goes into combat, such as coming under fire, the group has difficulty forming on the leader because they are highly spread out, so an effective and quick defense is hindered by the AI acting like ants. The only time I prefer the Limited speed is when a group is patrolling a small area and I want them to walk in uniform style.
  12. Thank you Rydygier. On the demo mission on Altis, the files are not included included in the mission and it looks like the last line of the init is preventing HAL from launching. //nul = [] execVM "RydHQInit.sqf"; For anyone who is not familiar with formatting sqf files (such as the init), just remove the two // so the line is not excluded. Remember to add the RYD_HAC folder and the RydHQInit.swf into the mission's folder.
  13. Currently, the Workshop seems to be used only for individual missions and not mods or other content. This is unfortunate, but perhaps the system will change in the future.
  14. I do not think all of these features have been fully documented. They probably will be after the campaign is released, but the best course of action would be to ask on the forum. Is there a difference between the AI receiving commands and the player? I ask because if you cannot figure it out, maybe a worst case scenario would be to design HAC to work in MP without the player(s), and then figure out how to force HAC to accommodate them after you know Hetman it functioning.
  15. Loiter seems to be exclusive to helicopters. In HAC, it would be proper to use it for holding waypoints, so helicopters do not just hover, waiting to be shot down. Hopefully, there is some way to disengage the loiter waypoint.
  16. Man, good ole memories. I love that mission. Make yourself a gunner on a transport helo, you'll be picking up squads under fire. A3 will be even more fun because of the loiter waypoint.
  17. Here is a link to my old mission Rydygier. https://www.dropbox.com/s/ootswhth4w15roq/UpHillBattle.Chernarus.pbo You have helped me with this before, but I believe the version is out of date by one revision. I haven't played this map in a long time. I don't even have ArmA 2 installed at the moment because I've been waiting for HAC for A3.
  18. Mr. Magoo was hardly wise, considering his eyesight and negligence, but regardless, the problem in HAC is the scale of time and realism. I've sat in front of my computer waiting for an hour for the first shots to be fired. I usually play a sniper, so patience isn't the problem, it's the ever-growing probability of time-outs in which AI can become disabled, without notice, causing a chain reaction of units not responding to HAC's orders. HAC doesn't know any better and has no way of re-engaging units to mobilize. You can feel as proud as you want for being patient, but with the lack of mobilization, I can guarantee you'll be waiting for a lot of things that won't happen.
  19. I expect the commander to mobilize the troops, not go on smoke break. Are you sure it's not Mr.Magoo Commander? Not to each objective, just their first distant objective. Why not use the choppers if they are not being used?
  20. I don't know how to get the base or the firebase site module to use lights at night, but one way to get AI patrols to use flashlights is to enter this in the init of each unit in the group: "this addPrimaryWeaponItem "acc_flashlight"; this unassignItem "NVGoggles"; this removeItem "NVGoggles"; this enablegunlights "forceOn" Opfor uses NVGoggles_OPFOR, so you may need to rename the item name in that line of code. I hope that helps.
  21. Alright, look. I hope we can get the opinions from other people reading this thread here because this is a frustration point with how HAC mobilizes infantry. With troop movement, its slow, really slow, so slow to the point where if you're using a large island, you could take a nap before the action starts. Early on, before I started placing units in strategic places on the map, I would try to have them deployed from a base. For example, I would place everything in a base, like 10 groups of infantry, 3 APCs, 3 trucks, and 6 helicopters (6, because many would either crash or be shot down). At the start of the game, it was all too common to have 7 infantry groups immediately set out on foot, while two groups boarded trucks, and one group boarded a helicopter. What was HAC thinking? It had 5 more helicopters at its disposal. Those choppers should be acting like taxi drivers working for tips. If the first waypoint for a group is closer than 1000 meters, it seems logical for them to use a truck or walk, but for a truck to go off road is risky, and likely to become disabled after hitting rocks and trees. A group walking, in safe behavior, takes a long time for them to get anywhere. Maybe when HAC first initializes, it could work on mobilizing troops using helicopters, then revert back to standard behavior after troops have reached their first distant waypoints. For trucks, it would be good if they would primarily use roads and unload troops near their closest waypoint that aligned to the road, rather than trying to deliver them in the woods or in rocky terrain that could permanently disable the truck. As of right now, a low fence can take out a truck's tire. If a group has a vehicle attached, it is almost always a death sentence for at least one member of that group. Motorized and mechanized infantry just do not work very well in ArmA. The crew tend to act like they are riding a bull at the rodeo when they are in formation and someone is always ran over. As for the stalemate because of bled out forces, I don't know. It seems something else needs to happen other than the forces going into idle mode. Maybe the remaining units could pull back and fortify a strategic location, such as a town or a military compound. Those military watch towers on the map could work, if they could find one. Any better ideas?
  22. Another feature on the A3 list should be helicopter transports. In A2, HAC was logistically restricted by its limited ability to move troops around. A lot of my missions that played for 8+ hours often ended in stalemates because both sides were unwilling to risk losing their last units. I know this was a pain for you Rydygier, but maybe you can design a feature that gives groups a preferred method of transport. For example, group 1 will only use a truck if no helicopters are available.
  23. Rydygier, you might consider only working on the script version and not an addon version. This could save time and effort, especially if you manage to implement multiplayer capability.
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