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Mack.

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About Mack.

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  1. Even the Altis farmers will appreciate having something other than a broken combine harvester!
  2. thanks for the new release!
  3. Awesome! I will update my mission with the new version! BTW has their been any further work on the Headless Client compatibly since my testing?
  4. Shameless plug: I have just released a new version of my mission featuring HETMAN NR6. Single player and multiplayer compatable. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1681681569 Forum topic:
  5. Mack.

    HETMAN NR6: Risky Whisky

    New version released!! Please note I have removed the old versions from the workshop and replaced them with a single version which is both SP and MP compatible. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1681681569 Or download from Google Files: https://drive.google.com/file/d/1OgCmjdi3G78Kno3UToDHZGZROrec9CNN/view?usp=sharing Addons: Only CBA required Features: HETMAN NR6 Edit: Real time AI commanders on both sides . Playability: Single player or CO-OP. Single Player - performance may dip but will improve as the mission goes on. Multiplayer - Dedicated server with support for up to two Headless Clients. Please note: if you die in multiplayer you need to go back to the lobby and select another slot. Not tested on a local host. CSAAF: Fed up with fighting CSAT aliens? Fight CSAAF instead. Switchable Group Map Icons: Turn on or off using the Radio menu (0-0) Optional: Load CBA mod for more detailed group names, some still need to be added TeamSwitch: Press U to switch roles and fight the war from a different perspective. Zeus: TeamSwitch to the Zeus slot and press Y .Watch the war being fought. Please note: using Zeus to add units in multiplayer may cause strange effects. Credits:Rydygier for creating HETMAN and NinjaRider600 for taking it to a whole new level. Revo for 3den Enhanced . TODO: At present there is still no end trigger.
  6. Thank you for making this awesome mod. I have a questions regarding the headless client implementation. Is it possible to specify which side will be offloaded to a particular headless client? Thanks
  7. I did some of testing of the transport system and I found the following commands useful in encouraging the AI to use transport helicopters: RydHQ_NoRec = 10000; RydHQ_RapidCapt = 10000; This will skip the reconnaissance phase and attempt to capture the objectives as fast as possible. Providing there is some distance between your troops and the objectives the choppers should load up the troops, head straight to the objective and right into the sights of your AA troops. However if your AA troops are spotted the enemy commander may ground his choppers. You may be able to override this with the personality settings.
  8. I quick follow of my results with my new laptop incase it is of interest to anyone thinking of buying a similar laptop. Spec: Acer Nitro 5 i7-8750H GTX 1050 8GB 2666 DDR4 (fastest supported) 128GB SSD + 1TB HDD (Windows + Arma on SSD) YAAB: Vanilla Arma 3, only changed graphics preset, didn't use the build in "Standard" setting in YAAB. 2 runs conducted at each setting. Ultra: 29.7 / 29.6 V High: 30.3 / 32.2 High: 34.6 / 35.3 Standard: 36.8 / 39.5 Low: 44.9 / 43.4 Elevating the laptop about 1cm made a big difference in cooling and stopped any throttling. Soon I will up the RAM to 16GB and see how well it can run a dedicated server and two headless clients.
  9. Thanks @Valken and @Tankbuster for your replies, I bought the laptop. I guessed it would be around mid settings, once I’ve reinstalled windows I will find out. It does come with an SSD which I understand is PCI, Unfortunately it’s only 128GB. There’s is also a SATA hardrive which I will swap to an SSD. In in terms of memory it has 8GB of 2666MHZ which I plan to swap to 16GB. The machine will have a secondary use as a dedicated server / headless client. I will use faster ram if supported. It’s a slightly odd spec and probably why I was able to get a good deal. The GTX1050 from what I’ve read can’t handle AAA games although very few AAA games actually interest me. The 1050TI option would have better resale value. Thanks again EDIT: Just Googled the SSD model number and it’s a M.2 drive.
  10. I’ve been offered a good deal on a laptop with an i7-8750H and GTX 1050. How well it would run at 1920x1080? What sort of detail settings are realistic? Thanks for your time and advice
  11. NinjaRider600 I have a small contribution I wish to make. By editing some of the files I have managed to get all vanilla artillery working in HETMAN NR6 including the DLC's. Ive listed all the changed lines below including the original line commented out. Its done by simply editing the default RHQ's except for the Sochor. Previously the Scorcher and Sochor both used the same ammo. At some point BIS changed this thus preventing HETMAN from utilising the Sochor hence I have removed the Sochor and added it as addon artillery. Im sure a more elegant solution exists for the Sochor. Best Regards Mack EDIT: Here is a download link for the edited files: https://drive.google.com/file/d/1ZLEwipEepXiZW5nSnO-3kkKNa0y4ipu9/view?usp=sharing VarInit.sqf //RydHQ_Mortar_A3 = RHQ_Mortars + ["i_mortar_01_f","o_mortar_01_f","b_g_mortar_01_f","b_mortar_01_f"] - RHQs_Mortars; //Original line above, new mortars added RydHQ_Mortar_A3 = RHQ_Mortars + ["i_mortar_01_f","o_mortar_01_f","b_g_mortar_01_f","b_mortar_01_f","b_t_mortar_01_f","o_g_mortar_01_f","i_g_mortar_01_f"] - RHQs_Mortars; //RydHQ_SPMortar_A3 = RHQ_SPMortars + ["o_mbt_02_arty_f","b_mbt_01_arty_f"] - RHQs_SPMortars; //Original line above, Removed Sochor and added Pacific Scorcher. Sochor is added as mod artillery in init.sqf RydHQ_SPMortar_A3 = RHQ_SPMortars + ["b_mbt_01_arty_f","b_t_mbt_01_arty_f"] - RHQs_SPMortars; //RydHQ_Rocket_A3 = RHQ_RocketArty + ["b_mbt_01_mlrs_f"] - RHQs_RocketArty; //Original line above, added Pacific Sandstorm and MRL RydHQ_Rocket_A3 = RHQ_RocketArty + ["b_mbt_01_mlrs_f","b_t_mbt_01_mlrs_f","i_truck_02_mrl_f"] - RHQs_RocketArty; RHQLibrary.sqf RYD_WS_Art_class = [ "b_mbt_01_arty_f", //Line below added - Pacific Scorcher "b_t_mbt_01_arty_f", //Line below removed. Sochor added to init.sqf as mod artillery // "o_mbt_02_arty_f", "b_mbt_01_mlrs_f", //Line below added - Pacific Sandstorm MLRS "b_t_mbt_01_mlrs_f", //Line below added - MLR "i_truck_02_mrl_f", "i_mortar_01_f", "o_mortar_01_f", "b_g_mortar_01_f", "b_mortar_01_f", //Mortars added below "b_t_mortar_01_f", "o_g_mortar_01_f", "i_g_mortar_01_f" ]; RYD_WS_Static_class = [ "i_gmg_01_a_f", "i_gmg_01_f", "i_gmg_01_high_f", "i_hmg_01_a_f", "i_hmg_01_f", "i_hmg_01_high_f", "i_mortar_01_f", "i_static_aa_f", "i_static_at_f", "o_gmg_01_a_f", "o_gmg_01_f", "o_gmg_01_high_f", "o_hmg_01_a_f", "o_hmg_01_f", "o_hmg_01_high_f", "o_mortar_01_f", "o_static_aa_f", "o_static_at_f", "b_g_mortar_01_f", "b_gmg_01_a_f", "b_gmg_01_f", "b_gmg_01_high_f", "b_hmg_01_a_f", "b_hmg_01_f", "b_hmg_01_high_f", "b_mortar_01_f", "b_static_aa_f", "b_static_at_f", //Mortars added below "b_t_mortar_01_f", "o_g_mortar_01_f", "i_g_mortar_01_f" ]; Sochor as "addon" artillery in init.sqf: RydHQ_Add_OtherArty = [ [["o_mbt_02_arty_f","o_t_mbt_02_arty_ghex_f"],["32Rnd_155mm_Mo_shells_O","2Rnd_155mm_Mo_Cluster_O","2Rnd_155mm_Mo_guided_O","6Rnd_155mm_Mo_smoke_O",""]] ];
  12. @NinjaRider600 Great to hear ZBE is being improved. Unfortunately I won't have access to my "test rig" for about a week, after that I will do some testing. Ive found Zeus to be very useful when testing ZBE cache, I can fly around and see it working away from player units. The snag I've seen previously is units being uncaching inside rocks, Ive seen a perfect V formation caused by the squad leader passing between two huge rocks.
  13. @NinjaRider600 I hope all is well now. The support options are great news, my friends have requested that feature during play testing.
  14. Hey NinjaRider600, Ive done some further testing with the transport system with AI on the server and on a headless client including human squads, human players as squad leaders and human squad members. I'm happy to report it appears very robust provided the squad and chopper are on the same headless client or the server. The only "issue" is as a human squad leader you have to order one of the units to get out twice and then rejoin the squad, a very easy work around. I will also test the transport system as a human pilot. The only other headless client related snag I've discovered is the artillery which as mentioned before must remain on the server to work. From a mission designer perspective if this could be fixed it would be very useful as headless client support could be implemented by simply offloading all units from a side to a headless client without having to individually exempt artillery units. I understand this might be going down the rabbit hole again but if your up for looking into it as always I am happy to test. Mack EDIT: Tested with human pilot and AI squad, both on server and HC. Glad to report its working with only a minor snag that can be solved with a simple workaround. The Load task disappears a few seconds after being received, this could make it difficult to tell where you should land to pick up the squad. The workaround is to go to the map screen and click on the completed task, this will centre the map on the pickup location. Hope this is some use.
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