Jump to content

Rydygier

Member
  • Content Count

    4805
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by Rydygier


  1. Helicopter : UH60M BlackHawk (Air Transport Support Unit) --> RHQ_Air, RHQ_Support, RHQ_Cargo 

    RHQ_Support shouldn´t be used for Transport Helos. Otherwise they´re only moving like other Support Vehicles (Ammo-Trucks etc.), but doesn´t picking up Troops.

    New tested Arrays are : RHQ_Air, RHQ_NCAir, RHQ_Cargo, RHQ_NCCargo. Behaviour is very good now (Picking up Troops, Transport to Objective, Back to Base, and the same again). :)

    Great. MH60S for example is for HAC also support by default (for those, who wants aerial medevac for USMC and just because it IS support vehicle in Arma). With soon available RHQs may be easily excluded from support array, so will be not used by HAC for support missions, still when flying over injured troops may be redirected for medevac action, because this is generic Arma behavior.


  2. ...but has anyone actually run the module yet? (I mean... there's a chance that maybe it's just a bunch of some crackheads code that doesn't actually do anything useful or what it's supposed to do. Maybe it doesn't even work or it just stinks like moose-ass or even worse... or maybe...)

    Oh, but this is not so important, how well it works... Approach to weather problem is here amazingly deep and require praises in itself, regardless of the effect... :) Effect is another matter and is as follows:

    map: Utes. One player unit with needed exec in init field. Tent with equipment is on place, and that's it.

    RPT:

    
    

    Error in expression <
    (_this select 1),
    (getTerrainHeightASL _this)
    ]>
     Error position: <_this)
    ]>
     Error Brak )
    File RUBE\fn\fn_getPosASL.sqf, line 42
    Error in expression <
    (_this select 1),
    (getTerrainHeightASL _this)
    ]>
     Error position: <_this)
    ]>
     Error Brak )
    File RUBE\fn\fn_getPosASL.sqf, line 42
    Error in expression <));
    
    if (_unit != player) then
    {
    
    _unit forceWalk true;
    };
    
    _unit forceSpeed 2.0>
     Error position: <forceWalk true;
    };
    
    _unit forceSpeed 2.0>
     Error Brak ;
    File RUBE\fn\fn_makeDraggableLib.sqf, line 676
    Error in expression <));
    
    if (_unit != player) then
    {
    
    _unit forceWalk true;
    };
    
    _unit forceSpeed 2.0>
     Error position: <forceWalk true;
    };
    
    _unit forceSpeed 2.0>
     Error Brak ;
    File RUBE\fn\fn_makeDraggableLib.sqf, line 676
    Error in expression <h) > 1) then
    {
    _h = getTerrainHeightASL _this;
    } else
    {
    _h = (getPosASL (RUBE_we>
     Error position: <_this;
    } else
    {
    _h = (getPosASL (RUBE_we>
     Error Brak ;
    File RUBE\modules\weather\weather-functions.sqf, line 102
    Error in expression <h) > 1) then
    {
    _h = getTerrainHeightASL _this;
    } else
    {
    _h = (getPosASL (RUBE_we>
     Error position: <_this;
    } else
    {
    _h = (getPosASL (RUBE_we>
     Error Brak ;
    File RUBE\modules\weather\weather-functions.sqf, line 102

    Reason: I have only Arma2 1.10, and getTerrainHeightASL command is introduced in OA 1.55, also forceWalk: OA 1.51. Shame, but it is of course my problem, not script error.


  3. - UAV : MQ9 Predator (unarmed Air Recon Unit) --> RHQ_Recon, RHQ_Air, RHQ_RAir, RHQ_NCAir
    
    - Helicopter : UH60M BlackHawk (Air Transport Support Unit) --> RHQ_Air, RHQ_Support, RHQ_Cargo 

    Exactly.

    It seems like that these "correct" Entries are essential for HETMAN, to use the Units the right Way.

    This is true. Simply by RHQ_ (from next release also by RHQs_) you telling HAC, what kind of unit is this, what it can and what not. Also, if someone is sure what he does, and he knows well enough "way of thinking" of HAC, can this way to manipulate within certain limits behavior of groups controlled by the HETMAN (when and how they are used).

    ---------- Post added at 11:13 ---------- Previous post was at 10:58 ----------

    Maybe some funny example: try to put into RHQ_BAir (bombers) and, if needed, subtract from other classes when RHQs_ will be introduced, some sniper class (RHQ_BAir = ["SomeSniperClass"]; RHQs_Snipers = ["SomeSniperClass"]; RHQs_Inf = ["SomeSniperClass"];). Why? Because bombers, unlike other planes, receives "destroy" waypoint attached to given enemy group teamleader's vehicle. This way is possible to make HAC will send some alone sniper with assassination mission. :) Of course there is some risk, that Team leader of chosen hostile group will be in some tank or Car, because air units are often used against such enemy, then sniper become useless, but if enemy forces are only on foot infantry... (not tested, I don't now if this will work fine, for example sniper will be running all the way, and may approach to close to enemy before will use weapon...)


  4. @KeyCat

    Yeah, cargo system is most troublemaking part of HAC and probably always will be. :)

    Choppers as cargo vehicles sometimes do such strange things. But this was recon mission, there is no assigned external cargo for such mission, therefore this UH1-Y was probably sent as air recon unit and just did its job... Disembarking crew however is something unexpected. I have seen something similar long time ago, fixed, and hoped, that this will not occur again. This was AAV grouped with infantry or used as external assigned cargo transport? Can you say, what kind of mission it was? Take a look at this...

    ---------- Post added at 22:53 ---------- Previous post was at 22:50 ----------

    I've also had this error, though the Helicopter stayed there hovering indefinitely for the rest of the mission with the AI commander constantly ordering a disembark and getting a 'negative' as a reply. It probably has something to do with the fact the Heli was hovering over some difficult terrain, possibly?

    I learned a fatalistic approach to the helicopters. In their case, everything is possible. Therefore, the cargo system is disabled by default, you can also deactivate separately air or land transport. Lack of convenient landing nearby is rather probable explanation.

    EDIT: All right. Just reproduced issue with disembarking AAV crew. This occurs when AAV is grouped with infantry (I suppose, that same issue will occur for other grouped cargo vehicles). However then team leader issus order to two of crewman to get in. I have a theory, what may cause this, so will check and try to fix this.


  5. Well. RHQ_LArmor and RHQ_AAInf or only RHQ_AAInf if should be used by HAC only against air forces. There is no separate RHQ for AA vehicles beacuse RHQ_AAInf is covering also AA vehicles: Ural Zu-23, ZSU, Avenger and Tunguska. I know, this is misleading. There will be changed info in manual about that, because not only unarmored AA vehicles should be assigned here, but all of them. Thanks for good question. :)

    EDIT: also, I see, there is needed correction in AAInf and ATInf RHQs description. Of course only AA/AT infantry should be included also to Inf category, unarmed vehicles to Cars, and armoured AA to LArmor.

    EDIT2: just tought it would be nice to be able also to subtract given category from internal category array. Someone for example may want to exclude GRAD from Cars category, so become only Art unit and so on without HAC files editing. Will try to implement such option.


  6. When I saw, who is author of this thread, I knew, that this will be something special, deep and fascinating.

    Well...

    It is! :)

    I love to know, that behind given effect hides a complex mechanism, that guarantees a realistic simulation of the phenomenon. Phenomenon... Hm. Yes. It is good word. Phenomenal job, Ruebe!


  7. I`ll try to come up with some more useful info on that.

    Great. I really care to explain the causes of this problem. HAC is used in fact disableAI "TARGET" and "AUTOTARGET" but temporarily and only for cargo and support vehicles during its cargo and support missions, to make them more obedient on route. This moreover does not exclude, as far as I know, firing but only seeking and target setting. This looks rather like some "FSM" problem (?).


  8. Thanks!

    Smoke issue was yesterday reported and is corrected now (fix will be included in next release - soon, when MSO module will be ready and included).

    Someone some time ago also reported this "blindiness" AI issue, but this can't be HAC, cause HAC didn't mess with this AI aspects. HETMAN only sets generic combat modes and behaviors for issued to groups waypoints, he do not changes their parameters or assigned to given mode/behavior AI setting values in any way. Maybe try and compare without HAC. This may be some other addon or even newest game version issue (maybe Arma devs changed something lately in waypoint combat modes/behaviors or in AI skills values?), I don't now, haven't nothing but first Arma 2 with 1.10 patch... This applies to certain situations or units or is random?


  9. Drivers turn off engines if they stand around this is normal. However having your engine turned off when you are flying its something else entirely.

    Indeed. :)

    (I have a mod that removed A-10 from USMC)

    This may be a cause. If, for example, this mod changes class name of A-10 for removing purpose, then without additional RHQ entry HAC will not recognize vehicle as air unit and such group will be considered only as Crew and Infantry (beacuse of pilot unit). Can you try to put in its init field code: diag_log (typeOf this); or hint (typeOf this); to check, what is class name of such modded A-10? If mod is triggered some seconds after mission start (not so likely) then this code must be executed with delay too - so best way is to set a trigger with 5-10 sec countdown and this code in act field: diag_log (typeOf NameOfCheckedPlane); (or hint for on screen message).

    I cant remember what exactly it was, but I think it was sentry.

    If so, then above mentioned scenario is most probable, cause sentry is type of idle order, and if HAC not recognized modded A-10 as plane, then such order was possible and turning engine off after reaching target point also. And this target point was probably reached immediately, because is placed usually not far from unit, and air units have wide radius of waypoint completion. To fix this, if I'm right about changed classname, you should add its classname to RHQ_AirG. Changed faction itself shouldn't affect here, because with normal control mode important is only "setFriend" factor of unit, not its faction.

    BTW: What do you think about that arty script?

    Sounds great, but haven't time to test this yet... Will try this evening. Looked at manual. Wow. It looks "professional", so probably effective usage is also very rewarding.

    EDIT: Tried. It is fun. You just sit behind some bush with calculator and map and your enemies are dying. :) And was problems with my compass - in my so low res is hard to read degrees. Some observations: it is obviously not ARTY Module based, shell "flight" lasts about 15 sec., not 60, like with module, is spawned, also other ammo types are used (for inf. target 40mm grenades - it makes this not so deadly, more movie-like light mortars effectiveness, it is nice change after all those so powerfull ARTY ammo shells). Possibly limitations: SADARM will probably not work here, unless its subamunition is separately emulated. In some free time will testing this more.

    ---------- Post added at 17:31 ---------- Previous post was at 16:26 ----------

    Tried to open in editor this arty mission, I suceed after removing from mission.sqm references to jtd fire&smoke and some hifi addon, but there was an error message. It is good news, because I think, that this is answer for yours A10 engine problem. Message is about "A10_US_EP1" vehicle. This must be classname of modded A10. Add this to RHQ_Airg config to fix issue with engine/unit recognition by HAC.


  10. Also I noticed the sound of engine being turned off just as I got orders from HQ.

    This I can confirm for M1A2, just tested for idle order (recon also, so probably this affect all orders for human team leader). Indeed. Strange, but this means, that we have some clue. Espiecially, that this occurs only when crew leader (team leader) is human controlled. Must to invesitgate this.

    EDIT: no, it is not about this. This is not HAC issue, but normal vehicle behavior - tested without HAC. If vehicle is not moving after mission start and driver has no order to move, then engine is turned off after 35 sec. It is coincidence, that in same time first idle/recon order is issued by HAC. Also if I moved tank and then stop, engine was still on after receiving HAC order. So there is still no explanation for this A-10 engine issue. Also above described behavior does not apply flying planes... Will think about this, but have no idea for now.

    Exactly in what moment A-10's engine was turned off? With receiving a new order? This happend once, or more times? This was generic A-10 plane, or some user-modificated model with other classname?


  11. EDIT: I noticed a problem: HAC takes over control over my character from time to time. It changed my team formation, it made me throw smoke grenade and worst of all it turned my engine off when I was flying US Army A-10. I think HAC shouldnt do this stuff to player controlled characters.

    Good point, thanks. This is important. So I have first thing to do for next release. :) For now smoke usage my be disabled by RydHQ_Smoke = false;, but for all groups. Second thing to do: adding this varialbe to manual... Well. TO DO list updated. This formation changes are a bit surprising. Didn't know, that formation setting for waypoint affects automatically also groups led by human player. Is this affect also behavior and combat mode of led by human player group? Logically should...

    EDIT: did some test, also checked code and must to say, that I'm confused with this A-10 engine issue. The only moment, when HAC is messing with vehicle engine is when group with vehicle receives idle order, and when its destination point is reached. But, after these tests and checks I'm quite sure, that A-10 is, as air group, excluded from idle orders at all. So there is no opportunity for HAC to order a plane turn its engine off... There was any other addons active when this problem occured?

    Anyway smoke issue is fixed, I think (smoke will be not deployed automatically by group at withdrawal (def and rest orders) when player is team leader. Also if player is not leader, but subordinate group member, will be excluded from this smoke behavior). Also HAC will no more to mess with vehicle engine when player is team leader or when player is a driver of vehicle assigned to team leader. Formation issue however will take more time, because there will be huge amount of code lines to find and change (120 lines to be exact).

    EDIT2: Found probably reason of this formation issue. I used in two places (idle and def orders - right? Then this issue occured?) "setFormation" command. It is not mistake, but now I'm able to add "no-human player" condition. And there will be much less work with this. "SetWaypointFormation", used 120 times fortunately do not affect groups led by human player. :)


  12. Added code to prevent unlimited ammunition from the artillery.

    Interesting. Can I ask how this code looks?

    Also have such questions:

    Some time ago I maded AI arty script too, dedicated to beginners however, but for more advanced users yours arty scripts seems to be better in my opinion. So I'm wondering, would you be interseted in implementing/adapting into yours script used by me code for calculating amendment for moving targets? I used for that purpose overall movement vector determined by comparing of target's position change in time instead of simply target's movement direction in given moment only. This makes FO more clever and makes targeting routine less sensitive to dodging and erratic movement, because FO pays attention on general movement direction, not on present direction. Of course this way of calculation needs more time. But maybe you used some better method...

    Maybe also you will be interested in used by me way to choose most tempting target amongst known enemies?


  13. Thanks, Old Bear! :)

    ---------- Post added at 10:42 ---------- Previous post was at 10:38 ----------

    Just spent 1.5 hours just watching the AI commander lead his troops ..... REALLY REALLY IMPRESSIVE !

    Keep up the good work mate.

    I'm glad, that it works. Yeah, there was tons of tests, four alphas and so on, but we now, nasty bugs like to show up at the finish...


  14. Well. It wasn't tested in MP. Can't tell, how addon will behave then. RPT is clear? Earier version worked fine in MP? If so, then problems with no damage must be related with NT_Damage. Making TDS MP compatibile will be tricky for me. Still I'm aware about "publicVariable" command, so can try to use this for config TES and Damage variables and we will see then. Still there are also other global variables used, which shouldn't be public, because their values are changing 100 times per second. Must be reconfigured all randomizer system to avoid this... Let's check, if this will help with no damage issue. Replaced last link, so you can re-download and try again. (I made config TES and Damage variables values to be public over net and removed other global variables used for randomization (replaced with simply random command))...

    EDIT: About not turning... Maybe it is ASR_AI conflict? Did tests, and turning occurs for me, although is imperfected, as described before.

×