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EvilMooseofDoom

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About EvilMooseofDoom

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  1. Hi ARJay, thanks, I did get it to work, and got the OPCOM to issue them orders as well. In fact I have gotten everything to work perfectly with the exception of the User Interaction Menu which no key on my machine will access nor can I find any way to 'remap' as has been suggested. I don't mind all infantry battles though, it's a great MOD. I plan to launch a big battle this weekend again with it, I think last weekend I got 5+ hours of play in a single long campaign! Can't wait for updates! Thanks!!
  2. I keep reading about this SYS Profiles module but can't find it anywhere. Is it still implemented? If not how does one get user placed units profiled? Thanks!
  3. I must have a MOD conflict too.. I can't get this to work in any shape or form. What a pitty, the weapon sway in Arma 3 is probably the least appealing aspect and it makes the game almost unplayable, even point blank you can't hit anything the gun waves around like you're on drugs. Someday when willing to go through the long game start process 100 times I'll try and figure out which mod is causing the conflict. I also notice that this mod doesn't show up at all in my ArmaA3Sync launcher so that's probably another sign of a issue.
  4. EvilMooseofDoom

    A3 Freeze @ menu\logo = Steam Workshop problem

    I can't get it to start up, I get a blank black screen and task manager says it's not responding. Online or offline with Steam it's a dud. I may have to content myself with Arma 2, but I will be asking for my money back.
  5. EvilMooseofDoom

    black screen crash

    I have to day purchased Arma 3 via Steam. I have made sure my system driver were all up to date and tried to launch. What I get is the arma 3 logo, loading addons (no addons added yet!) initialising addons, screen goes black and.. that's that. Nothing, task manager shows it not responding and.. yeah. No issues with any other games including Arma 2. Ideas?
  6. EvilMooseofDoom

    HETMAN - Artificial Commander

    Rydygier really tweaked the setup, cleaned it up a LOT from the mess I had, it's finally a playable (and now it can be adjusted for balance - ie: I doubled the marines by switching to Chinooks - also have a bigger invasion force in 2 large landing craft that I am now going to finish for a total of 3 invasion Utes HET-maps). Then I plan to launch HETman at Chernarus in a series of missions, and eventually I'm going to invade all the maps in my inventory! I haven't used the Civ Interaction Module, but now that sounds like it has some real potential. I'd be more than happy to share my HET-campaign as they go. I'm not the fanciest mission maker (only had Arma for 4 months now) so my missions lack all the finesse of released missions, no big back story, no fancy intro's.. Mine are in the vein of "a grunts tale..." and my 'end' condition is actually little more than a radio alpha and a trigger to end it. I just make the decision whenever I feel like it.. call it, check my stats to see if I hit ANYTHING this time and back to editor.. :) I stick to the regular A2:CO units so USMC, USA and BAF. I can't take any real credit, HETman is the real mission maker now! I feel for ya about that truck load of infantry, I had it show up on my on the far SW portion of the island, and I had 2 men down wounded including the medic when that thing showed up and started spitting out troops. I thought I was done but a Chinook made a strafing run and wasted half of them and flamed the truck too! I have started to thin the Opfor units a little in my version, they're still pretty lethal to my choppers. :) I don't know if HET did it deliberately but it's saved my bacon once or twice. I've been in a bad spot, 3 wounded running low on ammo and suddenly there are marines to my left and marines to my right and what I thought was certain death for my team was salvaged.. Well until I stood up.. Never the same fight twice which makes adjusting a challenge since it takes 3 times through to know if there is a balance issue or simply the fortunes of war. Oh! Rydygier - Mine may play a little harder because it was always my intent to start my transport choppers on the deck and have the gunships in the air. I only had them in the air at start because I was testing a lot and was to impatient with the flight time, but I wanted the slight delay before landing to let HET set up the defenses and react to the gunships. It seems to me that the extra time has made it a bit tougher, I think it's cause the units are not as concentrated and are already responding to combat. A half dozen more times through in Chinooks and then I think I'll tweak the Blackhawk version and then lastly finish the landing craft version. :) Cheers! EMOD.
  7. EvilMooseofDoom

    HETMAN - Artificial Commander

    WOW.. As much for the learning experience as for the help, THANK YOU. Several other yet unasked questions were answered and I learned a lot and NOW understand a little better what you were talking about with the groups! The mission was far from done, all the Opfor I placed were there so my choppers would come under fire (they always behave so perfect in the rehearsal, but once bullets fly.. ). The whole thing needed (still needs) balance adjusting. In the several times I've play tested it so far I've had a good fight, hard too! I upped the marines into Chinooks so I could double my troops capacity, also added a few extra groups of militia and removed that mortar! :D I haven't managed to finish it yet, as it stands they put on a good fight! Cobras give to big an advantage? I must be a faaar worse player than you! I had to up it to 2 Apache's, the cobras were getting brought down or driven off. It's funny watching the Chinooks make gun runs but they've actually done a good job of accounting for themselves. My last 2 times through a Chinook was brought down or badly damaged each time. First time the Chinook went down leaving 12 or more wounded men with the rest dead. I dropped my weapons to swim out and bring 2 wounded men to shore and one of the pilots took my rifle! When I catch up to that flyboy I'll teach him to never touch a Marines rifle without asking.. His woman, sure, his toothbrush, maybe, his rifle!? NEVER!! :D On the last mission I just finished playing my chopper was hit bad enough that at least 9 or so including me were wounded on the ground. HET moved off the healthy units and left the rest of us without orders while we sorted out the wounded... Then went off and was having a good fight until I had a Hollywood moment. Dragging a wounded man into some trees I hear Russian voices, a trio have moved up but were all facing away down hill.. Gave each a nice double tap.. the angel of death with an ACOG man! Then a 4th came up and startled me but a twitchy finger got off enough rounds to bag him.. and his buddy came up and I had my sights riiight on him.. *click* Last thoughts through my mind.. I mean before the 7.62mm hunk of lead.. "Awwwww FU-" The island was 2/3rds ours, but we were both at about 45% casualties. It's been great fun!! THANKS AGAIN!! EMOD
  8. EvilMooseofDoom

    HETMAN - Artificial Commander

    Ahhhh... Well.. I was having no luck with it. I was having some luck getting blackhawks onto the ground. No other chopper would work, wanted to try 2 Chinooks but couldn't exclude them. Nor it seems can I exclude my Cobra's. I think maybe I'll restart this mission with everyone on land, I just can't seem to get exclude (nor the suball and include) to work. Here's the tester.. http://wikisend.com/download/849012/test.zip Thanks! EMOD. ---------- Post added at 08:40 ---------- Previous post was at 08:21 ---------- Hey, I love HET and have several cool maps I intend to conquor with it as part of my "Marines take over the world - 2013" campaign.. What about boats? We're marines, we're into amphibious landings. There are even some landing craft in with the I44 mod. Can I have HET exclude boats (but still have me control them via editor placed waypoints) and still control all my land forces? I may even put a cobra or two in there and hope that HET will send one in to help me. :) Oh, and in case I haven't said it before. Thanks for putting up with me! I do appreciate the help! Cheers! EMOD.
  9. EvilMooseofDoom

    HETMAN - Artificial Commander

    I'll look into that! I am having some limited success with my current exclusion but I think my problems stem from when certain things are taking place as things init and sometimes my chopper excludes and others not. So I'm going to 'borrow' the init from your air cargo mission and paste in into mine and see if I can figure out how to set things up there instead of relying on init field in units. From the PDF that came with my HETman download.. P23: "RydHQ_Excluded = [] – array that contains names of the team leaders whose groups shall not be controlled by HAC. Works only with default, unlimited control mode, e.g., RydHQ_Excluded = [LeaderA, LeaderC, LeaderG]; to place a given team leader’s group under HAC control at some later point, just redefine this array (e.g., using a trigger) without the chosen team leader’s name: RydHQ_Excluded = [LeaderA, LeaderG]; which will include LeaderC’s group; or: RydHQ_Excluded = [] for include all previously excluded that way groups; note that to exclude a player leader, the player's unit must be given a name in the editor that meets the rules for naming, e.g.. LeaderP, LeutenantJack or Some_guy. " There be no G in there! :D Thanks! EMOD
  10. EvilMooseofDoom

    HETMAN - Artificial Commander

    Hey! Figured out part of my problem, once HET kicks in it takes out ALL waypoints even those of excluded units. I did a little test with a excluded soldier running zig zags, as soon as my radio came on with my first order the zigger stopped at his last waypoint and stayed put. I changed the syntax to match yours adding the 'G' for ExcludedG and that didn't work at all. So I removed the G and all went really well.. Seems having CHOP1 = group this; RydHQ_Excluded = [CHOP1]; both in the choppers init did the job! No G though.. when the exclude was in the same array as the other group leaders it didn't work, but now my chopper is working! I haven't tampered with init.sqf files, but if I understand what you wrote then maybe I should because that'll make sure everything inits in the correct order.. Hmmm.. Arma never did bomb dropping, so I wouldn't expect HETman to do it. I will keep a chopper gunship handy just in case HET wants to use it. BUT!! Now chopper problem solved I can go ahead and make the invasion of Utes and with luck I'll get to play it 2-3 times tonight! Gotta love the HETman!! Cheers! EMOD.
  11. EvilMooseofDoom

    HETMAN - Artificial Commander

    So to load my guys I can 'name' the chopper CHOP2, then in the choppers init field I put: CHOP1 = group this; Then in any other units init field I put RydHQ_Excluded = [CHOP1] So far that didn't work, but then I may not quite understand the difference between naming a group, a group leader, etc.. Taking the LeaderHQ out of the chopper (and I killed the osprey and went back to blackhawk) didn't help either, it still takes control of the chopper when HET kicks in. I would prefer not to use the 'wait' since I want my Opfor to get into action right away. So what I want is to have a chopper (or choppers) NOT controled by HETman while I want the troops inside the chopper to be under HETmans control. Like I said it works perfect if the chopper starts nice and close to the unload waypoint, if it hits it before HET hits it's fine, but no excluding has worked for me yet. There is also the SetgroupID command but I don't know how to use it.. Scripting.. Uhh.. I don't know how to say this, but that's all gibberish to me.. :) Yeah, I'm abusing HETman, I know it. I am perfectly content with HETman as my ground commander and will happily leave air transport out of the missions. I would like to be able to exclude aircraft from HETman though so I can give them seperate tasks (S&D, etc) that HET has no control over. That's what I'm trying to do with the Helo insertion. I want non-HET helos to drop off HET troops but I can't keep my Helo out of HET control.. Thanks for your patience! EMOD.
  12. EvilMooseofDoom

    HETMAN - Artificial Commander

    Tried starting it in air.. it just hovers. Have had NO luck getting HETman to exclude a chopper at all. I have a single chopper named CHOP1, I tell Hetman to exclude it, but the minute it kicks in it takes it over. I'm playing with it on the Utes map (a map I can finally share with you!). In this case it's actually an Osprey loaded with troops including the LeaderHQ. Now HETman can take 20-30 seconds to start issuing orders. If my Osprey makes it to the 'transport unload' waypoint before HET starts it will execute that without trouble. If we're still enroute HET will take over and assign a new landing place. I next tried having HET exclude each group including the leaderHQ, but that didn't work, guess can't exclude the leader. However all that said it works perfectly when the Osprey touches down (in the close to WP scenario), the troops unload and immediately move off to their first HET waypoints. I like the dynamics of a true HET vs. HET battle so my hope was to fly in nice and slow or even sit on the carrier and wait 5-10 minutes for leaderHQB to deploy his troops a little and maybe send in softening air-strikes. I managed to get this by delaying the start of HET's issuing orders but that seems to be global so LeaderHQB also delays. Can just one leader be delayed? If I switch the Opfor to A side and make my side B can I delay the start of B while A goes about his business moving men and responding to my air attacks? Speaking of air attacks.. Nothing I name a chopper or put in the RydHQ_Excluded = [] works, as soon as HET kicks in he takes control of the choppers, they will execute their last waypoint and no more. It tired, it gets right down towards us, but as I move towards it to board it'll pull away like I'm trying to give it a cheap grope! Also have found HET is a little callous when deploying marines from the Osprey. One time it landed in water killing all. Another time it parked in a yard, got stuck and didn't unload anyone either. My favorite was dropping 4-5 guys at the end of the Utes runway and then taking off and heading away.. while still unloading. Dropping little marine bombs as it went.. cept they didnt' explode when they hit.. they got dead. Was funny until my turn out the door... :D I think with a way to exclude choppers (and I'm probably just doing something wrong) this will really work for my plans. That or a leader delay... If you could also script up a way to make my dates hold still when I AM looking to give a cheap grope that'd be handy too! ;) Cheers! EMOD.
  13. EvilMooseofDoom

    HETMAN - Artificial Commander

    I'm going to try Utes, using small objectives. I see what you mean regarding cargo and air transport. That chopper would come, almost land and then bugger off on me every time.. Never got close. HOWEVER.. Air transport is lower on my priority list.. In fact truth be known I was just being lazy. My work around will be to manually start the choppers on the deck of the carrier (with 1 or 2 HAC excluded cobra's). I may pause the whole op with a trigger to give HQB some time to deploy his defenses.. Release the cobra's the soften things up, board and use manual air transport via waypoints. Once LeaderHQ is on ground he'll move to his trigger which will switch on HAC for the A side. Until that time everything will be excluded on the A side and then HAC can start issuing orders and the cobra's will loiter on S&D. Now something I'd personally like for my 'mini-campaigns' using HAC would be the ability to place X number groups, essentially build my platoon or company, etc maybe using real TOE's. Then start my missions (one large map conquest broken into 1-10 single missions). BUT what I'd like is for HAC or something to count up my surviving units (not their ammo or health - just #'s) and save that so when I start my 2nd mission I can load my 'survivors' and have the mission proceed from there and then I can add reinforcements as I like to make things interesting.. including a nice helo insert! :D At the moment I'm doing invasion Zargabad. If I can keep the frame rate low I am planning on 4 leaders this time. 1 marine and 3 opfor. Essentially giving each opfor leader a small area and small # of units for each 'section' as we enter from the north. Lots of army at the base under commander B, mix of army and militia in the city under commander C and mostly Militia holding the far south of the map under commander D. I hope to make it all one big battle but I may have to chop it into 3 which is where my 'saved' count thing came up. Thanks again for all! Cheers! EMOD. ---------- Post added at 19:09 ---------- Previous post was at 17:25 ---------- UPDATE: Hac is doing the start but not finish order issue thing again. I get 1-1-A-1 (name) "Stand by for new orders." radio message.. and that's all I get. I get the first move, sometimes the 2nd.. All orders after that won't come through and no new objectives are placed on my map. This is on Invasion Zargabad. Which will have to be broken into 3 missions since once the city defenders were in place for HQC the frame rate dropped to mid teens. Also when I played the original Utes Demo there was an Apache on the ground.. it took off and got itself shot down. I placed a Cobra on my map and added a enemy tank (no Opfor AA). My Cobra doesn't move though, do I need a Opfor chopper? Thanks! EMOD. ---------- Post added at 20:39 ---------- Previous post was at 19:09 ---------- Update again.. Restarting Arma fixed the orders problem.. still no luck getting my air support airborn though.. Getting tired of those tanks killing me! :) Buuut, that's it for me for the day. Having a blast still! Thanks! EMOD.
  14. EvilMooseofDoom

    HETMAN - Artificial Commander

    Hi, Sorry, was busy at work. Here's what I think I learned about my experiences with HETman. I think (am 95% sure) the reason I get no new orders after a while is simply the battle is going well. I re-play the same mission over and over for most of my testing (never the same twice which is another thing I love about HETman). Sometimes I move up in the area of objective 1.. sometimes 2.. sometimes 3.. And then I do usually find myself sitting. So I went off on my own looking for trouble and that's when I realised (based on the distribution of other inactive units on the field) that I was left behind because I was no longer needed. HETman doesn't treat the player any different than an AI (which I would NOT encourage you to change, it really does make the battle random). I have been the one-shot one-kill of a sniper on my 3rd move order and also been the Angel of Death with an ACOG on a hill. By taking matters into my own hands I do get dropped from the order que but move off into the fighting anyway and suddenly (if I'm somewhere HETman decides I'm useful) I'll suddenly get a new order. I also have noticed I get several false starts to orders. The radio will come on like I'm about to get orders but the sequence doesn't finish and no new tasks comes up. All in all I'm having a blast with HETman. I'm a grunt at heart so I like the fact it's so random each time. I have made 3 'real' HETman missions so far and gotten 30 battles out of them.. Which is not bad since the average setup time in editor is 5-10 minutes. I, however, have not had ANY luck getting HETman to use air transport. He'll steal every wheeled vehicle he wants (including one TOW Hummer I set aside for my own use when I placed a OPFOR tank on the field - figured a good AT may be needed if that tank proves to be a pain). It was a empty unit and part way through the mission while I'm crouched by a rock what do I see bombing up the road? Yeah.. MY TOW hummer! Bastard didn't even ask! :D I can set Helicopters everywhere and anywhere. I set RydHQ_NoAirCargo = false but nuthin. Even a large cargo search radius gets nothing. I wanted to invade Utes (again) from the carrier via chopper but that didn't help. The troops didn't go near the choppers and started to swim to the island (I never get an order on those Utes missions, not ever - I end up standing alone but for my squad, the leader and a pile of choppers and their crews). Starting as cargo in a flying chopper didn't do anything either.. So now I'm off to pour through the thread looking for 'air transport' help posts. Cheers! EMOD
  15. EvilMooseofDoom

    HETMAN - Artificial Commander

    Hi, I have been playing around with it a little more. I don't mind the waiting, and I don't mind the 'patrol' nature of the orders. I have been modifying the same mission (it's not a vanilla map - but the units are A2 OA units). I tweaked the above mentioned mission and I don't think the battlefield is to large. All my objectives are just 500m apart and the 'island' shape makes the whole battle area roughly 2000m by 500m. 2 more times through the mission I noticed something. I did think it seemed to be keeping me safe but now I realized it's not that. It's not sending my unit any additional orders after 7-10 times. The first time I played my mission it got me into the area of the first objective and while there a Opfor patrol in a armor car showed up and we had a brief fight. Then later other marines units came up, gathered around and with time moved off. I never got issued any additional movement orders. I waited 2 hours and listened to a lot of battling during that time. I aborted to add 2 ambulances and a ammo truck. I also changed the cycle time from 600 seconds to 300 seconds and re-started. Same pattern again. I got my scouting orders, then got my orders to advance, got into the target area (didn't get into a fight) but after about 10 movement orders (sure did notice how much faster they came with the cycle time halved) I never got any new orders again for nearly an hour when I did go off on my own, found the fighting and made myself into a casualty. When I get home tonight I'm going to keep at the same mission with no further tampering and this time note the number of orders I get before they stop and see if there IS a pattern or if it's all in my head. What I do know is the clock doesn't lie.. I do wait hours and get nuthin.. I also don't use time accel since I already learned that can makes everything behave unpredictably. Thanks! I think it's a great Mod!! EMOD.
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