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NinjaRider600

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About NinjaRider600

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    Montreal, Canada

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  1. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Unfortunately that's stock behavior from the dispatcher and I haven't touched it yet. My suggestion is to try playing around with the RydxHQ_MARatio to lower the amount of squads that are sent at once for each type of squad. This should let other squads idle where they are until additional threats are found (depending on the type of commander you have too).
  2. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Trying to push 1.22.8.2 out soon as well as the NR6 Pack with that version. Been struggling to find any free time for Arma recently because of work. Sorry for the delays.
  3. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I am currently working on exactly that. The NR6 Pack, my other release that contains HAL with a bunch of extras, is gonna have a user manual for its next release which covers how to use those extras as well as how to configure the new Hal in the last section of the PDF. It's taking me a bit of time to write it but I'm making progress.
  4. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Version 1.22.8.1 has been released! I will add a changelog for it later but refer to my previous posts for a general idea.
  5. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    I hope to release everything this weekend. Have been a little busy with finishing HAL 1.22.8.1 which is the version included with the new NR6 Pack and the sample.
  6. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    1.22.8.1 is complete with major fixes to cargo support, improvements in usage of mechanized/motorized squads (troops now use their assigned vehicles properly if they have one in the squad), rewrote BFT entirely and split it into two parts where friendly refreshes occur every 5 seconds and enemy presence refreshes every enemy knowledge update only (not to give information about enemies that are not known anymore). Various little fixes too. Work on better recon will be made for the next version as I gotta now focus on releasing the next NR6 Pack. I will be posting 1.22.8.1 in the next day or so.
  7. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Unfortunately that's something I haven't touched yet from the original HAL. It is "hard-coded" in the sense that it sends 2 stages of 3 groups per objective. I intend to play around with that eventually so that recon can be less heavy.
  8. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I would need to see the mission then. I have been unable to reproduce the bug. Try setting maximum objectives to capture at once for simple mode to something low like 1-2. It's at 5 by default. Other than that I'm out of ideas.
  9. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    Sample is ready but writing the user manual is taking a bit of time. I will try releasing both in the next days. The sample will release alongside the pdf and a set of compositions that I use to make my missions.
  10. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    So I've found the issue. On simple mode, the behavior is somewhat intended and generally the order is followed. However, normal mode seems to be broken and what made it partially work was actually the Big Boss config. What I intend to do next is to entirely deprecate Normal/Legacy mode (except for Big Boss usage) and to add importance or order values for simple objectives in order to retain the functionality of the old mode. The same way you can set if an objective is taken by a side at start, you will be able to set its importance or the order at which it should be captured. Never-mind, the issue seems to have come from the Single Player editor preview not loading pre-init variables unless the mission was reloaded each time which messed up testing results. I'm not sure if the issue is the same in your case but in order to fix the normal mode from skipping, make sure BBAOObj is set to 1. As for the simple mode, I will try to improve the way the script randomizes the dispatching but it seems to work as intended. Additionally, the skipping only occurs when recon is skipped and even if it happens, the commander usually orders troops to capture the closer objective in the next cycle right away.
  11. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    Almost done with the sample. Making a PDF alongside the sample for instructions on how to use each function.
  12. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Thank you. I'll try to repro it on my own. I've never experienced that issue with the normal mode so I'll double check. Maybe there's a setting I added that's causing this that I did not foresee. My guess is that it's something I did with the AAO config.
  13. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Thanks for the feedback, I really appreciate it! As for the bft, the main reason I made it so slow is for the information about enemy to be only accurate according to what troops know, meaning that you won't be seeing their marker in a position that has not been spotted for long. That being said, I'm planning on splitting the BFT in two, one for enemies that will stay in the statuquo fnc from hac_fnc2 and only updates every cycle, and one that will update every 5 sec or so for friendlies.
  14. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Thanks. This helps with troubleshooting. Is that the entire init?
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