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NinjaRider600

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About NinjaRider600

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    Montreal, Canada

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  1. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    Unfortunately at the moment, the only way to manually set ammo up for an arty piece is through the script array. As for infinite ammo, I usually use a "Fired" event handler to set ammo back to full on each shot. I use the following code placed in the artillery vehicle init box: this addEventHandler ["Fired", {(_this select 0) setVehicleAmmo 1}];
  2. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    Exactly, no need to sync it to anything else. It runs for the whole system.
  3. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    The RHQ module registers the class of the object for the rest of the mission. So if the respawned truck is the same (same class), it will be known to HAL as an ammo truck.
  4. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    To set them up, simply sync the module to a unit you want to register as a type defined by the module in question. The module will retrieve the class of the unit/vehicle and HAL will consider that object a certain type. For example, for a moded ammo truck, place down the ammo support RHQ module and sync it to that truck. Now all trucks of that class will be known to HAL for being ammo trucks. The synced unit can still be used during the mission as the module won't affect it. The RHQ modules can also be used in conjunction with the asset compiler as they will run before the asset compiler snatches the groups and deletes them.
  5. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    HAL 1.22.11 RC1 will be posted in the next day or so. I am currently working on an artillery support request that will work based on the HAL arty handler for player squad leaders. I plan on releasing the latter in RC2 as part of the big 1.22.11 artillery update.
  6. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Basic setup was off. Squads need to be included to HAL control some way. The easy way is to set RydHQ_SubAll = true in the init.sqf. This will make all the squads of the same side as the LeaderHQ included. Additionally, objectives are usually gamelogics or triggers and the preinit.sqf is more of a workaround I use to set things up for the pushback command and may throw error if you add object names directly there. Ill send you a quick demo soon but otherwise i recommend checking out the multiple demos i made for the NR6 Pack script version. Also for a simpler to use version of this, i recommend checking out the NR6 Pack mod on the workshop. It is a version of HAL that can be set up with comprehensive modules instead of code.
  7. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    HAL 1.22.11 coming soon with tweaks to the RHQauto function so that modded artillery no longer requires manual configuration. For the most accurate results it is still recommended to manually configure but not mandatory as most modded rounds are picked up.
  8. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    HAL 1.22.10 RC3 updated! Sorry for the delay. I have been focusing on getting the workshop version of the NR6 Pack constantly updated to advance the beta development. Gonna update the changelog in a bit, I'm off to bed for now lol. In the meantime, check the workshop change notes for info on what's new with HAL.
  9. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    Script and addon versions updated here to latest versions! Sorry for the delay. I have been focusing on getting the workshop version constantly updated to advance the beta development. Gonna update the changelog in a bit, I'm off to bed for now lol. In the meantime, check the workshop change notes for info on what's new.
  10. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I'd recommend sending me the mission. From what I gather from the error though, do you have a RHS m109 in the mission? There is a bug caused by the arty piece fixed in the next version I will post soon (possible to be other arty classes too).
  11. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    That was my exact intention when making the reinforcements script. As for air reinforcements, they work as their own thing. I'd recommend checking out the demo once again to see how it is set up. It basically spawns flights based on a small pool that's configured inside the module and will always ensure that the amount of aircraft active at once match the threshold configured in the module (as long as the reserve pool is not empty, its a number to set in the module). Although you could use the regular reinforcements to spawn air assets, I really don't recommend it. Also check the demo out for ammo drops. It is setup and you can decide what boxes are used so it works with any mod (you can even have UNSC Pelicans drop ammo pods if you want). Mods and demo will be updated tomorrow with the fix as well as new features. This will be the release of HAL 1.22.10 RC1 and NR6 PACK 3.01 BETA 1.
  12. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    So good news, I made a fix and it will be added to the next version of HAL, NR6 Pack and NR6 Pack addon.
  13. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Awesome, in that case I'll look into the problem I originally thought was the issue. Planes can be included and will be used for CAS/CAP. You can also use them for ammo drops. I like using C130s for ammo drops as it looks pretty cool. In any case I recommend checking out the way I used the Air reinforcements in the main altis demo. Note that it will be easier to set up classes in the next update thanks to the pool compiler module coming up.
  14. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Nvm i just realized you tried the withdraw thing already... time to bug hunt again then. Ill look into it.
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