NinjaRider600
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HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Finishing up RC6 soon, will release it today. Sorry was pretty busy at work so didn't have time to pack it and post it. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's odd. If anything current NR6 HAL should be less laggy than previous NR6 versions. Do you know which version precisely started giving you this lag? Try turning cargo off that's all I could think of that could cause lag. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I guess I lied about RC6 being the last RC without new content. Currently finishing some optimization and improved ammo drop from fixed wing aircraft. Also added an option to not order fixed wing aircraft to land on rtb which can be very useful for planes leaving the map so that they don't start looking for an airfield. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For SF, MEDEVAC and ammo/fuel/repair trucks, I would add those in the proper RHQs to make sure they are recognized (alongside autofill). Aside those more complex orders though, autofill does the job pretty well. Autofill does already dispatch AA and AT teams properly so it is more for the more advanced orders. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Also I believe that mission is really outdated. I got new ones coming I'd recommend waiting for to get the most out of the script. Got tons of missions laying around in my folder for which I will post mod requirements if I decide to post them. Only reason I never did was because many want a demo to use default content to avoid having to download extra mods just to see how the script works. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Although I have not prepared any RHQs for mods, I do use RHS in every single mission I play and I tweaked in RC4 or RC5 the autofill mode to make it run on every order cycle. That means that, at all times, HAL will evaluate the configuration of classes that have been spawned before giving them orders to follow. This last features allows players to switch roles on the fly by embarking different vehicles but also makes sure that any modded content will have a fairly accurate evaluation of its config for determining its role. In short, no I haven't started making RHQs for mods but the autofill mode is very efficient and now can be fully exploited to make sure every unit has a proper role. -
NR6 PACK - HAL Artificial Leader Evolved
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
User manual will be more detailed about it, but summarily: "A" will spawn airborne aircraft based on the number of tickets you set in the script. I made this script when I was in an Air Combat unit which needed HAL controlled enemy fighters or helicopters coming from outside of the map. You can use this for spawning support helicopter, CAS fighters, attack helicopters, etc. They spawn directly in the air so I usually keep them far from players for immersion purposes. "B" will pick a parked empty aircraft that is synchronized to the trigger it is ran on and will place it on the helipad that is synchronized. When the aircraft is relocated on the pad, the crew will be added and the vehicle will be controlled by HAL. I created this script to have parked jets at an airfield spawn directly on the runway as reinforcements while being destructible in hangars or parking. This was, in the context of the unit I was in, used to give CAS objectives to our ground attack squadrons who would have to cripple airfields before they sent fighters against our forces. The main purpose of it is to allow one jet at a time to be deployed and to skip the taxi to runway process which was often terrible in populated airfields. It is really not an immersive mode for players nearby who can witness the process. "C" will consider all parked synchronized empty aircraft, create their crew and make them all disembark and wait around at script start. It will then set one (or whatever you set as number) of the vehicles active which will make its crew embark it and will make the vehicle included under HAL control. This is the most immersive mode and has the purpose of having a large pool of parked aircraft at an airfield that will be available for use but not all at once. Modes B and C consider if the parked waiting vehicles are damaged/out of fuel/stuck in order to know if they should still be used. Same goes for the active vehicle as it doesn't need to be completely destroyed to be replaced by a new active one. All modes work on a loop which will continuously check if the active aircraft is doing good or if it needs replacement. -
NR6 PACK - HAL Artificial Leader Evolved
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Currently the mod version is still under development. This is the script version meaning that you need to include these files inside the directory of your mission. In other words all of the files from the script should be right next to the mission.sqm. I recommend looking at the samples to see what the inside of the folder should look like after install. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
RC6 coming with a small hotfix for cargo orders and a better withdrawal behavior. Additionally tweaked the simple objective's capture conditions to be more accurate. -
NR6 Sites - CBA Based Sites Script
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The NR6 Sites script will, from now on, be supported and updated only in the NR6 Pack. This thread will no longer be monitored by me and the standalone support is discontinued as this is a script that works best in conjunction with HAL.- 3 replies
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- sites module
- sites
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Download Links: NR6 Sites: NR6 Sites 1.0 (Google Drive) INTRODUCTION As I have been working on expanding battlefield immersion in scenarios set up using HAL, I've wanted a lightweight script that could populate bases and observation posts without causing too much strain. So I made this small script that uses a very slightly modified CBA defense script similar to the one used in CBA's defense module. This script's goals are to add unpredictability in the way bases are set up and to speed up and facilitate the setup of such sites. Although I also made a remake of the stock BI Sites module so that it works with any mod, I have found that such module put too much of a strain in most missions and didn't work well in large scale scenarios so I didn't publish it yet as I believe this is a better alternative. USAGE Add all files inside mission directory. Called using: [position of site, radius of site, number of groups, chance for patrol,,minimum building size, side, array of available groups for guard to spawn (can be a config path or array), controlled HAL leaders] call NR6_Sites; Ex: [(getPos this),100,4,0.2,1,west,[['rhsusf_army_ocp_teamleader', 'rhsusf_army_ocp_grenadier','rhsusf_army_ocp_autorifleman','rhsusf_army_ocp_rifleman'],['rhsusf_army_ocp_grenadier', 'rhsusf_army_ocp_rifleman']], [LeaderHQ,LeaderHQB]] call NR6_fnc_Sites; I recommend placing the call inside the init of an object or game logic you plan on using as site center the same way I did in the example above. FEATURES Places a fully configurable site or patrol on the position it is called on. Troops can occupy buildings and garrison a position while also patrolling the designated area. Fully adapted to work with ZBE_Cache and HAL. In the case of HAL, the units spawned are NOT controlled as they serve as independent defense. The main difference added in this version of the CBA defense script is that it spawns units which are immediately moved to their garrison positions instead of ordering them to reach their positions. It behaves in that sense similarly to the BI Sites script. CHANGE LOG NR6 Site 1.00 -Initial release CREDITS All credits for CBA go to the CBA Team who made the framework on which my script is based. As this addon uses the CBA defense code with mild modifications, all credits for such code go to them. BUG REPORTING If you encounter any bugs, feel free to comment and provide feedback on this thread. REQUIREMENTS Event though the script includes the code from CBA that has been modified, Community Base Addons is a critical requirement for the sites to function. License: As CBA is licensed under GPLv2, so is this script which uses slightly modified code from it. https://creativecommons.org/licenses/by-sa/2.0/
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- sites module
- sites
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NR6 Reinforcements - HAL Expansion
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The NR6 Reinforcements script will, from now on, be supported and updated only in the NR6 Pack. This thread will no longer be monitored by me and the standalone support is discontinued as this is a script that works best in conjunction with HAL.- 12 replies
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- hal
- reinforcements
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Download Links: RNR6 1.1: RNR6 1.1 (Google Drive) INTRODUCTION This is an independent reinforcements script addon for HETMAN - Artificial Leader (NR6 Edition or Original). It is designed to be used in conjunction with HAL as it adds dynamic group spawns per side according to losses sustained per side. USAGE Place the script SQF file and description.ext inside your mission directory. (Adapt description.ext if needed) Run the script using the following code in the init.sqf of your mission or on the init line of any map object: [Side, Strength (in number of groups per spawn from 1 to 10), Spawning Positions (as array), Spawning Radius (In meters, recommended 100 to 700 depending on Strength. Minimum 10m.), Available Forces (number of groups), Faction, Threshold (from 0 to 1), Array of leaders for that side (example : [LeaderHQ,LeaderHQB,LeaderHQC])] spawn NR6_fnc_Reinforcements; Ex: [east,1,[(getpos RO1),(getpos RO2),(getpos RO3)],100,50,"LOP_TKA",1,[LeaderHQC,LeaderHQD]] spawn NR6_fnc_Reinforcements; Ex (using custom faction): [west,1,[(getpos RB1),(getpos RB2)],100,30,"custom",1,[LeaderHQ,LeaderHQB],[['Hum_al_serg','Hum_al_corp','Hum_al_sold','Hum_al_sold','Hum_al_sold','Hum_al_corp','Hum_al_sold','Hum_al_snip','Hum_al_soldAT'],['Hum_al_serg','Hum_al_soldAT','Hum_al_soldAT','Hum_al_sold'],['C_mako1_al_F'],['MEOP_veh_kodiakArm_alliance']]] spawn NR6_fnc_Reinforcements; FEATURES -Adds a reinforcements system fully configurable per side and per leader. -Only available sides are east and west so far. I plan to add support for independent as well. CHANGE LOG RNR6 1.1 -Optimization of code; -Added ability to have multiple spawning positions; -Ability to add custom factions inside script or from editor using calling arguments; -Usage of functions instead of execVM for better performance; RNR6 1.00 -Initial release CREDITS Credits for the original HAL go to Rydygier who created the powerful script that has been greatly improving large scale battlefield scenarios since previous versions of Arma. BUG REPORTING If you encounter any bugs or have any requests, feel free to comment on this thread.
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- hal
- reinforcements
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HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oops... The links are updated and say RC5 but I forgot to change it from RC3 on the newest version subtitle. It's fixed now, the links should be good regardless. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes! Thank you for mentioning it, I need to update the changelog about it. Please ignore it. It is a BIS error that occurs when tasks are added to a group in the new secondary tasks. I've tried going around it but I found no efficient method so far. It does not affect the function of the script aside for the annoying error prompt. -
NR6 PACK - HAL Artificial Leader Evolved
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry for the delays. Free time for Arma is becoming harder to find. I will be uploading RC5 today. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry for the delays. Free time for Arma is becoming harder to find. I will be uploading RC5 today. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's sounds like a cool idea. I'll add it to my to-do list. Gonna see if I can either implement it in HAL without ripping off the original script or make HAL compatible to use the script optionally. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
CAS missions are supposed to have that possibility by placing fake laser targets on the enemy that is to be bombed but the AI rarely seems to follow that. I'll see if I can make it work again. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The mod version for HAL will be contained in the NR6 Pack mod. I need to finish getting all the features I want in the code itself before I start porting things to modules. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Finishing up some stability testing and bug fixing and it should be up in the next day or so. Changes are very noticeable. As a player, you can now change the role of your squad on the fly depending on the vehicle of your choice. Hop in a tank and you will be given armor attack orders. Hop in a transport helicopter and you will be tasked to transport people around. It is very efficient at picking up the capabilities of squads that change over time. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Even more stuff coming for RC5! Squad roles in the RHQ/Statu Quo check are now based on current vehicle being used instead of vehicle assignments. This should fix issues with server not registering the vehicle of squads due different locality (zeus spawned or HC) and not assigning proper orders. Additional, RHQAutofill is now run every order cycle for new spawned units so that unclassed/modded content that is spawned mid mission is recognized and classed (very important in the NR6 Pack) -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The Big Boss mode does have that function at the moment but it is a mode that adds a second bigger commander mostly designed to coordinate more commanders and is pretty script heavy. Now that you mention it however, I will try porting those features to the simple mode. UPDATE: Although the Big Boss feature could be ported to simple mode, it would cost performance. Instead, I'm gonna add to my todo list to create a scanner script that will look for strategic objectives to add automatically. The scanning area will be limited by a trigger area. -
NR6 PACK - HAL Artificial Leader Evolved
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm glad you like it! I did keep assets on the lower side on the demo for performance reasons but using the cache allows the creation of very interesting large battles. In any case, demo will be updated with RC5 soon. Lots of cool new stuff coming especially for players who like playing as supports. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
While I have been free, many new features coming to RC5 (final RC with new content for 1.22.9). Introduction of Secondary Tasks that show the state of all HAL Objectives (works best in simpleobj mode, shows which objectives must be secured and which are to be defended in general). Rewriting of the cargo system for capture and infantry attack orders (troops will constantly ask for cargo pick ups when traveling long distances to their objective. The cargo check is not only run at the beginning of the task but is run every few seconds while the infantry group is running to their objective so that as soon as a pick up is available, it is dispatched to help them). Rewriting of transport missions for players and redone tasks for all support missions. (From RC4) All new HAL Communication Menu to replace Tasking/Support/Logistics options that required ACE to work without adding tons of actions to scroll through. It is now only one action that opens a menu (also available as a ACE action). Old modes still availabe but not recommended.