Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

NinjaRider600

Member
  • Content Count

    270
  • Joined

  • Last visited

  • Medals

Everything posted by NinjaRider600

  1. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    Im glad to hear! Do keep in mind, however, that the new experimental cache only works on AI that is computed on a headless client or the server meaning that zeus placed units will only benefit from the regular caching.
  2. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    The demos have been reuploaded and are now using the RC4. I have to run for work so I'll be posting the RC4 itself later tonight but the demos (both versions) are running the new task menu. It has not been tested on dedicated yet so possible issues there but the ACE side of things is resolved.
  3. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    No problem. As you said many people don't use it so I want to try to make this system as accessible to people as possible. Additionally, I might have something ready either tonight or tomorrow that will be even more interesting. I am currently building a menu that will simplify all task actions by tons and that will be completely independent from ACE.
  4. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    I'll try remaking the mission without any of it active Also finishing RC4 that will improve a bit the task actions when ACE is not running.
  5. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    I believe it is due to the spare barrel ACE added in all vehicles for LMGs when I built the mission with ACE installed.
  6. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    Reuploaded the missions without mod dependencies. Dont forget to change RydHQ_ActionsAceOnly to false and you should be able to use all actions (currently non-ace actions only work outside of vehicles).
  7. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    I can change that If you want but CBA is still needed for the Sites. Additionally, Logistics, supports and tasking are best if used with ACE Interactions so not using it will add many actions to the player unit. I will remove the dependency for mods in the sample in order for it to work for you. Make sure to disable RydHQ_ActionsAceOnly in the init.sqf so that regular actions show up.
  8. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Check the latest post on the NR6 Pack. Sample is up!
  9. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    @kremator Just posted the new sample. It comes in two versions. One version in which each side tries to stick to their territory with possible escalation from enemies crossing each other and a second that has an all out conflict which has a few extra's for the player to enjoy actually playing the mission.
  10. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    NR6 PACK 3.00 RELEASE CANDIDATE 3 released! Currently the pack will be released as a "release candidate" as HAL is still under RC as well but the stability of the script is fairly solid. Once more testing is done and stability is confirmed, the RC nomenclature will be dropped. Many more features are yet to be documented and I am working on finishing the user manual. Until then, I recommend checking out the new Altis Demo V1 to see how each script is used. Feel free to open the mission file up (especially init.sqf and preinit.sqf) to see how things are used. PS: The preinit.sqf file is basically a script that runs before the mission file is loaded. Use this to add any arrays that you want to fill in later using pushback commands either in scripts or in the init of units in the editor.
  11. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Im about to release NR6 Pack 3.00 RC3 alongside a sample mission for it tonight. Should I also make a mission with solely HAL?
  12. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    RC3 released! Critical bug fix concerning the use of BIS Tasks in player given orders. Introduction of Patrol Points for simple objectives. The latter are objectives that will be solely used as points of defense for the AI commander meaning that they cannot be lost to the hands of the enemy. An example of how to use this would be if you want to make OPFOR an insurgent force that will patrol between towns and check points. In this case, you would not want to be able to capture a town and force the OPFOR commander to retaliate as if the objective was one of his bases. EDIT: In order to use this feature, use this setvariable ["PatrolPoint",true]; on the objective object.
  13. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    It can clash depending on what VCOM features are active. In order to avoid issues, disable the features of VCOM that interfere with anything concerning waypoints (like adding extra waypoints for a squad to engage the enemy). New waypoints will cause issues with the way HAL issues orders especially on scripted behavior like heli transport for AI.
  14. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Gonna release RC 2 later today which will remove various debug hints I forgot in the script and restore sounds in the regular version (not BR).
  15. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    HAL 1.22.9 Release Candidate 1 is available for download now. Changelog will be posted later tonight or tomorrow morning as I gotta run for work atm.
  16. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Good news! I figured the bug out and will release a version of 1.22.9 momentarily. I am still calling it a Beta at this time because the bug seems to be linked to BIS tasks on AI which could potentially happen on other orders so I'll keep testing until I am convinced it is removed.
  17. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Unfortunately, I have run into a bug with one of the defensive orders that has been constantly dragging my progress down. So far I have two options: either I release 1.22.9 BETA which will contain the bug and then release a final version once it's fixed or I wait until I figure it out all. The bug itself is avoidable by setting RydHQ_CRDefRes for the respective Leader to 1. This will make the defensive mode only use attack reserve orders which work properly. I will try to fix it one last time today but if I see it's taking too long I'll consider the beta option.
  18. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Quick update, I'm currently finishing some bug hunting in the final stages of 1.22.9's development. In addition, I have changed greatly the infantry/armor support to accept providing help even if no enemy is spotted. It will now prioritize on helping the player requester rather than engaging distant targets meaning that even if you have spotted a soldier 1km away, the support won't start chasing it in the distance but will instead come to your immediate help. Also perfected the ammo drop to avoid clipping bugs (it now uses the helicopter/plane's dimensions to calculate where the box will spawn and added BFT markers for ordnance that was dropped in order to facilitate locating them after they landed. I estimate the release of 1.22.9 to be happening this weekend.
  19. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    The new NR6 Pack is almost complete but I'm continuing work on the user manual in hopes to release it with V3.00 so it can help users with using this system to its full potential. Next on my list is to release the mission making compositions and mission samples. Lastly, I'll try to continue work on the mod port which, from my recollection, was almost complete when I last worked on it.
  20. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    As HAL 1.22.9 is soon gonna be released, it will be added to the new version of NR6 Pack. This new pack will contain all the new stuff I've been working on including the overhauled Cache, overhauled reinforcements, new air reinforcements modes, and a ALICE 2 port from Arma 2 OA that I have been working on to make it work in Arma 3. The latter is the same civilians module that existed in OA but adapted to work in Arma 3. Unfortunately, I had to sacrifice the conversations between AI but it is still FSM based which should help with FPS. Next version will be called NR6 PACK 3.00.
  21. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Yes in the sense that attack reserve and groups on idle will patrol between objectives instead of just idling where they are. Additionally, Defend mode will alternate between attack and defense more actively to respond to threats depending on Leader personality. So overall this should help with defense if you set HAL to keep a fair number of groups as reserve.
  22. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Work on the new supports is almost complete. Finishing the fuel/ammo/med/repair supports lastly as they are a bit more complicated to adapt but the ammo drop works really well and I'm excited to release what I got. This upcoming version has tons of new additions, some more obvious than others, but unfortunately I might miss a few of them in the change log because I don't remember what I did months ago before I put this project on hold 😯. It mainly revolves around realistic orders and commander behavior in relation to Attack/Defend modes by making few changes such as Attack mode issuing patrol orders instead of idle (toggleable), a better transition between the two modes and more natural response to threat all taking into account leader personality. Other changes include transport for recon, capture orders with transport that drop ppl off before the objective to avoid ridiculous insertions (especially useful if you skip recon) and various fixes. On top of it all you have the new logistics supports which will still remain ACE actions based (the standard actions mode is still available but get ready for 13 actions to scroll through). I hope this paints a picture of what I have been working on and I thank you for your patience. I think that I will skip V1.22.8.2 in terms of nomenclature and make it 1.22.9 given the size of the update.
  23. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    After a bit of a break I'm back with new features. Currently working on various modifications to HAL orders to players. The latter should be much clearer and straightforward now. Additionally, I have added support requests for ammo drop and am planning on expanding that to fuel support, repair support, and medical support. Those are no longer automated for player squad leaders as it made little sense that a player would be forced to request support when the system judged his supplies were low.
  24. 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).
  25. 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.
×