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NinjaRider600

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Everything posted by NinjaRider600

  1. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Thanks I will try it out. I have used wethles a while ago in past missions so no worries. Also I have only done extensive testing using ACEX headless client and I believe that might be the difference between our results, I'll confirm it when I test it later this week.
  2. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I've tried that too and unfortunately it is not very reliable. Also I don't seem to be able to repro the problems you are getting with the last version. Is there a mission you could send me which causes it?
  3. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I got one last try to fix this up, if this doesn't work, I'll put it on ice for a bit and release 1.22.7.3 without any changes to the cargo system for HC. https://drive.google.com/open?id=15CeugbWf8eOUN6cMa2iEmVi-Z3MCmP9w Hopefully this fixes issues with different localities and the pause. EDIT: I'd recommend using zeus to verify if waypoints are getting assigned too. For some reason, waypoints are sometimes ignored by squads in Arma and I've never found a workaround other than using doMove which I might if necessary for RTB of cargo aircraft.
  4. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Here is the latest HC fix: https://drive.google.com/open?id=1valDFhL_a5vPtPPDbZARXFQAa0I-XFor From what I've tested, it now works pretty well so I hope you get the same results. Edit: One side effect of the remote calling is that missions that use cargo take longer to issue new waypoints because of the delay caused by the remote execution. This is normal and you may notice squads sit around for up to 30 seconds at the landing site until they move up.
  5. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    And I believe I've done it. Tested it and it worked all right from what I've seen so far. Also added HC compat for the NR6 garrison missions. The problem was actually that the command unassignVehicle does not behave exactly like in the Wiki. The effects of that command are actually local from what I've experimented which caused the latest issue. I will post this new version for testing and if it turns out good, it will be released as 1.22.7.3.
  6. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    So I've managed to fix most issues aside for one where the squads never get their cargo unassigned making them use it in a broken manner if they request cargo for another mission. Working on troubleshooting that but once that's done, it should, from what I've tested, work OK.
  7. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    So I've recovered the version I scraped, removed all of the heavy code and got this now: https://drive.google.com/open?id=1e1eyC_4JBDxXaG_BBVW1wUd7UAYoX2cG This one should be compatible with all but it is the one that should be most stable. UPDATE: Tested more of it and the problem I get now is that there's a delay in the waypoint creation for the actual objective after the troops disembark making them keep trying to get in. I'll add an override waypoint to cancel it and we'll see what that gives us
  8. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Here's my last attempt for 1.22.7.3: https://drive.google.com/open?id=12yNYg1aYiWQsqa5QwzEHd22IB0qlAYQ- This would only theoretically work with ACEX.
  9. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I trashed that version in the end, made everything way too heavy. I'm trying to make it compatible to at least ACEX HC.
  10. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    So I've tested it and it works but causes unplayable desync.
  11. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    This one should work: https://drive.google.com/open?id=1PEQtJHbyeFPzii087TJtUCEfXLqkLV7a @Mack.
  12. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Great, so there's another part I need to tweak so that might take some more time.
  13. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Yeah that's what was the problem. One last thing, make sure you download the last version after the time of this reply as i've updated the link to another version.
  14. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    The cargo HC compat should be fixed and ready for testing now: https://drive.google.com/open?id=1FFxK5q2nIZzxaYZWml7iDzzaqJCg9iIv
  15. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Nothing should be needed. It works around the fact the locality is different. I rewrote every part of the code that was not global concerning cargo. However, as I went to bed yesterday I realized one of the functions I used might be delayed causing a false negative in the cargo assignement. I'll release a new fixed version soon.
  16. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    @Mack. So here's the testing build: https://drive.google.com/open?id=1-f46UgGYIKvkkEmIy3swQAjz4cTYmDvC This actually contains the pack I use to build missions so it contains everything the NR6 pack has plus extras I've been working on and the GF Cleaning script. HAL 1.22.7.3 with the HC compat is the important part. I haven't done any testing on HC yet but it is as stable as the previous version for cargo on SP (a bit more actually as I've added an extra waypoint reset after each embark). Also the other contents from the NR6 pack have been completely changed so I'll explain how to use them when it's released, just copy paste the whole thing in your mission as you usually would for HAL and only run HAL (dont just copy HAL because you would need to modify the description.ext in order to separate them).
  17. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I'll send you what I got as soon as I'm finished. I'll test it too on my side.
  18. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    @Mack. Good news, I've started work on a headless compat for the cargo system. Might actually work.
  19. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    That is definitely not supposed to happen. The behavior you describe means that the given HQ knows about the position of the other one. This can be caused by them seeing each-other or (often the problem) if by some way a HQ is included in the control of the other in which case the info about it is immediately sent. Send me a repro and I'll look into it but it's a common problem I've encountered in the latter explained situation.
  20. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Did more work on the task system and added a 35% chance per cycle for any leader in defensive mode to switch to offensive mode if they have known enemies. I'm thinking I will link this to the personality factor of carelessness of leaders to add some immersion but this way leaders should engage more actively known threats even in defensive mode. The recent modifications on the defensive mode already increase leader aggression but they work based on reserve missions which do not extensively take into account the enemy type as they function more as "point reinforcement" so making it possible for the leaders to switch to offensive mode makes defensive stances more immersive. Edit: Leaders could always switch between stances based on personality but not on big boss mode. This adds an additional condition for that switching behavior based on leader recklessness factor. (The more reckless, the more likely it will switch to offensive mode hence why the genius profile uses 0.5 recklessness for balance)
  21. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Could you show me the way you have setup your rhq arrays? I'll be able to help better once I see them.
  22. Hey, I've been experimenting with the dynamic airports and found that the best way to use them is to place any object in the editor, save the mission and edit the classname of that object in the mission.sqm to "AirportBase". This airfield won't have any restrictions specific to carriers and can now be placed anywhere if you save it as a custom composition. However, I've noticed that those airfields are not considered by AI for takeoff if there is another available airfield on the map. It will taxi instead to the nearest terrain bound airport and will ignore the dynamic one just placed. I've tried all I could to make the AI use it but the only workaround I've found so far is to use a terrain with no other airfield and have only dynamic ones placed. Should I issue a ticket for this or is there something I might be missing? Edit: To be clear, the AI will takeoff properly if there is no airfield already built on the terrain.
  23. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    New work done for 1.22.7.3 including tweaks to the "Deny Task" action and reliability of multiple Big Boss objectives in order to fix an occasional bug where objectives would override each other's position and never complete. Should be out soon. Also started planning how I will turn the NR6 Pack into a mod. I'm still hesitating to do it right now as I want to do more work on HAL and keeping it as a script is way faster for troubleshooting and modifying it.
  24. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    More features for 1.22.7.3 are coming such as support for withdrawal missions in defensive mode and more active counter-attacks on known enemy closer than the farthest friendly group. Looking into turning the nr6 pack into a full fledged mod using modules to run most of the system with the possibility to still use config variables in code. It's not a priority currently but is something I will eventually work towards.
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