NinjaRider600
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HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
1.22.7.3 is nearing release with new features such as disabling cargo system for players only, disabling withdrawal for players only, a much more active defensive mode and critical improvement of the capture orders to work better with the multiple BB objectives to be captured at once from 1.22.7. Also added a fix for the arty debug error that kept occuring. Also made tasks only complete if the actual mission is done (captured objective actually captured, infantry/armor/air target actually destroyed, flanking actually followed, recon actually done around the objective). -
NR6 Reinforcements - HAL Expansion
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Normally, you should have to only use [['RHS_Mi24Vt_vvsc']] as the custom array since that classname includes the pilots in the heli. Otherwise, the script will have a 50% chance of spawning only pilots or the hind. Also, keep in mind this script works based on side casualties so if there are none then it will wait till the number of troops of that side drops below the threshold. In this case you have it set to 1 meaning that as soon as the effective number of troops drops below 100% of the present number of troops, the helicopter will spawn. The number 30 you have next to the custom setting also means that the script has a pool of 30 helicopters to spawn so every time the east side number of troops drops below that threshold it will keep spawning them until the pool is exhausted.- 12 replies
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HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did more work on the defensive mode. Reserve defensive missions now patrol between captured objectives. Missions also cycle and are reassigned after they are completed. This replaces the old system where defensive mode would constantly cycle between attack and defense in order to renew orders. It now stays in defensive mode and dispatches the proper defense orders. I will also in the future add the extra missions from the attack mode such as resting missions in order to accomodate for the lack of it. Counter attacks are still carried out by reserve missions who can reassign themselves if there is a present threat or known enemy. Lastly added a new config variable for controlling the ratio of squads going in normal point defense vs squads going on reserve/patrol/combat ready missions for choosing wether the leader will have a more static and defensive behavior or a more aggressive and "patrolling" one. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Considering the way the script works, the errors you are getting are expected. All I added in the experimental fix are "getout" waypoints in addition to the normal vehicle assignment which work globally. Unfortunately, those waypoints have limitations and are not very reliable as they can cause several inconsistencies hence why the system uses vehicle assignment per unit in cargo slots instead. Unfortunately, these assignments only work on the same machine that they are called on so a headless client makes them useless. This is why the troops would never get out of their helicopters before this "fix". Bad news is, because of the limitations of the waypoints, Hal's cargo system cannot rely only on them so I will have to find a way to enforce server ownership of the AI for those tasks only when the cargo system is active in order to make it compatible. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
HAL 1.22.7.2 [NR6] RELEASED After continuous testing, 1.22.7.2 is now stable and released. Known issue: Denying orders for garrison orders in Big Boss does not work, trying to fix that. EDIT: Almost done fixing that last issue, wait before downloading, new version will be up in a few minutes. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have done some extra work on the cargo system to fix a bug where helicopter behavior would be weird if the squad was too far from where it landed causing odd idling behavior when the helicopter would be done with its task. Also changed big boss's way of checking for captured objectives. It will now consider the number of men including those in vehicles instead of considering vehicles as single units so that capturing objectives with vehicles is realistic and possible. These changes significantly improve the smoothness of objective capturing and will be implemented in stable 1.22.7.2 -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here's 1.22.7.2 BETA with the HC experimental fix to make at least cargo work with HC. https://drive.google.com/open?id=1Obt26qUW1MgEjr3TjPPuwjnhwjJqoDZY Hopefully this improves HAL's compat with HC but I doubt I will integrate it to the main branch unless it proves stable. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Im glad to hear. 1.22.7.2 should behave in a similar fashion so I'm not worried. As for the headless client I'll try to think of a way to make it work. The reason it stalls is because the script does not use a Get Out waypoint but rather coded behavior which does not translate globally. Even if I fix it here, I fear that many other problems will occur around as various commands won't run. I'll see what I can do. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here's 1.22.7.2 BETA. https://drive.google.com/open?id=1lL0RM5mZN1Ke-oaXNrsN17GLdkeiF3KJ Should fix BB garrison problems, def markers spam, troops not boarding some of their transports and helicopter not taking off after troops boarded if they lost someone. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That beta is pretty messed up so I'll reupload another one as 1.22.7.2 which contains lighter fixes that I believe should make things better. As for headless clients, the only thing I can do is to set ownership of the group to the server for the time it is needed but for that whichever mod or system you are using to transfer ownership must take it in account and that's the problem. I'll put it in my eventual fixes to be implemented but it will be complicated. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Mack. I just posted 1.22.7.1 BETA if you wanna test it. Did some work for the cargo system but I'd like to make sure we get results before I post the stable version. https://drive.google.com/open?id=1B-V2m6EeXGWVZrcLou4_lATyA21Iigwm Gonna do some testing on my own but I rarely get the issue unfortunately. Keep in mind i didn't work on the headless compatibility yet so don't bother testing for that. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Considering the way the system works, it would be difficult to do so. Best way to workaround it is not to use the cargo system at all if you are going to use a headless client. I will look into it but not sure of the end result. As for the get in waypoint, this info helps. I'll look into it and will see why this is happening. Normally the helicopter should unstuck itself after 5 full minutes of the boarding squad not moving. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've reviewed the code and I can officially say HAL is NOT headless client compatible if you are using the cargo system because of the way troops are assigned to disembark leading to the bug mentioned above. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's very odd. I just finished some extra work on the cargo system for 1.22.7.1 where AI will wait for the helicopter to be fully stopped to disembark. Now when the helicopter gets stuck, does it have its troops on board? Or do they stay out? EDIT: I might've found the culprit. Do you know which kind of tasks cause this? My guess is that Flanking and resting tasks might be the problem since I just found out they varied slightly from the usual code structure. I'll apply the fixes I hope will change something in 1.22.7.1. EDIT 2: Fixing something else I think might be the problem. I corrected the code that makes the helicopter wait until its troops boarded to constantly update the status of the troops to make sure it does not expect dead people to embark their helicopter. I think this was the error as the function did not cover that possibility. All in all the other modifications I made still make the cargo system more bulletproof so they aren't a waste either. -
NR6 PACK - HAL Artificial Leader Evolved
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This behavior/bug makes sense considering the way I made the Cache work. It only disables itself if the squad leader is in a vehicle so this is why it teleports and caches that subordinate unit as soon as a player is away. I might eventually do some work to make zbe disable itself if any of the AI is in a vehicle. For now, you could use this setVariable ["zbe_cacheDisabled",true]; but it must be on the unit's group and not itself. To achieve that, use (group this) setVariable ["zbe_cacheDisabled",true]; instead on any unit of that group. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
HAL 1.22.7.1 coming soon after some testing. Will contain hotfixes for BB Garrison, BB Def markers and various little things mostly pertaining to player tasking. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As explained in the main post, it's a script so it goes in a mission's directory and is for use by mission creators mostly, similarly to Alive. The demo mission here is pretty outdated so I'd recommend using the one from the NR6 Pack which contains tons of extra expansions. That one can be used both in SP or MP as you wish. I'd recommend opening it in the editor first to see the way it works. It also has zeus enabled so you can look around how the system works. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
NR6 PACK 1.00 RELEASED Gonna update the other addons soon but this contains it all. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
HAL NR6 1.22.7 RELEASED At last, the big update is here. I'll release the other addons soon alongside the NR6 Pack and a sample mission for the pack. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That was precisely the issue I've fixed now. Last new feature added now before release: Tasks are now displayed for all members of HAL controlled squad groups (instead of just the leader) even if the leader of the squad is an AI. This should give more immersion to player squads and to people who play as subordinates in AI squads. Also made BB only go in defensive mode if it suffered heavy losses or if all objectives are captured as the system sometimes lost interest in the enemy and would go into defense despite having objectives left to capture. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No need to repro, I'm working on it. I still don't know what causes it but I might just add a workaround in the code. The waypoint and everything is assigned but for some reason the helicopter is stuck. I have some ideas of what it could be and will try to patch it up before release. Thanks for advising though, I was scared I had introduced it in 1.22.7 but I'm glad to see it was already there. They still seem to follow other cargo orders once their timer is up so it's something about a wait function making them stay in "LAND" mode and not completing properly. UPDATE: Just looked at the code and It's indeed Arma related. The land "LAND" command never completes and the helicopter keeps trying to land even after having done so therefore refusing all other orders. Added an override after the group disembarked and added one after the helicopter is done with its mission to make sure this doesn't happen when assigned something new as well. UPDATE 2: Tested it with the demo mission and it seems to work as intended. Ghost Hawks RTB as soon as they drop their guys and respond actively to new tasks. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
HAL 1.22.7 is nearing release as I've added new features including a tweaked cargo system where AI manage their own vehicles themselves making things smoother and new stuff for player tasks where assigned tasks become completed or cancelled (if impossible or denied) instead of just disappearing. Also made a few fixes to those tasks and problems with rest/withdrawal orders. Also prepared a vanilla demo mission for the upcoming NR6 pack which features all of the scripts from the pack including HAL, Sites, Reinforcements, both modes of Air reinforcements (some as CAS aircraft from outside of the map as well as helicopters parked at camps) and the caching system with various methods I use to set missions up which can be observed and reverse engineered in the editor. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In your activation init, write RydHQ_Excluded = []; as you said and also add the group to the included ones so RydHQ_Included = [(group lead1)]; or if you already have stuff in the Included array use RydHQ_Included pushback (group lead1); -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Absolutely. I'll cite them all under a "new config" tab in the thread with a description of each. -
HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Work on HAL 1.22.7 and others continues. Changed NR6 Sites to make site members considered garrisoned by the AI leader so they can get orders to attack nearby targets. Additionally, added a RydHQx_GarrisonV2 global config variable which replaces the garrison of HAL with the defend script contained in NR6 sites from CBA. This addition would add CBA and NR6 Sites as requirements forthe mission but is optional and disabled by default. Also changed the markers for garrison tasks to include squad id for better continuity with the rest of the new markers.