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NinjaRider600

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Everything posted by NinjaRider600

  1. NinjaRider600

    NR6 Reinforcements - HAL Expansion

    Releasing a sample missions pack later today alongside my version of ZBE Cache and a template I use for building most of my missions.
  2. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Reinforcements script has been released at last! I will add samples of missions I have made possibly tomorrow if my schedule allows it. Might also include a small update to HAL which includes minor optimization and some fixes in terms of task names.
  3. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    HAL does use Spec Ops and Sniper groups for missions though their objectives vary. Spec Ops are usually used for special missions and spend most of their time waiting at base until their commander marks a target fit for them. Sniper groups, on the other hand, are sent usually against other infantry groups in conjunction with other infantry or armored groups. They have more of a support role in both cases.
  4. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Actually, as far as I've observed, HAL does use them in a similar manner. If you give them an attack helicopter to control, the AI Leader will send it to attack known enemy forces and this can be adjusted using the config variables. Similar behavior can be seen with jets. There's also CAP missions that are issued during defensive phases.
  5. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Also, another update on the reinforcements script! Most of the limitations of the script have been worked around and optimized with the exception of the INDEPENDENT support which I will add on a later update. I'm almost off school for the summer and I will have more time to work on these scripts when I'm not at work. Sorry for the lack of updates, I've had a lot going on of late.
  6. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I made dozens that use different mods such as CUP, RHS, OPTRE, SWOP, MEOP and Project OPFOR. I'll post a bunch so you guys can see how I usually set up large scale battlefield scenarios. Keep in mind that I often use ZBE Cache in my missions to make it playable as 600+ AI is rough on the Arma 3 engine. I've also created an optimized version of ZBE for HAL to work with the cargo system dynamically (for personal use) and I have to contact the author of ZBE before releasing it to you guys. It really improves the game so I'm hoping that works out.
  7. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Sorry for the delays. I'm currently overwhelmed with work in my studies and have been in this situation for a few weeks. I will try to release a new version of HAL and the reinforcements script latest this weekend.
  8. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    HAL REINFORCEMENTS [NR6] Current features: -Spawn of reinforcements at a defined spawn point per side once the defined side has reached a certain threshold of casualties; -User defined radius and position of spawn point; -Safe position function used to avoid accidents during spawns; -Diversity in spawning forces (varies from armored platoons to infantry teams); -User defined threshold for spawn; -User defined number of groups spawned by reinforcement wave; -User defined total available number of groups for reinforcements; -Randomized spawns from pools for diverse reinforcements; -Message from Leader when reinforcements have arrived with grid position. Current limitations: - Only suitable for scenarios where LeaderHQ and LeaderHQB are BLUFOR while LeaderHQC and LeaderHQD are OPFOR with compatibility with Big Boss (2 leaders per side). Note that it can be used without HAL as well if you just want an enemy spawn at a threshold and can also be used with only 1 leader per side (LeaderHQ BLUFOR vs LeaderHQC OPFOR); -Can only be used with "Control All" and "Synchronized Only" control modes for leaders; -If you do not have all the leaders placed (ABCD) you will get an error on the debug, ignore it. Trying to find a workaround but it does not affect the script itself; -If you are using only one leader per side, you must use LeaderHQ vs LeaderHQC as other functions might not work; -Currently only certain factions from mods and from the game are available; -I have not added support for INDEPENDENT (GREEN) side yet so only use in BLUFOR VS OPFOR scenarios for now; I will most probably make an official release of it as a separate mod as it will get more visibility than a simple forum comment but I'd like to know what you guys think of it. It would be run placing this on the init.sqf or any entity's init: [Side (No quotes, west or east), Strength (In number of groups per spawn from 1 to 10), Spawning Point (In [x,y,z] format or using (getpos x) where x is whatever object you want to use as entry point), Spawning Radius (In meters, recommended 100 to 700 depending on Strength), Available Forces (In numbers of groups), Faction (With quotes, see names in instruction), Threshold (From 0 to 1)] execVM "ReinforcementsNR6.sqf"; I've tested it and it's been working as expected so far. EDIT: Nevermind the limitations. Rewrote the script and much more will be functional in the first official release.
  9. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Not sure I have enough free time on my hands to fully record and edit tutorials about HAL. However, I have at least a dozen mission samples I could simplify and publish for you guys to look upon and see how I usually set up huge battlefields with multiple objectives and Big Boss. Theoretically it should, but I never tested it myself as I am really not familiar with HWS. I will take a look at it soon enough and see what I can do to maybe make it dedicated compatible and/or to at least make it work on singleplayer with the new additions if it is not functional at the moment. I'm gonna post an update soon about my progress on the reinforcements script I have done. It's pretty much complete as I'm mostly making it compatible with different mods from the community for diverse factions. I'll also try to add features to it as it goes, but for now it works fairly well with randomized groups as reinforcements and some customizability from the user.
  10. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    For the interested, I'm also currently working on a dynamic reinforcements script for HAL so stay tuned for more.
  11. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I'll take a look at HWS to see if I could render it dedicated compatible once I get enough spare time to take care of it. I'm not surprised it doesn't work as all I did was to port my version of HAL into HWS, which can't render the rest of the HWS system server compatible.
  12. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    For the getsideunit error sorry, it's my mistake I was playing with the sites module and forgot to update the description file. As for the rest, it's probably the fact that HWS is incompatible in dedicated. The only thing I updated is the compatibility for things like tasks , markers and radio in HAL for dedicated. Therefore, if the other core components of HWS are incompatible, my version won't change much.
  13. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Here you go! HWS [NR6] Included in the archive versions 1.22.4 and 1.23.2. If you get any interesting results feel free to share them here.
  14. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    -NEW VERSION UPDATE- -HAL 1.23 versions included -HAL 1.22.4 small update
  15. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Im not very familiar with HWS. However, from my quick glance at its files, what I could do would be to port my version of HAL into HWS so that you would see the improvements in immersion and etc. Im not sure if it would render HWS dedicated server compatible as it contains more than just HAL though.
  16. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Yes. I am aware of his newer version but since 1.22 is the latest stable version I decided to focus my efforts on it. Next on my to-do list is to remake 1.23 as well.
  17. NinjaRider600

    Bingo Fuel

    I got the same issue... Got the tanker to Miller's guy. On the "Within Reach" mission, it got considered as if the officer was still alive and the fuel was not delivered... I'm on the stable branch. Next time I try the mission, I'll do it in Dev. branch to see if it is a bug only present in the stable branch. I'll be back with news once I'm done. Standby.
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