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NinjaRider600

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Everything posted by NinjaRider600

  1. Download Links: ZBE_Cache [NR6]: ZBE_Cache [NR6] 1.1 (Google Drive) INTRODUCTION Modified version of ZBE_Cache based off version 4.6a of the original script to be compatible with the cargo system used in HAL. Original mod found here by zorrobyte. Script version only included. USAGE Launched and used the same way as the original ZBE_Cache. Call in init.sqf with [AiCacheDistance(players),TargetFPS(-1 for Auto),Debug,CarCacheDistance,AirCacheDistance,BoatCacheDistance] execvm "zbe_cache\main.sqf"; FEATURES Essentially the same script as the original with the exception of modified FSMs and scripts so that the caching system stops as soon as the commanded squad is ordered to enter a vehicle. This way, any group in vehicles or who needs to use a lift for a period of time will be able to do so while away from the players by having their caching disabled for the time they are on board. The caching system starts back as soon as the leader disembarks. This also fixes the problems caused by dysfunctional crews of tanks when cached at the sacrifice of a bit of performance as the groups in vehicles are not cached. CHANGE LOG ZBE_Cache [NR6] 1.1 -Major optimization of AI caching/uncaching in vehicles; -System now uses waypoints AND leader presence to control whether a group is to be cached or not inside a vehicle which greatly improves flow of AI; ZBE_Cache [NR6] 1.00 -Initial release CREDITS All credits for the original ZBE_Cache go to zorrobyte who created the very useful caching system this script only modifies slightly. BUG REPORTING If you encounter any bugs, feel free to comment on this thread. License: ZBE_Caching by Zorrobyte is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License and this modified version is released using the same license. https://creativecommons.org/licenses/by-sa/4.0/
  2. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I am currently working on exactly that. The NR6 Pack, my other release that contains HAL with a bunch of extras, is gonna have a user manual for its next release which covers how to use those extras as well as how to configure the new Hal in the last section of the PDF. It's taking me a bit of time to write it but I'm making progress.
  3. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Version 1.22.8.1 has been released! I will add a changelog for it later but refer to my previous posts for a general idea.
  4. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    I hope to release everything this weekend. Have been a little busy with finishing HAL 1.22.8.1 which is the version included with the new NR6 Pack and the sample.
  5. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    1.22.8.1 is complete with major fixes to cargo support, improvements in usage of mechanized/motorized squads (troops now use their assigned vehicles properly if they have one in the squad), rewrote BFT entirely and split it into two parts where friendly refreshes occur every 5 seconds and enemy presence refreshes every enemy knowledge update only (not to give information about enemies that are not known anymore). Various little fixes too. Work on better recon will be made for the next version as I gotta now focus on releasing the next NR6 Pack. I will be posting 1.22.8.1 in the next day or so.
  6. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Unfortunately that's something I haven't touched yet from the original HAL. It is "hard-coded" in the sense that it sends 2 stages of 3 groups per objective. I intend to play around with that eventually so that recon can be less heavy.
  7. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I would need to see the mission then. I have been unable to reproduce the bug. Try setting maximum objectives to capture at once for simple mode to something low like 1-2. It's at 5 by default. Other than that I'm out of ideas.
  8. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    Sample is ready but writing the user manual is taking a bit of time. I will try releasing both in the next days. The sample will release alongside the pdf and a set of compositions that I use to make my missions.
  9. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    So I've found the issue. On simple mode, the behavior is somewhat intended and generally the order is followed. However, normal mode seems to be broken and what made it partially work was actually the Big Boss config. What I intend to do next is to entirely deprecate Normal/Legacy mode (except for Big Boss usage) and to add importance or order values for simple objectives in order to retain the functionality of the old mode. The same way you can set if an objective is taken by a side at start, you will be able to set its importance or the order at which it should be captured. Never-mind, the issue seems to have come from the Single Player editor preview not loading pre-init variables unless the mission was reloaded each time which messed up testing results. I'm not sure if the issue is the same in your case but in order to fix the normal mode from skipping, make sure BBAOObj is set to 1. As for the simple mode, I will try to improve the way the script randomizes the dispatching but it seems to work as intended. Additionally, the skipping only occurs when recon is skipped and even if it happens, the commander usually orders troops to capture the closer objective in the next cycle right away.
  10. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    Almost done with the sample. Making a PDF alongside the sample for instructions on how to use each function.
  11. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Thank you. I'll try to repro it on my own. I've never experienced that issue with the normal mode so I'll double check. Maybe there's a setting I added that's causing this that I did not foresee. My guess is that it's something I did with the AAO config.
  12. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Thanks for the feedback, I really appreciate it! As for the bft, the main reason I made it so slow is for the information about enemy to be only accurate according to what troops know, meaning that you won't be seeing their marker in a position that has not been spotted for long. That being said, I'm planning on splitting the BFT in two, one for enemies that will stay in the statuquo fnc from hac_fnc2 and only updates every cycle, and one that will update every 5 sec or so for friendlies.
  13. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Thanks. This helps with troubleshooting. Is that the entire init?
  14. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I've noticed that as well. Although the system sorts objectives to capture according to the closest ones, the commander can sometimes find that a closer objective is too risky to capture making him skip it temporarily. I'll see if I can improve that for 1.22.8.1.
  15. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    For making an objective already taken, use "this setvariable ["SetTakenA",true]" in the init of the objective where "this" is the object you are using as objective and the letter A is the letter corresponding to the Leader you have picked. I'll investigate/test if the simple objectives max works properly for v1.22.8.1 but concerning trying to make more groups stay at base, I would recommend setting the groups you want to have staying as "garrisoned" by placing them in the proper garrison array of your leader (check the original HAL document for the proper wording, I don't remember it atm). This will make them defend the base and respond to nearby attack orders only (500m around). If you want to change the proportion of troops the leader sends to complete orders, I'd recommend also playing around with the attack reserve variable.
  16. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Version 1.22.8.1 coming up with defensive mode overhaul. Attacks on known enemy while leader is in defensive mode will now be done by alternating between attack mode and defensive mode but without overriding the other mode's orders. This alternating behavior is also affected by leader personality, battlefield situation and morale meaning that an army in retreat will not counterattack. This replaces the old and only attack order that was issued in defensive mode by reserve orders which only occasionally went for counterattacks. It now works by using the fully fledged attack mode to properly engage known hostile forces. This change also makes these counterattacks respect fronts and let's them happen at the same time as other patrols and defensive orders take place (since the change from one mode to the other does not override the previous orders). Reserve defense orders and air defense orders however can be now overridden by attack orders for better and faster response.
  17. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    I will try getting the sample(s) up later this week. It will show how to use each new functions of the pack and most importantly how to set HAL up. The samples will be mostly mission making oriented meaning that there are going to be tutorial markers around to help understand how everything runs.
  18. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    The sample missions here are outdated but I am planning on making some examples for the new way HAL works.
  19. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I don't seem to have that problem I'll see what could be the cause. So far what I could suggest is to make sure you are included in the leader's control and that task actions and support actions are turned on using the new config variables I mentioned in the main post. Other than that do normal actions appear still? As for supports, turning support actions on should enable them the same way task actions would work.
  20. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I might've but to be honest I did so much work since that part I don't remember. I think I left it at the point where the system would work if the transport and troops were on the same HC (which I think is what the last testing you made concluded).
  21. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    First version of my custom compositions are there. Shows how I use Site markers, Sites, Reinforcements, the two modes of Air reinforcements and Reinforcements in spawn mode. I'll have proper documentation for these in the next days.
  22. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    NR6 PACK 2.00 RELEASED! 2.00 script version is released. Documentation is lacking a little bit on how to use the rewritten scripts and I will try getting them up soon. I will try getting the custom compositions pack out soon too.
  23. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    VERSION 1.22.8 FINALLY OUT! Introduction of the new simple mode. Simply add objectives to an array, tell the system if they are supposed to be captured at start and you are done. No more fixed 4 objectives. New support system in there too with months worth of work for HC compat, new supports, new capture systems, new defensive behaviors, etc. Sorry for the delays, I hardly have any time left for working on Arma projects anymore so I'll do my best to release what I got and provide support as I can. Hal will continue to develop but at a slower rate. NR6 PACK 2.00 should release very soon as a script as I just need to finish the documentation on how to use the newer versions of the scripts and the cache since many things have changed. The mod version too is pretty near completion although I have stopped work on it for a while.
  24. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Doing some more work for 1.22.8. Fixing some errors in the artillery system (some mods have weird ammo configs). Also polishing transport request system for players.
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