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NinjaRider600

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Everything posted by NinjaRider600

  1. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Good point! On a side note, in 1.22.8 the cargo system can be activated for recon missions as well. That means you should be able to make your troops use helicopters more often that way too.
  2. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Although these are interesting ideas for a game mode type of add-on, it's not really in my plans to add advanced behavior like that. Right now AI commander does use Evac helicopters for retreat and has a whole withdrawal behaviour already integrated. Special forces also already have these kinds of missions. As for reinforcements that use helicopters to insert troops, I might eventually add that in the NR6 Pack but I didn't so far because I use this script in a Milsim unit where not all factions we are against have helicopters to use (like ISIS for instance) so reinforcements would never come by air. Plus there's also the fact that inserting heavy tanks will rarely be possible since only a few helicopters can do that. There's also the fact that if I wanted to use planes for that, non-vtol airplanes must land on runways and although I've tried for very long to add useable runways that are not part of the map, they only work partially (AI will land but won't takeoff from them). In the next update however, as a player you can now request air support, infantry support, armored support and helicopter Transport support (also valid for Evac). I hope these features kind of fill that function but like I said before if I start making more advanced stuff it won't be under Hal since this is strictly an AI commander. It would be under another add-on.
  3. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I do have a reinforcements script. It simply spawns them though instead of bringing them in via helicopters. As for AAA, you could try adding some mobile AA in the reinforcements pool to have them come back and be assigned to various positions by the AI commander. In the next version of that script there is also a condition that makes sure no players are too close to see it happen.
  4. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Hetman does ID units automatically (pretty well too). However, for more complex roles it is ideal to configure it yourself (especially sci-fi mods). Configuring it comes down to adding classnames to arrays defined in the usage guide. It can be somewhat lengthy but can work alongside the auto mode so you only have to configure the more advanced units.
  5. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    If you place mortar or helicopters under HAL control, they should be used automatically. Check the config variables about dispatching ratios if you want leaders to have a higher tendency of dispatching helicopters. It's called "RydxHQ_MARatio". With it you can choose what kind of engagement the Leaders will use.
  6. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    Finishing a new tool I've added in the pack. Instead of only having a unit.sqf I've also added a preinit.sqf. Any code there will run before the initialization of objects meaning that if you want to have a few empty arrays (like the cargo only array) you could place them there and use "RydHQ_CargoOnly pushback (group this)" to add new instances into that array at anytime and directly in the init of the unit from the group you want to include. This really speeds up setup over having to name all of your squads to put them there.
  7. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Unfortunately, Hal does not support anything over water. However, you can tell the system to use only air or land cargo if you want to enforce a method of transportation for them to get to the objective (make sure the transports are available and controlled by Hal). Additionally, the AI commander will dispatch armed transport helicopters or attack helicopters to cover infantry when there is a threat (as long as you gave him helicopters to control.) With the player actions you can even request air support and the commander will attempt to dispatch what he can to your position as long as you have a knowledge of the enemy around you (your character must have spotted something nearby). As for making them hide, by default Arma AI usually takes cover but it is also possible for Hal to order a squad to withdraw if it knows that the squad stands no chance against something like a helicopter. This is mostly based on commander personality so if you want this to happen more often I would play around with those settings. Lastly, transportation is also dispatched according to the threat so during a big firefight don't except to see helicopters pick up or bring anyone (except for Evac). If they do bring people they will try to drop them before the hot zone but generally will avoid going altogether.
  8. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    While I work on the mod port, I will soon release the script version of the NR6 Pack 2.00. That one should not contain any expected bugs. Alongside, I will release a collection of compositions you can use as templates for using Sites, Reinforcements, Spawn points, etc.
  9. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I am also making some last changes for 1.22.8 and releasing it soon.
  10. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    WIP RELEASE POSTED! This is heavily under construction but I'm posting it so you can follow the progress of it. This pack also has the new simple mode. Simply place the leader module, sync the simple objectives you want to that leader module and it should work.
  11. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    WIP RELEASE FOR NR6 PACK 2.00 Here is the link for the work in progress version of the NR6 Pack 2.00. A lot is left to be done and most of the modules that have been added will get UI overhauls as well as proper icons. This link will be updated as more work is done. Please do not report on the bugs you encounter that are not purely linked to HAL (no module or NR6 Pack related errors). The pack is still under construction and at its current stage holds various errors (Front and Ammo Depot modules dont work for instance).
  12. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    That's the magic. It's kinda hard to explain but basically it only caches everything for players and their client. The AI on HC and server ARE NOT cached fully (just the normal ZBE) so battles still happen normally but not for a player who is far away. That also why unfortunately it only works on dedicated servers. Basically battles are local on server and HC but not on player clients or for flying players since they need to see vehicles.
  13. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Progress on the NR6 PACK mod version continues. HAL is almost done and I've added a big new feature for non-big boss operation. Each Leader can now be set to Simple Mode which effectively removes the limitation of 4 objectives. On the mod, you will simply have to place as many objective modules as you would want and sync them to the Leader module. The Leader will then function in a sort of All At Once mode where you can set the max number of objectives to capture at once. This should replace the need to use Big Boss if you do not desire to coordinate various leaders or use the auto map objectives features of BB but still want the Leader to capture as many objectives as you give him.
  14. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Yes HC should help but if there's tons (300-400 AI) present on map, client FPS will drop regardless if there is an HC is on or not. A HC will only offload AI processing from the server to itself but player clients will still have their game generate the physical presence for the AI unit running around. This cache works in a way that completely disables simulation for said AI and hides them making it as if only whats around them existed in game (only happening on player clients so that the AI on HC and server function as normal). This new cache helps only player client FPS and not server side FPS. The latter can benefit from HC so using both is the ideal situation especially now that HAL is HC compatible.
  15. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    As I've mentioned in the NR6 Pack thread, I've begun work on the mod version of the pack which will turn NR6 Hal and all of its add-ons into something usable through modules in the missions editor. This will make setup much easier in an attempt to make mission making with Hal faster and simpler for the user. Keep in mind that all of the scripted functions from the script version will still work in case you want to use them or to change variables on the fly.
  16. NinjaRider600

    NR6 PACK - HAL Artificial Leader Evolved

    Work has begun on the NR6 pack mod version which will turn the entire pack into a loadable mod which will use mission modules for mission making therefore turning HAL setup into a breeze. This project will take some time to complete.
  17. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    @Mack. Thank you for the arty configs! I'll add them to the 1.22.8 release.
  18. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I've fixed that in the last version, units should spawn on top of rocks instead. The new version is still a bit under testing but on dedicated servers it caches entirely all AI for any client that is not HC or server. So as a player (even in zeus if you dont have an override) you will see no AI, they will be locally frozen, hidden and not simulated until as a player you get close to the actual AI (zbe ai cache range). This doesn't work on SP since these AI units are local but on dedicated servers it can lead to drastic FPS increases for clients. I've also made that cache still persist during battle and firefights away from the caching distance so that they still happen but players only hear them without having their game render it. The system also detects if you are in an air vehicle in which case it only works for infantry beyond 6km and works like usual NR6 ZBE otherwise so that CAS birds can see everything and CAP birds see their aggressors.
  19. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    @Mack. It's coming soon, actually that link I gave you for "HAL 1.22.7.3 no asg" should be the latest version. I still use that drive folder for my backups (I think it got to version 27 since the first upload) so you could normally re-download it and try it out. It also contains the new zbe-cache for dedicated servers which adds drastic changes to the way caching works. If you want to try it out feel free to do so. To know it works, as a player you should not see at all any AI unit or vehicle outside of the caching distance except if you are in an air vehicle. This part only works for players connected to a server so locally/client hosted stuff wont work if you are the host (if you use HC this doesn't matter since you would never use local host). Also keep in mind that version is still very bumpy so the transport system might fail given I'm working on it right now.
  20. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Sorry for my inactivity. I had an unexpected journey at the hospital which delayed my work quite a bit. Thank you @Mack. for your continuous testing! I have also spotted that issue with the double get out order and will attempt to fix it on the next release. It is caused by having the new AI disembarking code running on player controlled squads instead of only AI (had kept it as a fail safe). I witnessed the issue with the artillery as well. I'll see if I can make the code itself HC compatible, otherwise the mission maker will have to add the units as exceptions. On a bright side however, I have finished work on 4 new features for player squad leader: Infantry Support, Armored Support, CAS Support and Airlift/Transport support based on the cargo system. More information will follow.
  21. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    1.22.7.3 is finally complete with new bug fixes added as well. Full list of new features will be added to the main post once I upload it. Also overhauled the caching system for dedicated servers which is what I've been mostly working on recently. Upload should follow in the next day or two. Thinking of naming it 1.22.8 given the major updates the system got.
  22. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    Adding one last feature for 1.22.7.3 before release. Support requests will now exist as actions/ace self actions to request air support, infantry support or armored support for HAL controlled player squad leaders. I also plan on maybe adding transport support and ammo drop support in the next release as those will require additional tweaking.
  23. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    No problem, this was a big troubleshooting week for me. Towards the end I was legitimately losing my mind around locality issues. But either way I'm happy it works now. That take off before everyone is in is probably caused by a false positive caused by different localities in the function that checks if everyone is in. Not sure if there is much I can fix with that other than adding delays for the checks.
  24. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I think this should do it: https://drive.google.com/open?id=1rjfzws9WSO0zHA_DfHYKY7QN42Leh2hX @Mack. This worked with your testing mission. The problem in the end was with the locality of a fail-safe I had added.
  25. NinjaRider600

    HETMAN - Artificial Leader [NR6 Edition]

    I found the issue... I forgot to add a default value for one of the new general config variables which threw an error on each mission if it was not defined in the init (it was in my testing, not in yours). I will add this right away and it should be fixed. Just a stupid mistake from my part... EDIT: I actually didn't forget that part but a sleep command was delaying it too much. EDIT 2: So I've found another issue and it is linked to how the setvariable commands were not all made global. This last part will take time to fix/change as there's a few hundreds of those that will need tweaking. It is the reason for the delay in helicopter takeoff. It would wait for the failsafe to kick in and force the helicopter to drop his cargo and RTB.
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