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NinjaRider600

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Posts posted by NinjaRider600


  1. On 11/13/2019 at 3:22 AM, scimitar said:

    Any HWS ports with this version of Hetman other than the one on the workshop? Particularly for Livonia or other temperate terrains? If not, is it possible to de-pbo an existing scenario and replace the files (which ones?) and then re-pbo the scenario files and have it work properly? Thanks.

    It is possible to port the new NR6 HAL version into other maps for HWS. One of the methods includes de-pboing the current example I posted on the workshop and copy pasting everything into a new map format. I will look into a better way in the future though.


  2. On 12/2/2019 at 2:55 PM, cadmium77 said:

    I just discovered this update of Hetman Artificial Leader and am I ever excited by it. The Steam download and installation was seamless. All I need now is to somehow learn all this new stuff. The manual and YT tutorials are much needed. But thanks for all the work. This is incredible. I love it.

    Thanks! I'm still working on a better documentation but I often times run out of time to spend on it due to school and work. With the end of December vacation coming, I will have more time to spend on it with the hopes to be done by Christmas.


  3. On 11/3/2019 at 1:56 PM, ksp95 said:

    awesome!

    Got to say Im really liking the direction youre taking hetman, simple changes like transport for recon makes a lot of difference to the game.

    The new arty auto rhq is working well with RHS artillery my only drama is the lack of other shells and limited magazines

    Is there a way to manually "RydHQ_Add_OtherArty = [" in the game without having to play around with inits and scripts ?! 

    Second is there a way through HAL to add infinite magazines to artillery ?

    Many thanks 😄

     

    Unfortunately at the moment, the only way to manually set ammo up for an arty piece is through the script array. 

    As for infinite ammo, I usually use a "Fired" event handler to set ammo back to full on each shot. I use the following code placed in the artillery vehicle init box: 

    this addEventHandler ["Fired", {(_this select 0) setVehicleAmmo 1}];

     

    • Like 1

  4. 5 hours ago, ksp95 said:


    Hi Ninja 

    Thanks for getting  back to me, 

    what you said makes perfect sense, just another quick question

    so if I sync the ammo truck to the ammo support module and that vehicle gets destroyed  but then replaced by another one through the reinforcements (asset compiled truck) will it then recognise that vehicle 

    Or do i need to sync asset compiled vehicles to the same rhq module 

    hope that made sense 😄 

    The RHQ module registers the class of the object for the rest of the mission. So if the respawned truck is the same (same class), it will be known to HAL as an ammo truck.

    • Like 1

  5. On 10/25/2019 at 9:45 AM, ksp95 said:

    Afternoon, 

    Loving the addon mod, youve done such a great job transforming and modernising HETMAN.

    I saw that you recently added the "RHQ modules"

    Are you able to briefly explain how to set them up properly ? (ideally a demo mission like the cargo one you did before)

    Many thanks 

     

    To set them up, simply sync the module to a unit you want to register as a type defined by the module in question. The module will retrieve the class of the unit/vehicle and HAL will consider that object a certain type. For example, for a moded ammo truck, place down the ammo support RHQ module and sync it to that truck. Now all trucks of that class will be known to HAL for being ammo trucks. The synced unit can still be used during the mission as the module won't affect it. The RHQ modules can also be used in conjunction with the asset compiler as they will run before the asset compiler snatches the groups and deletes them.

    • Like 1

  6. On 10/16/2019 at 2:00 AM, 410541059 said:

    nope,I only enabled CBA for this,mission https://drive.google.com/open?id=1hf1eL-v1tlZh3d-IIG-d6VtppuPitdXP

    Basic setup was off. Squads need to be included to HAL control some way. The easy way is to set RydHQ_SubAll = true in the init.sqf. This will make all the squads of the same side as the LeaderHQ included. Additionally, objectives are usually gamelogics or triggers and the preinit.sqf is more of a workaround I use to set things up for the pushback command and may throw error if you add object names directly there. Ill send you a quick demo soon but otherwise i recommend checking out the multiple demos i made for the NR6 Pack script version. Also for a simpler to use version of this, i recommend checking out the NR6 Pack mod on the workshop. It is a version of HAL that can be set up with comprehensive modules instead of code.


  7. 8 hours ago, 410541059 said:

    doesn't work for me, latest version, i did two steps,placing a guy named LeaderHQ,and add elements to RydHQ_SimpleObjs,I've tried  trigger and game logic and object。always show the error:_dst = round(|#|)_x distance _point);  I'd appreciate it if you tell me what's wrong

    I'd recommend sending me the mission. From what I gather from the error though, do you have a RHS m109 in the mission? There is a bug caused by the arty piece fixed in the next version I will post soon (possible to be other arty classes too).


  8. 2 hours ago, Jimi Markkanen said:

    Excellent job mate! Looking forward for the update. With pool complier and as this got fixed, it’s got all a man can ask for. (Although reinforcement module was already easy to setup, artillery isn’t)  Played with the mod for 6 hours and it’s a very powerful tool to create scenarios with and the Ai seems really wise. Especially loving your reinforcement module, it enables longer battles without performance loss. (Meaning you’d have to place a looot of troops without respawn system.)

     

    The reinforcement module is used to respawn destroyed aircrafts right? So to get the CAS etc going just simply place any plane, modded or not, and sync to Include squads?

     

    The ammo drop does sound cool, but that’s probs vanilla ammo and hard to configure.

    That was my exact intention when making the reinforcements script.

     

    As for air reinforcements, they work as their own thing. I'd recommend checking out the demo once again to see how it is set up. It basically spawns flights based on a small pool that's configured inside the module and will always ensure that the amount of aircraft active at once match the threshold configured in the module (as long as the reserve pool is not empty, its a number to set in the module). Although you could use the regular reinforcements to spawn air assets, I really don't recommend it.

     

    Also check the demo out for ammo drops. It is setup and you can decide what boxes are used so it works with any mod (you can even have UNSC Pelicans drop ammo pods if you want).

    Mods and demo will be updated tomorrow with the fix as well as new features. This will be the release of HAL 1.22.10 RC1 and NR6 PACK 3.01 BETA 1.


  9. 59 minutes ago, Jimi Markkanen said:

    I've been playing for the past few hours and it actually this time has worked with withdraw set to 0. The helicopter it didn't work with before was UH-1 slick and Chinook of the USMC faction, UNSUNG, with Unsung USMC squads onboard.

    Awesome, in that case I'll look into the problem I originally thought was the issue. 

     

    41 minutes ago, Jimi Markkanen said:

    Another question: planes. Does the mod have anything to do with them, should they be synced or..?

    Planes can be included and will be used for CAS/CAP. You can also use them for ammo drops. I like using C130s for ammo drops as it looks pretty cool.

    In any case I recommend checking out the way I used the Air reinforcements in the main altis demo. Note that it will be easier to set up classes in the next update thanks to the pool compiler module coming up.


  10. 2 minutes ago, Jimi Markkanen said:

    I had cycle rotation set to 60 instead of default 150. I reckon when you get that information about morale etc to bottom-left, that's when a cycle comes? Well at that very moment three choppers on air did a 180 and RTB. Gonna' run more tests with the default settings, I tried something and therefore left it at 60, but should it be an issue anyways for the transports? I feel like this would've happened anyways as the choppers tend to take off even though they're next to the squads, land, get the squads in and fly the 10kms.

     

    Well at very first time I did have success with vanilla assets. 

     

     

    Perfect that's all I needed. Means that for some classes, the commander tells the transports to withdraw on each cycle. It is a separate system independent from the cargo that is at cause here so I will have to look into it.


  11. Just now, Jimi Markkanen said:

    Did not notice anything like that from the commander debug (Should've I noticed?), but just turned the withdraw coefficiency to 0, and they seemed to be flying normally, but just like 1-3km away from the objective turned away, other squad turned away as before. I tried with different helicopter models aswell. 

    Thanks for the info, I'll look into it. Does it happen only with modded choppers?


  12. 1 minute ago, Jimi Markkanen said:

    Just had the same thing happen to me with a CAP mission.. Must be something on my end, they did go all the way initially with the vanilla NATO forces and NATO helicopter, but it does pick 'em up normally with the UNSUNG one, so I can't put my head around why would they return after flying towards the objective.. O_o 

    Does it order them to withdraw? Because I used to have that issue with Rhs UH1s but not UH60s.


  13. 5 minutes ago, Jimi Markkanen said:

    Okay, very very very useful information, thanks once again!

     

    Atm I got a very simple set up, and the Chinook does pick up one of the two squads for a Recon objective 10km away BUT they fly 1km and then RTB, whilst the group is still assigned to the recon mission..

    I'll investigate that then, must be a bug with recon only since I rarely use it.


  14. 1 minute ago, Jimi Markkanen said:

    Should helicopters/infantry from any mod work with the cargo system? It seemed to work with the vanilla NATO forces but with Unsung I get the commander giving recon orders even though chance of that should be 0% (skip recon and fast capture 100), I think with recon orders they would not use air assets at least so was stated in the HETMAN manual. Seems very inconsistent how the transport functions. Sometimes it works almost fine though, I'll meddle with it more but I just wanted to get a confirmation if it's even supposed to work with mods.


    It is supposed to work with mods but to have an accurate role for modded content it needs to be manually configured. There is an automatic configuration done as well though but it is not always 100% spot on. As for Recon still happening, the chance in percentage is affected by personality so in order to guarantee skipping recon, set it to something very high (like 1000%). Doing so can sometimes cause the leader to skip an order cycle at the beginning (squads will get a set of idle orders) but the capture orders will pick up afterwards so just ignore that little hiccup. 

    As for recon they do use air assets now (more so with modded assets) but you can always disable that with the No Recon module.

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