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HETMAN - Artificial Leader [NR6 Edition]
NinjaRider600 posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Newest Versions: -HAL 1.22 HAL 1.22.10 RC3 [NR6] (SCRIPT VERSION ONLY) -HAL 1.23 (discontinued) HAL 1.23.4 [NR6] (SCRIPT VERSION ONLY) Mod version of the NR6 pack under construction. Download Links: HAL 1.22: HAL 1.22.10 RC3 [NR6] (Google Drive) HAL 1.22.10 - Brief Radio RC3 [NR6] (Google Drive) HAL 1.23 "WIP" (discontinued, features from .23 will be eventually added to .22) HAL 1.23.4 [NR6] (Google Drive) 1.23 has been discontinued on HAL NR6 for now since the modifications I've made are larger than the ones 1.23 contain over 1.22 and remaking 1.23 altogether would be easier. Old Versions Archive Armaholic: HAL 1.22 [NR6] (Armaholic) User manual from original mod: PDF manual Mission Samples And Set up Template for Big Boss and Large Scale scenarios: Sample Pack 1.01 (HAL 1.23.3 + NR6 Reinforcements + NR6 ZBE_Cache) (OLD, NEW SAMPLE SOON) Note: Most of these samples use CUP and RHS. If you want a clear demo of how I usually setup missions, use the Stratis sample and the template included in the pack. NR6 PACK containing HAL and many more expansions: NR6 ZBE_Cache for HAL (contained also in the NR6 PACK): INTRODUCTION This is a a modified/updated version of HETMAN - HAL by Rydygier which includes various changes/upgrades concerning battlefield immersion, new features and compatibility with dedicated server. The functionality of the script itself is expanded and upgraded but works almost the same way as the original HAL does. For a detailed description of the original system by Rydygier, you can find his here. The original scope I had for this project was to add some immersion with better player to AI commander interactions but it turned out to be something vastly more complex. The intended NR6 HAL experience contained in the NR6 Pack, my main project which can be found above the introduction. There you will find tons of new utilities and scripts that expand the battlefield with the intention of making HAL an almost autonomous battlefield generator which would require as little mission making as possible. USAGE So far, I have only made a script version of the modified system which means that you will have to include all the contents of the script's files in the directory of the mission on which you want the system to run. AS OF 1.22.8: Simple mode is activated by default meaning that you have to set up HAL as previously done, but instead of placing objectives as RydHQ_Obj1,RydHQ_Obj2, RydHQ_Obj3, RydHQ_Obj4, you do not need to place them at all. Instead, you must add objectives by placing down objects (such as gamelogics or triggers) and putting these objects in the array of your leader (ex: RydHQ_SimpleObjs = [myobj1,myobj2,myobj3]). Unlike the previous system, there is no specific order they will follow to capture these objectives other than distance and convenience. There is also no limit of how many objectives you can place down. Additionally, I have added a preinit.sqf file in which you can place variables and empty arrays you want to be defined before anything else is loaded in the mission. This can be useful if you want to use the pushback command for adding your objectives to the array instead of naming them. I will have example missions for this in the near future. Even though the new system is faster to setup and more flexible, please read the original documentation concerning how to use HAL. This is the only major difference other than the additional features. Quoted from the original thread: "To activate HAL for one side, one of the units of that side must be named LeaderHQ. Essential also is the placement on the map of any object (for example, an empty trigger) named RydHQ_Obj1. The location is entirely your choice. Its position will designate a target point which the Artificial Commander will try to conquer at first (for example, a spot near the leader of the opposing side). Analogously, there should be placed in freely chosen areas (eg in cities, strategic positions or simply nearby opposite Leader) three other objectives (RydHQ_Obj2, RydHQ_Obj3, RydHQ_Obj4), which will be conquered in numerical order. If the mission designer wants less than four objectives, then simply place the unneeded objectives at same position as the ultimate objective. For the script version only, to initialize HAL the following code should also be executed in some way, e.g., by placing the following script in the init field of any object (for example, in the activation field of an empty trigger or waypoint): nul = [] execVM "RydHQInit.sqf"; Alternatively, that line may be placed at the end of a mission's init.sqf. Init.sqf is recommended place for init config variables (beacuse of better readability), especially for bigger configs, eg containing RHQ arrays. See included manual for all details, and there is lots of them." As said by Rydygier on the original thread, it is important to read the user manual in order to properly setup HAL and fully enjoy its capabilities. FEATURES -[ADDED] Radio chat with both sound and text from other AI groups and LeaderHQ work on both dedicated server and singleplayer (added a sideradio function); -[ADDED] Orders from HQ usually given through OLYMPUS work on dedicated server as well; -[CHANGED] Contents of the order messages from HQ use squadID instead of mission names and come from the Leaders themselves instead of OLYMPUS channel; -[CHANGED] New markers for debug of a more aesthetic variant with additional info such as groupID; -[CHANGED] Revamped the task system for players to work on dedicated server (instead of only giving a notification) and to include more immersive tittles and description while also using tasktypes for more interesting tasks; -[CHANGED] Removed the markers for players in the debug since the task system takes care of it. Made the markers for players same as for AI groups; -[CHANGED] Fixed different typos; -[CHANGED] Changed the contents of the radio calls to something that I find more immersive; -[ADDED] "AreaTakenA" or "AreaTakenB" config values to add in init of Gamelogic representing objective for BigBoss -[ADDED] Ability to deny tasks and enable/disable tasking. Set RydHQ_TaskActions = true to enable system; -[ADDED] Ability to deny tasks and enable/disable tasking using ACE Interactions instead. Set RydHQ_TaskActionsAceOnly= true to enable system alongside RydHQ_TaskActions; -[ADDED] New Big Boss system can assign up to 4 objectives per Leader; -[ADDED] BFT style markers for friendly and known enemy (update each cycle); -[CHANGED] Tasks now show up for entire group and players who are not always squad leaders; -[CHANGED] New defensive mode guards all Big Boss objectives; -[CHANGED] Fixed cargo system; -[ADDED] Option to use NR6 Site's defense for garrisons if NR6 Sites is installed; -[ADDED] Complete overhaul of HAL's objectives. New simple mode is activated by default. Removes the limit of 4 fixed objectives per leader and removes the need of Big Boss for having multiple objectives captured at once. -[ADDED] Lots of new features, documentation of them will be added at a later date. NEW CONFIG VARIABLES: General: RydHQ_TaskActions = true; Makes player actions for tasks active; (Regular actions don't work in vehicles, only ACE ones) (Boolean) RydHQ_SupportActions = true; Adds support actions (request infantry, armored, CAS, transport support) RydHQ_TaskActionsAceOnly = true; Makes player task actions only visible in ACE actions (Boolean) RydxHQ_GarrisonV2 = true; Activates NR6 Site's CBA Defense script to replace HAL garrisons (Boolean) RydxHQ_NoRestPlayers = true; Removes withdraw orders for player led groups recommended if using actions RydxHQ_NoCargoPlayers = true; Removes cargo assignment for player led groups recommended if using actions RydxHQ_ReconCargo = true; Recon missions will use cargo system RydxHQ_InfoMarkersID = false; Adds groud ID next to BFT markers Leader specific: RydHQ_InfoMarkers = true; Activates BFT for the Leader (Boolean) RydHQ_BBAOObj = 1; Sets the number of objectives that can be captured at once with Big Boss (Integer from 1 to 4, ) RydHQ_SimpleMode = true; Activates simple mode (default true) RydHQ_SimpleObjs = [] Array of objectives for that leader. Place the objects you want to use as objectives for that leader in this array RydHQ_MaxSimpleObjs = 5 Maximum objectives to capture at once in simple mode RydHQ_CRDefRes = 0.5; Ratio of how many groups will remain as reserve patrolling among different objectives in defensive mode (these groups can be used as defensive attack/recon when the Leader is still in defensive stance) Simple Objective Specific: this setvariable ["SetTakenA",true]; sets given simple objective captured for the leader mentioned (A,B,C,D,E,F,G,H) Important to be used on objectives already captured at mission start otherwise the leader will capture its own objectives first. Group specific: this setvariable ["Unable",true]; Makes Group unable to follow tasks while keeping it under HAL control, used in player task actions and Sites Advise me if I forgot any. NOTES: If using Big Boss, turn simple mode off. Capture orders are now less simple minded. If you use RydHQ_NoRec = 100 and RydHQ_RapidCapt = 0 to remove recon missions in order to speed thing up, groups will disembark 400 to 600m before the objective and will approach them more strategically meaning that even though the Leader is sending its troops without any recon, they will act as if they don't know what's there yet and use caution. CHANGE LOG HAL 1.22 -HAL 1.22.9 RC1-RC6 -New tasking menu; -New tasking system; -Additional logistics requests (fuel/ammo/med/repair/ammodrop); -Improved infantry/armor/CAS supports to provide support regardless of known enemy presence; -New secondary tasks about the status of objectives (ignore the Error Type Group, expected Array,String,Object); -Tweaked Attack/Defend modes for commanders which alternate according to threat; -Defend mode more aggressive in threat response; -Option to replace idle orders with patrol orders between captured objectives; -Simple Objectives can be turned to patrol points; -Cargo system now constantly provides lifts to AI squads instead of only doing so at the issuing of the order; -RHQAutofill function now run on every order cycle to ensure proper order issuing; -Included squads are now also always evaluated to make sure they get the proper orders. Players can now hop in a new vehicle and get the proper tasks linked to the role of that vehicle; -More variables and options to be documented in the user manual; -Garrison squad busy check improved; -Improved ammo drop precision for fixed wing drops; -Commander now checks on each cycle whether objectives have been captured or not instead on relying on the completion of capture orders. This allows players to capture objectives on their own without the need of orders (simple mode, BB runs a separate check); -Improved behavior of air units to use proper ROE and not have their NAV lights on when approaching an AO. CREDITS All credits for the original system go to Rydygier who created this powerful script that has been greatly improving large scale battlefield scenarios since previous versions of Arma. BUG REPORTING If you encounter any bugs concerning this new version of HAL, do not hesitate to provide feedback on this thread as it will help me improve the script.- 403 replies
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NR6 PACK - HAL Artificial Leader Evolved
NinjaRider600 posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
NR6 PACK 3.02 Script NR6 PACK 3.02src4 (Google Drive) NR6 PACK 3.02src4 (Google Drive) - Brief Radios for HAL NR6 PACK 3.02 Addon NR6 PACK ADDON 3.02arc1 [3.02src4](Google Drive) NR6 PACK ADDON 3.02arc1 [3.02src4] (Steam Workshop) NR6 Compositions 0.1 INTRODUCTION This is a pack containing NR6 HAL and all of its expansions. This holds all of the work that I have done linked to HAL. In this you will find NR6 HAL which is a modified and expanded version of the original HAL made by Rydygier, NR6 reinforcements for placing dynamic reinforcements for each side/faction, NR6 Sites for creating populated camps, FOBs and garrisons, NR6 Air Reinforcements (A, B and C modes) providing dynamic reinforcements for air assets such as helicopters and fixed-wings (A for spawning airborne aircraft and B for reinforcements using parked aircraft, C for populating parked aircraft on the go), NR6 Zbe_cache for HAL compatible group caching based on the original Zbe_Cache by zorrobyte and a port of the ALICE 2 Arma 2: Operation Arrowhead civilians module. This is the recommended way to use NR6 HAL as it contains tons of new features that seriously complement the original experience. USAGE Below is a demo mission showcasing each feature in the pack. It comes in a playable active conflict variant and a cold conflict variant. Feel free to explore/decompile/edit the missions to see the way missions can be set up with HAL and the NR6 Pack. Altis NR6 Pack 3.00 Demo V2 (NR6 PACK 3.00 RC5) Brief summary of usage of features/scripts: USER MANUAL CURRENTLY UNDER DEVELOPMENT It will cover the usage of each function with greater detail. Except for HAL and ZBE, I recommend running each of these scripts via a true server only trigger. HAL: Refer to the main HAL thread, HAL manual and (soon) the extra features in the NR6 Pack user manual; NR6 ZBE Cache: if (isServer) then {[Player Radius, Minimum FPS, Debug, Empty Car Radius, Empty Air Radius, Empty Boat Radius, Experimental Object Cache, Experimental Object Cache Lite, No non-host hide mode]execvm "zbe_cache\main.sqf"}; Ex: if (isServer) then {[1500,0,false,2000,3000,2000,false,false,false]execvm "zbe_cache\main.sqf"}; (ran in init.sqf) NR6 Sites: [Site pos, radius, grp number, patrol chance, minimum building size, side, array of grps, HAL leaders] call NR6_fnc_Sites; Ex: [(getPos thisTrigger),150,3,0.5,1,west,[['rhsusf_army_ocp_teamleader', 'rhsusf_army_ocp_grenadier','rhsusf_army_ocp_autorifleman','rhsusf_army_ocp_rifleman'],['rhsusf_army_ocp_grenadier', 'rhsusf_army_ocp_rifleman']], [LeaderHQ]] call NR6_fnc_Sites; (ran on a trigger) NR6 Site Markers: [Site pos, radius, BLUFOR type, OPFOR type, INDEP type, Site Name, Place marker name, Marker Size] spawn NR6_fnc_SiteMarker; Ex: [getpos this,250,"US Forces","ISIS Forces","Local Forces", ”Camp Delta”,false,0.5] spawn NR6_fnc_SiteMarker; (ran on a trigger) NR6 Reinforcements: [Side, Spawns per wave, Spawn positions, Radius, Pool size, Faction from sqf file, Threshold, HAL Leaders, Custom Pool Array, Obj Source, Rejoin Position, Spawn mode, Player Exclusion Radius] spawn NR6_fnc_Reinforcements; Ex: [west,1,[(getpos thisTrigger)],100,30,"rhs_faction_usarmy_d",1,[LeaderHQ],[],nil,getpos LeaderHQ,false,2000] spawn NR6_fnc_Reinforcements; (ran on a trigger) NR6 Reinforcements in Spawn mode: [Side, Spawns, Spawn position, Radius, Pool size(NIL), Faction from sqf file, Threshold(NIL), HAL Leaders, Custom Pool Array, Obj Source(NIL), Rejoin Position(NIL), Spawn mode(true), Player Exclusion Radius] spawn NR6_fnc_Reinforcements; Ex: [west,3,[(getpos thisTrigger)],200,nil,"rhs_faction_usarmy_d",1,[LeaderHQ],[],nil,nil,true] spawn NR6_fnc_Reinforcements; (ran on a trigger) NR6 Reinforcements mode A: [Side, Core Object, Pool Size, Faction, Threshold, HAL Leaders, Custom Pool Array, Delay, Arguments on group leader, Array of flight sizes] spawn NR6_fnc_AirReinforcementsA; Ex: [east,thistrigger,30,"custom",1,[LeaderHQC],[“O_Plane_Fighter_02_F”,”O_Plane_CAS_02_dynamicLoadout_F”],120,nil,[2,3,4]] spawn NR6_fnc_AirReinforcementsA; (ran on a trigger at sea) NR6 Reinforcements mode B: [Side, Core Object, Threshold, HAL Leaders, Delay, Arguments on group leader] spawn NR6_fnc_AirReinforcementsB; Ex: [west,thisTrigger,1,[LeaderHQ],10,nil] spawn NR6_fnc_AirReinforcementsB; (ran on a trigger with synchronized planes and one synchronized invisible helipad at runway start) NR6 Reinforcements mode C : [Side, Core Object, Threshold, HAL Leaders, Delay, Arguments on group leader] spawn NR6_fnc_AirReinforcementsC; Ex: [west,thisTrigger,1,[LeaderHQ],10,nil] spawn NR6_fnc_AirReinforcementsC; (ran on a trigger with synchronized planes) FEATURES For the features contained in this pack, refer to each of the standalone release threads of its included content. This pack contains the following add-ons merged for ease of use: HAL [NR6] 1.22.9 RC5; NR6 ZBE Cache 1.2; CHANGE LOG ADDON SCRIPT CREDITS Credits for the original HAL go to Rydygier. Credits for the original ZBE_Cache go to zorrobyte. Credits for CBA go to the CBA Team. Credits for ALICE 2 from Arma 2: OA go to Bohemia Interactive Studios Requirements: -CBA for NR6 Sites; -ACE for enhanced Task actions (highly recommended); BUG REPORTING If you encounter any bugs, please try to find which addon is causing it and refer to the proper thread to report it. If you don't know which is the cause, I suppose you could submit it here. License: As CBA is licensed under GPLv2 and ZBE_Caching by Zorrobyte is licensed under GPLv4, this pack which contains modified versions of both is released under the more recent Creative Commons Attribution-ShareAlike 4.0 International License as well. https://creativecommons.org/licenses/by-sa/4.0/ -
Download Links: RNR6 1.1: RNR6 1.1 (Google Drive) INTRODUCTION This is an independent reinforcements script addon for HETMAN - Artificial Leader (NR6 Edition or Original). It is designed to be used in conjunction with HAL as it adds dynamic group spawns per side according to losses sustained per side. USAGE Place the script SQF file and description.ext inside your mission directory. (Adapt description.ext if needed) Run the script using the following code in the init.sqf of your mission or on the init line of any map object: [Side, Strength (in number of groups per spawn from 1 to 10), Spawning Positions (as array), Spawning Radius (In meters, recommended 100 to 700 depending on Strength. Minimum 10m.), Available Forces (number of groups), Faction, Threshold (from 0 to 1), Array of leaders for that side (example : [LeaderHQ,LeaderHQB,LeaderHQC])] spawn NR6_fnc_Reinforcements; Ex: [east,1,[(getpos RO1),(getpos RO2),(getpos RO3)],100,50,"LOP_TKA",1,[LeaderHQC,LeaderHQD]] spawn NR6_fnc_Reinforcements; Ex (using custom faction): [west,1,[(getpos RB1),(getpos RB2)],100,30,"custom",1,[LeaderHQ,LeaderHQB],[['Hum_al_serg','Hum_al_corp','Hum_al_sold','Hum_al_sold','Hum_al_sold','Hum_al_corp','Hum_al_sold','Hum_al_snip','Hum_al_soldAT'],['Hum_al_serg','Hum_al_soldAT','Hum_al_soldAT','Hum_al_sold'],['C_mako1_al_F'],['MEOP_veh_kodiakArm_alliance']]] spawn NR6_fnc_Reinforcements; FEATURES -Adds a reinforcements system fully configurable per side and per leader. -Only available sides are east and west so far. I plan to add support for independent as well. CHANGE LOG RNR6 1.1 -Optimization of code; -Added ability to have multiple spawning positions; -Ability to add custom factions inside script or from editor using calling arguments; -Usage of functions instead of execVM for better performance; RNR6 1.00 -Initial release CREDITS Credits for the original HAL go to Rydygier who created the powerful script that has been greatly improving large scale battlefield scenarios since previous versions of Arma. BUG REPORTING If you encounter any bugs or have any requests, feel free to comment on this thread.
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AI commander as passenger not issuing waypoint orders
Sniperturtle posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, so i recently un-pbo-ed the original 1985 (CWA) campaign and attempted to port it over to ArmA3 with CUP units. After replacing all units in the mission.sqm files with their respective CUP or BIS counterparts i loaded the mission files up in Eden and everything looks good in there. But now comes the weird part: In the second mission i have the squad commander (AI) sitting as passenger in a truck with the squad, a squad member (also AI) is at the wheel. The waypoint is set 800m away and when the mission start nothing happens. Everybody is just sitting there, the scripts are firing correctly and the scripted conversation is actually running as supposed to. To find the mistake i actually took out the entire squad from the truck and that made them move towards the waypoint on foot. Placing the squad back in the truck and moving the leader to the wheel also caused the truck drive there normally. Using the original driver will cause one unit to disembark while the truck continues towards the waypoint - this only works if i took out and placed back the entire squad in the truck again. The mission starts with enableRadio = false, which switches back true after the script has ran through. Now while this might easily be avoided by simply placing the squad leader at the wheel it annoys me because it changes the original state of the mission, and it leaves plenty room for error with other AI commandeered vehicles unless i find out the EXACT reason why the game malfunctions this way in this situation. So, any suggestions and ideas or even actual knowledge would be much appreciated.-
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