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Thread: HETMAN - Artificial Commander

  1. #1
    Master Gunnery Sergeant Rydygier's Avatar
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    HETMAN - Artificial Commander

    HAC 1.43 released.


    HAC 1.43 (Armaholic)
    HAC 1.43 (Zippyshare)



    INTRODUCTION

    The addon ”HAC” is intended to enliven the battlefield in the same way that having a human leader would do. HAC does not deal with the manner in which orders are executed (unit level), but deals with the issuing of orders. In other words, this addon gives one or both sides of a conflict a field-commander level AI.

    One of most important goals of this addon is to keep high compatibility level with other addons, in particular those that extend the possibilities of AI for units and groups. HAC control is mostly based on issuing waypoints, and as far as possible HAC avoids interfering with low-level AI. In other words, HAC focuses on giving orders, rather than on the way in which orders will be executed.

    HAC gives new, higher level AI, rather than changing the existing AI. There are only a very few exceptions to this rule. HAC should therefore enrich the gaming experience with new features, without conflicts with other addons. HAC is intended to complement their effects rather than to compete with them for control over units (at least for those addons that do not mess with waypoints).

    HAC can serve as an instant battle generator as well as a general player opponent, or as base for complex missions and/or gameplay modes.

    1.4 and above versions needs OA (CO) 1.62 or higher.

    Addon version requires Community Base Addons.

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    USAGE


    To activate HAC 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 HAC 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.

    For MP client-side compatibility (script is run only on server, but client-side players should have visible tasks assignd by Leader) needed is always function module on map, and, for BB only, RydHQ_MC trigger (customized battlefield area).

    See included manual for all details, and there is lots of them.

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    RHQ CONFIGS THREAD


    For easy copy&paste at once all RHQ array sets with class names of new units. Use RHQ array as any other HAC's init config variable. Best: paste needed RHQ as is into init.sqf file (before nul = [] execVM "RydHQInit.sqf"; line, if HAC script version is used, same as for any other init config). Note, that for big arrays as RHQ can be, good practice is additional syntax check. Errors do happen.

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    ONLINE MANUAL


    Online manual for users, where anybody can leave own comments, notes, ideas and corrections visible to all other.

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    ALTERNATIVE SOUND SETS FOR RADIO CHATTER


    SoundSets (4)

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    HETMAN FOR ARMA 3 PROJECT


    Led by: zorrobyte (Thanks! )

    "My ultimate goal is to simply get working as much as the A2 code possible in A3 while providing bug reports and documentation along the way to help development of official version."

    Repository

    Contact for interested:

    Skype: ross.fisher91
    Forum

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    TO DO (closed for new ideas - HAC enters maintenance stage)



    Spoiler:


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    SAMPLE MISSIONS


    Created any kind of mission utilizes Hetman? Let me know, so I could link it here.


    LAST TRUCK

    Kind: SP
    Map: Chernarus
    Required game version: A2 CO 1.62
    Addons needed: none
    Addons recommended: JSRS
    Estimated play time: 10-30 minutes
    Author: Rydygier

    Description:

    Spoiler:


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    MY THANKS


    Spoiler:


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    Earlier versions:

    Spoiler:


    I do not presume to have any "copyright" for this project. Addon was created "by player for players", source scripts you can freely modify, copy, "cannibalize", to use in your projects. Addon can be without asking for permission (which is here and now given once for all (well... until I change my mind )) at the discretion used and publicized in any way and anywhere as part of any other projects or as separate file.


    I will be grateful for bug reports.

    Enjoy being under control.

    Rydygier
    Last edited by Rydygier; Jun 17 2013 at 21:33. Reason: sample missions section

  2. #2
    This sounds great, gonna try it out.

    Edit* Hey Rydygier, i gave it a quick spin before work, this is really great, i always wanted to be able to place what ever units i wanted on a map and let them sort them selves out, and i think this does just that, does the leaderHQ join the battle? maybe need to hide them away somewhere.

    I havent tested a lot but what i did see looked fkn awesome!
    Last edited by Katipo66; Dec 21 2011 at 17:38.

  3. #3
    Master Gunnery Sergeant Rydygier's Avatar
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    I'm glad you like it, Katipo66. LeaderHQ will hold its position if is AI-controlled (script assigns him a waypoint "hold" on his position). Yes, you better hide him somewhere behind and keep well guarded.

  4. #4
    First Lieutenant Kremator's Avatar
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    What a great idea ! Will give this a go right now

  5. #5
    Quote Originally Posted by Rydygier View Post
    I'm glad you like it, Katipo66. LeaderHQ will hold its position if is AI-controlled (script assigns him a waypoint "hold" on his position). Yes, you better hide him somewhere behind and keep well guarded.
    Yeah, great gameplay options for player just in that.

    Just a couple more questions, sorry bro... ive only skimmed through the PDF, if the answers are their no prob, i check it later.

    - If RydHQ_Obj is moved during a game, would that have any influence on leaderHQ?

    - and i think that RydHQ_Obj has no influence on leaderHQB?

    - would either leader recognize and use spawned or respawned units

    there is a good chance, that Artificial Commander will not send to attack armored units, if he knows about presence of enemy anti-tank weapons (such as ATGM units). Similarly rather not send air units in the area in which presence of AA weapons was found...
    This sounds like great stuff and something sorely missing from Arma, nice work

  6. #6
    Master Gunnery Sergeant Rydygier's Avatar
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    Quote Originally Posted by Katipo66 View Post
    Yeah, great gameplay options for player just in that.

    - If RydHQ_Obj is moved during a game, would that have any influence on leaderHQ?
    Addon itself does not change position of "RydHQ_Obj" but mission maker can do it via script (and it may be mobile object). Addon will "notice" this change and take it into account with next cycle.
    - and i think that RydHQ_Obj has no influence on leaderHQB?
    Yes, leaderHQB knows nothing about "RydHQ_Obj". His interest in his own objective - object named "RydHQB_Obj".
    - would either leader recognize and use spawned or respawned units
    Yes, units that appear on the map during the game will be taken into consideration during next cycle.

    This sounds like great stuff and something sorely missing from Arma, nice work
    EDIT: It should be noted that because almost every team has infantry anti-tank weapons, tanks will be sent with care. I hope that not too carefully. I really wanted to do something like that for Arma. Ambitions nearly outgrown me, code is not perfect and certainly not optimal, but it does its job. I'm also going to use it often.
    Last edited by Rydygier; Dec 21 2011 at 19:32.

  7. #7
    Thanks for taking the time to inform us of your release


    Release frontpaged on the Armaholic homepage.


  8. #8
    Quote Originally Posted by Rydygier View Post
    EDIT: It should be noted that because almost every team has infantry anti-tank weapons, tanks will be sent with care. I hope that not too carefully....
    Too carefully is great im thinking, because theres dynamic sub missions etc for the player, for example if the commander will not send armour into an area until AT is cleared, maybe if that was broadcast to the player somehow.

    Quote Originally Posted by Rydygier View Post
    I really wanted to do something like that for Arma. Ambitions nearly outgrown me, code is not perfect and certainly not optimal, but it does its job. I'm also going to use it often.

    ...Nearly, but not yet

  9. #9
    This is incredable. I throw down some units, add in a couple of lines of code, an objective, and I have an awesome mission with an intelligent enemy all ready. And the differences between the AIs are pretty good too. I hope it works in MP too. The it would be a quick and easy to use dynamic enemy for Coop.

  10. #10
    Master Gunnery Sergeant Rydygier's Avatar
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    Thanks a lot, Foxhound!

    Quote Originally Posted by Mjolnir66 View Post
    I hope it works in MP too. The it would be a quick and easy to use dynamic enemy for Coop.
    I wish I could say that it works in MP, but I can not. I know not enough to design scripts to make them work in MP. You can try, but I have no idea whether the addon will work in multiplayer. Even if one day I will know the ins and outs of this knowledge, I have virtually no possibility of testing scripts in MP. Sorry. For patient and ambitious remains possibility of adapting scripts on their own, but it's in total several thousands lines of code.

    ---------- Post added at 23:43 ---------- Previous post was at 23:35 ----------

    Quote Originally Posted by Katipo66 View Post
    Too carefully is great im thinking, because theres dynamic sub missions etc for the player, for example if the commander will not send armour into an area until AT is cleared
    I think addon creates many interesting possibilities. Beginning with mission "the hunt for an enemy commander." I am counting on unlimited imagination of Arma maniacs.

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