Poll: For HAC users: What is the maximum number of simultaneously used by you Leaders?

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Thread: HETMAN - Artificial Commander

  1. #21
    Master Gunnery Sergeant Rydygier's Avatar
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    Quote Originally Posted by DaveP View Post
    Great answers Ryd, cheers -I can imagine it's too structurally ingrained, but would there ever be a future possibility of multiple commanders with their own forces per side?
    Well. Theoretically, should be possible to reconfigure the scripts accordingly, but maximum number of leaders probably will be always strictly set. I promise nothing, but I will think...

  2. #22
    Master Gunnery Sergeant Munger's Avatar
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    This looks excellent Rydygier - really a very promising addon with much potential (though don't get me wrong - it looks very comprehensive already!).

    Just to clarify how I should use this addon - should I put all units in the editor without waypoints so that the commander can give them waypoints himself? What happens if I set up my own waypoints for some units? For example what would happen if I used this addon in a pre-made mission where every unit already had waypoints, objectives etc set up? Thanks.
    The British Army will never yield!

  3. #23
    Master Gunnery Sergeant Rydygier's Avatar
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    Quote Originally Posted by Munger View Post
    Just to clarify how I should use this addon - should I put all units in the editor without waypoints so that the commander can give them waypoints himself?
    Yes.

    What happens if I set up my own waypoints for some units? For example what would happen if I used this addon in a pre-made mission where every unit already had waypoints, objectives etc set up? Thanks.
    Script will remove previously added waypoints for all units under HAC control when will give the first command to them. Only, you can do with this is use an RyHQ(B)_Excluded array for some units to bring them out of HAC control.
    Last edited by Rydygier; Dec 22 2011 at 13:03.

  4. #24
    Quote Originally Posted by Rydygier View Post
    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.
    If you want to test in a MP environment (this or future projects) you can always start up a dedicated server on you computer, start arma2 as normal and join your very own dedicated server. Its a good way to test, as long as your comp can keep up with it.

    This looks like an excellent addon!
    \"Det är bara att placera den ena foten framför den andra och upprepa det tills man har kommit fram\"
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  5. #25
    Master Gunnery Sergeant Rydygier's Avatar
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    Quote Originally Posted by andersson View Post
    If you want to test in a MP environment (this or future projects) you can always start up a dedicated server on you computer, start arma2 as normal and join your very own dedicated server. Its a good way to test, as long as your comp can keep up with it.
    Ha ha, you see? I did not know even that about multi. . Hmm. So, who knows, maybe in next year will study all this MP scripting. Thanks for info!

  6. #26
    As far as supports go, the normal BIS waypoint does well enough, maybe with ASR AI for rearming infantry if you think you need it.

    Also, would it be possible to get multiple objectives?

  7. #27
    Master Gunnery Sergeant Rydygier's Avatar
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    Multiple objecitves should be easy to implement, so - in next version perhaps, but need to consider how commander chooses the objective to deal with at the time. Well. I will think about this too. Thanks for idea.

  8. #28
    Also, maybe a way to randomly select a personality for the leaders too.

  9. #29
    Master Gunnery Sergeant Rydygier's Avatar
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    OK. It should also be simple. In fact, even in this version personality is randomized, if not specified separately, but by randomize each attribute separately. Impatient could, moreover, to prepare a simple code that will do it and put it eg to init.sqf. Something like:

    Code:
    _rnd = random 100;
    
    if (_rnd < 20) then {RydHQ_Personality = "GENIUS"};
    if ((_rnd >= 20) and (_rnd < 40)) then {RydHQ_Personality = "IDIOT"};
    if...
    and so on.

  10. #30
    Well, I just got my ass well and truly kicked. I was doing fine holding off his infantry, wondering where his tanks were. Its at that point 3 platoons of T90s hit me in the rear. Bad times.

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