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

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Thread: HETMAN - Artificial Commander

  1. #441
    Yeah... do not worry too much about it for now, maybe just keep that eventual avenue for later touches. This occured to me because I am exploring that possibility as a modification for a general feature in other type of communications between groups, I am thinking about ASR_AI here and other AI mods...

  2. #442
    Master Gunnery Sergeant Rydygier's Avatar
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    All right:

    HAC 1.1 alpha 3

    (no multiupload this time, it seems not working at the moment, to download click on blue, round button marked "pobierz")

    HAC 1.1 alpha 3.1 (fixed some choppers behavior and flanking delay set back to default)

    What's new:

    1. Possibility of exclusion chosen groups from given kind of support;
    2. HAC will try to make some kind of field regroup base behind front line, where support units and combat uneffective groups should gather when some conditions are met;
    3. Optional (active by default) usage of smoke grenades during withdrawal;
    4. More dynamic defense: width of def perimeter dependant on number of groups; added defense reserve, which should to reinforce most attacked spots;added chance for guarding at near roads; adjusted some parameters;
    5. Surrendering is now optional. Added "unasignvehicle" for surrendering forces and "setfriend" used. Not tested however;
    6. Optional knowledge about allies and known enemies positions already known to leaderHQ (reveal for human controlled team leaders);
    7. Garrison behavior for chosen groups (see "to do" for details);
    8. Optional cpobining weakend groups;
    9. Arrays, that allows to limit HAC control over chosen groups;
    10. FOs now will remain much longer on forward positions when on recon mission and probably will choose more elevated positions;
    11. Optional up to two secondary objectives per side;
    12. MArmor category and LArmor available for recon;
    13. Bombers category, empty by default (bombs usage not implemented);
    14. If leaderHQ is killed, and there is another unit in his group, this another unit will become new leaderHQ with lower attributes. If there is no more initial leaderHQ group - HAC control for this side stops;
    15. Idle and combat uneffective units handling - regrouping, guarding, patrols...
    16. Special markers and journal entries for human controlled team leaders;
    17. numerous fixes maded and bugs eliminated.

    (see "to do" list in first post for more details about features)

    New config variables (default):

    RydHQ_ExReammo ([]) - grous included in this array will not call for ammo, however still will use support unit if nearby;

    RydHQ_ExRefuel
    ([]) - as above for fuel;

    RydHQ_ExRepair ([]) - as above for repair;

    RydHQ_ExMedic ([]) - as above for medical aid;

    RydHQ_Sec1, RydHQ_Sec2 - names of objects (eg empty triggers) that mark secondary objectives, towards them may be send some idle units (see to do list for details);

    RydHQ_Smoke (true) - if true, withdrawing groups should try to use smoke grenades before withdrawal;

    RydHQ_Surr (true) - if true, surrendering is active;

    RydHQ_KnowTL (true) leaderHQ's knowledge about units on map for human controlled team leaders;

    RydHQ_Garrison ([]) - array for names of groups, that will become "garrison". Recommended mostly for infantry or land vehicles (see "to do" for details);

    RydHQ_GarrR (500) - radius in meters around given group leader's initial position, within which garrisoned groups should be available for attack missions;

    RydHQ_Combining (false) - if true, weakened infantry groups may be combined (one group from two, if close enough and without vehicles);

    RydHQ_AOnly ([]) - groups, which names are in this array will be used only for attack/def/reserve/capture/flank missions (no recon);

    RydHQ_ROnly ([]) as above, but with recon and without attack missions;

    RydHQ_NoFlank
    ([]) - groups included there will be not used for flanking;

    RydHQ_NoDef ([]) - as above, but for defense missions;

    RydHQ_FirstToFight ([]) - groups included in this array will be not considered as reserve. These groups will be constantly "attack available";

    Will be grateful for testing and bug reporting, as always. Enjoy. Next release should be official, final 1.1.

    PS. Included init.sqf with some configs. Choppers still not recommended as cargo. When see enemy, goes somewhere far away, and there simply hangs in the air, apparently waiting for better times and reflects about the essence of being.
    Last edited by Rydygier; Jan 22 2012 at 19:36. Reason: Syntax errors

  3. #443
    Cheers, will test it out in the morning. Maybe for CAS and heli transport you can use Mandomissile and Mando heliroute, both damn powerful scripts which could help out lots.

  4. #444
    Master Gunnery Sergeant Rydygier's Avatar
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    I am afraid that if a method to tame flying machines is to be effective, will be based on modifying ​​pilots AI. HAC is currently still too much for my taste interferes with this AI level. Nothing, however, does not prevent me, completing HAC, became interested in ways to improve behavior of units by external ways, so as to select the optimal addons set for HAC and to make other specially dedicated scripts...

  5. #445
    Any chance of uploading to english speaking site so we know where to click
    Captain Bravo
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    http://forums.bistudio.com/showthread.php?t=80906

  6. #446
    Gunnery Sergeant BigMorgan's Avatar
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    Quote Originally Posted by CaptainBravo View Post
    Any chance of uploading to english speaking site so we know where to click
    Quote Originally Posted by Rydygier View Post
    (no multiupload this time, it seems not working at the moment, to download click on blue, round button marked "pobierz")


    Thanks Rydygier. Sorry to hear you still don't have OA. If I wasn't so particularly broke right now I'd go in on it for ya.
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  7. #447
    Quote Originally Posted by Rydygier View Post
    All right:
    Choppers still not recommended as cargo. When see enemy, goes somewhere far away, and there simply hangs in the air, apparently waiting for better times and reflects about the essence of being.
    Have you tried setting the waypoints used for transport helicopters to careless? This may solve them flying away when trying to transport unload, but they'll completely ignore any threats as well.

  8. #448
    Master Gunnery Sergeant Rydygier's Avatar
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    Have you tried setting the waypoints used for transport helicopters to careless? This may solve them flying away when trying to transport unload, but they'll completely ignore any threats as well.
    Tried, no difference in my game version, so it is "SAFE" currently, they still flying away, but if there is difference in later versions, that is good news. I can set "CARELESS" without any problem.

    EDIT: But by the way I found some minor problem, that could affect to this lack of difference in behavior. Will fix it soon and give the new version after some tests.

    ---------- Post added at 12:23 ---------- Previous post was at 10:24 ----------

    Good news: without this "minor problem" "careless" makes a difference - is far better now (although tested only for "enemy sighted", not for "under enemy fire" behavior), so new download, in english this time.

    HAC 1.1 alpha 3.1

    Now you can compare.

    Thanks a lot, Hobbesy!

    ---------- Post added at 12:35 ---------- Previous post was at 12:23 ----------

    Thanks Rydygier. Sorry to hear you still don't have OA. If I wasn't so particularly broke right now I'd go in on it for ya.
    Thanks anyway, but it is not necessary at all. And welcome in my club for people without money.

    Oh, well. Sooner or later will be some money on my event horizon, I hope. First, one way or another I should buy myself a new graphics card, without it playing this game is barely possible (old GF 8400 here since my 9800 was broken), and this is much more expensive. Besides, I have an old DVD with Arma, the first Polish edition, which generates errors during patching. This is a known problem. Therefore I'm not "wasting" time for playing, so have more time for coding, and if code is working with my hardware&software, should work nearly anywhere, good for testing, so it isn't so bad.
    Last edited by Rydygier; Jan 22 2012 at 10:49.

  9. #449
    Impressive Addon. Had a lot of Fun in the Editor, with creating large Scale Battles. Thanks for the hard Work.

    One Suggestion : If you´re playing as a Pilot (A-10 in my Case), HAC will give you Orders too, but only with Points on the Map. Would be nice to get a Hint about Orders via Radio Text. Otherwise you have to study permanently the Map while flying, which isn´t really cool.


  10. #450
    Master Gunnery Sergeant Rydygier's Avatar
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    Yeah, good point, just working with voice notifications.

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