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

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Thread: HETMAN - Artificial Commander

  1. #711
    Rydygier: i cant thank you enough for this scriptset, only downsida is that i dont play as much mp as before

    One problem i have though which i cant find any answer for is:
    I make two (or more) commanders on EAST naming them properly and giving them their own obj trigger but if i set both of them to
    RydHQ_Order = "DEFEND";
    RydHQB_Order = "DEFEND";
    both LeaderHQ and LeaderHQB commanders try to defend the startingpoint of LeaderHQ. I would like to have LeaderHQ defend location "A" and LeaderHQB defend location "B", is that possible or am i doing something wrong?

    Best regards
    Subroc
    Last edited by subroc; Feb 22 2012 at 18:43. Reason: spelling
    http://www.anrop.se - Swedish arma community

  2. #712
    Master Gunnery Sergeant Rydygier's Avatar
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    @Orcinus

    So here is, some kind of experimental counter with silent hint infoscreen. Behind each number is hidden a global variable, that may be used in any way (hint may be easly turned off or deleted if not needed). Counted are: current forces for west, east and resistance, total losses and total enemy kills ("friendly" kills aren't counted). It is based on "killed" EH, so will be very interefere with any script, that uses this kind of event handler... Is HAC compatibile but may be used without HAC as well. All three files goes into mission folder. Init, as usual: nul = [] execVM "KCInit.sqf";

    KC

    @subroc

    I will check defend code right away.

  3. #713
    Quote Originally Posted by Rydygier View Post
    @Orcinus

    So here is, some kind of experimental counter with silent hint infoscreen. Behind each number is hidden a global variable, that may be used in any way (hint may be easly turned off or deleted if not needed). Counted are: current forces for west, east and resistance, total losses and total enemy kills ("friendly" kills aren't counted). It is based on "killed" EH, so will be very interefere with any script, that uses this kind of even handler... Is HAC compatibile but may be used without HAC as well. All three files goes into mission folder. Init, as usual: nul = [] execVM "KCInit.sqf";

    KC.
    Oh that looks great! Unfortunately I shall not have time to experiment till the weekend.

    Getting up at 5 am does not agree with my biology

    Thanks, Ryd.

  4. #714
    Master Gunnery Sergeant Rydygier's Avatar
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    @subroc

    Can I see all yours HAC init config? Is proper set limit control for both Leaders? If not, this will be simpliest answer. Checked code, and looks fine - for leader "B" code refers to leaderHQB position, and "B" side objective, as should be.




    ---------- Post added at 21:08 ---------- Previous post was at 21:04 ----------

    Getting up at 5 am
    Throw this awful job. And where is the longed-for retirement?
    Last edited by Rydygier; Feb 22 2012 at 19:24.

  5. #715
    Ok, here it is:
    Code:
    RydHQ_Debug = true;
    RydHQB_Debug = true;
    
    
    RydHQ_UnlimitedCapt = false;
    RydHQ_Surr = false;
    RydHQ_SubSynchro = true;
    RydHQ_SMed = true;
    RydHQ_SFuel = true;
    RydHQ_SAmmo = true;
    RydHQ_SRep = true;
    RydHQ_SupportWP = false;
    RydHQ_Smoke = true;
    RydHQ_GarrR = 1000;
    RydHQ_Combining = true;
    RydHQ_Order = "DEFEND";
    RydHQ_CargoFind = 100;
    RydHQ_Front = false;
    
    RydHQB_UnlimitedCapt = false;
    RydHQB_Surr = false;
    RydHQB_SubSynchro = true;
    RydHQB_SMed = true;
    RydHQB_SFuel = true;
    RydHQB_SAmmo = true;
    RydHQB_SRep = true;
    RydHQB_SupportWP = false;
    RydHQB_Smoke = true;
    RydHQB_GarrR = 1000;
    RydHQB_Combining = true;
    RydHQB_Order = "DEFEND";
    RydHQB_CargoFind = 100;
    RydHQB_Front = false;
    
    nul = [] execVM "RydHQInit.sqf";
    fyi i have also synced the diffrent groups to their respective leader, so they are not all synced to leaderHQ.
    Looking at the debug info on the map the Def Center marker is placed where LeaderA spawns and i get a recB marker around 1200m from leaderHQB spawn.
    Last edited by subroc; Feb 22 2012 at 19:35. Reason: wrote down some info from debug

  6. #716
    Master Gunnery Sergeant Rydygier's Avatar
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    OK. I see, that you use SubSynchro control mode, and, I assume, you synchronized chosen groups with each Leader... One important thing is missing:

    Enabling SubSynchro is not enough, it is also needed to turn off unlimited control:

    Code:
    RydHQ_SubAll = false;
    RydHQB_SubAll = false;
    Try with this. This "Rec B" marker was brown?
    Last edited by Rydygier; Feb 22 2012 at 19:56.

  7. #717
    wow, thanks, works perfect. ok so i thought RydHQ_SubAll = false was default option

  8. #718
    Quote Originally Posted by Rydygier View Post
    Throw this awful job. And where is the longed-for retirement?
    Actually it's fun most of the time. However, having my main PC screwed up put me almost two weeks behind, so I can't spread the unsocial hours stuff like conf calls to APAC & West Coast USA as I would normally.

    Retire? Not while my brain still works reasonably well. I'll always want to do something useful even if only part-time. Preferably somewhere warm & sunny, though - equally tired of British winters & British "summers".

    Cheers

    Orcinus

  9. #719
    Havent found any more bugs - in fact it is working like a dream - so a big thx for that bud. Just an idea though for air units, possibly having RHQ_CAS and RHQ_AIRTRANSPORT arrays. Main reason being it would give the player the option to put attack aircraft and helicopters in the CAS array and Transport type aircraft like the Chinook in the AIRTRANSPORT array, my main observation that air units tend to go straight into the fray (depending on the personality ofc) and ussually dont last very long which isnt very tactical or efficient (for the armies concerned), also the chinook in my mission tends to go into attack mode (rather than transport) - though if I could use the exclusion arrays for this - eg to make them perform only transport missions, it isnt very viable for spawned units of the same type later on which come into play. Do you think there is a way to do this? would be pretty cool adding to an already game renovating experience provided by yours truly

  10. #720
    Master Gunnery Sergeant Rydygier's Avatar
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    Lately haven't much time, but will try to check this thread as often, as possible (and will keep releasing new versions if ready of course)...

    @Jingle

    I think it is some easy way to achieve, that Chinook (and any other cargo vehicle of course) will receive only cargo missions (or stop to receive attack orders at least). Try to add it's class name to RHQ_NCAir and perhaps also RHQ_NCCargo (but this shouldn't be neccessary). These are arrays for unarmed vehicles (No Combat) and HAC will treat such vehicle as an unarmed unit, therefore, excluded from an attack missions (but still if needed such unit will use it's weapon of course). In fact putting given classname in: RHQ_NCAir + RHQ_Air + RHQ_Cargo (+ RHQ_NCCargo ?) should be equal to RHQ_Air + hypothetical RHQ_AIRTRANSPORT.

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