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

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Thread: HETMAN - Artificial Commander

  1. #911
    Master Gunnery Sergeant Rydygier's Avatar
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    I've looked at GL4 garrisoning method. Seems to be nice, based on doMove - doStop, while HAC's method is based on setWaypointHousePosition. Because waypoints works with whole groups, so here is limitation for only one-member groups (otherwise, I think, all group will crowd around a single position...). Well. Probably should be possible replacing this method with more flexible doMove-doStop as one of future improvements, despite, that this is micro-AI level :P .

  2. #912
    Yes I use ASR AI too. The trouble is that it doesn't kick in until they are in combat mode.

    What GL4 is good at is affecting the behaviour of units that are not in combat mode yet, which is more immersive if, say, you are observing them at a distance through binoculars. So in the case of the GL4 Defend module, distant enemies are likely to already be occupying buildings etc.

    The biggest immersion killer in Arma for me is when you look at distant enemies and they are standing stock still in wedge formation.

    Of course the issue with GL4 is that it can be a bit heavy on the FPS, even if you are only running the bits that you want. Robalo's code for the search nearby and the house search is nice and lightweight, it would be great if he did a Defend Module based on that, or created a new Defend variable within the ASR AI that could have an array of groups in it, where the AI would take up nearby buildingpos and stay there.

    ---------- Post added at 10:47 AM ---------- Previous post was at 10:37 AM ----------

    Or if HAC garrisoning was going to be changed, perhaps if the code:

    searched for nearest building <200 metres that had 50% or more buildingpos in its index than units in the group, then 50% of the group moved to a random selection of the buildingpos array (I am no coder, as you might have guessed ). Robalo does something a little like this in his searchhouse function.
    Last edited by jiltedjock; Jul 10 2012 at 09:57.

  3. #913
    Gunnery Sergeant Wolffy.au's Avatar
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    FYI - Rydygier's Big Boss of HETMAN Artificial Commander
    http://www.ausarma.org/blog/4/entry-...ial-commander/

  4. #914
    q: sorry for stupid question, but how HETMAN was compared to WOO ?
    confused because partial similarity:-)
    q: is there any chances to HETMAN become co-operate/join with/to A2Warmod ? :-)

  5. #915
    First Lieutenant Kremator's Avatar
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    WOO puts the player in charge of all forces, HETMAN puts AI in charge of force deployment.

    Shame that WOO wasn't further developed but I think Mondkalb said there were problems with stupid AI.

  6. #916
    Master Gunnery Sergeant Rydygier's Avatar
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    That's right. I not used WOO (damn, when finally I'll have time to try this?), but I see, that WOO is kind of very special, RTS gameplay mode. Hetman is field commander-level (soon, hopefully, also higher) AI behavior enchancement. HAC is a smart "waypoint giver" for groups put under his control (as his "army" or "task force"), where his goal is to take all chosen for him objectives on map and to destroy all known enemies, all this in organized and sophisticated way. So he is using for that purpose flanking, reserves, logistics, transport handling and more. If there are any similarities, it can be only in the behavior of AI used in WOO.

    (CO)WarMod is, if I'm not mistaken, big pack of chosen addons matched and optimized to work fine together. So as long there is no included in this compilation any addon, that will mess with group's waypoints (ask Gunter about that) - all pack should be fully compatibile with HAC. There is no need to merge/combine them, just play with both if you want.
    Last edited by Rydygier; Jul 29 2012 at 14:45.

  7. #917
    ok, tnx.
    Warmod also include some WOO-alike portions/feats.
    would be nice to see it in action together on Warfare maps

    about A2W, as i get it, after reading their frontpage [http://warmod.webs.com/]
    A2Warmod comes in five-seven different flavors/builds/forks:
    A1
    A2
    A2 with ACE
    A2CO
    A2CO with ACE
    A2CO with Invasion 1944
    both with or without SLX
    some others i didn't uderstand properly
    Last edited by BasileyOne; Jul 29 2012 at 13:46.

  8. #918
    Released Epic Battlefield System Scripted version and included support for HAC:
    http://forums.bistudio.com/showthrea...00#post2197300
    http://www.anrop.se - Swedish arma community

  9. #919
    Will Big Boss replace the HAC system (will I be able to simply replace the HAC files), or will it need to be set up?

  10. #920
    Quote Originally Posted by Rydygier View Post
    (CO)WarMod is, if I'm not mistaken, big pack of chosen addons matched and optimized to work fine together. So as long there is no included in this compilation any addon, that will mess with group's waypoints (ask Gunter about that) - all pack should be fully compatibile with HAC. There is no need to merge/combine them, just play with both if you want.
    Correct, though I'm not sure how Zeus will interact with HAC (I don't use Zeus any more).

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