Arma 3
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PHEN Automated RHQ (NR6 PACK - HAL Evolved)
   
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Data Type: Mod
File Size
Posted
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242.255 KB
5 Jul, 2024 @ 8:41am
11 Nov, 2024 @ 4:50am
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PHEN Automated RHQ (NR6 PACK - HAL Evolved)

In 2 collections by Phenosi
A.I. Mods
15 items
Phenosi's Workshop (Mods)
36 items
Description

STATUS: Stable
Automate the tedious process of needing to RHQ all your units by hand

Meant by used together with: NR6 PACK - HAL Evolved.
Highly recommended together with: AI mod collection and 'easy-to-use' HAL setup compositions I made.

Why?
I love using mods to automate my AI and improve their combat capabilities but... needing to do RHQ via syncing modules is SO time consuming...

How does it work?
The functionality of this mod is based of this Guide.
I just automate what a human would compare between while they manually sync up every unit.

I check for the following:
- Faction
- Sub Tabs (like cars, trucks, tanks, APC)
- Displayname (Like `Rifleman (Light AT)` )
...and a lot of parent class comparisons, like how every infantry unit is based of the "CAManBase" parent class

If those 'conditions' line up enough the units will be added to the global array (for example: RHQ_Inf), so that HAL now knows what the unit is and what they can do.
It will do this for EVERY unit in the game on mission start, WITHOUT lagging/freezing your game.

Which mods is it compatible with?
It should 100% works for:
- Base-game
- RHS
- CUP
- OPTRE
- Warhammer
...but also every other mod as with these mods as a base, any and all other mods at some point will inherit a class or sub category from these mods or base-game.

Testing results:
I would take only about 61 seconds to compile all of Base-game, Warhammer, OPTRE, CUP and RHS units.

Feel free to follow me on my Content Platforms
My Youtube Channel

LICENSE:
Copyright 2024 Phenosi

This work uses the license Arma Public License Share Alike (APL-SA)
For your Steam accounts safety, do not reupload it to the workshop as it violates Steam Subscriber Agreement section 6B.


https://www.bohemia.net/community/licenses/arma-public-license-share-alike

Copyright 2024 Phenosi. This item is not authorized for posting on the workshop, except under explicit and clear credit towards the original author and third-parties involved aswell as permission granted.

If you have any issues with the content presented in this mod, please contact me first.

My Modding Discord:
https://discord.gg/UnQAQMKGdS

Join my Arma 3 unit where we use this mod![discord.gg]

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀   Please READ the Workshop page and check out your own setup in-game ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀  before asking Questions or Reporting Bugs <--Discord[discord.gg]
42 Comments
Phenosi  [author] 4 Jul @ 2:49am 
That's kind of an edge case and not supported by display name, however if they are configged properly it should still be seen as an APC or Tank, Car? not sure; I would be randomly guessing as to what the mod creators decided it should act like.
SpooNNNeedle 4 Jul @ 2:06am 
Have you placed any checks for things like the Star Wars mods' "Walkers" category and vehicles to be automated?
Phenosi  [author] 30 Mar @ 8:22am 
It *should*
Will this work with the DEV branch of HAL? Looks awesome. :jake::steamthumbsup:
Phenosi  [author] 18 Nov, 2024 @ 4:32am 
@ForrestGump Both
ForrestGump 17 Nov, 2024 @ 4:30pm 
Hello Phenosi, does this mod is client side or must be on server and client or only on server?thank you!
Phenosi  [author] 11 Nov, 2024 @ 10:25am 
If it works, it works.
Joe 11 Nov, 2024 @ 10:13am 
Hey @Phenosi, thanks to your update today i think it's fixed. I don't know how but now i have similar results as you. Maybe Magic, maybe random. Five of Five ☆
Phenosi  [author] 11 Nov, 2024 @ 9:17am 
@Nathan the Dwarven Shark enjoy!
@Joe I mean.. I have a decent PC so I do not know if that could influence the results..?
Nathan the Dwarven Shark 11 Nov, 2024 @ 5:49am 
Thanks for the update! (I am the Grudgebearer on Discord :D)