Arma 3
NR6 PACK - HAL Evolved
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Update: 16 Jan @ 6:42pm

NR6 PACK 4.11:
-HAL 1.26.2 RC1:

-Tweaked player CAS request behaviour; [NR6]
-Rewrote CAS target assignment and laser target spawning to be far more reliable; [NR6]
-ArtyMarks HQ - C fix [Thanks JustNu for pointing the error]
-Exhausted squads will combine without an error [might there still be some things to work out on it]; [Radek]
-RYD_WS_ArtyMarks - error fixed; [Radek]
-Extended check for friendlies to force reassignment of current target of CAS to another enemy clear of friendlies. (Friendlies must be under HAL control); [NR6]
-Moved version info to separate file; [NR6]
-Added General setting for cargo range. You can now choose as of what distance infantry will seek transport; [NR6]
-Added better checks to prevent commander from sending attack mission outside of its area of operations; [NR6]
-Added check during task loops to stop attacking groups from chasing their targets outside of their area of operations; [NR6]
-Added RTB function to the CAS targeting loop based on pylons state, damage and fuel of ground attack aircraft; [NR6]
-Improved CAS target assignment to be deadlier (Make sure to add units to the ground attack RHQ to see the difference); [NR6]
-Player artillery requests now show the minimum and maximum range of each available artillery piece on the map upon arty request; [NR6]
-Added check if enemy is within commander's Front (Area of operation) before issuing fire mission on it; [NR6]
-Created new bikey.

Update: 5 Jan @ 2:56pm

NR6 PACK 4.1:
-HAL 1.26.1 RC1

New Features:
-New Reinforcements and Air Reinforcements A have a setting with for disable type [Permanent [players], until recapture [AI and players], or temporarily [players] ] [For recapture - Place a simple objective synced to the commander [for now] For it to be recaptured it requires not a single enemy in "player radius" value and at least one friendly unit there. Permanent is similar, but requires one "enemy" player and no friendly bots] [by Radek];
-Added an action for the player requesting helicopter transport to force the transport to land and shut their engines off to get around the fact that AI helicopters sometimes choose to takeoff again and land far away when player orders AI squadmates to get in the helicopter. (Player must be within 250m of the transport) Can be also used to resolve bugs related to AI not wanting to land because you cancelled the order for your squadmates to get in. [by NR6];
-New AI Chatter profiles. Option to have only radio clicks and noise or Warhammer 40K inspired lines added so far [by NR6];
-Added range within which mech/motorized squads will disembark their vehicle when meeting enemy contact in all cases as general setting. To be noted that some orders will have their own range setting in order to respond to enemy presence. [In order to fix ArmA vanilla error]. [by NR6];

Overhauls:
-Overhauled withdraw order transport system [by NR6]
-Overhauled transport request system for players. Upon request for transport, player group will be placed on a waiting list for an amount of time that can be set in general settings with priority over all other squads waiting for transport (except for withdraw/extract orders). Once a transport is available, it will be assigned to the player; [by NR6]
-Added complete new handling for infantry squads with a vehicle: When receiving a new order, squads will now remain in their vehicles when headed to their objective as much as possible. They will only disembark for combat when making contact with enemy in their proximity. This should minimize the classic Arma 3 mechanized infantry loop of getting in and out constantly in combat; Note that this behaviour is only enforced when HAL is giving tasks to infantry such as on the way to an objective or an attack; [by NR6]
-Overhauled CAS targeting to target multiple hostiles for bombing runs and to prioritize enemy vehicles before engaging infantry. Improved use of the created laser target for AI use; [by NR6]

Fixes and Improvements:
-Exclude squad setting fixed [by Radek];
-Restored Cargo system’s ability to make infantry look for empty vehicles to use [by Radek];
-Objective radius settings [by Radek];
-Startup delay setting fixed [by Radek];
-Support return error fixed [by Radek];
-Pylons error for all modules that compile their state now fixed [by Radek];
-Commander "E'" fixed [by Radek];
-Fixed general settings module not properly saving settings [by NR6];
-Fixed order stacking bug with recon orders [by NR6];
-No more errors if no general settings module is placed [both at the same time, but the version of NR6 stayed];
-Fixed various bugs and inconsistencies in code [by NR6];
-Added failsafes to prevent stacking support requests [by NR6];
-Now impossible to stack ground and air transport requests [by NR6];
-Fixed two potential bugs that could exclude squads from using cargo system under certain circumstances [by NR6];
-Improved support request player actions text to include which group is supporting them for better tracking [by NR6];
-Adapted cargo system to work with new player transport request system [by NR6];
-Fixed general settings not working due to module being set as disposable, changed how values are drawn [by NR6];
-Fixed null variable bug with withdraw order under specific circumstances [by NR6];
-Got rid of the error on withdrawal rally point;
-Fix for infantry dismounting from their assigned transport upon making contact with enemy [by NR6];
-Restored cargo system LZ handling. Helicopters landing will now have an invisible helipad generated at their LZ to ensure a more reasonable spot is picked [by NR6];
-Improved respawn conditions for air reinforcements to take into account fuel, ammo and damage [by NR6];
-Fixed Idle Order Module [by Radek].

Update: 18 Jan, 2022 @ 6:52pm

NR6 PACK 4.03:
-HAL 1.25.0 RC2:
-Infantry attack bug fix;
-changed file and folder names to use only undercase characters for linux servers;
-Other minor bug fixes.

Update: 16 May, 2021 @ 8:49pm

NR6 PACK 4.02:
-HAL 1.25.0 RC1:
-Squad combine function restored and option added under commander behavior settings (WIP);
-ACE workaround added for supports, disabled by default, can be enabled in the HAL general settings module. Support vehicles will now drive to the requesting unit and once arrived will apply their magical help to the relevant units/vehicles (only works on allied vehicles, same side or friendly);
-Improved patrol behavior for idle/defensive squads, support groups (fuel,rearm,etc.) will no longer act as a patrol or take a defensive position;
-Fixed various support system bugs;
-Fixed rally points for support missions (RTB function must be on);
-Added new option for support vehicles to RTB upon completion of their mission;
-BIS key added;
-Other minor changes

Update: 3 Jun, 2020 @ 3:30pm

NR6 PACK 4.01 ARC 1:
-HAL 1.24.1 RC1:
-CAS and CAP orders added properly. The two orders are now seperate and the mission maker can assign roles to the squads/flights via modules.
-CAS and CAP modules added under squad properties.

-Restored and improved bomb dropping behavior.
-Setting withdraw and morale coef low should now stop forces from giving up the fight.
-Several Naval bug fixes.
-Many other smaller changes that I forgot to write down.

Update: 1 Mar, 2020 @ 10:21am

NR6 PACK 4.00 ARC 2:
-HAL 1.24.0 RC2:
-Added "Disable Tasking" and "No Enemy Contact Reports" modules under Squad Properties.

-NR6 Reinforcements:
-Added script argument setting in Reinforcements and Spawn modules.

Update: 25 Feb, 2020 @ 5:56pm

NR6 PACK 4.00:

NR6 Air Reinforcements:
-Asset Compiler now saves pilots/crew gear for Mode A;
-Asset Compiler now saves aircraft pylons for Mode A;

NR6 Alice2:
-Asset Compiler can now be used for adding civilian classes; No longer needed to configure faction and classes inside the module.

NR6 Reinforcements:
-Asset Compiler now saves compiled unit gear/inventory (includes crew of vehicles);

NR6 Sites:
-Asset Compiler now saves compiled unit gear/inventory (includes crew of vehicles);

NR6 Tools:
-Asset Compiler rewritten to save gear/pylons and to work for Alice2;
-RHQ modules now have a remove function to exclude certain classes instead of adding them (useful if the autoRHQ wrongly identifies a class);

NR6 HAL 1.24:
-Merge of 1.22 NR6 and 1.23 Original WIP versions;
-Following 1.23 new features were added (descriptions taken from BI Forums original HAL thread):

-RydHQ_DefRange = 1;//multiplier of default defensive perimeter sizes, so for 0.5 for example defended area will have halved dimensions and thus all defenders will stay closer to each other.
-RydHQ_GarrRange = 1;//similar thing for garrisoning range (multiplier of default search radius for buildings and statics to garrison). This only works if using the original garrison mode.
-RydHQ_AttInfDistance = 1;//how far from target location initial attack positions are for infantry/soft attackers - multiplier, default values vary depending on group's own vehicle or lack of it
-RydHQ_AttArmDistance = 1;//same for armored attack routine
-RydHQ_AttSnpDistance = 1;//same for sniper attack routine
-RydHQ_CaptureDistance = 1;//same for capturing mission
-RydHQ_FlankDistance = 1;//same for flanking maneuvers - how wide they are
-RydHQ_AttSFDistance = 1;//same for specfor attack routine
-RydHQ_ReconDistance = 1;//same for recon missions
-RydHQ_UAVAlt = 150;//altitude for carried UAVs, 0 or less disables feature of UAV usage during recon missions.

Each setting can be found in the commander settings modules.

-New Naval system: Simple mode naval objectives added. Ships have 3 types of orders they may get: Secure/capture, attack and patrol/defend. Currently there is no way to differentiate larger more powerful ships from smaller ones as they are not classed any differently in Arma;
-Improved player requested supports;
-Simple objective value/priority setting allows to set certain objectives as more important in the capture order of objectives (distance is still factored in);
-Fixed task related bug for transport orders;
-Modified attack mode tasking system to be much more efficient at capturing areas and reacting to threat;
-Fixed bugs related to defend orders overlapping some support orders;
-Renamed various orders;
-Probably much more that I forgot to write down...

Update: 29 Dec, 2019 @ 5:28pm

NR6 PACK 3.03 ARC 2:
-HAL 1.22.12 RC2:
Minor critical fixes before significant asset compiler update.
-Fixed garrison bug;
-Fixed transport order bug when denying a pick up order;

Update: 13 Dec, 2019 @ 4:45pm

NR6 PACK 3.03 ARC 1:
-HAL 1.22.12 RC1:
-Ammo depot for ammo drop support can now be synced directly to ammo boxes instead of having to put them in the depot zone. When using this new mode, boxes can be virtualised/cached via module settings to add an ammo depot that will be invisible (useful for adding ammo drops in a mission in which a physical ammo depot would make little sense);
-Recon orders now behave better and pull back specialised (lightly armed for instance) troops in the event of enemy contact while still allowing them to take new tasks right away instead of forcing them to RTB;
-Fixed various minor attack order bugs;
-Rebuilt the Air Dist function of HAL so that aircraft not doing anything are now called back to their starting position when they are beyond a certain range instead of being called back to commander position. This is useful for calling back planes that fly away from the map when they have no waypoints.

Update: 9 Dec, 2019 @ 9:26pm

Hotfix 2 for NR6 PACK 3.02 ARC 5:
-HAL 1.22.11 RC8: Second part of the RC8 update which includes fixes for multiplayer custom respawn behavior (HAL actions no longer disappear after respawn and orders pick back up after a player squad was wiped out).