Arma 3
HETMAN: War Stories 1.10
Showing 1-6 of 6 entries
Update: 16 Dec, 2019 @ 3:09am

- New "Armor Density" setting: NONE. If chosen, both forces should be composed statistically around 80% of infantry and 20% of motorized (+supports). No mechanized/tanks;
- new "Faction" setting: MULTI. If chosen, additional list should show up with all factions of selected side. It allows to choose multiple factions per side (forces should be randomly picked from the pool of groups from all selected factions);
- new init setting for customized separation between forces of each faction;
- new camera handling code for spectator mode - looking less artifical, and more like the camera operator was a human being (camera stabilized, but controlled "by hand", may work less fluid with foot infantry units). Press SPACE to enforce scene switch, anything else - to exit; 
- new game mode: WHOLE MAP. It utilizes part of Hetman code called Big Boss to produce a battle over large areas and multiple strategic points to take. Both armies divided into two separately commanded divisions. It comes along with new Advanced Setup variables to customize victory conditions:
How much objective lost/taken should affect morale:

RYD_WS_MoraleObjCoeffL = 1;//losing
RYD_WS_MoraleObjCoeffG = 1;//gaining

It is multiplier of default morale impact at every objective taken/lost. By default, a side will lose 10 morale at objective lost and gain 20 at taken - divided equally between all Leaders (respectively 5 and 10 per Leader).


How big part of not taken initially objectives side need to take in order to win the battle by "domination", per side.

RYD_WS_TakeToWinA = -1;
RYD_WS_TakeToWinB = -1;

"A" side is always player's side. Typical values range from 0 to 1, where 0 mean 0% of not taken objectives (auto-win) and 1 - 100% of not taken objectives. Not taken are objectives initially not under given side control (not controlled + those controlled by the enemy). Value -1 disables this condition;

- new Advanced setup variables - Leaders are placed, preferably in some building, along with some infantry as bodyguards and near mechanized group as additional protection. In the whole map mode it's enabled by default, disabled in single objective mode:
RYD_WS_LeadersPoofItsMagic = true;//to enable
RYD_WS_LeadersPoofItsMagic = false;//to disable;

- few other changes.

Update: 12 Aug, 2018 @ 4:28am

- Code fixes and improvements for possibly better cooperation with some custom factions and maps.

Update: 8 Aug, 2018 @ 6:41am

- Code should better tolerate poorly made/wip maps;
- errors handling - error messages in case of not sufficient map or no recognized properly faction classes instead of script errors on screen;
- in case of too few locations on the map, code will try to generate procedural locations layer across the map (longer loading pause at around 50% progress);
- ability to choose freely/force manually battle location via new GUI button (map click) and/or Advanced Setup: RYD_WS_BattlePosition = [x,y,0].

Update: 2 Aug, 2018 @ 4:14am

1.07:
- removed some static weaponry as possible spawns (big AAA sets from Jets DLC etc.);
- more restrictive search for flat spawn area for helicopters;
- corrected broken animation for main setting menu scene;
- changed background color for Advanced Setup window.

Update: 8 Oct, 2014 @ 1:32pm

Update: 6 Sep, 2014 @ 5:28am