Arma 3
NR6 Hal Evolved - Experimental Branch
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Update: 5 Apr @ 3:07am

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Update: 5 Apr @ 3:05am

Fixed key - again [though it was working before, but nope].

Update: 15 Mar @ 5:03am

EX: 1.3
- New respawn fixes.
- NoCap fix

Update: 6 Feb @ 6:27pm

NR6 Forces:

Reinforcements:
-Tweaked Reinforcements module function. Placing a reinforcements module within 300m of a simple mode objective will now restrict the spawning of new troops based on objective ownership (Ex: if side set to BLUFOR, objective must be taken by BLUFOR commanders);
-Calculation of current forces is now based on the amount of commander controlled troops instead of side unit count (unless the module is not placed near an objective or is not synced to any commander module);
-Added option to disable respawns only if enemy is within the disable range in order to allow friendly AI respawns even if friendly player is near the respawn point;
-Added shared pool of reinforcements available with new Request Point module;
Request Point:
-Addition of new function that will serve as the foundation for future logistics system: New request point module allows mission maker to make a mission object act as a terminal for players to spawn reinforcement units or vehicles. The request point, if placed near a reinforcements module, will share the respawn supply level with that reinf point. To create an objective with the ability to respawn units that can work for both BLUFOR and OPFOR, typical usage goes as follows:

-Place a simple objective and sync it to both BLUFOR and OPFOR commander modules;
-Place two Reinforcements modules near the objective for each side (sync them to commanders if needed based on your setup);
-Place two Request Point modules, each near their respective Reinforcement module per side;
-Sync both Request Point modules to an object at the objective that will serve as the request point;
-Use asset compiler to define which units will be spawned for reinforcements and request points;
IMPORTANT TIP: If using several reinforcements/request point/sites modules that share the same spawning pool, you can set a variable in the Asset compiler that will store the assets under that variable instead of syncing tons of modules together. You can then add that variable name in the "Custom Pool" (or "Pool" in the case of Site) setting of the modules. Ensure to also set the faction to "custom" for Reinforcements and Spawn modules;

-Each request point has three main actions: 1 action for each unit type to spawn, 1 action to check the level of supplies left at the point, 1 action to dismiss all AI units in your group (useful if you die and respawn at that objective while your AI squad mates are out fighting in the field). Dismissed AI will form a new group (currently not auto included to AI commander, feature will be added)
Site Markers:
-Placing a site marker near a simple objective will automatically serve as a dynamic marker for that objective that will indicate the ownership of the objective and will inherit the name of the objective;
-Initial ownership of objectives no longer displays a notification at start of mission;
[By NR6]
----
By Radek below
- New command to start the Hal, BEFORE timer runs out [admin console / trigger]
missionNamespace setVariable ["Hal_FS", true];

Update: 30 Jan @ 6:07am

HAL 1.26.2 RC2 EX 1.1 / By NR6
- Redesigned breaking away from enemy contact for recon missions;
- Made threshold for RTB upon contact more sensitive for air units.
- Fixed error linked to withdraw orders;
- Added better compliance with RTB behavior when enemy contact is met by Air Recon units.
- Lowered range of respawn around objective to 75m;
- Added commander setting for objectives to act as respawn points when taken by commander of the player's side.

Update: 19 Jan @ 12:39pm

HAL 1.26.2 RC2 EX 1.0
- Fixed bug if squad leader player were to die during a support request for artillery and transport;. [By NR6]
- Changed base danger close distance of artillery to 250m;. [By NR6]
- Added general setting to customized the base danger close distance for artillery strikes;. [By NR6]
- Added check for null leader in player transport request;. [By NR6]

Update: 16 Jan @ 2:14am

Experimental 1.2 update - By NR6
- Small tweak to AI lazing.
- Added better checks to prevent commander from sending attack mission outside of its area of operations;
- Added check during task loops to stop attacking groups from chasing their targets outside of their area of operations;
- Added Range calculation to vehicle class instead of individual unit;
- Changed range check function for far better speed;
- Fixed inaccurate range for long range artillery pieces.
- Added RTB function to the CAS targeting loop based on pylons state, damage and fuel of ground attack aircraft.
- Improved CAS target assignment to be deadlier (Make sure to add units to the ground attack RHQ to see the difference)
- Player artillery requests now show the minimum and maximum range of each available artillery piece on the map upon arty request. (Max range is not always 100% accurate on certain units).
- Added check if enemy is within commander's Front (Area of operation) before issuing fire mission on it.

Update: 12 Jan @ 10:35am

HAL 1.26.2 EX 1.1
- 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]
- Added general setting to change minimum range of cargo system. [NR6]
- Moved version info to separate file. [NR6]
- General setting for cargo range. [NR6]

Update: 8 Jan @ 2:14pm

Experimental 1.0
- Tweaked player CAS request. [By NR6]
- Rewrote CAS target assignment and laser target spawning to be far more reliable. [By NR6]
- ArtyMarks HQ - C fix [Thanks JustNu for pointing the error]

Update: 5 Jan @ 2:10pm

- fixed Idle Order module