Arma 3
NR6 Hal Evolved - Experimental Branch
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Update: 5 Jan @ 6:02am

- Rewrote CAS mission target assignement to continuously look for new targets around CAS position;
- Added use of A3 datalink to share position of LaserMarker created for AI to properly drop bombs on targets;
- Added ability to CAS AI to target infantry with bombs when all vehicles nearby are eliminated;
- Added a killswitch for laser target to be hidden in case impact position is too close to friendly;
- Tweaked assignment of CAS missions to follow RHQ settings better;
- Added assignment tweaks to player requests.

Update: 3 Jan @ 8:28am

// Update by NR6
- Added 3 new clicking/static sounds to be used in radio chatter.
- 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;
- Fixed potential unintended behaviour when setting Recon Reserve Coef to 0. Reserve recon squads would previously remain in reserve indefinitely despite having the coef set to 0 and would not receive any tasks. Setting the coef to 0 now allows units that would have been reserved for recon to now do all kinds of tasks;
- Added variety of static radio sounds for profiles that use them;
- Changed auto placement of waypoints to look for openings when dispatching ground vehicles to avoid bug where AI driver would be unable to find his path and would longer moves;
- Added workaround for AI refusing to move after having stopped to pick up its own troops despite having a waypoint;
- Disabled specialized behaviour in recon order that led to major tasking issues.
- Added range within which mech/motorized squads will disembark their vehicle when meeting 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.
- Fixed Garrison order overriding other orders.

Update: 31 Dec, 2024 @ 6:39am

- Added option in HAL general settings to pick different AI chatter profiles (At this time I made two extra profiles. One where you can have only radio static instead of recorded lines and another profile where I had a bit of fun writing 40K Imperium themed lines); [NR6]
- Improvement to starting force detection
- Reaplied Fix for withdrawal position.

Update: 29 Dec, 2024 @ 10:37pm

- Added fix for infantry dismounting from their assigned transport upon making contact with enemy;
- Fixed bug where transport would wait up to 5 minutes for a squad no longer requiring them;
- 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.
- Updated SCargo script for new action option.

Update: 27 Dec, 2024 @ 11:49am

NR6
- Reintegrated LZ invisible helipad usage for transport system, improved code for better management of such helipads;
- Added LZ system to player requested air transports.
- Made air transport waypoint on top of LZ created invisible helipad for player transports.
- Restored LZ system as general setting;

Me:
Small tweak to witdrawal position

Update: 26 Dec, 2024 @ 10:41pm

-Restored broken ability of cargo system to drop troops off away from known enemy; [by NR6]
-Added ability for cargo system to consider enemy presence at pickup point in order to not sent transport to a dangerous area (except for player requests); [by NR6]
-Tweaked GoRest code for continuity; [by NR6]
-Fixed bug that made player ordered transports follow the player's new waypoints when given a new task. [by NR6]

Update: 26 Dec, 2024 @ 10:03am

New Features:
- Added ability to cancel request for transport when waiting for next available transport (air and ground); [by NR6]
- Added general setting to control for how many minutes that system will look for next available transport for player; [by NR6]
- Air Reinforcements A now has disable type.

Improvements:
- 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]
- Saw units that surrendered!

Fixes:
- 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 + spawnforce now will work without problems [last update oversight].

Update: 26 Dec, 2024 @ 4:14am

Hotfix for .cpp file [last night last minute changes caused me to miss ";" - sorry]

Update: 25 Dec, 2024 @ 3:16pm

Added failsafes to prevent stacking 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]
Overhauled transport request system for players. Upon request for transport, player group will be placed on a waiting list for 2 minutes 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]
New Reinforcements settings with for disable type [Permament [players], until recapture [AI and players], or temporarily [players] ]

Update: 24 Dec, 2024 @ 6:09am

- Improved conditions for aircraft respawn [by NR6]
- Overhauled withdraw order transport system for better evac. Withdrawing infantry should now receive helicopter evac when available. Infantry will continue to run away from combat and transport will intercept them for pickup; [by NR6]
- Fixed various bugs and inconsistencies in code; [by NR6]
- Reclassified and renamed general settings variables across all tasking scripts; [by NR6]
- Minor tweaks to the cargo system for reliability; [by NR6]
- Attempted to restore functionality of sling loading for ammo drop with questionable success. [by NR6]
- Renamed and classified settings that should have been under general settings; [by NR6]
- Prepared groundwork for complete missionNamespace conversion of variables in the future for better optimisation; [by NR6]
- Version bump to 1.26.0 RC1