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Nevermind. "Delete Script" was set to True. Changed to false and it works fine.
@Drongo great stuff. Love the map population and it seems more advanced that this in many ways. It is a bit player-centric at the moment so I've stuck with this one and hetman for now.
It's been mentioned in the DCE thread, but there seems to be an issue with player reinforcements. When you define multiple groups of infantry, I can only spawn one regardless of which one I click on. There is no issue with any other reinforcement groups.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1877858319
You weren't kidding. Does the enemy reinforcement system work? I like the Drongo one but it would be good if the AI could use it.
Set my Drongo Objectives and the Opfor team spawns fine. Hetman ticked in Core.
Got a Blufor Officer "LeaderHWB". The Blufor units get ordered around but only ever in defensive positions. They never go anywhere near the Opfor Objectives.
I'm using the HETMAN from the workshop. Any advice anyone? I'm basically looking to get blufor units to attack objectives on their own.
I'm having trouble getting blufor to attack objectives. My commander keeps telling them to assume a defensive position and they never attack the objectives. i messed around with this for hours and just wanted to make sure I'm not missing anything:
I have Hetman NR6 folders installed into mission directory. I have an Officer with variable name "LeaderHQ". I have an empty trigger with nul = [] execVM "RydHQInit.sqf". I changes my leader's profile from genius to brute. In RDC core, Hetman is selected. Is there anything else that I'm missing?
https://www.patreon.com/posts/33252373
Added: Option to disable loading default definitions
Added: Option to set the number of additional objectives
Added: Option to disable Teleport at mission start
Added: New "Quick Define" module (much faster than syncing to different modules, just place desired units close to a single module)
If there are no big bugs I'll update the Steam version soon.
execVM "RDC\Mission\PlacePlayers.sqf";
also is there a way to stop RDC from teleporting friendly vehicles/units?
The only solution I've found so far is to delete the entire mission folder and start again on Objective 1.
_won execVM"RDC\Mission\EndMission.sqf";
When you want to end with a victory, you will need to call this code from somewhere:
true execVM"RDC\Mission\EndMission.sqf";
or
false execVM"RDC\Mission\EndMission.sqf";
for a loss. That code needs to run on the server.
CHANGELOG:
v0.251
Fixed: Weather was always on, even when set to false.
if(_type=="CSW")then{_cost=1};
if(_type=="Squad")then{_cost=1};
if(_type=="Squad2")then{_cost=1};
if(_type=="SoftVehicle")then{_cost=0.5};
if(_type=="AFV")then{_cost=1};
if(_type=="Tank")then{_cost=1.5};
I'm aiming for a Dynamic Recon Ops/Campaign Hybrid, where the player has a choice to go after a DRO like mission (destroying artillery/AA etc) while BLUFOR attacks the campaign objective, or join in on the assault. Thanks to you and mbrdmn, this was easy to set-up.
I'm now tweaking parameters. Currently BLUFOR are very static, despite being the attacking force. Any advice (for HETMAN, or recommending an alternative of automatically launching an all-out attack) would be welcome.
Confirm Dada's response, VCOM and TCL can mess things up, though ASR or Lambs (they're incompatible together) are largely suitable.
ALiVE civilians work, but FPS drops and it's not necessary given this Campaign mod and DRO populate their AO.
Revive works
To answer your questions (without having tested, key word is "should"):
- Should be fine
- Should be fine, but I can see that trouble may occur in defence missions (or maybe not)
- Should be fine
It's with reading the readme in the addon folder, it gives a bit more information.
However, BLUFOR seem to do nothing! I've activated HETMAN for both sides, and now we seem to have some tasking, and I can see HETMAN's objectives on the map, but I didn't think HETMAN was necessary?
Some brief further questions:
- This should work with ALiVE Civilian modules?
- This should work with ASR AI, or VCOM, or TCL?
- This should work with the sunday_revive scripts (as seen in DRO)?
Thank you!
There is a readme in the mod folder with some extra info on various things. Here is the relevant section (it assumes that you have HETMAN installed):
For enemy forces, simply enable HETMAN in the RDC Core module. This will use the name LeaderHQ for the HQ unit of the enemy forces. To also enable HETMAN for the player side, use the variable LeaderHQB in the init field of the unit you wish to act as friendly HQ. From the HETMAN manual (slightly edited):
"This must be a person, not a vehicle. So if is needed motorized HQ, instead of naming a vehicle LeaderHQB refer to one of its crew member, for example by such code in vehicle’s init field: LeaderHQB = driver this."
kinda exploded and with all the markers and everything its very confusing how is it done with the setup and how does hetman get setup with the factions for both sides
Check the readme for how to get in contact with me. Cheers.
I'm in work for the next 2 days so I'm not going to get any time to tinker with over the weekend. But I have a couple of questions and I'd like to ask you? is there a way I can get in touch?
Again another high quality mod from yourself. And I'm loving it so far albeit I've only had an hour or two to try!
As for AI command mods, there shouldn't be any conflict.
Going to be uploading 2 missions soonish.
First is a 80s Cup British tank and warrior Platoon Op on the Rosche map.
Second is Cup Spetznaz clearing out Irregulars on Altis,infantry focus.
I would ask one thing.I have added the code from your video to the init of my support vehicles.However they do not show up in my support menu.
I really cant seem to get them to work.I can add them using bis high command,however they are erratic at best.
I am using vcom but only for the enemy forces as set in cba.
Also dudas ai command /high command replacement mod,i heartily recommend using this mod with your Random Displacements Campaign.
Is it a mod conflict?
Has any one else had any trouble?
Im such an old Arma vet,i cant play without about 30 mods!