Arma 3
PHEN Automated RHQ (NR6 PACK - HAL Evolved)
42 Comments
Phenosi  [author] 4 Jul @ 2:49am 
That's kind of an edge case and not supported by display name, however if they are configged properly it should still be seen as an APC or Tank, Car? not sure; I would be randomly guessing as to what the mod creators decided it should act like.
SpooNNNeedle 4 Jul @ 2:06am 
Have you placed any checks for things like the Star Wars mods' "Walkers" category and vehicles to be automated?
Phenosi  [author] 30 Mar @ 8:22am 
It *should*
Will this work with the DEV branch of HAL? Looks awesome. :jake::steamthumbsup:
Phenosi  [author] 18 Nov, 2024 @ 4:32am 
@ForrestGump Both
ForrestGump 17 Nov, 2024 @ 4:30pm 
Hello Phenosi, does this mod is client side or must be on server and client or only on server?thank you!
Phenosi  [author] 11 Nov, 2024 @ 10:25am 
If it works, it works.
Joe 11 Nov, 2024 @ 10:13am 
Hey @Phenosi, thanks to your update today i think it's fixed. I don't know how but now i have similar results as you. Maybe Magic, maybe random. Five of Five ☆
Phenosi  [author] 11 Nov, 2024 @ 9:17am 
@Nathan the Dwarven Shark enjoy!
@Joe I mean.. I have a decent PC so I do not know if that could influence the results..?
Nathan the Dwarven Shark 11 Nov, 2024 @ 5:49am 
Thanks for the update! (I am the Grudgebearer on Discord :D)
Joe 5 Nov, 2024 @ 10:28am 
is it normal that it takes 285 seconds to load? I only have all CDLCs and CUP loaded. But your testing results say it only takes 61 seconds, lol. btw, good mod
Choppercan 21 Oct, 2024 @ 2:33am 
Its a very useful resource to learn, I highly recommend learning more about how to use github.
Phenosi  [author] 12 Oct, 2024 @ 11:43am 
No, I am not knowledgeable about how Github and all that works.
_Rozpu_ 12 Oct, 2024 @ 5:54am 
Hey. Have you though about integrating it into Hal directly?
https://github.com/Radekj1/NR6-HAL
I have been trying for some time to fix errors and improve it.
Also for mortars:
They work. Just need to be properly fixed [artillery module for normal mortar [tested], and rocket artillery for rockets based artillery [not tested, by me]]
Phenosi  [author] 4 Oct, 2024 @ 7:08am 
That Might just be a HAL thing :shrug:
DireStatus 2 Oct, 2024 @ 8:35pm 
Just to make sure it was not core, I just put it up to 200 (it really did not delay anything weridly) but, it still gave movement commands to all of my static weapons
DireStatus 2 Oct, 2024 @ 8:23pm 
Been trying this out, I am unsure if this is just a me issue and I need to delay the start up of the Hal ai longer but,

A issue I found is that for some reason the HAL ai does not know that the motars and artiliery is static weapons and is not even using them despite it being great times for it to be used (Might be dumb on my part about the great times)

They are given moment commands for some unknown reason and I can only think that the RHQ took to long to load and as such some of the things just wont work. But, idk.

I will be trying out longer start times on the core, however I just wanted to report this as it seems like a issue either on my side or something that got overlooked.
Phenosi  [author] 25 Aug, 2024 @ 9:16am 
uhh- not atm.
Shy 25 Aug, 2024 @ 5:12am 
is there a way to hide the message?
Phenosi  [author] 24 Jul, 2024 @ 1:25am 
@Al Capone, it designated them as what they are a transport truck or helicopter, but that doesn't mean it also applies the task restriction, 'transport only'. if there is a way to do that via code. I can add it.
Al Capone 23 Jul, 2024 @ 11:14pm 
Commander still sends transport helicopters and trucks to recon or secure objective just like without your mod. Infantry goes 2+ kms on foot without transportation.
Al Capone 22 Jul, 2024 @ 10:38am 
Ok, thank you for answers.
Phenosi  [author] 22 Jul, 2024 @ 10:31am 
@Al Capone it could be trying to do its own auto RHQ which is not great, it only supports base game factions after all. better to leave it off I guess.
Al Capone 22 Jul, 2024 @ 10:25am 
Do I need to disable "Auto RHQ" in HAL Settings, btw ?
For me it seems to work better without auto RHQ. Maybe I'm wrong.
Phenosi  [author] 22 Jul, 2024 @ 10:11am 
@Al Capone it may do that during pre-phase yeah, should be fine.
Al Capone 22 Jul, 2024 @ 7:46am 
@Phenosi, another question - Is it ok that i have notification "Phenosi's Automated nr.6 HAL RHQ List generated in 0 seconds" ?
Phenosi  [author] 22 Jul, 2024 @ 7:27am 
@Al Capone it should.
Al Capone 22 Jul, 2024 @ 6:29am 
Does it work with SOG Prairie Fire units ?
Phenosi  [author] 16 Jul, 2024 @ 3:16am 
@TheGooShooter the mods loaded. see workshop reference:

Testing results:
I would take only about 61 seconds to compile all of Base-game, Warhammer, OPTRE, CUP and RHS units on start up.
TheGooShooter 15 Jul, 2024 @ 5:09pm 
does it generate the array from units present in the mission or mods loaded? Notice a correlation with the amount of faction mods loaded and completion time.
Phenosi  [author] 14 Jul, 2024 @ 5:20am 
@DireStatus Enjoy! :SBpanda:
DireStatus 13 Jul, 2024 @ 10:55pm 
This is honest a god send, as someone who has had used nr6 hal for a while now I always found it troubling that most of my time spent was checking if the RHQ was working the way I wanted it instead of checking if the mission was good.

Truly and honestly Thank you.
Phenosi  [author] 13 Jul, 2024 @ 9:34am 
@Seintuc, yes just run out it together with your mod pack and granted you have your nr. 6 hal already loaded and setup it will run automatically
Seintuc 13 Jul, 2024 @ 1:46am 
Could you provide a video example sometime? It sounds quite confusing at the moment, does it just prepare the arrays so I can put down only the systems and it'll work?
Phenosi  [author] 11 Jul, 2024 @ 12:04pm 
@STyx2909 load the same scenario, with and without the mod. yep. :steamthumbsup:
STyx2909 11 Jul, 2024 @ 11:42am 
I am interested in comparing scenario with and without your MOD. Is you mean it is ok, I will test with there.
Phenosi  [author] 10 Jul, 2024 @ 6:44am 
@STyx2909 You can use the scenario examples listed on: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1877858319
STyx2909 10 Jul, 2024 @ 6:29am 
Could you provide a scenario example?
Phenosi  [author] 6 Jul, 2024 @ 1:00pm 
@Ahwama, not all of it.

It will do the RHQ part of it, which is arguably the most time consuming.

In a nutshell, units sync'd to an RHQ module have their classnames added to an "RHQ array" behind-the-scenes. These arrays tell HAL what each unit is capable of, which in turn is used to determine what tasks are appropriate for groups under his command.

you'd normally need to do this via modules or script, for each unit, for each squad, for each theme, for each mission.

so this saves a lot of time.
Ahwama 6 Jul, 2024 @ 8:04am 
so let me get this clear cuz i never use the nr6, this mod function is to automatically setup the nr6 mod instead of doing it manually, is it correct?
little andy 6 Jul, 2024 @ 2:46am 
such a good quality of life update, thanks
noumenalism 5 Jul, 2024 @ 11:16am 
What a legend, thank you!