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@Joe I mean.. I have a decent PC so I do not know if that could influence the results..?
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]]
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.
For me it seems to work better without auto RHQ. Maybe I'm wrong.
Testing results:
I would take only about 61 seconds to compile all of Base-game, Warhammer, OPTRE, CUP and RHS units on start up.
Truly and honestly Thank you.
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.