Arma 3
HETMAN: War Stories 1.10.5 NR6 - Altis
64 Comments
JustNU  [author] 26 May @ 10:14am 
@[EE] Zormein it IS based on NR6 HAL, and it does place those objectives via a script
iirc one somewhere in the middle of both forces and one for each force spawn zone
there's no easy way to change it without changing the scenario
[EE] Zormein 26 May @ 8:48am 
@Machine Gun Kelly Ohh ok. I thought it was based on NR6 HAL. There you can like place objectives for the commanders in the editor and I thought HWS just does it for you. Good to know!
Machine Gun Kelly 25 May @ 5:21pm 
@[EE] Zormein - This is a script. 'No one' is placing anything around. The script does it.

I suggest you 'improve' your scripting knowledge and skills BEFORE undertaking of such. This mod/mission is 100% script basically.

Also, go to the original Steam page for this. There, are a lot of help can be found as the original mod has been out for years.

And, since it has been a while since I played this mod/mission, I DO know with the original, SP is and was an option. That is how I played it all the time. I STRONGLY suspect the same is here too, as I do not remember. It IS correct for the original mod though.

:)
[EE] Zormein 25 May @ 12:23pm 
Just curious. Where does HWS place the objectives? I would lie to recreate something like it, but in singleplayer so I can modify it more to my liking.
Bendy 24 May @ 6:38pm 
is NR6 limited to SinglePlayer?
JustNU  [author] 10 May @ 12:01pm 
okay right, settle down both of ya
Machine Gun Kelly 10 May @ 11:11am 
@Awesomichael - And who made you boss? You are just sad.

'No response'...but you respond! Lazy AND a liar!

LOL


Go back to your 'Hello Kitty Island Adventures' - About your speed.


And if you knew as much as you THINK YOU DO, you would NOT BE ON HERE ASKING FOR HELP!

You did not know, you were told the answer, and you 'pitched a fit' cuz it does align with what YOU wanted the answer to be.



We are not here to serve you nor protect you and your 'childish feelings'.


So 'awesome' you have to brag about it in your screen name...what a loser! IF you were SO AWESOME, OTHERS WOULD BE SINGING YOUR PRAISES! You would NOT have to do such! Alas, you have to for they are NOT!


Grow up junior. You have a LOT of 'to do' too.


;)
Machine Gun Kelly 9 May @ 7:28pm 
@Awesomichael - Grow up young fool and quit being lazy.

LOL
Machine Gun Kelly 9 May @ 5:47am 
@Awesomichael - And you are. There is even a SPECIFIC LOCATION for bug reports and you just ignore it.


You have been given solutions, so you have options:


- Make your own mod

- Fix it yourself

- Run the console command

- Shut-up

- Play some other game/mod



There! You have five options for you to choose from.


And by the way, how much did you pay for this mod? Oh that is right...NOTHING! Why are you talking then?


And this 'camera shake', well, I have been playing this for a LONG TIME...I have NEVER had any 'camera shake'. Gee...it surely can not be due to you having some old/bad mod now could it?


And I also noticed NOT ONE KIND WORD TO THE DEV NOT EVEN A THANK YOU!


Yeah, I would say screw you too...



Good Day.

:)
JustNU  [author] 9 May @ 2:29am 
noted, but i dont have the game installed anymore due to lack of drive space (with one of my drives even slowly dying)
Awesomichael 8 May @ 7:01pm 
@Machine Gun Kelly i am not talking about the camera shake near explosions or whatever in the difficulty settings, the camera shake on this bug is just random, you can just go into spectator mode right at spawn and then get out of it, then your screen will instantly start to shake without any combat, those random screen shakes will go on until the restart of the scenario (even when there isnt an explosion near me or im not even close to the combat)
Machine Gun Kelly 8 May @ 5:33pm 
Or this:

https://community.bistudio.com/wiki/enableCamShake


I see VERY LITTLE EFFORT was placed on finding a solution...rather 'just give it to me' instead...


How lame and LAZY some of you are!

;)
Machine Gun Kelly 8 May @ 5:31pm 
@All - Google is your best friend. Read below, open console and try!

In ARMA 3, the main command to create a camera shake effect is addCamShake. This command can be used in scripts to simulate the effect of shaking the camera, often used to visually represent events like gunshots or explosions. Other related commands include enableCamShake, setCamShakeParams, and resetCamShake for controlling and customizing the shake effect


Google: arma camera shake command

;)
Awesomichael 8 May @ 10:26am 
using spectator mode from support menu and getting out of it also causes screen shaking afterward for the rest of the scenario until restart
NorYa 28 Apr @ 5:35am 
Camera keeps shaking periodically. I notice it when I switch roles.
Machine Gun Kelly 20 Apr @ 9:36am 
@Warheadson4heads bandit.gg - I can understand that...it never hurts to ask... ;)


Do this, google the following: arma convert sp to mp

There are quite a few returns on how to 'convert' this from SP to MP.

:)
Warheadson4heads 20 Apr @ 9:33am 
@machine Gun Kelly. Yeah i saw sorry just want to ask if anyone knew of anything... just cant run this on my pc well and wanted to use a server.
JustNU  [author] 20 Apr @ 2:15am 
@Henry ...i thought i fixed that? sadly, i dont have the game installed anymore, so i cant double check that
Machine Gun Kelly 19 Apr @ 9:12pm 
@Warheadson4heads bandit.gg - The ORIGINAL version of this mod, which this mod is a 'forked' version of, does NOT support MP.

It is listed as SP ONLY.

See: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=310586623&searchtext=hetman


Then again, this mod is ALSO listed as SP too! Duh! ;)


If you want MP, YOU will 'have to code it in' yourself sadly.


Good luck!

:)
Henry 18 Apr @ 3:53pm 
Is it possible to disable boat/ship spawning?
JustNU  [author] 18 Apr @ 1:35am 
no idea, i have never ever worked with server stuff, iirc it would need big parts of the scenario's code to be rewritten
Warheadson4heads 17 Apr @ 4:33pm 
I really want to get this working on a dedicated server but i cant seem to get it to work. I have little issues with other single player scenarios loading in my server. But with this HWS I just spawn in invisible next to the beach chair and no interface pops up. Anyone have any ideas or is this just not going to run on a dedicated server.
piter306 9 Feb @ 3:04pm 
working nice, if possible in spawned tanks make driver not commander vehicle?
JustNU  [author] 2 Feb @ 8:17am 
like i said below, i myself play with lambs and it works just fine with HAL
JustNU  [author] 2 Feb @ 8:16am 
to be more specific, anything that changes group ai waypoints, will break hal
Machine Gun Kelly 2 Feb @ 8:04am 
@Pinhead, @Sneep Snorp - From what I have seen in years of use, ANY 'AI' mod WILL change gameplay.

To what degree, that is dependent upon that AI mod.

HETMAN, per the dev;s own post: "...conducted by HETMAN commanding AI..."

HETMAN IS the commander! NOT SOME AI MOD!

HETMAN will say 'go left', your AI mod will say 'go right'.

They WILL conflict.

DO NOT USE ANY AI MOD - THERE WILL BE ISSUES!

:)
Pinhead 1 Feb @ 3:18pm 
@Sneep Snorp Sorry, I've never tried DCO AI, so I can't speak to it. I'd expect anything that actually takes control of bots to make them do an action they don't usually do (like lay a mine) would run the risk of having similar problems, but maybe the way they do it would work better, idk.
Machine Gun Kelly 29 Jan @ 11:20am 
@Sneep Snorp -

'Chilling in the field'? I have had that since v1.10. This is an OLD 'issue'. It is NOT a 'bug' - This is a FEATURE.

See: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=310586623

In Part:
"...One time you may found yourself in the middle of fierce firefight immediatelly, another time you may be kept as reserve long time before you see any action..."

Read the 3rd paragraph.


HETMAN is EASY to port to other maps too! :)


:)
Machine Gun Kelly 29 Jan @ 11:18am 
@JustNU - LOL...duh! ;) You are correct! :)

They put 'DCO' and I saw 'DRO'..... ;)

And no, it is not a 'think' it is a KNOW! :)


I will delete the 'first half' of my post!

Thanks for your kindness and as well as pointing it out to me!

Thanks again!

:)
JustNU  [author] 29 Jan @ 11:08am 
@Machine Gun Kelly i think they meant DCO AI mod, not DRO the scenario
Sneep Snorp 27 Jan @ 5:01pm 
@pinhead thanks for clarifying yeah Vcom always struggles with that kind of stuff now that I remember, you wouldn’t happen to know if DCO works well would you? Once again the scenario is already amazing especially with the improvements from the updater but as usual arma ai can always use a little help in gunfights
Sneep Snorp 27 Jan @ 3:24pm 
Yeah the specific choice picks are amazing I usually set it to meeting engagement I feel like that gives the most action, defense seems like it can work sometimes but more often then not in my tests it ends up with the commander ai creating what is really a good blanket defense but for gameplay purposes it tends to end up with you chilling in a field while shots go off in the distance so it’s pretty much a guaranteed role swap.
JustNU  [author] 27 Jan @ 2:22pm 
@Pinhead i do want to delve into trying to enhance the manual map option, so maybe some day...
Pinhead 27 Jan @ 2:14pm 
@JustNU- The option to pick a specific battle type is HUGE! This is something I've wanted in HWS for years, but I remember Rydigier saying the only way he could think to do it was rather hacky. Amazing work! One wishlist item- if there was a way to pick which cardinal direction a side spawned from, that combined with the battle type selection would add enough customization to even do a sort of unified campaign of HWS missions!

@Sneep Snorp- From experience, VCOM causes some problems, but not with HETMAN itself. The biggest problem is that since the unit you take control of was originally spawned as AI, VCOM still has control and will occasionally force you to place a mine if you have any, bandage yourself involuntarily, and the like. For me, the weapon deployment features and tactical improvements were not enough to counterbalance that annoyance, but your mileage may vary.
JustNU  [author] 27 Jan @ 9:49am 
@Sneep Snorp indded, like kelly said NR6 is not required

as for ai mods, im myself am running lambs, and it seems to work fine, but any AI mod that messes with bot waypoints will most likely cause some issues
Machine Gun Kelly 27 Jan @ 8:34am 
@Sneep Snorp - You do not need to download anything - works 'out-of-the-box'.

VCom? VC is an AI 'thing' and so is HETMAN. There WILL be 'conflicts/issues'.

I would suggest you do NOT run ANY 'AI mod' while using HETMAN.

The above info SHOULD apply to the v.4 version as I have the other ones below this version. I have not tried v.4 yet myself. Answer SHOULD still apply though,,,

:)
Sneep Snorp 27 Jan @ 1:37am 
Is it required to download NR6 also or is it included in this? Also the answer is probably no but does the scenario also work with Vcom I played one or two missions without it and was unsure if the scenario was working as intended or if it was some sort of vanilla ai since I do not have NR6 downloaded
Ortoblast 22 Jan @ 8:10am 
One of the best dynamic battles mod so far!
Machine Gun Kelly 17 Jan @ 7:07am 
@pinhead - Look below your post and use my mod! It will allow you to change time in any fashion you desire!

And you do not have to edit anything or use the editor.


This should work for ya till the dev adds such feature.


And I am at a loss too, I have ported this mission to about 10+ maps and I have never had this issue. I copy from the original mission, open up new map, paste and align items, export, works!

Yours? I am at a loss...

If you have not tried it my way, give it a shot! Just make SURE you copy over ALL THE FILES EXCEPT THE MISSION.SQM file from the original mission! Paste those files into your NEW mission folder! Works like a charm!


:)
sankara 16 Jan @ 6:59pm 
Excellent work!
JustNU  [author] 16 Jan @ 3:21pm 
@pinhead noted, was actually planning to make it an option already
Pinhead 16 Jan @ 2:51pm 
Really loving this! NR6 greatly improves HWS, and your edits- especially to the faction selection, letting us pit the same side against each other or pick random factions- add a lot as well. My only gripe is that I don't like the time acceleration and wish I could set it to 1x. Unfortunately, changing it in the editor doesn't seem to work- it'll go to 1x speed in the editor and then be back at 4x when I export it. If you could add an option to change the time acceleration rate, that'd be great!
Machine Gun Kelly 13 Dec, 2024 @ 10:38am 
@Antifiriz - I voiced the same concern as you (small/quick battles).

There IS a 'work-around' that I use when I play HetMan, I use my mod to 'help' with this issue.

Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2441776362

You set one side to 'high' skill levels, the other to 'medium' via my mod.

I also use a 1:3 ratio as well (1 - BluFor/BF 3 - OPFor/OF), with BF set to 'high' and OF to 'medium' (skill levels).

This extends the 'small' battle selection for a good while...usually 1+ hours long. Do it ANY TIME!

ZERO EDITING to do this or the other 2000+ things you can do.

Subscribe and use! Can't get any easier that that! ;)

Give that a try. That is my 'work-around' for the 'quick battles' concern. And it DOES work! NOT 100% of the time, I would say like 90%-95% of the time though.

You can also move the sides 'around too' to make it last even longer (e.g. teleporting entire OF 5km away from their spawning location...)

Good luck!

:)
_Rozpu_ 12 Dec, 2024 @ 6:25am 
@JustNU I want to show you something :P It is a little of 'open secret' so gonna link it to you via private message.
VULPINE キツネ 12 Dec, 2024 @ 12:33am 
Congrats on the release!
Antifiriz 11 Dec, 2024 @ 10:17pm 
This was great - War Stories is my go-to dynamic generator! And I think inclusion of NR6 is certainly an improvement: I had two quite cinematic insertions in my 4 games today (GM DDR v NVA, and Altis 90s AAF v APLIF). Being able to increase total morale or just turning off surrender would be nice though, as small ones did end pretty quickly.
JustNU  [author] 11 Dec, 2024 @ 9:09pm 
@atlas ive noticed that happening when i force swap via arma's role change, not via this missions role swap, hmmm
Atlas 11 Dec, 2024 @ 8:56pm 
Good, also small bug, the friendly and enemy icons dissapear when dying and transfered to another character. Fixed by turning them OFF-ON in the options menu.
JustNU  [author] 11 Dec, 2024 @ 8:35pm 
@atlas like i said its rough and gonna be improved, i have something like that already on my dev build but its less than ideal (fps depended, black screen doesnt go away sometimes, etc etc)
Atlas 11 Dec, 2024 @ 8:25pm 
May I suggest adding a black transition screen for the character switch?