Arma 3
NR6 PACK - HAL Evolved
Mr Elusive 17 Feb, 2021 @ 8:06am
Bug Reports
I think it's a good idea to report bugs here, rather than have them getting buried in the comments section.




Provide Transport Bug
You're a helicopter pilot with your trusty band of AI crewmates. You board a Ghost Hawk (or other transport helicopter) and enable tasking. A few seconds later, the side chat is spammed repeatedly with something like this:

. provide transport at grid coordinates. . provide transport at grid coordinates. . provide transport at grid coordinates. . provide transport at grid coordinates.

Workaround:
You have to do what I call the Helicopter Hokey-Pokey. Shaking it all about and turning yourself around is entirely optional, but highly recommended if you a fan of immersion :)

  1. Disable tasking and cancel your assigned task (if applicable).
  2. Get out the helicopter, then order your AI crew to disembark.
  3. Get back in the helicopter, then order your AI crew to get in.
  4. Re-enable tasking.

The first thing I do immediately after (re)spawning is disable tasking. Mission authors should also consider sync'ing players to a Disable Tasking module in the editor.

Non-Vanilla Artillery Units Won't Fire
Artillery is perpetually "unavailable", despite having full ammo and being manned by a full crew.

Vanilla artillery units, such as the Scorcher/Sochor, Sandstorm/Zamak MLRS and the static Mk6 mortars all work fine. CUP artillery units, despite being sync'd to the correct RHQ modules, do not work. I believe the issue might be related to the ammo classes used in custom vehicles, but can't say for sure.

AI Won't Grab Empty Vehicles
According to page 11 of the original HAL manual, AI squads are supposed to commandeer nearby empty vehicles and use them for transport.

Also, unless I'm mistaken, aren't crewmen supposed to man empty helicopters and armored vehicles? Otherwise, what's the point of sync'ing crew units to the RHQ module? My observation is that HAL only seems to care about the classname of the vehicle, rather than the classnames of who's driving it.

HAL Breaks on Persistent Servers
HAL becomes unresponsive and effectively "dead" when all players disconnect from, then reconnect to a persistent server running a HAL mission. This may also be indicative of a problem with players disconnecting and reconnecting in general, but not confirmed.


Air Reinforcement B and C Modules Not Working
Air renforce B and C mods don't seem to do anything, even when set up to the same standard as the demo missions.


ZBE Cache Issues
Reported by Azraeel:

"With ZBE Caching on... the rubberbanding causes planes to just crash into the ground basically and exploded. I've watched it with my own eyes on invisible units. I know this for a fact because when i turn it off, HAL literally works fine. Commands go out normal, everything & there are not exploding units."

Transport Only module doesn't work.
Reported by Fox:

'Transport Only' squad properties module doesn't work. I tried syncing it up to air & ground units and air reinforcement modules like I see in the example compositions and like I see in the example scenarios and then I even tried any other combinations I could think of. Nothing works, I'm constantly greeted either with the no assets available message or the commander ignores it and sends those units to go and do whatever. I even tried a few other modules from the same category and the only one I could get working was the 'Ammo Drop'.
Last edited by Mr Elusive; 11 Mar, 2021 @ 5:18am
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Showing 1-15 of 28 comments
Have a treasure chest :D
Mr Elusive 18 Feb, 2021 @ 4:05pm 
Originally posted by The Admiral (Nathan):
Have a treasure chest :D

Bug reporting ain't much, but it's honest work :lunar2019grinningpig:
Princess Angel 20 Feb, 2021 @ 5:56pm 
**HAL AI Breaking on Permanent Servers**

So I have a permanent server up, but when everyone leaves the server aka nobody is on, and we on later... HAL seems to break? By break i mean AI stops commanding, no more messages or waypoints anything.
Princess Angel 20 Feb, 2021 @ 5:57pm 
**ZBE_Caching seems to break HAL Commander**

Also note.... the Caching seems to be glitched to where like the AI just doesnt move, it starts to rubberband invisible units and etc, and more become unresponsive to both commands and or waypoints, and eventually HAL gives up.
Mr Elusive 20 Feb, 2021 @ 7:21pm 
@Azraeel

This is quite serious if that's the case. I've not tested HAL on a persistent server so couldn't say for sure, but I have an idea regarding HAL "giving up" as battles progress.

I've found this is actually due to the morale system. Basically HAL runs out of morale and "gives up". Can you, as a test, try setting the Morale Coefficient in the Commander Behavior Settings module to 0.

This effectively disables the system by making the amount of morale lost due to unit deaths = 0. Therefore, HAL never loses morale and thus never gives up.

Could you give a try and let me know if it alleviates the problem? If it's still borked I'll update the OP accordingly.
Mr Elusive 20 Feb, 2021 @ 7:23pm 
As for ZBE Caching "rubberbanding units", I believe that's actually by design.

It effectively "hides" units that are 1,500+ meters from a player (by default). Only the squad leader remains and his subordinates become ghosts. They remain hidden until they enter combat mode or a human player's activation range (1,500m).

This rubberbanding is obvious when you observe through the spectator mode or using Zeus. Is that what you're doing? I'm just trying to paint a mental picture of what's going on.
Last edited by Mr Elusive; 20 Feb, 2021 @ 7:24pm
Princess Angel 21 Feb, 2021 @ 6:09am 
@Mr Elusive

With HAL ZBE_Caching seems to just not work.
For Example:

With ZBE Caching on... the rubberbanding causes planes to just crash into the ground basically and exploded. I've watched it with my own eyes on invisible units. I know this for a fact because when i turn it off, HAL literally works fine. Commands go out normal, everything & there are not exploding units.

On the morale pointer, i will test this out, BUT we were still in the recon phase. Therefore he couldnt have lost that many units by then, it only started being weird when we all left the server and got back on and both HAL AIs were just dead.
Mr Elusive 21 Feb, 2021 @ 7:35am 
Originally posted by Azraeel:
With ZBE Caching on... the rubberbanding causes planes to just crash into the ground basically and exploded. I've watched it with my own eyes on invisible units. I know this for a fact because when i turn it off, HAL literally works fine. Commands go out normal, everything & there are not exploding units.

Okay, something's definitely wrong there. I was under the impression with ZBE that AI crews inside vehicles are not supposed to be cached, so they shouldn't disappear/rubberband like that. Do you have multiple vehicles in a group? Is it caching some of the vehicles but not the lead one? Are you running any mods that might interfere with ZBE? (unlikely but still worth asking)

Originally posted by Azraeel:
On the morale pointer, i will test this out, BUT we were still in the recon phase. Therefore he couldnt have lost that many units by then, it only started being weird when we all left the server and got back on and both HAL AIs were just dead.

Sounds like a bug with users leaving and rejoining, or it's a bug with servers running in persistent mode. I'll update the OP. That said, I still always recommend keeping the morale coefficient at 0 to prevent HAL "stopping" in the late game.
General Plastro 22 Feb, 2021 @ 8:55am 
Air renforce B and C mods don't seem to do anything, even after checking its all hooked up right a number of times. might want to check if the code is right?
Princess Angel 23 Feb, 2021 @ 2:34pm 
@Mr Elusive No theres no possible mods conflicts. Also no its singular vehicles, both air land and navy, also Squads singular or plural.
Mr Elusive 23 Feb, 2021 @ 3:03pm 
Originally posted by 9_Drunk_Ninja_Foxes:
Air renforce B and C mods don't seem to do anything, even after checking its all hooked up right a number of times. might want to check if the code is right?

Originally posted by Azraeel:
@Mr Elusive No theres no possible mods conflicts. Also no its singular vehicles, both air land and navy, also Squads singular or plural.

I'll update the OP with these. As for your cache issue Azraeel, I'm totally stumped on what to suggest. Let's hope it gets sorted in a future update.
General Plastro 23 Feb, 2021 @ 9:08pm 
Originally posted by Mr Elusive:
Originally posted by 9_Drunk_Ninja_Foxes:
Air renforce B and C mods don't seem to do anything, even after checking its all hooked up right a number of times. might want to check if the code is right?

I'll update the OP with these. As for your cache issue Azraeel, I'm totally stumped on what to suggest. Let's hope it gets sorted in a future update.

After seeing the code myself and double checking things, turns out the problem was me and my mates end, both had the same f**ky wucky weirdness with the way our installs with arma was being installed, something was broken witch stopped the reading of this one bit of code that added crew to the parked craft, sorry for the chaos XD

and no, i dont know why any code should bug out like that, it shouldn't, but my guess is arma don't like having its main files spread across more than one hard drive/ssd or some nonsense
Last edited by General Plastro; 23 Feb, 2021 @ 9:12pm
Mr Elusive 24 Feb, 2021 @ 6:12am 
Originally posted by 9_Drunk_Ninja_Foxes:
Originally posted by Mr Elusive:

I'll update the OP with these. As for your cache issue Azraeel, I'm totally stumped on what to suggest. Let's hope it gets sorted in a future update.

After seeing the code myself and double checking things, turns out the problem was me and my mates end, both had the same f**ky wucky weirdness with the way our installs with arma was being installed, something was broken witch stopped the reading of this one bit of code that added crew to the parked craft, sorry for the chaos XD

and no, i dont know why any code should bug out like that, it shouldn't, but my guess is arma don't like having its main files spread across more than one hard drive/ssd or some nonsense

You can spread out your install folder across multiple drives on Linux. It's easily done using symlinks. I know Windows file system can make shortcuts to folders, but that's not the same as directly mapping one part of the filesystem to another. It'd be cool to have the base Arma 3 folder on your SSD and your workshop folder on a mechanical drive with loads of space. Save on them precious SSD read/writes, yo :)

Rambling aside, I'm glad you figured out what was wrong and thanks for letting me know it's fixed. I'll correct the OP today.
Fox 10 Mar, 2021 @ 8:09pm 
'Transport Only' squad properties module doesn't work. I tried syncing it up to air & ground units and air reinforcement modules like I see in the example compositions and like I see in the example scenarios and then I even tried any other combinations I could think of. Nothing works, I'm constantly greeted either with the no assets available message or the commander ignores it and sends those units to go and do whatever. I even tried a few other modules from the same category and the only one I could get working was the 'Ammo Drop'.
Last edited by Fox; 10 Mar, 2021 @ 8:09pm
Mr Elusive 11 Mar, 2021 @ 5:19am 
Originally posted by Fox:
'Transport Only' squad properties module doesn't work. I tried syncing it up to air & ground units and air reinforcement modules like I see in the example compositions and like I see in the example scenarios and then I even tried any other combinations I could think of. Nothing works, I'm constantly greeted either with the no assets available message or the commander ignores it and sends those units to go and do whatever. I even tried a few other modules from the same category and the only one I could get working was the 'Ammo Drop'.

Thanks Fox, I've added this to the OP.
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