Arma 3
PHEN Automated RHQ (NR6 PACK - HAL Evolved)
42 kommentarer
Phenosi  [ophavsmand] 4. juli kl. 2:49 
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. juli kl. 2:06 
Have you placed any checks for things like the Star Wars mods' "Walkers" category and vehicles to be automated?
Phenosi  [ophavsmand] 30. mar. kl. 8:22 
It *should*
Will this work with the DEV branch of HAL? Looks awesome. :jake::steamthumbsup:
Phenosi  [ophavsmand] 18. nov. 2024 kl. 4:32 
@ForrestGump Both
ForrestGump 17. nov. 2024 kl. 16:30 
Hello Phenosi, does this mod is client side or must be on server and client or only on server?thank you!
Phenosi  [ophavsmand] 11. nov. 2024 kl. 10:25 
If it works, it works.
Joe 11. nov. 2024 kl. 10:13 
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  [ophavsmand] 11. nov. 2024 kl. 9:17 
@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 kl. 5:49 
Thanks for the update! (I am the Grudgebearer on Discord :D)
Joe 5. nov. 2024 kl. 10:28 
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. okt. 2024 kl. 2:33 
Its a very useful resource to learn, I highly recommend learning more about how to use github.
Phenosi  [ophavsmand] 12. okt. 2024 kl. 11:43 
No, I am not knowledgeable about how Github and all that works.
_Rozpu_ 12. okt. 2024 kl. 5:54 
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  [ophavsmand] 4. okt. 2024 kl. 7:08 
That Might just be a HAL thing :shrug:
DireStatus 2. okt. 2024 kl. 20:35 
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. okt. 2024 kl. 20:23 
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  [ophavsmand] 25. aug. 2024 kl. 9:16 
uhh- not atm.
Shy 25. aug. 2024 kl. 5:12 
is there a way to hide the message?
Phenosi  [ophavsmand] 24. juli 2024 kl. 1:25 
@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. juli 2024 kl. 23:14 
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. juli 2024 kl. 10:38 
Ok, thank you for answers.
Phenosi  [ophavsmand] 22. juli 2024 kl. 10:31 
@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. juli 2024 kl. 10:25 
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  [ophavsmand] 22. juli 2024 kl. 10:11 
@Al Capone it may do that during pre-phase yeah, should be fine.
Al Capone 22. juli 2024 kl. 7:46 
@Phenosi, another question - Is it ok that i have notification "Phenosi's Automated nr.6 HAL RHQ List generated in 0 seconds" ?
Phenosi  [ophavsmand] 22. juli 2024 kl. 7:27 
@Al Capone it should.
Al Capone 22. juli 2024 kl. 6:29 
Does it work with SOG Prairie Fire units ?
Phenosi  [ophavsmand] 16. juli 2024 kl. 3:16 
@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. juli 2024 kl. 17:09 
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  [ophavsmand] 14. juli 2024 kl. 5:20 
@DireStatus Enjoy! :SBpanda:
DireStatus 13. juli 2024 kl. 22:55 
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  [ophavsmand] 13. juli 2024 kl. 9:34 
@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. juli 2024 kl. 1:46 
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  [ophavsmand] 11. juli 2024 kl. 12:04 
@STyx2909 load the same scenario, with and without the mod. yep. :steamthumbsup:
STyx2909 11. juli 2024 kl. 11:42 
I am interested in comparing scenario with and without your MOD. Is you mean it is ok, I will test with there.
Phenosi  [ophavsmand] 10. juli 2024 kl. 6:44 
@STyx2909 You can use the scenario examples listed on: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1877858319
STyx2909 10. juli 2024 kl. 6:29 
Could you provide a scenario example?
Phenosi  [ophavsmand] 6. juli 2024 kl. 13:00 
@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. juli 2024 kl. 8:04 
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. juli 2024 kl. 2:46 
such a good quality of life update, thanks
noumenalism 5. juli 2024 kl. 11:16 
What a legend, thank you!