武装突袭3

武装突袭3

NR6 Hal Evolved - Experimental Branch
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_Rozpu_  [开发者] 2024 年 12 月 7 日 上午 8:11
Post Ideas as a new discussion, or on github for possible future development.
Just as titled.
Liked ideas, by community and easier ones will be prioritized, after bug fixing / feature reimplementing.
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DireStatus 2024 年 12 月 23 日 上午 6:24 
Worked with Hal for a very long time and have been loving it. If possible, an idea that I have is to have like a dynamic objectives mode for commanders. Where commanders either unlock objectives after they capture one or something like that.

Tbh, although I have played with it a good bit I can't say I am all that good with it since it has been a back and forward kinda deal for me but, I don't think there is a mode like that, at least that is not legacy or something as I have never tried legacy.


Anyway, Best of Luck and Best Wishs!
Komodo 2024 年 12 月 24 日 下午 2:27 
Would there be a possibility to add external revive script compatibility to HAL?
With revive scripts they tend to override squad waypoints l, I was thinking maybe Lifeline AI or RickoShay's revive AI work excellent
DireStatus 2024 年 12 月 31 日 上午 9:17 
I have another idea if it is in scope or if you so wish to do it, I was thinking about how in most times using hal the biggest part of pain for me was also the RHQ system when doing modded factions and things.

The first less obvious thing would be the issue where modded artiliery just does not work, from what I heard due to what the shells are called or something.

The second one is kinda just obvious and tbh you don't even need to worry about since at the end of the day you are doing great work but, if we had things like RHS support in terms of the RHQ system then I would be very happy. (I know there is a auto thing that someone made but, I have had issues with it in the past and I don't really trust it tbh)

Just some food for thought tho, keep up the great work guys!
_Rozpu_  [开发者] 1 月 1 日 上午 4:57 
引用自 DireStatus
I have another idea if it is in scope or if you so wish to do it, I was thinking about how in most times using hal the biggest part of pain for me was also the RHQ system when doing modded factions and things.

The first less obvious thing would be the issue where modded artiliery just does not work, from what I heard due to what the shells are called or something.

The second one is kinda just obvious and tbh you don't even need to worry about since at the end of the day you are doing great work but, if we had things like RHS support in terms of the RHQ system then I would be very happy. (I know there is a auto thing that someone made but, I have had issues with it in the past and I don't really trust it tbh)

Just some food for thought tho, keep up the great work guys!


New artillery shell recognition is in plans for synced mortars and vehicles.
Old code is still strict "classname" is HE type of code.

Automatic RHQ - it isn't easy to implement + would require to scan all the bots and objects in the mission to be scanned based on various criteria [like armor, weaponry, Anti Tank capability, if is a mortar, ground, air, type of air, cargo capacity, troop capacity...] and then filter it out for database.

There is already a premade database, but it is quite outdated [Not a priority right now] and it contains some modded units.
_Rozpu_  [开发者] 1 月 1 日 上午 4:58 
引用自 DireStatus
Worked with Hal for a very long time and have been loving it. If possible, an idea that I have is to have like a dynamic objectives mode for commanders. Where commanders either unlock objectives after they capture one or something like that.

Tbh, although I have played with it a good bit I can't say I am all that good with it since it has been a back and forward kinda deal for me but, I don't think there is a mode like that, at least that is not legacy or something as I have never tried legacy.


Anyway, Best of Luck and Best Wishs!

Work In Progress [NR6 liked the idea and is slowly working on it.].
The idea is for capture this objective, then new one is unlocked.
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