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Jimi M.
เข้าร่วมเมื่อ 6 มิ.ย. 2010
วีดีโอ
NR6 HAL Evolved - Quick Setup Tutorial (Arma 3)
มุมมอง 15K3 ปีที่แล้ว
This is a quick setup tutorial for NR6 to get your battle up and running quickly. Please watch the basic setup tutorial for a further dive into the modules. Please join the the Discord of NR6 for questions and support! NR6: steamcommunity.com/sharedfiles/filedetails/?id=1877858319 NR6 Discord: discord.gg/7z5je2zQGw
NR6 HAL Evolved - Basic Setup Tutorial (Arma 3)
มุมมอง 34K4 ปีที่แล้ว
Basic setup tutorial to get your battle running and to understand the basic system of NR6 Evolved for Armored Assault 3. NR6: steamcommunity.com/sharedfiles/filedetails/?id=1877858319 NR6 Discord: discord.gg/7z5je2zQGw 00:00 Introduction 02:40 Core modules 07:40 Commander setup 22:12 Objectives setup 24:00 Placing units and reinforcements 32:00 Caching system 32:47 Artillery setup 34:13 Ground ...
Skutsin Gordon - Spade Anthem (2017)
มุมมอง 3.1K4 ปีที่แล้ว
Beat: Skutsin Gordon Äänitetty Niinisalossa 2017 Masin lavalla.
Main build will be updated by NR6 himself in a few months
And how this mission would end ?
u can use triggers
Is there a way to use the reinforcement moudule for boats? It doesn't seem to work.
broken...
Still no luck with the mod? I'm trying too
@@charlesanderson533Yeah, watched many tutorials not working
🤩🔥🇫🇮 hyvä biisi:)
tysm for this, just one question, so do u need to synch the NR6 tools back to the commander or no, cuz in the video you didn't
What should recon do if they spot an enemy? What is their role in the mission?
can you do a video on using just a reinforcement module? without other module. do you think it will work? coz i tried and it doesnt work. idk if i just missed something
That's a fcking solid tutorial right there. No over complicated useless load of b.s that every other tutorials seem to have
Please talk with less of an accent, I am at 3:28 and even with subtitles I cannot make out what you are saying. I am a natural born English speaker so please work on this.
???
Will you do a demonstration of how it all works? Like actually play a mission? Cus i cant seem to get the aircrafts working.. and basically half of the stuff aren't working properly or like it is intended
Looks awesome I am going to give it a try
Hi, i LOVE your tutorial, can you tell me how can i respawn in a member of my own side after dead without losing the missión ? I want to continue the Battle after everybody is dead but i dont know how. Thanks !
I'm following your tutorial and I'm getting an error with no units spawning. '...]) or (isPlayer) (leader _unitG))) then {I#|deleteMarker ("MarkDef" + (str_unitG))'...' Error Missing ]
Mitä me ollaan menetetty kun jätkä on ihan kurko räppäri :)
Hey brother, quick question, so I setup the HAL system, however when I load it up and the HAL system starts it shows both friendly and hostile positions extremely accurately... now I have no problem with the friendlies showing on the map, but the enemies shouldn't be showing... is there a way to fix this?
Also to add on, I dont know if I have something synced wrong but I cannot call in Air Support at all. The commander just tells me that there's no Air units... when I have 4 jets and 3 different helios dedicated to it...
Go to your ennemy commander module and in the settings disable BFT markers.
@@joelhenard9382 alright cool thank you, that worked
A few minutes into the mission I start getting "objective taken" when the units haven't even moved from the HQ yet. It sets them as "defend." However, the objectives are in the hands of the enemy. What am I missing?
Now, I have the problem that HAL doesn't fully Initialize and command already spawned units anymore and I cant get aerial transport to work or planes etc.
love the kakking system lol
I wish the makers of the mod would do a video. What is "Carko"? It's very difficult listening to someone who cannot think clearly and therefore doesn't speak clearly.
Lol, are you saying that I don't think clearly and therefore I don't speak clearly? :D What an analysis. Thanks dude. "Carko" is probably "cargo".
Does NR6 mod set up its own end conditions, or do you have to add those? I am confused.
I tired making HAL missions but they never end... any clues how to set up objectives to end the scenario?
I tried making HAL missions but they never start....
Hey dude, thanks for the vid, haven't watched your longer one. Definitely going to! I just got Arma, and want to find out how I create my own unit, one that I lead and go do different objectives with and how to use my VR arsenal guy as my player. And if there's respawn options available. Sorry for the loads of questions, very new to Arma, only 32hrs so far. Thanks in advance for any help!
@Skutsin Gordon Briliant Tutorial you go directly to the point thank you for that.
Am I the only one getting stuttering? It freezes for a bit every few seconds. Seems to stutter every time the AI gives an order, but I'm not entirely sure about that. I have an i9 so it shouldn't be a hardware issue.
Can i use ALIVE with these mod?
In my game I set up the commanders as you have shown but they don't seem to actually be controlling units. All I see is something like "morale b(genius)0-losses:0 percent (0)* . Both of my commanders keep repeating this but there are no move orders being given what could this be?
guys can somone help me. I did everything just like in the video but the units that have to attacks just stay in the same location with the Patrol and standby for orders task. Really anoying
Absolutely stellar tutorial, explained everything I needed to get started with NR6 & HAL
Great tutorial, very clear and easy to understand! But I seem to have an issue with the commanders (pretty annoying one I must say), maybe someone have a solution. At the start or during the scenario my commanders are teleporting themselves on the objectives... Any idea why and how?
thank you for the guide
do all the units have to be set up in Eden? or can they also be placed during the mission?
You can place them during the mission but you need to activate the "control all side troops" parameter in the "commander settings
@@squidontheside5496 perfect thank you!
I just can't get awesome battles with this AI. It takes20 minutes for it to scramble a few squads into the objective. It refuses to use transports, except maybe 2 trucks at a time, meaning that you spend ages just waiting for your troops to slowly walk somewhere. At least they could walk somewhere important, instead of having all squads slowly walk into a single area near your commander before they actually start attacking (or walking back to where they came from). Then eventually random squads seem to just stop doing anything, while their compatriots are dying in battle only 500 meters away from them. I've spent time trying to organise battles with hundreds of troops, only to see maybe two squads engage at the same time. It's so inept that sometimes, there are enemy forces walking right towards the commander, who instead of asking for defences just dispatches his troops somewhere into the middle of nowhere and decides to face them alone.
I've seen it work from other people and myself, these things take a little bit of work you'll get it eventually.
How to get the AI to move its artillery?
This looks great. Which map are you using?
Thanks for making this tutorial. Extremely useful. One error that I noticed (or at least it was causing issues for me so I thought I should mention it) is that in the video you sync both commanders to the same objectives instead of creating separate objectives sync'd to each commander. I found that if I used the same objectives for both commanders they would stop giving orders after the initial recon phase and things would just grind to a halt with all units just idle. If I created a separate set of objectives for each commander the issue did not happen. Having said that, I still find that the commanders seem to 'give up' very easily, even if only a small number of units are lost. I will try disabling the morale system to see if that helps. I also find that the recon objectives are kind of useless as the AI just sends units randomly all over the place, often criss-crossing each other or bringing units that are near the front lines all the way back to the starting point to scout somewhere that is extramely unlikely to have enemy units.
Duplicate set of objectives isn't really favorable. If there is a town that you want to be an objective, and both commanders to be aware of the said objective, you should sync it to both, not create double objectives. It's the way it's designed, that way commanders know if they are in control of their objectives and they fight for the same objective. But, if the way you have set it up works for you, then "don't fix it if it ain't broke" :D I always play with withdrawal and morale set to 0. Always. If Ninja (the author) fixes his experimental withdrawn squad merge -function, I might put withdraw to like 0.3'ish. I also play with "skip recon" set to 1000. Anyways, thank you for you kind words :)
Tho I'm having a problem with the reinforcements, I'd like them to spawn in a specific spot within a certain radius but, no matter how I change the radius and change the module's position, they still spawn far away on the map from where I want them to spawn, always in the same spot.
If they spawn dead center of the map, you need to make their spawn area bigger. Put the spawn radius to like 300m and place the module in a field, have a go. Units spawn in the middle of the map when there's not enough space for them to spawn (f.e 5 squads in a 50m area)
@@MiamiViceGTA Makes sense, thank you very much!
Great tutorial, thanks!
How do you use mods with this in Eden Editor? I have modded troops like clone troopers and stuff but when I start the game the troops turn back into there vanilla counterpart while the vehicles stay the same.
Modded units, if they're configed, are spawnable as different entities. The vanilla units do not change. Some mods don't have spawnable pre-configged units, they just have gear/uniforms and so on.. Just spawn whichever unit on the editor, then right click and "edit in arsenal" or something like that, all the content is accessable there.
Anyway to make Ai use boat for transport? I'm trying a Dday scenario and the ai won't use the boats. they swim across the sea instead
Yeah sure there are ways for that, but NR6 is probably not what you want for that.
Question: how do you make regular vanilla mortars work?
I have two issues. 1: I set the AI to aggressive and set it to ignore defending, but for some reason it keeps ordering me to go to random locations to wait for orders instead of attacking the objectives. 2: I set my helicopters to be recon aircraft yet they don't take off. Any idea how to fix this?
The AI doesn't seem to want to use transports to move between objective and HQ. can't seem to figure out why
mine too did you figure it out?
@@solowingpixy2242 I didn't
@@yobocat7576 i just didn't have the objective module connected
How do you end the mission? I made a simple mission in the editor but the trigger OPFOR NOT PRESENT doesn't seems to fire. If I remove all HAL element, the trigger fires just fine.
Tbh I rarely use end scenario -triggers, but I know it can be scripted, I've seen discussion on the topic. Theoretically a "OPFOR NOT PRESENT" -trigger should do the trick. I'm 80% sure why it didn't work was that you've placed the Commander module inside the trigger. Commander module creates an OPFOR entity at its place if not synced to unit. This is seeable if f.e with Achilles you add units to Zeus.
@@MiamiViceGTA thanks that really do the trick 😁
Transport isn’t working
How do I set up helicopter or plane transports? And could you do a modern version aswell?
Hey, we’ve talked before on your previous video.My issue is that I’ll set a transport helicopter to be synced as a transport vehicle and I set units down next to it to be inserted by said helicopter. Instead of ordering the troops to get in the Commander sends the Heli for recon and orders us to recon as well several Km away. I know I’m doing something wrong here but I’m not sure what. I’m using air Reinforcements C, and then transport module synced up. From then on I’m not sure what else the issue is
I have a question about commander settings at 16:30. What exactly does the cycle duration and cycle on demand. Is it along each ai commander can make a decision. My main problem is that ai command C isn't selecting his reinforcement groups when he needs them. he does order them after they idle for 15-20 mins. I don't have this problem with the other two. another question is can i link up simple objectives to each other 1 at a time than to the commander instead of all at once. like having HQ take the port before moving inland to multiple objectives. thanks in advance if anyone could answer.
also forgot to mention that the only difference between commanders is that C is linked to a real person, the other are not. I like the idea for a UN General trying to keep himself alive during a Civil War (which is why waiting for reinforcements 15 minutes isn't good idea).
Got a question about Asset Compiler and Reinforcements. How do you get it to work with custom troops?
Watch my Basic Tutorial. But essentially: Sync Commander to the Reinf module. Set the reinf module accordingly to your liking. Sync the reinf module to an asset compiler. Sync the all the squad leaders of the squads you want to be a part of the asset pool to the asset compiler. So if you sync three identical group A's and one group B, you'll have a 75% chance of group A spawning.
@@MiamiViceGTA ah, i see. Thanks for the help
@@MiamiViceGTA hey I’ve had a similar issue with supports by chance can you make a video on how to use or set up medical or like a repair support system? I’ve been getting request for medevac and ammo trucks but the ai never sends them out.
Also your vids really helped out thank you.
@@shockengi445 They are not ACE compatible and I don't play without it. But Rimmy released his ace-compatible support module for HAL, so I might do something with that. But basically sync a relevant RHQ module to the asset and you're good to go.
Neither side from this mod issue orders/move troops at all when I was testing this..
Did you place the HAL core module and set from the commander settings module "Control All Side Groups"?
@@MiamiViceGTA I did place the core module but I had the "Control all side Groups" disabled as I only wanted synchronised group to the modules to spawn.
Alright, I did manage to get only synchronized groups to move from the AI commander but I have been getting no AI reinforcements at all.
Alright, Got everything I was having problems with the mod fixed.