NR6 HAL Evolved - Basic Setup Tutorial (Arma 3)

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  • เผยแพร่เมื่อ 25 มิ.ย. 2024
  • Basic setup tutorial to get your battle running and to understand the basic system of NR6 Evolved for Armored Assault 3.
    NR6: steamcommunity.com/sharedfile...
    NR6 Discord: / discord
    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 transport setup
    35:24 Air reinforcement setup (Mode C)
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ความคิดเห็น • 142

  • @ninjarider6006
    @ninjarider6006 3 ปีที่แล้ว +89

    Hey, Ninjarider600 from steam here.
    Just stumbled upon this guide while browsing youtube and wanted to thank you for taking the time to explain how everything is setup. Unfortunately, my personal life dragged me away from modding and Arma altogether preventing me from properly finishing guides on how to effectively use this tool. It fills me with joy to see that others have picked up where I left off and I sincerely thank you for helping to make the mod a lot more usable.
    In the hopes of returning to the project,
    NR6

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +9

      Thanks a ton for making this modification! I wanted to raise awareness because I know you're a good guy, to help you a bit with all the requests for a tutorial, and to make the Arma-world know that NR6 is a very easy tool once you get what all the modules mean & do. I'll probably make more tutorials on this stuff later on as it seems to be very much in demand.
      It works fine already, but me and the community would be very glad to see you once again on the project. But realities of life are what they are. We were talking about making it ACE-compatible, I'll get back to you on Steam about releasing the code for these purposes. Btw. I'm Marccanen on Steam.
      Thanks a lot!

    • @devil2578
      @devil2578 2 ปีที่แล้ว +1

      great mod ur amazingg

    • @wraith6766
      @wraith6766 2 ปีที่แล้ว

      @@MiamiViceGTA Out of curiousity how has this progressed over the last year. Newb to NR6 but holy bunnies bat man is there potential here. :)

  • @Ferocious_Imbecile
    @Ferocious_Imbecile 3 ปีที่แล้ว +39

    Thank you so much. I've been dying for a guide like this since forever. I love HAL/NR6 but NR6 is complicated if you don't have a masters degree in Arma 3

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +6

      You're welcome! I'd say NR6 is hard to learn, but easy to master. Once it clicks, it clicks, but there's not much documentation out there for it to click.

    • @Ferocious_Imbecile
      @Ferocious_Imbecile 3 ปีที่แล้ว +2

      @@MiamiViceGTA Exactly. I've been begging for a PDF manual for it to no avail. I manned up and started following your tutorial last night and it wasn't as complex as I thought though how you figured it all out I have no idea. I think everyone that's viewed your video would;
      1. love to see more
      2. love to see certain abstruse areas dealt with in depth (resupply, medivac, repair etc)
      3. love to see some vids of setups you've done being played out in game. In fact if you want to get a lot more subscribers I suggest doing a whole series where you create NR6 scenarios, using various mods, and then follow the outcomes using Zeus or something like that and then with each successive video tweak things out, bring in new elements to see how they play out in game. There's a lot of Arma3 fanatics out there (it seduced me away from my beloved Total War series) and you'd be doing a lot to get single players to adopt NR6 as they should.
      I think Hetman is awesome even in its primitive form though NR6 solves a lot of it's problems for sure. Thanks again.

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +2

      @@Ferocious_Imbecile Thanks a lot for these kind words, they certainly motivate me to possibly make more videos like this one. Not into subscribers though, but I am into helping people and doing tutorials. Sadly, what comes to your second point, I won't be doing that because as of now all of those features you described are vanilla only (meaning no ace compatibility), and using ace is a must for me and many others.

    • @Ferocious_Imbecile
      @Ferocious_Imbecile 3 ปีที่แล้ว

      @@MiamiViceGTA I can live without that stuff. I woke up thinking about all this and sleep and dreams clarified my thoughts down to one essential matter for this game. I know Arma 3 is not 64 bit it's 32. But I have an AMD 2950X with 16 cores and 32 threads. with 64 gigs of RAM and a Radeon VII GPU with 16 gigs of VRAM in it. It's awesome. Which brings me to my point is that you discuss the Caching System in terms of virtualization, and the HAL Core node. Is there any way to do something like the Arma 3 Dedicated Server to create virtual Arma 3 commanders that would have their own separate AI playing in the game? I've thought of trying to figure this out, port forwarding and all but it's still beyond me. There's a Arma III community wiki on this; Arma 3 Dedicated Server

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +1

      @@Ferocious_Imbecile I'm not sure if I follow you correctly. But I think the caching system runs "on" the server, we discussed this with NinjaRider. So in theory having a dedicated server running the scenario with caching system will be quite lag-free for the clients. However, for very big scale battles (let's say whole of Altis f.e), I'd advice to use the ALiVE mission making mod.

  • @InfernoTV
    @InfernoTV 2 ปีที่แล้ว +3

    Absolutely stellar tutorial, explained everything I needed to get started with NR6 & HAL

  • @nandorodor265
    @nandorodor265 3 ปีที่แล้ว +4

    Awesome tutorial! Thank you!

  • @JWhiteley
    @JWhiteley 3 ปีที่แล้ว +14

    Helped a bunch, it's really cool seeing ArmA work in this way, like y'know, there's an actual brain behind the AI.

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +4

      Well thanks to the modification the leader certainly seems to have a brain, but for microlevel AI (meaning what controls an individual soldier) I'd recommend you to try "Lambs Danger" in Steam. Difference with vanilla AI and Lambs is like night and day, you'll see.

    • @JWhiteley
      @JWhiteley 3 ปีที่แล้ว +1

      @@MiamiViceGTA Oh yeah, individual AI is still...flawed...Like when they flipped an MRAP on a completely straight, level road.

  • @evilspatula6450
    @evilspatula6450 3 ปีที่แล้ว +2

    Thank you very much for the tutorial, it is comprehensive and clear, and it helped me to understand how it works

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว

      Thanks for the kind words :)

  • @DadaHusinec
    @DadaHusinec 2 ปีที่แล้ว

    @Skutsin Gordon Briliant Tutorial you go directly to the point thank you for that.

  • @dr_detroit01
    @dr_detroit01 3 ปีที่แล้ว +4

    Thanks for the tutorial! Been using Alive forever, but going to try and setup a WW2 scenario with HAL. This should help!

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +3

      I was in the same situation as you. Nowadays I use Alive only for asymmetric scenarios. Lemme’ know how it goes!

    • @dr_detroit01
      @dr_detroit01 3 ปีที่แล้ว +4

      @@MiamiViceGTA I'll tell you what! After setting up a WW2 scenario in Neaville, I'm absolutely hooked! The flanking, the maneuvering, the constant pressure and ebb./flow of the battles are truly amazing! I'm blown away friend - thanks for the tutorial. I followed step by step, now it's all fairly clear. Just amazing...this is the best dynamic campaign generator for Arma for force-on-force campaigns. Like you, Alive will be for insurgency stuff.
      Another thing I'm amazed by is the fairly easy setup (very similar to Alive system setup in some ways - but far easier and intuitive). But the FPS gain is really something, same unit counts going on between two similar mission using ALive and HAL, and HAL has much higher FPS (15+ gain) with very smooth play and no hitching like I sometimes experience with Alive.
      One question though; when an objective pops up, the marker is like a yellow/gold color. Another white marker pops up at the same time, sometime pointing entirely somewhere else. Do you know what that white objective marker is?
      Thanks again for the help! And KUDOS to NinjaRider6000!!! Fantastic work!

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +2

      ​@@dr_detroit01 Very glad to hear it's working Shane :) I love it as well. It makes it feel like an actual battle and even as a mission maker it's very much playable.
      You are talking about the tasks you get from the commander I assume? The white color means it's not assigned. The gold color means it's assigned. You can assign them by hovering your mouse on top of them and choosing it, or going to the tasks menu when you have your map opened. But it doesn't really have any effect on anything, I think you can still complete tasks that aren't assigned by yourself.

  • @norsia1946
    @norsia1946 3 ปีที่แล้ว +6

    this tutorial is amazing for the basic stuff platoon/battalion level stuff, but if you don't already know how mission editor code stuff works, you're still not making dynamic scenarios with this stuff. this video is literally the only resource I found that actually bothers teaching you this stuff beyond the outdated manual from the original mod.

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +5

      Thanks! That's why I made the tutorial, there was absolutely NOTHING available to explain NR6 except for the outdated stuff. And apparently quite a big TH-camr made a video using the modification, and people want to use it and this is the only thing they got.
      If I understood you correctly, you're saying this doesn't let you make dynamic missions? It does. You're making dynamic missions. NR6 is for that. Spawn pools are random, where the troops spawn are random if you spawn them with "spawn forces" module, and as the battle starts the waypoint placement is different, everything affects everything, it is very dynamic even with a simple setup. You just set the framework manually, just like in ALiVE for example.

  • @harveysimpson5167
    @harveysimpson5167 3 ปีที่แล้ว +1

    Extremely good guide; Thank you

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว

      Thanks for the feedback :)

  • @xzxxx-km4vy
    @xzxxx-km4vy 8 หลายเดือนก่อน

    That's a fcking solid tutorial right there. No over complicated useless load of b.s that every other tutorials seem to have

  • @imembridibuddha
    @imembridibuddha 3 ปีที่แล้ว

    Great tutorial, thanks!

  • @billu5297
    @billu5297 ปีที่แล้ว

    Looks awesome I am going to give it a try

  • @mamba3805
    @mamba3805 3 ปีที่แล้ว +1

    thank you!

  • @user-ew5pb5nj2k
    @user-ew5pb5nj2k 2 ปีที่แล้ว

    thank you for the guide

  • @dirtyypantaloons57
    @dirtyypantaloons57 3 ปีที่แล้ว +1

    Thanks

  • @MiamiViceGTA
    @MiamiViceGTA  3 ปีที่แล้ว +8

    If this tutorial seems like too in-depth and long for you, check out my Quick Setup Tutorial: th-cam.com/video/QPYJQ1PsWD0/w-d-xo.html&ab_channel=SkutsinGordon
    Also, if you have a question you want a quick answer to, or just want to track the progress of NR6, discuss about it, share missions or whatever: Join the newly created Discord of NR6! discord.gg/7z5je2zQGw

    • @rusekamppelli4519
      @rusekamppelli4519 3 ปีที่แล้ว

      just a heads up, the discord invite link seems to have stopped working. or at least shows up unavailable for me.

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว

      @@rusekamppelli4519 I updated the link.

  • @Fjaellraev
    @Fjaellraev 4 ปีที่แล้ว +8

    Thanks, helped me out a lot! I'm having a problem with zbe cache and reinforcements using transports, they cant seem to get in and are stuck in an endless loop and will not move from the base.

    • @MiamiViceGTA
      @MiamiViceGTA  4 ปีที่แล้ว +2

      This happened to me with GEIST vehicles for some reason. Try to change the vehicle. I'm quite certain it's because of other mods than NR6. Btw, for transports, remember to be double sure: Sync RHQ Unarmed Cargo Vehicle to the vehicles. Sync "Transport Only" to the asset and to the commander.

    • @Fjaellraev
      @Fjaellraev 4 ปีที่แล้ว

      @@MiamiViceGTA Yeah seems like it was GEIST, thank you! Do you have any missions you could share to have a look at ? Want to try and improve the missions i make and see how others do theirs! Thanks

  • @nickmayhew9722
    @nickmayhew9722 2 ปีที่แล้ว

    This looks great. Which map are you using?

  • @seleldjdfmn221
    @seleldjdfmn221 4 ปีที่แล้ว +1

    Here before 100K subscribers. Keep working hard! Enjoy Your day xd

  • @squidontheside5496
    @squidontheside5496 2 ปีที่แล้ว

    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?

  • @6komodo6
    @6komodo6 20 วันที่ผ่านมา

    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

  • @pickled_bacon
    @pickled_bacon 3 ปีที่แล้ว +2

    Question: how do you make regular vanilla mortars work?

  • @Mungstein
    @Mungstein 3 ปีที่แล้ว +1

    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.

    • @MiamiViceGTA
      @MiamiViceGTA  2 ปีที่แล้ว

      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 :)

  • @zylack9069
    @zylack9069 3 ปีที่แล้ว

    How do I set up helicopter or plane transports? And could you do a modern version aswell?

  • @Magnulus76
    @Magnulus76 2 ปีที่แล้ว

    Does NR6 mod set up its own end conditions, or do you have to add those? I am confused.

  • @nikpod27
    @nikpod27 หลายเดือนก่อน

    What should recon do if they spot an enemy? What is their role in the mission?

  • @southerncuban5845
    @southerncuban5845 2 ปีที่แล้ว

    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?

  • @ostbell.8297
    @ostbell.8297 ปีที่แล้ว +1

    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 !

  • @reaperone7325
    @reaperone7325 2 หลายเดือนก่อน

    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

  • @Ferocious_Imbecile
    @Ferocious_Imbecile 3 ปีที่แล้ว +2

    So I followed your instructions and played for hours and it worked with some amazing results but there were problems; my RHS stuff was seriously outdated; I went back and updated a bunch of stuff, and downloaded and installed a lot of new stuff and it was amazing. The raw agression, the methodical ganging up of units to stage an attack were magnificent. I've been working on the Zargabad map so far because it's small enough to sort of contain the violence; I put in 3 Hind helicopters, wired them in as air recon to the squads node and what the hell, they immediately staged a lightning fast bum's rush on the enemy headquarters causing immense chaos.
    The HAL High commander; that's pretty much deprecated now? Or can I synch the several commanders on one side under a High Commander?

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +4

      It is truly a special moment when you get the battle going and it feels like brutal war, reinforcements coming in endlessly and so on!
      And yes you are correct, the HC was used by original HETMAN and is not functional for the simple mode of NR6. Although, me and the dev (NinjaRider) were talking about the possibility of HC being a higher commander in the chain-of-command, able to delegate objectives between commanders of the same side, but obviously it's very hard to implement and I doubt it will happen at least anytime soon.

    • @joelhenard9382
      @joelhenard9382 2 ปีที่แล้ว

      Hi your description is interesting ! Did you post your mission somewhere ? Would love to play it !

  • @noumenalism
    @noumenalism 3 ปีที่แล้ว

    Hey Skutsin Gordon, I hope you are well. I just had a quick question about the objectives. Is it possible to make them like sectors? Or to have the objectives show on the map? Or is there a way to use sectors instead of objectives? I simply want the ai to be able to respawn on the objectives or have at least the objectives to be visible on the map. Cheers

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว

      The respawn system afaik doesn't allow dynamic changing of the respawn spot during scenarios. But you can have a sector by tweaking the ranges in objective settings and behavior settings by changing the capture size and the values for command multipliers in behaviour settings. This will expand the range from an objective module to be accessed further away, which creates a circular sector.
      Tbf, I just place map markers for each of the objectives in the editor to make the battleground visible.

    • @noumenalism
      @noumenalism 3 ปีที่แล้ว +1

      @@MiamiViceGTA Awesome, thank you so much! I’ll will give it a shot and thanks for the tips! Alrighty than Skutsin Gordon, I’ll leave you be haha but take care and be safe, and thanks again!

  • @jorgepreciado6984
    @jorgepreciado6984 3 ปีที่แล้ว

    4:19 que hace el general settings
    7:11 como unir tropas con comandante

  • @flipper1559
    @flipper1559 3 ปีที่แล้ว +2

    So I have a few questions. How do Air Reinforcements A and B function?? I did a few tests to see how AI squad leaders utilize air assets and in one scenario I put an infantry squad that was set to defend a village from an enemy that vastly outnumbers them but the infantry squad had A-10 support for Air to Ground and apart from one air strike (that missed) the AI squad leader wouldn’t call anymore, even as we were becoming overrun

    • @flipper1559
      @flipper1559 3 ปีที่แล้ว +1

      Also I should’ve asked in my prior comment but to attack helicopters fit under the ‘Air Reinforcements’ tab too??

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +4

      Hey, thanks for your questions. Go to the NR6 description in Steam Workshop, there's some detail about different types of reinforcements for air assets. Basically it's just three different ways to technically speaking getting the planes to respawn, doesn't change their in-game behaviour one bit once they've spawned. Sometimes the AI can be a bit conservative to ask for support, but as a player you can ask for the support yourself as well (if you're a squad leader). Air reinforcements work for all types of air elements: Planes, transport & attack choppers. If it's an attack chopper, just don't sync "transport only" to it and preferably sync "ground attack aircraft" RHQ module to the empty aircraft and to the reinforcement module.

  • @muhamad2971
    @muhamad2971 2 ปีที่แล้ว

    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

  • @geordi5054
    @geordi5054 2 ปีที่แล้ว

    How to get the AI to move its artillery?

  • @yeonhohproduction5457
    @yeonhohproduction5457 3 ปีที่แล้ว +1

    Should make a video on how it runs

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +1

      In the new quick tutorial I included a small segment showing how it runs.

  • @Mr_Centipede
    @Mr_Centipede 3 ปีที่แล้ว

    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.

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +1

      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.

    • @Mr_Centipede
      @Mr_Centipede 3 ปีที่แล้ว +1

      @@MiamiViceGTA thanks that really do the trick 😁

  • @reeceshugrue6167
    @reeceshugrue6167 ปีที่แล้ว

    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 ]

  • @marceldohring9260
    @marceldohring9260 2 ปีที่แล้ว

    Can i use ALIVE with these mod?

  • @normalcarrot6361
    @normalcarrot6361 3 ปีที่แล้ว

    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.

    • @normalcarrot6361
      @normalcarrot6361 3 ปีที่แล้ว

      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).

  • @sams1999able
    @sams1999able 3 ปีที่แล้ว +1

    Hey, just wanted to know why that happens but the commander, in my testing, will keep using transport vehicules as sentry near the base. any idea why? I've set them to cargo only and even added a module preventing defensive or offensive orders to be given to those units yet he still uses em. basically I end up with multiple transport trucks acting as sentry around the base and helicopters hoverring over for the same reason.

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว

      It sometimes is a battle to prevent stuff like this happening. Few Q's to you:
      - What kind of transport assets are you using? Vanilla or mods?
      - Are you using the Air Reinf Module for the helicopters?
      - Do the transport assets (helis or trucks) provide transports at all, or just guard the base?
      - Does the infantry get capture orders etc as usual?

    • @sams1999able
      @sams1999able 3 ปีที่แล้ว

      @@MiamiViceGTA Yeah i've tweaked some things and it works a little bit better now. But it can still happne sometimes.
      - I'm using vanilla assets mostly, i've got a few modded things but mostly for infantry units.
      - I am using the air reinforcements module C set to 2 aircraft at once.
      - They do now provide transport or evacs yes, but they sometimes will be sent to sentry mode when the enemy is very close.
      - the infantry does get capture orders as usual yes
      After playing with it a bit I think it might be because the choppers have door gunners, but i'm not sure

    • @sams1999able
      @sams1999able 3 ปีที่แล้ว

      Not sure about the trucks though

  • @imembridibuddha
    @imembridibuddha 3 ปีที่แล้ว +1

    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.

    • @MiamiViceGTA
      @MiamiViceGTA  2 ปีที่แล้ว +2

      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)

    • @imembridibuddha
      @imembridibuddha 2 ปีที่แล้ว

      @@MiamiViceGTA Makes sense, thank you very much!

  • @xKobyMacx
    @xKobyMacx 2 ปีที่แล้ว +1

    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?

    • @xKobyMacx
      @xKobyMacx 2 ปีที่แล้ว

      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...

    • @joelhenard9382
      @joelhenard9382 2 ปีที่แล้ว +1

      Go to your ennemy commander module and in the settings disable BFT markers.

    • @xKobyMacx
      @xKobyMacx 2 ปีที่แล้ว

      @@joelhenard9382 alright cool thank you, that worked

  • @travismac1996
    @travismac1996 3 ปีที่แล้ว +1

    Do any AI modifications work with this like LAMBS or asr.
    Edit: I'm dumb now I just need to figure out how to disable waypoint settings on lambs.

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว

      Good that you figured it out!!

    • @iamunamed5800
      @iamunamed5800 3 ปีที่แล้ว

      How do you disable it?

  • @sivraj01171
    @sivraj01171 2 ปีที่แล้ว

    do all the units have to be set up in Eden? or can they also be placed during the mission?

    • @squidontheside5496
      @squidontheside5496 2 ปีที่แล้ว +1

      You can place them during the mission but you need to activate the "control all side troops" parameter in the "commander settings

    • @sivraj01171
      @sivraj01171 2 ปีที่แล้ว

      @@squidontheside5496 perfect thank you!

  • @iamunamed5800
    @iamunamed5800 3 ปีที่แล้ว +2

    Anyone else get's the problem where HAL just gives up and stops issues orders? After 1-2 minutes of gameplay, HAL stops working and gives no order, no contact reports, etc.

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว

      1-2 minutes is unheard of, but I've had it happen after 1-2 hours. If you meant to say minutes, what kind of orders does the commander give? I'm guessing patrol?

  • @sams1999able
    @sams1999able 3 ปีที่แล้ว

    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

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว

      Yeah sure there are ways for that, but NR6 is probably not what you want for that.

  • @23DEATHNUMBER
    @23DEATHNUMBER 3 ปีที่แล้ว

    How do set up a the A.I to provide a ammo drop?

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว

      Haven't done this in a long time, but I did remember using the functionality with Unsung. I know you need to place the ammo depot module and a crate containing the ammo within that area (it should show an area if I remember correctly), and the crates spawned create a pool of ammo similar to the asset compiler module. I'll need to refresh my memory and check the function and get back to you.

    • @23DEATHNUMBER
      @23DEATHNUMBER 3 ปีที่แล้ว

      @@MiamiViceGTA okay thanks!

  • @mrdragoonproductionpteltd.7946
    @mrdragoonproductionpteltd.7946 ปีที่แล้ว

    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

  • @harveysimpson5167
    @harveysimpson5167 3 ปีที่แล้ว +3

    Can anyone help with an error message along the lines of "for each (_HQ_getvariab... Error Zero divisor" that comes up in a black box...

    • @Auriga499
      @Auriga499 3 ปีที่แล้ว

      same problem

    • @spartanpawn007
      @spartanpawn007 3 ปีที่แล้ว

      I believe it's fixed by putting down the HAL General Settings module or manually using the RHQ modules.

    • @harveysimpson5167
      @harveysimpson5167 3 ปีที่แล้ว

      @@spartanpawn007Thank you for trying to help. What do you mean by putting down the Hal general settings?

    • @spartanpawn007
      @spartanpawn007 3 ปีที่แล้ว

      @@harveysimpson5167 Under the HAL Core tab there should be both a HAL Core module and a HAL General Settings. If you place and edit the HAL General Settings module, there should be a bit towards the bottom that has RHQ Auto Mode enabled. This should get rid of the error message.

    • @harveysimpson5167
      @harveysimpson5167 3 ปีที่แล้ว

      @@spartanpawn007 thank you again. I looked but RHQ AUTO MODE was already enabled.

  • @scientificfeline3955
    @scientificfeline3955 3 ปีที่แล้ว

    How do I get AI to enter the transports? How do I get combat vehicles (APCS, TANKS, ETC) to start moving? How do I keep the AI from moving in an entirely different direction? Nothing seems to be working for me.

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว

      Не переживай! Firstly what kind of APCs, tanks etc are you trying to use? I'd recommend for test purposes using the vanilla ones or f.e RHS vehicles where you haven't edited the loadout. Next, turn "debug" on from commander settings. Make sure you've synced simple objects to the commander module and that the commander is Leader X and to the other Leader is Y, not X. This happens to me a lot, I forget to change the Leader from A to B when I copy paste the modules for the opposing force commander. Check if "Control All Side Units" is on, so the commander has control of every unit of his side.
      If they move to the different direction either they are getting orders for the wrong objectives, they're controlled by the wrong commander, or they get "wait for order" "secure the base" orders. Either the commander doesn't know about the other objectives or he considers that he doesn't have enough manpower to attack.

    • @scientificfeline3955
      @scientificfeline3955 3 ปีที่แล้ว +1

      @@MiamiViceGTA I got the vehicles working, for the most part I guess. AI wouldn't enter any transports though, and the transports wouldn't move. I was using all vanilla.
      I had a NATO and CSAT comm down. NATO was A, CSAT was B.
      Another issue I found is that the reinforcements don't seem to spawn even if most people on NATO or CSAT are dead. I synched the spawn forces to the asset compiler but nothing seems to happen. Do I sync the asset compiler, spawn forces, and reinforcements modules to the commander?

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว

      @@scientificfeline3955 Syncing order for the reinf to work: Units you want to spawn (SLs of the squads to spawn is enough) -> Asset compiler -> Reinforcements (Make sure that the side matches your commander and that your disable range is small enough for not that to ruin it. Also, I usually set decay to 0 so the threshold stays as I put it. And threshold f.e 0.9 -> respawn activates when total number of units falls below 90% of the amount at start) -> HAL Commander. I think you missed syncing the Reinforces/Spawn Forces module to the commander there. Spawn Forces is the same thing, but it's only used at mission start to randomly spawn otherwise hand-placed units.
      Transports are sometimes a bit tricky. I usually: Place a vehicle with a driver in it -> Sync it to "Transport only" and sync that to HAL Commander -> Sync RHQ Unarmed Cargo (or something like that) to the transport vehicle. I think it's coded into the mod that they don't utilize transport unless the range is greater than X, but it's quite small for vehicles. If your guys get recon orders, there's a setting in Support Settings module or the General Settings module for recon cargo. Sometimes trying different vehicles work because it's Arma.

  • @yobocat7576
    @yobocat7576 3 ปีที่แล้ว

    The AI doesn't seem to want to use transports to move between objective and HQ. can't seem to figure out why

    • @solowingpixy2242
      @solowingpixy2242 2 ปีที่แล้ว

      mine too did you figure it out?

    • @yobocat7576
      @yobocat7576 2 ปีที่แล้ว

      @@solowingpixy2242 I didn't

    • @solowingpixy2242
      @solowingpixy2242 2 ปีที่แล้ว

      @@yobocat7576 i just didn't have the objective module connected

  • @jarodaffygaming276
    @jarodaffygaming276 3 ปีที่แล้ว

    does this work with zeus spawned units?

    • @JWhiteley
      @JWhiteley 3 ปีที่แล้ว

      No, I don't think so.

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว

      I haven't tested but I'm in doubt.

  • @medibar576
    @medibar576 3 ปีที่แล้ว

    Neither side from this mod issue orders/move troops at all when I was testing this..

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว

      Did you place the HAL core module and set from the commander settings module "Control All Side Groups"?

    • @medibar576
      @medibar576 3 ปีที่แล้ว

      @@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.

    • @medibar576
      @medibar576 3 ปีที่แล้ว

      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.

    • @medibar576
      @medibar576 3 ปีที่แล้ว +1

      Alright, Got everything I was having problems with the mod fixed.

  • @TheBigDog90
    @TheBigDog90 4 ปีที่แล้ว

    You have problems with the Tanks, I can't get the IFA3 ones to work

    • @MiamiViceGTA
      @MiamiViceGTA  4 ปีที่แล้ว +1

      How are they not working? They're just standing still without orders, or?

    • @TheBigDog90
      @TheBigDog90 4 ปีที่แล้ว +1

      @@MiamiViceGTA just worked it out. Turns out it was the Real Panzer mod. Some reason it takes away 2 crew members for the tanks

    • @MiamiViceGTA
      @MiamiViceGTA  4 ปีที่แล้ว +1

      @@TheBigDog90 Oh, that's weird. Good to hear it's working.

  • @DorkAndFriends
    @DorkAndFriends 3 ปีที่แล้ว

    The discord link is expired.

  • @manutd____
    @manutd____ 3 ปีที่แล้ว

    Transport isn’t working

  • @EastWoodGrap
    @EastWoodGrap 3 ปีที่แล้ว

    I set everything up, and the commanders arent giving orders. No units are actually moving.

    • @budmil324
      @budmil324 3 ปีที่แล้ว +1

      same

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +2

      The most usual things that cause this:
      A) Something wrong with the modules, f.e. the commander is set to command Blufor and you have Indfor units, or "control all side units" isn't turned on. Or a syncing error. BTW: try it with 'all side units' on rather than with the "include squads" module.
      B) No "HAL Core" module placed
      Use the "Commander Settings" module to turn on debug to see what's happening. Also, sometimes customizing loadouts causes the units not to function properly; do not edit the loadouts for test purposes.

    • @budmil324
      @budmil324 3 ปีที่แล้ว +3

      @@MiamiViceGTA Thanks, it finnaly works... been wrapping my head around it for hours yesterday lol

    • @MiamiViceGTA
      @MiamiViceGTA  3 ปีที่แล้ว +1

      @@budmil324 Good to hear mate! What was it?

    • @budmil324
      @budmil324 3 ปีที่แล้ว +2

      @@MiamiViceGTA It had to do something with the "all side units" instead of the "include squads" I've only edited that, launched it and it worked without a problem

  • @rocksteady9826
    @rocksteady9826 8 หลายเดือนก่อน

    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.

  • @caribbeanchild
    @caribbeanchild 2 ปีที่แล้ว

    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.

    • @MiamiViceGTA
      @MiamiViceGTA  2 ปีที่แล้ว +2

      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".