Arma 3
Project Hedes - Ambient Modules
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Update: Mar 12, 2023 @ 6:58pm

2023/02/22 Updates
- Added my own CBA fixes (not sure if they ever fixed the endless loop in the search area task function). These will not overwrite the CBA modules. They are prefixed with HEDES and the modified behavior only takes effect when explicitly called.
- Added init functions to combat zone module.
- Added order override to combat zone module for each side, so you can use your own code on the spawned units.
- Fixed issue with unit garrison.

Known Issues
- If you used the "CBA - Waypoint Garrison" task type in the garrison module, you'll need to set it to "CBA - WP Garrison" now. The word "waypoint" was messing with the calling scripts because waypoint is a command.

Update: May 8, 2022 @ 12:56am

!!! RESET THE AI TASK ON YOUR GARRISON MODULES OR YOU'LL GET AN ERROR WITH THIS UPDATE !!!


Hi Everyone,

Alas, Update 8 is ready. The feedback and suggestions have been incredible and pushed this mod to a new level once again. I feel this update unlocks a lot of potential for creators to create an amazing experience. Hopefully, you all enjoy this next update as much as I am. If you have any questions or problems, as always, please join our Discord server and report the problem or leave a comment here (Discord is faster).


Here's what's new...


Combat Zone Modules
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- Removed Option To Parachute (It doesn't work when the dynamic simulation distance is below 1km).
- Added Infantry Spawner. Units will now spawn on land and attack the combat zone point.
- Added option to manager module that forces units to play the objective. In this mode, units will not stay at the original objective they were assigned.
- Modified to be compliant with the new cleanup module. See cleanup module enhancements for more info.

Ambient Garrison/Civ/Vehicle Modules
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- Improved dynamic simulation thread. There is now one thread per module, instead of one per group. This is useful when multiple triggers are synchronized to a single module.
- Modified to be compliant with the new cleanup module. See cleanup module enhancements for more info.

Maintenance/Cleanup Modules
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- Background cleanup thread always runs now. This only affects units spawned by the HEDES combat and ambient modules.
- The Maintenance Module placeable in 3den Editor is only to modify default settings.

Destruction Modules
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- Destruction modules can now be placed that will programmatically destroy buildings.
- Added first pass at searchlight modules.
- Added sound effects module to play an audible 3d sound when a player is within range.

QOL Modules
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- Fixed the nameplates not working for non-server players. I don't know if anyone uses this module, but I like it.


Finally, a huge shout out to A. Ares and Shadoe for all of their feedback, content additions, insights, and suggestions.

Update: Apr 26, 2022 @ 7:51pm

Hi everyone, thanks for all of the feedback as always. Special shout out to A. Ares for his suggestions and feedback, and challenging me to push this mod further.

Hopefully, you all enjoy the latest update. If you have any questions or problems, as always, please join the Discord and report the problem or leave a comment here (Discord is faster).

Here's what's new...

Airport Ambient Modules
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- Yes, airports. I have always felt like the airports were so static and empty. These modules add jets that will spawn, land, take off, and carry out a patrol order or move to a despawn point and repeat the process.
- Jets that are carrying out a patrol task, will be recalled when they are low on fuel.
- Pilots will leave their jet after landing and proceed to the building nearest to the module (put it near where the planes taxi after landing).
- I've tested this on the small airport in the NW corner of Tonoa and the large airport on Stratis.
- This is very much a WIP. Please try it and let me know what you think. This is intended to add ambience (not a CAS system or orchestrate dog fights - although with some extra scripting maybe you can).
- Instructions will be posted on the wiki soon.

All Module Enhancements
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- Local triggers and synced triggers now all have their simulation disabled. This is to prevent the evaluator from firing (useless cycles spent on this module).
- Distance is now measured using Distance2D (previously used distance). (#21)
- Interval frequency is now configurable.
- Added init functions to all modules for units (check tool tip for usage, or wiki once it's updated).
- Added wiki links to all modules to help get creators running faster.
- Changed attribute controls to appropriate control types to prevent incorrect data (ie - string instead of number).

Combat Zone Modules Enhancements/Fixes
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- Fixed Independent Spawn Module Name (#22)
- Added notification to child modules of manager module so creators know where to start.
- Added ability to disable damage on heli and crew to prevent clutter (if shooting down these heli's isn't important to your scenario).
- Added debug visualizer for heli landing zones (run "HEDES_DEBUG = true" in your debug window to turn this on).
- Fixed issue where unit spawner could spawn more units than the sides configuration allows. (#18)

Garrison Module Enhancements/Fixes
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- More fixes to patrolling vehicles. Really hope they stop exploding on spawn sometimes. Need more feedback on this. (#11)
- Added additional tasks for garrison units. Do not rcommend using SearchNearAreas until the following CBA issue is resolved: https://github.com/CBATeam/CBA_A3/issues/1544 (#11)
- Unit AI is now configurable. Speed mode and behaviour. (#11)
- Added patrol refresh interval to keep the patrols moving indefinetely. Every 5 minutes, patrols will be refreshed with new orders (the command is executed again). (#11)

Update: Apr 17, 2022 @ 8:16pm

Hi everyone. Here is this weekend's update. In the future, updates will be less dramatic (I hope). This mod took off way more than I expected, so I spent a lot of time trying to make things right and polish what is already released. Apologies for any scenarios that this update breaks. You may need to re-add a module in your scenario to resolve the issue. Some things were wrong and I decided it was best to rip the bandaid off early. If you need any help, as always, please hop on the Discord and let me know.

If you have a scenario that you would like compatibility-tested before an update rolls out, please join the discord and send it over. I'm planning on releasing an early release branch (unstable build) soon that should help creators anticipate these changes.


Known Issues/Workarounds:
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1. The ambient civilian module had its name changed from a previous release. One of my older maps threw an error and it may happen to others. If it's broken, revert to a previous version of the mod, backup your config if needed, then add the new module. (sorry).
2. If you receive an error when using the ambient garrison module, go back into the module and replace your max unit value. You can type in the same number. The data type was changed from string to number to add data type validation (preventing the creator from entering letters when only numbers are expected).


Enhancements:
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1. (Make Garrison Patrols More Configurable #11) - Patrols can now have their task type, speed, and behavior configured. In addition, they patrol within whatever the radius of the module or synced trigger is.
2. (Make Garrison Patrols More Configurable #11) - Garrison module units can now have a simulation delay value configured. This is useful for garrison units that take a moment to get set up. Units will not be dynamically simulated until this amount of seconds has elapsed.
3. (Combat Zone Insertion Modules #1) - As requested, combat zone LZs may now be synced with combat zones (not the manager module). To see a visual indicator of where units are trying to land, place this in your characters init "HEDES_DEBUG = true".
4. (No related issue) - Units will now spawn when the map first loads, instead of waiting for all players to be out of range, in case the scenario creator would like the player/s to spawn in an already populated area.


Bug Fixes:
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1. (Garrison units spawning incorrectly #10) - Garrison units no longer spawn in the air sometimes and fall to their deaths.
2. (Garrison units spawning incorrectly #10) - Garrison units no longer spawn in and immediately kill each other (seriously sometimes they did that).
3. (Garrison units spawning incorrectly #10) - Garrison units no longer spawn in the air sometimes and fall to their deaths.
4. (Issues with AI and suggestions #8) - The cleanup module was not evaluating nearby players correctly. Resolved.
5. (No related issue) - GUER side was bugged in the garrison module. Independent forces will spawn as expected now.

Update: Apr 15, 2022 @ 7:10pm

Emergency update. Found that in some cases units will spawn in the air because of how the trigger function works. Added a stop gap that places infantry on the ground after spawning.

Update: Apr 15, 2022 @ 6:07pm

Thanks to everyone for the feedback. This update revolves primarily around the ambient modules (there was a lot of interest in them so I figured I should clean them up). I think you'll enjoy this update. As always, keep the feedback coming.

New Features
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Ambient Module Enhancements
- Added 5 configurable behaviors for the garrison module behavior.
- Added a surprise to the Ambient Vehicle Patrols. When the vehicle is no longer effective, a bomb is planted (an audible beep can be heard for 20 seconds), and the vehicle is detonated. Surviving crew members will join the nearest squad.
- All modules will stop spawning units when their simulation is disabled, and continue when their simulation is re-enabled.
- All modules now operate within a trigger area, and can be synced with many trigger to duplicate their behavior. If no trigger is syncronized, the module spawns its own to match the visible object area size in 3den. See the following articles for more info and examples:
https://github.com/mrzachhigginsofficial/Arma3-ProjectHedes/wiki/Module---Ambient-Garrison
https://github.com/mrzachhigginsofficial/Arma3-ProjectHedes/wiki/Module-Ambient-Civilians


Bug Fixes
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Ambient Module Fixes
- Cleaned up Ambient Civ module. Civilians now flee properly and disappear when out of player site. Civilians will repopulate when no more players are in the area.
- Overhauled the empty vehicles module. Completely. Vehicles can now be removed from the trigger area and will no longer be cleaned up (player can keep them until the dynamic simulation thread removes them - if the module is added).
- Replaced while {true} loops with while {_this isNotEqualTo objNull}.
- Fixed an issue where network players were not considered during cleanup.
- Added delay during initialization to give units time to spread out and move towards their objective.

Update: Apr 11, 2022 @ 12:43am

Ambient Module Updates

Ambient Patrolling Vehicle Module
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- Module actually spawns and cleanup vehicles (unlike what it was doing previously... which I really wasn't sure).
- If the patrolling vehicle crew is no longer effective, they will leave the vehicle and attempt to join a close by squad.
- Vehicle crews will leave a parting gift.
- If the main loop gets confused, it simply destroys the vehicle.

Common Modules
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- Enhanced Dynamic Simulation Function to handle groups and objects by evaluating type first.
- Added Dynamic Simulation Function so it behaves the same way across all modules. (Only implemented in Patrolling Vehicle Module - more to follow).
- Added various complex evaluators like "HEDES_fnc_IsPlayersNearGroup" and "HEDES_fnc_IsPlayersNearObj". 5 Evaluators Total.

... Overall a lot of house keeping so the mod can continue to grow. This will be the theme for a bit. Thanks to everyone who reached out with feedback and suggestions!

Update: Apr 9, 2022 @ 11:38pm

Delayed custom dynamic simulation with paratroopers. Main loop will not start until entire squad is on the ground.

Update: Apr 9, 2022 @ 5:10pm

Early access first release.