Arma 3
HETMAN - Artificial Leader
160 Comments
Quack Oct 28, 2024 @ 12:20am 
bro, go find nr6 hal, this is old now.
xxx Jul 18, 2024 @ 7:58am 
Hay This Need To Be Fix Or Update It W Let Me Fix Or Loading It Please Help :steamsad:
Crack Jack Jul 11, 2024 @ 5:06pm 
cba is already on the workshop
MorkMasher Apr 24, 2023 @ 7:32pm 
Does this mod still work, I can't open the link to CBA
aki Jan 25, 2023 @ 2:13am 
hello I would like to start using your mod but do I download this or the nr6 pack update? I'm confused
Machine Gun Kelly Dec 26, 2022 @ 1:27pm 
@the sex man - It IS possible, sadly, it is NOT easy. I have the same question/issue as you do - one side quits 'real easy', making for a short battle.

From memory and digging thru the code/PDF's/manuals, there are 2 places/variables where it must be changed - I THINK.

I wish it was a setting/value that could be changed via ARMA's game settings page, alas, it is not.

Also, do note, if you do change it, you will NOT be able to join any public server as YOUR version of this mod will NOT be the same as the original, thus, on a normal server, you will be kicked.

Playing SP/solo? You will be just fine!

:)
The Unknown From DBD Dec 20, 2022 @ 1:19am 
how do i reduce surrender tolerance?
aDRI Apr 13, 2022 @ 1:04pm 
A explanations to the commander personalities would have been helpfull.
joogrr Apr 2, 2022 @ 3:48pm 
I converted War stories to a lot of maps and totally love it. This version seems broken however. AI ignores all objectives and simply mass all units to the commanders location. Artillery doesn't seem to work either. Ideas?
EmberD Mar 24, 2022 @ 11:42am 
For whoever still asking. Im not sure about this mod, it should exist somewhere in editor in modules, but there are ready HETMAN: War stories scenarious in the workshop, and they are working well. Check them out
viranto Mar 12, 2022 @ 12:51pm 
Does this mod still work, because its from 2015? 7 years? I hope so. This is exactly what i need
Marlon Harrison Jan 18, 2022 @ 4:26pm 
can this work with zeus? like editor?
Jack Oniell Jun 8, 2021 @ 3:44pm 
@Rydygier how do i turn on Cargo transporting for infantry groups? For transports land and air? I did not see it in the manual?
Vehement Mar 22, 2021 @ 12:04pm 
How do enable it?
Clash Feb 14, 2021 @ 12:06pm 
Hi, how do i set up this mod?
Rydygier  [author] Nov 8, 2020 @ 12:25am 
Yes, it is, not my idea, but a good one. It was HAC in Arma 2 (Hetman Artificial Commander). :)
GD Buckets Nov 7, 2020 @ 5:14pm 
HAL? is this a 2001: space odyssey reference?
Rydygier  [author] Sep 2, 2020 @ 12:47am 
It will try to add them automatically because this is active by default:

"RydHQ_RHQAutoFill = true shared by all Leaders. Switch for automatic RHQ set
construction based on units’ config. May be used instead or together with manual RHQ
setting. May be not 100% reliable for units configured in exotic way;"

Not sure if/where some manual RHQ arrays for CUP can be found, anf if are up to date, maybe HAL's BI Forums thread linked above...
jakkob4682 Sep 1, 2020 @ 10:53pm 
Quick question. Will this work with CUP factions or any other unit mods without having to add them in to the rhq arrays? If not then is there a rhq config area to add them to?
gamer guy Apr 30, 2020 @ 4:30pm 
How do I use the mod?
gamer guy Apr 27, 2020 @ 7:16pm 
Does this mod work with VCOM?
NUT Mar 6, 2020 @ 3:25pm 
Ok thank you
Rydygier  [author] Mar 6, 2020 @ 11:25am 
In default mode, any spawned units of same/allied side will be automatically included under Hetman's control at his next cycle. Otherwise use provided variables... Quoting the manual:

RydHQ_SubAll = true - default control mode - if true, all allied groups on the map will be controlled by HAL (minus “excluded”);

RydHQ_SubSynchro = false - when "SubAll" control mode is false, and this is true, HAL will control all groups whose leaders are synchronized with the Leader’s unit (non-exclusive relative to other methods of choosing);

RydHQ_SubNamed = false - when "SubAll" control mode is false, and this is true, HAL will contol groups whose leaders are properly named (see above chapter 5.10, not exclusive relative to other methods of choosing);

RydHQ_Included = [] – array; when "SubAll" control mode is false, HAL will control groups whose names are included in this array (not exclusive relative to other methods of choosing);
NUT Mar 6, 2020 @ 8:26am 
is there a way to make ai spawned in via reinforcements or zeus to be under control of hetman
Rydygier  [author] Dec 3, 2019 @ 1:40am 
Just some code name that means switching to offensive stance (default behavior, unlike defensive stance).
Bud Liteyear Dec 2, 2019 @ 11:40pm 
Hetman once instructed all units to "Oscar Foxtrot" What does that mean?
ferocious_imbecile Sep 15, 2019 @ 6:18pm 
I love this mod even though US Army machine gunners go around with Russian machine gun ammo in their packs and thus run out of ammo rapidly
NinjaRider600 Aug 31, 2019 @ 10:00am 
HAL is currently being continued as a sort of spin off project by me.

Currently HAL NR6 Edition itself can be found here: https://forums.bohemia.net/forums/topic/216044-hetman-artificial-leader-nr6-edition/

The larger scale NR6 Pack which is a mission making pack using HAL can be found here:
https://forums.bohemia.net/forums/topic/220327-nr6-pack-hal-artificial-leader-evolved/

The NR6 Pack is currently in works to be converted into modules which will become an addon available on the workshop.

Hope this helps anyone interested in the continuation of HAL
Maze Jun 23, 2019 @ 2:01pm 
hello. maybe someone can help. trying to set up a mission with enemy HETMAN but AI doesn't use artillery and mortars..

Does HETMAN just use vanilla art? Coz even vanilla mortars aren't used.

Part of the mission init,sqf

RydHQ_ArtyShells = 1;
RydHQB_ArtyShells = 1;

RHQ_Art = ["UK3CB_TKM_O_D30","UK3CB_TKM_O_2b14_82mm"];

RHQ_SPMortars = ["UK3CB_TKM_O_BRDM2_ATGM","UK3CB_TKM_O_Hilux_Rocket_Arty","UK3CB_TKM_O_Hilux_Rocket"];

RHQ_Mortars = ["UK3CB_TKM_O_2b14_82mm"];

RHQ_RocketArty = ["UK3CB_TKM_O_BRDM2_ATGM","UK3CB_TKM_O_Hilux_Rocket_Arty","UK3CB_TKM_O_Hilux_Rocket"];

Cars classnames also in the RHQ_Cars...

In game there is just radio messages like: "no artillery available" or "too much risk" even there is no friendly or civs.

Maybe someone can help. Thanks
Arkada May 4, 2019 @ 7:01am 
amazing mod but a few suggestions? make infantry more likely to use transports to get to objective like trucks and make it possible to use heli's i never see them use heli's i also have not seen arty be used either.
Crank my hog on company time Jan 21, 2019 @ 4:31pm 
make it module
von Graf Nov 10, 2018 @ 5:15pm 
I played and tested several missions/settings against a hetman led army today and had ASR AI3 enabled, I couldn't complain so far. Got even beaten one time.
diveyez Nov 10, 2018 @ 11:38am 
Indeed, we are trying to have an LOL end result in our operations. BEcause, getting our ass kicked for three hours fighting to the objective, is daunting....
Rydygier  [author] Nov 10, 2018 @ 11:20am 
Well, best, one can do, is to divide groups between HAL and GAIA's control if one want use both mods in the same time. But if same group will get two controllers, easy to predict, result has to be... funny.
diveyez Nov 10, 2018 @ 9:54am 
GAIA is designed to only control the AI it spawns in, but, there is an option users tick "GAIA CONTROLS ALL AI"
Rydygier  [author] Nov 10, 2018 @ 3:59am 
I would need to monitor each AI mod current development state to make such statements in the description. No time nor will for that, frankly. From what I know about GAIA - it's rather obvious, it will conflicting with HAL, for very reason, I said. If two mods claim to do analogous thing - hard to expect anything else. Two commanders of same army will be in mutual conflict. ASR had to change, if is conflicting now though. Or my memory failed. Anyway, thanks for reporting. :)
diveyez Nov 10, 2018 @ 3:22am 
ASR AI3 will not play well with HAL, neither will MCC's GAIA, you may want to include that information ( I TESTED THIS )
Rydygier  [author] Nov 10, 2018 @ 3:16am 
Conflicts between AI mods occur, when both mods are trying to control same things simultanously. HAL, with few exceptions like artillery and some rare things, focuses on group level AI - issues waypoints, behaviors and combat modes. Therefore it should be compatible with low-level AI mods working on unit level, that do not touches, what HAL touches. I'm not familiar enough with other mods to be sure, especially, if they are still developed, but at least in the past ASR AI for example was working fine together with HAL IIRC.
diveyez Nov 10, 2018 @ 2:46am 
Thanks, is this in anyway compatible with AI enhancement mods like ASRAI3, is it compatible with MCC?
Rydygier  [author] Nov 10, 2018 @ 1:40am 
There's script version in the BI Forums thread. No use for modules way IMO in this case, not modular core logic architecture, way too many optional initial settings, including complex one.
diveyez Nov 10, 2018 @ 12:35am 
This should be script only, and in modules (script packs) for proper usage
von Graf Nov 5, 2018 @ 1:59pm 
There's a manual.
BossScroll7170 Mar 16, 2018 @ 8:30pm 
So how does this mod work and how do i play it
Lankercool Feb 23, 2018 @ 8:11am 
@TempestGB HETMAN should work as long as the base files of the script version are in the mission file(at least I think so), and you can modify the rest with a debug console. Though in the instance of Zeus it'd probably be better to just control and command the units yourself.
TempestGB87 Feb 22, 2018 @ 2:31pm 
is there a way to use this in zues
Honza Nov 27, 2017 @ 12:13pm 
Alright, thanks for your answer! I'll try my best now.
Rydygier  [author] Nov 27, 2017 @ 12:06pm 
Well, since each Leader gets own, separate set of objectives, you can place them together at first, but whoever first would take own objective at given point, the objective of his opponent from there may be moved somewhere else, maybe at the position of his next objective, (although it may affect some Leader's decisions based on this objective position). Anyway, that would require a bit of custom scripting.
Honza Nov 27, 2017 @ 11:34am 
Hello! I've been trying out the script version of this addon, and I've got a question.
How to set it so when BLUFOR takes one point, the OPFOR leader won't constantly reinforce it and vice versa?
Thank you, I like this addon really much.
Rydygier  [author] Jul 22, 2017 @ 1:39pm 
No problem. If you try 1.23 beta linked, where I said previously, you'll get new variables to adjust defensive perimeter spread amongst other new things. It is just so wide by default (to minimize casaulties from artillery fire etc. I'm not an expert, but wide spread seem rather realistic comparing to real life). Yes, defensive perimeters are around Leader and taken objectives. Groups will just defend these areas, there's no falling back from one to one behavior, but, not quite remember, if attacker would atually capture one of defended objectives survivors defending it may be sent back to other areas, frankly can't recall, how I did that :) . Also defensive reserves, if any available, should be dynamically sent to reinforce most threatened places IIRC. OK, enjoy and good luck, maunal is indeed good source of info, soon time to bed for me, cheers.