Arma 3
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NR6 PACK - HAL Evolved
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Data Type: Mod
File Size
Posted
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11.446 MB
Oct 1, 2019 @ 10:35am
Jan 16 @ 6:42pm
33 Change Notes ( view )

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NR6 PACK - HAL Evolved

In 1 collection by NinjaRider600
NR6 Personal Collection
47 items
Description
INTRODUCTION

NOTE: New Discord server for the NR6 Community! This is the place for user support concerning the mod and for tracking its progress.
Invite link: https://discord.gg/7z5je2zQGw

Experimental Branch, where we test new features and fixes before official release, can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3375984704

Mission makers can find below a set of compositions that serve as examples of how to use various of the modules and features of HAL/NR6 Pack.
Collection link: https://steamcommunity.com/sharedfiles/filedetails/?id=2405934110

This is a continuation of the NR6 PACK script turned into an addon. Work on the script version has been ongoing for years and I recommend checking the BI Forums thread about both HAL (NR6) and the NR6 Pack to see what has been added since the last version of the original HAL.

This is a pack containing HETMAN Artificial Leader NR6 Edition and all of its expansions. This holds all of the work that I have done linked to HAL. In this you will find:

NR6 HAL which is a modified and expanded version of the original HAL made by Rydygier,
NR6 Reinforcements, a script for placing dynamic reinforcements for each side/faction,
NR6 Reinforcements (spawn mode), a mode of the latter script which spawns a batch of troops on module activation only once,
NR6 Sites for creating populated patrols and garrisons,
NR6 Air Reinforcements (A, B and C modes) providing dynamic reinforcements for air assets such as helicopters and fixed-wings (A for spawning airborne aircraft and B for reinforcements using parked aircraft, C for populating parked aircraft on the go),
NR6 Zbe_cache for HAL compatible group caching based on the original Zbe_Cache by zorrobyte,
A port of ALICE 2 the Arma 2: Operation Arrowhead civilians module.

This is the recommended way to use NR6 HAL as it contains tons of new features that seriously complement the original experience.

USAGE
This version of the NR6 PACK is used by placing modules in the editor and customizing their settings. The outdated loose script version can still be found in the BI Forums Thread which will be posted below.

NR6 HAL (Simple Mode):
-Place HAL Core module
-Place HAL Gen Settings module (if desired)
-Place a HAL Commander module and make sure to set different commanders in the module (LeaderA - Leader H) if you are using more than one
-Place Commander Settings modules as desired and synchronize them to the HAL Commander module
-Place desired HAL Objectives (simple mode) and synchronize them to the HAL Commander module
-Place troops on each side and include them to HAL via HAL Include module by synchronizing a member of the placed squad to the module and the module to the commander module
*For additional features, explore the other modules and synchronize them to the HAL Commander module
*I recommend looking at the original HAL and its documentation to understand how the system works for the most part.

NR6 Reinforcements/Spawn:
-Place module and customize it
-Faction library is limited. Therefore adding compatible groups can be done in the Array tab or via the Asset Compiler module found under NR6 Tools.
Format for custom faction array should look like this (an array of arrays):
[ ["CAF_SECTIONIC_tw","CAF_RIFLEMAN_tw","CAF_GRENADIER_tw","CAF_GRENADIER_tw","CAF_RIFLEMAN_tw","CAF_SECTION2IC_tw","CAF_C9GUNNER_tw","CAF_C9GUNNER_tw"], ["CAF_GRENADIER_tw","CAF_RIFLEMAN_tw","CAF_RIFLEMAN_tw","CAF_84GUNNER_tw"], ["CAF_GRENADIER_tw","CAF_RIFLEMAN_tw","CAF_C6GUNNER_tw","CAF_C9GUNNER_tw"], ["CAF_LeopardC2_TW"] ]

However, using the Asset Compiler is the recommended method (See below or in the composition example collection).

-Synchronize the module to the HAL Commander module that will control the troops

NR6 Air Reinforcements :
MODE A:
-Place module and customize it
-Faction library is non-existant so adding compatible aircraft can be done in the Array tab or via the Asset Compiler.

Format for custom faction array should look like this (an array of various aircraft):
[ "FIR_F16C" , "FIR_F15C_Blank" ]

However, using the Asset Compiler is the recommended method (See below or in the composition example collection).

-Synchronize the module to the HAL Commander module that will control the aircraft.

MODE B:
-Place module and customize it
-Synchronize module to parked aircraft and to at least one helipad (invisible or not)
-Synchronize the module to the HAL Commander module that will control the aircraft.

MODE C:
-Place module and customize it
-Synchronize module to parked aircraft
-Synchronize the module to the HAL Commander module that will control the aircraft.

NR6 Assets Compiler:
-Place down groups and vehicles to be added to the pool
-Place down a module and synchronize the groups and vehicles to it (only need one unit from the group to be synced)
-Either synchronize the Assets Compiler module to a Reinforcements/Air Reinforcements/Spawn/Site module to make the module use the compiled pool (overrides settings inside the module for factions) or Set a variable that will be used to store the pool (check the setting inside the Assets Compiler module)
-If the variable option was picked, make sure the Reinforcements/Air Reinforcements/Spawn/Site modules that will use it have their Faction set to "custom" and the Custom Pool set to use this variable.

DEMO MISSIONS
Opening the missions in the editor is the recommended way to view the scenarios so that the user can see and understand how each module is set up. This is also why the missions are unpacked.

Altis NR6 Pack 3.01 Addon Demo V2
Demonstration mission for the NR6 PACK 3.01 using HAL in Simple mode. Showcase of all NR6 PACK modules and most HAL functions.
Link:
https://drive.google.com/open?id=1-Uho5dX3KR2DKd8DJ_oY3iu9MJEg_cj1

Malden NR6 Pack 3.01 Addon Demo V1
Demonstration mission for the NR6 PACK 3.01 using HAL in Simple mode. Showcase of a basic HAL bilateral offensive conflict (similar to those generated by HWS) with an emphasis on the new Assets Compiler module.
Link:
https://drive.google.com/open?id=1EJC48ee-3MbBCfR_5YnCC7neiYVV_xTF

Links
https://forums.bohemia.net/forums/topic/220327-nr6-pack-hal-artificial-leader-evolved/
https://forums.bohemia.net/forums/topic/216044-hetman-artificial-leader-nr6-edition/
https://forums.bohemia.net/forums/topic/158157-hetman-artificial-leader/

https://steamcommunity.com/sharedfiles/filedetails/?id=2405934110

CREDITS

Credits for the original HAL go to Rydygier.
Credits for the original ZBE_Cache go to zorrobyte.
Credits for CBA go to the CBA Team.
Credits for ALICE 2 from Arma 2: OA go to Bohemia Interactive Studios.
Credits for the continued help in improving HAL go to Radek and Rockdood.

Requirements:
-CBA for NR6 Sites;
Popular Discussions View All (3)
28
1
Jan 16 @ 4:42pm
Bug Reports
Mr Elusive
15
3
Feb 23 @ 12:09pm
Resource collection:
Nathan the Dwarven Shark
0
Jan 16 @ 9:55pm
Does anyone know how the high command module works
Horse in the Parking Lot 🗣
458 Comments
A. Ares Apr 9 @ 5:17am 
@Pat to be honest I got no idea what this module does since I have never used it. I highly recommend though that you join the mod's official Discord Server. The developer of the mod, contributors and community members are really active there and it is way easier to find help there!
Pat Apr 9 @ 3:49am 
Does anyone know how to use the SetAsHQBodyguard-Module? What exactly should the synced squad guard? There are quite a few things imaginable. And is this lagacy or simple mode? Do I need a defined commander unit, synced to the commander module for that? Tried a bunch of combinations, but nothing seems to cause a "bodyguard"-effect. Any experiences with that module?
A. Ares Mar 9 @ 5:22pm 
@ZombieSon, no. This issue was a problem with the code of one of the modules which still persist but if you either do not use this module or you use it for more than one side HAL Commanders, there is no issue at all.

I highly recommend (as the note in the description says) you join the Offical Discord Server (you can find a link on top of the description). There, you will find a lot of people that will help you way faster than here!
ZombieSon Mar 9 @ 5:17pm 
I remember that when I used this MOD before, there was a fatal problem. All combat would stop after 10 minutes of playing. All AI activities would stop. AI would stay still or the efficiency of performing tasks would become very low. Does this problem still exist now?
TROGDORtheBURNINATOR Mar 6 @ 10:12am 
how do i make the resupply drops work. ive tried having cargo aircraft and helicopters present but to no avail.
Daniel36 Feb 27 @ 8:05am 
Hi, is there to skip engage enemies? Cause i set 1000 both for fast capture and skip recon but still the commander assignes enemies to engage to the ai. Any help?
CHASKOH Feb 12 @ 5:46am 
I would like to suggest perhaps stopping Indep from controlling Blufor even IF they have relations?
TonyBuffet Jan 16 @ 3:12pm 
anyone know why sometimes AI leave vehicles abandoned and go on foot? how to fix it?:steamfacepalm:
_Rozpu_ Jan 12 @ 10:58am 
I can confirm the signature error - It will be fixed "soonish" with the next update on main branch.
If you really need signed files you can use "experimental branch" - https://steamcommunity.com/sharedfiles/filedetails/?id=3375984704

Where the new updates go in "test mode". [Warning - different key and bisign files]
nobodyshome Jan 12 @ 6:32am 
Can also confirm there is a key issue with one of the PBO's on the 5th of Jan update.