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NR6 PACK – HAL Evolved mod

Category - Mods for Arma 3
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About This Mod

INTRODUCTION

NOTE: New Discord server for NR6 community! It is a place to support users on fashion and to track its progress.

Invitation link: https://discord.gg/7z5je2zQGw


The experimental branch, where we test new features and fixes before the official release, can be found here:

https://steamcommunity.com/sharedfiles/filedetails/?id=3375984704


Mission creators can find below a set of tracks that serve as examples of the use of various modules and functions of HAL/NR6 Pack.

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


This is a continuation of the NR6 PACK script, which has been converted into an addon. Work on the script version has been going on for years, and I recommend checking the topic of the BI forum about HAL (NR6) and NR6 Pack to see what has been added since the last version of the original HAL.


This is a package that contains HETMAN Artificial Leader NR6 Edition and all of its extensions. It contains all the work I've done on HAL. In it you will find:


NR6 HAL, which is a modified and extended version of the original HAL created by Rydygier,

NR6 Reinforcements - script for placing dynamic reinforcements for each side/faction,

NR6 Reinforcements (Spam mode) - last script mode, which creates a party of troops when the module is activated only once,

NR6 Sites to create community patrols and garrisons,

NR6 Air Reinforcements (modes A, B, and C), which provide dynamic resupply for aircraft assets such as helicopters and fixed-wing aircraft (A for spawning aircraft, B for reinforcements using parked aircraft, C for filling parked aircraft in motion),

NR6 Zbe_cache for HAL-compliant group caching based on zorrobyte's original Zbe_Cache,

ALICE 2 port - Arma 2: Operation Arrowhead civilian module.


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


USAGE

This version of NR6 PACK is used by placing modules in the editor and setting their parameters. An outdated version of the script can still be found in the BI forum topic that will be posted below.


NR6 HAL (Simple Mode):

- Place the HAL Core module

- Place the HAL Gen Settings module (if required)

- Place the HAL Commander module and make sure that you have different LeaderA (Leader H) configured in the module if you are using more than one

- Place the Commander Settings modules as desired and synchronize them with the HAL Commander module

- Place the desired HAL Objectives (Simple Mode) and synchronize them with the HAL Commander module

- Place troops on each side and turn them into HAL through the HAL Include module, synchronizing the placed squad member with the module and the module with the commander module

*For additional features, examine the other modules and synchronize them with the HAL Commander module

*I recommend looking at the original HAL and its documentation to understand how the system works.


NR6 Reinforcements/Spawn:

- Place the module and configure it

- The library of fractions is limited. Therefore, you can add compatible groups on the Array tab or by using the Asset Compiler module found in NR6 Tools.

The format of a custom array of fractions should look like this (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 Asset Compiler is the recommended method (see below or in the sample collection).


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


NR6 Air Reinforcements:

MODE A:

- Place the module and configure it

- The library of fractions is missing, so adding compatible aircraft can be done on the Array tab or by using Asset Compiler.


The format of the custom array of fractions should look like this (an array of different aircraft):


[ "FIR_F16C" , "FIR_F15C_Blank" ]

However, using Asset Compiler is the recommended method (see below or in the sample collection).


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


MODE B:

- Place the module and configure it

- Synchronize module with parked aircraft and at least one helipad (invisible or not)

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


MODE C:

- Place the module and configure it

- Synchronize module with parked airplane

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


NR6 Assets Compiler:

- Host the groups and vehicles that will be added to the pool

- Place the module and synchronize groups and vehicles with it (only one unit from the group is needed for synchronization)

- Either synchronize the Assets Compiler module with the Reinforcements/Air Reinforcements/Spawn/Site module so that the module uses the compiled pool (overrides the settings inside the module for fractions), or set the variable that will be used to store the pool (check the configuration inside the Assets Compiler module)

- If you selected the variable option, make sure that the Reinforcements/Air Reinforcements/Spawn/Site modules that will use it are set to "custom" for Faction and that Custom Pool is configured to use this variable.


MISSION DEMO

Opening missions in the editor is a recommended way to view scripts so that the user can see and understand how each module is configured. That's why missions are unpacked.


Altis NR6 Pack 3.01 Addon Demo V2

Demonstration mission for NR6 PACK 3.01 using HAL in simple mode. Demonstrates all NR6 PACK modules and most of the HAL features.

Link:

https://drive.google.com/open?id=1-Uho5dX3KR2DKd8DJ_oY3iu9MJEg_cj1


Malden NR6 Pack 3.01 Addon Demo V1

Demonstration mission for NR6 PACK 3.01 using HAL in simple mode. Demonstration of the main two-way HAL offensive conflict (similar to those generated by HWS) with a focus 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


LOANS


The original HAL was written by Rydygier.

The author of the original ZBE_Cache is zorrobyte.

CBA credits belong to the CBA team.

ALICE 2 credits from Arma 2: OA are owned by Bohemia Interactive Studios.

Credits for continued assistance in improving HAL are held by Radek and Rockdood.


Requirements:

-CBA for NR6 Sites;


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Game Version *

all (1877858319_NR6_PACK_-_HAL_Evolved.zip)