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  HETMAN - Artificial Commander by Rydygier Addon release    

Rydygier has released an updated HETMAN - Artificial Commander v1.0 beta2 addon on the BI Forums.

INTRODUCTION
Addon „HAC” enlivens battlefield in way, I hope, that would do a living commander. „HAC” does not deal with the manner, in which orders are executed. Addon focuses on aspect of issue orders. In other words, this addon gives one or both sides of conflict an field commander level AI. In my opinion effect is quite interesting.

USAGE
To activate „HAC” for one side, one of units of this side must be named leaderHQ. Highly recommend also placement of any object on the map (can be empty trigger) named RydHQ_Obj, for example near leader of opposite side. Its position will determine a target point, which Artificial Commander will try to conquer. In order to give to addon control over units of both sides must also be named leaderHQB any unit of second side (I suggest an officer/boss unit. If it is AI controlled unit, will receive “HOLD” order and will not move. Death of these “field commander” units means the end of script control - army is losing its „brain”. Such unit may be compared to a “King” piece in chess). Similarly, we also place for the other side on map object called RydHQB_Obj. After these preparations, „HAC” should take command over all placed units and completely automatically assign them tasks adequately to the situation on the battlefield.
Script version is installed by placing contents of folder “Source” in a mission folder in which scripts shall be used. Should also be placed in the init field of any object, in the activation field of a trigger or waypoint, or in a separate file, following code:

nul = [] execVM „RydHQInit.sqf”;

„HAC” will start working after about 15 seconds from start of the mission and will control all units of given side and their allies (except civilians).





  December 26th, 2011 - 00:58 By Old Bear   Comment (0)  

 
 
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