Arma 3
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PHEN Automated RHQ (NR6 PACK - HAL Evolved)
   
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Data Type: Mod
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242.073 KB
Jul 5 @ 8:41am
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PHEN Automated RHQ (NR6 PACK - HAL Evolved)

In 2 collections by Phenosi
A.I. Mods
15 items
Phenosi's Workshop (Mods)
27 items
Description

STATUS: Stable
Automate the tedious process of needing to RHQ all your units by hand

Meant by used together with: NR6 PACK - HAL Evolved.
Highly recommended together with: AI mod collection and 'easy-to-use' HAL setup compositions I made.

Why?
I love using mods to automate my AI and improve their combat capabilities but... needing to do RHQ via syncing modules is SO time consuming...

How does it work?
The functionality of this mod is based of this Guide.
I just automate what a human would compare between while they manually sync up every unit.

I check for the following:
- Faction
- Sub Tabs (like cars, trucks, tanks, APC)
- Displayname (Like `Rifleman (Light AT)` )
...and a lot of parent class comparisons, like how every infantry unit is based of the "CAManBase" parent class

If those 'conditions' line up enough the units will be added to the global array (for example: RHQ_Inf), so that HAL now knows what the unit is and what they can do.
It will do this for EVERY unit in the game on mission start, WITHOUT lagging/freezing your game.

Which mods is it compatible with?
It should 100% works for:
- Base-game
- RHS
- CUP
- OPTRE
- Warhammer
...but also every other mod as with these mods as a base, any and all other mods at some point will inherit a class or sub category from these mods or base-game.

Testing results:
I would take only about 61 seconds to compile all of Base-game, Warhammer, OPTRE, CUP and RHS units.

Feel free to follow me on my Content Platforms
My Youtube Channel

LICENSE:
Copyright 2024 Phenosi

This work uses the license Arma Public License Share Alike (APL-SA)
For your Steam accounts safety, do not reupload it to the workshop as it violates Steam Subscriber Agreement section 6B.


https://www.bohemia.net/community/licenses/arma-public-license-share-alike

Copyright 2024 Phenosi. This item is not authorized for posting on the workshop, except under explicit and clear credit towards the original author and third-parties involved aswell as permission granted.

If you have any issues with the content presented in this mod, please contact me first.

My Modding Discord:
https://discord.gg/UnQAQMKGdS

Join my Arma 3 unit where we use this mod![discord.gg]
23 Comments
Phenosi  [author] 21 hours ago 
@Al Capone, it designated them as what they are a transport truck or helicopter, but that doesn't mean it also applies the task restriction, 'transport only'. if there is a way to do that via code. I can add it.
Al Capone 23 hours ago 
Commander still sends transport helicopters and trucks to recon or secure objective just like without your mod. Infantry goes 2+ kms on foot without transportation.
Al Capone Jul 22 @ 10:38am 
Ok, thank you for answers.
Phenosi  [author] Jul 22 @ 10:31am 
@Al Capone it could be trying to do its own auto RHQ which is not great, it only supports base game factions after all. better to leave it off I guess.
Al Capone Jul 22 @ 10:25am 
Do I need to disable "Auto RHQ" in HAL Settings, btw ?
For me it seems to work better without auto RHQ. Maybe I'm wrong.
Phenosi  [author] Jul 22 @ 10:11am 
@Al Capone it may do that during pre-phase yeah, should be fine.
Al Capone Jul 22 @ 7:46am 
@Phenosi, another question - Is it ok that i have notification "Phenosi's Automated nr.6 HAL RHQ List generated in 0 seconds" ?
Phenosi  [author] Jul 22 @ 7:27am 
@Al Capone it should.
Al Capone Jul 22 @ 6:29am 
Does it work with SOG Prairie Fire units ?
Phenosi  [author] Jul 16 @ 3:16am 
@TheGooShooter the mods loaded. see workshop reference:

Testing results:
I would take only about 61 seconds to compile all of Base-game, Warhammer, OPTRE, CUP and RHS units on start up.