I wonder if you can bind the reinforcements to a objective, example if blufor captures (A objective), the reinforcements allowed to spawn in due to said objective
@@raidernivide4636 I think that is fine as I am pretty new / rusty to the Eden stuff. mainly doing this for ai battle / shenanigans nothing serious. the trigger part is actually a pretty good idea I will look deeper into it and research
@XioJN yeah having the ai fight one another is fun. I am actually getting into doing a mix of where I command a full force to fight the ai and have a really good time with that. Though I use drongo mods to help spawn my side forces and use the air and arty mods to enhance my game play further. Fighting Hal NR6 is fun to. Just bit of setting up and configuring to get it to work.
@@raidernivide4636 I know I'm in the drongo discord also but because I'm very fresh with pc I don't want to ask too many annoying questions lol.. let me double check my id and ill reply it
@AkFumbles very good question. I would recommend doing the zones where that faction spawns in. While the other side of the zone is your opposing faction. I have tried to run friendly side before. Been a little bit since I have done that
@ardaderg3780 only if the server does it on their end. I find that I still need to use a mod to clear up the fog on my personal server I have ran. Unless scripted into a server, the fog will always be there unless the server owner scripts it out.
It's not working, after ai is killed it doesn't respawn. I set player disable range to 10 (and then to like 1000), to make sure it works, but still nothin. Help!
@Daniel36. mod hasn't been updated in a while. So changing the spawn distance might not work. Also could be your ai spawn threshold hasn't been met, or you use zeus to simulate causalities. This could impact ai not spawning in. When in doubt try a new world. Test it with smaller amount of troops. Be beyond 1000m to see if it works.
@@raidernivide4636 ok, magically now it works thanks ahah. Only One thing: if a respawned/reinforcement unit gets killed, does the respawn/reinforcement system still continue to spawn groups until pool number is reached? Btw thanks for answering!
I'm new to Arma 3. These videos are great. Question about Zeus. When i launch Zeus to see how everything is working I do not see ANY units in the map view. Do you know what I have done incorrectly? I've better luck Spectating to evaluate what is moving where, etc.
@@ToddWilkins Yep only thing you might need to do in order to see all troops on the ground is go to settings and look for the zeus enhanced settings to ensure you can see all forces either spawned or placed in eden editor. Hope this helps you out.
@@raidernivide4636 your response makes perfect sense, but I'm failing to get zeus enhanced to load. my zeus options appear vanilla whether I load zeus enhanced or not ... there's no difference in the zeus menu either way. thanks for responding and trying to help. most appreciated!
@@ToddWilkins you might have to set it in the editor before messing with it. I think you have to configure it before playing the game. If you are in the eden editor
question, are the AO module faction names the name of the faction's classes or the faction name you gave the define faction module? because i can only get one AO module to populate and the rest stay empty. Also which module would allow me to just have enemies populate when players trigger it to help with performance?
@@raidernivide4636 ok. So i got the AO figured out. Buuuuut, the AO doesn't unload the factions when i'm not close. It loads them all regardless of how far i am away and it's tanking my performance. From what i understood, the factions tied to the AO doesn't spawn unless triggered by the player
@Blacklisted_Gaming no the mod spawns everything in. Could limit how many units are spawning in the define faction and limit how many units spawn in. Could try the pop Ambient faction if you wish to try to save frames. Not familiar with it to know if it will despawn and respawn. Though closest thing I can think of to help you. Not like NR6 HAL which has that ability.
@@raidernivide4636 looking within the readme of drongo's mod, it looks like virtual faction gives that option. I'll have to try that and see what happens
@@raidernivide4636 virtual faction is how i got it to work. Assign the faction you want tied to it from the faction module and you can set how far you are from a patrol or enemy before it populates
I'm having an issue with getting this running on a dedicated server for some reason. I also have AliVE enabled, but even without that mod (for testing), the option to use Drongo's Air Ops doesn't appear. No idea why and we've tried multiple things to get it working. Any info from your side or have you experienced anything like this?
@L.PastorPMC I recommend taking the scripts out. Try again. If it works without the scripts implement them one At a time. I have ran it on a server years ago and it worked well then. Did you use white list module or restrict by rank module. If you put white-list and restrict in can cause issues. White-list isn't linked to any specific user it will prevent you using the module. If you set the rank but not the character the rank belongs to will prevent it working as well.
@@raidernivide4636 Damn. That's a lot to try and get a mod working. It's a great mod and unfortunately our server team is at capacity with irl stuff too. We think at the moment it may be a mod conflict. So this adds to the complexity.
Are the objectives modules working yet? I've been wanting to build a CTI scenario with this for a long time but the objectives modules never worked right, they either couldn't be captured, or would rapidly give infinite resources if you could figure out of how to make them capturable.
@kgp227 just looked into it. For the objective module. What are your radius settings? Also how much is the passive income you have it generating? Also what is your cycle length for the objectives? 30seconds can be long time between checks. I recommend 10 if you want it to flip back and forth if you have an enemy force able to retake the objective. Are the enemy ai or your ai on the objective fully? I tested it and they managed to not only take the objective. I had enemy units go in and retake it. Also I am not using an insane amount of mods that allows the enemy commander opportunity to retake lost territory. That could explain if everything else is in order. The game can struggle to update if a lot is going on. Don't know if this is your case in this situation.
@@raidernivide4636 It was set to a radius of 100 with a cycle length of 30. I haven't tested with the new update yet, or to see if enemy AI can test it. Had to dig through old messages on Drongo's discord to find the exact propblem I had actually, been a long time since I messed with these modules. However, the main problem was that the capture check would run after the objective was captured by friendly AI, thus giving infinite resources.
@kgp227 I just tested it about an hour ago. Recommend changing the 30 seconds to cycle to 10 seconds. Will speed things up if you want to have forces capture an area. Everything seems to be working as intended now. Though let me know if you run into issues
@@raidernivide4636 So just tested it again, it appears the initial value setting is bugged, rather than being added only when the point is captured, it gets added to passive income along with the value setting. It also seems that the objective module only works on some maps, it works fine on Desert Battlegrounds for example, but does not work on Korsac.
i can't for the life of me get the ai aircraft to land without crashing to the ground. Especially the USAF AC-130. It just nosedives to the ground when i tell it to land at an airfield
@Blacklisted_Gaming that is because the gunship mode was meant for me the armed blackish. Also the AC130 mod hasn't been updated much either. Though I don't know if this would work. After you get done with gunship circles. Try to give it a move order before ordering to land. Not sure if it will help.
@@raidernivide4636 yeah same result. The ac130 works great except when you want to RTB. That's when it just nosedives. The mod dev said he's aware of it and theres no way to fix it. He just uses the default BIS landing. But i'm new to this, lol. Idk how the VAM works or how to use the default land
@Blacklisted_Gaming vam is pretty easy to use. You can use the drongo air module. Should have one called vam. For maps or sides that might not have an airfield. You desginate it on the map and when you tell the AC130 to land you select around it and hopefully should go to the virtual airfield. No landing required. Take off is pretty easy open up the vam and it should kick it out to flying. Then back up for you again. I can make a tutorial for that if you are still lost. I do have the AC 130 mod to do it as well
@@raidernivide4636 i'll give that a shot. I tried having the the bird go to the vam for landing, but all of them not just the ac130 crash lol. So i'm definitely doing it wrong. But yeah, if you have the time that'd be cood if you made one
@Blacklisted_Gaming I will work on one and at least see if I can figure it out. Though your probably right the vam might not fully work if the ai keep crashing.
@maxwasacz7875 Drongo map population mod might never get fully fixed so aircraft do not crash. I could recommend if you want the ai for Cas. Look into drongo ai support mod. Put the fighter or helicopter on the airfield and they will utilize them as needed. The mod will allow them to take off and not crash on spawn.
@armex6025 gotcha wrong mod I was thinking. Sadly I don't think there is a fix. Depending on the map might dictate if they can spawn well or not I usually prefer to only spawn ground forces. Wish there was an altitude spawn setting. I will play around with it. Which map you trying to use the mod on?
Hey, sorry to ask but can somebody do a tutorial on the Old Man Module list. It’s in the systems tab. I’m just curious about how to set them up. Thanks
I looked into the Old Man modules. I am going to have to do some deep diving into the Config files that many modules need in order for it to work. Not impossible to do. They do have config files I can take and add to the mission. But I will need to learn how to do it before I can make a video on it.
@charlesanderson533 I think destroy is for ai with explosives or launchers to utilize them to destroy the enemy ai target. Also I think works really well with ground vehicles targeting other ground vehicles. Seek and destroy means the ai will be looking around an area seeking them out and eliminate them.
Drongo just updated DCE just recently. Felt little bit better for me this go around. I also like that it has some good features Platoon leader mod doesn't have. I just like being able to spawn my own force and tailor it per the fight I am about to go do. I want to mess about with it and DMP and see how it goes. If you were wanting to play with friends and only wanted the assets spawned. This is also an easy way to just get the aircraft, ground vehicle, or boat you want and spawn it for you. Eliminating the need to use zeus or another mod.
Its a shame that PL doesn't get updated anymore. I defiantly enjoy it. Though because of its issues I switched to DCE as the creator still updates his content.
how would i make it like an invasion type thing where there is a huge attacking force moving through objectives and the defending guys try to keep the points?
@@justajarofpeanutbutter1376 weight the objectives, 1,2,3 in a row, 1st set to 8, then 2 set to 6 and so on, set enemy ai on defense only or attack only, there is a module that sets up a front line kinda but I was told it doesn't work
@justajarofpeanutbutter1376 set them near or on your objective model. Set the commander to defend. Sadly I don't know how to get the ai to take back up static defenses without using another mod like lambs.
@@raidernivide4636 yes the mod sorry, I was asking because I tried it today to see how it was against DMP mod, made my mission and errors followed your videos, I understand are 2 years old, so was wondering if you got errors as well
@charlesanderson533 oh yeah I keep getting errors all the time. The mod creator stop working on it many years ago. Said he would return but hasn't yet. Community might be able to help tackle some of those errors in the script.
Btw, could you please share to me the scripts you use with these triggers in this video? If its okay? The arty barrage trigger, the helo transport and vehicle lift and etcs?
@mang-ganern I didn't use scripts besides the one I used when name of unit died. Everything was linked to trigger like placing a move command, link it so once trigger the following command would trigger once condition is met.
@@raidernivide4636 Thanks i thought there is a script after the condition. I think it is the Fire mission waypoint! I am doing the skip waypoint trigger which can be lifted via the radio Alpha. But i don't know how to deactivate it without deleting the entire waypoints. Do you know how to deactivate it and also can be called again? So I could still use the radio call strike and fire mission waypoint?
1:14 finally! I was also looking for this one cuz I made a mission for Iraqi-syrian war mod and Gaza war map where the Iron dome will intercept the incoming BM-21 rocket barrage. But the problem was the radio triggers don't stop, making the BM-21 continuosly barrage the IDF positions cuz I added to their init the 'unlimited magazine' script. 😂
I'm going to try the air support where the aircraft will endlessly fly with the 'unlimited fuel script' and the 'unlimited magazine script' 😁 Once I'm done adding the tornado G4 british jet. 💪
When I hit the HOME button, the tablet is not showing. I also noticed that the 'configure addons' button on the controls settings is greyed out and nothing.
@@raidernivide4636 No, every checkbox below are all false. Idk if its my non-steam version or something else?!?. I properly loaded the Cba, before the rest of the mods.
@@raidernivide4636 Not only drongos but also mods like Zeus and Ace. No interaction menu. Strange! All of the mods like sfx, factions and vehicle mods do exist during the loadout. But the Ace, Zeus and drongos and alike, loaded on the list of the mods but not on the configure addons list. The configure addons list is totally unaccessible.
@mang-ganern you either have a white-list or restrict module in play. Restrict module if you set rank to lieutenant, you're character has to be that rank.
I've watched your previous NR6 videos, and they have helped me a lot. However I'm a long time user of Drongos mods. Some of the best mods for Arma. The only thing missing from Map Population is an AI Commander. So I've experimented and have managed to run NR6 with Drongs Map Population. It works well, creating random asset positions which are then controlled by NR6. You should give that a try.
@johnk5165 very good points. I also run it with Drongo Enhanced command and in the past found it would add way to many things going on that it would crash my game. Though I might give it a try and see how it works these days.
@@raidernivide4636 Drongos Enhanced Command is very good, and I now cant live without it. You'll find that from your other Drongos videos, eg Artillery and Air, that all of that control Tablets are combined in Drongos Enhanced Command. To help with overpopulating when using DMP, there is a module similar to NR6, which keep AI hidden and will spawn when you are a certain distance.
@johnk5165 yeah though disabling simulation till someone can get close can be bit funky when using player air assets. I know Enhanced command works well with the air and arty mods. Makes life so much easier on a tablet to access them all
@fritzmordred4874 thought it would be useful. Trying to plan out how to do another Drongo mod called Enhanced command which hopefully I can get some time in the near future to work on.
@justajarofpeanutbutter1376 so threshold basically when your troops hit certain number of troops left for the commander. It will spawn new troops up to said threshold. So say I want the reinforcements to spawn when unit is down 50% I would set to .5 for that. Or could be .75 or 1 for 100% unit is dead or gone.
@justajarofpeanutbutter1376 I do not remember off the top of my head. I think it's higher the number of casualties. So I have a squad of 9 that is 100% strength. I go below 75% and the reinforcement module is set to 75 or below it will respawn new group as an over all strength of whatever your starting force is.
Sorry to reply to a dead video, but could you explain the difference between a Site and an Objective? Is there a benifit to using both in the same place or should they be kept separate, if I link a site to the Commander, will he reinforce it?
Site can instantly deploy a sides troops. You could give the ai commander access to those troops, but the Ai commander focuses on objectives and where the enemy is actively at. If given to the commander, could interfere with your reinforcement pool as they will be considered in the threshold value. I usually like placing the site modules for areas I want defended. This allows me active threats to deal with giving the ai commander time to counter and send troops. Though I try to keep them separate from the ai commander.
Cheers, thanks! You'll probably see me asking a few more questions over the next few days, sorry in advance. Would you by any chance have a link to the NR6/HAL discord server?
@justy6420 no I do not have the link on hand. If you go to the mod itself on steam. It has the link in there. Also no need to apologize. I will do my best to help with what I know. Though the discord might have more active users that know more. They also might have fixes to some of the broken parts of nr6 Hal.
hi, if i have 40 players in a mission, will this work on all of them or should give all of them a variable name and put their variable in the 2 sqf files too?
Each player would have to download the mod. Best to use a server with this mod, as the more players you bring. The more ai will be needed to spawn. I would imagine that you could sqf the entire mod into it. Though I feel that would be way more work than needed.
@6komodo6 each player just has to have the mod downloaded. Should work as long as your using a good server. The mod can get a bit cpu bound if you got a lot of assets moving about. Unless your doing player verse player.
Have to use a zeus mod and in the settings have it show all assets in the game. Map have to look at your settings. Might gave parameters setup not to show any units. I believe this is in game settings. Hope it helps
@XYRS. it has a setting in the game setting with add on mods. I think it's towards the bottom and it would tell which force you wish the zeus to pick up. Which should include new entities that spawn in as it makes it easier to track. I would recommend 3den editor if your not using it currently as it gives you a good amount of tools for the editor.
can i use just the reinforcement module for my composition group? without any module. i dont want to use the commander module to control my AI. im using VCOM
Yes you can group up any combo of troops as long as the mod knows what each of their roles are. Mainly only affected by mod units that aren't classed like arma3. Vcom will over rule any commands nr6 Hal will give. But I have heard if you disable certain features in vcom it can work well My recommendation if your looking for a good ai mod is look into lambs mods. It is little easier to disable components to make it work well with nr6
1 ai is in command of other commanders. He tells the ai commanders where to go base on the placement of legacy modules. Ai commanders can move about with their troops if enabled. It is not supported unlike simple modules are. Not entirely sure if it still works.
You got a couple options. Do include and sync the troops to that module which you sink to the commander. Can also use anyone on that side to give command to one commander. Multiple commanders you would use the module include in squad. Make sure in the settings for the command module it is only synced units or the other one which allows them to freely control their side.
@bluegill51 I do not personally have one. But there is one I use to be apart of but left since I do not use nr6 as much. Think if you go to the steam link in the workshop it has the link to it. Last I saw people were there and helping answer questions to nr6 Hal
Im following everything your doing in this video and yet the commanders will only use the vehicles but not the infantry? The command will give hold and defend commands but no attacks commands towards the objectives. Any advice that can help me?
Have you tried a separate world and try to see if the mod is working to see if infantry vet orders? Also I would check the settings. It could be not registering the infantry units. Are you using a modded infantry or vanilla infantry? Usually for me it was trial and error. Depending on how long your waiting as if you got a lot of units the commander usually orders the vehicles first to move. So might take a while for the infantry to move. Could try ordering attacks or move the commander closer to the place you want the fight to happen. When he orders them to defend around him it will be right where you want them to fight. Can still have the spawn points a good ways away. Hope this helps. It has been a minute since I used the mod.