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NR6 HAL Evolved - Quick Setup Tutorial (Arma 3) 

Dogi Marg
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This is a quick setup tutorial for NR6 to get your battle up and running quickly. Please watch the basic setup tutorial for a further dive into the modules. Please join the the Discord of NR6 for questions and support!
NR6: steamcommunity.com/sharedfile...
NR6 Discord: / discord

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22 фев 2021

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Комментарии : 47   
@Delta1296pt2
@Delta1296pt2 3 года назад
I just learned, if you have more than 2 teams; make sure blufor= team A opfor=team B and independent=team C. I spent 4 hours trying to understand wtf happened but yea.
@MiamiViceGTA
@MiamiViceGTA 3 года назад
Happy to hear that you got it!!
@Stinger913
@Stinger913 3 года назад
Seen both man but great stuff!
@mamba3805
@mamba3805 3 года назад
thank you man cheers!
@michaelralph5472
@michaelralph5472 2 года назад
Hey dude, thanks for the vid, haven't watched your longer one. Definitely going to! I just got Arma, and want to find out how I create my own unit, one that I lead and go do different objectives with and how to use my VR arsenal guy as my player. And if there's respawn options available. Sorry for the loads of questions, very new to Arma, only 32hrs so far. Thanks in advance for any help!
@flipper1559
@flipper1559 3 года назад
Hey, we’ve talked before on your previous video.My issue is that I’ll set a transport helicopter to be synced as a transport vehicle and I set units down next to it to be inserted by said helicopter. Instead of ordering the troops to get in the Commander sends the Heli for recon and orders us to recon as well several Km away. I know I’m doing something wrong here but I’m not sure what. I’m using air Reinforcements C, and then transport module synced up. From then on I’m not sure what else the issue is
@Soldat907
@Soldat907 3 года назад
I have two issues. 1: I set the AI to aggressive and set it to ignore defending, but for some reason it keeps ordering me to go to random locations to wait for orders instead of attacking the objectives. 2: I set my helicopters to be recon aircraft yet they don't take off. Any idea how to fix this?
@thestalker1126
@thestalker1126 2 года назад
In my game I set up the commanders as you have shown but they don't seem to actually be controlling units. All I see is something like "morale b(genius)0-losses:0 percent (0)* . Both of my commanders keep repeating this but there are no move orders being given what could this be?
@awannagannaful
@awannagannaful 2 года назад
love the kakking system lol
@steamnamebbderinvade__
@steamnamebbderinvade__ 2 года назад
Now, I have the problem that HAL doesn't fully Initialize and command already spawned units anymore and I cant get aerial transport to work or planes etc.
@noumenalism
@noumenalism 3 года назад
Hey Skutsin Gordon, I hope all is well. I just have another question about the objectives. Is there a way to set it up like the game mode rush from battlefield? Sort of like having, for example, Opfor's commander be on the defensive and having Blufor's commander on the offensive. But have it to where Blufor attacks, let's say objective A before attacking objective B. Setting it up to where Blufor has to capture objective A in order to attack objective B? I hope that makes sense haha, anyways take it easy and thanks for the new tutorial!
@MiamiViceGTA
@MiamiViceGTA 3 года назад
Okay so advancing through objectives in a certain order? Yes! That's actually how HETMAN used to work and how scenarios work in NR6 anyways. That HETMAN-mode is btw still included by the name of "legacy mode", but I have no experience on that. This is achieved using the simple mode (by default), and using the "objectives at once" setting. So f.e if I spawn 2 objectives close to each other (like A and B), they'll attack those two and then move on to the next one. Which ones are attacked is determined by how far away is it from the commander, the commander attacks to the closest one fist OR if you've set an objective value different from 5 set at default. Beware: Max 3 squads can attack one objective at a time. I hope it makes sense.
@MiamiViceGTA
@MiamiViceGTA 3 года назад
@@noumenalism No problem mate, glad I could help :)
@normalcarrot6361
@normalcarrot6361 3 года назад
This was helpful
@BoyBacon5051
@BoyBacon5051 3 года назад
How do you use mods with this in Eden Editor? I have modded troops like clone troopers and stuff but when I start the game the troops turn back into there vanilla counterpart while the vehicles stay the same.
@MiamiViceGTA
@MiamiViceGTA 3 года назад
Modded units, if they're configed, are spawnable as different entities. The vanilla units do not change. Some mods don't have spawnable pre-configged units, they just have gear/uniforms and so on.. Just spawn whichever unit on the editor, then right click and "edit in arsenal" or something like that, all the content is accessable there.
@sebastianpost7237
@sebastianpost7237 3 года назад
Is there a guide on the helicopter ammo paradrop module? I’ve tried everything to try and make it work, like syncing ammo crates to it and helicopters as well but everytime I call for a ammo drop it says it’s not available.
@devourerking23
@devourerking23 3 года назад
I am having this same issue. As well as artillery.
@MiamiViceGTA
@MiamiViceGTA 3 года назад
Not yet but I can make one. I think in order to make that work you need to have Air Reinf module with a heli and a box of ammo of your choosing within the area of the ammo drop thingy. This is how it used to be but can't remember much, I'll try and get back to you on that.
@sebastianpost7237
@sebastianpost7237 3 года назад
@@MiamiViceGTA alright thanks mate!
@devourerking23
@devourerking23 3 года назад
@@MiamiViceGTA much appreciated man!
@ThatBlakey
@ThatBlakey 3 года назад
after some trial and error, all you have to do is add supply box of your choice, helicopter capable of carrying that load, ammo drop module, and ammo drop/depot module (found in commander section). Ammo drop/depot will be synced to the commander, ammo drop, and supply boxes. The ammo drop module will be synced to the ammo drop/depot module, helicopters, and the commander. This should work, although I have no idea if the circle that appears from the ammo drop/depot module affects anything. I'd just leave the supply boxes and helicopters inside the helicopter to be safe. Also make sure to sync the helicopters to an air reinforcements module. Don't forget to also sync the helicopters to the include squads module if you are using that module.
@Magnulus76
@Magnulus76 2 года назад
I tired making HAL missions but they never end... any clues how to set up objectives to end the scenario?
@xzxxx-km4vy
@xzxxx-km4vy 8 месяцев назад
I tried making HAL missions but they never start....
@yeonhohproduction5457
@yeonhohproduction5457 3 года назад
Do you have the link for the HAL you use? Mine doesn't have modules
@MiamiViceGTA
@MiamiViceGTA 3 года назад
Check the video description or search in the workshop for "NR6". Btw, Workshop has been bugging a lot today sadly.
@yeonhohproduction5457
@yeonhohproduction5457 3 года назад
@@MiamiViceGTA cheers.. thanks for everything mate
@trslim6032
@trslim6032 3 года назад
Got a question about Asset Compiler and Reinforcements. How do you get it to work with custom troops?
@MiamiViceGTA
@MiamiViceGTA 3 года назад
Watch my Basic Tutorial. But essentially: Sync Commander to the Reinf module. Set the reinf module accordingly to your liking. Sync the reinf module to an asset compiler. Sync the all the squad leaders of the squads you want to be a part of the asset pool to the asset compiler. So if you sync three identical group A's and one group B, you'll have a 75% chance of group A spawning.
@trslim6032
@trslim6032 3 года назад
@@MiamiViceGTA ah, i see. Thanks for the help
@shockengi445
@shockengi445 3 года назад
@@MiamiViceGTA hey I’ve had a similar issue with supports by chance can you make a video on how to use or set up medical or like a repair support system? I’ve been getting request for medevac and ammo trucks but the ai never sends them out.
@shockengi445
@shockengi445 3 года назад
Also your vids really helped out thank you.
@MiamiViceGTA
@MiamiViceGTA 3 года назад
@@shockengi445 They are not ACE compatible and I don't play without it. But Rimmy released his ace-compatible support module for HAL, so I might do something with that. But basically sync a relevant RHQ module to the asset and you're good to go.
@geordi5054
@geordi5054 2 года назад
I just can't get awesome battles with this AI. It takes20 minutes for it to scramble a few squads into the objective. It refuses to use transports, except maybe 2 trucks at a time, meaning that you spend ages just waiting for your troops to slowly walk somewhere. At least they could walk somewhere important, instead of having all squads slowly walk into a single area near your commander before they actually start attacking (or walking back to where they came from). Then eventually random squads seem to just stop doing anything, while their compatriots are dying in battle only 500 meters away from them. I've spent time trying to organise battles with hundreds of troops, only to see maybe two squads engage at the same time. It's so inept that sometimes, there are enemy forces walking right towards the commander, who instead of asking for defences just dispatches his troops somewhere into the middle of nowhere and decides to face them alone.
@atari947
@atari947 2 года назад
I've seen it work from other people and myself, these things take a little bit of work you'll get it eventually.
@coloradoing9172
@coloradoing9172 2 года назад
Am I the only one getting stuttering? It freezes for a bit every few seconds. Seems to stutter every time the AI gives an order, but I'm not entirely sure about that. I have an i9 so it shouldn't be a hardware issue.
@toastedsponge312
@toastedsponge312 3 года назад
Does this work in zeus?
@MiamiViceGTA
@MiamiViceGTA 3 года назад
How do you mean? There’s no HAL objectives etc to be placed in Zeus. I think it registers units placed in editor if a commander controls all side units.
@toastedsponge312
@toastedsponge312 3 года назад
@@MiamiViceGTA sorry for the late reply but with this mod doesn't it add ai that control ai?
@MiamiViceGTA
@MiamiViceGTA 3 года назад
@@toastedsponge312 Yes that is true. An Ai commander giving waypoints to Ai squads.
@avarageroblox_kid-fz7ls
@avarageroblox_kid-fz7ls 7 часов назад
broken...
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