Author: Rydygier
Author Website:

Requirements: Community Base Addons

Version: 1.47
Signed: No

Short description: "HAC" gives one or both sides of conflict an field commander level AI

Date: 2013-11-26 19:54

Comments: (0)


HETMAN - Artificial Commander


The Arma 2 standalone version (1.1) can be found here!

The addon ”HAC” is intended to enliven the battlefield in the same way that having a human leader would do. HAC does not deal with the manner in which orders are executed (unit level), but deals with the issuing of orders. In other words, this addon gives one or both sides of a conflict a field-commander level AI.

One of most important goals of this addon is to keep high compatibility level with other addons, in particular those that extend the possibilities of AI for units and groups. HAC control is mostly based on issuing waypoints, and as far as possible HAC avoids interfering with low-level AI. In other words, HAC focuses on giving orders, rather than on the way in which orders will be executed.

HAC gives new, higher level AI, rather than changing the existing AI. There are only a very few exceptions to this rule. HAC should therefore enrich the gaming experience with new features, without conflicts with other addons. HAC is intended to complement their effects rather than to compete with them for control over units (at least for those addons that do not mess with waypoints).

HAC can serve as an instant battle generator as well as a general player opponent, or as base for complex missions and/or gameplay modes.

- AI control over all land and air generic Arma 2 units;
- simply usage;
- several different AI personalities;
- customizable;
- add-on and script versions;
- optional handling of logistic/ambulance support;
- up to eight Leaders on map;
- optional higher level c-in-c over Leaders ("Big Boss");
- alternative, limited control modes;
- up to four primary and two secondary objectives per Leader;
- optional usage of ungrouped transport vehicles;
- handling of garrisons;
- mission notifications for human controlled team leaders;
- secondary orders for idle groups;
- optional "front" mode with limited to chosen area enemy groups recognition;
- own artillery handling;
- morale simulation;
- demo missions for simply, complex and Big Boss HAC config;
- pdf manual.

The pbo version requires CBA. To launch Arma with the addon active, you will need a shortcut that loads first @CBA then @HAC. See the cited Armaholic FAQ page for details.

The script version is installed by copying the contents of the folder “Source” into the mission folder in which it is to be used.

As we always recommend use modfolders to seperate the custom content from the official game content to prevent problems. For different ways to set up your modfolders and use them please visit our FAQ.

When you are using the Steam version you can find a Steam mod installation and activation FAQ here.

Since version 1.4 this addon requires Arma 2: Operation Arrowhead 1.62!

Included files:

To activate HAC for one side, one of the units of that side must be named LeaderHQ. Essential also is the placement on the map of any object (for example, an empty trigger) named RydHQ_Obj1. The location is entirely your choice. Its position will designate a target point which the Artificial Commander will try to conquer at first (for example, a spot near the leader of the opposing side).

Analogously, there should be placed in freely chosen areas (eg in cities, strategic positions or simply nearby opposite Leader) three other objectives (RydHQ_Obj2, RydHQ_Obj3, RydHQ_Obj4), which will be conquered in numerical order. If the mission designer wants less than four objectives, then simply place the unneeded objectives at same position as the ultimate objective.

For the script version only, to initialize HAC the following code should also be executed in some way, e.g., by placing the following script in the init field of any object (for example, in the activation field of an empty trigger or waypoint):
nul = [] execVM "RydHQInit.sqf";

Alternatively, that line may be placed at the end of a mission's init.sqf. Init.sqf is recommended place for init config variables (beacuse of better readability), especially for bigger configs, eg containing RHQ arrays.

See included manual for all details, and there is lots of them.

- HAC custom configs discussion
For easy copy&paste at once all RHQ array sets with class names of new units. Use RHQ array as any other HAC's init config variable. Best: paste needed RHQ as is into init.sqf file (before nul = [] execVM "RydHQInit.sqf"; line, if HAC script version is used, same as for any other init config). Note, that for big arrays as RHQ can be, good practice is additional syntax check. Errors do happen.

Here is the online manual.

Video tutorial:

Demo mission:
A demo mission can be downloaded from here

Credits & Thanks:
For HAC in MSO module: Tupolov,, friznit2 and anyone else involved.
For HAC in demo of HC extensions addon: DomZ;
For HAC in COWarMod: Günter Severloh;
For HAC in EBSS: subroc;
For help with kbTell code: gammadust.
For mirrors: Foxhound, Old Bear.
For video tutorial: Hobbesy.
For language corrections: Orcinus and Lucidity.
For voice acting: DuddBudda, SiC_Disaster, nettrucker;

For testing, bug hunting, many good ideas, RHQs and advices: Katipo66, Mjolnir66, DaveP, Mikey74, Kremator, andersson, SAbre4809, Humvee28, Taro8, SteveA360, Georilla, Igneous01, mankyle, Mr_Centipede, subroc, stupidwhitekid75, Orcinus, Hobbesy, lecholas, friznit2, gammadust, fabrizio_T, _William,, RAINF, Fenrisulven, CaptainBravo, Snafu, XALIENAx, TeilX, Astrosammy, gunterlund21, Jingle, DomZ, kelzekyr, Lucidity, meltedping, Anthropoid, DeclaredEvol, tank000, SavageCDN, zemanel, EvilMooseofDoom, ACE1434, la_Vieille, jiltedjock, Odyseus, THEBLITZ6794, InstaGoat, kutya, Sixt, ssechaud, metalcraze.

For motivation and interest: All above mentioned and: stubs, thearies, Munger, KeyCat, Neopas, zwobot, colosso, froggyluv, postman84, dcal, Big Morgan, and to all, I forgot (sorry, if so).

- fixed medical support code;
- few code fixes.

- fixed a bug introduced in latest versions with "Lib" init variables (thanks to monyetswa);
- fixed another "undefined variable" bug.

- further fixes due to "undefined variable" RPT error message in CO 1.63;
- small fix for better work with spawned groups;
- corrected name of BB object representation in the manual.

- numerous fixes to avoid flooding RPT with "undefined variable" logs by newest beta patches;
- fixed issue with "Fronts" feature, that could affect also Big Boss;
- small fixes for debug mode;
- minor manual update;
- various code fixes.

Forums Topic:
- BI Forums

- Community Base Addons

Enable javascript to be able to download from Armaholic please!

Tags: Ai,   Commander