Author: Rydygier
Author Website:

Requirements: Community Base addons A3

Version: 1.22
Signed: No

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

Date: 2015-02-19 14:36

Comments: (2)


HETMAN - Artificial Leader


Same as HAC for Arma 2, HAL is intended to enliven the battlefield of Arma 3 the same way a human leader would operate. HAL does not deal with the manner in which orders are executed (unit level), but mainly deals with the issuing of orders. In other words, this addon gives one or both sides of a conflict a field-commander level AI.

The addon ”HAL” is continuator of A2's HAC for Arma 3. HAL 1.0 simply moves HAC 1.46 from Arma 2 to Arma 3. If you are familiar with HAC, you are ready to go. Others should check included manual and demo missions. HAL is relatively easy in basic use, but provides many optional features and config possibilities, that make HAL flexible, but also pretty complex mission making tool. Very few things was changed comparing to HAC 1.46 (MP, order notifications, artillery, some config variables…). However future versions of HAL may introduce new functionalities based on features provided by Arma 3.

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. HAL control is mostly based on issuing waypoints, and as much as possible HAL avoids interfering with low-level AI. In other words, HAL focuses on giving orders, rather than on the way in which orders will be executed.

HAL gives new, higher level AI, rather than changing the existing AI. There are only a very few exceptions to this rule, and generally these are optional. HAL should therefore enrich the gaming experience with new features, without conflicts with other addons. HAL 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).

HAL 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 3 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 and Big Boss HAL 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 @HAL.
The script version is installed by copying the contents of the folder “Script version” into the mission folder in which it is to be used.

Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:

You can also use -nosplash to get rid of the splash art and intro videos.

And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.

Included files:

To activate HAL 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 HAL 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.

Alternative sound sets:
Here you can download some alternative sound sets for the radio chatter: SoundSets (4).

To do:
- online manual
- recheck group's behaviour under different behavior modes and movement speeds
- code for effective usage of A3's UAVs?
- alternative ("Eastern Bloc" like) attack doctrine mode (?); (wip: 1.2)
- HAL's class checks should be not case-sensitive (?)
- headless client support whatever it is (?)

Credits & Thanks:
To all people, that helped me earlier with HAC and did first steps towards Hetman in A3 before me. But especially those, who funded me Arma 3 game, so I could release HAL so soon.

Change log:
- fixed code error when Leader enters defensive mode before any enemy was spot;
- fixed radio chatter for defensive mode;
- minor code fix;
- manual updated with corrected descriptions of RydHQ_AlwaysKnownU and RydHQ_AlwaysUnKnownU init variables (should hold units, not groups).

- Fixed error with BB's objective markers;
- fixed error with incomplete chat sentences in addon version;
- corrected variable name for switching HQ chat in the manual.

- DLC helos classes
- sling load for ammo drops
- text radio chat for HQ orders
- RHQ autofiller
- dynamic callsigns
- HWS tweaks including new morale formula
- code optimization
- bugfixing
- updated manual

- fixed code error with Leader relocating;
- fixed not visible sentence text for chat debug marker in addon version.

- "no sound" script version;
- RYD_Path config variable holding relative to mission folder path to the HAL's files;
- fixed an error breaking code flow if BB is used and two leaders of same BB side are designed as reserve;
- manual updated.

- optional, customizable group markers;
- optional radio chatter temporary map markers;
- artillery handler upgraded (reliability);
- manual updated.

- several code tweaks and fixes;
- fixed a mistake in manual.

Forums Topic:
- BI Forums

- Community Base addons A3

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Tags: Ai,   Commander,   Dynamic,   Leader