This is a a modified/updated version of HETMAN - HAL by Rydygier which includes various changes/upgrades concerning battlefield immersion and compatibility with dedicated server. The functionality of the script itself is relatively untouched and should work the same way HAL does. For a detailed description of the original system by Rydygier, you can find his here.
-[ADDED] Radio chat with both sound and text from other AI groups and LeaderHQ work on both dedicated server and singleplayer (added a sideradio function);
-[ADDED] Orders from HQ usually given through OLYMPUS work on dedicated server as well;
-[CHANGED] Contents of the order messages from HQ use squadID instead of mission names and come from the Leaders themselves instead of OLYMPUS channel;
-[CHANGED] New markers for debug of a more aesthetic variant with additional info such as groupID;
-[CHANGED] Revamped the task system for players to work on dedicated server (instead of only giving a notification) and to include more immersive tittles and description while also using tasktypes for more interesting tasks;
-[CHANGED] Removed the markers for players in the debug since the task system takes care of it. Made the markers for players same as for AI groups;
-[CHANGED] Fixed different typos;
-[CHANGED] Changed the contents of the radio calls to something that I find more immersive;
-[ADDED] "AreaTakenA" or "AreaTakenB" config values to add in init of Gamelogic representing objective for BigBoss
-[ADDED] Ability to deny tasks and enable/disable tasking. Set RydHQ_TaskActions = true to enable system;
-[ADDED] Ability to deny tasks and enable/disable tasking using ACE Interactions instead. Set RydHQ_TaskActionsAceOnly= true to enable system alongside RydHQ_TaskActions;
-[ADDED] New Big Boss system can assign up to 4 objectives per Leader;
-[ADDED] BFT style markers for friendly and known enemy (update each cycle);
-[CHANGED] Tasks now show up for entire group and players who are not always squad leaders;
-[CHANGED] New defensive mode guards all Big Boss objectives;
-[CHANGED] Fixed cargo system;
-[ADDED] Option to use NR6 Site's defense for garrisons if NR6 Sites is installed;
INCLUDED IN THE SCRIPT VERSION IS A SAMPLE SET OF INIT VARIABLES FOR BIG BOSS CONFIGURATION WITH 2 LEADERS PER SIDE AND SOME ARTILLERY RHQ CONFIGS FOR CUP.
Installation / Usage:
For usage instructions and information of how to use the HETMAN - Artificial Leader [NR6 Edition] please refer to the included documentation and/or example mission.
So far, I have only made a script version of the modified system which means that you will have to include all the contents of the script's files in the directory of the mission on which you want the system to run.
Quoted from the original thread:
"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."
As said by Rydygier on the original thread, it is important to read the user manual in order to properly setup HAL and fully enjoy its capabilities.
Credits & Thanks:
All credits for the original system go to Rydygier who created this powerful script that has been greatly improving large scale battlefield scenarios since previous versions of Arma.
-New tasking menu;
-New tasking system;
-Additional logistics requests (fuel/ammo/med/repair/ammodrop);
-Improved infantry/armor/CAS supports to provide support regardless of known enemy presence;
-New secondary tasks about the status of objectives (ignore the Error Type Group, expected Array,String,Object);
-Tweaked Attack/Defend modes for commanders which alternate according to threat;
-Defend mode more aggressive in threat response;
-Option to replace idle orders with patrol orders between captured objectives;
-Simple Objectives can be turned to patrol points;
-Cargo system now constantly provides lifts to AI squads instead of only doing so at the issuing of the order;
-RHQAutofill function now run on every order cycle to ensure proper order issuing;
-Included squads are now also always evaluated to make sure they get the proper orders. Players can now hop in a new vehicle and get the proper tasks linked to the role of that vehicle;
-More variables and options to be documented in the user manual;
-Garrison squad busy check improved;
-Improved ammo drop precision for fixed wing drops;
-Commander now checks on each cycle whether objectives have been captured or not instead on relying on the completion of capture orders. This allows players to capture objectives on their own without the need of orders (simple mode, BB runs a separate check);
-Improved behavior of air units to use proper ROE and not have their NAV lights on when approaching an AO.
is complete with major fixes to cargo support, improvements in usage of mechanized/motorized squads (troops now use their assigned vehicles properly if they have one in the squad), rewrote BFT entirely and split it into two parts where friendly refreshes occur every 5 seconds and enemy presence refreshes every enemy knowledge update only (not to give information about enemies that are not known anymore). Various little fixes too. Work on better recon will be made for the next version as I gotta now focus on releasing the next NR6 Pack.
Introduction of the new simple mode. Simply add objectives to an array, tell the system if they are supposed to be captured at start and you are done. No more fixed 4 objectives.
New support system in there too with months worth of work for HC compat, new supports, new capture systems, new defensive behaviors, etc.
-Improved and fixed cargo system (should be quite reliable now);
-Improved reliability of Big Boss objective capturing;
-Changed the way Big Boss scans if objectives are captured, now counts the number of men in and out of vehicles;
-Removed debug green center markers from the defensive mode as they would spam the screen on each cycle;
-"Unable" group variable now works with BB garrison missions too;
-Various little improvements;
-Tweaked the tasking system;
-Tasks now show up for entire group and for players who are not necessarily Squad leaders;
-Complete Big Boss revamp;
-Fixed and enhanced Cargo system;
-BFT style system for friendly units and known enemy (updated every HAL cycle for low precision and realism);
-Garrison system based on NR6 Sites (only available if NR6 Sites is installed);
-Big Boss can now assign up to 4 objectives to be captured at once per Leader;
-Critically revamped defensive mode for Leaders who will now defend all big boss objectives if in BB mode;
-There's a lot of stuff in it that I can't remember;
-Reconfigured the tasking system for non-dedicated environments. Last version was broken in some instances;
-Completely rewrote the task control system introduced previously for major optimization and reliability;
-Minor optimization of the new BB config values;
-Updated task names for cargo missions;
-Changed the tasking system so that the enhanced tasks show up in non-dedicated environments;
-Added task control from squad leaders. Leaders can now deny tasks and enable/disable tasking for their squad if RydHQ_TaskActions = true;
-Added new "AreaTakenA" or "AreaTakenB" config values for Big Boss objective
-HAL 1.22.3 (release)
-Added dedicated server compatibility for tasks
-Added new markers for debug with new descriptions and information
-Revamped the tasking system.
-HAL 1.22.2 (testing)
-Added dedicated server compatibility for radio orders from HQ
-HAL 1.22.1 (testing)
-Added dedicated server compatibility for radio
- BI forums