Arma 3
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HETMAN: War Stories 1.10
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Data Type: Scenario
Scenario Gameplay: Singleplayer
Scenario Map: Altis
Meta: Dependency
File Size
Posted
Updated
6.410 MB
6 Sep, 2014 @ 5:28am
16 Dec, 2019 @ 3:09am
6 Change Notes ( view )

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HETMAN: War Stories 1.10

Description
HWS is meant as very easy in use generator of dynamic, interesting battles conducted by HETMAN commanding AI. Unique each play battle experience powered by very complex scripting is created with few mouse clicks. No addons required.

Optionally at init player may customize the gameplay by choosing fighting factions, scale of the battle, daytime, weather, forces ratio, persistency of the result (campaign mode, where results of past battles slightly affect every next battle) etc. Additional text field allows advanced users and Hetman veterans to apply also more complex setup code or even regular script, that will be executed at init.

Resulting battle may vary greatly each try. War has many faces, nothing is guaranteed. You're only one of many cogs in the war machine controlled by HETMAN, so do not expect any special treatment. Those battles aren't player-centric in any way. One time you may found yourself in the middle of fierce firefight immediatelly, another time you may be kept as reserve long time before you see any action. You may die in the first few minutes or survive to the end without a single shot fired, but with few clicks in the legs. Both extremes are not very probable, but possible and perfectly OK - just do your part, act on your own or... switch to another unit. Create own war stories.

HWS will utilize also units (factions) from custom addons when loaded if addons have configured properly groups.

Additionally, player may any time via supports menu (0-8) activate passive spectator mode based on Smart Camera script, that will turn the game into kind of war movie to watch, showing autonomously chosen interesting spots of the battlefield - all without any interaction required. That mode may be switched off anytime by pressing a keybord key. In the same menu player may find also other useful in-game switches.

Known issues: vanilla AI :/

Current version: 1.10

BI Forums HWS Thread[forums.bistudio.com] (Details, news, discussion, newest WIP versions)

This mission is released under APL-SA[www.bistudio.com] license. Voice acting: DuddBudda, SiC_Disaster, nettrucker.
493 Comments
Rydygier  [author] 3 Oct @ 12:17am 
IIRC - again, campaign mode saves the result of the included to it battle in your profile, then that sector is for further battles marked with winner's side color, and amount of "won" sectors affect further battles (initial morale, tendency to being defending or attacking side and forces composition, like supports availability etc). I don't remember, what happens if the whole map is taken. Nothing or reset perhaps? It is rather simple feature. There's also experimental "long play" whole map mode: "such gameplay will be separated from normal campaign progress and will not affect it. Utilizes HAL's Big Boss mode (adapted slightly and set to be as dynamic, as possible). There will be randomized dozen or so locations amongst all viable on the island, that become strategic. Two sides, two leaders per side, each under Big Boss control, will try to take all of them."
bonkers 2 Oct @ 6:20pm 
what does the campaign do exactly? can battles not take place in captured areas? and what happens if most of the map is taken by one faction?
Rydygier  [author] 1 Oct @ 11:26pm 
I didn't visit that code for long time, but IIRC, the setting, you mention, is about the gap between allied factions. As for hostile sides, the space between them is semi-random within hardcoded limits. One would need to edit code to change that probably. But that space and certain amount of time before the fight starts, is intended. It is not always so though. One way to start right in the fight would be to play HWS port on some tight map or retry until tight place is picked at random on some map.
Bruhnald 1 Oct @ 4:11pm 
Hi,

Awesome mod. Im curious if there's a way to reduce the space between factions when the mission starts? I have interspace set to 'none' but the factions are still spawning really far apart, so theres 20 minutes of walking sim before things pop off.
bonkers 15 Sep @ 2:44am 
alright, thank you!
Rydygier  [author] 15 Sep @ 2:05am 
Hetman focuses on manipulating AI on group level: issuing waypoints, setting group's combat mode and behavior. With few exceptions. If some other AI mod does the same - they'll conflicting, technically likely working together, but with messy results. If the AI mod focuses on single unit behavior, both should IMO work together fine most of the time. Anyone, correct me, if you have practical experience in this regard.
bonkers 14 Sep @ 8:57am 
does this mod work with mods that enhance AI like LAMBS?
Rydygier  [author] 12 Jun @ 9:35pm 
Hello. Great news! Though I'm purely SP guy, not playing MP at all, it's not my cup of tea, it makes me happy to know, MP-enjoyers will be able to try HWS! The more people, my work brings some entertainment too, the happier I am. So thanks a lot for your effort to bring HWS to wider audience. :)
Atlas 12 Jun @ 2:03pm 
Hello Rydigier,

I initially talked to you on the BI forums about a multiplayer port of your scenario. I finally managed to make it. It's currently playable and about 80% finished. If you'd like to add me as a friend, it would be my pleasure to invite you to my server so we can play it together.

Cheers!
Ragnar 4 May @ 11:54pm 
Oh ok thanks