Arma 3
HETMAN: War Stories 1.10
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
Rydygier  [author] 4 May @ 9:33pm 
Advanced Setup window allows you to apply a SQF code, that will be executd at scenario init (Hetman config vars or spawned code with waituntil to be run at chosen moment, doing certain thing, you wish - that sort of things). It requires both SQF knowledge and how Hetman operates (hence it is "advanced").
Ragnar 4 May @ 9:32am 
how do i use advanced set up?
Tarkus 31 Aug, 2024 @ 11:20pm 
Doesn't work anymore, the loading strings at the mission start takes forever
WW2ISGOOD 20 Aug, 2024 @ 1:17pm 
In one of my games i went the entire war without any action, the only death i saw was a car crash, but its honestly fun playing as a rear echelon squad cause i I love driving in convoys and not dying immediately to a fucking tank
scalpy77 31 Jul, 2024 @ 11:16pm 
does this still work
Bluey 21 Jun, 2024 @ 8:11am 
Why doesnt load anymore
=L.Y.H= 8 Dec, 2023 @ 8:40pm 
is it possible to adjust the morale?
tacticooldude1067 30 Sep, 2023 @ 11:42am 
is it possible for free cam spectating?
Lord Dominion 30 Jul, 2023 @ 7:52am 
Thank you
Rydygier  [author] 30 Jul, 2023 @ 1:46am 
Lord Dominion 29 Jul, 2023 @ 12:31pm 
I haven't used the mod yet, but just curious, what maps does the mod support? Thanks
Rydygier  [author] 15 Jul, 2023 @ 11:48am 
Planes will not spawn IIRC, other types, IIRC again, can spawn always, but some are rare. Interspace will be a distance/gap between allied forces of different factions, if you pick more, than one per side.
๖ۣۜDEAD HUNTER 15 Jul, 2023 @ 11:33am 
Thanks for the quick reply.

What is Factions interspace? I cant seem to figure it out.

Also do planes and helis only spawn when playing on the whole map?
Rydygier  [author] 15 Jul, 2023 @ 11:13am 
It is correct.

1. Press 0-8-2 keys to randomize new role;

OR

2. Just use native Arma functionality - press U key and pick new unit from the list of all playable ones.
๖ۣۜDEAD HUNTER 15 Jul, 2023 @ 9:30am 
How do I change unit? I am new to Arma and I am playing Hetman through the singleplayer scenarios. Is that correct?
ZooC0d3 27 Jun, 2023 @ 3:43pm 
really good fun - thanks.
Rydygier  [author] 11 May, 2023 @ 4:50am 
IIRC correctly experiments with that mode (it was years ago), the enemies are there, but the map is big, while amount of enemies must be limited. So it may take long time before the first encounter.

"is there any mod to improve the AI ​​to play, most units that are driving vehicles get stuck on rocks or buildings (Arma 3 at its best)"

Possibly there was some attempts/improvements. I didn't hear about any true success though. Driving AI isn't something really fixable via scripts AFAIK. Bah, I remember, BI devs at some point tried to improve driving AI having access to the game engine. This initiative seems abandoned for years though:

https://forums.bohemia.net/forums/topic/191515-ai-driving-feedback-topic/?page=40

Probably they just gave up, not much devs stay assigned to A3.
TUSSI BAB 11 May, 2023 @ 4:04am 
no enemies at whole map mode??????
TemplarKnightAc 12 Mar, 2023 @ 6:36pm 
is there any mod to improve the AI ​​to play, most units that are driving vehicles get stuck on rocks or buildings (Arma 3 at its best)
Lying Sack Of Fun 28 Feb, 2023 @ 3:28pm 
Found a way to play this again. I just had to make a new profile.
martanovai 25 Feb, 2023 @ 2:07pm 
is there a way to configure units from addons?
Rydygier  [author] 4 Feb, 2023 @ 1:30am 
I see it. I'll continue there.
Lying Sack Of Fun 3 Feb, 2023 @ 7:02pm 
I put the link in the war stories forum.
Rydygier  [author] 31 Jan, 2023 @ 10:34pm 
Link was removed sadly. Perhaps better contact me on BI Forums (Rydygier, same as here), it is way easier to talk such matters there anyway.
Lying Sack Of Fun 31 Jan, 2023 @ 4:38pm 
Lying Sack Of Fun 31 Jan, 2023 @ 4:26pm 
The scenario I worked on is in my workshop and I'll post the RPT above.
Lying Sack Of Fun 31 Jan, 2023 @ 4:21pm 
I deleted all War stories maps. I'll see if that works. If it don't I'll be back with more info. It's worth noting that this menu bug appeared a long time ago. I think it was after I started downloading war stories for other maps but I'm not sure. Unsubscribing from it didn't work. I had to come here to the original and unsubscribe.
Rydygier  [author] 31 Jan, 2023 @ 10:46am 
I've run HWS from Workshop, pure vanilla - works fine. So it is not general malfunction due to game update or something. Must be something specific your end.

Perhaps I'll be able to tell more if I see mentioned RPT and maybe even your HWS version itself (best in open folder form).
Rydygier  [author] 31 Jan, 2023 @ 10:40am 
Mysterious... Obviously something had to change. But what? No idea. Was there game update in the meantime?

On my end I can try two things:

1. Run HWS myself to see, if it could be due to game update, that would break HWS also for me, but my HWS would be pure Workshop version, without any changes;
2. I can read through your RPT file if you provide one - in order to do so, run Arma clean, no any mods whatsoever, run HWS, when issue occur, close Arma, go under such path:

"C:\Users\Rydygier(usernameishere)\AppData\Local\Arma 3"

and take newest .rpt file. Provide it here.

If the problem would occur only on altered version, then I could to check this version too, but if it happens also for not altered Workshop version, then it's pointless.
Lying Sack Of Fun 31 Jan, 2023 @ 9:34am 
I only removed the HAL folder in the other version. I don't understand why it worked a few weeks ago and worked this morning yet is not working now. The only other thing was copying the pbo. Idk how either of those things caused it. I know it isn't your job to troubleshoot my problems but I'd be immensely greatful if you helped me figure this out. Even deleting them and re-subscribing hasn't worked.
Lying Sack Of Fun 31 Jan, 2023 @ 9:17am 
That's what I thought but I tried without mods and nothing worked. I did remove some of the Hetman files in a seperate version to add planes and such but the original is untouched and they are both giving me issues. It actually worked many times after I made the changes but I took a bread from Arma for a few weeks and it's now broken. It just started this out of nowhere.

The only thing I did was copy the pbo because I had lost all my files recently I tried it before copying the pbo and it worked great but after that it stopped. I don't know of anything that should cause that.
Rydygier  [author] 31 Jan, 2023 @ 6:58am 
That depends on what is the cause. If you did any own changes in the HWS code, that would be the prime suspect, possibly a syntax error breaking the code. If not that, the only thing, that could do something would be a mod, so try without any mods.
Lying Sack Of Fun 31 Jan, 2023 @ 6:28am 
For some reason the start menu has no text other than factions. I tried everything I could think of but it still doesn't work. Is there a way to fix this?
Rydygier  [author] 30 Dec, 2022 @ 2:37am 
2:

[] spawn
{
waitUntil
{
not (isNil "RydxHQ_AllLeaders")
};

RydHQ_Order = "ATTACK";
RydHQB_Order = "DEFEND";
RydHQB_Taken = [RydHQB_Obj1,RydHQB_Obj2,RydHQB_Obj3,RydHQB_Obj4];

_pos = position leaderHQB;

{
_x setPos _pos;
}
foreach (RydHQB_Taken + [RydHQ_Obj1,RydHQ_Obj2,RydHQ_Obj3,RydHQ_Obj4]);
};
Rydygier  [author] 30 Dec, 2022 @ 2:37am 
1:

[] spawn
{
waitUntil
{
not (isNil "RydxHQ_AllLeaders")
};

RydHQ_Order = "DEFEND";
RydHQ_Taken = [RydHQ_Obj1,RydHQ_Obj2,RydHQ_Obj3,RydHQ_Obj4];
RydHQB_Order = "ATTACK";

_pos = position leaderHQ;

{
_x setPos _pos;
}
foreach (RydHQ_Taken + [RydHQB_Obj1,RydHQB_Obj2,RydHQB_Obj3,RydHQB_Obj4]);
};
Rydygier  [author] 30 Dec, 2022 @ 2:13am 
This may be enough, or not, but that's what you can do via advanced setup window with reasonable amount of effort.
Rydygier  [author] 30 Dec, 2022 @ 2:02am 
But this alone will not adjust initial positions, so defending side will try to take positions in the middle between both forces. With some adjustement may be possible to correct that, so defensive positions will be around the defending leader unit, so the only difference comparing to "native" defense would be increased distance between both sides.
Rydygier  [author] 30 Dec, 2022 @ 1:33am 
It will be a little hacky, but try this code snippets pasted into advanced setup window:

1. You hold a position:

[] spawn
{
waitUntil
{
not (isNil "RydxHQ_AllLeaders")
};

RydHQ_Order = "DEFEND";
RydHQ_Taken = [RydHQ_Obj1,RydHQ_Obj2,RydHQ_Obj3,RydHQ_Obj4];
RydHQB_Order = "ATTACK";
};

2. Opponent holds a position:

[] spawn
{
waitUntil
{
not (isNil "RydxHQ_AllLeaders")
};

RydHQ_Order = "ATTACK";
RydHQB_Order = "DEFEND";
RydHQ_Taken = [RydHQB_Obj1,RydHQB_Obj2,RydHQB_Obj3,RydHQB_Obj4];
};
I Only Use W 30 Dec, 2022 @ 1:09am 
Does anyone know how I can set up my mission in hetman to be either to hold a position against an attack and to attack a position held by the enemy?
Those are my two favourite modes since they offer more fun scenarios and I get tired of having to start a mission and restart until I get the game mode I want.
Lying Sack Of Fun 25 Nov, 2022 @ 4:31am 
It has 2 or 3 errors showing up but I think it has to do with the modules being set up differently than normal Hetman, but all the important stuff works just fine. Some errors may also have to do with the campaign and the morale system. I probably can't fix the errors myself but I've tweaked the modules and that got rid of a few like an artillery marker error and a few others.

I thought HWS was good on it's own but what the NR6 version does to this is crazy. I'll upload sometime in a day or two. Maybe someone can improve on it. I just threw it together and I'm very pleased with the results.