![Raider Nivide](/img/default-banner.jpg)
- Видео 112
- Просмотров 66 290
Raider Nivide
США
Добавлен 7 окт 2014
Gaming entertainment
Arma 3 Tutorial Drongo Map Population Mod
Another tutorial about Drongo map pop mod. This is heavy setup if you are wanting to create a decent mission for either solo or multiplayer. If this is not clear enough, I be down to go back and redo this video starting from scratch to go step by step.
Link below
steamcommunity.com/sharedfiles/filedetails/?id=1990653162&searchtext=drongo+
Link below
steamcommunity.com/sharedfiles/filedetails/?id=1990653162&searchtext=drongo+
Просмотров: 189
Видео
Arma 3 Tutorial Drongo Arty Mod
Просмотров 10514 дней назад
Another tutorial about Drongo's artillery mod. Nice mod to use if alone or in a multiplayer mission. Link Below steamcommunity.com/sharedfiles/filedetails/?id=1675485070&searchtext=drongo
Arma 3 Tutorial Drongo Air Operations Mod
Просмотров 14414 дней назад
Tutorial show casing Drongo's Air Operation mod. Link to the mod is here steamcommunity.com/sharedfiles/filedetails/?id=1533097069&searchtext=drongo Drongo mod's add a variety of options for both single and multiplayer missions.
Arma 3 Reaction Force Creator DLC Showcase
Просмотров 4663 месяца назад
Not my finest work, but my goal is to give those interested in the latest installment of Arma 3 creator DLC. I enjoy this DLC and so many ways you can use the new assets to spruce up gameplay. Hope you enjoy seeing the new content.
Star Citizen Gameplay Bounty Hunting
Просмотров 686 месяцев назад
Grabbed a player bounty mission and went to the Jump Town location which our prey was flying around. We engaged and all our bounties friends jump us. But we still got our man.
Star Citizen Railgun Gameplay Action @Jump Town Part 3
Просмотров 596 месяцев назад
Part 3 finally gets heated. Enemy bombers start scorch earthing Jump Town. Get one last rail gun kill with a final explosion at the end.
Star Citizen Railgun Gameplay Action @Jump Town Part 2
Просмотров 4886 месяцев назад
This second part a group said they would be coming in within 30 minutes. Also some sniping action.
Star Citizen Railgun Action Gameplay @Jump Town Part 1
Просмотров 246 месяцев назад
Little fun clip at Jump Town on Daymar. This section is mostly the kills from shooting railguns at other ships.
Star Citizen Wake of Disaster Dog Fights
Просмотров 4928 месяцев назад
Recording started mid way through this fight. But still fun action packed fight for the full 31 minutes. The end of this video I thought was funny.
Arma 3 King of The Hill Short Clip #1
Просмотров 179 месяцев назад
Little Fun clip of me Sniping a guy in a tower.
Star Citizen Ghostly Hollow Nova Tank Action
Просмотров 280Год назад
Little fun Dynamic event that anyone can do any time at Ghostly Hollow on Star Citizen on Microtech. I was informed about an enemy tank and was on a mission to destroy it.
Arma 3 NR6 HAL Solo Tutorial
Просмотров 1,9 тыс.Год назад
Requested video for making a mission that uses majority of the island tutorial. Just showing different ways to utilize HAL NR6.
Star Citizen Gameplay Lucky shot
Просмотров 34Год назад
Waiting for some drug huller and finally got one. But the sun glare ruined the perfect sight line. But I still got them.
Star Citizen Gameplay Jump Town Tempting Fate Friendly Edition
Просмотров 59Год назад
So fun video. Team-mates saying he could easily dodge a size 7 torp. Who wins and who loses? You decide.
Star Citizen Gameplay Avenger One JT Surprise
Просмотров 21Год назад
Star Citizen Gameplay Avenger One JT Surprise
Star Citizen Missile and torps issue 3 17 1
Просмотров 652 года назад
Star Citizen Missile and torps issue 3 17 1
Star Citizen Gameplay Jumptown Small Scale Assault
Просмотров 312 года назад
Star Citizen Gameplay Jumptown Small Scale Assault
Star Citizen GamePlay Jump Town Solo Attack
Просмотров 2302 года назад
Star Citizen GamePlay Jump Town Solo Attack
Star Citizen lost cargo from JT by friendly
Просмотров 362 года назад
Star Citizen lost cargo from JT by friendly
Arma 3 NR6 HAL Tutorial on Civilian Spawn module
Просмотров 1,3 тыс.2 года назад
Arma 3 NR6 HAL Tutorial on Civilian Spawn module
Star Citizen Gameplay Xeno Threat Hammerhead Time
Просмотров 442 года назад
Star Citizen Gameplay Xeno Threat Hammerhead Time
Star Citizen Gameplay - The Xeno Threat the Redeemer
Просмотров 582 года назад
Star Citizen Gameplay - The Xeno Threat the Redeemer
Arma 3 NR6 HAL Tutorial RTB Refuel Rearm Repair module
Просмотров 2,2 тыс.2 года назад
Arma 3 NR6 HAL Tutorial RTB Refuel Rearm Repair module
Awesome timing just started with this, question how dose occupied town and area work?
@@charlesanderson533 essentially it deploys a force to occupy town. I think it just allows troops to spawn in it.
Btw, could you please share to me the scripts you use with these triggers in this video? If its okay? The arty barrage trigger, the helo transport and vehicle lift and etcs?
@mang-ganern I didn't use scripts besides the one I used when name of unit died. Everything was linked to trigger like placing a move command, link it so once trigger the following command would trigger once condition is met.
Also the commands are in the more section of the video
@@raidernivide4636 Thanks i thought there is a script after the condition. I think it is the Fire mission waypoint! I am doing the skip waypoint trigger which can be lifted via the radio Alpha. But i don't know how to deactivate it without deleting the entire waypoints. Do you know how to deactivate it and also can be called again? So I could still use the radio call strike and fire mission waypoint?
@mang-ganern not at the top of my head. I only ever used the arty once as it unleashes everything in that volley.
1:14 finally! I was also looking for this one cuz I made a mission for Iraqi-syrian war mod and Gaza war map where the Iron dome will intercept the incoming BM-21 rocket barrage. But the problem was the radio triggers don't stop, making the BM-21 continuosly barrage the IDF positions cuz I added to their init the 'unlimited magazine' script. 😂
I'm going to try the air support where the aircraft will endlessly fly with the 'unlimited fuel script' and the 'unlimited magazine script' 😁 Once I'm done adding the tornado G4 british jet. 💪
Thank you so much 💪
When I hit the HOME button, the tablet is not showing. I also noticed that the 'configure addons' button on the controls settings is greyed out and nothing.
@mang-ganern did you place a white list module down or restrict module to prevent certain users from having access to the Arty?
@@raidernivide4636 No, every checkbox below are all false. Idk if its my non-steam version or something else?!?. I properly loaded the Cba, before the rest of the mods.
@@raidernivide4636 Not only drongos but also mods like Zeus and Ace. No interaction menu. Strange! All of the mods like sfx, factions and vehicle mods do exist during the loadout. But the Ace, Zeus and drongos and alike, loaded on the list of the mods but not on the configure addons list. The configure addons list is totally unaccessible.
I subbed bro! You have very helpful tutorials 🙂
I've watched your previous NR6 videos, and they have helped me a lot. However I'm a long time user of Drongos mods. Some of the best mods for Arma. The only thing missing from Map Population is an AI Commander. So I've experimented and have managed to run NR6 with Drongs Map Population. It works well, creating random asset positions which are then controlled by NR6. You should give that a try.
@johnk5165 very good points. I also run it with Drongo Enhanced command and in the past found it would add way to many things going on that it would crash my game. Though I might give it a try and see how it works these days.
@@raidernivide4636 Drongos Enhanced Command is very good, and I now cant live without it. You'll find that from your other Drongos videos, eg Artillery and Air, that all of that control Tablets are combined in Drongos Enhanced Command. To help with overpopulating when using DMP, there is a module similar to NR6, which keep AI hidden and will spawn when you are a certain distance.
@johnk5165 yeah though disabling simulation till someone can get close can be bit funky when using player air assets. I know Enhanced command works well with the air and arty mods. Makes life so much easier on a tablet to access them all
Finally someone made a video
@fritzmordred4874 thought it would be useful. Trying to plan out how to do another Drongo mod called Enhanced command which hopefully I can get some time in the near future to work on.
i know im really late but how does the threshold work?
@justajarofpeanutbutter1376 so threshold basically when your troops hit certain number of troops left for the commander. It will spawn new troops up to said threshold. So say I want the reinforcements to spawn when unit is down 50% I would set to .5 for that. Or could be .75 or 1 for 100% unit is dead or gone.
@@raidernivide4636 Thanks man. so the lower the number the more will spawn quicker?
@justajarofpeanutbutter1376 I do not remember off the top of my head. I think it's higher the number of casualties. So I have a squad of 9 that is 100% strength. I go below 75% and the reinforcement module is set to 75 or below it will respawn new group as an over all strength of whatever your starting force is.
@@raidernivide4636 alright bro thanks for taking the time out of your day even though im 3 years late.
@justajarofpeanutbutter1376 Arma 3 is still kicking strong so no worries. Glad to help out.
thnx for this
Sorry to reply to a dead video, but could you explain the difference between a Site and an Objective? Is there a benifit to using both in the same place or should they be kept separate, if I link a site to the Commander, will he reinforce it?
Site can instantly deploy a sides troops. You could give the ai commander access to those troops, but the Ai commander focuses on objectives and where the enemy is actively at. If given to the commander, could interfere with your reinforcement pool as they will be considered in the threshold value. I usually like placing the site modules for areas I want defended. This allows me active threats to deal with giving the ai commander time to counter and send troops. Though I try to keep them separate from the ai commander.
Cheers, thanks! You'll probably see me asking a few more questions over the next few days, sorry in advance. Would you by any chance have a link to the NR6/HAL discord server?
@justy6420 no I do not have the link on hand. If you go to the mod itself on steam. It has the link in there. Also no need to apologize. I will do my best to help with what I know. Though the discord might have more active users that know more. They also might have fixes to some of the broken parts of nr6 Hal.
ty
Esse é teu vídeo nº 2 ou o nº3? Onde está o nº2?
This is first Reinforcement module with just regular ground forces. The air reinforcement modules are labeled A, B, and C.
@@raidernivide4636 , I understood. Thanks! I Will have other questions 😃
ty for this
I will do arty tomorrow
@@raidernivide4636 Drongo's Map Population too plz, it's quite extensive and updated recently unlike NR6 Hal 👍🏿
@@6komodo6 yeah I can do drongo maps. It will be more intense. I will also do drongo enhanced command. Adds more options as well
@@raidernivide4636 tysm
hi, if i have 40 players in a mission, will this work on all of them or should give all of them a variable name and put their variable in the 2 sqf files too?
Each player would have to download the mod. Best to use a server with this mod, as the more players you bring. The more ai will be needed to spawn. I would imagine that you could sqf the entire mod into it. Though I feel that would be way more work than needed.
Also they all would need their own slot as the ai spawning won't be playable.
Yeah this is for players not AI
@6komodo6 each player just has to have the mod downloaded. Should work as long as your using a good server. The mod can get a bit cpu bound if you got a lot of assets moving about. Unless your doing player verse player.
@@raidernivide4636 which mod are you referring to? its for a PvE but I want to also know what will work for the PvP, ty
Excellent tutorial! Congratulations and thank you very much for teaching how to do it!
Your welcome. I felt it was important as not many videos that fully explain the mod
i was having deep breaths while watching this because hal is amazing. i understand
It definitely is. Hope the mod creator comes back to it.
i know this is from awhile ago but i cant like see the units on the map or zeus
Have to use a zeus mod and in the settings have it show all assets in the game. Map have to look at your settings. Might gave parameters setup not to show any units. I believe this is in game settings. Hope it helps
@@raidernivide4636 thank i have zeus enchanced but still does show what do oyu suggest mod wise i dont see anythign wrong in my settngs
@XYRS. it has a setting in the game setting with add on mods. I think it's towards the bottom and it would tell which force you wish the zeus to pick up. Which should include new entities that spawn in as it makes it easier to track. I would recommend 3den editor if your not using it currently as it gives you a good amount of tools for the editor.
can i use just the reinforcement module for my composition group? without any module. i dont want to use the commander module to control my AI. im using VCOM
Yes you can group up any combo of troops as long as the mod knows what each of their roles are. Mainly only affected by mod units that aren't classed like arma3. Vcom will over rule any commands nr6 Hal will give. But I have heard if you disable certain features in vcom it can work well My recommendation if your looking for a good ai mod is look into lambs mods. It is little easier to disable components to make it work well with nr6
How does high command module work?
1 ai is in command of other commanders. He tells the ai commanders where to go base on the placement of legacy modules. Ai commanders can move about with their troops if enabled. It is not supported unlike simple modules are. Not entirely sure if it still works.
@@raidernivide4636 Thank you! Is it possible to use this mod so that a company headquarters commands multiple platoons?
@@user-nx4lp4kn8s Your welcome. Sort of but only for one side. Mode has legacy mode that sort of did it. Though it doesn't always work.
When would individual units be directly synced to the hal commander
You got a couple options. Do include and sync the troops to that module which you sink to the commander. Can also use anyone on that side to give command to one commander. Multiple commanders you would use the module include in squad. Make sure in the settings for the command module it is only synced units or the other one which allows them to freely control their side.
@@raidernivide4636 Thank you, do you have a discord channel for HAL NR6
@bluegill51 I do not personally have one. But there is one I use to be apart of but left since I do not use nr6 as much. Think if you go to the steam link in the workshop it has the link to it. Last I saw people were there and helping answer questions to nr6 Hal
Im following everything your doing in this video and yet the commanders will only use the vehicles but not the infantry? The command will give hold and defend commands but no attacks commands towards the objectives. Any advice that can help me?
Have you tried a separate world and try to see if the mod is working to see if infantry vet orders? Also I would check the settings. It could be not registering the infantry units. Are you using a modded infantry or vanilla infantry? Usually for me it was trial and error. Depending on how long your waiting as if you got a lot of units the commander usually orders the vehicles first to move. So might take a while for the infantry to move. Could try ordering attacks or move the commander closer to the place you want the fight to happen. When he orders them to defend around him it will be right where you want them to fight. Can still have the spawn points a good ways away. Hope this helps. It has been a minute since I used the mod.
The little cutty that could! Good focusing on the target though and finishing that!
Bounty hunting till the end. Imagine when the V2 version of bounty hunting comes out and to get higher pay we would need to bring them in to collect
Classic A2 pilots gear
It usually is a 1 way mission for many A2 pilots
You definitely have a wealth of information but your sharing method needs much work
Yeah something I do need work on. Thank you for highlighting that.
My helis just hover and dont pick anyone up. They stay in one place until another one spawns and they blow up.
So that issue could be how long the mod as been without an update. Could also be how the ai commander is using the unit. Some times the world your making might not be working right. I recommend testing it in a different map and see if it works there. You doing it in solo world or multi-player world?
@raidernivide4636 solo thanks for the quick response. I'm thinking about giving up on the non attack helicopter side of this and just using land vehicles for transports. I have done nothing but bang my head up agianst the wall trying to get smooth sir transport.
@@carboncollapse8435 did you try doing a multi player server but Lan and do it solo that way
@raidernivide4636 no but I will thank you good sir 🙏
@carboncollapse8435 good luck
what a terrible english
wow really nice team work fr. that "manuvere kill" was so tragic.. that was really cool to see.
Thanks it was pretty awesome. Team work can win battles. That was pretty good win. That kind of stuff happens. So many different maneuvers can't see everything. Recording its ironic seeing the A2 coming in as I didn't notice it coming till it was to late. With 3.21 patch the Hercules seem little beefy and players tend to be ramming lately.
Hey, what's your hardware set-up, out of curiosity?
Couple dual monitors, 3070ti graphic card, a couple 2 Terra byte ssd. Not to sure about my mother board. 64 ram. I use 2 vkb sticks, flight pedals, track ir5,
Holy crap that was amazing!!! great teamwork too
Indeed. It was really fun
I want to join you guys simply for the f8c dogfighting and the fact that you guys put the bf2 music in.
Nice 2 fps gameplay
My frames were a lot faster then that. Where you talking about when I slowed it down when the A2 crashed into me?
BRO, THANK YOU SO MUCH, I WAS HOURS SEARCHING FOR A SOLUTION OF THAT PROBLEM, THANK YOU
Your welcome. I was trying to figure it out for months before I discovered my solution.
Keep up these videos. Nr6 / Hal needs more info. Cant believe there is no wiki
I will try my best. Not as knowledgeable as the guys in the discord. Though I do my best. Wish the mod was getting worked on. Lots of promises this mod can deliver if the original creator was able to fix it up
I followed this tutorial step by step but the transport trucks just drive away into a random spot i disabled vcom and better convoy too
How close to the objective is your transport trucks? You got any other mods that affect ai running
No but the transports are far you know in uh the map with la trinite? and the 2 other cities near the airport and the city? Cause csat was at the airport and it didn't work
@@raidernivide4636and no to the ai mods I even tried stratis I put transports far from the town of agia marina and the trucks just drove away
@hampter2141 your sure you went through all the settings to make sure the commander can't use them for recon? You using vanilla units or creator dlc ones?
@@raidernivide4636I don't use dlcs and I put the setting correctly so the trucks aren't used for recon
Indep, Bluf, and Opf, kind of get screwy when all are in the same scenario, i main the "good guys" (Bluf) because of course, but how can i retain my own control on one side whilst having the other 2 control their own?
So if your trying to use Hal to spawn in blufor and expect control this will not happen. The way its designed is to have an ai commander giving the ai orders. Work around I have found so the indie and opfor sort of Duke it out is use another mod like drongo enhanced command. You can setup a way where you can spawn your own troops and what not and maintain command of them. If your trying to do a 3 way kind of battle. For blufor if it works I say only give the ai commander the include only under his command. Disable control all for blufor commander. He will still spawn troops but he won't order your squad around. Though you will hear orders being barked around. For you to maintain control of your own side don't give them any modules or ai commander under Hal. Than you got control. This is only for blufor I hope this answers your question. If not I can be willing to help you out
@@raidernivide4636 I'll give it a go here in a minute, I'll try to follow, (I also did make a comment an hour ago on the steam page of the NR6 mod, I mentioned what I'm really doing with HAL on there)
@@MemeDogger I can look at your chat
@@raidernivide4636 wdym?
@DogWithButtProblem my bad I assumed you were in the nr6 Hal discord.
Hey, after a while playing with my HAL Setup, one side starts to send their units right to their commander. I placed the commander basically far away from the combat zone. Someone an idea what i set up wrong.
So the ai commander will put forces in place to defend himself. It's more part of the scripting that plays a role into that. When the commander has yet to determine where to send his forces. He will throw them into a defense position to later use them.
Is it possible to let the spawn wave bound to a timer? So a wave only spwans every minute?
Well you could try using the spawn module. Set it up to triggers that do count down. Issue is you will need multiple spawn modules as well as triggers to get that wave effect. To my knowledge the spawn modules only really works once. The reinforcement module is threshold based on how many are left. That said you could set it to reinforce every minute once the threshold hits whatever percentage you set it to, for reinforcements to come.
4 nova shots to take out a tank my gosh those things are beefy
Use to be 1 shot till they beefed up its hull hp
Boom!
Indeed. Was really quick engagement
will it be HAL on Arma 4 ?
I am not sure. I am not the creator of the mod. I really hope so if arma 4 doesn't have a built in system that does what Hal does. It's fun system.
Arma 4 lmao. You asking for a mod to a game that wont be released until 2050
Cool. Do I only need the Module or also the Props like Ammo Box to be close by?
You can spawn empty suport vehicles. But you need something for your linked units to fall back to if you are trying to setup a bass. So if you want the ai to drive to repair refuel and rearm you can just leave ai in support vehicles and they will go to your units. The module makes the units drive to the designated location of the module if you link the units with vehicles or aircraft to rtb to repair refuel and rearm. You don't need the prop supplies for support if you use the vehicles. Just has to be close to the module
NEATO, exactly what I was looking for, thanks :)
Glad to help out
Thank you. I'm getting back into it today now
Your welcome. I am not back into it. I am waiting for Arma 4. But I still have Arma 3 installed and nice to be able to help people with what I know about Arma 3 from my years of playing it.
Is there a way to make units operate virtually like the alive mod does?
I believe there is. But unless the developer has fixed the module. I think the ai sit still. One of the modules is suppose to help save frames but have virtual movements happen and battle till the player is in the area. I don't know the exact module. But hope this helps
@@raidernivide4636 is it possible to have units spawn on different triggers? You showed how to make units spawn on 1 trigger but is it possible to have multiple triggers?
@Bill u it is possible. However last time I tested it. The ai commander didn't recognize the forces. But it could potentially work still. Sometimes Arma can be hit or miss. So I recommend trying it out. Use Zeus to see what the ai commander does once you activate trigger
@@raidernivide4636 Arma being Arma. Have you ever used hal to create a campaign? I have always wanted to play as a cog in the warmachine instead of being the commander and knowing what's going to happen.
@Bill u I have built a campaign with it last year. People I was making missions for kind gave up so I stopped making them. You trying to do it solo or with others.
So I'm not sure what I did wrong, but I see some vehicles and some squads spawn, but most I don't see spawn and I don't get icons for blu for and opfor units. Would that have anything to do with me spawning my Zeus character as one of the factions
Possibly being a factor. If you got Zeus limited to only seeing one faction then you will only see that one side. I know if you use high command feature which is different feature you can see all squads that are in the game. I personally do not like the idea of seeing my enemy marker. But like the idea of commanding larger forces
I know it something simple. But how do you turn on the Zeus interface during a game? Basically the game HAL spawns the units in and I can't edit them or take control them. I don't even get a blue or red icon while in zues during a game.
I use a Zeus mod called Zeus enhanced. If you make the mission you got to set a check box in setup for Zeus enhanced to show all units
Also press Y to interface with it
@@raidernivide4636 I am also using Zues enhanced. I don't see an option in the configure addons setting, however I did find this: "add group icons" ("add group icons so you can create group trees") but that didn't work for me. FOUND IT! Nvm! Thank you this has been bothering me forever!! xD
@Capel all good glad you managed to figure it out. Good luck with your mission
how to launch it?
So once your in the eden editor you have 3den mod on go to the environment weather setting go all the way to the bottom. After you set the max distance you wanted. You can save the world that file should allow you to have max view distance
What if I want the Infantry to be transported by IFV? I tried using the Transport only Module and it doesn't work.
So I do know the vanilla vehicles like the Marshall it works with it. I do not know how it works with ifv as I have not done a whole lot with them. But one of my earlier tests I did see the troops load into the Marshall and the csat btr transport them to the front. I would recommend not using transport trucks and ensure you have some distance to see if commander uses the ifv to transport the troops. If you are using mod vehicles I think you would need to use one of the modules telling the commander it's an ifv.
thanks for the tutorial, how can i Make the spawned units playable? once everyone is dead i cant continue with the battle because none of the reinforcement units are playable, please help
So that is because you don't have a respawn point. I highly encourage setting one up and trying it in multi-player for it to work. So it's a couple steps. 1. Look for respawn module. Place it where you want it so you can respawn. Set it to the side you are on. 2. Go to multi-player settings look for respawn and put it on custom position. Set it for a couple seconds. Now this doesn't help you with ai squads if they die you will need to do something with either Zeus or have the ability to join another squad than take lead
@@raidernivide4636 You can also use a unit recruitment script and recruit units at your custom respawn point to head out to the battlefield again. I like to use a flag as the recruitment object. Maybe even make a vehicle spawn point next to the respawn point for added fun!
@JerryKanMan thanks for the information. I know there are plenty of scripts that could potentially be used but for the basic knowledge for using hal I thought it would be useful for the basics