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Included Modules
The descriptions for this page are not meant to be all encompassing and explain each and every setting in them. Basic usage of each module is described if there are common things to consider when using that module. More specific uses or in-depth descriptions for modules will be provided in the setup sections where applicable.
These two modules are mandatory. HAL is unable to function if these are not present/activated
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HAL Core
This actually gets gears moving. Without it, HAL won't let off the parking brake. There is also a "sleep timer" that delays when HAL starts. Though the variable on the module does nothing. This can still be adjusted by puttingRydHQ_Wait = x;wherexis the amount of delay that you want in theinitfield of the module. -
HAL General Settings
This module contains settings to apply to every commander present in the mission. Multiple errors will be triggered if the settings in this module are not declared, either by using the module or by manually declaring them via scripting.
These modules are used to lay baselines to what a specific commander has available to it. This could be how broad HALs control is with regard to what troops it has available or how it's behaves.
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Ammo Drop Ammo Depot
This is used to designate an ammo depot that will be used for Aerial Ammo Drops. This can be handled two different ways. Either placing ammo crates in the subsequent zone that appears around the module, or by directly syncing what ammo crates you want to be used to the Ammo Depot Module. After the crates are sorted out, just sync to the commander that will be issuing them out. - Commander Behaviour Settings This module can be used to not necessarily dictate how often certain order types are issued, but the radii for which the waypoints are issued from an objective. If you want waypoints to be more on the objectives you designated, make it closer to 0. If you want your objectives to cover large areas in terms of where fighting could occur, increase these values. This module also includes settings for enabling or disabling some behavioral choices such as fleeing or patrolling.
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Commander Objective Settings
This module deals with how HAL it will go about completing their objectives. Mainly with regards to the actual units that get sent or how it will posture itself for attacking or defending it's designated objectives. -
Commander Personality Settings
Not much going on with this one. Either you can let it pick a random preset personality by setting
Manual Personalityto Disabled or you can pick a personality from the list. TheRandomized Valuesoption just takes the underlying values that determines the personality and gives them a good shuffle. It is probably the most volitile option as it could potentially be more extreme variations of the other personalities. -
Commander Settings
If the General Settings Module applies to all commanders in the mission, this is similar but for the given commander it is synced to. The main settings from this that should be selected is if you want the commander toControl All Side GroupsorControl Sync Groups. There are two main ways of limiting the control of what HAL has available to it, the main way being to useControl Sync Groups. How to use this will be covered in Basic Setup. -
Commander Support Settings
This, as the name implies, handles support settings for the synced commander. Largely determining what supports the commander has available. If you plan on using supports such as fuel, ammo, or medical. This module can be left alone. It need only be synced to the commander. -
Exclude Squads (Broken)
This module works in tandem withControl All Side Groupsby removing groups from HAL's control when synced to the group in question and the commander that you don't want them to be controlled by. This module is currently known to prevent HAL from working. It is not to be used for the foreseeable future. -
HAL Commander
The brains. Without this, the commander effectively doesn't exist. Main things here is that the maximum number of commanders you can have in a mission is 8. Ensure that all commanders present have a different Leader Letter assignment and ensure that the Leader Side matches the side of the units they have under them. Failing to change the Leader Letter assignment will have leaders overwriting others "leader slot". Failing to confirm what side that leader controls could lead to fratricide. -
Include Squads
This module will be needed if you are using
Control Sync Groups. You connect the groups that you want under HAL's control then connect the module to the commander.
- Vehicles RTB Refuel/Rearm/Repair
This tries to get commanders to work together to accomplish a set of objectives. Alternatively, it can be used to designate a small area and it can generate its own objectives. Milage may vary when using a HC, but could also lead to very dynamic gameplay when everything is working correctly. If you have trouble getting this to work, try still using two different commanders, but give them the same objectives with a small chance to not be present in the mission. Players will likely not see a functional difference.
- High Commander
- High Commander Objective
- High Commander Settings
- High Commander Zone
These are simply markers to designate objective locations for HAL.
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Naval Objective (Simple Mode)
These technically work, however ARMA AI doesn't really handle Naval warfare very well beyond the occasional boat patrol. -
Objective (Legacy Mode)
This module uses the Objective code for RHAL. Capped at only 4 objectives per commander, using these modules in addition to using the Legacy Mode setting on the associated commander can allow for some additional functionality such as Commander Relocation and the ability to attack All [objectives] At Once (AAO). - Objective (Simple Mode) This module uses the Objective code for NRHAL. You are not capped to a limited number of objectives using this one, though keep in mind that the more objective you have on a map, the more units you may need to have available for HAL to use which could lead to lengthy order cycle delays or HAL being spread extremely thin.
- Always Known Enemy
- Always Unknown Enemy
- Ammo Drop
- Assign Close Air Support
- Assign Combat Air Patrol
- Attack Only
- Disable Tasking
- First To Fight
- Never Request Ammo
- Never Request Fuel
- Never Request Medic
- Never Request Repairs
- No Attack Orders
- No Defense Orders
- No Enemy Contact Reports
- No Flanking Orders
- No Recon Orders
- No Transport Requests
- Recon Only
- Set as HQ Bodyguard
- Set Garrison
- Transport Only
- Commander Front
- Idle Rally Point
- Supports Rally Point
- Withdrawal Rally Point
- Mode A
- Mode B
- Mode C
- **_ALICE 2 (OA PORT)
- Reinforcements
- Spawn Forces
- Dynamic Marker
- Sites
- Asset Compiler
- Caching System
All of these are prefaced with "HAL RHQ". These modules only take what is synchronized with them and adds them to their associated array so that all HAL commanders in the mission are aware of unit/vehicle capabilities. They work off of entity classname. A vehicle/unit only needs to be assigned once regardless of side *unless the vehicle/unit has a different name for the given side.
This means that a civilian van that gets classified as a Soft Vehicle and an Unarmed Cargo Vehicle only needs to be assigned once if that same exact classname for the vehicle shows up for a guerilla faction.
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AA Infantry
Placeholder Text - Aircraft
- All Infantry
- Ammo Supports
- Artillery
- AT Infantry
- Boats
- Cargo Vehicles
- Crewmembers
- Forward Observers
- Fuel Supports
- Ground Attack Aircraft
- Heavy Armor
- Light Armor
- Light AT Armor
- Medical Supports
- Medium Armor
- Recon
- Recon Aircraft
- Repair Supports
- Rocket Artillery
- Snipers
- Soft Vehicles
- Spec Ops (Broken)
- Static AA
- Static AT
- Static Weapons
- Supports
- Unarmed Aircraft
- Unarmed Cargo Vehicles