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Included Modules

RockDood edited this page Apr 20, 2024 · 15 revisions

Module Descriptions

HAL Core

These two modules are mandatory. HAL is unable to function if these are not present/activated

  • 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 putting RydHQ_Wait = x; where x is the amount of delay that you want in the init field 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.

HAL Commanders

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.

  • 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.
  • 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
  • Commander Settings
  • Commander Support Settings
  • Exclude Squads (Broken)
  • HAL Commander
  • Include Squads

HAL Attributes

  • Vehicles RTB Refuel/Rearm/Repair

HAL High Commander (Legacy)

  • High Commander
  • High Commander Objective
  • High Commander Settings
  • High Commander Zone

HAL Objectives

  • Naval Objective (Simple Mode)
  • Objective (Legacy Mode)
  • Objective (Simple Mode)

HAL Squad Properties

  • 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

HAL Utilities

  • Commander Front
  • Idle Rally Point
  • Supports Rally Point
  • Withdrawal Rally Point

NR6 Tools

  • Asset Compiler

RHQ Modules

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.

  • 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

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