View Full Version : High Command Module
Hi,
how do I get it work?
I tried the structure/discription on the bikpage (http://community.bistudio.com/wiki/High_Command) several times but it didn't work.
Maybe I forgot something, so what modules and objects must I place on the map to get it work?
Thanks. :)
This one's relatively simple
Make your groups of men, say, one command group (you as the leader/player), two patrols, and a support/weapons group
Then create Higher Command Commander Game Logic, and sync it to your player character
Make two (or as many as you want) Higher Command Subordinate GL's, and sync this to the leaders of your groups (in this example, sync the patrols to one, and the support team to the other)
Sync the subordinate GL's to the commander GL
Start the game, and then press ctrl+space to switch to the higher command interface.
It's a bloody great system, I only wish the artillery module was integrated in to it as well so you could command artillery under your control on the fly
ok thanks, I don't know that I must press ctrl+space.
Yes its really nice and fun. :)
Manzilla
Jun 2 2009, 11:19
ok thanks, I don't know that I must press ctrl+space.
Yes its really nice and fun. :)
Ahhh. That's why I never could figure out how to control the other groups in the Campaign.... ctrl+space, I never saw that in the Biki. After reading it over and over I'm shocked I never saw this.
Thanks for the info.
EDIT:
Wow! What a great feature. It's good to see something like this.
Mr_Centipede
Jun 2 2009, 12:30
Say, can you have 2 High Command - Commander GL link together?
eg.
Commander0
Commander1----------Commander2
subordinate ---------- subordinate
subordinate ---------- subordinate
subordinate ---------- subordinate
so that you could have a company, but as company commander, you only give orders to your platoon leaders. if it works, we can have real chain of command
Say, can you have 2 High Command - Commander GL link together?
eg.
Commander0
Commander1----------Commander2
subordinate ---------- subordinate
subordinate ---------- subordinate
subordinate ---------- subordinate
so that you could have a company, but as company commander, you only give orders to your platoon leaders. if it works, we can have real chain of command
To do that you'd set it up like this:
Company Commander
Synced to: GL Higher Command Commander 1
Platoon Leader 1
Synced to:
GL Higher Command Sub 1
GL Higher Command Commander 2
GL Higher Command Sub 1
Synced to: GL Higher Command Commander 1
Fire Team 1
Synced to:
GL Higher Command Sub 2
GL Higher Command Sub 2
Synced to: GL Higher Command Commander 2
Fire Team 2
Synced to:
GL Higher Command Sub 3
GL Higher Command Sub 3
Synced to: GL Higher Command Commander 2
Fire Team 3
Synced to:
GL Higher Command Sub 4
GL Higher Command Sub 4
Synced to: GL Higher Command Commander 2
That way the Company Commander commands the platoon leader, who in turn controls three fire teams.
Mr_Centipede
Jun 2 2009, 13:17
so you mean it is possible? that would be awesome...
btw i dont have arma2 yet, thats why i asked.
so to reconfirm, it's possible then?
so you mean it is possible? that would be awesome...
btw i dont have arma2 yet, thats why i asked.
so to reconfirm, it's possible then?
I don't see why not
Yep, that works fine for me. Great! Had tried it before in this way, but I think I had some group links slip in when they should all be syncs.
A reasonably complex HC example (demo and screenshots) (http://dev-heaven.net/boards/37/topics/show/954#message-1178).
Manzilla
Jun 2 2009, 16:10
A reasonably complex HC example (demo and screenshots) (http://dev-heaven.net/boards/37/topics/show/954#message-1178).
Thanks for pointing these out. I always forget to check devheaven.
This sounds pretty asome.
Just a question. I have not seen this in action yet. But can you have subs that are like Tanks? Transport? Helos?
Ie Have tanks attack something? Then Have a transport pick you and men up and bring them to point B?
Then have the Helo Exract you after mission done? All from the High Command menu?
Bacially. If I set it up like you say. Place 1 helo, 2 tanks Teams, and a transport on the map without any waypoints or orders. Then I can just order them from the High Command Menu In game?
This sounds pretty asome.
Just a question. I have not seen this in action yet. But can you have subs that are like Tanks? Transport? Helos?
Ie Have tanks attack something? Then Have a transport pick you and men up and bring them to point B?
Then have the Helo Exract you after mission done? All from the High Command menu?
Bacially. If I set it up like you say. Place 1 helo, 2 tanks Teams, and a transport on the map without any waypoints or orders. Then I can just order them from the High Command Menu In game?
Not sure about picking up/transporting, mainly since my german's rubbish and the new command menu doesn't look like anything in ArmA/can't remember which numbers did what, but any unit can be commanded in the system.
You seem to be able to do that; the only issue I've found though is that you can't tell a subordinate to get into the vehicle owned by another group (even if that transport vehicle is the only thing in the group). It isn't that they refuse to do it; you just never get the option highlighted in 2d map or 3d world control modes.
If you teamswitched into the leader of the group that wanted transport you could order your men to get into a transport in another group though, so it isn't anything fundamental. May be an undocumented HC feature or something you need to configure as enabled as well. Who knows at this point?
You seem to be able to do that; you can have any number, mix and type of units in an extended hierarchy
The only issue I've found though is that you can't tell a subordinate to get into the vehicle owned by another group (even if that transport vehicle is the only thing in the group). It isn't that they refuse to do it; you just never get the option highlighted in 2d map or 3d world control modes.
If you teamswitched into the leader of the group that wanted transport you could order your men to get into a transport in another group though, so it isn't anything fundamental. May be an undocumented HC feature or something you need to configure as enabled as well. Who knows at this point?
I think there may be a general support system as part of SecOps that may offer you specific support tasks (like air strikes, repair and medivacs) if you don't want total control of the units though. Not looked into that to be sure (and I may be totally wrong in that).
I think there may be a general support system as part of SecOps that may offer you specific support tasks (like air strikes, repair and medivacs) if you don't want total control of the units though. Not looked into that to be sure (and I may be totally wrong in that).
Yup, sure is, Secops seems to be one of the most powerful GL's, awaiting the Biki entry shortly
Hello,
in current version, proper Chain of Command is not working with AI. When you have another HC as subordinate, he won't pass orders to his subordinates and move alone.
But don't be afraid, patch is going to fix and orders including waypoint, behavior, combat mode etc. will be passed down on Chain of Command even with AI.
A reasonably complex HC example (demo and screenshots) (http://dev-heaven.net/boards/37/topics/show/954#message-1178).
Tried this out (and similar layouts) and have some problems.
The commanders who are also subordinates cannot command their own subordinates.
Take your example, 1 Platoon Leader cannot command his subordinates. Same for 2 Platoon.
Is this the same for you, or is it a problem on my end?
Mr_Centipede
Jun 3 2009, 09:33
Hello,
in current version, proper Chain of Command is not working with AI. When you have another HC as subordinate, he won't pass orders to his subordinates and move alone.
But don't be afraid, patch is going to fix and orders including waypoint, behavior, combat mode etc. will be passed down on Chain of Command even with AI.
Thanks for the info Gaia... would really add a lot to the game with this feature
I am so going to get this game :)
Hello,
in current version, proper Chain of Command is not working with AI. When you have another HC as subordinate, he won't pass orders to his subordinates and move alone.
But don't be afraid, patch is going to fix and orders including waypoint, behavior, combat mode etc. will be passed down on Chain of Command even with AI.
Oh awesome
CarlGustaffa
Jun 3 2009, 10:11
Amazing. Anyone tried this in multiplayer using humans? If you play on regular, does the commanders moveto order show up (in hud) for subordinates and his members?
I have tested this. And Really can't find anyway to use transports or Helos for transport. The only option available for your units it seems is Waypoint. All the other options are blocked out.
If you have an enemy unit, and you select a squad and click on the unit, The Waypoint will change to ATTACK. So far thats all I have figured out you can do with the High Command thing.
A reasonably complex HC example (demo and screenshots) (http://dev-heaven.net/boards/37/topics/show/954#message-1178).
I setup a chain of command myself and got stuck. I downloaded your demo mission and encounter the same problem. I try to explain what i noticed.
As the overall lead (the top leader) i can indeed control only the subleaders and can pass waypoints to them that they then execute.
As a subleader who controls other units (so the 2n leader leavel in the hierarchy) i can in command mode (ctrl-space) indeed select the groups but somehow i cannot give them move orders. I had the same issue in my own hierarchy.
As claimed before the AI cannot pass on orders fron heigh command to their subs but also humans cannot so to me its a bug in the coc module that bypasses the ai problem, its an overall problem. Nobody can pass on orders from 2nd level of command and on.
Hello,
in current version, proper Chain of Command is not working with AI. When you have another HC as subordinate, he won't pass orders to his subordinates and move alone.
But don't be afraid, patch is going to fix and orders including waypoint, behavior, combat mode etc. will be passed down on Chain of Command even with AI.
Please read my previous post to spooner. I think the problem is not AI related but overall bug in COC module. Nobody can bypass orders to subs from 2nd level in hierarchy. When playing a subordinate that is also a command of other units, he is not in control of his own man also.
In 1.01Final:
Yes, the sub-commander can't command his subordinates for me either. If the top-commander gives orders to sub-commanders, they sometimes move and sometimes not (they never moved in 1.01beta in my tests). the subcommander's own subordinates never move.
However, as in the previous version, the sub-commander does not have his own group appear, since he is being controlled by his own commander. This implies to me that the structure is correct and that the HC module is correctly recognising the chain of command; just not working with it correctly during the game ;)
Sorry that I gave people the idea that the HC system worked. I was mainly just wanting people to see a more complex example mission, rather than just a simple example in a screenshot, which would take a while for everyone to replicate and test (I know I kept accidentally using group links rather than sync links, since the HC modules kept auto-grouping with each other!).
Gaia said next version and not next release. Thus, probably was meaning 1.02, not 1.01 final.
ViperMaul
Jun 6 2009, 02:09
Also Spooner, I think you were speaking of your Single Player experience and tests and not MP right? or at least that was the impression I was left with during our talks on IM.
Also Spooner, I think you were speaking of your Single Player experience and tests and not MP right? or at least that was the impression I was left with during our talks on IM.
I tested the module MP. Although the above mentioned problems are SP and MP related. From 2nd level command with subs the waypoints cannot be given.
No, I haven't even tried it in MP. Another thing I should have clarified. Sorry!
COC is bugged atm; I tested the heck out of this in MP. To get around the tier 2 sub commander issue, I simply used multiple HC command modules by themselves and switch between commanders via team switch. The only bug I came across with this is that sometimes the game "forgets" that the commanders actually have units under their control; the HC menu literally is deactivated for the commander (ctrl+space no longer functions). Modules ran on dedicated servers are hit and miss right now. Keep in mind that running a LAN or Internet MP match with the ARMA2.exe is different from hosting a dedicated server. HC stopped functioning all together on my Dedicated Server.
---------- Post added at 12:19 AM ---------- Previous post was Yesterday at 11:54 PM ----------
can the COC modules be bound to Gamelogic that scripts units and function?
IE:
Commander unit is a game logic that scripts a dynamic player (multiplayer). Scripts and conditions are made and met, so playerX is now the end result for the Gamelogic linked to the HC-C module. That module is linked to multiple subordinates, some physical units, some Game Logics written the similar as before.
Will this function?
ViperMaul
Jun 10 2009, 04:17
Spooner tested. I tested it. And it is probably best to wait for the 505 release or the next patch, or what ever BI has in store for us next. It is not a very long wait. Hopefully there will be some changes.
ViperMaul
Jun 20 2009, 04:16
Thanks so much BI and Gaia!!!
The 2nd lvl HC (the Squad Leader slot) can now apply move-to waypoint markers to his 3 fire teams in Multiplayer host. I haven't tested on a Dedi yet. That is next.
I have yet to place a human player in the top HC position, what I call the PltCO *AND* the 2nd level Alpha Squad Leader slot at the same time. But confidence is high that it will work.
The next step for me and my plans in PvP on a Dedicated server is having two platoons worth of slots on the map (1 being the opfor team) and still have everything work. Confidence is high that it will.
I am using Dslyecxi's TTP2 for my High Command structure of slots.
http://ttp2.dslyecxi.com/st_platoon.html
Thanks again BI for 1.02!!
Georg.B
Jun 21 2009, 07:01
It seems like High Command doesn't seem to work on dedicated servers. I have a simple structure - one leader and several squads. In singleplayer or player hosted multiplayer it works perfectly fine.
On the server however, even though I can see all the squads properly, I can't seem to give them waypoints at all.
Boy is this sweet. Commanding an entire platoon this way is genius, indeed. But I'm too interested in another aspect of this module: Singleplayer(-missions) as in: Squads lead by the AI where the Squad is split into fireteams and the player is some grunt in one of those fireteams or a fireteam-leader (like the early OFP-Missions, damn I like those!), etc.
That's a fantastic tool to greatly enhance singelplayer-missions, from the perspective of the mission-editor/-creater, aswell as from the perspective of the player of such a mission. The AI-Squadleader giving tasks to one fireteam and another task for the other ones... And so long now such fireteam-task has been ordered, the team would stick to the squadleader (like group-unit relationship).
Thus this somehow allows not only an additional layer upwards (Platoon) but also downwards: instead of the Group->Units, now we can have an additional layer here too: Group->Team->Unit. And this is totally titts! :D
Now, what's still lacking for this:
AI-Leader should be able to use it's teams well (as a Group-Leader-AI does with its units already; flanking etc,.. sure, flanking is allready implemented, but only on a unit-layer/level.. IMHO tactics/sidetasks would be more easy to programm well with such an additional team-layer)
At the moment HC works on `Groups` which means if you split your Squad into Fireteams, they are groups aswell. The problem here is, that the Squad should stay an entire group. If I'm a grunt in such a fireteam, I only `see` my fireteam-teammates.. the other fireteams I can't `see` as they are not in my group. (I hope you see the point here)
There should be a commandWaypoint command or something similar, which implements the needed radio-chatter down the commanding-chain. The addWaypoint command works fine, but there is no radio-chatter. Eg. if the player is a FireTeam-Leader, he should here something from the Squadleader on radio. (like in the group->unit relationship and the other commandX commands)
Something tells me, that you guys have already thought about this, and therefore we can find new commands like:
createTeam, deleteTeam, members, teamMember, addTeamMember, ...
createTask, sendTask, sendTaskResult (which are AI-Tasks according to the comref, as opposed to the simpleTask-commands)
in the comref. Unfortunately it seems that thoses weren't used much or even not at all in the campaign/missions. So examples are lacking to get a picture for what those commands really are. Could someone shed some light on those?
Hi Everyone!
I'm new to ArmA 2 editing, and I've looked into HC module.
I've figured out what Spooner showed us in the HC example, but there are some things that bother me.
I have a platoon leader commanding 3 squads, and each squad leader commands 2 fire teams.
Using a HC example-like pattern, the squad leader can use HC to control the teams (i.e. give orders to fire team leaders) and not the individual soldiers.
That's ok since it's the way the squad leader will usually command, but in some cases, as a squad leader I'd like to be able to give orders to a specific soldier (the machinegunner, for instance).
But since HC break group relationships, I cannot give the machinegunner orders even if I am his leader.
I don't know if I made myself clear enough. But is there any workaround to this?
ViperMaul
Jun 26 2009, 18:07
Mougli,
There is no currently known workaround for this.
I do not believe it is in the design of HC.
The feature you are asking would also allow the PltCO to give a direct order to the machine gunner of the Alpha Fire Team 2 (thus by passing the Squad Leader & the Fire Team).
But one could make some script changes in the future to add this functionality.
Perhaps CoC CEX in the future or some other community contributor.
OK, thanks for the reply.
That's no big issue, the current behaviour should work fine enough for me.
Ok I'm trying but failing to create something similar (but on a company scale) to this :-
http://dslyecxi.com/images/arma/ttp/shacktac_platoon_breakdown.png
'Platoon Command' has control over 3 "Squads"
Each 'Squad' has control of 3 fireteams.
When I spawn as 'Platoon Commander' I'm shown I have control of the 3 squads but it shows them incorrectly as a fireteam icon, not a squad icon - If I order alpha squad to go and attack a stationary tank only the squad leader and his 2IC move to target, obviously not equipped to destroy the tank they do nothing.
What I'm trying to do is get him to order his AT fireteam to move up and support him - therefore obeying the 'chain of command'
found this code on the biki to enable COC
BIS_HC_0 setvariable ["chainofcommand",true];
Which I am adding to a units init and also tried adding to a HC module init but still no joy.
Has anyone had any succsess acomplishing this yet?
Any help much apreciated
edit: Patched to 1.02
Spooner
Jun 27 2009, 16:34
1.02 doesn't tell me the full version, but I'll assume you mean 1.02.58134. I don't know why BIS tells us hard to remember build numbers and doesn't just have 1.2.0, 1.2.1 like most other games. Anyway, that is another issue...
BIS_HC_0 refers to the first placed logic, where the second one will be named BIS_HC_1, etc.
I think the easiest thing would be to add to ALL logics:
this setvariable ["chainofcommand",true];
Spooner's idea is working, but now it's the riflemen who doesn't stay in formation with their FT Leader. And adding an HC-Commander/subordinate logic inside the fire teams sounds like overkill to me (but that's probably working, I'm too lazy to try it out :D)
Katash : If your squads are grouped like in your chart, the HC module will recognize them as a fire team, since the subordinate group contains only 2 men (the squad leader and the 2IC)
Spooner's idea is working, but now it's the riflemen who doesn't stay in formation with their FT Leader.
There seems to be some kind of bug or feature in "chainofcommand". First only the group leaders follow their HC group when it is moving. And only after they have reached the destination will the men in their group's follow. Also all groups will move to the same position which does not look nice. Groups should maintain the same formation in relation to each as what has been set for the HC group (or something like that). For example player commands three AI groups and they each command three other AI groups. If player sets AI group formation to column then all groups under that group's command move into column so that there is fixed distance between the groups. And even better would be that groups would take default formation depending on the order and conditions.
-KJT-
Spooner
Jun 27 2009, 17:42
Well, as a USMC SL, you have command over a medic and 3 fireteams (=4 entities under your control). The problem you are having is with the idea of delegation, not with the system as such. If you want to micromanage 13 guys, then use a single group. If you want to manage 4 entities, make each a subordinate group. There is a reason why military units have a chain of command - it is precisely so commanders only manage a small number of subordinates rather than each commander having complete control over every man.
In an army squad of 9 guys, 2 subordinate groups might be a bit limiting, so you might consider having 4 buddy teams (4x 2 men) to give you some more fine tactical control.
CAVEAT: Currently, the subcommanded AI are particularly dumb and so having only lose control over them doesn't work. What is needed is for the HC AI to be improved, rather than changing HC so you have fine control over every man, which rather defeats the point of the CoC altogether.
CAVEAT: Currently, the subcommanded AI are particularly dumb and so having only lose control over them doesn't work. What is needed is for the HC AI to be improved, rather than changing HC so you have fine control over every man, which rather defeats the point of the CoC altogether.
I don't think that BIS meant the HC module to have many levels including AI commanders. As you said there is now practically no specific code for any higher level actions. But of course I hope that they will at some point do that. Or the community can do it.
-KJT-
Spooner
Jun 27 2009, 18:42
Yes, absolutely! Multi-levels make a lot more sense when all commanders are players. However, there is no reason that complex fsms could not be written to manage multiple-levels of command, but really, the effort would be enormous if the sub-commanders are to act as you would like them to. You are actually asking for more intelligence in HC sub-commanders than I've seen within single AI groups that aren't part of a structure. No surprises that they aren't perfect yet...
The best solution I've found for this problem (at platoon-level) is the following :
The PltCO uses HC to command Squad Leaders. Squads are simply linked to their respective SL, and fireteam members are assigned a team color at init with
this assignTeam "color";
This way IA-controlled squads respond correctly to orders given by the PltCO, and Player controlled squad-leaders can easily issue orders to fireteams.
The only drawback is that I cannot find any quick way to select a colored team.
EDIT :
Well, this method does not allow player-controlled fireteam leaders to actually lead anybody nor allow the squad leader to set waypoint for his teams, but that's the best solution I've come up with.
Sure it would be lots of work. Actually I would like to see something like the battles in Combat mission series in Arma2. Not just generic CTI which is more like running from town to town - now each group acting on its own. But I think it is more suited for WW2 and not so for modern combat (well I'm just more WW2 buff myself).
-KJT-
ViperMaul
Jun 27 2009, 19:17
There seems to be some kind of bug or feature in "chainofcommand". First only the group leaders follow their HC group when it is moving. And only after they have reached the destination will the men in their group's follow. Also all groups will move to the same position which does not look nice. Groups should maintain the same formation in relation to each as what has been set for the HC group (or something like that). For example player commands three AI groups and they each command three other AI groups. If player sets AI group formation to column then all groups under that group's command move into column so that there is fixed distance between the groups. And even better would be that groups would take default formation depending on the order and conditions.
-KJT-
Yes I saw this too. I was in the middle of writing up a bug on it but real life got in the way.
Richardg
Jun 28 2009, 00:35
Man, this is the best thing about ARMA2 so far. I'm thinking of PvP company level battles, with players as CO. (Droooool)
But you guys are thinking too small. Chain of command should be Company commander, then platoon leaders. You want to keep your span of control between 3 and 7 units (like they do for real.) Ya can't effectively manage more units than that. Going down to squad and fireteams is overkill. Unless your playing the part of the platoon leader
Meatball0311
Jul 10 2009, 14:34
I really would like to have a Command Module.... does anyone have any type of script I can use in the mean time?
Meatball0311
Jul 11 2009, 18:03
Wow... I found out what you guys have been talking about and my last post is pretty stupid.
Ok... so I am getting familiar with the High Command modules and this is what I got so far...
What I am setting up is a Marine Infantry Squad... so it is a Squad Leader (SQL) controlling 3 Fire Team Leaders. (FTL)
1. I placed a "High Command - Commander" game logic named "BIS_HC_0" and synchronized it to my SQL (player).
2. Then I placed a "High Command - Subordinate" game logic synchronized to my 1st FTL and linked it to the "High Command - Commander" game logic named "BIS_HC_0".
3. Then I placed a "High Command - Subordinate" game logic synchronized to my 2nd FTL and linked it to the "High Command - Commander" game logic named "BIS_HC_0".
4. Then I placed a "High Command - Subordinate" game logic synchronized to my 3rd FTL and linked it to the "High Command - Commander" game logic named "BIS_HC_0".
Ok so how am I doing so far?:yay:
What I want to know is how do I tell a Fire Team Leader to mount his team into a vehicle?:confused:
Do you think I will have to make a radio trigger to accomplish this??:confused:
Spooner
Jul 11 2009, 20:02
Do not name HC modules yourself. They are automatically named by the system, so unless you are telepathic, it is possible that you could give them incorrect or misleading names (BIS_HC_ prefix implies that a name has been given by the HC module itself, not that that is what you should force it to be named).
In this case, it makes more sense to only have one subordinate module (multiple subordinate modules are used to group together sub-groups. You only have the 3 subgroups, so no need to group them). Thus, you should really just have one SL synced with one Commander module synched with a single Subordinate module synched to 3 fire teams.
You might find my example (http://dev-heaven.net/boards/37/topics/show/954#message-1178) clears up how to make a complex hierarchy, though for your simple hierarchy the example on the HC docs page might be plenty.
Regarding trying to get an FTL to get into a vehicle, just wait until the HC module is fixed to allow this.
Meatball0311
Jul 12 2009, 00:27
Roger I copy...
Ok this is what I did..
1. I placed a "High Command - Commander" logic and synchronized it with my SQL.
2. Then I placed a "High Command - Subordinate" logic linked it to the "High Command - Commander" logic
3. I synchronized my "High Command - Subordinate" logic with my three FTL's
When I press the App button to go into High Commanding mode, it only shows three units... three Infantry Fire teams. It has no symbol for the "HC - Commander" element? Is that suppose to happen?
Mr_Centipede
Jul 12 2009, 02:35
Happens to me too, i put this in the SQL init: this hcSetGroup [(group this)] and I have the HQ unit in HC mode
Why would you need to have your own group in the bar? You can order your units in "normal" mode anyway.
Mr_Centipede
Jul 12 2009, 07:04
Just that it looks more 'complete', personal preferences.
Meatball0311
Jul 12 2009, 15:25
True Mr. Centipede.. it does make it more 'complete' also I notice in all of the example screen prints, that there was a HQ element symbol. I just wanted to know if I was doing everything all right.
**Thanks I placed: this hcSetGroup [(group this)]; in my SQL's init and it added the symbol**
---------- Post added at 09:25 AM ---------- Previous post was at 09:21 AM ----------
Is there any word on when BI is going to fix the problem with not allowing High Commanders to order Marines to mount vehicles??? Not having this REALLY blows!!
Is there any word on when BI is going to fix the problem with not allowing High Commanders to order Marines to mount vehicles??? Not having this REALLY blows!!
I know it runs counter to everything in USMC doctrine, but if you make the vehicle an integral part of the squad, they will board when given a long-ish movement order under Careless or Safe behavior. It also means their mounts have a lifespan measured in minutes when facing ATGM-armed opponents.
Meatball0311
Jul 12 2009, 16:26
I dont want to make the AAV apart of the squad... also what happens when I want to make helo extraction scripts? This is a major problem in the game and there should be a way to order troops to mount any vehicle.
I dont want to make the AAV apart of the squad...
Neither did I, but it is a workable "fix" for the problem...
also what happens when I want to make helo extraction scripts?
...with obviously problematic limitations.
This is a major problem in the game and there should be a way to order troops to mount any vehicle.
Agreed.
Meatball0311
Jul 13 2009, 14:50
Thanks for the reply...
So what I have decided to do is attempt to make a "load.sqs". A few questions first....
1. I need to make a radio command, so how do I make an action key in my radio options?
1. I need to make a radio command, so how do I make an action key in my radio options?
Easiest way is to just create a trigger with activation "Radio Alpha" and in the TEXT field enter whatever you want the radio button to display.
Meatball0311
Jul 14 2009, 14:04
I figured that out... I had just forgot about the triggers.. its been awhile since I tried mission editing. Thanks:yay:
So I have written some simple scripts that allow me to send my Fire Teams to a vehicle and mount... now all I have to do is figure a way to make them dismount and be un-assignedCargo to that vehicle... any suggestions?
Meatball0311
Jul 14 2009, 17:13
Ok what I have done is set up a radio trigger and I want the script to mount and dismount the troops...
When I first select the trigger I want them to mount, then the next time I use the trigger I want them to dismount...
I can get them to mount the vehicle, but when I select the trigger the second time they get out of the vehicle and quickly get back into the vehicle.... tell me what I am doing wrong in the script please..
;MountFT1
#top
;checking to see if unit is already mounted in vehicle
;if unit is not in vehicle I want it to proceed to move (mount). if unit is in vehicle then I want them to proceed to dismount
if (_FT1 != _aav1) : goto "move"
if (_FT1 == _aav1) : goto "dismount"
~1
goto "top"
#move
_FT1 = [rf1,tl1,ar1,aa1]
_aav1 = aav1
_mount = getPos aav1
_FT1 doMove _mount
~1
goto "assign"
#assign
rf1 assignAsCargo aav1
tl1 assignAsCargo aav1
ar1 assignAsCargo aav1
aa1 assignAsCargo aav1
~1
goto "mount"
#mount
[rf1] orderGetIn true
[tl1] orderGetIn true
[ar1] orderGetIn true
[aa1] orderGetIn true
~1
goto "mount"
#dismount
_FT1 = [rf1,tl1,ar1,aa1]
_dismount = getPos player
[_FT1] orderGetIn false
unassignVehicle rt1
unassignVehicle tl1
unassignVehicle ar1
unassignVehicle aa1
_FT1 doMove _dismount
exit
The problem I am having is the Fireteam Leader (rt1) is not getting back out of the vehicle and or unassigned from the Vehicle.
AF-Killer
Aug 5 2009, 03:30
Given the limitations of High Commands inability to order subordinate groups to mount a vehicle, is there a way to at least get the pilot of a subordinate group to land and/or dismount.
I can make a subordinate pilot takeoff and go somewhere and he may even go active and target enemy if I am lucky, but when he is no longer required, all I can do with High Command options is tell him to "move" back to base.
Ideally and quite simply it would be enough to hav him RTB "move" to his home base and land and cut the engines. If I place some repair/rearm/refuel vehicles near the "H" he may even be ready for another assignment.
I dont really want the pilot as part of my group as I really only want finite control over my immediate squad. The pilots job is to come when called, unleash hell and RTB ready to be called again. far to often in the past I have inadvertently gotten "All > Return to Formation" when I am far from home plate only to notice my pilot had fallen into formation and left his bloody chopper miles behind. A pilot with a pistol was not the sort of CAS I was hoping for, and that is why i want subordinate control over him.
I have hacked a few scripts before, but am reluctant to use complex scripts to achieve this simple task. I think ArmA / ArmA2 has often gotten too bloated with scripts to achieve the most simple of tasks.
Any ideas to a simple workaround for this?
The ability to have various "support" subordinates on call that can then be RTB'ed and replenished would be ideal for just about any mission.
I am not trying to use them as transport, I will fly my guys there myself if need be, thats a whole other can of worms and not worth the bloody drama of trying to script it, when all you want is a ride home. Even subordinate ground vehicles require a means to tell them to shutdown the engine before they run out of fuel, waiting for orders.
froggyluv
Aug 7 2009, 17:14
Anyone know how I would Sync the Subordinate marker to a recently spawned group named Westgrp01?
froggyluv
Aug 7 2009, 21:30
Hmmm. nobody?
What I'm asking is that a group of friendlies is created
WestGrp01 = CreateGroup Civilian;
_leader = WestGrp01 createUnit ["GUE_Soldier_AR", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_unit = WestGrp01 createUnit ["GUE_Soldier_GL", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_unit = WestGrp01 createUnit ["GUE_Soldier_MG", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_unit = WestGrp01 createUnit ["GUE_Soldier_Medic", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_unit = WestGrp01 createUnit ["GUE_Soldier_GL", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_leader = leader WestGrp01;
and fight alongside the player. If successful, I wanted that group to be under the player's command via High Command but obviously there is no way to sync that module with a group that is not present on the editor.
Anyone?
[UKF] John R.
Aug 11 2009, 21:03
nameofcommander hcsetgroup [nameofgroup];
Edit: Ok, now i understood the problem, i tried it in the editor and have the same problem with created units...
froggyluv
Aug 11 2009, 21:43
John R.;1401811']nameofcommander hcsetgroup [nameofgroup];
Edit: Ok, now i understood the problem, i tried it in the editor and have the same problem with created units...
LOl- yeah I just tried your command but no luck.
Kremator
Aug 11 2009, 22:38
Try this guys .... bottom post of mine.
http://forums.bistudio.com/showthread.php?t=80032&page=7
froggyluv
Aug 12 2009, 02:27
Hi Kremator, thats looks interesting but I don't see how that helps with adding spawned groups to High Command.
On another note, I changed the Guerrilas from Civilian to West and they do show up with the High Command marker over their heads now. If I left the module 'open', meaning no specific subordinates, I'm sure they would be added but so would every other Pilot, Chef, and Latrine boy associated with West.
Mr_Centipede
Aug 12 2009, 02:36
Hmmm. nobody?
What I'm asking is that a group of friendlies is created
WestGrp01 = CreateGroup Civilian;
_leader = WestGrp01 createUnit ["GUE_Soldier_AR", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_unit = WestGrp01 createUnit ["GUE_Soldier_GL", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_unit = WestGrp01 createUnit ["GUE_Soldier_MG", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_unit = WestGrp01 createUnit ["GUE_Soldier_Medic", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_unit = WestGrp01 createUnit ["GUE_Soldier_GL", [(getMarkerPos "bor") select 0,(getMarkerPos "bor") select 1,0], [], 3, "FORM"];
_leader = leader WestGrp01;
and fight alongside the player. If successful, I wanted that group to be under the player's command via High Command but obviously there is no way to sync that module with a group that is not present on the editor.
Anyone?
try this:
_newGrp = (group _leader);
player hcSetGroup [_newGrp];
this just pop out of my head, so not really test it, hope it helps
froggyluv
Aug 12 2009, 03:03
Holy Shite that worked mate! I'd buy ya beer if you lived nearby because this has been nagging the hell out of me.
Thanks
Cool Beans :bounce3:
---------- Post added at 03:03 AM ---------- Previous post was at 02:55 AM ----------
Just to further clarify and so I can actually retain the 'why'
Did
Player hcSetGroup WestGrp01 not work because Westgrp01 has to be a local variable aka _NewGrp?
Mr_Centipede
Aug 12 2009, 03:23
Holy Shite that worked mate! I'd buy ya beer if you lived nearby because this has been nagging the hell out of me.
Thanks
Cool Beans :bounce3:
---------- Post added at 03:03 AM ---------- Previous post was at 02:55 AM ----------
Just to further clarify and so I can actually retain the 'why'
Did
Player hcSetGroup WestGrp01 not work because Westgrp01 has to be a local variable aka _NewGrp?
probably westGrp01 is not actually a "GROUP" datatype... not sure
or maybe the syntax wrong... try this one
Player hcSetGroup [WestGrp01]
the group has to be in an array of arrays... as in [group1,group2..groupN]. Even just one group it has to be in the brackets, [group1]
froggyluv
Aug 12 2009, 03:44
Actually that worked as well so it looks like it was the bracket afterall. Another peg in the many holes of the mystery that is Arma code.
Mr_Centipede
Aug 12 2009, 04:09
Actually that worked as well so it looks like it was the bracket afterall. Another peg in the many holes of the mystery that is Arma code.
Glad that I could help :)
Cyborg11
Aug 12 2009, 11:44
Anyone know if the HC Module works in MP with two commanders on each side (BLUFOR and OPFOR)?
CaptainBravo
Aug 12 2009, 15:15
same question: does it work in 2 commanders MP?
Murklor
Aug 12 2009, 15:42
Anyone know if the HC Module works in MP with two commanders on each side (BLUFOR and OPFOR)?
I dont see why it shouldnt. The BIS high command reference states:
Every "High Command - Commander" logic is named 'BIS_HC_#', where # is ID starting from 0.
Presumably having numbered ids mean multiple instances, heh.
Cyborg11
Aug 12 2009, 23:19
Tested it on a Dedicated server with a friend and it worked! He was a commander of the Resistance and he could give orders to his troops. I could do the same to my Blufor soldiers. :)
SpecOps is working on a Dedicated Server too now :D He got missions and I got missions. :D
arthur666
Aug 23 2009, 16:54
I know that I've asked this somewhere before,
Is there a way to name sub groups so that they are quickly identifiable in the map or the regular game screen? Here comes a tank platoon, and which squad had that Javelin again?
THEBLITZ6794
Sep 13 2009, 21:01
are subcommanders still bugged or if a company commander orders a platoon commander to attack a village, will he do it (unretardedly)
dwringer
Oct 29 2009, 00:11
One problem I've been having with the High Command module arises from creating playable units in charge of subordinate groups.
Is there a way to reliably team switch from the commander to a playable leader of a subordinate group, and then back again, and continue to issue commands to the group containing the playable man?
Take, for example, the following setup:
(Squad Leader + Fireteam)
PLAYER AS LEADER
|
[HC:C Module]
|
[HC:SUB Module]
/ \
(Sniper Team) (Sniper Team)
PLAYABLE LEADER PLAYABLE LEADER
(other groups omitted to save space)
Now, this gives me (the squad leader) precise control over the members of my fire team, and as long as I remain as the squad leader I can order around my sniper teams however I want using the High Command interface.
At any time I can also switch to one of the snipers to personally control him. The problem is that once I have done this, and then switch back to the commander, the sniper team no longer follows my orders. The waypoint will show up on the map, but the team will not move to it. Members of the team other than the leader will move so that the group formation faces the next waypoint, but they will not break formation to go there, and the leader stands perfectly still.
There is one thing I have to add to this which may help clarify what is going on here. When i set the "chainofcommand" variable on the HC:C module to TRUE, then the group members (NOT the leader) WILL continue to follow waypoints that I assign. The leader who I had controlled still will not move, however, and the group icon in the HUD/Map remains centered on the leader with no indication that my orders are being carried out by his subordinates.
How do I delay modules? That they woud be activated by trigger.
James McKenzie-Smith
Nov 23 2009, 22:58
One problem I've been having with the High Command module arises from creating playable units in charge of subordinate groups.
Is there a way to reliably team switch from the commander to a playable leader of a subordinate group, and then back again, and continue to issue commands to the group containing the playable man?
Same problem here, I'm afraid. I would like to see a solution for this one. Also, it would be nice to be able to set teams within a squad, leave, and come back and find the team structure still in place. As it stands, leaving and returning causes the organization to return to its default.
hmmm....is it a good idea to put just the hc-commander module on map without sync?I tried,I can use the hc but I am not satisfied...
James McKenzie-Smith
Nov 25 2009, 02:36
Aelin, the problem there is that ALL of your units will be commandable. If that is what you want, it is not such a problem, but if you want to say control only one platoon out of a single company, that method is not going to work.
yes but I want to give more orders to my groups:board,unboard,parachuting,etc...
also I see many commands turned off
CaptainBravo
Nov 26 2009, 21:38
Has anyone found a way to retain High COmmand after commander is killed??
Cross Shot
Nov 29 2009, 17:28
Help? i'm doing exactly whats said i syncing a company command to the High command - commander module while platoon leader to a subordinate module, then a second commander module to the platoon leader and sync it up with a second subordinate module for the squad leaders. but for what ever reason the game refuses to recognize that i put a subordinate module in there and lets the company commander command all groups instead of just the platoon leaders
Meatball0311
Dec 27 2009, 20:54
I am using the High Command module and I have 3 fireteams synchronized to one High Command- subordinate game logic
http://i900.photobucket.com/albums/ac208/Meatball0311/ArmA2/arma22009-12-2623-24-14-96.jpg
Is it possible to combine them into one squad (for movement in a squad formation) like this
http://i900.photobucket.com/albums/ac208/Meatball0311/ArmA2/arma22009-12-2703-54-15-95.jpg
and then to un-combine them back into their fireteams?
I know that this is possible, because Chain Of Command had a command engine for ArmA1 that would give you control like this. Also they had some really 'realistic' formations. Anyone have any suggestions?
I am using this to combine all 3 teams into one group
_pos = position SPT_R2
_posX = _pos select 0
_posY = _pos select 1
_posZ = _pos select 2
_wp1SPT_TWO = SPT_TWO addWaypoint [position SPT_R2, 0]
[SPT_TWO, 1] setWPPos position SPT_R2
[SPT_TWO, 1] setWaypointType "MOVE"
[SPT_TWO, 1] setWaypointSpeed "FULL"
[SPT_TWO, 1] setWaypointFormation "STAG COLUMN"
_wp1SPT_ONE = SPT_ONE addWaypoint [position SPT_R2, 0]
[SPT_ONE, 1] setWPPos position SPT_R2
[SPT_ONE, 1] setWaypointType "JOIN"
[SPT_ONE, 1] setWaypointSpeed "FULL"
[SPT_ONE, 1] setWaypointFormation "STAG COLUMN"
[SPT_ONE, 1] synchronizeWaypoint [ [SPT_TWO, 1] ]
_wp1SPT_THREE = SPT_THREE addWaypoint [position SPT_R1, 0]
[SPT_THREE, 1] setWPPos position SPT_R1
[SPT_THREE, 1] setWaypointType "JOIN"
[SPT_THREE, 1] setWaypointSpeed "FULL"
[SPT_THREE, 1] setWaypointFormation "STAG COLUMN"
[SPT_THREE, 1] synchronizeWaypoint [ [SPT_TWO, 1] ]
Meatball0311
Dec 28 2009, 03:30
How would I create a new group with units from another group?
Jakerod
Dec 28 2009, 04:38
Use
[unit_name] join unit_leader_name to have the units join a leader. Then use
player hcSetGroup [groupname] to have that group join the player's command. There might be an easier way.
Meatball0311
Dec 28 2009, 05:35
I have not had a chance to check out this code ( I believe I have already tried that) but I dont think that it will work. You see I am trying to create a group out of a group. Lets say you have a group consisting of group1 = unit1, unit2, unit3, unit4. I want to make another group with units unit3, unit4 (group2 = unit3, unit4)
How would I remove unit3, unit4 from group1? and then make them into group2?
Meatball0311
Dec 28 2009, 08:59
I believe I may have figured out how to combine your High Command-subordinate groups into one subordinate group so you can move them as one group in a squad staggard column. Then the ability to seperate them back into their own original subordinate groups.
I created two "addActions"... one named "FORM SQUAD" and the other one "FORM TEAMS"
My first script which is named "High_Command\squad.sqs" is this:
; ; ****************************************************************
; Script file for Armed Assault
; Created by: Meatball0311
; [this] exec "High_Command\squad.sqs"
; This is nearly perfect except the fact that I want to add more detail to it
; however this will do the job of combining the 3 subordinate fireteams into one
; squad.
; SPT_Actual addAction ["FORM SQUAD", "High_Command\squad.sqs"]
; ****************************************************************
; creating waypoints for the three groups
;"MOVE" waypoint for group SPT_TWO which will be the 1st fireteam in the squad formation.
_wp1SPT_TWO = SPT_TWO addWaypoint [position SPT_R2, 0]
[SPT_TWO, 1] setWPPos position SPT_R2
[SPT_TWO, 1] setWaypointType "MOVE"
[SPT_TWO, 1] setWaypointSpeed "FULL"
[SPT_TWO, 1] setWaypointFormation "STAG COLUMN"
;"JOIN" waypoint for group SPT_ONE which will be the middle fireteam in the squad formation.
_wp1SPT_ONE = SPT_ONE addWaypoint [position SPT_R2, 0]
[SPT_ONE, 1] setWPPos position SPT_R2
[SPT_ONE, 1] setWaypointType "JOIN"
[SPT_ONE, 1] setWaypointSpeed "FULL"
[SPT_ONE, 1] setWaypointFormation "STAG COLUMN"
;Synchronizing SPT_ONE "JOIN" waypoint to SPT_TWO "MOVE" waypoint.
[SPT_ONE, 1] synchronizeWaypoint [ [SPT_TWO, 1] ]
;"JOIN" waypoint for group SPT_THREE which will be the rear fireteam in squad formation.
_wp1SPT_THREE = SPT_THREE addWaypoint [position SPT_R1, 0]
[SPT_THREE, 1] setWPPos position SPT_R1
[SPT_THREE, 1] setWaypointType "JOIN"
[SPT_THREE, 1] setWaypointSpeed "FULL"
[SPT_THREE, 1] setWaypointFormation "STAG COLUMN"
;Synchronizing SPT_THREE "JOIN" waypoint to SPT_TWO "MOVE" waypoint.
[SPT_THREE, 1] synchronizeWaypoint [ [SPT_TWO, 1] ]
then this is to seperate back into original 3 subordinate fireteams
; ****************************************************************
; Script file for Armed Assault 2
; Created by: Meatball0311
;SPT_Actual addAction ["FORM SQUAD", "High_Command\teams.sqs"]
;This will break the squad down to original 3 subordinate fireteams
; ****************************************************************
SPT_Actual hcRemoveGroup SPT_TWO
SPT_ONE = createGroup West
SPT_ONE selectLeader SPT_R1
[SPT_R1] join SPT_ONE
[SPT_AR1] join SPT_R1
[SPT_TL1] join SPT_R1
[SPT_AA1] join SPT_R1
SPT_Actual hcSetGroup [SPT_ONE]
SPT_TWO = createGroup West
SPT_TWO selectLeader SPT_R2
[SPT_R2] join SPT_TWO
[SPT_AR2] join SPT_R2
[SPT_TL2] join SPT_R2
[SPT_AA2] join SPT_R2
SPT_Actual hcSetGroup [SPT_TWO]
SPT_THREE = createGroup West
SPT_THREE selectLeader SPT_SR3
[SPT_SR3] join SPT_THREE
[SPT_AG3] join SPT_SR3
[SPT_MG3] join SPT_SR3
[SPT_SAR3] join SPT_SR3
SPT_Actual hcSetGroup [SPT_THREE]
These scripts will do the job, however I personally would like to add a few more things to them. If you have any suggestions, please let me know. Thanks for your time!
Jakerod
Dec 28 2009, 23:53
Is there a way to set it so that if the commander dies, then the commander role goes to the next guy in his immediate squad? I have a team with the leader (the commander), being the player, and then the rest are playable. I want to make it so that if the commander dies then the next guy gets to take over. That possible?
Meatball0311
Dec 29 2009, 02:04
Is there a way to set it so that if the commander dies, then the commander role goes to the next guy in his immediate squad? I have a team with the leader (the commander), being the player, and then the rest are playable. I want to make it so that if the commander dies then the next guy gets to take over. That possible?
I guess maybe you can addAction to whatever unit you would like to also have the action to use the scripts.
I basically have in the init.sqs file
UNITNAME addAction ["FORM SQUAD", "nameofscript.sqs"]
havent tried, but maybe I imagine you can put:
player addAction ["FORM SQUAD", "nameofscript.sqs"]
and that would add it to whatever unit you are? I am not a wizard at script writing, kinda learning atm.:o
suveraan
Dec 29 2009, 13:09
This sounds really cool, Meatball0311. Any chance you could post a simple examplemission because I cant get it to work for the life of me :)
Meatball0311
Dec 29 2009, 17:31
This sounds really cool, Meatball0311. Any chance you could post a simple examplemission because I cant get it to work for the life of me :)
TEST MISSION OF MY FORM SQUAD, FORM TEAMS, CORPSMAN scripts to be used with High Command module
This is basically modeled after a typical Marine Rifle Squad with one corpsman. Let me know what you think
I updated and made scripts to .sqf
http://www.filefront.com/15245297/Camp%2520Smedley%2520Butler%2520-%2520TEST.utes.zip
suveraan
Dec 29 2009, 19:17
thanks, downloaded it and will try it out in a couple of hours. ill give some feedback later.
Meatball0311
Dec 29 2009, 19:44
thanks, downloaded it and will try it out in a couple of hours. ill give some feedback later.
Please do:yay:
i wanted to know if anybody can help , i am the high commander in a mission i made to play with some friends later on tonight , but when i die i can't use the high command system anymore ,, i am no expert and just leaning like many others , is there a way to still command units or whole army with high command after i die then respawn into another unit ? this is really stopping my creative fun
Monotone
May 25 2010, 17:45
Is this module works between AI commander to AI subordinates?
Could they take advantage on sharing the information about their enemies over no related 2 AI groups?
Is it possible for a group to become a subordinate only after a trigger is activated?
Monotone
Jun 3 2010, 14:21
Use hcSetgroup (http://community.bistudio.com/wiki/hcSetGroup) command :)
gunterlund21
Jun 3 2010, 18:39
I've run into a situation where I have created my command levels and started my teams in the back of a vehicle. In the command system I can't find a way to get them to disembark. How do I do this.
Unfortunately you can't disembark troops via the HC orders. You would have to teamswitch to the leaders and order them to disembark manually with the group commands.
As far as I know it has been said by a BI developer that it is not even planned to add mount and dismount orders to the HC module. What a pity...
gunterlund21
Jun 4 2010, 14:01
Thanks zwo for the feeback. Everytime I deal with this module, I get the impression that BIS finished about 75% of it and just said "ah, thats good enough". There could be so much more to get it more like the old COC system.
Everytime I deal with this module, I get the impression that BIS finished about 75% of it and just said "ah, thats good enough".
Indeed, the high command module could be so much better. And it really should, because it's definitely a great module, adding yet another dimension to the game.
Unfortunately, the high command module is up to now only an interface for the player (which is great though). What I really would like to see, is the AI counterpart to it: beeing able to placeing enemy (or friendly AI) groups in the editor, linking them up with the hc modules, ready, go.
Sure, AI would need some kind of goal to make use of this, but this is really not much different from the existing waypoint system and could work well together: give the AI high commander in charge a regular waypoint that would define the goal and the useage of its subs. Get this working with the most basic waypoint types, and it would be already awesome:
HOLD: AI high commander organises a defence at his waypoint position, using the available subs in the best way possible
GUARD: AI high commander is waiting until enemy is spotted, the decides how to hunt them with his subs available.
SUPPORT: AI high commander is waiting until friendlies need support, then decides what to do.
DESTROY: AI high commander organises an attack, using his available subs.
Instant awesomeness!
Just remember to use it in conjunction with the Hybrid commanding system that centipede and company have posted in this thread (http://forums.bistudio.com/showthread.php?t=80032) I use it in all my missions and it's great eve in MP. Hopefully BIS will someday finish this up!
Los
Manzilla
Jun 30 2010, 22:36
I can't seem to get HC to work with OA troops.
Can someone else try this to confirm?
Place 2 CZ special forces teams on a map. Place the 2 HC Modules on the map and do the basic HC module set-up. One team sync'd to the HC-Commander module and the other team sync'd to the HC-Subordinate module.
Go in game to preview and try to command the group. Only the HC-Commander team is shown in the HC team menu(ctrl+spacebar) at the bottom of the screen.
Is this just me? I can't seem to get it to work.
If you can, please post the mission.
Thank you in advance.
Manzilla
Jul 4 2010, 18:23
Anyone? For the life of me I can't seem to get even the simplest HC structure to work in OA.
Hey BIS, does it not work or is it just me?
If it does, can someone post an example mission for me to test. I've used HC countless times in A2 missions I've made but I can't get it to work in OA. I'm kinda stuck releasing any new missions until I figure this out.
EDIT:
I think it's a conflict. I'll have to dig deeper and I'll post what I find.
My apologies for my confusion.
karskin
Jul 12 2010, 14:01
Place 2 CZ special forces teams on a map. Place the 2 HC Modules on the map and do the basic HC module set-up. One team sync'd to the HC-Commander module and the other team sync'd to the HC-Subordinate module.
Have you synched the Commander module (as in the actual icon) to the subordinate module?
This has an example simple high command mission. It also has an issue I posted.
I've never managed to get chains of command to work. I think it is not implemented fully yet. High command needs lost of improvements. Hopefully it will get them.
http://dev-heaven.net/issues/9961
trueapothecary
Oct 17 2010, 07:25
Is there any way to get units to mount/dismount using the high command module? I see an option for "interact" but it is always greyed out.
Even the ability to give radio triggers to specific commands would be nice Alpha = "Mount" Bravo = "Dismount" Charlie = "Land" ect. It would allow for a little more freedom than placing waypoints on the map, but I can't for the life of me figure out how to implement something like that
I would like to figure out how to get a helo transport script like is used in the Arma campaign. (The helo would land anywhere, pick you up and drop you off anywhere, and then rtb). Although it still wouldn't help with giving orders to the units using the HC module =\
I think embark / disembark of units with HC is not possible at the moment. The other day I saw you can place a waypoint and change it to "GET IN" afterwards but how do you tell the group where to get into?
I'm afraid you can't make a unit mount and dismount vehicles with out of the box HC functionality.
Would be cool if more work would be put into the module, especially chain of commands and vehicle management so that it becomes more like CEX for Arma...
meade95
Oct 24 2010, 23:20
Is there any real way to use the Cmd => Sub Cmmd modules in a cordidnated way?? It seems that Sub Cmmd units (AI) just recklessly go after anyone and everyone once contact is made......Not only do they not follow High Cmmd commands...but they don't even fight as a unit themselves.....with individuals running all over the place once the shooting starts...
There is really no way to micro-manage Sub Cmd Module units....and without the ability to micro manage them....They become just rather silly and foolish with how they go about themselves....
ker8er0s
Nov 22 2010, 17:35
i wanted to know if anybody can help , i am the high commander in a mission i made to play with some friends later on tonight , but when i die i can't use the high command system anymore ,, i am no expert and just leaning like many others , is there a way to still command units or whole army with high command after i die then respawn into another unit ? this is really stopping my creative fun
I suppose you ahve probably already found a solution to this but I have recently figured one out.
Make a gamelogic called "server", put in a player. Put in a HC module.
Sync the HC module to player, Synch the HC module to the gamelogic.
Make the HC module in a group with the player as a subordinate.
Although this means you will have a player in your team that cant do anything it will keep everything synched.
So you can leave the server, come back as that player and the HC should still be working.
Hello! Pls help. I'm trying to recreate the company's structure to operate the PL. I tried like here http://forums.bistudio.com/showpost.php?p=1295017&postcount=6 but it doesn't work. PL doesn't command his unit at all
http://s50.radikal.ru/i129/1101/50/2e00bca200d1t.jpg (http://radikal.ru/F/s50.radikal.ru/i129/1101/50/2e00bca200d1.jpg.html)
and
http://s011.radikal.ru/i317/1101/f6/811c605a31dft.jpg (http://radikal.ru/F/s011.radikal.ru/i317/1101/f6/811c605a31df.jpg.html)
tswords
Jan 25 2011, 21:16
personally i find that high command only works best at the Platoon level. Plus thats where you get the best action yourself too! =]
nowadays all the company level commander does is sit in a command post reading emails and talking on phones. its no fun. then again, being an officer in general isnt fun.
then again being in the army isnt really fun now that i think of it.
i digress, back on subject i havent found any luck really with the whole multiple commanders linked to the same chain of command thing. in using HC mode, youll find it best operates at the platoon level. if you need a template for a realistic Platoon, just let me know and ill hook you up. being in the army im addicted to this fricken game.
sorry i cant help any further =/
Thx, but I found the solution) Now I'm a company commander and have 3 Pl leader in command. I give them order and they transmitts it to their squad leader. Just add to all modules' init "this setvariable ["chainofcommand",true];".
There're 2 ways/ first - you create the squad with group chain of command (light blue stripe) and then sync it with SUB-HC modules to the Pl leader. Second when you create every soldier and sync it via SUB-HC modules to the Squad leader and then Sq leader via SUB-HC modules to the Pl leader in his turn.
I don't know what the way is the best but in second e.g. BMP couldn't carelessly smash soldier in squad like it often occurs in first variant. Really don't know why. But in second doesn't work arma's medic system because every unit is standalone.
The only problem is when the Pl leader is killed the COC became broken. I figure there's a way to create ability of commanding via sync SUB-HC modules not only Pl leader but every soldier in Pl stuff squad. May be it helps.
tswords
Jan 26 2011, 21:24
good to know, ill give that a try later when i get off shift.
also, a tip for mounted operations, what i do is i set a radio trigger that tells my mounted element (stryker/bmp/bradley formation) to stop no matter what it does, in fear of having my dismounted troops pasted against a city wall somewhere. just throw this in the repeatable radio trigger's On Act line:
bmp1 forcespeed 0; bmp2 forcespeed 0; bmp3 forcespeed 0.
then bam, they stop running amok. to get them going again, say if you want them to displace from their battle position to a new one, set up another radio trigger (bravo) repeatable, and have the On Act field say:
bmp1 forcespeed -1; bmp2 forcespeed -1; bmp3 forcespeed -1
this brings it back to default speed, letting them move when your infantry are well out of the street pizza zone.
hope that helps m8, i know you helped me lol.
Ok. I'll try it tonight.
Found the solution of "is there a way to create ability of commanding via sync SUB-HC modules not only Pl leader but every soldier in Pl stuff squad?"
Yep - just make the Pl stuff like a grouped squad and sync every soldier of stuff with SUB of Company commander and Squads' HC. Now - if you kill Pl his soldiers in stuff will take the command in their turn one by one.
Tonight I'll show my Company's structure with all screens and examples.
Also I added the script ov riding on armour od bmp , activated by trigger - radio alpha - mount and bravo - dismount. This a little simple but has some great advantages - it allows have all you troops mounted and got to the battle field like it is done IRL.
Now the trouble is on PL level - when I set the waypoint all pl bmp (3 one) go to one point and are trying to stop armour to armour. Is there a way to let them choose several types - line , column, e.g. via script
tswords
Jan 27 2011, 20:01
Idk, i think its really an untouched feature of the HC module, but i trust BIS in fixin it *bat whatever eyelashes i have*
but what it does is it issues the waypoint, in its exact position to all the subordinate units, causing them to have a traffic jam of sorts.
but yeah, the mount and dismount thing i found was very useful. had a blast today clearing shapur with a stryker infantry platoon using HC module. 3 Dismounted squads takin the fight to the enemy and 4 strykers providing support by fire while i kept my m240 teams on rooftops and commanding the maneuvers from the rooftops with my platoon sgt (all AI of course).
i love how realistic this game can be sometimes.
Can anybody please give me the link for some high command operation arrowhead user made missions. ... I want to command an army like the pmc days of old...but can't find any missions at all.
Cheers, Impi
AVIBIRD 1
Jan 29 2011, 14:31
hello, i consider my self a good mission maker but I can't get the high command working for COOP missions. Can somebody give me the steps to setup module to run. The mission is ground units (players) I want the player commader to have a few tank platoons and some air units under his control using the high command. i KNOW IT works in warfare mode but how do I get it to work for COOP missions. Thanks!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
nimierkki
Mar 19 2011, 12:39
Hi!
I'm setting up hc modules but i cant get this chain of command correctly. I have drawn the command chain. So can some bodey help me?
http://dl.dropbox.com/u/12465408/Comp.jpg
I've tried chain of command before, but commands are not transmitted down the chain in any useful way. I assume that it is not implemented usefully yet.
There isn't any AI at the high command level yet. AI high commanders don't do any high commanding. There are no formations of squads at HC level. Units only have the size marks (say squad) of the unit themselves not of there sub units.
It would be good if units had names that could be displayed on the map view to know which is which.
dwringer
Mar 20 2011, 18:13
I have seen the Chain of Command pass commands through AI leaders before, through quite a bit of tricky synchronization (well not tricky if you know the way it's supposed to be done, I suppose, but since the AI is so weird it's hard to tell IMO).
Unfortunately the subordinate groups tend not to give their units the order that the leader received. Thus the group leaders all follow the orders they are given (pretty much clumping together wherever the commander of which they are subordinates was ordered to go). This is mostly useless, but the fact that the units in their groups simply stand around makes it completely useless. I guess in COOP missions this would still be ok.
Or has anybody figured a way of getting AI to work such that a human high commander can usefully give orders to subordinates in a structure similar to that 2 posts above? :P
CaptainBravo
Mar 21 2011, 21:54
Had a mission where I tested company size operation.
It is possible if you use team switch between commanders (from company xo who order platoon leaders then switch to platoon leaders to order squad leaders. It would be easier of you have a few human players each can switch from squad leader to platoon leader to give orders to other squad leader.
Not an ideal solution but a decent work around if you are are looking to control large force via HC.
JojoTheSlayer
Mar 25 2011, 13:04
I dont get the issue here?
What are you guys trying to do?
Orders wont go down chain of command?
If you put up the size of unit you want in each HC sub box and set each individual unit to playable you can jump to them if you want to give specific orders like scan horizon or something. Since all are playable you wont lose access to the leader of each unit if one dies as well and as long as they are in formation they will follow your orders in that setup when you jump back to commander.
If you are on smaller operations you should take control of one of your platoon leaders and go into combat yourself.
Dieing as a HC sub isnt a issue because:
HC Commander:
Name: Boss
Init: B1=group this;
Back to Boss Trigger: (Team switch slows down the gameplay I think.)
Repeatable
Con: !alive player;
Act: selectPlayer (leader B1);
Then have a "Game over" trigger for the HC Commander:
Con: !alive boss;
Quick option: End#1
...and its game over if the HC dies.
Nightrain
Mar 28 2011, 12:28
Have they still not fixed the problem of not being able to have the AI board vehilces outside of a group? I remember somewhere one of the devs said it would be in a patch.
I'm trying to help out his guy: http://www.armaholic.com/forums.php?m=posts&q=13857
I'm working on some stuff that expands the HC and team switching thing quite alot. It will be good as a demo for mucking around checking for problems, fun and trying out concepts. Can't post demo missions on the forum is that possible?
Demonized
Mar 31 2011, 00:56
No, but Armaholic provides free hosting with some descriptions, or you can simply get an easy free one from here:
http://www.4shared.com/
Description:
This adds a lot of commands to Arma 2 which expand High Command functionality for single player missions. The High Command structures can be created and deleted dynamically after a game has started. Team switching has also been expanded to that all units can be controlled and the battle controlled more fully.
The functionality is accessible from the Communication menu (0-8).
Features:
· Create dynamic hieratic High Command structures in game.
· Team switching within the High Command structure.
· More icon types on the high command bar (Mechanised Infantry and Artillery)
· Squad Management including splitting and merging.
· Switching sides.
· Functions for extracting casualties.
· Statistics on the current battle state and selected unit states.
· Easy to add to missions (baring conflicts on the Communication menu).
· Four example missions and source mission editor files.
Installation:
Extract the .pbo file(s) to your ArmA2 Operation Arrowhead\Missions folder.
It comes with missions as a demo versions. Extract the folders to your ArmA2\other Profiles\Yournick\Missions and load them in the editor.
Notes:
Many of these functions may work for multi player missions, but many would not be suitable in a multi player environment. Team switch able units and High Command are less dynamic in the multi player game environment.
Forgot to mention that basic instructions on how to use it are also included. Will include more detailed instructions on a future version.
http://www.armaholic.com/page.php?id=14961
James McKenzie-Smith
Aug 4 2011, 08:07
Have you found a method for team switching within HC that allows one to regain control of a unit, after it has been involved in a team-switch by the player? If so, could you give us a clue as to how you managed it? The issue has been plaguing some of us for quite a while!
Have you found a method for team switching within HC that allows one to regain control of a unit, after it has been involved in a team-switch by the player? If so, could you give us a clue as to how you managed it? The issue has been plaguing some of us for quite a while!
There is a function that resets units to movable again. Had to implement it in a round about way, but it works well enough in single player missions. Have never tried it in multi palyer ones.
Reset Team Switchable Moveable (0-8-2-1) which calls ResetTeamSwitch.sqf
This will work when the player is a squad commander. It goes through all the team switchable units on the players side and makes them moveable (other than the player).
The team switch functions use the (selectPlayer _unit) arma 2 macro which does not make unit immoble unlike the team switch dailog.
James McKenzie-Smith
Aug 5 2011, 10:33
There is a function that resets units to movable again. Had to implement it in a round about way, but it works well enough in single player missions. Have never tried it in multi palyer ones.
Reset Team Switchable Moveable (0-8-2-1) which calls ResetTeamSwitch.sqf
This will work when the player is a squad commander. It goes through all the team switchable units on the players side and makes them moveable (other than the player).
The team switch functions use the (selectPlayer _unit) arma 2 macro which does not make unit immoble unlike the team switch dailog.
Thanks for that, I will have a look as soon as I can spare a few minutes!
Onkel Bo
Aug 30 2011, 11:39
Is it possible to deaktivate the markers in highcommand module or marta module ?
nikita320106
Aug 31 2011, 06:00
setGroupIconsVisible [true,false];// markers only on map
Onkel Bo
Aug 31 2011, 10:13
thanks,
but sorry mate, that doesn´t work. Already tried this few days agon (http://community.bistudio.com/wiki/Military_Symbols)
Maybe Gaia can provide help here ?
Try High Command Extensions on http://www.armaholic.com/page.php?id=14961. This lets you command armies about the map anywhere you want. 100 extra commands added for High Command. A new better version will be about soon.
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