View Full Version : Hybrid Commanding System
Mr_Centipede
Jul 15 2009, 02:35
Hello all,
In reference to this mission (http://forums.bistudio.com/showthread.php?t=79333), I'm rewriting my Command Hybrid System into sqf file, and make it easier to setup.
Basically this system will merge two commanding system (high command and conventional) into one in a mission. But
you have to setup high command module first.
Here's and overview:
In a high command mission, you start with your group and your subordinates. To move your subordinate, you do it
like in most RTS games. But I find it quite inconvenient to move them over long distance especially when no
contact is expected. With this script, I join all my subordinates into my group, so you in command of 1 large
single group and they will follow you in conventional ARMA way. If a contact occurs, you can break you group into
originally setup High Command subordinates, and now you can command them in HC mode.
Previously I used radio trigger to join/split groups, now I'm making it to use addAction command.
I figure I gather feedback here. Do you think it's usefull and would contribute to mission making?
Thanks
from readme
CENT_HCS2 Demo Mission
ABOUT:
Demo Mission for Hybrid Command System
The mission is set up in UTES, with sec Ops module attach. Just preview the mission, and play around with HCS
INSTALLATION:
The mission is in editor format, so the folder goes to your documents\ARMA 2\Missions folder
USING THE HCS2:
1. To split your team, first select the team member(s) you want to split up, the command menu will popup at you left and select COMMUNICATION -> HCS -> Split Unit. Repeat as needed.
2. Press CTRL+SPACE to open up the High Command interface, you should see the split group under your command, and you can order them around with High Command.
3. TO rejoin the split team. Select the group, the command menu will popup at you left and select COMMUNICATION -> HCS -> Rejoin Group. Repeat as needed.
EXTRA:
If you notice in the HCS menu, you will see there is another command called 'WATCH MY DIRECTION'. It works only in High Command mode. Because of BIS 'watch' command doesnt work in HC, so I create my own. Basically it just made the split group to watch the direction as the player's one. NOT watch what the player look at. eg, you are watching in direction at 125 degrees, so the split group will also be watching 125 degrees from their location.
I also include another kind of HCS, which is 'cent_HCS_SOM.Chernarus' mission. This is the first version of HCS, but with added extras from commsMenu. There's a pbo version of it. Basically this mission is just another secOp mission. Go to the SAT Phone near the church to receive secOps mission. you just have to wait a bit longer. After you completed a SecOps, return to the SAT Phone to receive another mission.
CLOSING:
I hope you enjoy the concept, feel free to make some missions and share it with the community
CREDITS:
Special thanks to Kremator and dFear for the commsMenu
Author
Mr_Centipede
Latest version from Los, with MP compatibility (4 Sept 2009)
www.loscon.net/ARMA/AltHCpltv4.Chernarus.pbo
Mirror
ARMAHOLIC
- Command Hybrid System Script (http://www.armaholic.com/page.php?id=6930)
- Command Hybrid System - Mission by Los18z (http://www.armaholic.com/page.php?id=7444)
.kju [PvPscene]
Jul 15 2009, 08:23
Sounds interesting. To get more feedback a small video or maybe even screenshots may help.
I played around with your test mission quite a bit - it was a lot of fun. I have to say I was very impressed with the idea. It makes life a lot simpler when you need to move all your units quickly to a distant location - no more messing about setting multiple waypoints just to move everyone from point A to B. When I first used high command in A2 I couldn't understand why BI didn't include a "group" function to enable movement as a single unit.
Please keep developing this, I am really looking forward to seeing how this progresses.
Kremator
Jul 15 2009, 18:39
Liking it ..... please continue mate !
If you need further beta testers just ask.
One thing that I found really useful with the hybrid system is that by bringing all the units back under your command and then re-enabling high command you can reduce the level of fragmentation that occurs under high command - I have found that the AI commanders tend to engage quite aggressively which after a while leaves their units very spread out and rather ineffective as a fighting force. I have yet to discover a way to get subordinate units to maintain formation.
Mr_Centipede
Jul 15 2009, 23:55
I am making another test mission, using sqf this time... looks a lot more cleaner. but about modularity, I dont know. I'm afraid I'm scripting it to meet a specific scenario... I'll post it here when the script is ready. I'm aiming for ease of setup, so dont need to meddle much with the script
Another thing is, do you think its better to regroup/split group using radio trigger or action menu? For me personally I like action menu... dont need to move your hands away much.. just scroll wheel mouse btn, and click.
Maddmatt
Jul 16 2009, 00:36
Sounds like this could make for a good way of controlling fireteams. Individual control when you need it and fireteams for the action :)
Mr_Centipede
Jul 16 2009, 14:22
I manage to reconvert all the scripts to sqf now, and made a small test mission in UTES. If you want to test it, please PM me, and include your email address. I'll email them to you. It's just a mere 3kb, editor format. so you can check the sqf.
The test mission is just the same secOps mission, except its on UTES now, and no ACM.
@<hidden>
About your idea on subordinates maintain formation, I may have an idea to do just that, using "group enableAttack false". but right now I'm having a problem with a trigger, problem's here (http://forums.bistudio.com/showthread.php?t=80255). Thanks for the idea
[edit]
I think I figured out to make the subordinate to maintain formation. Look at this thread (http://forums.bistudio.com/showthread.php?t=80394). It doesn't necessarily need HCS. but it needs CBA
Mr Centipede, are you planing on converting these scripts into an addon that can be used with all high command missions?
Mr_Centipede
Jul 21 2009, 04:16
No I dont have plan for that just yet. I would love to, but dont know how really
nikita320106
Jul 21 2009, 08:53
I manage to reconvert all the scripts to sqf now, and made a small test mission in UTES.
can you just share you new beta here??
Mr_Centipede
Jul 21 2009, 09:05
will do, after I got home from work. hehe. I'll put two test mission, one in chernarus and one in utes. both use secOps.
Chernarus is a platoon size mission, you'll paradrop somewhere, then RV to a trigger zone to activate the SOM.
Utes is a squad size mission. It just spawn you at the airfield and wait for secOps.
But both have no briefings and no end trigger
mrcash2009
Jul 21 2009, 09:10
Im very interested, might as well share it here mate :)
Also to actually get it into a addon pbo to use globally would be far from a waste of time that's for sure. Would probably end up a must have to be honest.
Can wait to try it out, im all for more control :)
Mr_Centipede
Jul 21 2009, 11:21
Im very interested, might as well share it here mate :)
Also to actually get it into a addon pbo to use globally would be far from a waste of time that's for sure. Would probably end up a must have to be honest.
Can wait to try it out, im all for more control :)
Its certainly not a waste of time... But I dont even know where to start, what to ask. But It would be surely a whole lot of work. Tell you the truth, ARMA2 is literally killing me... testing addon, scripts is so damn fun and addictive just like playing CIV4 with just one more turn syndrome... In the end its already 0100 and tomorrow I go to work to sleep... not to mention about skipping dinner. Not that it's ARMA fault... just that its so damn fun...
Okey enuff about me... 10 minutes before I go back home. Expect it within 1-2hours or so
---------- Post added at 07:21 PM ---------- Previous post was at 05:22 PM ----------
Okey folks... here it is the demo missions.
http://rapidshare.com/files/258297405/Cent_HCS_Demo_Mission.rar.html
details in the readme. Hope you all enjoy. And if you made some missions out of it, feel free to share it with the community
Thank you
mrcash2009
Jul 21 2009, 11:43
I was quick on the uptake :)
Just tried it out, all I can say is THIS NEEDS TO BE A FIXED ADDON AND A FUNDAMENTAL HARDCODED OPTION TO THE GAME ENTIRELY
And yes, I was shouting :)
As regards for mission scripting, this is a much needed little script gem that I will probably use on everything I make in the editor. Great work!
Maybe the likes of Lokis' nightmare teamspeak servers could help, Ofpec crew could also maybe help as regards making this into an addon. Mind you the open ended side to teams may need a lot of string/array work, the best person I can think of is Mando over at Ofpec, hes knows a thing or 3000 about it. See if you can get some people on board to help seeing as you have planted the seed with the script already.
Maybe its just good enough how it is, I know I will use it, but to have it as a fundamental part of the game in any situation I think BIS should code it in.
As regards updates, is there a possible way (unless its the engine) to have it so when you split the teams and they are in position, to flip to Command mode and have those groups not return to formation as a result?
I think im asking for a way to split the teams, then when I flip to command mode those teams that are split actually become the high command groups? I guess this it a completely different ballgame to whats done so far, this is very useful anyway. Actualy the more i think thats through, its more a "feature request" for BIS to implement in the engine.
It would be really nice if we can creat basic fire team structure under Dslyeci's TTP concept, that something that OFP and ARMA really lack of.
Another question, is the soldier fall into formation like the old lame way where 30 in a single line or do they follow their assigned team leader as a single group with their own formation? I really hate that in ARMA
Mr_Centipede
Jul 21 2009, 14:52
It would be really nice if we can creat basic fire team structure under Dslyeci's TTP concept, that something that OFP and ARMA really lack of.
Another question, is the soldier fall into formation like the old lame way where 30 in a single line or do they follow their assigned team leader as a single group with their own formation? I really hate that in ARMA
Unfortunately, as of right now, they regroup as in old way (default ARMA way). 1 group 1 formation.
Kremator
Jul 21 2009, 16:24
If we assigned them a colour it would be nice if they kept in those fireteams when going into commander mode.
mrcash2009
Jul 21 2009, 16:33
If we assigned them a colour it would be nice if they kept in those fireteams when going into commander mode.
My point exactly ... that would be very nice indeed.
Thats why i was thinking maybe its BIS engine request to hardcode it in.
It would be very nice to have a small team group them into 3's and then flip to command mode and control them globally over the map, and then reform again later, that in some ways is what I would call a justified "Arma 2" feature out the box.
Mr_Centipede
Jul 23 2009, 02:42
I think I found a bug with secOps mission not completing. It seems because you're no longer in the 'same group' with the group that the SOM gave the mission to. Happens after regroup/rejoin platoon. untested fix right now that I can think of is to remove/comment out the
_HCLeader hcSetGroup [group _hcLeader]
(or something like that) command from the cent_hcs_init.sqf. maybe in cent_hcs_split.sqf too
Kremator
Jul 23 2009, 08:48
Will try that now mate to see if it works.
Keep working on this ..... its making a LOT of people happy ! You just need to increase the amount of levels available in command - I know it's not an easy thing to do!
Mr_Centipede
Jul 23 2009, 14:24
fixed code for non-completing secOps mission after regroup/split:
cent_HCS_init.sqf:
sleep 0.1;
_HCLeader=_this select 0;
_HCGroupName=_this select 1;
_HCLeader hcSetGroup [group _HCLeader];
(group _HCLeader) setGroupID [_HCGroupName select 0,"0"];
_HCGroups=HCAllGroups _HCLeader;
for [{_x=0},{_x<(count _HCGroups)},{_x=_x+1}] do {
_newGrp=_HCGroups select _x;
_team=_HCGroupName select _x+1;
_HCLeader hcSetGroup [_newGrp];
_newGrp setGroupID [_team,"0"];
};
_HCLeader addAction ["Regroup Platoon", "cent_HCS\cent_HCS_join.sqf",
[_HCLeader,_HCGroups,_HCGroupName],6,false,true];
cent_HCS_join.sqf:
sleep 0.1;
_index=_this select 2;
_args=_this select 3;
_Commander=_args select 0;
_Squads=_args select 1;
_HCGroupName=_args select 2;
_SquadsBack=[];
{_SquadsBack=_SquadsBack+[(units _x)]} forEach _Squads;
{_SquadsBack=_SquadsBack-[(units _x)]} forEach group_Commander;
{units _x joinSilent (group _Commander)} forEach _Squads;
_Commander removeAction _index;
_Commander addAction ["Split Platoon", "cent_HCS\cent_HCS_split.sqf",[_Commander,_SquadsBack,_HCGroupName],6,false,true];
cent_HCS_split.sqf:
sleep 0.1;
_index=_this select 2;
_args=_this select 3;
_Commander=_args select 0;
_Squads=_args select 1;
_HCGroupName=_args select 2;
for [{_x=0},{_x<(count _Squads)},{_x=_x+1}] do {
private["_newUnit"];
_newGrp=_Squads select _x;
if(_newGrp select 0 != _Commander) then{
_newGrp join grpNull;
for [{_y=0},{_y<(count _newGrp)},{_y=_y+1}] do {
if (alive (_newGrp select _y)) then {_newUnit=_newGrp select _y};
};
_newGrp=group _newUnit;
_team=_HCGroupName select _x+1;
_Commander hcSetGroup [_newGrp];
_newGrp setGroupID [_team,"0"];
};
};
_Commander removeAction _index;
_Commander addAction ["Regroup Platoon", "cent_HCS\cent_HCS_join.sqf",[_Commander,HCAllGroups _Commander,_HCGroupName],6,false,true];
I hope that's correct. the bold part is what I think that actually fix it
Kremator
Jul 23 2009, 14:31
You're a star! Now just REGROUP COMPANY to go :)
twisted
Jul 23 2009, 14:38
This is really good. but feels like only the beginning of what it could be. looking forward to where you take this great idea.
Mr_Centipede
Jul 23 2009, 15:00
Let's not put too much hope shall we. Not that I dont want to aim for the sky, just that my initial idea was to set-up a platoon, now thatI have achieved it, I'm kinda lost.
I'll try to set-up a company in the future. Maybe the setup something like this:
The whole structure is COY cmder with pltn cmdr and squads. after regroup command the squads will form on the platoon, and thus we have several platoon size (~30men) groups. in HC mode command them as a 30man group. then split up, we can command the 3 squads. Just an idea.
How would you like to set-up company size HCS?
twisted
Jul 23 2009, 15:03
i was more meaning what you were trying with the fireteam colors etc. like keeping them despite splitting/recombining group. also would be great if we could use fireteam colours to determine size the groups split in to. like player can choose that red has 3 guys, blue (support in this case) has 6 and green (sniper team) has just 2.
thanks
Mr_Centipede
Jul 23 2009, 15:08
@<hidden>
Sorry, I'm not quite sure I understand. I'll use current platoon HCS as an example. Initially we have 3 squads,then regroup into one. Do you mean assigning fireteam while when we have 3squads and those fireteams are in the squads? or assigning fireteams when the 3squads merge with you?
Kremator
Jul 23 2009, 16:12
Surely the advantage of bringing all the troops together is that the commander can split them into the teams they want (perhaps by assigning them colours or some roles) then splitting them again to command them separately.
Is this possible?
twisted
Jul 23 2009, 16:44
@<hidden>
Sorry, I'm not quite sure I understand. I'll use current platoon HCS as an example. Initially we have 3 squads,then regroup into one. Do you mean assigning fireteam while when we have 3squads and those fireteams are in the squads? or assigning fireteams when the 3squads merge with you?
sorry for being obtuse.
i mean using fireteam colours to adjust the size of the groups your company splits in to.
that way we can control the splits the company breaks in to on the fly.
going with your 3 squad example. isntead of having 3 squads on 3 men we can change it to 3 squads made of 4, 3 and 2 men by choosing 4 men for red colour (squad 1) 3 for blue (squad 2) and 2 men for green (squad 3).
that would be very useful. especially with larger companies.
edit - kremator is bang on target.
Kremator
Jul 23 2009, 18:54
^^ what he said. Amen Brother !
Fingers crossed that Mr Centipede can wiggle his 100 legs and work his magic !! What is missing from this jigsaw puzzle is that when I set a colour I want that to be a Fireteam when I split the platoon - to be able to setup tailored groups for every situation would be AMAZING !
EDIT: from more testing you can assign colours to your platoon (in joined mode) and when they split and then rejoined they have still those set colours.
Mr_Centipede
Jul 23 2009, 23:53
Okay, sorry for being very-very dense.
If I understand right, when in joined mode (30men under you), say we assign them into fire teams. eg:red 4man,green 10man,blue 2man and yellow 2man. So if we split them into high command mode, you have those teams to command, correct? that would means you would still have 12men directly under you, correct? Is that what you mean?
Kremator
Jul 24 2009, 00:02
Okay, sorry for being very-very dense.
If I understand right, when in joined mode (30men under you), say we assign them into fire teams. eg:red 4man,green 10man,blue 2man and yellow 2man. So if we split them into high command mode, you have those teams to command, correct? that would means you would still have 12men directly under you, correct? Is that what you mean?
Correct. Your 12 man team would be F1, the 4 man team (that you made green) is F2 etc etc.
I think that I would CREATE my fireteams at the start of any mission depending on what was needed (sniper/scout team or MG team) then split them into these corresponding sections.
Following on from that (long term) we could 'absorb' any troops/vehicles onto that team OR even lose them ala 'TEAM STATUS' in Domination.
Possible all of this ?
Mr_Centipede
Jul 24 2009, 00:17
Correct. Your 12 man team would be F1, the 4 man team (that you made green) is F2 etc etc.
I think that I would CREATE my fireteams at the start of any mission depending on what was needed (sniper/scout team or MG team) then split them into these corresponding sections.
Following on from that (long term) we could 'absorb' any troops/vehicles onto that team OR even lose them ala 'TEAM STATUS' in Domination.
Possible all of this ?
Alright then... I think thats doable. But isn't that just more appropriate for platoon/squad size units? I think it would be much hectic if it was company size.
Some limitation that I can see here is that you could only have 4 teams max. (plus 1 your own group). But then again, I think its adequate. Will try work on it this weekend
Kremator
Jul 24 2009, 00:21
I think we are limited to 6 colours is it ? If a colour is a 'squad' then it could be as big as you want. You could do battalion (or even army!) level this way (although your PC may suffer!)
Thanks for working on this mate ! I think this will be THE standard for all missions in the future. HC is so useful.
If you need any help with testing you have my email :)
Mr_Centipede
Jul 24 2009, 00:33
I think we are limited to 6 colours is it ? If a colour is a 'squad' then it could be as big as you want. You could do battalion (or even army!) level this way (although your PC may suffer!)
Thanks for working on this mate ! I think this will be THE standard for all missions in the future. HC is so useful.
If you need any help with testing you have my email :)
6 Colours? I notice only 4 in the BiKi... RED, GREEN, BLUE and YELLOW. (plus WHITE/MAIN ofcourse) is there another one?
Yes, I think splitting colour team is much more versatile and robust way to command teams. Though a proper representation of company level and above, could be difficult. But either way, with splitting colour team, you can have as many units in your group and split whoever you want to accomplish the mission.
Thanks for the idea twisted and kremator
Kremator
Jul 24 2009, 07:30
Ah yes 5 including white (my old brain IS getting old :) )
You could use White (Main) ad HQ Company, and the other colours for the platoons.
How about this .... you request air support in HC mode and it pops onto your command bar. As soon as CAS is sorted you release it again and off it pops!
Oh I have been looking at using these scripts in MP. So far so good, but I don't know how JIP would handle it.
Mr_Centipede
Jul 24 2009, 16:22
I may have been a bit optimistic before. I have problems with splitting coloured teams. in the biki, theres only assignTeam, unassignTeam and dissolveTeam. How can I select team 'RED' for example? in script of course, so that I can made them join grpNull and hcsetGroup them for it to be able to command in high command mode?
formationTeamMembers only return correct value after I assign them something to do, still that one doesn't really robust/dynamic enough.
Thats my preliminary observation. If you have any ideas, please do share it here,
thank you.
Kremator
Jul 24 2009, 16:58
So is the difficulty getting the program to report which group soldiers are in ?
Isn't there an AssignAs command ? or JoinAs ?
Will look into it ... but I'm no programmer. We need more community help here I think.
Mr_Centipede
Jul 24 2009, 17:19
Here's the flow of what I'm thinking about doing.
1. As group leader, you assign some member to team RED for example
2. Execute 'split' script to split the RED team to detach from your group to join another empty group(new group of its own)
3. Make the new group able to be command from HC mode.
----
The problems is at #2. I cant tell which member is in team RED, so I cant make them join an empty group
Kremator
Jul 24 2009, 18:07
Right ... a mini breakthru ... but requires more scripts. I have it running atm.
Using TeamStatusDialog by Dr Eyeball, I can move people to and from any team I like :)
It's not as glamorous as the one you are doing Mr Centipede so keep at it !
EDIT: On using it more I find it clunky ... what is needed is to be able to DRAG&DROP between teams using that TeamStatusDialog. THAT would answer all our prayers !
Kremator
Jul 26 2009, 07:33
http://community.bistudio.com/wiki/getGroupIconParams
Would that help at all Mr Centipede?
Mr_Centipede
Jul 26 2009, 07:50
http://community.bistudio.com/wiki/getGroupIconParams
Would that help at all Mr Centipede?
Probably not, as it will only returns group icons params. [color,text,scale,visible]. But I'll try it anyway.
I may have a bit of an idea. You dont necessarily need to assign coloured teams. Just select whoever you want to split, give them a move order, select 'split' from action menu, then using formationMembers _unitname you could probably be able to split them. Havent work on the details yet.
Kremator
Jul 26 2009, 08:06
But if we can get their colour then we could identify them for the new team. Looking at the wiki you can also set colour.
Have asked if Dr Eyeball also could modify his TeamStatusDialog for drag&drop team members - that would also do it.
Hmm your idea may work well. If you need any testing then ask - only too willing to help.
I wish I knew how to code to help you out mate. Unfortunately I can only help with 'vision'
Mr_Centipede
Jul 26 2009, 08:10
Not really, havent got the motivation to start working on it... been busy playing the game :D
[edit] do you mind to give the link for this TeamStatusDialog you're talking about?
Kremator
Jul 26 2009, 09:30
If you go into the latest Devastation you will get it.
I understand about playing .... make sure you get your fair share of it :)
Mr_Centipede
Jul 27 2009, 13:31
Hello all, in regards to splitting your teams as you want to, I think I finally got it. Using groupSelectedUnits _unit
What you need to do, is select the units in your group, press 0-0-1 for radio ALPHA and voila, you have new group that can be commanded via high command.
to regroup them back, use the action menu "regroup", and it will regroup all split teams back to main group
the test mission is only 2kb, here's the download link:
http://rapidshare.com/files/260600997/Cent_HCS.utes.rar.html
have fun
Kremator
Jul 27 2009, 15:53
WOOT ! Gonna try that now mate !
Works perfectly. Shame that it could be via an action menu item but we need BIS to allow us to modify the 'intuitive' team menu with our own changes.
Good job mate.
PS Have made it MP.... gonna test it with some mates later.
Mr_Centipede
Jul 27 2009, 23:45
yeah, I agree. I need to find a tutorial about making a dialog box or something. Or if anyone know if we could mod the command menu?
Kremator
Jul 28 2009, 06:50
Over at OFPEC this question was asked.
Check it out ...
http://www.ofpec.com/forum/index.php?topic=33787.0
and Morten's Dialog designer ...
http://forums.bistudio.com/showthread.php?t=73156
Cheers
Howdy, AM following this with much interest. Is there any chance of posting this to something like Armaholic since rapidshare limit is apparently 10 downloads on this file? Thanks!
Los
Kremator
Aug 2 2009, 07:42
Here is the RS links for this.
http://rapidshare.com/files/262765159/Cent_HCS.utes.pbo
Waiting to see if Mr Centipede can come up with the event handler method :)
Regards.
Mr_Centipede
Aug 2 2009, 15:09
I'm sorry, no progress have been made yet... eventhandler is really, big for my small head... :p
Kremator
Aug 2 2009, 17:30
Hehe no probs mate. No pressure.
Would be a very beautiful way to do it, eventually building it into an addon so that High Command is enabled in EVERY mission we do :)
Thanks for reposting the link, I think this is a great thing!
Los
mrcash2009
Aug 4 2009, 11:14
Hehe no probs mate. No pressure.
Would be a very beautiful way to do it, eventually building it into an addon so that High Command is enabled in EVERY mission we do :)
OH YES ... now this will be a dream come true.
Mr Centipede I wish I could help, and I hope you get the support needed to finish this and make it into an addon, you would be re-writing BIS stock functions that I think should be in this game out of the box. :yay:
Kremator
Aug 4 2009, 11:50
I'm sure there are some fkin talented scripters out there that could help you. I'm afraid my knowledge of scripting is VERY limited but I can make myself available for testing!
Anyone else have knowledge that would help ?
I agree this should be the default squad leader command system. It will be in anything I design from now on.
BTW I have assigned it to two separate squads in an editor test and I can switch back and forth spitting off and regrouping. I took one of the domination missions and added high command to each of the squad leaders. Each can recruit members then spit them into teams for HC. Only one player, however, gets to see the regroup action however so the other guy once he made his splits had to live with it until he's back at the recruit bunker. I will need to see if there's anything I can do to get it to work seamlessly with each player.
EDIT: I believe I found the problem, one squad leader was set to "player" and the other squad leaders to "playable". Set everyone to "playable" or else it appears the player will trump the HC hybrid thing. In addition I created a simple mp mission with three squads each with Hybrid high command, ran it on the lan w/ three machines and it worked fine.
Los
Kremator
Aug 5 2009, 09:10
Nice one Los18z!
Fancy sharing that domination mission ?
Here try this it's a typical domination map (by Xeno) but has the hybrid HC attached to the three squad leader positions:
www.loscon.net/Files/co30_DominationLHI_EastAIv13.Chernarus.pbo
This mission is three squads patrolling an area for contact each with Hybrid HC. Play it in multiplayer even if by yourself:
www.loscon.net/Files/test_altHCplt.Chernarus.pbo
Kremator
Aug 7 2009, 23:47
Have had a minor breakthrough with using the CommandMenu system !
Can split the squads but cannot rejoin them .... it's probably my scripting.
Mr Centipede will email you the mission and see what I'm doing wrong in calling the join.sqf
Manzilla
Aug 8 2009, 00:06
This really is a fantastic expansion of the HC system. This will go in all missions for now on.
Kremator
Aug 8 2009, 10:43
OK so here is what I have so far !
There is a problem with using the command menu to rejoin the team but that can be done in Action menu.
If any scripter can pull apart the code and find out WHY I can't get rejoin to work from the code then let me know.
Have only used the basic upload - so 10 times limit at the moment. If more want it then ask.
http://rapidshare.com/files/265055269/CM_HCS.utes.pbo.html
Regards
Kremator
In cent's cent_HCS2_init.sqf
he does this to add a radio call for Split:
_trg=createTrigger["EmptyDetector",getPos _HCLeader];
_trg setTriggerText "Split Group";
_trg setTriggerArea[0,0,0,false];
_trg setTriggerActivation["ALPHA","PRESENT",true];
_trg setTriggerStatements["this", "nul=[player,(groupSelectedUnits player)] execVM 'cent_HCS2\cent_HCS2_split.sqf'", ""];
It would seem you would want to do something like this for rejoin (except it doesn't work):
_trg=createTrigger["EmptyDetector",getPos _HCLeader];
_trg setTriggerText "Consolidate Group";
_trg setTriggerArea[0,0,0,false];
_trg setTriggerActivation["BRAVO","PRESENT",true];
_trg setTriggerStatements["this", "nul=[player,(groupSelectedUnits player)] execVM 'cent_HCS2\cent_HCS2_join.sqf'", ""];
Likewise creating an actual radio trigger on the map doesn't work either unless I'm getting the syntax wrong:
nul=[player,(groupSelectedUnits player)] execVM "cent_HCS2\cent_HCS2_join.sqf";
Kremator
Aug 8 2009, 15:23
Yeah but I don't want to use a trigger ... if I can work out what script to put into the REJOIN command menu then it should work.
If you notice that you can select F2, F3 then click communications and you can split them into another group. Rejoin (on the action menu) will bring them all back again.
What I'm REALLY after is to be able to select only ONE of my HC groups and rejoin them back to me.
Any ideas ?
Manzilla
Aug 8 2009, 15:33
Yeah but I don't want to use a trigger ... if I can work out what script to put into the REJOIN command menu then it should work.
If you notice that you can select F2, F3 then click communications and you can split them into another group. Rejoin (on the action menu) will bring them all back again.
What I'm REALLY after is to be able to select only ONE of my HC groups and rejoin them back to me.
Any ideas ?
That's exactly what I'd like to see. Take it out of the action menu and with split would be ideal.
Mr_Centipede
Aug 9 2009, 12:39
hey thanks kremator. here's the quick fix:
the commsMenu.sqf
//CUSTOM_menu = [
// ["Test",false],
// ["JOIN Platoon",[2],"",-5,[["expression","[] execVM 'cent_HCS2\cent_HCS2_join.sqf',[_HCLeader],6,false,true"]],"1","1"],
// ["SPLIT Platoon",[3],"",-5,[["expression","nul=[player,(groupSelectedUnits player)] execVM 'cent_HCS2\cent_HCS2_split.sqf'"]],"1","1"]
// ];
BIS_MENU_GroupCommunication = [
[localize "STR_SOM_COMMUNICATIONS", false],
//["Test",[1],"#USER:CUSTOM_menu",-5,[["expression",""]],"1","1"],
["Split Platoon (%SELECTED_UNIT_ID)",[2],"",-5,[["expression","nul=[player,(groupSelectedUnits player)] execVM 'cent_HCS2
\cent_HCS2_split.sqf'"]],"1","1"],
["Regroup Platoon (%SELECTED_UNIT_ID)",[3],"",-5,[["expression","nul=[player,(hcSelected player)] execVM 'cent_HCS2\cent_HCS2_joinCM.sqf'"]],"1","1"]
];
if (true) exitWith {};
another file, called cent_HCS2_joinCM.sqf
sleep 0.1;
_Commander = _this select 0;
_Squads = _this select 1;
{units _x joinSilent (group _Commander)} forEach _Squads;
sorry being away for awhile
the highlited part is the fix, hcSelected.
in HC mode, select the group you wish to rejoin you, and 0-8-2 to regroup just that group.
thanks for the comms menu script kremator.
Kremator
Aug 9 2009, 16:28
FANTASTIC !!! I tend to use the mouse to access the comms menu but key work just as well !
This is just what I wanted. Now this REALLY opens up some possibilities ! For instance I can now set up a MG team in an ambush position while I get a flanking team to properly flank the enemy. As an aside I just gave a cobra pilot 14 waypoints around Utes :)
I'm now going to investigate what else can be done with the command menu !
Cheers mate
Should this commsmenu.sqf be invokes in init.sqf or in the player's init?
otreblA_SNAKE_[ITA]
Aug 9 2009, 19:58
When you think you'll release this mod? I mean a "stable" version
Kremator
Aug 9 2009, 20:40
Let me upload my latest version.
EDIT here is the link .... ENJOY !
http://rapidshare.com/files/265589772/CM_HCS.utes.pbo.html
Instructions for use
Turn around 180degrees to see your team
Select a few members (Function keys)
The communication menu has now become active (use your mousewheel to click Communication)
Mousewheel click Split (the F-numbers you selected will be there)
Try a few more members and split them
Press Control Space for High Command mode
Press the F-number of the group you would like to control and control them with all the HC goodies !
Press their F-number again and the Communication menu is active
Mousewheel click rejoin and HEY PRESTO they are back in your normal squad (Control Space to see them)
Any comments?
otreblA_SNAKE_[ITA]
Aug 9 2009, 22:21
Intresting. When it will be compatible with the SP campaign too? (harvest red)
Kremator
Aug 10 2009, 07:29
Well ... you would need to unPBO the mission and add it in, but in principle you can add it to every mission.
The HC system is very powerful in terms of the waypoints you can give your troops. Just right click on a WP and set new behaviour/type or speed etc.
Mr_Centipede
Aug 10 2009, 13:37
I played a bit with the commsMenu, here's what I did:
waituntil {!isnil "bis_fnc_init"};
HCS_menu = [
["HCS",false],
["Split Unit (%SELECTED_UNIT_ID)",[2],"",-5,[["expression","nul=[player,(groupSelectedUnits player)] execVM 'cent_HCS2
\cent_HCS2_split.sqf'"]],"1","1"],
["Rejoin Group (%SELECTED_UNIT_ID)",[3],"",-5,[["expression","nul=[player,(hcSelected player)] execVM 'cent_HCS2
\cent_HCS2_joinCM.sqf'"]],"1","1"]
];
waituntil {!isnil "BIS_MENU_GroupCommunication"};
[BIS_MENU_GroupCommunication, ["HCS",[0],"#USER:HCS_menu",-5,[["expression",""]],"1","1"]] call BIS_fnc_arrayPush;
if (true) exitWith {};
the highlighted part will put custom user made HCS_menu to the end of the default BIS comms menu, this will somehow prevent conflict with SOM menu and warfare menu.
but still,
["HCS",[0],"#USER:HCS_menu",-5,[["expression",""]],"1","1"], the highlited part will make sure the HCS menu wont have any shortcut number. otherwise it might conflict with SOM support request (menu 1) if I put in [2].
the [] execVM "commsMenu.sqf" can be call in cent_HCS2_init.sqf, at the end of the line
like so:
sleep 0.1;
_HCLeader=_this select 0;
_HCLeader hcSetGroup [group _HCLeader];
[] execVM "commsMenu.sqf";
mrjingo
Aug 10 2009, 15:40
Well ... you would need to unPBO the mission and add it in, but in principle you can add it to every mission.
etc.
So how would one go about adding it to a mission? I know how to unPBO a file, is it as simple as throwing the files in that mission and PBOing it again?
otreblA_SNAKE_[ITA]
Aug 10 2009, 21:59
yep, I'd like a "step by step" "guide" so I'll be sure I'll make everything correctely =)
Mr_Centipede
Aug 10 2009, 23:54
The simplest way is unPBO the mission, and look at the folder. Then load up the editor and see how the mission was setup.
Basically its like this,
1. open up editor
2. put some units
3 save the mission, say demo_HCS
4. alt-tab and go to your document/arma2/mission folder and look for the demo_HCS mission that you already save
5. in the you should se mission.sqm files, put in cent_HCS2 folder there. cent_HCS2 folder can be found in the folder that you unPBO
6. go back to arma2, setup high command module
7. in the leader init line, put this nul=[this] execVM "cent_HCS2\cent_HCS2_init.sqf"; (i think, cant remember exactly. just look at the mission kremator gave.)
the preview the mission, you should all be set
I believe you also have to synch up the subordinate high command module to the high command module. At least that's what I have been doing.
Kremator
Aug 12 2009, 07:21
Yes you do.
Mr_Centipede
Aug 12 2009, 09:00
@<hidden>,
I think I will reconsolidate the script with your newfound BIS commsMenu. I hope thats okay with you.
about making it as an addon, I think it can be done, but I fear it may break some other missions esp warfare. will give it a go tonight. Still, it would only affected those mission that uses HC module. I dont think I want the addon to setup HC automatically.
Kremator
Aug 12 2009, 10:24
Sure mate .... do anything you want to it !
The majority is yours anyway.
The reason I love HC so much is that the WPs are so flexible. The addon idea (just like Soccerboy's Arty addon) would make it the DEFACTO addon for everyone! It's a great way for you to become famous in the community.
Setting up HC automatically would be great (although the mission maker would have to be contrained to certain names for the addon to pick it up)
See what you can do. As ever I'm here to test for you (you have my email)
Mr_Centipede
Aug 12 2009, 13:29
I have reconsolidate the files. Here is the link. Updated to first post
http://rapidshare.com/files/266562475/cent_HCS2_Demo_Mission.rar
Though I still havent been able to make it as an addon yet
Kremator
Aug 12 2009, 17:18
I like the HCS menu item but it adds another mouseclick. The user menu item will probably be mroe useful in the future.
Mr_Centipede
Aug 12 2009, 22:43
I like the HCS menu item but it adds another mouseclick. The user menu item will probably be mroe useful in the future.
I agree, its just that I feel it will clutter the group comms menu. but I think it can be made to not have the HCS submenu
Kremator
Aug 12 2009, 22:52
Once we have lots of lovely commands in there then it would make sense to have a further menu ... in fact your chernarus mission does have lots in there :)
What about get in and get out (or norrins onTop :) ) as other options?
Or actually getting Suppress to work :)
Really think this adds TONS to the game..... keep up the good work.
Hi folks,
following the board rules I just pop in here for the mount problem we started to discuss in the user mission sub forum.
I'm trying out what Kremator suggested and am still at a loss in HC mode.
Kremator, if I understand correctly you suggested to select a HC team and (quoting your words: ) ".. use a waypoint over the vehicle. Click Type.."
Strange thing is that I dont have any idea how to "click type" for a waypoint in the HUD/3D view ?
What exactly do you mean with that ?
Kremator
Aug 13 2009, 17:36
OK. Select a couple of your team and split them using the HCS system by Mr Centipede.
Press Control Space to enter HC mode.
Goto the map.
Press F2 (or whatever F-key for your new team)
Click anywhere (or ideally OVER an empty vehicle) away from that team ... they will start moving. If you have placed it sufficiently far away (to give you time) RIGHT CLICK the waypoint (marked as X1 I think). A further command menu now pops up. Use the mousewheel to scroll and the middile mouse button to select.
The first option is TYPE. Mousewheel click that and another menu series will pop up. Mousewheel click GET IN.
The team will all mount then.
Have a play with all the HC commands within there. My favourite is the Timeout or Wait Until ... so that I can coordinate attacks with my fireteams.
Hope that helps.
Kremator,
thanks for your detailed description. Using the map indeed did the trick :-)
Still, I find it a bit tedious to have it working this way.
I always remember my dozens of deads simply by fiddling around with keys right within a heated up battle.
However, it DOES work, and thats all that matters.
Will take a look into your Cipher mod right now.
Im sure I'll put it in for the next version (no promise though)
Thanks again !
mrcash2009
Aug 15 2009, 11:16
Could you please upload the mission again?
Why use crappy 10 limit? Why not put it on zshare each time? Well, anyway .. anyone care to up it again?
Kremator
Aug 15 2009, 11:44
Here is the download again.
Have modified it a little.
http://rapidshare.com/files/267628072/CM_HCS.utes.pbo
Enjoy.
Does this work with domination aswell ?
As soon as i respawn i loose the ability as High commander ...
Kremator
Aug 15 2009, 12:59
Havent tried it. I'm sure someone can run their scritping hands over it to make it MP compatible .... anyone ?
These scripts work fine in domination as well as any multiplayer mode. I have taken Dom AI east and West and converted them to HybridHC and they work great on my test runs.. If you die and respawn you retain command over the AI.
We have this training map where you can recruit AI and it's nice because you recruit your men, split them off into squads and then send them off on ops. You can repeat this as often as you like and when you respawn back in you are still in charge. It's good stuff.
In all cases you can have a standard high command situation set up with subordinate commanders (or all, also have hyrbid HC available.)
I was looking into ensuring HC passes onto the next guy in line after death in GROUP REESPAWN mode. I put this script in the inti.sqf:
onTeamSwitch "selectPlayer (leader _from); {_x doFollow leader _from} foreach units _from; selectPlayer _to;";
If you create a sub group, and team switch to its leader you get full command inc HYbridHC is you want it: Through this manner in say single player, you can command a company of bn and teams switching through leaders splitting regrouping and what not all the way down the chain of command. I
IN Multiplayer same thing. SL dies the whole shebang passes right over to the next in command. Very sweet.
What I need to test is this:
Lets say you have a squad with one other human in it. You as the squad leader decide to take you human buddy and split off half the squad into a fireteam with him in charge. Will the HybridHC pass to him while you still retain it for the rest of the squad? I assume he would have to first of all be in the highest ranking slot in that fireteam. I will try and get this tested today.
Finally here's some test missions so you can see for yourself (they have briefings):
Please be aware these aren't final versions.
First off here's is XENOs excellent Dmination map with the HybridHC added to the squad leaders only:
www.loscon.net/ARMA/co30_DominationLHI_WestAIv17.Chernarus.pbo
Next this is the LHI_training mission with recruiting and HybridHC, read the briefing for details on how to use this combat training area. But you can continuously recruit split groups and control large forces. It should be played from the west side but there is an opfor commander with HybridHC to make matters more interesting if there was enough guys playing.
www.loscon.net/ARMA/Coop_LHI_TrainingV24.Chernarus.pbo
Finally this is the test mission with GROuP respawn that passe HC on to the next guy:
www.loscon.net/ARMA/AltHCpltv3.Chernarus.pbo
hope this helps...
Los
---------- Post added at 10:16 AM ---------- Previous post was at 10:02 AM ----------
BTW it amazes me that I still see a lot of uninformed comments around various boards by fairly authoritative people that HC doesn't work in MP mode or is limited. They must have looked at it in version 1.0 for about ten seconds and made a snap judgment.
This is going a long way to making a significant improvement to the arma experience. i think it is the single biggest improvement over arma 1. Guys spend all this time making realistic mods and maps, but in most of the online play, such as in evo or whatnot you end up having just individuals or small groups going off all by themselves all over the islands operating in a non realistic way. I'd personally like to occasionally replicate more realistic operations which I experienced in 25 years of real army. That is battles where you are an integrated part of an overall operation with teams squads or platoons mutually supporting each other at realistic distances. Either as a commander or as a troopie.
It becomes a more realistic command simulator and more of a chess game without loosing the fun FPS experience. It would be nice to eventually be part of an operation where say 10 guys are controlling a company each as Squad leaders and attachment leaders, or even a battalion.
Some things I'd like to see:
1. The ability for a say PL task organize and subdivide his forces, then recombine them into larger subgroups. becomes important as you go higher up, to attach or detach on the fly perhaps give an already existing squad a javelin team etc.
2. Some refinement of the scan this direction so it's menu driven instead of just pointing a certain way.
3. Simpler way to direct mounting dismounting of subordinate elements?
Great stuff either way.
Los
Kremator
Aug 15 2009, 14:40
Thanks Los,
Great write up and great work !
I totally agree that HC just puts A2 into the AMAZING category. Although it is by no means complete in what it can do yet, the flexibility over units is REALLY impressive.
I'm also looking into how we can have battalion sized forces under HC control. There is a command "chainofcommand",true that can be utilitised but i don't know if it works.
Kremator
For info ... you last 2 missions in that link list aren't downloading.
Ok thanks I'll look at those links. I hear the chain of command true results in bunching up of everyone on the same waypoint, but perhaps that can be fixed by right clicking on the waypoint and giving better waypoint properties will see later.
Kremator
Aug 15 2009, 15:20
Yes perhaps. I think that BIS removed the chainofcommand thing due to some problems - perhaps it is as you say.
Good to see others onboard the HC train WOOWOO !
Kremator
Aug 15 2009, 15:31
They do indeed...... good work mate !
Thanks
HCS not working in MP here too (see below).
Actually had no time to have a closer look into the code yet, merely ported it straight in the way I received it readily implemented.
Kremator, did you send me the most recent version implemented ?
In MP mode, regardless if as GameServer or Client i just dont have the HCS Comms Menu.
-
Another issue i'd like to point out is the mounting thingy , again :)
While it works flawless using map an waypoint type and such, it seems impossible to assing a specific vehicle for embarking.
Probably doe to the fact that the vehicle assginment is dropped after getOut - maybe saving it in a variable might be of help in a future verison of HCS ?
Currently when using the SILVIE module f.e. the outcome of a GetIn Waypoint in HC mode often is really funny:
Had all 3 grunts of a split team sitting in 3 different Civi cars instead of manning their truck they disembarked a minute earlier lol
Kremator
Aug 15 2009, 15:45
Hmmmm. If the waypoint is on top of the empty vehicle they should get in that one. Very strange (and hilarious!) as you say.
I'll have a look now.
---------- Post added at 02:45 PM ---------- Previous post was at 02:35 PM ----------
LOL ... have just had one of my subteams entering a house that was completey locked !
Of course it then crashed the system.
Is SILVIE having a disasterous effect on it ?
Until we get more HC loveliness from BIS I would recommendyou get your guys to embark when they are proper members on your MAIN team. Then when they disembark again put them into HC teams.
Wiper try one of the missions that I posted such as altHCv3, I have played these missions multiple times via multiplayer with up to 6 guys and they work fine. Look at the init.sqfs or description.ext in them and see if there's some difference between what you're doing and what's in them.
Los
If the waypoint is on top of the empty vehicle they should get in that one.
Imaginable. Dont see vehicles on the map though :confused:
Is SILVIE having a disasterous effect on it ?
Dont think so. Seems since 1.03 they have fixed the most obvious glitches (cars falling from the sky, placed on buildings,.. etc). Had no issues worth mentioning with it since 1.03.
ALICE maybe?
Until we get more HC loveliness from BIS I would recommendyou get your guys to embark when they are proper members on your MAIN team. Then when they disembark again put them into HC teams.
Absolutely, its not an major issue and just important to know for some specific situations/mission designs.
WOuld be nice to have it sorted one day, though I thought I'd better report it :)
---------- Post added at 04:04 PM ---------- Previous post was at 04:01 PM ----------
Wiper try one of the missions that I posted such as altHCv3, I have played these missions multiple times via multiplayer with up to 6 guys and they work fine. Look at the init.sqfs or description.ext in them and see if there's some difference between what you're doing and what's in them.
Los
Thanks!
Will have a look at them asap ! :)
Difference, I bet there is one ;)
So I put together a high command at the company level. one CO with two PLs each w/ 3 squads. NOTE I did not put anyone into HybridHC.
The CO has HC w/ this setvariable ["chainofcommand",true]; in the int field HCmodule.
The PLs have HC and Sub cd as well linked up in the standard fashion.
When you give the PLs order, the PL and the squad leaders immediately move out to the waypoint. The troops will wait till their SLs get to the waypoint before they move out.
The SLs will bunch up at the waypoint but the squad members will shake out into their normal formations. using teamswitch to spread out the SLs before they get the order does nothing, they will still bunch up.
Thing number one would be to get the squads to move out simultaneously w their SLs instead of waiting for them to arrive at the waypoint destination.
Thing number two is to get the subordinate leaders (in this case the SLs, to arrive at the destination with the same relative spacing from each otehr they started with.
Or thing three, short of actually important some sort of intelligent AI to the platoon commanders allow the coy cdr the ability to switch on and off a command function to select the PLs squads and move them around.
Similar to the benefit of hybridHC, you want to be able to issue a simple movement instruction for a larger formation, over longer distances, but then be able to take a little bit of tighter command when in contact or otherwise in danger.
Los
p.s. Wiper the other option is post the sample mission and we'll have a look at it.
p.s. Wiper the other option is post the sample mission and we'll have a look at it.
already is
http://forums.bistudio.com/showthread.php?t=83438
feel free to explore
Kremator
Aug 15 2009, 17:29
Interesting about the SL moving issue. I know that BIS read these forums and perhaps they will work on this after the performance 1.04 patch.
Good work mate.
gunterlund21
Aug 15 2009, 18:50
Ive been following this thread with some interest and had a chance to play with this system. First let me say great work and very clever. Now questions.
Ive been playing the trianing mission where you can create units from scratch. When I pull up the comms menu hcs is listed about 7 times. It doesnt seem to matter which one I click on by why so many.
Next thing I noticed was I created 3 large groups of 10 troops on the fly. I was able to put them in their discrete squads and control them with HC. Now if I select the three squads and give them the command to regroup on me I end up with a massive unit of about 24. This left a couple of guys wondering around no longer in HC and not in my controllable units. So lesson is be careful how many troops you have reattach to yourself. Keep up the good work on this.
Also a basic A2 squad question. How to select men beyond the tenth guy. I see a right arrow pointing indication there are more men in my unit but I dont know how to select them.
Kremator
Aug 15 2009, 18:57
Hey gunterlund21 ....
Firstly hit F12 ... that will get you to 10+ people. F11 gets you back to the first 10.
I think there is no limit to how many troops you have (but I'm willing to be VERY wrong!)
I have had more than 24 however I'm sure.
Don't know why it's showing up more than once. Will have a look at the mission.
Gunterlund does bring up a good point about having a zillion guys under you, it's doable but very unworkable to have so many guys under you, call them up in manageable batches.
I try and recruit my squads in batches of ten or less just to speed things up since there's not a terrible amount of time to dick around in contact w teh F11 and f12 keys. One thing that's nice is that after you have organized them and then regrouped them, the fireteams you organized are normally adjacent Fkeys, which speeds up splitting on subsequent attempts.
WRT multiple HCS in comms menu I haven't figured that out yet either. It could be that it's because the sqf is called on the init field of every hybridHCS-capable leader in the missions.
Kremator
Aug 15 2009, 20:11
WRT multiple HCS in comms menu I haven't figured that out yet either. It could be that it's because the sqf is called on the init field of every hybridHCS-capable leader in the missions.
I think that is the case. Not skilled enough to fix it though.
OK Wiper I looked at your cipher mission:
1. You had the proper HCS subdir and files in there but they weren't plugged into anything.
2. This line was missing from your init.sqf:
[] execVM "commsMenu.sqf";
3. This line was missing from the leader's init:
nul=[this] execVM ""cent_HCS2\cent_HCS2_init.sqf"
When I added the relevant lines Hybrid HC works fin in your mission.
Also unless you have some other reason for doing it, you only need HC commander synched up to your squad leader and HC Subordinate synched up to the HC Module. You do not have to have the HC Subordinate synched up to every subordinate soldier.
I made the changes to the file and have posted it up for you to grab and peruse. Hope this helps:
www.loscon.net/ARMA/Cipherv122.Chernarus.pbo
Cheers...
Los
gunterlund21
Aug 21 2009, 04:25
guys
Im trying to incorporate this system into my mission but I cant get it to work because the action menus dont come up. Im looking at the Coop_LHI V24 mission and there are so many scripts in there I cant tell what is part of the core HCS system. Can you create a vanilla mission with just this in it.
At this time I have
nul=[this] execVM ""cent_HCS2\cent_HCS2_init.sqf" in my leader and
[] execVM "commsMenu.sqf"; in my init. I have the Cent_HCS and dialog folders in my mission folder. I have the commander modules attached to my leader and the btr from this mission in my mission. What else.
Mr_Centipede
Aug 21 2009, 05:12
If you download the demo mission from the first page, you will notice that you wont need [] execVM "commsMenu.sqf"; any longer... it is incorporated into nul=[this] execVM ""cent_HCS2\cent_HCS2_init.sqf". Sorry, if that didn't help much.
CaptainBravo
Aug 21 2009, 08:20
BTW it amazes me that I still see a lot of uninformed comments around various boards by fairly authoritative people that HC doesn't work in MP mode or is limited. They must have looked at it in version 1.0 for about ten seconds and made a snap judgment.
Los
I have tested HC heavily in MP and it does work except for infantry. They usually stop responding halfway through the mission. This applies to infantry groups. Leader of group issues commands to move to x directions y meters away but nothing happens. This is not an issue at all with vehciles/planes.
I hope there is a way to fix it.
But good work here.
gunterlund21
Aug 21 2009, 14:04
ok confused on how this works. In the Chenarus test mission there is no one in your group. There is an action menu that regroups the entire platoon. Now if I want to split troops into sub unit I hit the appropriate F keys to hilight them, hit communications, then HCS. There is no option to split the group out. You get Engage, disengage and watch my direction. Now if you pull up the action menu without hilighting troops with the F keys you get split platoon and this splits ALL the troops back into the original subgroups. This is different than before. I also tried to create teams ie Red and Yellow and split but again there is not option in HCS.
Also Im interested in the mission Training V24 where you start with no troops and you get a menu selection of the kind of troops you want to spawn in. Then you could create subgroups as they come in. I couldnt recreate this because I couldnt tell which scripts were associated with that. Any way to get that mission more vanilla?
Mr_Centipede
Aug 21 2009, 14:20
Chernarus test mission is the legacy HCS I made for myself. But most people like more flexibility and hence born the HCS2 (the utes demo mission). HCS2 is the one that able to split any units you wish.. hope that clears the confusion. So I suggest to look for the utes test mission. that one is really straight forward, I think.
This is the latest version of LHI_Training which does away with the older commsmenu.sqf and uses the latest HCS routines. All you have to do is ensure you call the script in the leaders init file per Cent's instructions (also explained in the mission briefing):
www.loscon.net/ARMA/Coop_LHI_TrainingV32.Chernarus.pbo
The above mission incorporates recruiting and base_respawn with AltHCS. So if you die, you come back to life all day long and still and retain command and control.
In group respawn missions, if you DIE, then when you come back to life as the next ranking man you loose your ability to HCS. Perhaps that's why you are losing HC half way through?
This mission: is just straight AltHCS with four squads, group respawn, if you have four guys you can control a whole platoon:
www.loscon.net/ARMA/AltHCpltv3.Chernarus.pbo
Note that the latest version of Hybrid HCS does not require one to do anything in the init.sqf
Los
AF-Killer
Aug 22 2009, 02:17
In group respawn missions, if you DIE, then when you come back to life as the next ranking man you loose your ability to HCS. Perhaps that's why you are losing HC half way through?
Los
Los, In a previous post in this thread you hinted at being able to retain HCS after respawn into group...
I was looking into ensuring HC passes onto the next guy in line after death in GROUP REESPAWN mode. I put this script in the inti.sqf:
onTeamSwitch "selectPlayer (leader _from); {_x doFollow leader _from} foreach units _from; selectPlayer _to;";
Los
Did this not work out for you. I tried that snippet in the init line of my player commander and it did not retain HCS for me on respawn into group. This was with default HCS only.
EDIT: Nevermind...I just checked out your mission and noticed that (as you said in your post) you placed that code in the init.sqf, not the init line for the player. It was late and I was tired when i tested, now I can't wait to try it out.
I have followed this thread with great interest as it parallels what i am trying to do with a mission template, using F2 Mission Framework with the ShackTacticial squads and the big thing for me is being able to respawn into group and retain leadership. I am not a fan of respawning back at home base and having to catch up my my guys miles away somewhere else on the map. For me I like the idea of having a limited number of lives to expend and at most using Secops to reinforce me when needed, by flying new guys in.
@<hidden> Mr Centipede;Kremator and Los and all other contributors, thank you for your efforts in this regard, excellent work.
gunterlund21
Aug 22 2009, 05:48
Im trying this in a big mp mission with mixed results. Partly I dont know if its the command module wacking out or this addon. It is a PVP mission. One thing that happens is if I regroup platoon it does it for all players not just me. Also on the Opfor side I when I regrouped my large force I didnt see the units in my list with another live player in the mission as blufor. Will test some more.
AF-KIller that line did not do the ttrcick for me wrt passing command to the next ranking guy. I'm going to see what happens when you synch to every guy in the command group.
Gunterlund,
Post your mission and I will have a look at it, It may be something simple.
Los
I did a little experimenting with the GROUP respawn issue. I synched up HC to the SL and his second in command(2IC) and gave them the same HCS script in their init. When the SL dies the 2IC takes command, can split and rejoin squads but he cant command them to go anywhere. I think some kind of piece of script has to be developed that, upon the guy taking over, it spawns HC (w/ Sub HC) and attaches it to him right on the fly and perhaps that might work?
gunterlund21
Aug 22 2009, 20:25
ok I think Im getting the hang of this. Ive created a monster mission PvP with JIP on Blufor and 1 Opfor player but who has a whole platoon under his command. When he regroups he has 60 units to do what he needs to do. I made a massive convoy by loading all 60 into 7 trucks. It was awesome. En route a buddy of mine found are convoy and attacked. I had all 60 guy jump out of the trucks and scatter. Looked like something out of WWII. Had them remount. Then when I reached the battle site I had everyone get out and form a massive Vee formation and go in with me. In the meantime the Blufor is able to split and regroup as needed. Its crazy. Great job on this. Continuing to check it out. When I get all the kinks out of my mission Ill post it as Im using alot of other scripts in it including Jonesy's mortar script firing from the ship, your script, Norrins attach scripts. Im still looking for an airlift script cause I need to get vehicles off the ship. I tried Mando's hitch but I dont think its been converted.
mrcash2009
Aug 23 2009, 15:03
ok I think Im getting the hang of this. Ive created a monster mission PvP with JIP on Blufor and 1 Opfor player but who has a whole platoon under his command. When he regroups he has 60 units to do what he needs to do. I made a massive convoy by loading all 60 into 7 trucks. It was awesome. En route a buddy of mine found are convoy and attacked. I had all 60 guy jump out of the trucks and scatter. Looked like something out of WWII. Had them remount. Then when I reached the battle site I had everyone get out and form a massive Vee formation and go in with me. In the meantime the Blufor is able to split and regroup as needed. Its crazy. Great job on this. Continuing to check it out. When I get all the kinks out of my mission Ill post it as Im using alot of other scripts in it including Jonesy's mortar script firing from the ship, your script, Norrins attach scripts. Im still looking for an airlift script cause I need to get vehicles off the ship. I tried Mando's hitch but I dont think its been converted.
Thats what A/A2 is all about for sure :bounce3:
I need to start pulling this out and into missions of my own, im surprised that this feature wasn't out of the box to be honest. Cant thank enough the people involved in getting this up to scratch its a must-have.
I may have asked this before but is there a way using array/dta config that this could somehow be open ended enough to work as a global addon? IE: it attaches itself to leaders of any group found in mission start for any mission? (unless ive missed something).
In the LHI training mission we added an opfor slot with HCS as wll, to add th option of complicating things for the BLUFOR.
Los
You can just create game logic and paste nul=[this] execVM ""cent_HCS2\cent_HCS2_init.sqf" into init box and all leaders will use this script.
Kremator
Aug 23 2009, 19:26
As simple as that ? Cool !
We DO need it as a global addon. I don't have the skills to convert it and just hope that Mr Centipede can, otherwise he'll need help :)
OK regarding the passing donw of command afte death in group respawn:
I've just done a number of tests and we still have the same problem.
Yes every leader has the ability to use HCS to split and regroup subsections but any leader after the First in the group can not have those subgroups follow any orders. Meaning. SL dies, ASL takes over. ASL splits off a few subgroups, switches to HC mode, selects groups to order and clicks a place for them to go. They will not move.
Note this happens in the follwoing iterations regardless if:
1. HC module synched up to SL (w sub mod synched to HC mod) HCS script in ldrs init
2. HC module synched up to SL (w sub mod synched to HC mod) HCS scrripts synched to gam logic
3. No HC module present at all ( but HCS script in gam logic)
HCS passes to next in command but not the ability to have them do anything and follow commands.
HOWEVER
On a whim I synched a HC mod/SubCmd mod to the SL, and two corporals in the squad. (not that's three separate HC/SubHC module combos not all three synched to one).
When this happens, HCS works normally to each guy that the above=true. So in the above example the three ranking squad members have normal HCS. When you get around to the forth guy who has no HC/SunHC synched up, then you go to the same problem, NO HCS works.
SO if you want effective CoC to pass down to every guy each will need a HC/SubHC synced up to it.
I have attached this file:
www.loscon.net/ARMA/AltHCpltv4.Chernarus.pbo
In it one squad has no HC attached, one has HC attached just to the SL,
One squad has HC attached to the SL and two fire team leaders, and one squad has HC synched to every guy. Depbo it and check it out in the editor as it is the same in test mode as well as MP. You can note the difference each iteration makes on passing down HCS/HC.
Los
gunterlund21
Aug 24 2009, 05:32
OK there seems to be some threshholds here. I tried to use a platoon of 90 troops derived from the shacktac F2 setup. This platoon is divided into approx 27 groups. When I start the mission the command system is stressed because it doesnt show the tac symbols for at least 1 minute. I can move the groups using the command system in the beginning. Now, I can regroup the platoon into 1 massive 90 man formation. Works great and I can maneuver them and send commands to them. Pretty fun to watch 90 units salute you. When I hit Split platoon though they do not split back into their command hierarchy that they started with. Is this system going by group name to keep track of the groups. How does that work.
Mr_Centipede
Aug 24 2009, 05:57
OK there seems to be some threshholds here. I tried to use a platoon of 90 troops derived from the shacktac F2 setup. This platoon is divided into approx 27 groups. When I start the mission the command system is stressed because it doesnt show the tac symbols for at least 1 minute. I can move the groups using the command system in the beginning. Now, I can regroup the platoon into 1 massive 90 man formation. Works great and I can maneuver them and send commands to them. Pretty fun to watch 90 units salute you. When I hit Split platoon though they do not split back into their command hierarchy that they started with. Is this system going by group name to keep track of the groups. How does that work.
If you're using something like the Chernarus demo mission, ie legacy HCS, take a look at the leader's init. you need to key in all the 27 group names.
mrcash2009
Aug 24 2009, 14:27
You can just create game logic and paste nul=[this] execVM ""cent_HCS2\cent_HCS2_init.sqf" into init box and all leaders will use this script.
Well that is nice to know and yes I will do this so thanks, very easy indeed.
I just think that in time if this can be done in such a way that you can simply add classes to an array in config or something along those lines and it was a addon pbo this would sky rocket the need for this 10 fold :)
I guess some people (not so much myself) would use this to death if it was updated in such a way .. if it was doable of course.
Anyway .. im not putting a negative on it, this is superb, for me probably one of the best little scripts to some so far in A2's short lifespan :bounce3:
gunterlund21
Aug 24 2009, 14:29
Well maybe Im confused on which version Im using. I have nul=[this] execVM ""cent_HCS2\cent_HCS2_init.sqf" in the leaders init box. Every unit has a Group this in their init. Where to I make the 27 entries? Can you be more specific? Thanks for the help. the mission AltHCpltv4 does not react the same as my mission because I see regroup platoon in my action menu. In the mentioned mission it shows in the communication menu. I also see repeationg HCS lines in mine.
AF-Killer
Aug 25 2009, 11:29
OK regarding the passing donw of command afte death in group respawn:
I've just done a number of tests and we still have the same problem.
Yes every leader has the ability to use HCS to split and regroup subsections but any leader after the First in the group can not have those subgroups follow any orders. Meaning. SL dies, ASL takes over. ASL splits off a few subgroups, switches to HC mode, selects groups to order and clicks a place for them to go. They will not move.
Note this happens in the follwoing iterations regardless if:
1. HC module synched up to SL (w sub mod synched to HC mod) HCS script in ldrs init
2. HC module synched up to SL (w sub mod synched to HC mod) HCS scrripts synched to gam logic
3. No HC module present at all ( but HCS script in gam logic)
HCS passes to next in command but not the ability to have them do anything and follow commands.
HOWEVER
On a whim I synched a HC mod/SubCmd mod to the SL, and two corporals in the squad. (not that's three separate HC/SubHC module combos not all three synched to one).
When this happens, HCS works normally to each guy that the above=true. So in the above example the three ranking squad members have normal HCS. When you get around to the forth guy who has no HC/SunHC synched up, then you go to the same problem, NO HCS works.
SO if you want effective CoC to pass down to every guy each will need a HC/SubHC synced up to it.
I have attached this file:
www.loscon.net/ARMA/AltHCpltv4.Chernarus.pbo
In it one squad has no HC attached, one has HC attached just to the SL,
One squad has HC attached to the SL and two fire team leaders, and one squad has HC synched to every guy. Depbo it and check it out in the editor as it is the same in test mode as well as MP. You can note the difference each iteration makes on passing down HCS/HC.
Los
Los
I just tested this mission as Squad Leader 2. The problem with respawn into group is that, even though you have synched a HC to every squad member for handing command down the chain on subsequent respawns, any groups already split prior to the SL going down, are unavailable to regroup under the command of the next in line.
I split my squad in two, hit respawn, and I only had 1/2 the squad to command/split/regroup. Those that were already split are still alive but no longer recognised as a member of my squad.
At least thats how it appeared to me.
Keep up the good work though.
Yes this is true if you have split out squads to do stuff and then you die you will not get them back. (Note in base_respawn you retain control of those split of squads always, this si a function of group and I assume side respawn where technically you are coming back to life as a totally separate guy.
BTW I have been testing his out in alt_HCS by blowing myself up with a satchel charge. that's why each SL has a crate of ordnance right in front of him. <grin>
Los
AF-Killer
Aug 25 2009, 23:23
BTW I have been testing his out in alt_HCS by blowing myself up with a satchel charge. that's why each SL has a crate of ordnance right in front of him. <grin>
Los
Now thats where you and I differ. Your method is much more dramatic than mine...I simply hit [Escape][Respawn] :D
CaptainBravo
Sep 4 2009, 09:21
Any chance next version will allow player to retain control of other groups linked to his HC commander(sub command HC) once he respawns?
Mr_Centipede
Sep 4 2009, 11:07
May I ask which version is the latest version? I think I've lost track of it...maybe need to reconsolidate at the first page. Since I dont know anything about network programming and MP compatibility scripting, I have to surrender on that part.
About making it as an addon, I also dont know how to do it. As of right now, I'm not working on it.
CaptainBravo
Sep 4 2009, 13:56
Latest version: www.loscon.net/ARMA/AltHCpltv4.Chernarus.pbo
It works great till you respawn then you lose control. I wonder if there is a workaround where you retain control of all sub command groups as it as it is a great compliment to HC
In that version there are four squads each w a different command configuration. If you want each guy to be able to retain full HCS and C&C after the squad leader dies then every troopie needs a HC module/subHC module synched up to him. And put the execvm to HCS script in a gamelogic.
Mr_Centipede
Sep 8 2009, 06:17
@<hidden>
Is your version is the defacto standard now? is it SP and MP compatible? I have no problems ppl making an alternate/improve version of my script, just that now I've lost track which is which...
CaptainBravo
Sep 8 2009, 08:58
Thanks Los18z for your response.Any chance of an example mission of where you retain total control o fall sub squads? :)
Thanks.
I sent Big an message to clarify since the armaholic post kinda makes it look like I was some kind of inventor on this. All I have been doing it taking your scripts and putting them in missions trying to see what it does and doesn't do and posting the feedback back here. So I want to clarify that with him, in fact I told him to just add my mission to your page. I have also made sure to explain in the readme that you guys invented this. It doesn't seem quite clear on the page though. I think your original script post on Armaholic should be the base for mission designers.
Anyways wrt mp/sp compatibility, all along this system has worked fine in multiplayer as well as singleplayer and I have tested this out on countless multiplayer sessions.
From what I've experienced, putting the script into a game logic makes it available to everyone. Meaning splitting regrouping watch dir etc,
WRT to having this functionality after you die and respawn. It depends on the type of respawn. For base respawn, you only need one HC-Sub HC combo synched to the player you want to have this functionality and it will continue to work fine.
However in Group respawn to have the functionality carry through requires a HC and sub-HC module for every guy you want to have this functionality. Meaning if you want every man in your 10 man squad to have full functionality the you have to create 10 HC-SubHC combos and synch them up to each guy. This can be a bit of a PITA when designing a mission but realistically once a squad falls below a certain number you wont be splitting it further and regular command mode is best
So in the mission posted on armaholic the squads have the top 5 ranking men with altHCS capability. Once they're dead and it's a bunch of privates, whoever takes over next will just command the remnants without alt HCS.
Does this make sense?
Ok, i did this:
Set the original HCS download link and script to Centipede's one.
Added a second page in the MP mission section for the Los18z mission.
Added a link in the page for the HCS script pointing to the mission.
Everything can be checked here:
- Command Hybrid System Script (http://www.armaholic.com/page.php?id=6930)
- Command Hybrid System - Mission (http://www.armaholic.com/page.php?id=7444)
Manzilla
Sep 15 2009, 12:17
los18z,
I'm still confused here. This multiple version thing is hard to follow. Is yours specifically supposed to be for MP, although it works in SP? What's the actual benefit I will get using your set up as opposed to the other version. Does it change/add anything or does it function the same once in game.(In SP, I don't play MP.)
I tried to get a grasp on your last post but things are still a bit fuzzy.
There's no difference in the versions it uses the same HCS script. I simply have a mission using the HCs script in action. When the script was first invented no one was really sure whether it worked as advertised in various situations. I used this misison all along to test this thing out with live people in multiplayer mode as well as single player mode, and along the way we learned alot about the script and how to make it work best under various circumstances. So the v5 is the 5th version of my mission which has been posted up and down here in this thread for display and testing for the past month or so. As the script was refined so was the missions trying different methodologies to get the most out of the script. And they all work in SP and multiplayer just as well.
My mission has the squads set up so that in group respawn, altHCS will carry over when you die. So in this mission you can have four player each running as squad using AltHCS throughout the mission. If you are going to use the HCS script in a mission, you will have to set things up a little different depending on whether you intend to use group respawn or base_respawn.
This takes longer to explain than it does to actually play around w in the editor but...
Lets say you make a simple single player mission with the HCS. Fine and dandy...you put the script in your player, synch up with HC-SubHC modules. Everything works fine UNTIL you die. If you come back to life as the next guy in your squad you will not be able to command anyone using HighCommand mode unless you have also synched up a second HC module to the next guy in line in your squad. (and so on down the line). If you Depbo altHCSv5 you will see how the squads are set up.
So I've kind of explained this about four times and there always seems to be someone unclear about it, if it will help I can perhaps post some screenshots in the editor to point this out?
Los
mrcash2009
Sep 15 2009, 22:57
So the best thing for team switch issues / when your dead and flip to alternate team member is sync the module to all members and not JUST the leader = will then work ... right?
Is there not some dynamic check script that can be running to basically say "if player = dead then "newplayer" = attach/init the module" of some kind?
I know that COC/CEX Chain Of Command could work out you flipped players and would suddenly apply itself to that new player, wonder if that would work for the high command module if its named?
Is COC/CEX out yet for arma2? There may be some script but we haven't figured it out yet. Perhaps as you suggest, something that calls High command and sub High command "on the fly" and synchs it to player upon respawning into a command slot, but it's gotta work for all such players in an MP game.
It's interesting that when you die in a base_respawn type of MP game or say the revive script, the HC functionality remains with you.
Los
mrcash2009
Sep 16 2009, 16:52
No, sorry I was referring to Arma1 and COC/CEX as regards my last post. Its in the works though :)
gunterlund21
Jun 4 2010, 00:38
Im running into an issue where I move a squad in cargo into an AAV. It starts with 3 fire teams that are joined by the command module. I can successfully run the hcs program to reattach them to me directly but cant get them out of the vehicle as they wont respond. Any ideas?
edit
What Im noticing is if I tell my troops to climb in a vehicle that is not part of my immediate group I cant get them out.
[J4F]Thunder666
Jun 11 2010, 14:34
Hi Guys,
i try to create a Coop at Moment. It should be possible to select the HC about different Battlegroups (Inft, Tanks and so on) for Players with some simple Triggers. I tryed something with the HC Modules, but im not good enough with scripting.
Can you help me please ?
Greetings
gunterland, I believe you cant give a team an order to mount or dismount unless you regroup them first, however my son the other day ordered a mounted unit to ATTACk a target and they dismounted on their own.
Thunder,
If you are looking to use eh straight up HC module then check out how it is set up here:
http://forums.bistudio.com/showthread.php?t=73408&highlight=high+command
if you are looking to set up an Hybrid High Command thing then check out these demo missions:
http://www.armaholic.com/page.php?id=6930&highlight=HIGH+COMMAND
Lightspeed_aust
Nov 11 2010, 10:24
maybe this isnt technically the right spot for this but here i go -
1. can you issue more then one waypoint to a group in one go? move here at normal speed aware, then move limited in stealth mode?
2. currently, when i break off groups and issue waypoints and try to set the combat and speed conditions, they seem slow to respond or dont do anything they are ordered to do - they just run along acting safe. if i then switch them to stealth, they just go prone and will not move at all. is this something wrong on my end? there are no opfor present - im just testing the behaviour.
cheers
Lighty
mrcash2009
Nov 11 2010, 12:47
This is all reliant on BIS High Command, so everything is high command as regards the engine to do the work.
As regards high command, its best to seek out the main high command threads by search as this is the place to understand it more.
Although what I know ... you can instruct them at one time by using Fkeys or select all key to select the groups in high command (like you would members in your team) but ... for only 1 click on the map .. this sets them all to goto the same place, then you can move the individual way-points and set behaviou but its after the fact and can be fiddly.
High command limitation are you cant set the waypoint type until AFTER is placed (can be annoying as they auto move). So you cant tell them all to move stealth right away, you select all, or who you want, place the waypoint, then start setting the waypoint(s) to stealth etc etc.
The delay is the fact that the waypoint default placed is always set as aware, until you then right click and tell it otherwise (unless they reached a stealth waypoint and are in stealth mode at the point of making the next way point) ... then they respond to the change .... which is the annoyance of high command where you cannot set the way-point behaviour BEFORE you place it (wish BIS would sort that out).
The best is to set them way-points using CTRL and click to add multiples starting with the first being close to them with a halt (halt or wait or stop I cant remember) so they will hold for a time length) then they will move on after that giving you time to set modes per way-point and behaviour.
As regards them not responding, what are you using ref version, vanilla? OA Combined ops? Betas? Stealth will make them more likely to go prone more as with Danger modes.
How does it handle if you try the High Command demo, does that get stuck in modes?
BTW this is more about high command than this mod, I maybe should have PM's this, if you want to know more PM me back, or search about high command topics :)
This addon is just the implementation to make it dynamic to send to high command mode mainly.
gunterlund21
Nov 11 2010, 14:28
and this is one of the best scripts around. In most cases it will do everything you need to split and join groups. Ive taken 90 ai soldiers and made them into on massive group. Then redivided them back down into their High command controlled subgroups.
DMarkwick
Nov 11 2010, 15:07
So I've kind of explained this about four times and there always seems to be someone unclear about it, if it will help I can perhaps post some screenshots in the editor to point this out?
Los
Speaking personally, I've found that an appropriately structured demo mission usually lets a person know of the benefit of a new script :)
Lightspeed_aust
Nov 12 2010, 23:55
there are demo missions - check page 10.
Mr_Centipede
Feb 7 2011, 01:55
Hello all, sorry for resurrecting this thread, as the creator of this script I would like to appologise for no updates. Since I have lost all the motivation to work on this any longer, I would like to offer this script to the community to try and improve it further.
I hereby declare this project is dead. Thank you all.
[I will PM the moderator to close this thread]
gunterlund21
Feb 7 2011, 03:49
NNNOOOOOOOOOOO. This is one of the best scripts out there. Sorry to here this Centipede.
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