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Thread: High Command Extensions

  1. #111
    I'll have a think about what is possible in terms of chain of command. Stances are easy. Waypoints are possible, but will require manual adjustment of locations. However, complex sub units would not work very usefully without directly commanding the groups.

  2. #112
    I've added some basic chain command stuff and will expand it. It will be in the next version soon. But it will not be as controllable as direct group commanding, obviously.

  3. #113

  4. #114
    Hey DomZ,

    I'm having some issues with (what I think are) High Command Extension features as they are deployed in MarkB50Ks "Lost" mission. The last couple posts in this thread provide details of it:

    http://forums.bistudio.com/showthrea...-bugs)!/page23

    But basically the simple description:

    1. High Command Groups behave erratically. Sometimes they seem to ignore orders, or react very slowly (does having a commander with a map compass or GPS matter for this stuff?), other times, they go chasing off across the map apparently pursuing enemies that they have spotted or have engaged and are running off. The lack of a "STOP" command or a "Go Prone" command makes it very difficult to keep them on a leash when they do this.

    Having something like a: Report your Status, command that would prompt the unit to reply back via the radio with its current posture, assignment, location, and engagement status (in combat or not, something like that) combined with a "Clear all current commands and hold for further orders" would be fantastic.

    2. And I don't know for sure if this is really related to your High Commands Extensions or if it just reflects an inherent issue with HCE working with vanilla AI (or perhaps with ASR AI, which I have enabled): When using the Regroup, or Return to Formation commands, I've often seen that my squad is very responsive, almost like mirrors. But sometimes in the past, and especially now that I'm running ASR AI, some other squad member seems to become the focus for Regroup or Return to Formation commands, and my squad will not form on me. More details in the quote from the post in the Lost thread below.

    Spoiler:


    Sorry for the wall of text
    Last edited by Anthropoid; Jun 14 2012 at 02:29. Reason: remove white space from spoiler/quoted area

  5. #115
    I haven't done anything to alter the default AI. Groups tend to have there own urges to attack stuff if they see it. However I did put in some commands to control your groups behaviour on the menu like:

    Group States (0-8-6-0)
    Only Defensive Fire (GREEN) (0-8-6-0-1-1)

    I'll add more explanation when I'm less tried.

  6. #116
    Hey DomZ, just a bump to say I'm still having issues with the Regroup and Return to Formation commands when playing the Lost mission. Here is the post where I describe the issues in detail.

    http://forums.bistudio.com/showthrea...=1#post2175105

    Appreciate any suggestions for how to 'reset' my soldiers when this happens. At present I cannot figure out how to make them responsive to commands to follow me in formation and about the only solution I can consider at this point is to restart and just avoid using the switch other team members all together.

    ADDIT: Found a solution that works 'sometimes'

    After trying to use the 0 - 8 -6 -1 on each and every unit, it didn't help. So I split all of them into different groups. We navigated around a bit, searching some civilian houses and then setting up to for a dawn ambush of Khelm (too foggy when we arrived and not enough NVG in the group). I used this as an opportunity to learn a bit more about how groups behave, and probably gave each of the four HC groups that my ~32 soldier were divided up into a good 10 or 15 waypoint commands as well as quite a few formation change, posture change, etc., commands and they were all very responsive. After probably an hour or more of game play like this, I decided I wanted to take more direct control over every solider (and see if they would be responsive again), so I merged all four HC groups back into my own group.

    Voila they were no longer stuck! though they were a bit slowish to follow orders.

    So, if after lots of unit switching units become unresponsive and the 'reset' command does not work (0 - 8 - 6 - 2 or whichever one it is), one solution is just to regroup them into a few HC group and give enough orders/wait enough time and they seem to reset.

    Having done this before and had it not work (Create New Groups -> Wait a bit -> add units back into your own group -> still unresponsive) the solution does not seem to be simply to (a) send units that are stuck to join a new HC Group, but rather, (b) do step (a) then give enough sequential orders (waypoints and or other orders) and/or wait long enough that it effectively 'clears' any lingering commands in each soldiers queue? or something like that? It would seem the trick is to to "delete the waypoints" that are causing the unresponsive behavior by each soldier that I think Markb50K or you mentioned. I realize the 0 - 8 - 6 - 2 command "Unit not moving, try this" is probably supposed to achieve that, but for whatever reason, when the user engages in a long string of sequential switching to control all the AI toons in a squad, that command does not seem to suffice.

    If you set soldiers in your group to a new group and don't wait long enough time, or engage them in enough behavior to 'clear' their waypoints then when you have them rejoin your group it seems they are still somehow 'stuck.' In sum, it is a bit unpredictable how long you need to operate with them as separate HC Groups and/or how many commands (or which commands) you need to give them before they are "reset" and can be made to rejoin your own group and will once more be responsive to regroup commands.
    Last edited by Anthropoid; Jun 20 2012 at 22:42.

  7. #117
    I think the lost missions uses part of High Command Extensions version 0.7 which is very old compared to the current version 1.14. The menu commands that it uses have been changed from High Command Extensions version 0.7, in terms of menu names and short cut keys. I have not put in anything that would stop regroups with High Command Extensions used on its own. However, it possible that other systems could affect the regroup operations. They may assume that groups are not changed once created. Have no idea what the modifications are in the lost missions, but I think they are an amalgamation of different things.
    Last edited by DomZ; Jun 25 2012 at 23:31.

  8. #118
    I noticed this post on Utube about how to use High Command Extensions. However, don't use the high command module, because it will stop most of the functionality (they didn't read the instructions). A far from full example of what everything is, but a bit interesting.
    http://www.youtube.com/watch?v=xZ-thWsjuVE&feature=plcp
    There are advanced waypoints for unloading troops remotely.
    Almost finished a new version now that is more polished than the previous.

  9. #119
    Hello!

    I am currently trying this, and learning how to use it. I have come across a problem with loading/unloading troops. When using the menu commands, the debug window always says 0/X squads loading. Only assigning a waypoint and using the waypoint load/unload/getout commands, I can load troops. Loading troops into vehicles not assigned to the squad is impossible completely.

    I am also running ASR AI. May there be a conflict?

    I am also unsure how to properly run this mod. I am using the init.sqs provided with your demo missions, is it possible I have some variables wrong in there? I am not keen on touching anything inside of that for fear of breaking something.

    Any help would be greatly appreciated. (I also searched the thread, and couldn´t come up with anything like this. I am sorry if there was something already and I missed it.)

    Cheers

    Insta
    Altis: ALTernate ISland?

  10. #120
    I can't see any problem when I used ASR AI 1.15.

    To get groups in they need to be small enough to fit in as crew or cargo in a vehicle using the commands on:
    Get In Nearest as Cargo (0-8-8-3)
    Get In Nearest as Crew (0-8-8-4)

    The commands on:
    Get In Nearest as Crew & Cargo (0-8-8-0)
    don't work properly in version 1.14, but are fixed in my currently working version.

    At the start of a mission issuing these commands to all groups will set up a side for commanding effectively (group icons will be refreshed automatically):

    Command all Uncommanded of Side (0-8-1-4)
    Split on Non Crew to New Groups (0-8-8-2-4)
    Split per Vehicle Crews (0-8-8-2-5)
    Selected Groups Engines Off (0-8-8-8-2)
    Reset Vehicle Crew Ranks (0-8-8-7-5)

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