High Command: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 50: Line 50:


=== Multiplayer Notes ===
=== Multiplayer Notes ===
1. As of ArmA v1.7 and OA v1.55, in multiplayer the High Command module will only work with group leaders which are synchronized with the high command modules as specified above. If someone joins a mission in a group and is not the group leader which the module is sync'd to, the commander will not be able to issue commands to the group even if there are active players in the group, in game. (GeneralCarver 11/27/10)
1. As of ArmA 2 v1.7 and ArmA 2: Operation Arrowhead v1.55, in multiplayer the High Command module will only work with group leaders which are synchronized with the high command modules as specified above. If someone joins a mission in a group and is not the group leader which the module is sync'd to, the commander will not be able to issue commands to the group even if there are active players in the group, in game. (GeneralCarver 11/27/10)


2. Is 100% AI compatible.
2. Is 100% AI compatible.

Revision as of 11:08, 27 November 2010

Initialization

Paths

Editor:

Modules (F7) > High Command - Commander
Modules (F7) > High Command - Subordinate

Data:

ca\modules\hc

Startup

For every new commander, place "High Command - Commander" game logic on map and synchronize it (F5) with the commander.

  • If you won't add any subordinates, all units on commander's side will be automatically added under his command.
  • If you create at least one subordinate ("High Command - Subordinate" game logic) and link it to Commander logic, automatic assigning will be turned off and all groups linked to Subordinate logic will be added instead.
  • Linking more subordinate logics to Commander logic will add groups to differently colored subgroups.
  • Once in game, press ctrl+space to change to the Higher Command Interface (See the training mission "High Command" for more information on usage)

Hc layout.jpg

Every "High Command - Commander" logic is named 'BIS_HC_#', where # is ID starting from 0.

Adding a group under someone's command

<HCO> hcsetgroup [<group>,""];

Where:

<HCO> - Person, is the Commander man

<group> - Group, the group which you want to add

So one Example: player hcsetgroup [Razor_team,""];

Optional parameters

Set variables to BIS_HC_# with desired values

  • radios = <array>; - Radio channels reserved for radio triggered waypoints.
Example: BIS_HC_1 setvariable ["radios",[1,2,3,4,5,6,7,8,9,0]];
Default value: [] - no channel reserved
  • ChainOfCommand = <boolean>; - Enables proper Chain of Command structure (subordinate High Commanders will pass orders below). Available since version 1.01.
Example: BIS_HC_0 setvariable ["chainofcommand",true];
Default value: false (turned off by default for better performance)


Multiplayer Notes

1. As of ArmA 2 v1.7 and ArmA 2: Operation Arrowhead v1.55, in multiplayer the High Command module will only work with group leaders which are synchronized with the high command modules as specified above. If someone joins a mission in a group and is not the group leader which the module is sync'd to, the commander will not be able to issue commands to the group even if there are active players in the group, in game. (GeneralCarver 11/27/10)

2. Is 100% AI compatible.