Arma 3
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HCC - High Command Converter 1.5.3
 
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Data Type: Mod
Mod Type: Mechanics
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0.423 MB
26 nov. 2015 à 10h33
12 janv. à 14h17
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HCC - High Command Converter 1.5.3

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Description
HCC - HIGH COMMAND CONVERTER

Version : 1.5.3
Author : Igitur

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Videos :

1. Advanced Waypoints synchronization (v1.3.0).
2. Static weapons, tanks and artillery (v1.3.1).
3. Leading a Platoon (v1.4.1).

More info on usage in this post (and below) : https://forums.bistudio.com/topic/185710-hcc-high-command-converter-143/?p=3048438

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My other mods : http://steamcommunity.com/profiles/76561198040032029/myworkshopfiles/

_________________________________________________________________________


This addon enables a leader player to convert any unit(s) of his squad into a controllable HC group. Conversely, any HC group under player's command can join the leader's group.
The game's default High Command system has been heavily modified to allow thoughtful plans and coordinated execution via the addition of numerous commands and menus to the original interface.

You can turn every Coop into a SP playable HC mission by using the embedded 'Add Vacant Groups of Side' command (menu 6-7).

Large groups formations and waypoints synchronization can also be used to handle movement at squad, platoon or company level and to plan ahead troops embarkment / disembarkment.

Use LCtrl+Space to access the High Command interface and hit the number keys (1 ... 0) to display the HC menus.

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MENUS :

Group status menu :

9. Create HC Group - creates a new HC group made up of selected squad units.
0. Execute HC plans - gives an option to launch execution of all HC plans from the regular group mode (not HC).

HC group root menu :

* effective doWatch command (Left Alt by default).
* active suppression system (doWatch + suppress).
* Regroup / RTF => 1. Regroup Subgroups - 2. Form Back on Me / 3. Return to Formation - 4. Form Back on Player.

HC menu move :

4. Join group and wait - Selected HC groups join the player's group and stay where they are.
5. Join group and regroup - Selected HC groups join the player's group and regroup.
6. Wait - Stops the selected HC group(s) while setting up plans.
7. Execute - Selected units proceed to their next waypoints.
8. Define Array As => Squad/Platoon/Company/Not Defined => Positional /Directional : Selected groups will follow the most ranked element of the array (formation).
9. Stop Following - Frees selected groups from following their leader.
0. Follow Me - Gives the player direct leadership over any selected group, whatever its rank.

HC menu engage :

3. Suppression = > parameters : duration + dispersion.
4. Combat mode => Red/Green/White/Yellow/Red.
5~6 . Engage/Disengage target -Unavailable.
7~8. Enable/DisableAI AutoCombat : enables/disables autonomous switching to COMBAT when in danger.
9~10. Enable Attack true/false : Team leaders send their units engage their targets or keep them in formation.

HC menu speed :

4. Copy - copy player's speed (walk/run).
5. Vehicle Speed :limits a vehicle's speed to the selected value so that unloaded cargo troops can follow.
6. Fly in height : forces an helicopter's next waypoint flying height.
7. Move in depth : unavailable.
8. Allow GetIn true : allows unloaded cargo troops to get in their assigned vehicle when moving toward a distant waypoint.
9. Allow GetIn false : prevents unloaded cargo troops from mounting their assigned vehicle when moving toward a distant waypoint.

HC menu transport :

1~3. Land/Sea/Air = > empty/crewed => returns a list of empty/crewed vehicles in a 200 m radius sphere. => assign/embark as crew/cargo.
4~5. Embark as crew / Embark as Cargo : enabled when HC cursor is on a vehicle.
6~7. GetIn assigned / GetOut assigned : assigned crew/cargo will get in/out.
8~9. Cargo load / Cargo Unload : cargo troops will get in/out but the driver/crew stay in vehicle.
0. Unassign current.

HC menu action :

1. Vehicles => 1~2. Engine ON/OFF - 3~5 : Helicopter land (in/out/off) + cancel landing.
2. Weapons = > 1~2. Unpack/Pack static weapon - 2~4. Fire/Repeat Artillery. // Works for dismantled Arma3 vanilla mortars, HMGs, GMGs, AA and AT launchers, RHS static weapons, canons and tanks.
3. Subgroups Mode = > 1~2. Positional/Directional. = > 3~4. New Positional /New Directional.
4. Subgroups Formation = > 1. Line 2. Column 3. Wedge 4. Circle = > Interval : 20 - 200 m.
5. Chain of Command = > 1~2. Enable/Disable CoC for subgroups.
7. Add Vacant Groups of Side :
. In SP, adds every vacant playable unit's group to the player's HC bar.
. In MP, adds every vacant playable unit's group to the HC bar of the most ranked player of a side.
8. Add Curator Groups of Side : adds all groups that belong to a Curator player to his HC bar.
9. Remove Group from HC bar.
0. Display : gives access to all available display Modes.

HC menu combat :

6~10. Stand/Crouch/Prone/Auto/Copy : groups stance management.

HC menu team :

1~5. Assign Red/Green/Blue/Yellow/Main.
6~11. Display Red/Green/Blue/Yellow/Main. - The player's group is always team Main.
Display All => All groups/All leaders.

HC menu reply :

5~6. Sentences On/Off : allows sentences or mutes all groups.
7~8. 3D Icons On/Off : Shows or hides the 3D icons.
9. Rename group : change the selected group's ID via gui.

NOTES ON WAYPOINTS
(standard features) :

0. Right click on a group icon to select/deselect the group.
1. LCtrl + Action MseBtn lets you place several successive waypoints for several groups at one time.
2. Right click on a waypoint to edit its parameters.
3. Place a "Cycle" waypoint close to another waypoint to create a loop (patrols).
4. Place a "GetIn" waypoint close to an empty vehicle to make a group board the vehicle.
5. An "Unload" WP will disembark cargo troops (e.g mechanized infantry). A "GetOut" WP will disembark the whole crew.
6. A "Load" WP will embark assigned cargo troops. A "GetIn" WP makes a crew re-embark their vehicle.


ENHANCED WAYPOINTS
(HCC features) :

1. Synchronization :

1. Deselect all groups.
2. Hit and release Action MseBtn (MMB by default) on a WP, drag the sync line to another WP, hit and release Action on the second WP.
3. To un-synchronize a WP, just synchronize it with itself.

2. Embark/Disembark :

1. Select an infantry group (G1). Stop it (1-6). Place 2 WPs. WP1-1 MUST be a "move" type WP (default type). Set WP1-2's type : "Get in" (right click to edit). Deselect the group.
2. Select a crewed vehicle (G2) with cargo capacity. Stop it. Set WP2-1's type : "Load".
3. Synchronize WP1-2 with WP2-1.
4. Select G1 + G2. LCtrl+ActionBtn : place 2 new WPs for the two groups at once. WP1-3 = "Get Out". W2-2 = "Unload". WP1-4 = "Move". WP2-3 = "Move".
5. Deselect all groups and synchronize WP1-3 with WP2-2.
6. Select G1 + G2 and execute (1-7).

Note that you can synchronize your own waypoints to trigger other groups movement, provided you follow your own plan.

Mission or mod makers : To turn groups into HC controllable units with this addon, just put the following line in the proper trigger, waypoint, script or group leader's init field. :
player hcSetGroup [groupname, "", "teammain"];
Options are : "teamred", "teamgreen", "teamblue", "teamyellow", "teammain".
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93 commentaires
Dekker 15 janv. à 9h34 
the mod is good anyway u can do everything but need some adds,also a waypoiny type with mount weapon mod will be cool
Dekker 15 janv. à 9h33 
And sometimes veichle stop before waypoint syncronized with unloading wp squads
Dekker 15 janv. à 9h32 
It is possibile to unload only a squad in a veichle waypoint,because when i try and set get out order for the squad i want to get out and for veichle i set unload,this will result in veichle drop every squad in that waypoint,also if i make a convoy squad,it is possibile to adjust that?That drop only the interested squads?
Dekker 15 janv. à 3h22 
yea solved,did nt know i had to set custom com
Igitur  [créateur] 12 janv. à 14h29 
Version 1.5.3 is out. Please read the changelog.

@ Tsundere : glad to hear ! Regarding positional vs directional, please check out this post on the BIS forum : https://forums.bohemia.net/forums/topic/185710-hcc-high-command-converter-153/?do=findComment&comment=3071022
@ Dekker : 1. Make sure your 'open menu 1...10' are bound to sth in your settings. 2. Test the mod with the "Commanding" showcase. Some missions like Antistasi remove all EventHandlers at mission init and break everything but themselves. There's nothing I can do in this case.

Dekker 11 janv. à 2h34 
I dont have these commands,even if i installed the mod,when i command my platoons on map i cant reallt do anything,menu just close,what i have to do?
Tsundere Twin Gun Mount 8 janv. à 19h55 
Somehow, adding in ACE3 seems to make it work, I was able to give my coop budies their own ai squadmates and their own group, and since ACE3 has the option to become a squad leader (regardless of rank) the players can assume command if they're not initially selected as team leader. I'm still a bit confused between Positional and Directional under the "Follow Me" command, but other than that the mod works flawlessly.
Igitur  [créateur] 30 déc. 2017 à 3h22 
I'm doing nothing specific to prevent what you're trying to do but the function is meant to give you HC control over the group you've created. So you're basically trying to HC control another player, and I'm not sure how Arma would handle that. Also, your buddy must be ranked higher than the other units to get the lead.
Tsundere Twin Gun Mount 21 déc. 2017 à 8h47 
There seems to be a problem when creating an HC group with another player in it (MP), I wanted to give my coop buddy his own group with a few ai, but after the group is made the ai joins back to my group and he's the only member of the newly created group. (We're playing dynamic combat ops by the way).
Igitur  [créateur] 16 déc. 2017 à 6h26 
Hotfix 1.5.2.2