Arma 3
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HCC - High Command Converter 1.5.5
   
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Data Type: Mod
Mod Type: Mechanics
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26 nov 2015, ore 10:33
26 mag 2018, ore 7:54
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HCC - High Command Converter 1.5.5

Descrizione
HCC - HIGH COMMAND CONVERTER

Version : 1.5.5
Author : Igitur

Videos :

1. Advanced Waypoints synchronization (v1.3.0).
2. Static weapons, tanks and artillery (v1.3.1).
3. Leading a Platoon (v1.4.1).
4. Convoys (v. 1.5.4).
5. Manoeuvering a Company (1.5.5).

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

____________________________________________

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

____________________________________________

HCC is a client side addon that 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.
A custom Chain of Command system, large groups formations and waypoints synchronization can be used to issue orders and handle movement at squad, platoon or company level.

Use LCtrl+Space to access the High Command interface and hit the number keys (1 ... 0) to display the HC menus (make sure all the 'open menu' commands are bound in your settings).

____________________________________________


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. Regroup Convoy/ 4. Return to Formation - 5. Form Back on Player - 6. Return to Convoy.

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/Convoy/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 :

1. Limited - 2. Tactical - 3. Normal - 4. Full - 5. Automatic.
6. Vehicle Speed :limits a vehicle's speed to the selected value so that unloaded cargo troops can follow.
7. Fly in height : forces an helicopter's next waypoint flying height.
8. Dive in depth : works either for divers or submarines.
9. Allow GetIn true : allows unloaded cargo troops to get in their assigned vehicle when moving toward a distant waypoint.
0. 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 - 3~4 : Helicopter land (in/out/off) - 5~6 : Sling load / Drop off cargo (position/coordinates) - 7 : cancel action.
2. Weapons = > 1~2. Unpack/Pack static weapon - 2~4. Fire/Repeat Artillery - 5. Clear Arty Markers.
3. Movement => 1. Convoys => 1. Display Convoy Leader - 2. Regroup Convoy - 3. Return to Convoy.
4. Subgroups Mode = > 1~2. Positional/Directional. = > 3~4. New Positional /New Directional.
5. Subgroups Formation = > 1. Line 2. Column 3. Wedge 4. Circle = > Interval : 20 - 200 m.
6. 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"];
Discussioni più popolari Visualizza tutte (2)
0
25 giu 2020, ore 23:39
Company template
Igitur
0
20 mag 2020, ore 5:31
Troubleshooting
Igitur
178 commenti
A. Ares 4 apr, ore 16:24 
Alright... For some reason unknown to me I JUST found out about this diamond right here... All I need to know now is if this is Multiplayer Compatible (dedicated server mostly)

@Igitur... I don't think that I can thank you enough about this
ForrestGump 15 gen, ore 9:58 
Hello, I think I found a Bug, with this mod enabled some modules of zeus are not visible ingame
MrStregatto 9 nov 2023, ore 4:32 
@Шон Томсон
Probably you are trying to unpack a static gun that was placed or created mounted and then you are not able to pack/unpack. I've the same issue but I resolved giving the backpacks to the units and then ordering them pack/unpack.
Sometimes happen even that one unit, when unpacking, tries to pick more than one backpack.
And for this issue I still doesn't found a solution
Шон Томсон 13 lug 2023, ore 11:07 
Hey lads. There is a problem with static guns in both general game and antistasi map. For example squad is not able to pack or unpack 50 cal hmg, they still are able to use it though.
When i am using this stuff with antistasi, squads under my hc can pack static rocket launchers but they are unable to unpack it, saying that they have no proper "support". Does someone has an idea, what to do?
Propellerhead 7 mag 2023, ore 3:44 
I use this as AntiStasi Commander alot. Best command mod for AS afaik great for creating hc groups regaining control of lost grps, getting stuck ais to work etc..
aDRI 6 nov 2022, ore 5:00 
Okay seems the array system stll works for infantry units/squads. If yiu use vehicles a Tank Platoon for example it is broken. Bis seems to have broken all vehicle formations except of collumn. Thats why it is not working. Even in vanilla without mods a group of vehicles can not move in a line formation.
aDRI 5 nov 2022, ore 3:54 
Is this mod broken?
halipatsui 6 apr 2022, ore 10:06 
Is it possible to attach the commands from HC menus to waypoints?

For example command packaging / disassembling a static in a waypoint.
Or order a heli to land, wait for a while, fly away.

Or change assigned altitude between waypoints.
BadLuck 10 ott 2021, ore 3:59 
For some reason if I host a server using TADST and play a Liberation mission I can't place waypoints for any units. If I host a different mission everything is fine and if I host through the game then everything is fine. Any idea why this would be?
SmokeBreak 1 ott 2021, ore 18:22 
@TakeoverAsh900 do you have separate HC modules set up for each person? I had a mission setup one time where I had squad leaders with 2 HC teams under them but if no one was playing him he wouldn't spawn and the platoon leader would have direct control of his fire teams but it was a little wonky to get it working