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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0.480 MB
Nov 26, 2015 @ 10:33am
May 26, 2018 @ 7:54am
26 Change Notes ( view )

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HCC - High Command Converter 1.5.5

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Description
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. Manoeuvring 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.

_________________________________________________________________________


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"];
< >
142 Comments
Kampf_Freddy Jan 4 @ 11:26am 
Can anyone else confirm that this mod when used with ACE and/or CBA_3 removes the HC Bar and its functionality?

Seems i can only get the HC Bar when using vanilla plus HCC?
Hayes Dec 31, 2018 @ 12:00am 
also get in waypoints works as get in as passanger after that
Hayes Dec 30, 2018 @ 11:56pm 
i have a bug, embark as crew not appearing for group if im as player embark and disembark vehicle or if any other group leaving his vehicle on battlefield, other group cannot take that vehicle as crew anymore
Kampf_Freddy Dec 28, 2018 @ 7:44am 
@Igitur: Thanks very much for the help. I have mastered the Suppression system now, i was not using the mouse scroll wheel and MMB.

I have established that the HC Bar does not appear (for me at least) if i have ACE and CBA_A3 mods loaded. This is a pity as most of the other mods i use require these both to be loaded.

Has anyone else experienced this conflict?

Thanks again, still lovin' this mod and i can live without the HC Bar to be honest.
Igitur  [author] Dec 27, 2018 @ 3:20pm 
@Seppuky : no idea, unless you're playing sth like Antistasi, which breaks everything but itself. Just select a group and hit your middle mouse button or 'Enter' to issue a WP. Make sure your MMB is bound to 'Use Default Action' in your settings.
@ObsceneNickname : I've tested Warlord right now and it works just fine as soon as I get a few AI under my command to create an HC group. As for the artillery : select the group(s), choose Fire Artillery (6-2-3), select the weapon and the ammo, select the burst with your mousewheel and left click on the map. You should see a red cross on the targeted position.
@Kampf_Freddy : Select a group and press LAlt. A new 'Suppression' entry will appear in the root menu. Point the Attack cursor on your targeted building and hit MMB or Enter. You should always see a HC Bar when in the HC mode, unless you're using some other mod that removes it.
Kampf_Freddy Dec 27, 2018 @ 8:43am 
How does the "Active Suppression System" work as well please?

Oh and one other slight issue? I don't seem to be able to get any HC Bar to display at all? I can only select units by clicking on their map icons or dragging a box etc. Everything else works fine but no bar along the bottom of the map screen with the unit names etc. on it?

Thanks.
Kampf_Freddy Dec 27, 2018 @ 7:31am 
This is quite possibly the best mod i have ever used for A3!! Its amazing!! Well done and thanks. Can you tell me if its possible to order a section of machine guns (3 x GPMG) to supress a building or area even if enemy are not visible there? What would be the sequence of menu commands and how do i indicate the target? No problem doing this with a section of 3 mortars but can't figure it out for MG section? Thanks.
ObsceneNickname Dec 26, 2018 @ 5:52pm 
Hello, thank you for your mod, it's awesome and it should be included in the base- game (even if it has some bugs i guess).
It doesn't seem to work in the new Warlord mode. And, how to set coordinates for artillery? They seem to shot always in the same random location.
SEPPUKU Dec 7, 2018 @ 5:40am 
im having an ssue in mp where the waypoint dont function. They dont show up and the squad just stays there. Any suggestions?
Igitur  [author] Nov 23, 2018 @ 7:23am 
For anyone interested, here is a working template for the company setup shown in the fifth video. The company is composed of 3 platoons of 3 squads, each squad being made of 3 fireteams + 1 lead team (3x3x4 = 36 groups).
Just extract the archive in your SP mission folder. The files are not binarized and can be read or edited with notepad++.

https://www.dropbox.com/s/bo627rbk1id8p95/HCC%2520Company%2520Template.Altis.zip?dl=0