Arma 3
HCC - High Command Converter
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Update: May 6 @ 7:50am

Version :

Fixed compatibility issues with Achilles, MCC and most likely other Zeus addons.

Update: May 5 @ 2:42pm

Version :

. Changed : Regrouping subgroups no longer cancels a 'Wait' order issued to the lead group.
. Changed : Issuing a 'Follow Me' command now does cancel a 'Wait' order given to the subgroups.
. Added a 'Tactical pace' entry in the group's speed menu. The selected speed mode can now be passed to the subgroups through the Chain of Command.
. Added a 'Automatic' entry in the group's speed menu. Subgroups in formation will automatically tend to adapt their speed to the leader's speed (unless too far from their expected position).
. Added a 'Dive in Depth' entry in the group's speed menu. Works either for divers or submarines.

Update: Apr 28 @ 9:15am


Chain of Command was broken as well as some core functionalities in the Regroup/Formation system.

Update: Jan 26 @ 2:02pm

Version : 1.5.4.

First pass on convoys (WIP).

Usage :

1. Select your groups carefully. The order of the selection defines the position of the vehicles in the convoy.
2. Define array as - > Convoy (1-8-4).
3. Display Convoy Leaders (optional : 6-3-1-1).
4. Select the convoy leader and regroup the convoy (6-3-1-2 or, in the Regroup/RTF menu : Regroup Convoy).
5. Give waypoints to the convoy leader.

Give any vehicle a waypoint or use 'Stop Following' to make it leave the convoy. Use 'Return to Convoy' or 'Regroup Convoy' to make it join the convoy again (in the last position).
A disabled vehicle will leave automatically. A disabled leader will leave automatically and the second group will then take the lead and the waypoints.

Hints :

1. Select the 'CARELESS' combat behaviour to avoid drivers to move away in panic when crossing a warzone.
2. Select the 'CARELESS' combat behaviour to avoid embarked cargo troops to disembark and engage the enemy when crossing a warzone.
3. Synchronize the convoy leader's waypoints with some other combat groups progression to provide protection to the convoy.
4. Avoid bridges like the plague.

Update: Jan 12 @ 2:17pm

Version : 1.5.3

Changelog :

1. Fixed : Pre-definition of arrays is now effective at mission initialization instead of first switching to HC.
2. Fixed : groups in arrays should no longer move away after unassigning their vehicle.
3. Reworked the artillery functions to better handle a selection of several groups of several artillery units.
4. Reworked the pack/unpack functions to better handle a selection of several groups of several dismantled weapons.
5. Fixed some issue with RHS dismantled weapons + added CUP and APEX dismantled weapons.
6. Improved : the Regroup/RTF menu now adapts in real time to the player's groups selection.
7. Added : a paypal link in case someone feels like clicking on a paypal link.

Update: Dec 16, 2017 @ 6:25am


Update: Dec 16, 2017 @ 4:18am

Update: Dec 16, 2017 @ 3:49am

Version :

Hotfix : some issue with the dynamic menus.

Update: Dec 15, 2017 @ 3:24pm

Version : 1.5.2.

This update aims at making the mod more streamlined and user friendly. It also focuses on large scale gameplay by making arrays more persistent and meaningfull.

Changelog :

1. Pre-definition of arrays : mission makers can now define arrays in their mission's init file. Below is a typical setup for a company made up of 3 platoons, each platoon made of 3 squads of 3 groups.

IGIT_HCC_Arrays_Presets = [
[['A',1,1], 'directional', 'Squad', 1, [G1,G2,G3]],
[['A',1,2], 'directional', 'Squad', 1, [G4,G5,G6]],
[['A',1,3], 'directional', 'Squad', 1, [G7,G8,G9]],
[['A',1,0], 'positional', 'Platoon', 1, [G1,G4,G7]],
[['A',2,1], 'directional', 'Squad', 1, [G10,G11,G12]],
[['A',2,2], 'directional', 'Squad', 1, [G13,G14,G15]],
[['A',2,3], 'directional', 'Squad', 1, [G16,G17,G18]],
[['A',2,0], 'positional', 'Platoon', 1, [G10,G13,G16]],
[['A',3,1], 'directional', 'Squad', 1, [G19,G20,G21]],
[['A',3,2], 'directional', 'Squad', 1, [G22,G23,G24]],
[['A',3,3], 'directional', 'Squad', 1, [G25,G26,G27]],
[['A',3,0], 'positional', 'Platoon', 1, [G19,G22,G25]],
[['A',0,0], 'positional', 'Company', 1, [G1,G10,G19]]

. Please note that the last line has no coma at the end.
. In this setup, G1 leader's rank is Major. G10 and G19 leaders are Captains. G22, G25, G13, G16, G4 and G7 leaders are leutenants, the other groups leaders are sergeants.
. Elements :
1. ['A',1,1] : Company A, Platoon 1, Squad 1. The callsigns are not functional yet but I may use them later on.
2. 'directional' : Mode of the array. Can be either 'directional' or 'positional'. Directional by default is not recommended for very large arrays.
3. 'Squad' : Type of the array. Can be either 'Squad', 'Platoon' or 'Company'.
4. 1 : This variable is not functional yet. It will decide whether or not you define the current position of your groups as their default formation. Custom HC formations will be possible at a later stage.
5. [G1,G2,G3] : groups of your array. Arrays of order X can be made of either all the X-1 groups, or just the X-1 leaders. For instance, Platoon 1 could be [G1,G2,G3,G4,G5,G6,G7,G8,G9] but the mod only takes the subleaders (if any) into account.

2. Gameplay : 'Stop Following' is no longer mandatory to take back direct control over a subgroup. Issuing a waypoint to the group will now automatically break the current formation.

3. Gameplay : the Regroup/RTF system has been reworked to differentiate arrays that were properly defined from the more opportunistic 'Follow Me' command. You can now order any group to follow you without breaking the array he belongs to.
Use 'Regroup Subgroups' or 'Return To Formation' when you're dealing with your squads, platoons or companies, and use 'Form Back on Me' or 'Form Back on Player' when you want to call back the groups you've taken control over with 'Follow Me'.
Note that a group that has been sent back to its regular formation is no longer available for the 'Back on Me' or 'Back on Player' commands (unless you use 'Follow Me' again). Those changes in the system should prevent from breaking the arrays
you've defined unless you deliberately choose to re-define them.

4. As a bonus I have changed the 'Vehicle Speed' menu to provide a wider range of controllable speeds.

Update: Oct 1, 2017 @ 9:58am

Hotfix - Fixed a syntax error that appeared with the latest game update.