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laggy

Enable/Change High Command commander after respawn ?

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Hi,

Does anyone know if it's possible to let the High Command module's "commander function" transfer to another unit after death/respawn.

When the original leader/commander dies, the commanding function doesn't transfer to the new leader of the same group. It only works for the originally synced commander.

The effect is that if you want to use the High Command module in MP, you can't use respawn because that will basically break the mission.

Is there a solution or workaround?

Thanks,

Laggy

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Hi again,

No one has any idea?

Is there any more documentation than this ?

Laggy

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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)

Anyhow, maybe try researching into scripting triggers and find out how you can sync a script created trigger to a unit and then try using that on high command module whenever player dies...

Imagine high commmand module being a trigger maybe it will work.

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Thanks! Will try that asap.

Cheers,

Laggy

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Thanks a lot mate, works very well.

This seems to work also with subordinates:

_newHCcom = HCcomGroupLogic createUnit ["HighCommand",position player,[],0,"NONE"];
_newHCsub = HCsubGroupLogic createUnit ["HighCommandSubordinate",position player,[],0,"NONE"];

_newHCcom synchronizeObjectsAdd [player];
_newHCcom synchronizeObjectsAdd [_newHCsub];

_newHCsub synchronizeObjectsAdd [leader subGroup1];
_newHCsub synchronizeObjectsAdd [leader subGroup2];

The transfer still doesn't work on a dedicated server though :(

In SP the above solution transfers the HC to the new leader, but not on a dedi.

Wonder if it is different for a hosted client.

Laggy

Edited by laggy

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Laggy,

Looks interesting. However, when I paste your code into a trigger, I get the error:

Local variable in global space

How does one make this code of yours work? Also, is it activated by a trigger?

Thanks for your work so far, it sounds most encouraging! Also, do you have a sample mission that one might take a peek at?

Edited by James McKenzie-Smith

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same with me. i can't figure out, how to make it work.

could someone clarify this?

thank you!

*edit* i would like to have the possibility to transfer the high command to another specific player after death of commander. ("side" respawn / team switch). perhaps one could accomplish this through chain of command?

i also tried giving the "second" commander his own highcommand-modul and just syncing this second hcm with the subcommand-moduls manually via radiotrigger, after death of first comamnder, but i couldn't get it to work. unfortunately i don't know much about scripting.

Edited by twistking

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i'm currently experimenting with hcRemoveAllGroups and hcSetGroup to toggle command between two commanders. works pretty well. i placed the hc-commander-module and the hc-subordinate-modul and synced them together, but DID NOT SYNC THEM TO A PLAYER.

than i placed one triggers with

hcRemoveAllGroups [color="#800000"]commander2[/color]; [color="#000080"]commander1[/color] hcSetGroup [group1, teamblue]; [color="#000080"]commander1[/color] hcSetGroup [group2, teamblue];

and one with

hcRemoveAllGroups [color="#000080"]commander1[/color]; [color="#800000"]commander2[/color] hcSetGroup [group1, teamblue]; [color="#800000"]commander2[/color] hcSetGroup [group2, teamblue];

now these two triggers toggle the command between comamnder1 and commander2.

my only problem is, that i can't get the teams to appear with different colored icons/numbers.

unit hcSetGroup [group,HQ,teamblue]

as mentioned in the wiki doesn't work for me. the group appears under the command, but the number is still white. when you set up the hc-modul with multiple subordinates you get those subgroups with different colors, which is the only real possibility to distinguish between units of similar types.

has anyone an idea, how to change the (subordiante) groups color?

Edited by twistking

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update: unfortunately that doesn't work in multiplayer. hcRemoveAllGroups and hcSetGroup are only working local. that's a pity... bis should really improve the high command modul in arma3!

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