Propuh 10 Posted August 11, 2011 (edited) I tried to make one simple PvP game where two players should command with multiple squads, I placed units and synchronized both commanders (blue and red) with High Command module, but it doesn't work... If I start as Blue commander, my opponent cant get HC icons (ctrl+space) to order his movements, and if I take Red commander my opponent as Blue has same problem. How can I solve that? Thanks. Edited August 13, 2011 by Propuh Share this post Link to post Share on other sites
cobra4v320 27 Posted August 11, 2011 Post your mission so I can see it or send me a PM. ;) Share this post Link to post Share on other sites
Propuh 10 Posted August 11, 2011 Hey Cobra... Here it is http://sendfiles.org/sJT5t Share this post Link to post Share on other sites
cobra4v320 27 Posted August 11, 2011 You have your high command module grouped to the subordinate modules, they should be synchronized instead of grouped. ---------- Post added at 05:25 AM ---------- Previous post was at 04:17 AM ---------- Here you go give this a try >>>Download<<< ---------- Post added at 05:28 AM ---------- Previous post was at 05:25 AM ---------- If I start as Blue commander, my opponent cant get HC icons (ctrl-shift) to order his movements, and if I take Red commander my opponent as Blue has same problem. How can I solve that? Thanks. By the way it should be (ctrl+spacebar) unless you changed controls around. Share this post Link to post Share on other sites
Propuh 10 Posted August 11, 2011 "You cannot play/edit mission as it is dependent on downloadable content that is been deleted. camisc_e" I've got that message when tried to play /open... Share this post Link to post Share on other sites
avibird 1 155 Posted August 11, 2011 (edited) "You cannot play/edit mission as it is dependent on downloadable content that is been deleted. camisc_e"I've got that message when tried to play /open... Hey it sounds like when corba fix your mission he had some mods running on his pc. You can't play that mission if you don't have the same mod or if you find out what he had on you could try to remove it. Edited August 11, 2011 by AVIBIRD 1 Share this post Link to post Share on other sites
cobra4v320 27 Posted August 11, 2011 (edited) "You cannot play/edit mission as it is dependent on downloadable content that is been deleted. camisc_e"I've got that message when tried to play /open... I was not running any Mods but I was running the game in beta. Go into mission.sqm and remove "camisc_e". ---------- Post added at 05:33 PM ---------- Previous post was at 05:24 PM ---------- Im running; PMC, BAF, OA also, not sure of where that addon is coming from. Edited August 11, 2011 by cobra4v320 Share this post Link to post Share on other sites
Propuh 10 Posted August 11, 2011 It works, thanks again... I just had to make some corrections, as removing camisc_e, and replacing "FlagCarrierBIS_EP1" with "FlagCarrierUSA" as I dont have it, and it was giving me error message when loading. But did I make some mess with replacing it? I hope that I can take this as template for making some HC missions on other places and with other units, and I'll try to make subcommanders playable Thanks again Cobra, my Mentor :) Share this post Link to post Share on other sites
demonized 20 Posted August 11, 2011 http://community.bistudio.com/wiki/High_Command Share this post Link to post Share on other sites
Propuh 10 Posted August 11, 2011 http://community.bistudio.com/wiki/High_Command Yea Demon, I followed that wiki manual, but forgot to assign subcommand to every commander, as I misunderstand, I thought it's needed when want to place multiple squads, as yellow, green and others. So my first mission didnt work Share this post Link to post Share on other sites
Propuh 10 Posted August 12, 2011 Hey Cobra, I dont want to be pain in ass, but I made few changes on HighCommand mission you send me: - I wanted when OPFOR takes zone, to start counter (yours that you put in ambush mission), and display hint that OPFOR is holding zone, so I made another trigger with parametres, and it works, but there is problem: when OPFOR enters zone it starts counter, but when leave it, counter continues to tick-tacking, and if BlUFOR comes first, and OPFOR eliminates it, both counters continues to run... Kinda complex for my knowledge of editing Here is file http://sendfiles.org/sHsQ4 Share this post Link to post Share on other sites
cobra4v320 27 Posted August 13, 2011 (edited) Here you go >>>DOWNLOAD<<< Not using the same countdown timer and not as pretty but it is working how you stated. I will need to figure out to get the countdown timer script to stop when the units leave the trigger. I can mess with it some more later. countdown.sqf private ["_remaining", "_ref", "_timer", "_msg1", "_msg2"]; _timer = _this select 0; _msg1 = _this select 1; _msg2 = _this select 2; _ref = time; "timerMsg" addPublicVariableEventHandler {[] call showCountdown}; if (isnil "timeFormat") then { timeFormat = { private ["_hours", "_minutes", "_seconds"]; _hours = 0; _minutes = 0; _seconds = 0; _seconds = _this; if (_seconds > 59) then { _minutes = floor (_seconds / 60); _seconds = _seconds - (_minutes * 60); }; if (_minutes > 59) then { _hours = floor (_minutes / 60); _minutes = _minutes - (_hours * 60); }; if (_seconds < 10) then { _seconds = format ["0%1", _seconds]; }; if (_minutes < 10) then { _minutes = format ["0%1", _minutes]; }; [_hours, _minutes, _seconds] }; }; if (isnil "showCountdown") then { showCountdown = { hintsilent TimerMsg; }; }; if (isServer) then { while {_timer > 0} do { _remaining = _timer call timeFormat; timerMsg = format ["%1\n\n%2:%3:%4",_msg1, (_remaining select 0), (_remaining select 1), (_remaining select 2)]; publicVariable "timerMsg"; if (local player) then {[] call showCountdown}; _timer = _timer - 1; sleep 1; }; }; timerMsg = _msg2; publicVariable "timerMsg"; if (local player) then {[] call showCountdown}; ---------- Post added at 05:43 AM ---------- Previous post was at 04:02 AM ---------- Okay I fixed the script it will work with the old countdown script now, download above has been updated. Here is the countdown script: /* Author: GLT Myke - updated by Cobra4v320. Title: Countdown Script Description: Script will start a countdown timer using the hint command in the upper right hand corner of the screen. It is based off the time you select, side, and trigger. Once the side leaves the trigger the countdown will stop. Execute With: _nul = [300, "your message here", East, trigger1] execVM "countdown.sqf" Parameter(s): _this select 0: the amount of time to countdown. _this select 1: the message to display in the hint box. _this select 2: the side that activates the countdown. _this select 3: the trigger that activates the countdown. */ private ["_remaining","_timer","_msg1","_side","_trigger"]; _timer = _this select 0; _msg1 = _this select 1; _side = _this select 2; _trigger = _this select 3; "timerMsg" addPublicVariableEventHandler {[] call showCountdown}; if (isnil "timeFormat") then { timeFormat = { private ["_hours", "_minutes", "_seconds"]; _hours = 0; _minutes = 0; _seconds = 0; _seconds = _this; if (_seconds > 59) then { _minutes = floor (_seconds / 60); _seconds = _seconds - (_minutes * 60); }; if (_minutes > 59) then { _hours = floor (_minutes / 60); _minutes = _minutes - (_hours * 60); }; if (_seconds < 10) then { _seconds = format ["0%1", _seconds]; }; if (_minutes < 10) then { _minutes = format ["0%1", _minutes]; }; [_hours, _minutes, _seconds] }; }; if (isnil "showCountdown") then { showCountdown = { hintsilent TimerMsg; }; }; if (isServer) then { while {({side _x == _side} count (list _trigger)) != 0 and _timer != 0} do { _remaining = _timer call timeFormat; timerMsg = format ["%1\n\n%2:%3:%4",_msg1, (_remaining select 0), (_remaining select 1), (_remaining select 2)]; publicVariable "timerMsg"; if (local player) then {[] call showCountdown}; _timer = _timer - 1; sleep 1; }; }; Edited August 14, 2011 by cobra4v320 Share this post Link to post Share on other sites