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mr_centipede

Hybrid Commanding System

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I'm sorry, no progress have been made yet... eventhandler is really, big for my small head... :p

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Hehe no probs mate. No pressure.

Would be a very beautiful way to do it, eventually building it into an addon so that High Command is enabled in EVERY mission we do :)

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Thanks for reposting the link, I think this is a great thing!

Los

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Hehe no probs mate. No pressure.

Would be a very beautiful way to do it, eventually building it into an addon so that High Command is enabled in EVERY mission we do :)

OH YES ... now this will be a dream come true.

Mr Centipede I wish I could help, and I hope you get the support needed to finish this and make it into an addon, you would be re-writing BIS stock functions that I think should be in this game out of the box. :yay:

Edited by mrcash2009

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I'm sure there are some fkin talented scripters out there that could help you. I'm afraid my knowledge of scripting is VERY limited but I can make myself available for testing!

Anyone else have knowledge that would help ?

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I agree this should be the default squad leader command system. It will be in anything I design from now on.

BTW I have assigned it to two separate squads in an editor test and I can switch back and forth spitting off and regrouping. I took one of the domination missions and added high command to each of the squad leaders. Each can recruit members then spit them into teams for HC. Only one player, however, gets to see the regroup action however so the other guy once he made his splits had to live with it until he's back at the recruit bunker. I will need to see if there's anything I can do to get it to work seamlessly with each player.

EDIT: I believe I found the problem, one squad leader was set to "player" and the other squad leaders to "playable". Set everyone to "playable" or else it appears the player will trump the HC hybrid thing. In addition I created a simple mp mission with three squads each with Hybrid high command, ran it on the lan w/ three machines and it worked fine.

Los

Edited by Los18z

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Here try this it's a typical domination map (by Xeno) but has the hybrid HC attached to the three squad leader positions:

www.loscon.net/Files/co30_DominationLHI_EastAIv13.Chernarus.pbo

This mission is three squads patrolling an area for contact each with Hybrid HC. Play it in multiplayer even if by yourself:

www.loscon.net/Files/test_altHCplt.Chernarus.pbo

Edited by Los18z

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Have had a minor breakthrough with using the CommandMenu system !

Can split the squads but cannot rejoin them .... it's probably my scripting.

Mr Centipede will email you the mission and see what I'm doing wrong in calling the join.sqf

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This really is a fantastic expansion of the HC system. This will go in all missions for now on.

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OK so here is what I have so far !

There is a problem with using the command menu to rejoin the team but that can be done in Action menu.

If any scripter can pull apart the code and find out WHY I can't get rejoin to work from the code then let me know.

Have only used the basic upload - so 10 times limit at the moment. If more want it then ask.

http://rapidshare.com/files/265055269/CM_HCS.utes.pbo.html

Regards

Kremator

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In cent's cent_HCS2_init.sqf

he does this to add a radio call for Split:

_trg=createTrigger["EmptyDetector",getPos _HCLeader];

_trg setTriggerText "Split Group";

_trg setTriggerArea[0,0,0,false];

_trg setTriggerActivation["ALPHA","PRESENT",true];

_trg setTriggerStatements["this", "nul=[player,(groupSelectedUnits player)] execVM 'cent_HCS2\cent_HCS2_split.sqf'", ""];

It would seem you would want to do something like this for rejoin (except it doesn't work):

_trg=createTrigger["EmptyDetector",getPos _HCLeader];

_trg setTriggerText "Consolidate Group";

_trg setTriggerArea[0,0,0,false];

_trg setTriggerActivation["BRAVO","PRESENT",true];

_trg setTriggerStatements["this", "nul=[player,(groupSelectedUnits player)] execVM 'cent_HCS2\cent_HCS2_join.sqf'", ""];

Likewise creating an actual radio trigger on the map doesn't work either unless I'm getting the syntax wrong:

nul=[player,(groupSelectedUnits player)] execVM "cent_HCS2\cent_HCS2_join.sqf";

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Yeah but I don't want to use a trigger ... if I can work out what script to put into the REJOIN command menu then it should work.

If you notice that you can select F2, F3 then click communications and you can split them into another group. Rejoin (on the action menu) will bring them all back again.

What I'm REALLY after is to be able to select only ONE of my HC groups and rejoin them back to me.

Any ideas ?

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Yeah but I don't want to use a trigger ... if I can work out what script to put into the REJOIN command menu then it should work.

If you notice that you can select F2, F3 then click communications and you can split them into another group. Rejoin (on the action menu) will bring them all back again.

What I'm REALLY after is to be able to select only ONE of my HC groups and rejoin them back to me.

Any ideas ?

That's exactly what I'd like to see. Take it out of the action menu and with split would be ideal.

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hey thanks kremator. here's the quick fix:

the commsMenu.sqf

//CUSTOM_menu = [
//	["Test",false],
//	["JOIN Platoon",[2],"",-5,[["expression","[] execVM 'cent_HCS2\cent_HCS2_join.sqf',[_HCLeader],6,false,true"]],"1","1"],
//	["SPLIT Platoon",[3],"",-5,[["expression","nul=[player,(groupSelectedUnits player)] execVM 'cent_HCS2\cent_HCS2_split.sqf'"]],"1","1"]
//	];

BIS_MENU_GroupCommunication = [
[localize "STR_SOM_COMMUNICATIONS", false],
//["Test",[1],"#USER:CUSTOM_menu",-5,[["expression",""]],"1","1"],
["Split Platoon (%SELECTED_UNIT_ID)",[2],"",-5,[["expression","nul=[player,(groupSelectedUnits player)] execVM 'cent_HCS2

\cent_HCS2_split.sqf'"]],"1","1"],
[b]["Regroup Platoon (%SELECTED_UNIT_ID)",[3],"",-5,[["expression","nul=[player,(hcSelected player)] execVM 'cent_HCS2\cent_HCS2_joinCM.sqf'"]],"1","1"][/b]
];


if (true) exitWith {};

another file, called cent_HCS2_joinCM.sqf

sleep 0.1;

_Commander = _this select 0;
_Squads = _this select 1;

{units _x joinSilent (group _Commander)} forEach _Squads;

sorry being away for awhile

the highlited part is the fix, hcSelected.

in HC mode, select the group you wish to rejoin you, and 0-8-2 to regroup just that group.

thanks for the comms menu script kremator.

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FANTASTIC !!! I tend to use the mouse to access the comms menu but key work just as well !

This is just what I wanted. Now this REALLY opens up some possibilities ! For instance I can now set up a MG team in an ambush position while I get a flanking team to properly flank the enemy. As an aside I just gave a cobra pilot 14 waypoints around Utes :)

I'm now going to investigate what else can be done with the command menu !

Cheers mate

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Should this commsmenu.sqf be invokes in init.sqf or in the player's init?

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Let me upload my latest version.

EDIT here is the link .... ENJOY !

http://rapidshare.com/files/265589772/CM_HCS.utes.pbo.html

Instructions for use

Turn around 180degrees to see your team

Select a few members (Function keys)

The communication menu has now become active (use your mousewheel to click Communication)

Mousewheel click Split (the F-numbers you selected will be there)

Try a few more members and split them

Press Control Space for High Command mode

Press the F-number of the group you would like to control and control them with all the HC goodies !

Press their F-number again and the Communication menu is active

Mousewheel click rejoin and HEY PRESTO they are back in your normal squad (Control Space to see them)

Any comments?

Edited by Kremator

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Well ... you would need to unPBO the mission and add it in, but in principle you can add it to every mission.

The HC system is very powerful in terms of the waypoints you can give your troops. Just right click on a WP and set new behaviour/type or speed etc.

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I played a bit with the commsMenu, here's what I did:

waituntil {!isnil "bis_fnc_init"};

HCS_menu = [
["HCS",false],
["Split Unit (%SELECTED_UNIT_ID)",[2],"",-5,[["expression","nul=[player,(groupSelectedUnits player)] execVM 'cent_HCS2

\cent_HCS2_split.sqf'"]],"1","1"],
["Rejoin Group (%SELECTED_UNIT_ID)",[3],"",-5,[["expression","nul=[player,(hcSelected player)] execVM 'cent_HCS2

\cent_HCS2_joinCM.sqf'"]],"1","1"]
];

waituntil {!isnil "BIS_MENU_GroupCommunication"};
[b][bIS_MENU_GroupCommunication, ["HCS",[0],"#USER:HCS_menu",-5,[["expression",""]],"1","1"]] call BIS_fnc_arrayPush;[/b]
if (true) exitWith {};

the highlighted part will put custom user made HCS_menu to the end of the default BIS comms menu, this will somehow prevent conflict with SOM menu and warfare menu.

but still,

["HCS",[b][0][/b],"#USER:HCS_menu",-5,[["expression",""]],"1","1"]

, the highlited part will make sure the HCS menu wont have any shortcut number. otherwise it might conflict with SOM support request (menu 1) if I put in [2].

the [] execVM "commsMenu.sqf" can be call in cent_HCS2_init.sqf, at the end of the line

like so:

sleep 0.1;

_HCLeader=_this select 0;
_HCLeader hcSetGroup [group _HCLeader];

[] execVM "commsMenu.sqf";

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Well ... you would need to unPBO the mission and add it in, but in principle you can add it to every mission.

etc.

So how would one go about adding it to a mission? I know how to unPBO a file, is it as simple as throwing the files in that mission and PBOing it again?

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