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Alkid

Is High Command buggy a bit?

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Sorry if this topic has already been discussed here but I haven't found anything conclusive enought yet.

The problem is that "Interact" and several other menu options are invariantly inactive in High Command interface. Particular thing that makes me crazy is that I can't order team of infantry to board vehicle. I've made test scenarios with just me, truck and team of soldiers (both truck and team are subordinate via High Command) and I didn't manage to get soldiers into truck without voodoo rituals which do not produce stable result.

I just can't beleive that such trivial thing is not supported and inactive menu items hint that I'am right. Thus I conclude that there is some bug or global misunderstanding regarding High Command usage.

Has anybody experienced such difficulties and managed to get things working? I need help :confused:

P.S. Tried on 1.03 and 1.04 with same result.

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Set a waypoint to the vehicle (in map mode) and set that WP to GET IN.

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Set a waypoint to the vehicle (in map mode) and set that WP to GET IN.

Can you be a little more specific? I tried similiar things but never succeeded.

1. What menu number of "GET IN" is? I use Russian version so I need number to be sure.

2. Should be truck empty (without crew)?

I need to load crewed vehicle (truck, APC, etc.) with passenger units and unload them as separate team without abandoning vehicle by crew.

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Select the team, then double click on the map to create a waypoint. Right click (IIRC) on the WP to change its type. This is all covered in the high command tutorial.

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Select the team, then double click on the map to create a waypoint. Right click (IIRC) on the WP to change its type. This is all covered in the high command tutorial.

In High Command tutorial mission truck is UNMANNED. I'am talking about placing passengers in crewed vehicle like putting troops in APC. For manned vehicles this algorithm doesn't work. Soldiers just go to vehicle and stand still.

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Yep ok. Yeah i agree it would be nice with a command straight off the keyboard to tell units under HC to get in/out etc. The get in WP is working for empty vehicles even though a bit crappy. If they are too close you have to tell them to move further away and make another WP at the vehicle and set the type. Otherwise they get too close too fast and the WP disapears before you have time to set it.

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Yep ok. Yeah i agree it would be nice with a command straight off the keyboard to tell units under HC to get in/out etc. The get in WP is working for empty vehicles even though a bit crappy. If they are too close you have to tell them to move further away and make another WP at the vehicle and set the type. Otherwise they get too close too fast and the WP disapears before you have time to set it.

So, it appears that I'am wanting too much from the game? :) Sad, very sad.

Should drop a hint to BIS :)

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This is BIS my friend. Dont give up just yet. They have my respect for being active and listening to us as much as they do. The HC module and its functions might not be finished yet. It might get overhauled in OpA and thus updated in ARMA2 as well.

What we can do for now is to open a thread in the suggestion forum maybe and explain with a neat and detailed post of how HC could be improved. If one makes a clear and informative post many others will back it up if it seems like a good idea, and with luck BIS will take that to heart and implement some of it.

Happened before. :)

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This is BIS my friend. Dont give up just yet. They have my respect for being active and listening to us as much as they do. The HC module and its functions might not be finished yet. It might get overhauled in OpA and thus updated in ARMA2 as well.

What we can do for now is to open a thread in the suggestion forum maybe and explain with a neat and detailed post of how HC could be improved. If one makes a clear and informative post many others will back it up if it seems like a good idea, and with luck BIS will take that to heart and implement some of it.

Happened before. :)

Thank you for advice.

I'll do it. :)

I think for now scipting will save the day :)

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I hope they fix this because it blows chunks not being able to run a truly dynamic mission. We should be able to slap some groups on the map link them up with the modules and give the player/commander complete freedom on how to move his units. The use of waypoints in the editor completely smash the dynamic control potential of the module.

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Has anybody experienced such difficulties and managed to get things working? I need help

Yes - me... - I've pulled lots of hair out in frustation due to the missing fetures in HC.

The HC module and its functions might not be finished yet.

Well that is'nt just good enough! - at page 21 in the official manual here this is stated:

Interact option in high-level command menu is context sensitive. You may

use it to load or unload infantry from vehicles or assign an enemy to be

attacked by selected group.

wich in my world means that HC should be full functional from ver. 1.00 and not (still) partial inactive in ver. 1.05 :mad:

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I have the same problem in Dogs of War HC scenario. When the MEU lands after capturing Electrovadisk, I tried to order the infantry to board the APC's (or choppers). I give the vehicles a "LOAD" wp, and then the infantry a GET IN wp. Then move the wp's so they occupy the same point. All that happens is the GET IN wp disappears and acts like a MOVE order.

I was wondering if the scenario needs to edited to group the APC's with the infantry, or perhaps a TIME OUT period is needed as well as the GET IN/LOAD commands. Perhaps, I should be giving the infantry a LOAD wp instead, and the APC's a GET IN wp? Although that would be opposite to the wps in the editor.

Earlier someone mentioned they could board empty vehicles, but I've not been able to do that either.

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I have the same problem in Dogs of War HC scenario. When the MEU lands after capturing Electrovadisk, I tried to order the infantry to board the APC's (or choppers). I give the vehicles a "LOAD" wp, and then the infantry a GET IN wp. Then move the wp's so they occupy the same point. All that happens is the GET IN wp disappears and acts like a MOVE order.

I was wondering if the scenario needs to edited to group the APC's with the infantry, or perhaps a TIME OUT period is needed as well as the GET IN/LOAD commands. Perhaps, I should be giving the infantry a LOAD wp instead, and the APC's a GET IN wp? Although that would be opposite to the wps in the editor.

Earlier someone mentioned they could board empty vehicles, but I've not been able to do that either.

You can't tell infantry to load up in vehicles that already have men from a different team in them. They will only get into empty vehicles or vehicles within their group. At least that is how I understand it.

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I give the vehicles a "LOAD" wp, and then the infantry a GET IN wp. Then move the wp's so they occupy the same point. All that happens is the GET IN wp disappears and acts like a MOVE order.

Try synchronizing the 2 waypoints.

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Try synchronizing the 2 waypoints.

Wait, you can synchronize waypoints in high command??

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Try synchronizing the 2 waypoints.

You can only do that in editor mode, but not during a HC mission - as far as I can tell. The HC module should do that automatically. I wonder (hope) if someone has a rescripted the HC module to fix the oversight.

I could mod the mission sqm itself to group the apc's or choppers with the ground troops, but that would take away any flexability. Also, the APCs would runover the infantry without blinking an eye.

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You can only do that in editor mode, but not during a HC mission - as far as I can tell. The HC module should do that automatically. I wonder (hope) if someone has a rescripted the HC module to fix the oversight.

I could mod the mission sqm itself to group the apc's or choppers with the ground troops, but that would take away any flexability. Also, the APCs would runover the infantry without blinking an eye.

You could tell the APC guys to get out and the infantry squad to get in. At least that way your infantry will move fast. The vehicle crew won't but I would rather have 13 guys be mobile over 3.

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High command drives me buggy. It's two very two huge boulder command systems connected by a few thin threads. The boundary between high command and low command should not be cut and dry but blurred. Simply have the traditional full-featured command system but individuals can be collapsed into groups and then those groups act as a single unit while collapsed.

Right now you can only get into platoon level organizations practically as the HC layer is only a second layer. There's no chance for a 3rd, 4th, etc later. Company or battalion level ops are not too much to ask at all considering the combined arms nature of ArmA.

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You can do company level stuff or battalion level stuff. I have done it many times.

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