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james mckenzie-smith

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Everything posted by james mckenzie-smith

  1. I really hope that High Command stays in the editor, as I would like to command Soviet and German platoons, companies, and even larger formations. If some tactical symbols correct for the period are included, so much the better! http://army.armor.kiev.ua/hist/takznaki.shtml http://niehorster.orbat.com/011_germany/symbols/_symbols_43.html
  2. If the High Command module stays in the editor, this might prove to be one of my fave games of the year...
  3. james mckenzie-smith

    Suppression Effects

    Possibly not, but one metre actually seems consistent with studies done on the matter both during the Second World War, and more recently. http://www.rusi.org/downloads/assets/Real_Role_of_Small_Arms_RDS_Summer_09.pdf Interesting thread, though, and food for thought for us all.
  4. Glad to see another HC afficionado! As for you mission there, what have you done by way of randomising German defensive positions?
  5. james mckenzie-smith

    An additonal forum/section is needed imo

    Not an idea that I am fond of. First off, that`s going to turn off some quality new people who will only see a low-quality beginner`s forum; secondly, we will see people inflating their post count with garbage just to proceed to the next forum; Thirdly, some of the best posts that I have ever seem have been made by relative newcomers, while some of the most blithering posts by people with substantial post counts.
  6. james mckenzie-smith

    Module question: how to open and edit?

    PuFu, thanks a lot for that! :)
  7. I am interested in making a couple of tweaks to high command. How does one go about editing modules? Are the modules in the modules.pbo file? Can it be opened? Can modules inside be edited and saved to another PBO? I hope someone knows the answers to these rather general questions!
  8. james mckenzie-smith

    Favourite BI city in the series?

    Chernogorsk is a good urban area, with a surprising amount of variety in a small town. Zargabad is also good, I am writing this coming off a great HC battle there where I had some real trouble with the AI putting some really effective fire down one of the long main streets. I also like lots of the little villages in Chernarus and Takistan. Chardarakht West has seen quite a few really hairy defensive battles on my machine, so it deserves a mention.
  9. I have a few High Command suggestions for we long-suffering, neglected HC afficionados (sniff sniff). First, it would be nice if the 'observe this position' thing actually worked for units under the player's command in HC. As it is, one has to hope that the subordinate units are actually watching in a useful direction. They often are, to be sure, but also sometimes seem to be gawping in the wrong direction as well. Second, it would also be nice if, when an HC waypoint chain ends in a building, for the units to try to occupy the positions in the building. Sometimes they do, sometimes only a few do, and occasionally, none do. It would be good for them to consistently occupy the building as much as possible. It would also be good if they would pay attention to my first point while in those positions. Third, the AI in HC subordinate units seem to be very quick to use the 'Engage at Will' logic, which means that the units in question can actually be rather spread out from where they are on the player's map. This, of course, can be useful, but when one is trying to maintain some sort of cohesive defensive line in the face of large attacks, it can be a pain in the arse. Perhaps, in HC, the waypoints should default to combat mode 'Open Fire', rather than 'Open Fire, Engage at Will', although allowing the player to change that when right-clicking waypoints in-game. Also, when using the regular command keys for HC subordinates, it would be nice to have the full set of options open.
  10. james mckenzie-smith

    High Command mission creating

    Right, here is a simple mission with a British Army platoon sergeant (with a rifleman to help him out) commanding a detached infantry section of two four-man fire teams, and also one of the platoon's four-man GPMG teams in the mean streets of Zargabad. Of the two missions, the mission called "HC British Demo 1" consists of just the British units, while "HC British Demo 2" gives them a small scenario for you to try them out, and also to look at the wait/proceed trigger that I use for some of my missions (here referred to as 'Stand by, stand by', and 'GO GO GO'). To install, just drop the missions into your C:\Users\Your Name\Documents\ArmA 2\missions folder, or wherever it is that you keep your missions, and open them in the mission editor. http://rapidshare.com/files/458612530/HC_demo_missions.zip
  11. james mckenzie-smith

    High Command mission creating

    You're getting there, but at a glance I can see one thing that you could do. You do not need to synchronise the subordinate HC module to every single unit in a group, just to the group leader. I'll work on the demo scenario for you in half an hour, and I'll post it here when I am done, along with any of my other work that I deem relevant, if any.
  12. james mckenzie-smith

    High Command mission creating

    Do you want a simple mission made for you, that you can open and examine in the editor? If so, I will help, and also I can jot down a few explanations. Just let me know, and let me know your preference (Vanilla ArmA2, or Operation Arrowhead). I'm pretty in to the whole HC thing, so I would be glad to help out.
  13. james mckenzie-smith

    Secondary Ops Manager Module Discussion

    Here's a question re. using the SOM as a support module. Is there a way to turn off the hint in the upper right side of the screen that tells the player what support is available? When one makes an HC mission, the hint interferes with any SITREPs that are requested by the player, making them visible only for a split second before the SOM hint comes back. It's a little inconvenient.
  14. Just noticed your reply, sorry. I am thinking of adding a Russian version, and if BIS upgrades the Russians to OA standards, then I will most certainly do so. That said, I will not be doing so for a while; most recently, I have made a US Army combined arms battalion (which is about 33% larger than the already large armored bn) and I am maneuvering it around, just getting used to controlling a large formation within the game. Have you made use of the provided template? I would like to see what you have done. Also, would you like the combined arms battalion to play with?
  15. james mckenzie-smith

    Teamswitch -> AI command disable?

    Someone here (whose name escapes me, alas) came up with this: Place this... onTeamSwitch {group player selectLeader player}; ...in a trigger, set to repeatedly, Anybody present, and covering an area more than large enough to cover the whole playing area. Works a treat.
  16. I appreciate the sentiment, and I will look up Mr. Centipede's work. Alas, I am still stumped on the question above. Any assistance would be greatly appreciated; it is more or less the last piece of the puzzle before I can say that I am satisfied with my HC experiments for now. Without the solution, the engineer company attached to modern US Army Combined Arms battalions has not got much to do in my templates...
  17. How does one have a single trigger with multiple things occurring to a single unit, in a consecutive sequence? For instance: (Trigger activated) unit1 salutes, and then unit1 sits down I know how to do single actions, no problem (Don't worry about the 'unit1 salutes, and thenunit1 sits down' in my example above, I know how to code that sort of thing, but I am trying not to clutter this post too much). The question is, can one do several in sequence, in a single trigger? Thanks anyone for any assistance. I have looked this one up here, and on the wiki, and I am drawing blanks so far. As an aside, my little daughter who is on my lap wants to include the dancing banana in this post, so here we go:
  18. james mckenzie-smith

    Single trigger, multiple actions?

    Excellent, thanks a million!
  19. Here's the manual motherlode! http://www.globalsecurity.org/military/library/policy/army/fm/index.html FM 3-90.2, FM 7-7, FM 7-7J, FM 17-15, FM 71-1, FM 71-2, FM 3-21.31, and also the TACSOP.DOC doc included with Steel Beasts Pro PE. I have also been a wargame player and amateur wargame designer since about 1980, so some of this stuff is pretty ingrained in my mind. Here's the rather interesting info re. the M2 platoon, by way of example: http://www.globalsecurity.org/military/library/policy/army/fm/3-21-71/index.html This is titled MECHANIZED INFANTRY PLATOON AND SQUAD, and I might say that Appendix A was most useful for giving the organization of the M2 platoon, which you will know by now I altered for two reasons. First, because I did not find the actual organization really worked well in-game, as it more or less forced the player to keep both Bradley sections very close together, lest individual men become lost in the fields of Zargabad while trying to find their squads. Of course, I could have just kept the Bradleys in a single platoon without dividing into sections, but it is clear that section organization is important in the Bradley platoon. Secondly, alterations had to be made anyway, because BIS's Brads are short a seat, and I opted for this mission to be mod-free, so that more people could try it out without hunting down this mod or that. Note also my employment of the M240Bs is not as it is in reality. This is partially because of my other decision to reorganize the M2 Bradley platoon along more or less 1980's Bradley organization lines (as I remember them to be, based on previous research), but also because of Appendix B, which states of the M240B that the platoon commander should position his M240s in order to: - Concentrate fires where they want to kill the enemy. - Fire across the platoon front. - Cover obstacles by direct fire. - Tie-in with adjacent units. This was best accomplished by giving the guns to the platoon commander, rather than distributing them among the individual squads.
  20. Greetings, I would like to make a radio trigger that causes a unit to do an action looping until stopped by a second radio trigger, with a 2 second delay between actions. In this case, the desired effect is: _____________________ Radio Alpha activated soldierOne action ["salute", soldierOne] // 2 seconds of no saluting soldierOne action ["salute", soldierOne] // 2 seconds of no saluting soldierOne action ["salute", soldierOne] // 2 seconds of no saluting etc. _____________________ The whole loop would then be stopped by Radio Bravo. I have no idea how do this, to be honest, and I have searched (and learned lots of good stuff on the side!). Could someone help this neophyte scripter? I'm being driven mental here...
  21. It works as designed. As per the readme, you must team switch to the subordinate companies. The "chainofcommand" command does not really cut it, as far as I am concerned, so I do not use it. That said, as per my readme, make what alterations you like! I used community.bistudio.com/wiki/ for a lot of the info, and some other chap from these forums, named cobra4v320, who I gave a nod to in file '03 COMPLEX CUSTOM COMMUNICATIONS MENU TEMPLATE', came up with some good stuff for submenus.
  22. james mckenzie-smith

    High Command and getting troops to load a vehicle

    For a radio call that causes units to get in and out of vehicles, put this into each passenger unit's init line: this assignasCargo vehiclename; Then, make radio triggers with this in the on act:... [unit1, unit2] orderGetin true ...assuming that the passenger unit's names are unit1 and unit2. To make the units dismount, make another trigger with the following: [unit1, unit2] orderGetin false This will work 100% of the time, if done correctly. If you do not want to use up radio triggers, then use the instructions in the file for which I posted a link earlier in the thread.
  23. 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?
  24. james mckenzie-smith

    High Command and getting troops to load a vehicle

    The limitation for your method is that, once you team switch out of your subordinate, you lose control over him for the remainder of the scenario. Get him to unload from the vehicle, and then try using HC to move him again, and he'll just stand there. That's not your fault; that's a BIS thing. Additionally, your chosen method has to be done a squad at a time. It's alright if you only have a couple of subordinate squads, but for something as large as a battalion, it would take several fairly tedious minutes.
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