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Igitur

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Everything posted by Igitur

  1. HCC - High Command Converter Version : 1.5.5 _________________________________________________________ This addon enables a leader player to convert any unit(s) of his squad into a controllable HC group. Conversely, any HC group under player's command can join the leader's group. The game's default High Command system has been heavily modified to allow thoughtful plans and coordinated execution via the addition of numerous commands and menus to the original interface. You can turn every Coop into a SP playable HC mission by using the embedded 'Add Vacant Groups of Side' command (menu 6-7). 'Add Curator Groups of Side' allows a curator owner to add Zeus created groups in the HC bar. Large groups formations and waypoints synchronization can also be used to handle movement at squad, platoon or company level or to plan ahead troops embarkment / disembarkment. Hit LCtrl+Space to switch to High Command. Make sure that your 'Open Menu' commands are bound to some key and hit the number keys (1...0) to open the custom HCC menus. Leading a platoon (v.1.4.1). More videos : Advanced waypoints synchronization (v.1.3.0). Static weapons and artillery (v1.3.1). Convoys (1.5.4). MENUS : Group status menu : 9. Create HC Group - creates a new HC group made up of selected squad units. 0. Execute HC plans - gives an option to launch execution of all HC plans from the regular group mode (not HC). HC group root menu : * effective doWatch command (Left Alt by default). * active suppression system (doWatch + suppress). * Regroup / RTF => 1. Regroup Subgroups - 2. Form Back on Me - 3. Regroup Convoy/ 4. Return to Formation - 5. Form Back on Player - 6. Return to Convoy. HC menu move : 4. Join group and wait - Selected HC groups join the player's group and stay where they are. 5. Join group and regroup - Selected HC groups join the player's group and regroup. 6. Wait - Stops the selected HC group(s) while setting up plans. 7. Execute - Selected units proceed to their next waypoints. 8. Define Array As => Squad/Platoon/Company/Convoy => Positional /Directional : Selected groups will follow the most ranked element of the array (formation). => Not Defined : resets the selected groups and remove them from any previously defined array. 9. Stop Following - Frees selected groups from following their leader. 0. Follow Me - Gives the player direct leadership over any selected group, whatever its rank. HC menu engage : 3. Suppression = > parameters : duration + dispersion. 4. Combat mode => Red/Green/White/Yellow/Blue. 5~6 . Engage/Disengage target -Unavailable. 7~8. Enable/DisableAI AutoCombat : enables/disables autonomous switching to COMBAT when in danger. 9~10. Enable Attack true/false : Team leader send their units engage their targets or keep them in formation. HC menu speed : 1. Limited - 2. Tactical - 3. Normal - 4. Full - 5. Automatic. 6. Vehicle Speed : limits selected vehicle's speed so that unloaded cargo troops can follow. 7. Fly in height : forces an helicopter's next waypoint flying height. 8. Dive in Depth : works for either divers or submarines. 9. Allow GetIn true : allows unloaded cargo troops to get in their assigned vehicle when moving toward a distant waypoint. 0. Allow GetIn false : prevents unloaded cargo troops from mounting their assigned vehicle when moving toward a distant waypoint. HC menu transport : 1~3. Land/Sea/Air = > empty/crewed => returns a list of empty/crewed vehicles in a 200 m radius sphere. => assign/embark as crew/cargo. 4~5. Embark as crew / Embark as Cargo : enabled when HC cursor is on a vehicle. 6~7. GetIn assigned / GetOut assigned : assigned crew/cargo will get in/out. 8~9. Cargo load / Cargo Unload : cargo troops will get in/out but the driver/crew stay in vehicle. 0. Unassign current. HC menu action : 1. Vehicles => 1~2. Engine ON/OFF - 3~4 : Helicopter land (in/out/off) - 5 : Sling load cargo - 6 : Drop off cargo (Position/Coordinates) - 7 : Cancel action. 2. Weapons = > 1~2. Unpack/Pack static weapon - 2~4. Fire/Repeat Artillery. 3. Movement => 1. Convoys => 1. Display Convoy Leaders - 2. Regroup Convoy - 3. Return to Convoy. 4. Subgroups Mode = > 1~2. Positional/Directional. Changes the formation mode. = > 3~4. New Positional /New Directional : Changes the formation mode and redefines groups positions. 5. Subgroups Formation = > 1.Line 2.Column 3. Wedge 4. Circle. = > Interval : 20 - 200m. 6. Chain of Command = > 1~2. Enable/Disable CoC for subgroups. 7. Add Vacant Groups of Side : . In SP, adds every vacant playable unit's group to the player's HC bar. . In MP, adds every vacant playable unit's group to the HC bar of the most ranked player of a side. 8. Add Curator Groups of Side : adds all groups that belong to a Curator player to his HC bar. 9. Remove Group from HC bar. 0. Display : gives access to all available display Modes. HC menu combat : 6~10. Stand/Crouch/Prone/Auto/Copy : groups stance management. HC menu team : 1~5. Assign Red/Green/Blue/Yellow/Main. 6~11. Display Red/Green/Blue/Yellow/Main. - The player's group is always team Main. Display All => All groups/All leaders. HC menu reply : 5~6. Sentences On/Off : allows sentences or mutes all groups. 7~8. 3D Icons On/Off : Shows or hides the 3D icons. 9. Rename Group : change a group ID via GUI. NOTES ON WAYPOINTS (standard features) : 0. Right click on a group icon to select/deselect the group. 1. LCtrl + Action MseBtn lets you place several successive waypoints for several groups at one time. 2. Right click on a waypoint to edit its parameters. 3. Place a "Cycle" waypoint close to another waypoint to create a loop (patrols). 4. Place a "GetIn" waypoint close to an empty vehicle to make a group board the vehicle. 5. An "Unload" WP will disembark cargo troops (e.g mechanized infantry). A "GetOut" WP will disembark the whole crew. 6. A "Load" WP will embark assigned cargo troops. A "GetIn" WP makes a crew re-embark their vehicle. ENHANCED WAYPOINTS (HCC features) : 1. Synchronization : 1. Deselect all groups. 2. Hit and release Action MseBtn (MMB by default) on a WP, drag the sync line to another WP, hit and release Action on the second WP. 3. To un-synchronize a WP, just synchronize it with itself. 2. Embark/Disembark : 1. Select an infantry group (G1). Stop it (1-6). Place 2 WPs. WP1-1 MUST be a "move" type WP (default type). Set WP1-2's type : "Get in" (right click to edit). Deselect the group. 2. Select a crewed vehicle (G2) with cargo capacity. Stop it. Set WP2-1's type : "Load". 3. Synchronize WP1-2 with WP2-1. 4. Select G1 + G2. LCtrl+ActionBtn : place 2 new WPs for the two groups at once. WP1-3 = "Get Out". W2-2 = "Unload". WP1-4 = "Move". WP2-3 = "Move". 5. Deselect all groups and synchronize WP1-3 with WP2-2. 6. Select G1 + G2 and execute (1-7). Note that you can synchronize your own waypoints to trigger other groups movement, provided you follow your own plan. Mission or mod makers : To turn groups into HC controllable units with this addon, just put the following line in the proper trigger, waypoint, script or group leader's init field. : player hcSetGroup [groupname, "", "teammain"]; Options are : "teamred", "teamgreen", "teamblue", "teamyellow", "teammain". The player's group is always the main team. More info in this post. In a MP mission just replace 'player' by the playable unit's variable name. Download : Steam Workshop Support : Donate with Paypal License :
  2. Hi there, Is anyone aware of a simple way to detect by script which size of the game interface (large, small, very small, etc...) a player is using ? I've tried _scale = profilenamespace getvariable 'IGUIScale'; hint str _scale; //and : _scale = UInamespace getvariable 'IGUIScale'; hint str _scale; , but that doesn't seem to return anything. 'IGUIScale' seems to be what I'm looking for. It's a variable I found in my user profile. Any clue ? Thanks in advance for your reply :)
  3. Hello, You'll find here a template for a company setup. Just extract the file in your SP mission folder. The company is made of 3 platoons of 3 squads, each squad being made of 3 fireteams + the lead group (3x3x4=36 groups). The files have not been binarized so you can read and edit them with notepad++. The respective positions of your groups when starting the mission define their default formation. You may prefer to use the provided generic formations though, as shown in the video below. Low quality, but I cant seem to get a decent video processing from YouTube anymore. Manoeuvring a Company. Cheers !
  4. Version 1.5.5 - Sling loading. Added : 6-1-5 : Sling load cargo : the command returns a list of the 10 nearest sling loadable objects in a 500 m sphere and picks up the selected one. 6-1-6 : Drop off cargo -> 1. At position : heli drops off at its current position. ~2. Coordinates : click on the map and drop off at coordinates. 6-1-7 : Cancel action : cancels current action (landing, sling loading, dropping).
  5. Version : 1.5.4.3 Fixed compatibility issues with Achilles, MCC and most likely other Zeus addons.
  6. Version : 1.5.4.2 : . Changed : Regrouping subgroups no longer cancels a 'Wait' order issued to the lead group. . Changed : Issuing a 'Follow Me' command now does cancel a 'Wait' order given to the subgroups. . Added a 'Tactical pace' entry in the group's speed menu. The selected speed mode can now be passed to the subgroups through the Chain of Command. . Added a 'Automatic' entry in the group's speed menu. Subgroups in formation will automatically tend to adapt their speed to the leader's speed (unless too far from their expected position). . Added a 'Dive in Depth' entry in the group's speed menu. Works either for divers or submarines.
  7. Hotfix 1.5.4.1 Chain of Command was broken as well as some core functionalities in the Regroup/Formation system. A big thank you to Mihais for PMing me about the issue ! Keep it coming :) @temon : if you spawn a group by script, just write player hcSetGroup [yourGroup] somewhere in your script. Use the unit's variable name instead of 'player' if you're in MP. @headstone : Yep, I'm aware of the issue. I've PMed oOKexOo about it but no answer so far. No promise.
  8. Version : 1.5.4. First pass on convoys (WIP). Usage : 1. Select your groups carefully. The order of the selection defines the position of the vehicles in the convoy. 2. Define array as - > Convoy (1-8-4). 3. Display Convoy Leaders (optional : 6-3-1-1). 4. Select the convoy leader and regroup the convoy (6-3-1-2 or, in the Regroup/RTF menu : Regroup Convoy). 5. Give waypoints to the convoy leader. Give any vehicle a waypoint or use 'Stop Following' to make it leave the convoy. Use 'Return to Convoy' or 'Regroup Convoy' to make it join the convoy again (in the last position). A disabled vehicle will leave automatically. A disabled leader will leave automatically and the second group will then take the lead and the waypoints. Hints : 1. Select the 'CARELESS' combat behaviour to avoid drivers to move away in panic when crossing a warzone. 2. Select the 'CARELESS' combat behaviour to avoid embarked cargo troops to disembark and engage the enemy when crossing a warzone. 3. Synchronize the convoy leader's waypoints with some other combat groups progression to provide protection to the convoy. 4. Avoid bridges like the plague.
  9. Hello, I dont know a thing about scripting for MP and I'm not even sure to know what a dedicated server actually is, to be honest. I always disable that stuff with "if (isDedicated) exitWith {};", as a precaution. I'm also rewriting some of the game configs so I dont think what you're asking for is even possible (is it?). I could enable Dedicated servers in the next update but I have absolutely no idea of what the end result would be. Care to explain ? The mod is designed to work as a client side addon and I'm curious to know how it could work on a server.
  10. Version : 1.5.3 Changelog : 1. Fixed : Pre-definition of arrays is now effective at mission initialization instead of first switching to HC. 2. Fixed : groups in arrays should no longer move away after unassigning their vehicle. 3. Reworked the artillery functions to better handle a selection of several groups of several artillery units. 4. Reworked the pack/unpack functions to better handle a selection of several groups of several dismantled weapons. 5. Fixed some issue with RHS dismantled weapons + added CUP and APEX dismantled weapons. 6. Improved : the Regroup/RTF menu now adapts in real time to the player's groups selection. 7. Added a paypal link in case someone feels like clicking on a paypal link.
  11. Not sure I understand what you want to do (my poor english, sorry). Lets say you have two groups A and B. Give each group 4 WPs. If you want A and B to wait for each other at their respective first WP, before moving together to their second WP, just synchronize A1 with B1. Repeat for the following WPs (A2-B2, A3-C3,..) and your 2 groups should move in together. Your groups may take longer than you'd like to reach the WPs but that's Arma isn't it ? You can be sure both WPs have been reached when the sync line disappears. Now you can also synchronize A1 with B1, A2 with B1, A2 with B2, A3 with B2, A3 with B3 and A4 with B3. You'd get some sort of zigzag with the sync lines. That's a typical setup for a bounding overwatch progression. If you want three groups to move in parallel, synchronize A1 with B1, B1 with C1 and A1 with C1 (otherwise you may have one of the groups that moves away before the other two). As a general rule, all the groups you want to move in together must be synchronized each with all the others. Hence the interest of working with the leaders. Note that you just have to synchronize the leaders to make their whole arrays move in together. Vehicles WPs are also more capricious. They'll auto-cancel their first WP if you dont set it up far enough. I hope this helps..
  12. The pre-definition works just the same as the manual system as of today, meaning that the relative positions the groups may have at mission start are considered the groups relative positions in their respective formation, the ones they'll return to when you call them back to formation (unless you're using one of the generic formations). They'll follow their leader if you give the said leader a waypoint. [Late edit : oops sorry, this is misleading. Arrays are actually defined the very first time the player switches to HC. Late edit 2 : that's gotta change !]. Later down the road you will be able to choose whether or not you want the groups to start the mission in formation. I plan to develop a custom HC formation system similar to CFS for this mod. Convoy should be easy. It was planned with the formation system but I might take a look sooner :)
  13. Hotfix 1.5.2.2 Some issues with the new Regroup/RTF system and dynamic menus. Edit : I've checked the pack/unpack functions btw. I cant seem to replicate your issue. You need at least 2 units in your group for those actions but I guess you know that right ? Care to write a step by step description of the issue ? The mods you're using etc.
  14. Version : 1.5.2 Edit : Hotfix 1.5.2.1. This update aims at making the mod more streamlined and user friendly. It also focuses on large scale gameplay by making arrays more persistent and meaningful. Changelog : 1. Pre-definition of arrays : mission makers can now define arrays in their mission's init file. Below is a typical setup for a company made up of 3 platoons, each platoon made of 3 squads of 3 groups. IGIT_HCC_Arrays_Presets = [ [['A',1,1], 'directional', 'Squad', 1, [G1,G2,G3]], [['A',1,2], 'directional', 'Squad', 1, [G4,G5,G6]], [['A',1,3], 'directional', 'Squad', 1, [G7,G8,G9]], [['A',1,0], 'positional', 'Platoon', 1, [G1,G4,G7]], [['A',2,1], 'directional', 'Squad', 1, [G10,G11,G12]], [['A',2,2], 'directional', 'Squad', 1, [G13,G14,G15]], [['A',2,3], 'directional', 'Squad', 1, [G16,G17,G18]], [['A',2,0], 'positional', 'Platoon', 1, [G10,G13,G16]], [['A',3,1], 'directional', 'Squad', 1, [G19,G20,G21]], [['A',3,2], 'directional', 'Squad', 1, [G22,G23,G24]], [['A',3,3], 'directional', 'Squad', 1, [G25,G26,G27]], [['A',3,0], 'positional', 'Platoon', 1, [G19,G22,G25]], [['A',0,0], 'positional', 'Company', 1, [G1,G10,G19]] ]; . Please note that the last line has no coma at the end. . In this setup, G1 leader's rank is Major. G10 and G19 leaders are Captains. G22, G25, G13, G16, G4 and G7 leaders are leutenants, the other groups leaders are sergeants. . Elements : 1. ['A',1,1] : Company A, Platoon 1, Squad 1. The callsigns are not functional yet but I may use them later on. 2. 'directional' : Mode of the array. Can be either 'directional' or 'positional'. Directional by default is not recommended for very large arrays. 3. 'Squad' : Type of the array. Can be either 'Squad', 'Platoon' or 'Company'. 4. 1 : This variable is not functional yet. It will decide whether or not you define the current position of your groups as their default formation. Custom HC formations will be possible at a later stage. 5. [G1,G2,G3] : groups of your array. Arrays of order X can be made of either all the X-1 groups, or just the X-1 leaders. For instance, Platoon 1 could be [G1,G2,G3,G4,G5,G6,G7,G8,G9] but the mod only takes the subleaders (if any) into account. 2. Gameplay : 'Stop Following' is no longer mandatory to take back direct control over a subgroup. Issuing a waypoint to the group will now automatically break the current formation. 3. Gameplay : the Regroup/RTF system has been reworked to differentiate arrays that were properly defined from the more opportunistic 'Follow Me' command. You can now order any group to follow you without breaking the array he belongs to. Use 'Regroup Subgroups' or 'Return To Formation' when you're dealing with your squads, platoons or companies, and use 'Form Back on Me' or 'Form Back on Player' when you want to call back the groups you've taken control over with 'Follow Me'. Note that a group that has been sent back to its regular formation is no longer available for the 'Back on Me' or 'Back on Player' commands (unless you use 'Follow Me' again). Those changes in the system should prevent from breaking the arrays you've defined unless you deliberately choose to re-define them. 4. As a bonus I have changed the 'Vehicle Speed' menu to provide a wider range of controllable speeds.
  15. Yes, the team switch feature is functionable but limited to the vanilla game's scope as of today. I'll try to make it so that switching to a sub-leader would always come with HC control over his defined subgroups, but I'll never take the "everyone is commanding everything" path, as it utterly contradicts the very concept of High Command imo. I dont get that part. You can always take back direct control over any HC group of any of your defined arrays by switching to the "All groups" page, selecting the group and hitting 'Stop following'. Just use 'Regroup Subgroups' or 'Return to formation' when he's done. No need for team switching here. I think I'll change the process so that the 'Stop following' command is no longer mandatory, as it may feel counter-intuitive for people. Issuing a WP to any subgroup would automatically break their current formation and let them move wherever you want. I plan to rework the default WPs later on. Note taken for the autocombat stuff. Building clearing should make an appearance somewhere down the line, along with automatic healing, rearming, etc.. Time will tell :)
  16. I have built my own Team Switch functions for this mod, as the original feature was designed for switching units in a same group and hence was practically unusable in combination with HC. It may need another check though, I haven't used it for long. As it stood, you just had to assign some hc groups to the playable units you plan to switch to instead of assigning them to the player. For instance, if you have PL1 = Platoon Leader 1 : PL1 hcSetGroup [G1]; instead of player hcSetGroup [G1]. The feature should also work for assigning different HC arrays to different players in MP. Test it out if you're interested and let me know whether it's still working. I have no more time to do it myself today.
  17. Seems doable. No ETA but notes have been taken :) Looking forward to playing your mission btw. Feel free to share when you're done !
  18. Thanks, I'll take a look. Feel free to report any other bugs or quirks you notice, it helps a lot. Suggestions are welcome as well. In addition to the predefinition of arrays, the next update will focus on getting some of the main functions (firing artillery, suppression, ..) to work flawlessly for several groups at once, as I've noticed some issues in that regard. I'll check the pack/unpack functions too.
  19. CFS - Custom Formations System Version : 1.1 __________________________________________________________________________ CFS is a script addon that enables a player to define on the fly, modify, save and re-use whatever custom formation he can think of. In addition to its main functionalities, CFS also makes possible an interesting and immersive usage of the otherwise useless 'SAFE' combat mode, as the mod allows the player's units to either walk OR RUN, weapon lowered, when in the safe mode while keeping a selected formation. LIMITATIONS : 1. Once in formation, your units will always try to reach their assigned position, whatever the combat situation, which can sometimes lead to fatal consequences for them. To overcome that issue, you can simply make good use of both the 'FIND COVER' and 'CFS-REGROUP' commands, in combination. 2. I have not been able to access all the commands from the game menus at config level. It is therefore recommended to use the keyboard instead of the mouse wheel to select a menu's entry. Unlike most of the user-made addons, this mod NEEDS to be installed in the Steam Workshop hidden folder to work properly. Please check out the second video to find that folder in your computer's directory. USERCONFIG : As shown in the second video below, you can configure and save your custom formations once and for all by copy/pasting the formation datas directly from the game into the userconfig. Every new version of the mod will come with a clean file, but steam wont delete the previous version. You can then import your already defined formations by copying your datas in the new file. Please note that the CFS-UserConfig file MUST stay where it is. Do NOT move that file in your usual userconfig in Arma's main directory. Creating a formation Library (v.0.3) Configuring your addon once and for all (v.0.5). CFS in combat (12 vs 8). USAGE : Open the CFS interface at any time via the formations menu : 8-0. Some of the commands displayed are not available for the time being. Warning : closing the interface with the Escape key may prevent you from displaying it again. Save As : Select your units and place them wherever you want. Give a title to your formation then save it in the presets. Once defined, a unit can leave the new formation four ways : - either via the regular 'Regroup' or 'Return to Formation' commands, - or by selecting one of the game's default formations, - or by being sent somewhere (mouse action button detection only), - or being ordered to do sth via the menus (engage, heal, etc..). Please use the keyboard instead of scrollwheel+action for those commands. I have not been able to access all of them in the config. Regroup : Any previously defined unit can be called back to the selected CFS formation. SAVE : Save all the changes you've made in an already defined formation. Modify and repeat as you like. Adapt : Adapt to KIA : this command reconstitutes the squad with the remaining units. HC : This command creates a new HC group made up of selected units. If you have my HCC mod enabled, you can take HC control over this new group and call it back at will. HCC : http://steamcommunity.com/sharedfiles/filedetails/?id=562920130 Mode : Positional : units do not adapt to the player's facing direction. Directional : units adapt to the player's facing direction. Sliders : The Amplitude, Rotation, Translation X and Y sliders are self explanatory. They allow you to change your current formation's parameters on the fly. You can reset or define each parameter individually by using the checkboxes left and right of each slider. Just define all new parameters at once with the general 'SAVE' button if you want to save your changes as the new default formation. The 'Direction' slider enables you to define the default facing direction of each unit individually. Datas : This command display your current formation significant datas and let you copy/paste them in a config file to make them available in the presets once and for all (video 3). Swap : Select 2 units and swap their positions. Combat : This command is not working yet. If you're not convinced by the AI behaviour in combat, you can always make a good use of 'find cover' and CFS-Regroup. Tips and Tricks : 1. This addon enables you to keep your units in formation when walking or running in the safe mode. If you want them to keep their weapon lowered while moving, switch the units stance to Automatic Stance and make sure you have your own weapon lowered. They may still wait ~20sec before lowering their weapon, and will only do so if no danger is detected. 2. The directional mode is very reactive. Do not hesitate to switch to positional when you think you wont change your moving direction anytime soon. INSTALLATION Steam Workshop
  20. Left click wont work, especially with Alive. I'm using the mouse Action button (as mentionned in the description). Just click on a WP, drag the blue line to another WP, click the action button again. To unsynchronize a WP, just synchronize it with itself. I hope this helps :)
  21. Sorry, I was busy with my CFS stuff lately. I'll start to work again on HCC now. That feature will definitely be in the next update.
  22. Version : 1.1 . Reworked the Adapt functionality; . Swapping positions works now as a separate function; . Units should try and find safer positions in combat; . Revised speed management; . Fixed the Action key limitation; . fixed a few more script errors.
  23. Version : 1.0. . Fixed : CFS interface should now match with every UI size and screen resolution; . Fixed : Heading reference got lost when switching back from positional to directional; . Improved : Directional mode was too sensitive. It is now effective only when the player is moving; . Improved : smoother behaviour when running; . Added : CFS indicators to help visualize which units are processed by the mod. . Added : a readme which you should read. The mod works and looks pretty much as I want now, so I promote this version to be my 1.0.
  24. Igitur

    Detecting UI size

    Eh eh, I knew that was simple.. Thanks Lucullus !
  25. Version : 0.5. . Added : datas management system. Configure your addon once and for all : . Added a few custom presets. They're designed for 12 units, but should work for less. Additional units will regroup in a regular Arma formation. . Changed : I've disabled my crappy CFS Combat stuff that was conflicting with the AI combat routines. Everything is way more natural and efficient now : . Fixed and improved a few more things here and there.
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