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Showing results for tags 'Command'.
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Execute server command with script/trigger?
WurschtBanane posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How do i execute a server command in a mission? When you login as an admin with #login password and then type #mission MISSIONNAME a new mission starts. I want to do that via a script or a trigger after the mission end screen appears. Why? because when people click ok instanly they get joined back into the mission because the server does not load the new one fast enough. -
Ever since patch Hotfix 1.58 i can no longer open the AI menus. This happens in singleplayer and multiplayer. I do it the way i've always done it. 1: Press F2/F3/Whatever unit i want to select. 2: Press one of the number keys on the keyboard to open the corresponding sub menus, such as stance or fire modes. However, since patch 1.58 pressing one of the number keys simply deselects my AI. It does nothing at all apart from that. Weirdly though, pressing the number keys WITHOUT an AI selected does open the menu. This is of course useless since no AI are selected. Already done: Check all key settings in the "controls" menu. Reinstalled the game, removed all mods and removed all player files. I regularly play on a BECTI server, and i've heard from others there that they have the same issue. Help would be appreciated.
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Connecting a created group to high command
fisheadaustin posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
just like the title says i need to link a created group to a high command subordinate module so i can gain control of them after creation. how i have this setup the player group clears a town, trigger goes off that creates a new group of soldiers using the BIC call function. but thats all i got, it needs to be that after they are created the group is then linked to the HCS subordinate module that way i gain control of that group. ive tried using the synchronizeObjectsAdd function, however to my dismay the group doesnt have a name... and if they do i cannot find it to place that in the correct order to allow this to happen. also i cannot give the unit a name do to the way they are created apparently. Here's what i have in the trigger activation :[position player, WEST, configfile >> "CfgGroups" >> "West" >> "OPTRE_UNSC" >> "Infantry_Marine" >> "OPTRE_Groups_UNSC_Squad_Marine"] call BIS_fnc_spawngroup; Alpha_2_2 synchronizeObjectsAdd [HCS]; right now i figure as im looking at the high command menu that this group is alpha 2_2, (there are numerous reasons for thinking this) but it all boils down to that i cannot link the group leader to the actual HCS module because i cannot go in and edit his "name" to do so. and i have no idea how to issue him one.- 8 replies
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Bug Report - Keybinds missing - "Command" category not showing all keybinds
Piratebear posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Problem: Command entries "Command Forward", "Command Left", etc. are all missing in the keybind menu. They exist as keybinds but do not show up in the Command category as they apparently did in Arma 2. Players cannot rebind them to different keys / unbind them. When using the arrow keys as commander in a tank, they will always issue movement orders to the driver, regardless of intended functionality. Information: • Version: Arma 3 current Steam build 1.50.131969 • Options > Controls > Command • Default keybinds are Left, Right, etc. arrow keys. Reproduction: 1) Bind a function to an arrow key. 2) It will show in red, referencing double-bind "Command [whatever]" - If it shows a different double-bind, remove the conflicting bind and try again. Recommendation: - Add those functions to the "Command" tab in Options > Controls to allow players to change the keybinds. -
Nice surprise I just got this morning! My Steam version of the game got updated to 1.6.0004. I'm eager to put this one to the test. :cool: The first thing that struck me, is that Walrus AI definitely seems to be better. Well, I haven't played long with it but so far, they're following pretty smoothly. As for the lighting issue, I can't tell yet, because I'm currently in the campaign, at one of those snowy islands. Thus, not very sunny... Well, good work BI. Thanks a bunch for the continuing support! :)
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Carrier Command: Gaea Mission 1.06 BETA Patch
Johny posted a topic in CARRIER COMMAND: GAEA MISSION - NEWS
It has been a while so we have decided to roll out new version of beta patch for CCGM: Carrier_Command_Patch_1.06_0004_Beta_SDK.zip CRC-32: 9c9d5d7f MD4: 3118af22585f4a7c09e79261df707846 MD5: 6d7a4d75a6894693d012e25d44699020 SHA-1: af99c358dde314af05de53bff22cd3b0ddc26ff0 Patch 1.06.0004 Changelog --------------------------------------------------------------------- - Fixed Enemy carrier units were sometimes missing equipped weapons. - Fixed When the enemy finished building a Command Center on player's current island, player was unable to shut down firewalls. - Fixed Assert when enemy starts Command Center creation on player's current island. - Fixed Enemy carrier deployed units too far from player's carrier in a fight (and they don't take part in a fight). - Added Turbo and forsage and manta shield visualization into 3rd person view. - Fixed Units are destroyed directly after "yes" selection in "Abandon Units" dialog (not in tutorial mission till Outpost in GM Campaign). - Fixed Bug when player's carrier units dock instantly. - Fixed Current task setting in both campaigns. - Fixed "No Generic Mission" no longer visible in island info, shiplog screen etc. - Fixed New manta added to command bar (from carrier stock ) always has full fuel. - Fixed After capturing island which is changing its alignment the process is stopped. - Fixed After capturing island the autoaim no longer sticks on friendly target. - Fixed Objective "Build Command Center" will not be marked as complete when enemy builds a Command Center on the player's current island. - Fixed Island alignment icon will be hidden when the player leaves the island without a connection to his island. - Fixed Waypoints displaying in firewall mission when recapturing an island. - Fixed The strategy game will not end in an untimely manner - the player has to recapture all islands again (if the enemy takes some over after the player conquers all islands and doesn't sink the enemy carrier). - Added new tech level step on strategy campaign starting screen (4) - all items available. - Fixed Removed some turrets on fulcrum island (Command Center Base). - Added "+" and "-" signs for production and mining in IslandInfo Screen in Gaea Campaign. - Improved Walruses from garages can be fitted with a weapon in the second slot (plasma, AA Gun etc.). - Fixed One turret on Bacchus is no longer under enemy control when the island is under the player's control. - Fixed Removed walrus from neutral Avernus. - Improved AI walrus pathfinding. - Fixed Missions with Firewalls and shield boosters can sometimes reduce telemetry range of carrier Download from CarrierCommand.com -
Using a Joystick an Logitech Attack 3
cabunag60 posted a topic in CARRIER COMMAND: GAEA MISSION - TROUBLESHOOTING
Is there any kind soul there that can explain in Layman terms how to use a Joystick with this game, i can get a simple guide anywhere, usually i go to U Tube, but its all reviews there, kinda difficult to play the game as i have lost a few fingers, i thought i had got the wrong game when it looked like at first a FPS game, thanks. Cabunag60 -
Carrier Command: Gaea Mission - Updates
Korneel posted a topic in CARRIER COMMAND: GAEA MISSION - NEWS
Hi all, We hope you're enjoying our brand new game Carrier Command: Gaea Mission. We've already seen many people posting their experiences, suggestions and issues on the forums and we hope you continue to do so! In the meantime, if you're playing the Windows PC version of the game, make sure to keep track of the official Carrier Command website, Facebook, Twitter and forums, so you'll know when a new patch has been released: Update 1.02 Released 28-09-2012 Fixes include save game corruption bug fixed, improved stability, various Walrus AI improvements, numerous localization fixes, and various campaign script fixes and improvements (complete README file is included with the download). Please note that save games made with a previous version are not compatible with this patch. Steam versions receive this update automatically. Update 1.03 Released 07-12-2012 Fixes include improved stability, improvements to Walrus AI and island navigation data and fixed achievements (for the complete list check out the README file provided with the installer). Steam versions receive this update automatically. Update 1.04 Released 15-02-2013 Various game and campaign fixes, improved support for modding, DRM is removed and there is a separate patch version for the SDK installer (for the complete list check out the README file provided with the installer). Steam versions receive this update automatically. -
Carrier Command: Gaea Mission - Windows PC & Xbox 360 release
Korneel posted a topic in CARRIER COMMAND: GAEA MISSION - NEWS
Twenty four years after the original Carrier Command was released, it's modern-day successor is finally here: Carrier Command: Gaea Mission is now available in stores worldwide for both Windows PC and the Xbox 360®! Bohemia Interactive's Carrier Command: Gaea Mission offers a blend of first- and third-person vehicular combat with tactical and strategic elements. In a massive sandbox, consisting of 33 unique islands hosting 6 distinct climatic zones, players are put in command of a futuristic military carrier holding multiple remotely controllable and customizable units. By traversing the seas and establishing a strategic network of island bases for mining, production and defense, players will set sail for a titanic game of conquest. Unlike the original, Carrier Command: Gaea Mission also features a story-driven campaign. Alternatively, people can go head on with a mode similar to the original Carrier Command, named Strategy Game. The full release announcements can be found here and here. We've also just shipped the game's launch trailer: 8A6twsbdDzE For more videos and intel on where to order the game, be sure to visit http://www.carriercommand.com/buy - welcome back on board! -
Can't continue the campaign with certain savegames
Democritus posted a topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Hi all. I was about to finish the fifth Arma II campaign mission, "Razor Two", when by some mistake I reverted to the beginning of the mission and all my saved games seemed gone (didn't appear ingame). This bothered me a great deal, because I was playing through it for the third time and finally managed to get all the evidence and get to Bardak in time. I thought I was in luck when I found the saved games in my "home\Documents\ArmA 2\Saved\ca\missions\campaign\missions\C2B_RazorTwo.Chernarus" folder. I opened the last one with the OA executable and reloaded the game successfully. However, although I can finish the mission, it will no longer advance the campaign. Successfully ending the mission does not unlock the following one. Also, after loading the savegame the "Suspend" option in the menu is replaced with "Abort", and it will delete all mission saves, or so the message says. Saving in a new slot and reloading that game doesn't change this. I've tried copying the old save somewhere else, like "home\Documents\ArmA 2\Saved\ca\missions\campaign" but it didn't work either. Only restarting seems to restore the normal menu behavior (and would likely allow me to continue the campaign). Looks like this behavior was intended (perhaps as an anti-cheat measure?) but as I mentioned I have already played through the mission three times and wasted a lot of what little free time I have, and I'd rather make that old save work if it's somehow possible. Does anyone know of a way? Thank you. -
Hi fellow scripters! We've just added documentation on an initial batch of 30 new TKOH script commands. We will both do more batches and add more detail to currently posted documentation. This thread shall keep you in the loop on major updates. Of course any community assistance is more than welcome, and in fact, the first commands were added by MadDogX :cool: Highlights of batch 1: Helicopter engine commands Persistent saving / loading to / from user profiles (very powerful for any scripted system needing to store data on the disk - read the warnings please! ) Custom radio channels (potential for a extensive ATC system if desired)