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  1. Newest Versions: -HAL 1.22 HAL 1.22.10 RC3 [NR6] (SCRIPT VERSION ONLY) -HAL 1.23 (discontinued) HAL 1.23.4 [NR6] (SCRIPT VERSION ONLY) Mod version of the NR6 pack under construction. Download Links: HAL 1.22: HAL 1.22.10 RC3 [NR6] (Google Drive) HAL 1.22.10 - Brief Radio RC3 [NR6] (Google Drive) HAL 1.23 "WIP" (discontinued, features from .23 will be eventually added to .22) HAL 1.23.4 [NR6] (Google Drive) 1.23 has been discontinued on HAL NR6 for now since the modifications I've made are larger than the ones 1.23 contain over 1.22 and remaking 1.23 altogether would be easier. Old Versions Archive Armaholic: HAL 1.22 [NR6] (Armaholic) User manual from original mod: PDF manual Mission Samples And Set up Template for Big Boss and Large Scale scenarios: Sample Pack 1.01 (HAL 1.23.3 + NR6 Reinforcements + NR6 ZBE_Cache) (OLD, NEW SAMPLE SOON) Note: Most of these samples use CUP and RHS. If you want a clear demo of how I usually setup missions, use the Stratis sample and the template included in the pack. NR6 PACK containing HAL and many more expansions: NR6 ZBE_Cache for HAL (contained also in the NR6 PACK): INTRODUCTION This is a a modified/updated version of HETMAN - HAL by Rydygier which includes various changes/upgrades concerning battlefield immersion, new features and compatibility with dedicated server. The functionality of the script itself is expanded and upgraded but works almost the same way as the original HAL does. For a detailed description of the original system by Rydygier, you can find his here. The original scope I had for this project was to add some immersion with better player to AI commander interactions but it turned out to be something vastly more complex. The intended NR6 HAL experience contained in the NR6 Pack, my main project which can be found above the introduction. There you will find tons of new utilities and scripts that expand the battlefield with the intention of making HAL an almost autonomous battlefield generator which would require as little mission making as possible. USAGE So far, I have only made a script version of the modified system which means that you will have to include all the contents of the script's files in the directory of the mission on which you want the system to run. AS OF 1.22.8: Simple mode is activated by default meaning that you have to set up HAL as previously done, but instead of placing objectives as RydHQ_Obj1,RydHQ_Obj2, RydHQ_Obj3, RydHQ_Obj4, you do not need to place them at all. Instead, you must add objectives by placing down objects (such as gamelogics or triggers) and putting these objects in the array of your leader (ex: RydHQ_SimpleObjs = [myobj1,myobj2,myobj3]). Unlike the previous system, there is no specific order they will follow to capture these objectives other than distance and convenience. There is also no limit of how many objectives you can place down. Additionally, I have added a preinit.sqf file in which you can place variables and empty arrays you want to be defined before anything else is loaded in the mission. This can be useful if you want to use the pushback command for adding your objectives to the array instead of naming them. I will have example missions for this in the near future. Even though the new system is faster to setup and more flexible, please read the original documentation concerning how to use HAL. This is the only major difference other than the additional features. Quoted from the original thread: "To activate HAL for one side, one of the units of that side must be named LeaderHQ. Essential also is the placement on the map of any object (for example, an empty trigger) named RydHQ_Obj1. The location is entirely your choice. Its position will designate a target point which the Artificial Commander will try to conquer at first (for example, a spot near the leader of the opposing side). Analogously, there should be placed in freely chosen areas (eg in cities, strategic positions or simply nearby opposite Leader) three other objectives (RydHQ_Obj2, RydHQ_Obj3, RydHQ_Obj4), which will be conquered in numerical order. If the mission designer wants less than four objectives, then simply place the unneeded objectives at same position as the ultimate objective. For the script version only, to initialize HAL the following code should also be executed in some way, e.g., by placing the following script in the init field of any object (for example, in the activation field of an empty trigger or waypoint): nul = [] execVM "RydHQInit.sqf"; Alternatively, that line may be placed at the end of a mission's init.sqf. Init.sqf is recommended place for init config variables (beacuse of better readability), especially for bigger configs, eg containing RHQ arrays. See included manual for all details, and there is lots of them." As said by Rydygier on the original thread, it is important to read the user manual in order to properly setup HAL and fully enjoy its capabilities. FEATURES -[ADDED] Radio chat with both sound and text from other AI groups and LeaderHQ work on both dedicated server and singleplayer (added a sideradio function); -[ADDED] Orders from HQ usually given through OLYMPUS work on dedicated server as well; -[CHANGED] Contents of the order messages from HQ use squadID instead of mission names and come from the Leaders themselves instead of OLYMPUS channel; -[CHANGED] New markers for debug of a more aesthetic variant with additional info such as groupID; -[CHANGED] Revamped the task system for players to work on dedicated server (instead of only giving a notification) and to include more immersive tittles and description while also using tasktypes for more interesting tasks; -[CHANGED] Removed the markers for players in the debug since the task system takes care of it. Made the markers for players same as for AI groups; -[CHANGED] Fixed different typos; -[CHANGED] Changed the contents of the radio calls to something that I find more immersive; -[ADDED] "AreaTakenA" or "AreaTakenB" config values to add in init of Gamelogic representing objective for BigBoss -[ADDED] Ability to deny tasks and enable/disable tasking. Set RydHQ_TaskActions = true to enable system; -[ADDED] Ability to deny tasks and enable/disable tasking using ACE Interactions instead. Set RydHQ_TaskActionsAceOnly= true to enable system alongside RydHQ_TaskActions; -[ADDED] New Big Boss system can assign up to 4 objectives per Leader; -[ADDED] BFT style markers for friendly and known enemy (update each cycle); -[CHANGED] Tasks now show up for entire group and players who are not always squad leaders; -[CHANGED] New defensive mode guards all Big Boss objectives; -[CHANGED] Fixed cargo system; -[ADDED] Option to use NR6 Site's defense for garrisons if NR6 Sites is installed; -[ADDED] Complete overhaul of HAL's objectives. New simple mode is activated by default. Removes the limit of 4 fixed objectives per leader and removes the need of Big Boss for having multiple objectives captured at once. -[ADDED] Lots of new features, documentation of them will be added at a later date. NEW CONFIG VARIABLES: General: RydHQ_TaskActions = true; Makes player actions for tasks active; (Regular actions don't work in vehicles, only ACE ones) (Boolean) RydHQ_SupportActions = true; Adds support actions (request infantry, armored, CAS, transport support) RydHQ_TaskActionsAceOnly = true; Makes player task actions only visible in ACE actions (Boolean) RydxHQ_GarrisonV2 = true; Activates NR6 Site's CBA Defense script to replace HAL garrisons (Boolean) RydxHQ_NoRestPlayers = true; Removes withdraw orders for player led groups recommended if using actions RydxHQ_NoCargoPlayers = true; Removes cargo assignment for player led groups recommended if using actions RydxHQ_ReconCargo = true; Recon missions will use cargo system RydxHQ_InfoMarkersID = false; Adds groud ID next to BFT markers Leader specific: RydHQ_InfoMarkers = true; Activates BFT for the Leader (Boolean) RydHQ_BBAOObj = 1; Sets the number of objectives that can be captured at once with Big Boss (Integer from 1 to 4, ) RydHQ_SimpleMode = true; Activates simple mode (default true) RydHQ_SimpleObjs = [] Array of objectives for that leader. Place the objects you want to use as objectives for that leader in this array RydHQ_MaxSimpleObjs = 5 Maximum objectives to capture at once in simple mode RydHQ_CRDefRes = 0.5; Ratio of how many groups will remain as reserve patrolling among different objectives in defensive mode (these groups can be used as defensive attack/recon when the Leader is still in defensive stance) Simple Objective Specific: this setvariable ["SetTakenA",true]; sets given simple objective captured for the leader mentioned (A,B,C,D,E,F,G,H) Important to be used on objectives already captured at mission start otherwise the leader will capture its own objectives first. Group specific: this setvariable ["Unable",true]; Makes Group unable to follow tasks while keeping it under HAL control, used in player task actions and Sites Advise me if I forgot any. NOTES: If using Big Boss, turn simple mode off. Capture orders are now less simple minded. If you use RydHQ_NoRec = 100 and RydHQ_RapidCapt = 0 to remove recon missions in order to speed thing up, groups will disembark 400 to 600m before the objective and will approach them more strategically meaning that even though the Leader is sending its troops without any recon, they will act as if they don't know what's there yet and use caution. CHANGE LOG HAL 1.22 -HAL 1.22.9 RC1-RC6 -New tasking menu; -New tasking system; -Additional logistics requests (fuel/ammo/med/repair/ammodrop); -Improved infantry/armor/CAS supports to provide support regardless of known enemy presence; -New secondary tasks about the status of objectives (ignore the Error Type Group, expected Array,String,Object); -Tweaked Attack/Defend modes for commanders which alternate according to threat; -Defend mode more aggressive in threat response; -Option to replace idle orders with patrol orders between captured objectives; -Simple Objectives can be turned to patrol points; -Cargo system now constantly provides lifts to AI squads instead of only doing so at the issuing of the order; -RHQAutofill function now run on every order cycle to ensure proper order issuing; -Included squads are now also always evaluated to make sure they get the proper orders. Players can now hop in a new vehicle and get the proper tasks linked to the role of that vehicle; -More variables and options to be documented in the user manual; -Garrison squad busy check improved; -Improved ammo drop precision for fixed wing drops; -Commander now checks on each cycle whether objectives have been captured or not instead on relying on the completion of capture orders. This allows players to capture objectives on their own without the need of orders (simple mode, BB runs a separate check); -Improved behavior of air units to use proper ROE and not have their NAV lights on when approaching an AO. CREDITS All credits for the original system go to Rydygier who created this powerful script that has been greatly improving large scale battlefield scenarios since previous versions of Arma. BUG REPORTING If you encounter any bugs concerning this new version of HAL, do not hesitate to provide feedback on this thread as it will help me improve the script.
  2. Long time no talk. I am currently working with the high command module with some old scripts I dusted off. I was able to get some easy scripts to create the HC and add all the units on a particular side to the player: if (count (allMissionObjects "HighCommand") == 0) then { _Group = createGroup (sideLogic); _Group_HC_C = _Group createUnit ["HighCommand", [0, 0, 0], [], 0, "NONE"]; _Group_HC_S = _Group createUnit ["HighCommandSubordinate", [0, 0, 0], [], 0, "NONE"]; player synchronizeObjectsAdd [_Group_HC_C]; _Group_HC_C synchronizeObjectsAdd [_Group_HC_S]; { if (side _x == resistance) then { leader _x synchronizeObjectsAdd [_Group_HC_S]; }; }forEach allGroups; } else .... The else condition is what I am having problems with: else { _Groups_HC = hcAllGroups player; _Group_HC_C = synchronizedObjects player select (side player == sideLogic); _Group_HC_S = synchronizedObjects _Group_HC_C select 0; // or 1? Neither works { if (side _x == resistance && !(_x in _Groups_HC)) then { leader _x synchronizeObjectsAdd [_Group_HC_S]; }; }forEach allGroups; }; I've tried all sorts of ways of tracking down the objects in the allMissionObjects: _Groups = allMissionObjects "HighCommand"; _Group = allMissionObjects "HighCommand" select (side player == sideLogic); //This looks like a subordinate _Group = synchronizedObjects player select 0; //it's definitely a group in this case //and _Group_HC_C = synchronizedObjects player select 0; //primary group _Group_HC_S = synchronizedObjects _Group_HC_C select 0; //p1 //and _Group_HC_C = synchronizedObjects player select 0; //primary group _Group_HC_S = synchronizedObjects _Group_HC_C select 1; //looks like the sub I'm stumped on how to pull the same data I injected so I can add more groups. The goal is getting a basic example working and sort out a simple admin script to add basic high command group management, nothing more. Anyone have any ideas? edit: wait, I think the else isn't adding leaders. checking... Ok, i updated the else to reflect what I needed it to do, but I am still unable to properly lookup and find the variables I created.
  3. ApexHunter2481

    Arma 3 High command

    Hello! I hope this is on the right part I was wondering if someone could answer this for me, is there a way that I can move units from my direct squad into a high command unit, while in game? I’m looking at creating a mission where, you can recruit guerrilla units as you go into your direct squad, but I want to make it so that once you have a good few of them, you can have the option to create a new squad out of them under high command? I know normally you need to set high command up in the editor but I couldn’t find anything about swapping units from your squad into their own squad under your high command WHILE in game many thanks James
  4. 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 :
  5. NR6 PACK 3.02 Script NR6 PACK 3.02src4 (Google Drive) NR6 PACK 3.02src4 (Google Drive) - Brief Radios for HAL NR6 PACK 3.02 Addon NR6 PACK ADDON 3.02arc1 [3.02src4](Google Drive) NR6 PACK ADDON 3.02arc1 [3.02src4] (Steam Workshop) NR6 Compositions 0.1 INTRODUCTION This is a pack containing NR6 HAL and all of its expansions. This holds all of the work that I have done linked to HAL. In this you will find NR6 HAL which is a modified and expanded version of the original HAL made by Rydygier, NR6 reinforcements for placing dynamic reinforcements for each side/faction, NR6 Sites for creating populated camps, FOBs and garrisons, NR6 Air Reinforcements (A, B and C modes) providing dynamic reinforcements for air assets such as helicopters and fixed-wings (A for spawning airborne aircraft and B for reinforcements using parked aircraft, C for populating parked aircraft on the go), NR6 Zbe_cache for HAL compatible group caching based on the original Zbe_Cache by zorrobyte and a port of the ALICE 2 Arma 2: Operation Arrowhead civilians module. This is the recommended way to use NR6 HAL as it contains tons of new features that seriously complement the original experience. USAGE Below is a demo mission showcasing each feature in the pack. It comes in a playable active conflict variant and a cold conflict variant. Feel free to explore/decompile/edit the missions to see the way missions can be set up with HAL and the NR6 Pack. Altis NR6 Pack 3.00 Demo V2 (NR6 PACK 3.00 RC5) Brief summary of usage of features/scripts: USER MANUAL CURRENTLY UNDER DEVELOPMENT It will cover the usage of each function with greater detail. Except for HAL and ZBE, I recommend running each of these scripts via a true server only trigger. HAL: Refer to the main HAL thread, HAL manual and (soon) the extra features in the NR6 Pack user manual; NR6 ZBE Cache: if (isServer) then {[Player Radius, Minimum FPS, Debug, Empty Car Radius, Empty Air Radius, Empty Boat Radius, Experimental Object Cache, Experimental Object Cache Lite, No non-host hide mode]execvm "zbe_cache\main.sqf"}; Ex: if (isServer) then {[1500,0,false,2000,3000,2000,false,false,false]execvm "zbe_cache\main.sqf"}; (ran in init.sqf) NR6 Sites: [Site pos, radius, grp number, patrol chance, minimum building size, side, array of grps, HAL leaders] call NR6_fnc_Sites; Ex: [(getPos thisTrigger),150,3,0.5,1,west,[['rhsusf_army_ocp_teamleader', 'rhsusf_army_ocp_grenadier','rhsusf_army_ocp_autorifleman','rhsusf_army_ocp_rifleman'],['rhsusf_army_ocp_grenadier', 'rhsusf_army_ocp_rifleman']], [LeaderHQ]] call NR6_fnc_Sites; (ran on a trigger) NR6 Site Markers: [Site pos, radius, BLUFOR type, OPFOR type, INDEP type, Site Name, Place marker name, Marker Size] spawn NR6_fnc_SiteMarker; Ex: [getpos this,250,"US Forces","ISIS Forces","Local Forces", ”Camp Delta”,false,0.5] spawn NR6_fnc_SiteMarker; (ran on a trigger) NR6 Reinforcements: [Side, Spawns per wave, Spawn positions, Radius, Pool size, Faction from sqf file, Threshold, HAL Leaders, Custom Pool Array, Obj Source, Rejoin Position, Spawn mode, Player Exclusion Radius] spawn NR6_fnc_Reinforcements; Ex: [west,1,[(getpos thisTrigger)],100,30,"rhs_faction_usarmy_d",1,[LeaderHQ],[],nil,getpos LeaderHQ,false,2000] spawn NR6_fnc_Reinforcements; (ran on a trigger) NR6 Reinforcements in Spawn mode: [Side, Spawns, Spawn position, Radius, Pool size(NIL), Faction from sqf file, Threshold(NIL), HAL Leaders, Custom Pool Array, Obj Source(NIL), Rejoin Position(NIL), Spawn mode(true), Player Exclusion Radius] spawn NR6_fnc_Reinforcements; Ex: [west,3,[(getpos thisTrigger)],200,nil,"rhs_faction_usarmy_d",1,[LeaderHQ],[],nil,nil,true] spawn NR6_fnc_Reinforcements; (ran on a trigger) NR6 Reinforcements mode A: [Side, Core Object, Pool Size, Faction, Threshold, HAL Leaders, Custom Pool Array, Delay, Arguments on group leader, Array of flight sizes] spawn NR6_fnc_AirReinforcementsA; Ex: [east,thistrigger,30,"custom",1,[LeaderHQC],[“O_Plane_Fighter_02_F”,”O_Plane_CAS_02_dynamicLoadout_F”],120,nil,[2,3,4]] spawn NR6_fnc_AirReinforcementsA; (ran on a trigger at sea) NR6 Reinforcements mode B: [Side, Core Object, Threshold, HAL Leaders, Delay, Arguments on group leader] spawn NR6_fnc_AirReinforcementsB; Ex: [west,thisTrigger,1,[LeaderHQ],10,nil] spawn NR6_fnc_AirReinforcementsB; (ran on a trigger with synchronized planes and one synchronized invisible helipad at runway start) NR6 Reinforcements mode C : [Side, Core Object, Threshold, HAL Leaders, Delay, Arguments on group leader] spawn NR6_fnc_AirReinforcementsC; Ex: [west,thisTrigger,1,[LeaderHQ],10,nil] spawn NR6_fnc_AirReinforcementsC; (ran on a trigger with synchronized planes) FEATURES For the features contained in this pack, refer to each of the standalone release threads of its included content. This pack contains the following add-ons merged for ease of use: HAL [NR6] 1.22.9 RC5; NR6 ZBE Cache 1.2; CHANGE LOG ADDON SCRIPT CREDITS Credits for the original HAL go to Rydygier. Credits for the original ZBE_Cache go to zorrobyte. Credits for CBA go to the CBA Team. Credits for ALICE 2 from Arma 2: OA go to Bohemia Interactive Studios Requirements: -CBA for NR6 Sites; -ACE for enhanced Task actions (highly recommended); BUG REPORTING If you encounter any bugs, please try to find which addon is causing it and refer to the proper thread to report it. If you don't know which is the cause, I suppose you could submit it here. License: As CBA is licensed under GPLv2 and ZBE_Caching by Zorrobyte is licensed under GPLv4, this pack which contains modified versions of both is released under the more recent Creative Commons Attribution-ShareAlike 4.0 International License as well. https://creativecommons.org/licenses/by-sa/4.0/
  6. I am making a mission where i need to be able to recruit AI to my squad but also make it so the commander can also spawn in a squad any help ??
  7. Download Links: RNR6 1.1: RNR6 1.1 (Google Drive) INTRODUCTION This is an independent reinforcements script addon for HETMAN - Artificial Leader (NR6 Edition or Original). It is designed to be used in conjunction with HAL as it adds dynamic group spawns per side according to losses sustained per side. USAGE Place the script SQF file and description.ext inside your mission directory. (Adapt description.ext if needed) Run the script using the following code in the init.sqf of your mission or on the init line of any map object: [Side, Strength (in number of groups per spawn from 1 to 10), Spawning Positions (as array), Spawning Radius (In meters, recommended 100 to 700 depending on Strength. Minimum 10m.), Available Forces (number of groups), Faction, Threshold (from 0 to 1), Array of leaders for that side (example : [LeaderHQ,LeaderHQB,LeaderHQC])] spawn NR6_fnc_Reinforcements; Ex: [east,1,[(getpos RO1),(getpos RO2),(getpos RO3)],100,50,"LOP_TKA",1,[LeaderHQC,LeaderHQD]] spawn NR6_fnc_Reinforcements; Ex (using custom faction): [west,1,[(getpos RB1),(getpos RB2)],100,30,"custom",1,[LeaderHQ,LeaderHQB],[['Hum_al_serg','Hum_al_corp','Hum_al_sold','Hum_al_sold','Hum_al_sold','Hum_al_corp','Hum_al_sold','Hum_al_snip','Hum_al_soldAT'],['Hum_al_serg','Hum_al_soldAT','Hum_al_soldAT','Hum_al_sold'],['C_mako1_al_F'],['MEOP_veh_kodiakArm_alliance']]] spawn NR6_fnc_Reinforcements; FEATURES -Adds a reinforcements system fully configurable per side and per leader. -Only available sides are east and west so far. I plan to add support for independent as well. CHANGE LOG RNR6 1.1 -Optimization of code; -Added ability to have multiple spawning positions; -Ability to add custom factions inside script or from editor using calling arguments; -Usage of functions instead of execVM for better performance; RNR6 1.00 -Initial release CREDITS Credits for the original HAL go to Rydygier who created the powerful script that has been greatly improving large scale battlefield scenarios since previous versions of Arma. BUG REPORTING If you encounter any bugs or have any requests, feel free to comment on this thread.
  8. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 & WindWalking This thread is no longer updated! For the latest release, check here Hello everyone. As you know, the WW AI Menu was one of the first and best AI mods released in the early days of ARMA 3 release. It addressed a lot of issues and shortcomings with the vanilla ARMA commanding system, and packed a lot of handy features including: - Infantry commands such as healing, garrisoning & clearing building, rearming, .... - Vehicle commands such as engine on and off, horn and eject with parachute. - Waypoint system with the ability to assign multiple waypoints to your squad members. - Weapon accessories (silencers, flashlights, ...) - Unsticking units. and .... Read more about the mod: https://forums.bistudio.com/forums/topic/153621-ww-aimenu-complimentary-commands/ Unfortunately, when Windwalking left the community some of the features ended up broken, and due to the community rule forbidding people from taking over and/or changing an author's work without their permission, nobody has stepped up to bring this mod back to life. Until now. I decided to bring this mod back to life in a way that respects the community rule and the author's work. Namely, "patching" the original mod by adding features and fixing broken ones. As a result, you will need the original mod installed for my mod to work. You can activate the menu by pressing Y .If you use the "Y" key for Zeus or anything else you can either change the keybinding for those features (I personally use "Ctrl+Y" for Zeus) or change the keybinding for the menu by navigating to: "OPTIONS > CONTROLS > CONFIGURE ADDONS > (dropdown menu) All-In-One Command Menu". I've also included a userconfig file where you can add support for your mods (if they are not supported already). Currently you can add support for: Resupply vehicles, AT soldiers (used in the rearming script) and the Handgun suppressors. Note that you might need to enable "file patching" for the config file to work (either add the -filepatching commandline or enable it in the launcher parameters). This mod is compatible with other commanding mods (such as C2). Although I don't recommend using both for issuing the same command at the same time (e.g when you use C2 to order your units to mount a vehicle, don't use the same command in this mod, as it may cause conflicts and unforeseen consequences) I also recommend this mod as it makes issuing regular and frequent commands a lot easier: (you may need to change the default keys used by the mod, keys 1, 2, 3 , 4, as these keys are used for switching weapons) Advanced Command System (ACS) All features were tested using the vanilla ARMA vehicles/weapons (including all DLCs up to the time of release), and work as intended. However some features (the most important of which being weapon accessories) may not work in other mods (such as RHS or CUP). Edit: As of version 0.50 Beta most features should work with other mods without issues. If they don't please post your feedback in this thread. Here's a quick overview of what is changed: Unchanged: Fixed/Modified/Removed: Added: Screenshots: Notes: Special thanks to: - @Windwalking for his awesome mod. - @Muzzleflash for helping me with showing objects on the map and also teaching me a lot about scripting. He's one of the best guys on this forum. - @mad_cheese for allowing me to use the "Bounding Box" function used in his legendary mod, C2. - and everyone else who kindly answered all my questions on the forum. Disclaimer: I can't guarantee this mod is completely harmless. Please back up your ARMA 3 directory located in the "Documents" folder (C:\Users\YOUR_PC_NAME\Documents\) prior to using this mod (especially the file *.vars.Arma3Profile and the "saved" folder because they are the only files that may be affected). Multiplayer support is in alpha state and not fully tested yet. Dear Moderators, The current release still uses the scripts from the original version. Also, to avoid some conflicts, I had to rename the global variables. If you think this mod is still not in compliance with forum rules please let me know to come up with a solution (you can PM me or post it here). By installing this patch, the original mod will be disabled (If you want me to leave it enabled please leave a feedback and I'll re-enable it). Download Link (Current Version: v1.2.1): GitHub (always up-to-date) DropBox Armaholic (updates with a slight delay) How to Install: Future Plans: Changelog: Requirements: CBA: http://www.armaholic.com/page.php?id=18767 WW AI Menu by Windwalking: http://www.armaholic.com/page.php?id=22380 Since v1.0.0, WW AI Menu mod is not required anymore. It's because some users reported they had trouble setting up WW AI Menu (mostly because of FilePatching used in WW AI Menu, which complicated things), so I decided not to make it necessary to have this mod. A couple of such reports:
  9. Hello guys, I'm having a problem trying to command a Mechanized platoon with High Command. The problem is that when you're the high commander and the commander/gunner of the vehicle that you're in, when you try to select another unit from the map (by clicking left mouse over the unit's icon), your own vehicle is ordered to move to the location where you left clicked. So in order to use the High Command module to select units from the map, you need first to switch yourself to Driver position or get out of the vehicle altogether: very clumsy! Is there any way that I can work around this, perhaps reassigning somehow the map move command to some other key? Cheers
  10. I'm working on a full replacement of High Command. My goal is to make a map-based interface that's cleaner, more intuitive and more powerful than the existing high command module. It should also provide full MP support. Here's what I have working so far: The map-based ai controls are given to player(s) who have picked up a "command radio" (an object on the groud). There can be multiple command radios, and multiple players can view + control the same ai groups at the same time. Groups and waypoints are identified by custom icons. They all all can support mouse over, drag/drop and select animations. Colors can be changed in-game by the player. See the video of this working. The player can set "go codes" at waypoints. This means that the group will stop at the waypoint and wait for the player to issue a "go code" (Alpha go, Bravo go..) using the command radio they've picked up. Everything syncs between clients. E.g, if you drag drop a waypoint, change a color of a group, etc, all other players will see the change immediately on their map (if they're holding a command radio). The player can "remote control" any of the groups' leaders. If the remote controlled unit dies, or the player presses delete, remote control terminates and the player go back to their own unit. Works great in MP. Does not depend on any other addons. You can simply drop the code into a mission directory and modify description.ext + init.sqf, and it will be up and running. Let me know if you have experience with Arma scripting - looking for others to contribute! It's currently playable (I have it running on a coop server), but still work to be done to create group icons and add support for other actions besides move and wait - (e.g. land, get out, get in, etc). Here's a short video: Source: https://github.com/sethduda/AIC
  11. Hi guys, I'm aiming to build a mission where the player is a squad leader in a platoon, maintaining full control of the squad, whilst recieving orders from the AI platoon leader. I can't for the life of me work out how to place the player squad leader under the command of an AI platoon leader without having to relinquish command of the player's squadmates. I've had friends suggest using the High Command modules but I'm not understanding how an AI platoon leader would be able to use the command module as commander. It would also be great to still give the other AI squad leaders full control of their squads but that's not such a big priority. The main priority is having the AI platoon leader send orders/markers to the player and then the player can command their own squad to achieve the objective however they see fit. Any help or suggestions is much appreciated. I really should know how to do this, considering I've been an OpFlash/ArmA head since 2004!
  12. i need a high command group icon color to change permanently when in combat? the below script does it but only for the duration of the 'foreach' script (i.e 0.5 seconds) so the color flashes on then off but i need it to be permanent? p.s the a = 1 bit is for a simple trigger switch that plays a bleep every time a group is under attack, that is also the reason for the two 0.5 sleeps that allow time for the bleep to play. any help appreciated.
  13. Hi. How can I create high command modules via scripts? If I use this, the game will show an error: "HighCommand" createVehicleLocal [0, 0, 0]; I think it's because the module needs to be created prior to running the mission and be synced to the player. Does anyone know how to fix this?
  14. With @Larrow's assistance, I was able to hash out the program I wanted to manage my soldiers with addAction menus. I will create a mod thread when I have the vehicle assignment actions added. Full script: myGrps = []; myGrps resize 10; myGrps = myGrps apply { [ grpNull ] }; TAG_fnc_hasBlankHC = { _bool = false; { _x params[ "_HCGrp", "_HCActionID" ]; if ( isNull _HCGrp ) exitWith {_bool = true;}; }forEach myGrps; _bool; }; TAG_fnc_isLastHCMan = { _bool = false; { _x params[ "_HCGrp", "_HCActionID" ]; if (( Group cursorTarget isEqualTo _HCGrp ) && {{ alive _x }count units _HCGrp isEqualTo 1}) exitWith {_bool = true;}; }forEach myGrps; _bool; }; TAG_fnc_JoinFunction = { _unit = _this select 0; _grp = _this select 1; _str = _this select 2; //accepting variable "unit or from Group" and "target group" if (_str == "unit") then { [_unit] joinSilent _grp; }else { { [ _x ] joinSilent _grp; }forEach units _unit; }; _leader = Leader _grp; { if(!(_leader isEqualTo _x) && {(rankId _x) > (rankId _leader)}) then { _leader = _x; }; }forEach units _grp; _grp selectLeader _leader; }; TAG_fnc_createNewHCGroup = { params[ "_unit", [ "_create", true ], [ "_wholeGroup", false ] ]; _CompanyNames = ["CompanyXray","CompanyNovember","CompanyNovember","CompanyNovember","CompanyNovember","CompanyWhiskey","CompanyWhiskey","CompanyWhiskey","CompanyWhiskey","CompanyXray"]; _PlatoonNames = ["Platoon1","Platoon1","Platoon1","Platoon2","Platoon2","Platoon1","Platoon1","Platoon2","Platoon2","Platoon1"]; _SquadNames = ["Squad1","Squad1","Squad2","Squad1","Squad2","Squad1","Squad2","Squad1","Squad2","Squad2"]; { _x params[ "_HCGrp", "_HCActionID" ]; if ( !isNull _HCGrp && { { alive _x }count units _HCGrp isEqualTo 0 } ) then { deleteGroup _HCGrp; player hcRemoveGroup _HCGrp; if ( _HCActionID isEqualType 0 ) then { player removeAction _HCActionID; }; myGrps set [ _forEachIndex, [ grpNull ] ]; _HCGrp = grpNull; }; if ( _create && { isNull _HCGrp } ) then { private [ "_group" ]; if !( isPlayer _unit ) then { _group = createGroup side player; }else{ _group = group player; }; _group setGroupIdGlobal [ "%GroupNames %GroupCompany %GroupPlatoon-%GroupSquad", "Yankee", _CompanyNames select _forEachIndex, _PlatoonNames select _forEachIndex, _SquadNames select _forEachIndex ]; if !( _unit in units _group ) then { _oldGroup = group _unit; if ( _wholeGroup ) then { units _oldGroup joinSilent _group; }else{ [ _unit ] joinSilent _group; }; if ( count units _oldGroup isEqualTo 0 ) then { deleteGroup _oldGroup; }; }; _actionID = if !( isPlayer _unit ) then { player hcSetGroup [ _group ]; [ _group ] call TAG_fnc_joinHCGroup; [ _group ] call TAG_fnc_groupJoinHCGroup; }else{ objNull; }; myGrps set [ _forEachIndex, [ _group, _actionID ] ]; _create = false; }; }forEach myGrps; }; TAG_fnc_grpJoinMe = { player addAction [ "Group Join Me", { cursorTarget setCaptive false; {[ _x ] joinSilent group player;}forEach units group cursorTarget; [ objNull, false ] call TAG_fnc_createNewHCGroup; }, [], 1, false, true, "", " !(isnull cursortarget) && (_this isEqualTo _target) && { (cursorTarget isKindof 'Man') && { (alive cursortarget) && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { (leader group cursorTarget isEqualTo cursorTarget) && { ({alive _x} count units group cursorTarget > 1) && (({ alive _x } count units group cursorTarget) + ({ alive _x } count units group player) < 12) } } } } }" ]; }; TAG_fnc_joinMe = { player addAction [ "Join Me", { cursorTarget setCaptive false; [ cursorTarget ] joinSilent group player; [ objNull, false ] call TAG_fnc_createNewHCGroup; }, [], 1, false, true, "", " !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { !(group cursortarget isEqualTo group player) && { ({ alive _x } count units group player < 12) } } } } }" ]; }; TAG_fnc_groupJoinHCGroup = { params[ "_HCGrp" ]; _actionID = player addAction [ format [ "Group Join %1", groupID _HCGrp ], { params[ "_target", "_caller", "_ID", "_args" ]; [ Group cursorTarget, _args, "" ] call TAG_fnc_JoinFunction; if (Group cursorTarget in myGrps) then { [ objNull, false ] call TAG_fnc_createNewHCGroup; }; }, _HCGrp, 1, false, true, "", format [" _group = %1 call BIS_fnc_groupFromNetId; !(isnull cursortarget) && (_this isEqualTo _target) && { (cursorTarget isKindof 'Man') && { (alive cursortarget) && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { (call TAG_fnc_hasBlankHC) && { !(Group cursorTarget isEqualTo _group) && { !(Group player isEqualTo _group) && { (leader group cursorTarget isEqualTo cursorTarget) && { ({ alive _x } count units (group cursorTarget) > 1) && { ({ alive _x } count units (_group) > 0) && (({ alive _x } count units (_group)) + ({ alive _x } count units cursorTarget) < 12) } } } } } } } } }", str ( _HCGrp call BIS_fnc_netId ) ] ]; _actionID; }; TAG_fnc_joinHCGroup = { params[ "_HCGrp" ]; _actionID = player addAction [ format [ "Join %1", groupID _HCGrp ], { params[ "_target", "_caller", "_ID", "_args" ]; [ cursorTarget, _args, "unit" ] call TAG_fnc_JoinFunction; [ objNull, false ] call TAG_fnc_createNewHCGroup; }, _HCGrp, 1, false, true, "", format [ " _group = %1 call BIS_fnc_groupFromNetId; !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { !(group cursortarget isEqualTo _group) && { ({ alive _x } count units (_group) > 0) && ({ alive _x } count units (_group) < 12) } } } } }", str ( _HCGrp call BIS_fnc_netId ) ] ]; _actionID }; TAG_fnc_HCActions = { player addAction [ "Unit to HC Group", { [ cursorTarget, true ] call TAG_fnc_createNewHCGroup; }, [], 1, false, true, "", " !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { (call TAG_fnc_hasBlankHC) } } } }" ]; player addAction [ "Group to HC Group", { [ cursorTarget, true, true ] call TAG_fnc_createNewHCGroup; }, [], 1, false, true, "", " !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { !(hcLeader Group cursorTarget isEqualTo player) && { (call TAG_fnc_hasBlankHC) && { leader group cursorTarget isEqualTo cursorTarget && count units group cursorTarget > 1 } } } } } }" ]; player addAction [ "Dismiss HC Group", { player hcRemoveGroup group cursorTarget; { _x params[ "_group", "_action" ]; if ( _group isEqualTo group cursorTarget ) exitWith { player removeAction _action; player hcRemoveGroup _group; myGrps set [ _forEachIndex, [ grpNull ] ]; }; }forEach myGrps; }, [], 1, false, true, "", " !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { leader group cursorTarget isEqualTo cursorTarget && { group cursorTarget isEqualTo ( _x select 0 ) }count myGrps > 0 } } } }" ]; }; _null = [ player, true ] call TAG_fnc_createNewHCGroup; _null = [] call TAG_fnc_joinMe; _null = [] call TAG_fnc_grpJoinMe; _null = [] call TAG_fnc_HCActions;
  15. 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.