High Command: Difference between revisions

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<group> - [http://community.bistudio.com/wiki/Group Group], the group witch you want to add
<group> - [http://community.bistudio.com/wiki/Group Group], the group witch you want to add


'''So one Example:'''
'''So one Example:'''

Revision as of 17:35, 20 December 2009

Initialization

Paths

Editor:

Modules (F7) > High Command - Commander
Modules (F7) > High Command - Subordinate

Data:

ca\modules\hc

Startup

For every new commander, place "High Command - Commander" game logic on map and synchronize it (F5) with the commander.

  • If you won't add any subordinates, all units on commander's side will be automatically added under his command.
  • If you create at least one subordinate ("High Command - Subordinate" game logic) and link it to Commander logic, automatic assigning will be turned off and all groups linked to Subordinate logic will be added instead.
  • Linking more subordinate logics to Commander logic will add groups to differently colored subgroups.
  • Once in game, press ctrl+space to change to the Higher Command Interface (See the training mission "High Command" for more information on usage)

Hc layout.jpg

Every "High Command - Commander" logic is named 'BIS_HC_#', where # is ID starting from 0.

Adding group under someones command

<HCO> hcsetgroup [<group>,""];

Where:

<HCO> - Person, is the Commander man

<group> - Group, the group witch you want to add

So one Example:

player hcsetgroup [Razor_team,""];

Optional parameters

Set variables to BIS_HC_# with desired values

  • radios = <array>; - Radio channels reserved for radio triggered waypoints.
Example: BIS_HC_1 setvariable ["radios",[1,2,3,4,5,6,7,8,9,0]];
Default value: [] - no channel reserved
  • ChainOfCommand = <boolean>; - Enables proper Chain of Command structure (subordinate High Commanders will pass orders below). Available since version 1.01.
Example: BIS_HC_0 setvariable ["chainofcommand",true];
Default value: false (turned off by default for better performance)