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This is now integrated into ALiVE as of version 1.0 RC
You can find it as part of the C2ISTAR module
Development for the script portion will cease
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Main
https://gyazo.com/09494ebcb2edabd60d63677a9a0a16ad
This was the initial part of the menu that drove me to create this. It allows you to call in nearby ALiVE groups to assist you in your goal. There are currently 3 methods in doing so and 2 parameters for changing how many groups are called in.
Request Reinforcements: It will search for nearby ALiVE (non player) groups and waypoint them to your position.
Request Assault: Nearby ALiVE groups will be notified of the location you specified. They will move at a normal pace to a "staging position" ~300m out from the objective. from that point they will enter a combat pace and move the remaining distance.
Request Recon: A nearby infantry group will be chosen. They will move to the clicked location, and after a short delay, mark all visible enemy groups with a marker. After doing this they will retreat to their original position. It's important to note that each enemy group must be visible from the recon team's location. so terrain like mountains will block enemy groups from being marked.
Each group grabbed (regardless of it being for reinforcements,assault, or recon) will be the closest groups to the location in order to maintain the quickest response time.
All of this can be modified slightly with the given parameters as seen in the pictures;
Radius: The radius in which nearby groups will be searched for, this can be used to grab assistance while trying not to disturb groups that are too far away. It can also be used to get assistance from groups very very far away.
Groups to send: Same concept as above, can be used to grab groups without disturbing too many. If assaulting a large objective, you may want to ask for 5 groups. If being attacked by a single squad, you may only want to request a single reinforcement group.
Battlefield Analysis
https://gyazo.com/09494ebcb2edabd60d63677a9a0a16ad
The Battlefield Analysis section is designed to give you enough information to plan your moves around the overall battle while not giving you any "cheating" information.
(Player's faction) Commander's orders: Marks each objective known to your factions commander (if any exists)and color-code it based on how he prioritizes that objective.
Mark Units: Puts a blue marker on every unit on the same side as you.
Group Manager
https://gyazo.com/dcae2fcdb53de670f6372690ce85e630
This section of the menu includes some simple controls to manage your squad. You can view a list of all units in your squad. When you click on a unit in that list, their gear will pop up on the side including a list how many of each item they possess.
Using the group manager, you can also easily change your group's formation and combat mode. I because frustrated with how difficult it became to control the AI in your squad, especially when you run mods such as ACE. Now you can simply open the group manager, select your preferred formation and combat mode and go.
High Command
https://gyazo.com/b0de8631ce6e14d463110aa14f8af464
https://gyazo.com/30ebb30ebfee60ff89020f38b4b54fae
Read Below for more details on how this features works. I'll update this section in the future once it is 100% completed
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Download links: https://www.dropbox.com/s/0ch67la3hlp8bgc/ALiVE-Tactical-Command.zip?dl=0
https://github.com/SpyderBlack723/ALiVE-Tactical-Command/tree/master
First public release v0.5
Added:
- Updated all features to be MP compatible (excluding the high command portion, WIP anyway)
- Code optimizations
- Added Objective filter "orders", color codes objectives based on current orders based on your faction's opcom
- Opcom no longer gets greedy and steals your requested reinforcement/assault units
Known issues:
- Forcepool indicator doesn't update (shows starting forcepool (Maybe not possible?)
V0.52
Added:
- Profiles are now handed back to opcom properly when they are complete their waypoints
V0.7
Added
- Optimzation
- Recon mission option
- Mark units analysis option
Changed
- Urgency is now set to yes automatically (removed player input)
- UI Rework (Thanks Friz for the ALiVE Tablet)
- Units are handed back to OPCOM in a much safer way
Removed
- Marking objectives by occupation (way too performance heavy)
High Command Update V0.8
Added
- Added High Command features (went from 5% to 95% in terms of functionality)
Changed
- Consolidated functions
Last updated: 8/30/15 (U.S DateTimeFormat)
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Thanks to Friznit and Highhead for assistance, guidance, and clarification.