Arma 3
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HIGH COMMAND Fixit Fox
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
103.892 KB
28 Mar @ 6:06am
29 May @ 6:16am
18 Change Notes ( view )

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HIGH COMMAND Fixit Fox

Description
A High Command patch.

This is a patch that the Arma devs should of already done.


1. Arma's High Command now works after teamswitch and respawn
2. Designed to work with other HC mods: Platoon Leader, High Command Enhanced, High Command Converter, etc any mods that use HC
3. Adds a High Command module to any mission in the Workshop
4. Detects when new groups are spawned in game
5. Option to work with other Blufor trackers, like ACE Blufor tracker etc
6. Option to hide allied and enemy markers (which vanilla does not)
7. Option to turn off 3D markers and only use map
8. Filters out groups according to user settings
9. Can enable multiple commanders, same side or opposing sides not working. Hopefully soon.
10. Works on both SP and MP (latter also dedicated server)
11. Key commands to select groups you look at and centre map on selected group

This fixes the Arma vanilla high command system, which is the framework for most other high command mods, so this mod is compatible with those mods.
It enhances other mods such as Platoon Leader 1.3, Platoon Leader Redux, High Command Enhanced, High Command Converter, or any mod that uses the High Command module.

None of those mods work after teamswitch, this is due to vanilla high command limitation. Now thats fixed. They also need a high command module in the mission already present to work. So if the mission maker didnt include it, these mods are useless. Not anymore, High Command Fixit Fox can automatically add High Command to any mission.

Also if you want to use another Blufor tracker (NATO symbols on map for your side), then high command's own NATO symbols clash with it making the map very messy, as there are two layers of marker symbols over the top of each other. This has an option to hide the vanilla NATO symbols and only show the selection rings and waypoints, so you can use other Blufor trackers.

If high command module and its subordinate modules are already present in a mission, then High Command Fixit Fox will just use those modules and add all the extra functionality.

Script version should work on dedicated servers, saving mission makers time so they dont have to deal with teamswitch or respawn issues.

*High command mods that dont use the vanilla High Command module will clash wirth this, like Advanced AI Command 1 & 2 and Platood Commander 1 & 2. They use their own system, they dont use the HC module.
*If you are using missions with High Command already set up, ilike Antisasi, ts best to turn off the option "Add Spawned Groups" and let the mission control which groups are added to High Command. This option is an automatic add of spawned groups.
*If you want a helicopter to land, use the "unload" waypoint type and have the option on

KNOWN ISSUES
- Platoon Leader (and versions from the original) uses its own enemy marker system (however for friendlies it still uses high command markers) so settings affecting enemy markers in High Command Fixit Fox do not affect Platoon Leaders enemy markers. Working on a fix.

*Update 2025.05.28
  • Fixed for dedicated severs. Should work now.
  • Added new option "make group leader on team switch"
*Update 2025.05.27
  • Now signed
*Update 2025.04.13
  • New option: Turn off spawned groups. Turn this off if you want a missions like Antistasi to only decide which new groups to add to High Command. As mission makers intended.
  • Group colours now transfer after teamswitch
*Update 2025.04.12
  • CBA key shortcut added: select group you are aiming at (default is "T" like Arma target feature)
  • CBA key shortcut added: centre map on selected group
  • Bug fixes
*Update 2025.04.10
  • Platoon Leader hack: now the right click on waypoints has the menus back (PL deleted these menus)
  • Option to make the "UNLOAD" waypoint type convert into "TR UNLOAD" so that it will make a helicopter land.

Github
Mod is on GitHub[github.com] for community contributions.


Licence
Arma Public Licence (APL)[www.bohemia.net]
With this licence you are free to adapt (i.e. modify, rework or update) and share (i.e. copy, distribute or transmit) the material under the following conditions:

• Attribution - You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material).
• Noncommercial - You may not use this material for any commercial purposes.


Popular Discussions View All (2)
1
28 May @ 1:52am
Bug: AI groups will stay on default speed and formation of if another is selected
Komodo
0
13 Apr @ 5:19pm
Support System
Skeet
88 Comments
Patrack 20 Jun @ 11:54pm 
Hey man, 2 questions. does this work Drongos command enhancement? Also do you know how to use Platoon Leader? I cant figure it out for the life of me, unless its broken. Thanks and great mod!
little andy 1 Jun @ 1:21pm 
@Bendy
Tried both dedicated and self-hosted MP, many thanks for replying
Bendy  [author] 30 May @ 7:03am 
@am'z cheers!! its also fun on teamswitch missions, you can teamswitch around for different critical tactical needs, like sniping etc. previously teamswitch didnt work due to inflexible module syncing. Now it works!
am'z 30 May @ 4:14am 
You don't even know how long I was waiting for a mod like this. Finally I can solo role-play as a commander without the wall hacking enemy marker. Great mod for ppl that don't want to change the command structure but need some tweaks.
Bendy  [author] 29 May @ 6:41pm 
@little andY just want to confirm your scenario - was this self-hosted MP or a dedicated server MP?
Bendy  [author] 29 May @ 5:31pm 
@little any I just updated the description until I fully tested it with another commander
Bendy  [author] 29 May @ 5:28pm 
@bulak33 no worries :)
Bendy  [author] 29 May @ 5:28pm 
@little andy I didnt fully test it with another live player, I did it all by theory and the book, the only testing was by myself. So will get a mate and test the multiple commander part
bulak33 29 May @ 12:54pm 
@Bendy great, it works;) thank you very much;)
little andy 29 May @ 12:23pm 
struggled to get this mod w/ Platoon Leader working for multiple commanders in MP. in the end, it only partially worked.
any ideas?
not sure if it's to do with the mods or vanilla
- some commanders couldn't control certain units
- sometimes they wouldn't have high command at all