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Raportează o problemă de traducere
This might be solved if there's any way to take some sqads out of the DCE's panel without eliminating them, I don't know if possible yet.
As others said, it would be good to have floating descriptions or even a brief user manual, in order to take the best of this pretty useful mod.
Here's my suggestion. Anyway i hope more update to this mod comes soon, especially QOL updates.
* When the mouse cursor hover to a command, there would be a text like "Move", "Get in", Etc.
* Remove groups/units automatically being added to HC instead, make players select which groups/units they like to command.
(Manually editing the source code "DCE\Scripts\Command\RegisterGroups.sqf" is ok i guess but some of us don't really know navigate that and edit the code for ourselves, take me for example.)
I haven't used it in a while so my recollection may be wrong.
And is there a way to add squad members to the HC and add them back to your own squad?
I use the mod in combination with Antistasi and showing the enemy position as well as that of the civilians takes away some of the difficulty.
I want to use this mod together with Drongo's Air Operations and Anti-Stasi-Ultimate, but unfortunately I reach the High Command limit very quickly and can't lead any more squads into the field.
it is
{if(_x in _healingItems)exitWith{_canHeal=TRUE}}forEach(items _man);
should be
{if(_x in _healingItems)exitWith{_hasKit=TRUE}}forEach(items _man);
Do you have any AI mods running?
@Max Shadow
My small group uses it a lot in our big ops, it works well. Everyone can move everything though. There is a reinforcements system, there is an explanation of how to set it up in the readme.
Also, another question: Is there a way to create reinforcement groups dynamically? (I mean, after the mission has started)