Arma 3
Platoon Leader: High Command Mod 1.3
Los18z 7 Sep, 2024 @ 9:32am
Some Multiplayer updates
I have been using this extensively in multiplayer. We have used it in Mike Force Sessions as well.

Here's a few things tips.

I have it running on sever And only the guy that is going to be the PL HC should have it on the client side. If you are running a listen server its always going to be the guy running the server. SO basically on your MP missions one guy is dedicated to being the Platoon Leader. Multiple people with PLHC will create wonkiness.

Sometimes this guy will actually PLHC is the "RTO" and another player will be the PL but he just makes decisions and does not have to work the US, that's the RTOs job. Make sure the HC module is synched to whoever the PL is.

Full functionality may not work with non-Nato standard squads. However if you keep your squads to 8 soldiers (NPC) it seems to work ok. So like in Mike Force, they have these squads that spawn in with like 12 guys, so I zeus-delete the number in excess of 8 then copy and paste however may squads I want. Then all is fine.

You can zeus-in squads (Make sure you name them for ease of use) then take control using the 0 key from the map, Also remove an existing groups that you are not commanding. It's easy to add and subtract on the fly.

Both Transports and the squads need to be under your HC to use Transport functions. Helos have to eb in vicinity already and when you selecta squad and then load and select the Helo, it will land and pick up the guys.

Don't forget to add your won group in to PLHC, and give yourselves some medics. That way you can set up a CCP.

This thing works with SOGAI too. SO you can SOG AI in and control a squad and also be the PL. The Tab command function works even if you have CTRL Spaced over to high command mode Very nice.

Fantastic Mod, hope this helps.