Special Editing Considerations



There are a few (but not many) editing restrictions that you must abide by when using these scripts. Aside from what is listed below, you can edit your mission as though it were any other OFP mission.


Multiplayer missions

Unfortunately, the HS system is NOT compatable with MP missions. Future versions may support MP however.


Radio chatter

In order to provide maximum immersion, the HS scripts disable OFP's radio chatter. This also means that any scripting commands such as sidechat or groupradio will not be heard. Instead, use one of the following functions:


hs_vehiclechat

hs_groupchat

hs_sidechat

hs_globalchat


hs_vehicleradio

hs_groupradio

hs_sideradio

hs_globalradio


For example, call the hs_groupchat function instead of the groupChat scripting command. The syntax for all the above functions looks like this:


[unit, "text"] call hs_***

unit = the unit to talk, as in the normal scripting command

"text" = the text/message to be displayed, as in the normal scripting command


'OnMapSingleClick' command

The HS scripts use a special handler system to allow for this command to easily be used for multiple things at one time. As such, you should NEVER overwrite this command! For instructions on how to use the handler for this command, see the OnMapSingleClick command handler readme'.


Units leaving the squad

Certain global variables must be adjusted behind the scenes in order to remove units from the player's "squad". Whenever you want to remove a unit from the player's squad, you need to use the following script (instead of the "join" command):

[unit, group] exec (hs_pth + "hs\misc\leaveSquad.sqs")

unit = the unit to leave the player's squad

group = the new group that the unit will be transferred into. You can use "grpnull" if you want.


Units joining the squad

Certain variables must be set in order to add units to the player's squad as well. Whenever you want to add a unit from the player's squad (meaning, any of the AI groups under his control), you need to use this script (instead of the "join" command):

[unit, team#, <medic?>, <"title">] exec (hs_pth + "hs\misc\joinSquad.sqs")

unit = the unit to join the player's squad

team# = the fire team that the unit will join (1-3 for the fireteams, 0 for the RTO team)

<medic?> = optional. If true, this unit will be considered a medic during rallies.

<"title"> = optional. The string that will be displayed for the unit during rallies. If left blank, the unit's name will be used by default.


The command dialog

In addition to the radio triggers, there is also a point-and-click dialog that can be used command the squad. This dialog can be shown by executing the following script:

[] exec (hs_pth+"hs\command\cmdDialog.sqs")

If you wish, you can even delete the radio triggers entirely, and instead have the player command his squad solely thru this dialog (be sure to set the option '_useRadioTrig' in hs_init.sqs). However, it is recommended that you allow the player BOTH methods of command (set up by default in the hs_init script), since the dialog can be difficult to use during combat.