Setting it Up
Setting up a mission with the HS Command System is easy. Included is a template mission which can be used as a basis for your missions. Inside of the template you will see the following files:
The "support" folder contains premade support options to be used thru the squad radio.
The "description.ext" contains the entries required to import the resources and dialogs from the addon to be used by the HS system.
The file "fwatch_check.sqf" allows optional support from Kegetys Fwatch addon.
The file "hs_formations.sqs" contains the data for the formations used by the player's squad.
"hs_init.sqs" is where the editor can adjust parameters of the HS system.
To start making your HS mission, follow these steps:
1) Rename the template mission
Make a copy of the template mission, and rename it to include your new mission name and the island it is on. Look at your other editor missions for examples.
2) Set up the groups that will become the player's 'squad'
The template already has these groups set up for you, so that you can just modify the units, and add more to each group. However, if you wish to have the player be on a side other than WEST, you must delete these units and follow the instructions here.
The player himself should be the only one in his group. Next, make 3 more groups (of any size), which will be the player's 3 fireteams. If you wish to use an RTO, place him in a one-man group as well. Name all of the AI groups by writing groupname = group this in each of the group leader's init fields. You will use these group names in hs_init.sqs.
3) Set up a trigger that will catch all enemy units
In the template there is a trigger that is set to activate by "east present". Change the side of this trigger to whichever side will be the player's enemy.
4) Edit the "hs_init.sqs" options
This script contains all of the configurable options of the HS system. It is commented to tell you what each parameter does; however, a full description of each option can be found in this readme. Most of the options can be left at their default, but you absolutely must set a few. You must designate the groups and list of units made in #2 and #3 above. You must designate who or what object will 'hold' the player's radio. This 'radio' is acessed via the action menu, and it allows you (the mission editor) to run support scripts that would normally be run by OFP's radio interface, but in a more immersive fashion. This radio usually would be held by the RTO, but it could be held by anything or anyone (the player, a static object, etc). If you wish, you don't even have to use this radio at all. If you do use it, you will need to specify the scripts that can be run by using it (see the detailed options description for details).
That's it! The above is all you need to do to get the scripts working. There are more things that you can customize in HS_init.sqs of course, but the above is the bare-minimum you need to get started.