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回報翻譯問題
Other people have reported similar issues. Unfortunately I am not really modding anymore and it is unlikely to be fixed.
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)