Summary
Command your AI from a tactical map: groups, orders, vehicles, contacts and faction commander. Any faction, any scenario, built for dedicated servers.
Description
# Battlegroup Command
**Command your AI.** Build, reorganise and command a large number of friendly AI from a dedicated tactical page: groups, orders, vehicles, contacts and a faction commander.
Made for multiplayer on dedicated servers. Works with any scenario and any faction. No dependency other than the base game.
## Features
**Management page (Ctrl + B)**
- Map view: tactical map with NATO symbols for your groups, soldiers, vehicles and the players of your faction. Scenario bases and the game's map markers are shown too.
- Organisation view (TAB): one column per group, drag and drop soldiers, soldier sheet, mini-map.
**Groups**
- Create, rename, dissolve, transfer to a player or hand over to faction command.
- Eleven group types with minimum roles, detected from each soldier's actual equipment.
- In-game wheel (hold Ctrl + C facing an AI): join, leave or change group without opening the page.
**Recruitment**
- Soldiers or ready-made groups from the faction's own catalogue.
- Paid with supplies near a friendly base with a barracks, or free (server setting). Quotas per player, faction and commander.
**Orders**
- Move, attack area, defend, patrol, suppressive fire, follow, board / dismount a vehicle.
- Order queue (Shift), formation, stance and rules of engagement.
- Individual orders: select some soldiers and send them as a temporary detachment. Regroup brings them back.
**Vehicles**
- Up to 4 vehicles per group, each with its own mode: all in, crew + escort, or all out.
- Several groups can share one vehicle: the first group drives.
- Helicopters: AI ride as passengers and gunners, a player flies.
**Contacts and status**
- Enemies seen or heard by your AI appear on the map of the whole faction.
- Live group status: idle, moving, in contact, low on ammunition.
**Faction commander**
- Sees every group of the faction and can rename, reassign or requisition them.
- Groups of a disconnected player go to faction command, and are given back if the player returns in time.
**Also**
- Distant AI managed by BGC keep moving and fighting far away from any player.
- Briefing sign prefabs (English and French) for mission makers: `Prefabs/BGC/Briefing/`.
## Default keys
All keys can be rebound in Settings > Controls, category "Battlegroup Command".
- Ctrl + B: management page
- Ctrl + C (hold): in-game wheel, facing an AI
- TAB: Map view / Organisation view
- 1 to 9: select a group
- Right click: order menu
- D / A / T: move / attack / defend
- F / S: suppressive fire / follow
- V / R: board or dismount / regroup
- X: cancel orders
- Shift: add to the order queue, add to the selection, selection rectangle
Letter keys only act while the order menu is open.
## Server settings
Created on first start in the server profile:
- `$profile:BGC_Core/config.json`: quotas, recruitment mode and cost, commander mode, vehicles, contacts, logs.
- `$profile:BGC_Core/group_types.json`: group types and their minimum roles.
## Compatibility
- No dependency: base game only.
- Any faction: factions, catalogues and vehicles are read from the scenario, nothing is hard-coded.
- Built to coexist with other mods: everything is prefixed `BGC_`, no vanilla file is replaced.
- Server and clients must run the same version.
## Known limitations
- Interface in French only for now. Localisation is planned.
- Not yet tested with modded factions.
- Helicopters are not flown by AI. Transport, vehicle and pilot group types have no behaviour of their own yet.
- BGC does not spawn vehicles: use the ones present in the scenario.
- Game map markers are display only on the BGC map.
- After rebinding a key, the page and the briefing signs still show the default keys.
## Planned
Specialised orders per group type, vehicle purchase and convoys, AI-flown helicopters, localisation, optional companion mods.
License
Arma Public License (APL)