kremator 1065 Posted September 12, 2016 I've got a problem madcheese, that perhaps you can help. I use an automated medic script (*cough* wouldn't that be SO useful in C2?) that interrupts my C2 waypoints for that medic. Do you know what code I could add back onto my medic to get them to resume the waypoint I gave them in C2 ? Share this post Link to post Share on other sites
mad_cheese 593 Posted September 12, 2016 How do I get the units to actually execute orders in HUD mode? I set up where I want them to go but my squad doesn't move and the indicators stay where I want them to go. CTRL + RightMouseButton ;) If you need help in testing out interim versions then please ask mate .... happy to help.Thank you, will get back to you about this! I've got a problem madcheese, that perhaps you can help. I use an automated medic script (*cough* wouldn't that be SO useful in C2?) that interrupts my C2 waypoints for that medic. Do you know what code I could add back onto my medic to get them to resume the waypoint I gave them in C2 ? Let's talk ;) A: I have no way to stop your script, because that script is messing up my script, not the other way around (tee hee). C2 detects changes in a units destination, it is vital that the scripts get interupted. I can make exeptions within C2, which is what happens with re-arm and FOML, but for third party script I can not tell if that interruption is wanted or not. It would be up to that script to save the unit's expectedDestination before changing it, then setting the unit back to those settings after it's actions are completed. Anyways, here's B: As a little status report, yesterday I took the illustrator trial and designed a new radial menu. Medical is one of the new things I wanna add, maybe you guys can give me some input. I have some questions u guys can help me with, keep the radial functionality in mind and also the fact that it will be controlled by one button: Should medics be in group-selection, or should script just run autonomous in this case? How would victims best be distributed to the helpers? Automated victim selection or dropdown menu? Should medic stay busy while there is wounded close, or should it be ordered one-by-one? Also, vehicles (finally). gwynbleidd gave some great input on this back in february. I'd be happy to hear all of your input on this too, i'd like to make the system universal (accessing any units regardless map poisition or distance to player) and easy. So far, since I'm using a new radial layout now, I am opting for a popup control with two Listboxes, in medical it could be used to select HEALER and VICTIM, for vehicles it could be vehicle and boardingtype, something like that. But maybe there's better ideas. Also, unrelated and yet somewhat related: WOOFER made another great video, this time about AUTOCOMBAT -> comes at a good time because I'm also making adjustments to that since it makes sense to offer some command bundles (ie HOLD FIRE + DISENGAGE + DISABLE AUTOCOMBAT) 4 Share this post Link to post Share on other sites
sammael 366 Posted September 12, 2016 1- autonomous (Does this mean that AI medic will heal me even with ace3 mod?) 2? 3-Automated 4-ordered one-by-one P.S please if is it possible in next update add max heli flight option at least ~1000m Share this post Link to post Share on other sites
kremator 1065 Posted September 12, 2016 Ack - I had a huge bit written but then I clicked on gwybleidd's input link and lost it all ! Let's start again, saving as we go. Firstly thanks for getting back to me. I cannot play without C2 - it is amazing, so any improvements in functionality are very welcome. Regarding my problem - all I need is to be able to expose the waypoint that the medic was given, through C2 and I'll send him back to that waypoint. I'm using a combination of bardosy's automedic and psychobastards revive script in an insurgency mission to great effect - commanding the troops with C2 of course! Regarding your B improvements .... Anything that avoids extreme micromanaging of AI is a good thing, and therefore having an AUTOMED function would be the ideal. The way I dream about it is this .... I set up for an engagament and split my two teams by colour. Each team has a medic. Both teams are now sent out flanking. One of the troops gets hit and requires a medic, and medic disengages combat mode (or not - not sure how this would affect his survivability!), runs to wounded and starts to heal. Following the heal, the medic and the injured rejoin their subteam and push on to their waypoint given by C2. If the medic is downed, then another troop with a medkit can suffice, but not be as effective. This should also work for reviving AI using the medics if possible! I think using listboxes is too fiddly - automagic is the way to go :) PS found a bug in C2. All troops given HOLD FIRE via radial menu, but enemy are visible. Create subteams and then give them flanking waypoints using C2 and hit commit .... SOME troops will fire a few shots ! PPS ready for testing ! PPPS is there a way to REMEMBER the subteam colours when you reinitialise (or whatever it is called - the one that renumbers the team) the team (the bottom left icon on radial menu) Share this post Link to post Share on other sites
Fruitpunchsamurai 1 Posted September 13, 2016 Thanks mad cheese. Also is there anyway to disengage hud mode if I decide not to move my units to a location? Share this post Link to post Share on other sites
mad_cheese 593 Posted September 13, 2016 I'm making some good progress with this although, as always, the matter is becoming more complex than I first expected. The medic is a busy man. [...] therefore having an AUTOMED function would be the ideal.There's two things: something like a FSM that runs all the time (not happening soon) vs a control element that lets you give an order (like the menu). While I might make an optional FSM in the future, right now I'll stick to letting the player decide who heals who ,when, where ,why and whatnot :) Hey also, since you listed two rather commonly used scripts: can you maybe explain to me in a few snappy sentences what exactly these scripts do / how you use em. I think using listboxes is too fiddly - automagic is the way to go :)As far as the control goes, I did opt for a mix of control and 'magic'. I did actually include 2 Listboxes that are context sensitive, one to select the medic, another to select the patient. If selection is bigger than 1 unit, you can select all medics or patients easily, meaning that you can have one medic heal up all the patients or multiple medic splitting up patients. If there's one medic in your selection, only medics will be selected. If not, any unit with a FAK will be added although here I need to find a safe way to include MOD-items. (Let me know if you know about a way to identify items that can heal). ACE3 will maybe work out although I will not make it realistic. But please, as soon as they release something like a function, let me know. PS found a bug in C2. All troops given HOLD FIRE via radial menu, but enemy are visible. Create subteams and then give them flanking waypoints using C2 and hit commit .... SOME troops will fire a few shots !Oh yeah - that is (unless I'm wrong, not making accusations here) A3's default HOLD FIRE where they still get to decide that they can be the man and blow your cover. Can you try to activate C2's FOT on top of holding fire and checking if the issues resovles itself? Thanks mad cheese. Also is there anyway to disengage hud mode if I decide not to move my units to a location? Ha! thanks for reminding me. I did have RIGHT CLICK (without CTRL) mapped to that but it appears that the control is no longer working. But you can also presst CTRL+F1 to deselect all active indicators, or you can use the radial menu (bit more fiddly). Will change it again! Share this post Link to post Share on other sites
kremator 1065 Posted September 13, 2016 Just a quick reply. It is worth having a look at the automedic and the revive scripts as there is some interesting stuff, especially regarding the FSM. I'm busily trying to capture the MOVE command that C2 gives the medic, before the automed kicks in, so that I can send him back on track when done (as the whole group will wait until he is finished - I think!) Will post more a little later on mate ... thanks for all your hard work ! Share this post Link to post Share on other sites
mad_cheese 593 Posted September 13, 2016 PM me with what exactly you want to do, I have a feeling it's not gonna work that way, at least not in the current state of things ;) Share this post Link to post Share on other sites
remus 11 Posted September 16, 2016 Hi, Am having trouble with the keybindings. When I go to ( Options > Controls > Configure Addons ) The Addon menu is empty, as is all other options... I do have CBA 3 installed, its the latest version. Any idea what the trouble could be ? Might it conflict with another adon ? Share this post Link to post Share on other sites
remus 11 Posted September 17, 2016 studied this thread. Learnt to setup my controls for this mod in "custom controls" Still didn't work... So I wonder if its the moded mission i'm playing Antistasi. So i create a quick mission in editor and the controls work now. I restart Antistasi, and the controls don't work, do i simply need to find a keybinding that isn't reserved by antistasi ? Share this post Link to post Share on other sites
mad_cheese 593 Posted September 17, 2016 studied this thread. So I wonder if its the moded mission i'm playing Antistasi. So i create a quick mission in editor and the controls work now. I restart Antistasi, and the controls don't work, do i simply need to find a keybinding that isn't reserved by antistasi ? I suspect that the mission uses removeAllEventhandlers. This command makes using CBA-key binds impossible.l, but your first attempt using the 'configure addons' dialog was the right one. I'm making very good progress. New radial menu is all sexy and I have the first layouts for medical- and vehicle options, I also added adding and removing of suppressors, laser pointers, attaching IR items and switching between prim/sec weapon. Radial also has a field for goCodes now. I'll have a beta version early next week I hope. Regarding the option to set max flyingheight to 1000m - please pitch to me why one needs that (regarding helicopters, not jets) 6 Share this post Link to post Share on other sites
kremator 1065 Posted September 17, 2016 Looking forward to testing the beta .... good job ! Share this post Link to post Share on other sites
sammael 366 Posted September 17, 2016 please pitch to me why one needs that* not fully understood...It is necessary to attack enemy outside the line of sight aka as high as possible and far.At an altitude of 100-500 helicopter too vulnerable to MANPADS. Tactics of combat helicopter to surive is fly over a low or very high altitude with high speed Share this post Link to post Share on other sites
kremator 1065 Posted September 17, 2016 A nape-of-the-earth mode for choppers would be excellent, although the buggers need to be looking quite far ahead to avoid obstacles ! EDIT Found this warning in the RPT of the client when using C2 .... 21:35:09 Performance warning: SimpleSerialization::Write 'mcss_c2_dangerscript' is using type of ',SCRIPT' which is not optimized by simple serialization, falling back to generic serialization, use generic type or ask for optimizations for these types Share this post Link to post Share on other sites
sowens 71 Posted September 20, 2016 Started using this but I noticed that some of my soldiers move slow. Cntrl + rmb doesn't change their movement back to normal. They have their guns up ready to go. Any suggestions on fixing this on my end because I am sure I missed something in the manual. Share this post Link to post Share on other sites
remus 11 Posted September 20, 2016 Hi, if I hit . key and zoom out, I can't use the number's on the num pad to pan around my command view, any suggestions ? Share this post Link to post Share on other sites
kremator 1065 Posted September 20, 2016 Started using this but I noticed that some of my soldiers move slow. Cntrl + rmb doesn't change their movement back to normal. They have their guns up ready to go. Any suggestions on fixing this on my end because I am sure I missed something in the manual. Sorry mate ... I tend to use the planning mode rather that the on-the-fly mode. MC will be able to help. Share this post Link to post Share on other sites
sowens 71 Posted September 20, 2016 I found my mistake, the ai I transferred a loadout to were overweight...C2 workin great! 1 Share this post Link to post Share on other sites
kremator 1065 Posted September 20, 2016 lol .. good find ! Share this post Link to post Share on other sites
mad_cheese 593 Posted September 20, 2016 if I hit . key and zoom out, I can't use the number's on the num pad to pan around my command view, any suggestions ? Are you talking about "Command View"? The addon is not really compatible with that but nonetheless, you can switch off C2's NUMPad functions. Open Radial (Hold TAB) >> click on the little preferences icon >> Toggle NUM CONTROLS That will re-enable your default NUMPad mappings I found my mistake, the ai I transferred a loadout to were overweight...C2 workin great! haha.. I'm glad to hear that :) Share this post Link to post Share on other sites
kremator 1065 Posted September 20, 2016 Just wanted to pop in and thank you sooo much for C2 madcheese! I'm playing insurgency with 9 other AI and planning mode is making my life so much easier! The only thing I encounter again and again is the rearm causing massive RPT spam :( but I can live with it considering that C2 can do ! Can't wait for the newest version! 3 Share this post Link to post Share on other sites
The Body 98 Posted September 21, 2016 I just started trying the mod and I love it so far, but I was curious. Lets say I use Ace mod with advance medical modules, if I go down, is there a way I can get the AI squadmates to revive me? Share this post Link to post Share on other sites
mad_cheese 593 Posted September 21, 2016 Just wanted to pop in and thank you sooo much for C2 madcheese! I'm playing insurgency with 9 other AI and planning mode is making my life so much easier! The only thing I encounter again and again is the rearm causing massive RPT spam :( but I can live with it considering that C2 can do ! Can't wait for the newest version! Thanks my man :) The rpt spam is annoying but I'll get it sorted. Tactics of combat helicopter to surive is fly over a low or very high altitude with high speed Okay, I'm sold. I changed the highest setting to 1000m in the WIP version, the problem is that at high altitudes the vehicles do not perform very well. I don't know what is going on exactly but it always seemed to me that choppers get ultra shaky at high altitudes, the AI fly a lot of weird circles and have issues moving to their destination. This may very well be a simulation, I really have no clue what the science here is. I just started trying the mod and I love it so far, but I was curious. Lets say I use Ace mod with advance medical modules, if I go down, is there a way I can get the AI squadmates to revive me? Well you are coming at the right time! The next version includes medical stuff and ACE3 is on the to do list. I need to check it out but one problem is that I don't know much about AC3. I messed around with it's action menu etc but I have no idea how medical shit works.... If you have some intel, please direct me to it. If it's just a bunch of var's that need to be reset, it should be easy - if I knew what they are lol. 5 Share this post Link to post Share on other sites
sammael 366 Posted September 21, 2016 Ai helicopters still stupid regardless of altitude of flying. height of 1000 meters is useful when you gave the order AI to hang in the air while you sitting on the shooter position.In addition, in your mod, possible to select a different height of flight depending on the situation. New ace3 medic AI work for 30/70%. I play ten scenarios and only three times a saw medic who heal AI. I hope in your update will attend ingeniously simple system. I got a bullet in the chest> injured>call AI medic>he treats me>Rambo again in battle Share this post Link to post Share on other sites
The Body 98 Posted September 21, 2016 Thanks my man :) The rpt spam is annoying but I'll get it sorted. Okay, I'm sold. I changed the highest setting to 1000m in the WIP version, the problem is that at high altitudes the vehicles do not perform very well. I don't know what is going on exactly but it always seemed to me that choppers get ultra shaky at high altitudes, the AI fly a lot of weird circles and have issues moving to their destination. This may very well be a simulation, I really have no clue what the science here is. Well you are coming at the right time! The next version includes medical stuff and ACE3 is on the to do list. I need to check it out but one problem is that I don't know much about AC3. I messed around with it's action menu etc but I have no idea how medical shit works.... If you have some intel, please direct me to it. If it's just a bunch of var's that need to be reset, it should be easy - if I knew what they are lol. What I'll do is msg you with a way we can chat, I think it will be easier that way. My buddy that runs a team and server with me is the one who sets up the ace modules, I only know how to use them or the functions. So maybe we can help you out or even do some testing. In any case, hope we can help. 1 Share this post Link to post Share on other sites