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Spinor

CoC Command Engine X

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Nifty Looking Tool.

I'm a have a go with this tonight...

yay.gif

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I just downloaded this and had a quick look at the demo missions (didn't even read the manual thuroughly yet... but going to now).

This is excellent. As others have said, from a script point of view it's the best add on I've seen for ArmA. Functionality is brilliant and the control interface is intuative and really well laid out. Even without reading the manual I was easilly able to grasp the basics.

Fantastic job guys. I can honestly say I'm totally blown away by this!!

notworthy.gif

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Are the Helmet Cameras enabled in this Beta?

Also, I'm having trouble assigning my squads a transport vehicle, does the vehicle have to be empty? Have Soldiers in on the same side as you or part of the Squad you want it to use?

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Congratulations and thank you for the release.

Quote[/b] ]Well, on the first mission included on the beta, on the attack to the first town i noticed that tanks gets "trapped" by the trees. I mean, the tanks cannot pass trough the trees of the cities ( i think it was on arcadia) so, if you want to attack a town with tanks you will have a lot's of problems

and it only happened with several trees, not will all, will try to take an screenshot to show you it

What does this have to do with the command engine? Isn't this an Arma bug, not a CEX bug.

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COC does it again. Great work, this will be the backbone of zeus online gaming if it fully works in mp. Seing as this is a beta, i will here are some possible bug reports:

--When i CTRL-clicked on the 'COCEngine-Map' screen with a unit, i got an error message. I thought i took a screenshot, but i hadnt apparently. I will try and recreate the bug later and post a screenie maybe...

--After some time spent in the first 'light assault' mission, some squads refused to carry out their move orders. I sorted the problem out by swtiching to the unit and switching back. On some occations this didnt help and i had to delete all wps and reorder them.

--In the first mission (didnt play anything else), i only ever had 1 casulty report. After that, even though i had many casulties, nothing was reported in sidechat.

--Please relocate the 'Delete all wps' button to the 'RightclickMenu' of the unit, rather than 'RightClickMenu' of the waypoint of the unit. I had an occasion where i wanted to delete all waypoints for a group, but i couldnt, because there was a squad sitting on the only waypoint they had. Whenever i tried to click on the waypoint, it selected the squad which was on the waypoint, leading to minor annoyance and major cursing.

Wishes for full version:

--I would like to see a return of 'unitcam' from the OFP Command Engine. Ideally, this would come with a option to disable by the mission maker.

--I would also like to see a 'cycle' waypoint option, to be used for patrols and aerial units.

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Congratulations and thank you for the release.
Quote[/b] ]Well, on the first mission included on the beta, on the attack to the first town i noticed that tanks gets "trapped" by the trees. I mean, the tanks cannot pass trough the trees of the cities ( i think it was on arcadia) so, if you want to attack a town with tanks you will have a lot's of problems

and it only happened with several trees, not will all, will try to take an screenshot to show you it

What does this have to do with the command engine? Isn't this an Arma bug, not a CEX bug.

don't know, but i never seen it on arma, i only noticed it with cex.

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Thats a great addon, but I have two complaints :

- Is there a way to tell the choppers to pass over waypoints and directly proceed to the next one without hovering a few moment over? Cause they're getting pounded by MG-UAZs/BMPs/T-72s at this moment and usually end in the ground with holes in the cockpit.

- I searched the whole Sharhani with my AH-6 for a hour and half and wasnt able to find that goddamn crashed blackhawk. HALP§§§.

Thanks for your attention

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Its nearly as i wanted mine to be. Except some missing functions. How about letting the whole platoon move in formation? or multiple air units?

Take the SAR mission for example. I wanted the h-60 to deploy the SF at the clearance near the lumber mill. Tho, i dont want my black hawk to fly alone there, so i would have loved to give him an ah-1 as escort and to cover the landing.

It may be that i have overlooked a feature, but that leads me to the next problem: accessibility. Going through menus and sub menus is quite annoying when you want something quickly. How about a graphical (with images) interface with some often used things like: stop, proceed, open fire, hold fire, formations etc.

Maybe i can set something up and send it to you smile_o.gif

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@UNN

Quote[/b] ]Hoping there is some way to add user defined functions and events to the menu options to?

Yes, but documentation on this is scarce at the moment. Take a look at the test mission and its description.ext. Mission Designers can add entries to the top menu-bar, the map context menu, and use a customizable widget, much like the old "Special" menu in CE2, but much more general.

@Nepumuk

Quote[/b] ]I only selected marker for a whole platoon (so no actual unit like the HQ or squad 1,2,3) and changed its properties (behaviour, formation, ROE). Then I checked the HQ unit itsself to see wether the changes have been accepted there but it was not the case, can you confirm this?

Intended functionality in this case is that all subordinate units adopt the selected setting...I will check this.

Quote[/b] ]I also believe there is a delay when telling a unit to procedd to its waypoints, is this a built in command delay or am I doing something wrong?

There should be no delay when giving a command, but it takes a few seconds before the unit actually performs the order, which is realistic, I think. I can understand that this confuses abit, though. I will include more message responses so that player knows that an order was properly received.

Quote[/b] ]EDIT: About information sharing between units (top down): when a human controls an infantry platoon as HQ and you reveal targets to your HQ group, will the revealed targets be passed down to the squads? I haven't seen it yet but I assume this will be in the final version?

Not sure yet, as discussed earlier it would be more realistic (a platoon leader would inform his squad leaders about enemies). But there needs to be some filtering, otherwise a squad could see enemies from the other side of the island. I guess a simple filtering-by-distance would do. Another option would be peer-sharing, i.e. a squad would share its info with other squads in its platoon.

@trinder1

Quote[/b] ]1. Is it possible to have 2 guys commanding each army Like a chess game -OPFOR commander BLUFOR commander.

Yes

Quote[/b] ]2. Multiplayer is it possible to disable the Command engine in options so that Only the commanding officer can command the battlefield noy any guy who connects to the server.

Yes, choosing who controls what is all up to the mission designer.

@Mike@Uk

Quote[/b] ]I also imagine this would be very good for mods in the future for example Napoleonic Mod / Civil War mod etc with the larger unit stability and being able to order lines of Infantry and Cavalry around from the comfort of your tent.

Absolutely!! My personal favourite would be a Star Wars Mod where I could orchestrate the attack on the rebel base on Hoth with CEX smile_o.gif .

@Rhodite

Quote[/b] ]Really hoping / looking forward to a MP varient

Its already MP compatible ... its just that is a bit buggy in this area smile_o.gif

@subroc

Quote[/b] ]One thing that got me a bit dissapointed was that it felt more like a rts game with all the 3d views and options. I really liked the limitation/feature in CE2 that the camera was locked to the squadleaders of the groups.

As colligpip noted, this is adjustable by the mission designer. Both a maximum distance Camera<->Player and the maximal camera height above ground can be defined, and the 3D mode can be disabled completely.

@KJAM

Quote[/b] ]Are the Helmet Cameras enabled in this Beta?

No, but you can switch to a units leader ("Switch to Unit" in the context menu).

Quote[/b] ]Also, I'm having trouble assigning my squads a transport vehicle, does the vehicle have to be empty? Have Soldiers in on the same side as you or part of the Squad you want it to use?

Assigning and embarking a transport only works if the cargo unit only consists of infantry (no vehicles) and there is enough space in the transport unit. To clarify: Assigning a transport does not immediately result in embarking. It just defines a "default" transport for an infantry unit.

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This has got to be the coolest thing I've seen in a long time. I'm a little P.O'd I just bought Shock Force recently as this so much more interesting to me.

CM: Shock Force models morale, fatigue, leadership, suppression, unconventional warfare, higher level support asset .... to name a few.

None of which can eaily be done in the ArmA engine. The AI are completely detached from any human factors or higher level combat modifiers.

Tactical simulation ArmA is not ....

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This has got to be the coolest thing I've seen in a long time. I'm a little P.O'd I just bought Shock Force recently as this so much more interesting to me.

CM: Shock Force models morale, fatigue, leadership, suppression, unconventional warfare, higher level support asset .... to name a few.

None of which can eaily be done in the ArmA engine. The AI are completely detached from any human factors or higher level combat modifiers.

Tactical simulation ArmA is not ....

True, and as much as I think Shockforce is a great breakthrough wargame I just don't enjoy it. I really don't, and I'm not sure why. I loved the whole CM series as much as a non-grog can, but as good as Shockforce is, I'm having more "fun" messing with CEX.

To each his own smile_o.gif I can appreciate something even if I don't enjoy it as much as I know I probably should.

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You guys are amazing! Thank you so much for this mod. As someone else said this would be perfect for a civil war or Napoleonic era mod (something else I would like to see).

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I love this addon and have a few minor suggestions:

1) The ability to add to show textures in the map screen

2) An image for each rank and vehicle in the properties window, at the moment only certain ranks and vehicles have images and some use the same

3) Make the freecam's movement less static, i dont know if this user related but everytime I move the cam it stuts foward the returns to normal

These are only minor points but just add a bit more polish and diversity to the interface. Overall I love this mod/tool, Coc have always been and will always be my favourite mod

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Thank you Spinor.

I set up an MP test mission myself, I want to command a Stryker infantry platoon with the Vehicle sections being commanded by the 1st Stryker vehicle section.

Excerpt from the description.ext:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class Platoon

{

IconMap = "COC_NATO_INF_WHEELEDFV_PLATOON";

Callsign = "1st Plt";

Name = "1st Plt";

class PlatoonHQ

{

Leader = "PltHQ";

Name = "PltHQ";

CallSign = "PltHQ";

NameMap = "PltHQ";

IconMap = "COC_NATO_INF_STANDARD_SQUAD";

};

class MountedElement:PlatoonHQ

{

IconMap = "COC_NATO_INF_WHEELEDFV_SECTION";

Callsign = "Mounted Element";

Name = "MountedElement";

class SectionA

{

Leader = "SectionA";

name = "SectionA";

CallSign = "Sect A";

NameMap = "Sect A";

IconMap = "COC_NATO_INF_WHEELEDFV_SECTION";

};

class SectionB:SectionA

{

Leader = "SectionB";

name = "SectionB";

CallSign = "Sect B";

NameMap = "Sect B";

IconMap = "COC_NATO_INF_WHEELEDFV_SECTION";

};

};

As you can see the "SectionA" unit is supposed to be the leader of the Mounted Element, when I preview the mission in the MP editor the group leader of SectionA has access to the CEX interface but the Order of Battle cannot be displayed (no error message or such). All I get is the map with the CEX and View menu but no markers or so.

I think there is something wrong with my classes in description.ext or do we have to do further actions for MP usage ?

I am very curious how the CEX behaves in MP with players in different levels of command, each with AI or other human players in command...

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Not sure if its due to copy-and-pasting an excerpt here, but I think you are missing a closing bracket for the class MountedElement.

Here is the full description.ext that works for me:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CEX

{

class Platoon

{

IconMap = "COC_NATO_INF_WHEELEDFV_PLATOON";

Callsign = "1st Plt";

Name = "1st Plt";

class PlatoonHQ

{

Leader = "PltHQ";

Name = "PltHQ";

CallSign = "PltHQ";

NameMap = "PltHQ";

IconMap = "COC_NATO_INF_STANDARD_SQUAD";

};

class MountedElement:PlatoonHQ

{

IconMap = "COC_NATO_INF_WHEELEDFV_SECTION";

Callsign = "Mounted Element";

Name = "MountedElement";

class SectionA

{

Leader = "SectionA";

Name = "SectionA";

CallSign = "Sect A";

NameMap = "Sect A";

IconMap = "COC_NATO_INF_WHEELEDFV_SECTION";

};

class SectionB:SectionA

{

Leader = "SectionB";

Name = "SectionB";

CallSign = "Sect B";

NameMap = "Sect B";

IconMap = "COC_NATO_INF_WHEELEDFV_SECTION";

};

};

};

};

Playing as SectionA you should see MountedElement with the subordinate units SectionA and SectionB.

When dealing with classes I highly recommend an editor that has indentation guidelines and matching bracket highlighting, e.g. Notepad++. Here is an example how this looks like: Bracket Highlighting. This is especially important for CEX editing as it is easy to miss a bracket with all those hierarchical unit nestings.

Quote[/b] ]I think there is something wrong with my classes in description.ext or do we have to do further actions for MP usage ?

Nope, all you have to is make the appropriate units playable.

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Quote[/b] ]Here is the error

Select a unit and CTRL-RightClick to Recreate

Thanks, confirmed and fixed smile_o.gif .

Just a general comment to all contributors here: I will not be able to confirm every bug and comment on every wish. Please keep both coming, though ... I am keeping track and do my best to fix bugs and implement new (+ reasonable smile_o.gif) features.

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Another suggestion: how about different "modes". The current system is cool for RTS like games, but what if i would like to simply command 3 squads as a platoon leader. I wouldnt often need the map and i would prefer to give them commands in the 1st person perspective. Something like the inbuilt command menu from ofp, but for a whole platoon instead of a squad smile_o.gif

(small hint: even better with handsignals biggrin_o.gif)

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Thanks again Spinor, actually I use Notepad++ for Briefings, stringtable- and description files smile_o.gif

I don't think I have forgotten a closing bracket because Arma would crash if I had, wouldn't it?

I guess I just have to set up the whole mission/description again adding only one CEX controllable unit at a time.

But maybe the problem is that the leader of the "Mounted Element" is the gunner of a Stryker? I noticed that the driver in the same Stryker (in the same group) has access to the CEX as well, or is this intended behaviour (to let every - possibly - human controlled unit check waypoints in MP and so on).

EDIT: yes, confirmed the CEX has problems with leaders of groups that are inside vehicles.

I moveInGunner and moveInDrivered the crew for the lead vehicle and everything works as excpected now.

Suggestion: can we add markers on the CEX map just as within the normal Arma map? It would be very useful as you would not have to exit the CE just for checking where user placed markers are...

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Quote[/b] ]I don't think I have forgotten a closing bracket because Arma would crash if I had, wouldn't it?

Depends...I have also forgotten brackets a few times without crash, but resulting in strange in-game effects.

But try the description.ext I had above...its working, just make sure that PltHQ, SectionA and SectionB are the names of the three group leaders.

Quote[/b] ]I noticed that the driver in the same Stryker (in the same group) has access to the CEX as well, or is this intended behaviour (to let every - possibly - human controlled unit check waypoints in MP and so on).

Yes, thats the intention (as an option for mission designers). All CEX group member potentially have access to the CEX interface for viewing purposes, but only group leaders can give orders.

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Quote[/b] ]EDIT: yes, confirmed the CEX has problems with leaders of groups that are inside vehicles.

Ahh, yes, thats because in case of vehicles, the name you put in the "Name" field applies to the vehicle and not the commander (if the vehicle is named "SectionA", the commander name would be "SectionAc"). I will get rid of this problem. As a safe workaround you can use the init line to define the leader name, e.g.

"SectionA=leader group this".

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This has got to be the coolest thing I've seen in a long time. I'm a little P.O'd I just bought Shock Force recently as this so much more interesting to me.

LOL same here man. I bought it and that it was the coolest thing for a couple days, till I realized it wasn't all that good. This free mod competes with that game imo. You can do the same thing and go into FPS mode anytime you want. edit: Ok maybe I was a little harsh, it is an ok game but, a huge amount of bugs and stuff.

Nice work CoC team smile_o.gif

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When using this on a dedicated server, it seems to work alright, although there are some bugs.

The biggest ones I saw:

1) There is a script error that happens at intrevals.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">'[[1,4]],[[2,1]],"Report",scalar |#|bool array string 0xe0fffef,[],[],true]...' Error Missing ]

2) # of men in the OOB does not update. You have to escape out of command engine then go back in to get updated roster.

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