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About mad_cheese

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  1. mad_cheese

    C2 -Command And Control

    Acknowledged, thanks for reporting! Sorry for being out of the loop recently. There has been so much going on. But I promise that at some point I'll have this all sorted out.
  2. mad_cheese

    C2 -Command And Control

    Hi there, the Static weapon assembly as used in my videos is not a part of C2 | Steam but a beta project I have been working on over the last two years. Sounds like you have a BIS HighCommand module synced to your player. Unfortunately this creates issues, the script error comes up if you hover over a waypoint with modified statements (basically every waypoint), showing 'this' as undefined although the scripts always seemed to have executed correctly. Just get rid of the HC module, for the STEAM version you are using I recommend AIC by Duda134 to gain access over all highCommand groups.
  3. mad_cheese

    C2 -Command And Control

    Hey guys, I forgot to mention in these forums that the addon has received some fixes: C2 V2.1.2: https://www.dropbox.com/s/iqdfj250sqpn3dt/%40C2_212.zip?dl=1 FIXED: Grenade and Suppression WP-Actions could not be selected FIXED: WP-Conditions could not be selected C2's successor is coming along more than well too! Here's a new video displaying some new naval capabilities. To avoid confusion, the update and the beta in the video are two different things. I wanted to post the video and realized I never mentioned the last update on these boards.
  4. mad_cheese

    C2 -Command And Control

    I am not sure how to respond to this 🙂 You are not 'expected' to do anything. But say if you wanted to do some things - you could! There's a serious amount of functions in this addon and maybe a few of them will match what you are looking for. As far as words like 'probably' go, the only advice I can give is that expectations and assumptions can generally be confirmed or refuted by giving things a try. You pretty much have control mechanics available at any level, 1st person cam, 3rd person cam, command view, drones and map. However some of those may be more developed in the beta project. The image of the C2 2.0 trailer is orchestrated with animations and frozen units. Some call it promotion, some would call it false advertising. The image itself only has so much to do with the addon and more with the 'hey i need your attention' idea. You can however stack up units around objects and walls with C2, which is the basic thing I wanted to communicate in a way that looked cool. The lean you are looking for is CTRL+A, a default Arma mechanic/animation. If you are referring to making the AI do that animation - that would be a negative.
  5. mad_cheese

    C2 -Command And Control

    Hi there @b3lx - can you give me a bit more context about those errors? Screenshots would be perfect. Also feel free to join the discord although the BETA is the clear focus I'd still want to fix those errors. It's highly likely that these are from the addon itself, I don't think it's your performance
  6. mad_cheese

    C2 -Command And Control

    Here's a showcase of some more feature I developed over the last week! I feel like this is my best work to date and I'm almost ready for my big move 🙂 If you would like to become a tester please join our Discord (Main Post) Best, Cheese
  7. This looks absolutely amazing. Congrats for the release!!
  8. mad_cheese

    C2 -Command And Control

    The videos are recorded with a totally overhauled BETA version thanks. It's not misleading if you read the description 🙂 If you have problems using the STEAM addon and need assistance, feel free to ask.
  9. Thanks @killzone_kid and sorry - I had a wrong understanding of positionCameraToWorld as far as the second point is concerned, I missed the example from the biki because I thought it checked 1000m above the camera, not including the direction. Makes sense looking from it that way that it would not be clear what the hell I was trying to do in the first place! Thank you, although I feel a bit stupid now this definitely solved my problem. One last question remains: is there a way to get lineIntersectsSurfaces between the position of the commander turret and the position it is pointing at? This would be useful for me when the player is commander and in "Internal" view.
  10. Thanks for your reply @killzone_kid ! And apologies, I'm in a bit over my head and don't have the terminology straight exactly. In short, what I need is the equivalent of weapondirection (specifically the z value) for the commander's turret, so the actual angle of elevation. Longer version (maybe the script explains it better) : I'm trying to find lineIntersectsSurfaces between the players camera and where the player is 'looking', so I can snap an object to it. I use ATLtoASL (screenToWorld [0.5,0.5]) as the target position. The problem with that is that it always returns a z-value of 0, so it only works if you have a terrain-intersect between ATLtoASL (positionCameraToWorld [0,0,0]) and ATLtoASL (screenToWorld [0.5,0.5]), or if the position you look is below your cam's position. If you 'look' above the 'horizon' for the lack of a better word, screenToWorld will return a position on ground level, at a distance that seems connected to viewDistance. So if you are say in the VR-map, which is flat, then place a HQ-Tower and point your look at it's top floor, you will not get the intersect between your cam's position and the building using lineintersects. For this reason I am creating a triangle, using the camera's elevation angle. It works well enough for me when using weaponDirection or cameraViewDirection's z-values, but I need an alternative for when the player is commander of a vehicle and using the "GUNNER" camera mode. Script example of what I am doing: I need to get this working for when the player is commander of the vehicle and using 'GUNNER' cameraview. //-- get base information, point A and B _vehicle = vehicle player; _refPos1 = ATLtoASL (positionCameraToWorld [0,0,0]); _unitHeightASL = _refPos1 select 2; _refPos2 = (screentoworld [0.5,0.5]); _angle = (_vehicle weapondirection currentweapon _vehicle) select 2; //-- simplified example. I have a function to return angle depending on circumstances, it can also return: (getCameraViewDirection player) select 2 //-- when the player is in commander turret and "GUNNER" view, I used (_vehicle animationPhase "obsGun") >> I need an alternative //-- create a triangle to get point C _refDist = _refPos1 distance2d _refpos2; _refHeight = _unitHeightASL + (_refDist * (tan (deg _angle))); _refPos2 set [2,_refHeight]; _interSectList = lineIntersectsSurfaces [_refPos1,_refPos2, player, vehicle player, true, 1, "GEOM", "NONE", true]; _return = ((_interSectList select 0) select 0); //-- _indicator setPosASL _return _return;
  11. Hi there, It would be amazing if somebody would be able to clarify this: In the biki for weaponDirection, it's stated that animationPhase and animationSourcePhase can be used to return the radians for turret direction (or in my case elevation) when using vehicles. But it turns out they are not the same: Testing with gunner position: (_vehicle weapondirection currentweapon vehicle player) select 2 >> returns -0.0989731 (example) _vehicle animationPhase "MainGun" Or _vehicle animationSourcePhase "MainGun" >> in the same example, they both return -0.052165 which is a big shift Correspondingly using deg(x) also yields dramatically different results The weaponDirection example works perfectly for what I'm trying to achieve, but that's only an option for the gunner and the results for the commander turret are totally off unfortunately. Hope the oracle can help! Thank you :)
  12. mad_cheese

    C2 -Command And Control

    Also here's a new video (using the BETA)
  13. Speaking of porting - is it possible for a user to do custom ports for this mission or is it excessively complex?
  14. Hello @KingN and everybody who enjoys this fantastic mission. I just wanted to inform you that I updated the release version of C2 and the incompatabilities have been adressed! I have been playing TFF2 again for the last week and I can't stop emphasizing enough how much I enjoy it. The only input that I could think of would be more units occupying buildings outside of the 'Clear building' mission type.