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mad_cheese

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About mad_cheese

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    https://www.youtube.com/c/MadCheese

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  1. 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.
  2. 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
  3. 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
  4. mad_cheese

    Tactical Combat Link - TypeX

    This looks absolutely amazing. Congrats for the release!!
  5. 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.
  6. 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.
  7. 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;
  8. 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 :)
  9. mad_cheese

    C2 -Command And Control

    Also here's a new video (using the BETA)
  10. Speaking of porting - is it possible for a user to do custom ports for this mission or is it excessively complex?
  11. 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.
  12. mad_cheese

    C2 -Command And Control

    Hello there, after a long time of working only on the BETA of C2's successor, I have finally managed to iron out some bugs in the release version. C2 2.1.1 DOWNLOAD: S T E A M D R O P B O X CHANGELOG: FIXED: Map UI could bleed out of screen depending on interface size setting FIXED: Mod no longer clashes with the THE FORGOTTEN FEW misison ADDED: Force Tracker can be disabled in init.sqf (MCSS_C2_DISABLE_TRACKER = true;) >> Exile missions etc Hope you enjoy!
  13. mad_cheese

    C2 -Command And Control

    Hey guys sorry for the absence - there may very well be issues with the STEAM version that I am not aware of, I promise I will look into those asap. The medic thing in particular is not perfect by any means but so far I only know of medics not being available if they are currently 'busy'. Next week I'll check and make some nice adjustment for STEAM as well, in the meantime anyone is always welcome to peep the Beta on discord (check main thread)
  14. mad_cheese

    C2 -Command And Control

    Here's a playlist with more new videos, didn't feel I should keep posting each single one on it's own
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