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mad_cheese

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Everything posted by mad_cheese

  1. U l t r a S i m p l e H e l i c o p t e r R e q u e s t I'd like to share a little thing, nothing big. KeyCat asked for this feature in another project and it didn't fit. Since I can not say no to cats, I wrote an extra mini addon. Description: Mini dialog to request any helicopter of your side, with a small crew that joins your group. Should work in any mission and with any properly configured addon, 2 chopper limit. Download: Community Base addons A3 Signed: Nope, since no MP restrictions were made and you could trick the script and spam choppers. Usage: Press Hotkey (default: END) to bring up mini-interface. Choose and request helicopter. Helicopter will spawn a few clicks away and report in after 10 seconds, then fly towards your position. There is a limit of 2 choppers at a time to prevent spamming. Known issues: Helicopter can crash on spawn in rare cases. Please note: There is nothing official about this. What you see here is me returning a favor to an old battle buddy and sharing it with you lot. No support, no updates, just so you know. Changelog: Enjoy!
  2. 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)
  3. 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
  4. mad_cheese

    AI Discussion (dev branch)

    150 AI in a city.... I will go out on a limb and say that is a waste of resources (although a common one). Unless you want this: If the frames are bad and "count allunits" exceeds whatever's reasonable... ESC >> QUIT
  5. mad_cheese

    C2 -Command And Control

    Hey, just wanted to share a great screenshot by tester 'The Big Dog' displaying the remote tank shot functionality that is a part of the beta project. It's stuff like this that makes it worth the work. More info:
  6. mad_cheese

    C2 -Command And Control

    the overlay is not a seperate pbo but you can just hit 'C' and disable the map overlay (saved in profileNamespace so it stays hidden until you bring it back). edit: oops I did not see Kremator's post before
  7. mad_cheese

    C2 -Command And Control

    Well there has to be something wrong on your end. I suggest we keep our Discord conversation going.
  8. mad_cheese

    C2 -Command And Control

    I do not know what it is yet but I have a lot of these little errors pop up recently. Nothing gamebreaking so far though Hey, glad it worked! And yes, there is an 'unstuck' function but it's only working for your squad level so far. I have yet to add it to HC level. if your squad's units get stuck, select them either in the radial menu or the default Arma controls (F1-F10) and then click on the radial menu's refresh icon while holding down shift. In other words, hold down TAB(radial), SHIFT and click on refresh. This is a script error that I have yet to understand, the good news is that it has absolutely no negative effect. You are using the default BIS HighCommand module - The waypoints carry statements that are apparently somehow returned when you hover over them. it then says that 'this' is undefined, but when the waypoint statements get execued, 'this' is actually adressing the leader of the group. I recommend using AIC or no HC module at all. AIC is needed if you want control over your groups, C2 on it's own requires the units to be disbanded to HC from your squad - the beta project is significantly better at HC than the release version.
  9. mad_cheese

    Bored:/

    I agree with all the noted points and am cursious to see how this will be balanced in future updates. I'm at about the same level and while I still enjoy the game, a bit more umph would be welcome. What I have found however is that being choosy of bases to attack is a good tactic. There's many bases that have not been maintained or have players saving up for bigger investments so if I go through about 10 of them I usually find someone with 400k+ of both supplies and fuel. If I'm extra lucky they will have the resources close to each other so I attack for loot rather than winning. If I get the HQ by accident, the rewards are nice and juicy - my best run so far was 1.635m supplies and 1.119m fuel from one attack. While I'm at it, I think 6m fuel to gain one more unit to take into battle is a bit over the top :D it starts to feel that most people at this tipping point have spent quite a bit of money on gold.
  10. mad_cheese

    C2 -Command And Control

    yeah exactly. Better use Zeus for that. I do not really understand your other requests tbh and it's not clear to me if they are connected or loose ideas without relation. @Guillaume Massé stances are currently not available for HC units in release or BETA version.
  11. mad_cheese

    C2 -Command And Control

    Not in the release build. In the beta, slingLoad is a waypoint type (squad level only), you can easily create a route picking up and dropping multiple items. For example in Liberation you can have a helo haul crates around while you take care of something else. If you use AIC you can spawn a chopper, join it to your group and do that too - you need AIC for that as it gives you control over all groups unless modules are present to restrict that sort of access.
  12. mad_cheese

    C2 -Command And Control

    @Rockapes @Guillaume Massé you don't need AIC for that, but AIC gives you command over all friendly groups by default if no special modules have been placed. In order to get HC access without AIC you need to disband units to the 'reserve' with C2. I may have to rename this functionality at this point
  13. mad_cheese

    C2 -Command And Control

    Ah i understand what you mean... the 'control panel' or 'map overlay' is already ful of stuff. It's for unit selection and waypoint settings, while the context Menu is for individual group settings. The HC-page is a bit less packed and currently only handles single selections - that's a pro for your suggestion but I need to add a few other things before I can use that space.
  14. mad_cheese

    C2 -Command And Control

    it exists for unit-level waypoints. But using the group menu for individual units makes less sense because the settings are different. Mortars would be the only thing I can think of that is map-specific and makes sense, generally this functionality is handled by the radial menu.
  15. mad_cheese

    C2 -Command And Control

    Ha, I knew it!! And thanks by the way, sometimes I am not sure if the silly stuff is welcome, it's just more fun for me this way especially since things are not always.. uhm... smooth :D It's both. I wrote a function within my 'cheat' addon that spawns the convoy, another that spawns a fresh squad and another that creates a fresh weapons-squad. These are to save time. On top, I have set the cost of everything within Liberation to 0 since it's just me playing anyways - in MP the restriction would be welcome but for SP I did not need it. Sorry I missed the question - I find that VoiceAttack makes things a lot easier and I really need to get into it again. The reason I was not using it recently is because I have a new rig and speech is not very trained yet. Thanks for the nice words! Building clearing was a problem for HC before, it's still tricky but I changed a lot of UI-related stuff and it's gonna be less painful to implement it now - the framework is basically there. The clearing function is kinda buggy, I'm gonna have to invest a bit more in that. What do yo mean by adding a dropdown to the 'units list' - you mean a menu for squad level? I've been thinking about that a lot but still am not very happy with the 'coherence' of my ideas. I could maybe start with mortars, it's the only map specific interaction that I can think of right now - depending on if I understand you correctly
  16. mad_cheese

    C2 -Command And Control

    please post the exact error on discord, i know you are on there ;) you need the updated beta version too, convoys are not a part of the release version. I use AIC as well but it's not required.
  17. mad_cheese

    C2 -Command And Control

    @Guillaume Massé thank you! the scenario is KP Liberation. It's amazing!
  18. mad_cheese

    C2 -Command And Control

    and another one with new beta stuff
  19. mad_cheese

    C2 -Command And Control

    Hi there, I would be happy to provide compatibility but I have no idea what the root of this issue could be. Feel free to investigate and hit me with videos on discord. Other than that, C2 does have timeout, daytimes and goCodes as possible waypoint conditions for HC groups - I am unclear what 'wait' actually means in your context. But you need to disband the units from your squad unless you are also running AIC, which can automatically give you access to all groups on your side. However, if you are like me and do not mind using a debug console in your gamgeplay, you can also add groups to C2's custom HC-group array: MCSS_C2_HC_DISBANDED pushbackUnique _group; OR {if (side _x == side player) then {MCSS_C2_HC_DISBANDED pushbackUnique _x}} foreach (allgroups - [group player]); Unless of course HCC provides this functionality as well. I have not tied it yet but I'm a fan of igitur and definitly need to try it one day. EDIT: I watched the video and get that I misunderstood. Really no clue what could prevent them from waiting... Let me know if you have an idea. I'll leave the other info up for those who may be interested. For your other question: MCSS_C2_MEMBER_0 is not exactly you 'callsign' but your character-vehicle's varname. I am not sure if it's still true, but at the time I discovered that some of my scripts required the units to have actual vehicle varnames. I can understand that this name does not look 'cool' but it's the first time that I hear that a dialog uses the vehicleVarname , usually they display the unit's name or a groupID. I can try to leave the player's name untouched, should work but could also break a whole lot. I second renaming the varname as @tourist suggested, that's not gonna be an issue and will always be what you actually want.
  20. mad_cheese

    C2 -Command And Control

    Here's another video showing some of the new BETA functions. For Beta access please join discord: https://discord.gg/PhTjFfx
  21. mad_cheese

    AI Driving - Feedback topic

    Can not argue with this in the slightest. I can understand the venting here and there to be honest. Be it related to map-data or ai-driving - it's not like i'm trying to defend or advocate breakdancing tanks. My opinion is personal and irrelevant, but I wish this thread would be more editor-based reports than assumptions about hiring patterns and the resources allocated to improve this or that. If I may add, the only reason why I felt I wanted to chip in was that the creator of that very video called me a 'white knight' when it was obviously a cheap shot to get some upvotes, most likely not recorded in Dev-branch as claimed.
  22. mad_cheese

    AI Driving - Feedback topic

    Claiming White Knight 1/5! I would explain but I don't think you are asking for arguments in the first place. Not from me (random white knight) or anyone else (like BIS staff) Three questions though: 1. Why did the creator of that video go through the trouble of removing the dev-watermark by script? Pointless question if you consider oukej's 'excuse' that he did actually give - but still curious. 2. How do you get to a destination if you are not allowed to improve in smaller steps? I furiate over AI-driving as much as the next guy. Just a bit less since a few months back (driving overhaul) and again a bit less with the last Dev-Patches. And I guess that is 'enough' for me after considering if I wanted to keep smashing my keyboard against the wall. It's really frustrating with Arma to see that it could be the game you really want, but it's not. There is two options: You can either accept this state as an ongoing thing, take the game for what it is and be happy about the changes and improvements, or you can use it as another ventilation for your personal anger management. Just wanted to add that this sounds perfectly reasonable. There's a difference between constructive feedback and venting. I guess the only reason why this thread even exists is that BI tolerate a ton of the latter in order to receive a bit of the former. Excuse me as I crawl back to the round table of white knights where I came from! :D
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