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mad_cheese

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Everything posted by mad_cheese

  1. mad_cheese

    C2 -Command And Control

    yup, @Catchdog64 in all honestly it sounds like there is a problem on your end. Feel free to join the DISCORD and post a video of your issue since words tend to be too subjective and vague in cases like this. Will be happy to help if I can!
  2. mad_cheese

    C2 -Command And Control

    It's on our discord (linked in OP)! uhm... que?
  3. mad_cheese

    C2 -Command And Control

    And another one, this time in a WW2 setting. Using BETA and Dev-Build.
  4. mad_cheese

    AI Driving - Feedback topic

    Well there we go! That works for me (personally) Anything particular we can gather to help? Especially in regards to bridges :D
  5. mad_cheese

    AI Driving - Feedback topic

    To add to @.kju's report - it is reproducable, but I for one am not clear where right or wrong is here. 'Wedge' is the standard formation in A3. Giving the group or the waypoint a 'Column' formation fixes this issue and the vehicles drive on the road nicely. I am not sure at all but i guess that allows for flexibility and is actually not all bad? Should the group auto-detect that it's only built from vehicles that are arranged a certain way, label that as a convoy and then automatically set it as a column? Really wondering why stable produces the 'correct' result in the first place. Not trying to talk smack here Kju, really trying to wrap my head around this. Anyways, I for one am pretty damn impressed with the improvement of TRACKED vehicle pathfinding. Sorry for this test not being vanilla but since I am reporting a state of zen I figure that's acceptable. The Linebacker usually creates mayhem and does not manage to follow the convoy. Not anymore, I love it. It may not be perfect, both of my unsophisticated tests ended with some sort of issues eventually. But MAN, I can see the work that was put in and would like to encourage whoever is working on that to keep up the great work. There, I said it.
  6. mad_cheese

    AI Driving - Feedback topic

    On the other hand, what positive thing does this inability to accept this state at any given moment in time accomplish?
  7. - FIXED: OnMapSingleClick replaced by stackable EH version for C2 Command & Control mod compatibility Oh how much i like you :D :D THANK YOU! Can't wait to try this, thanks for all these massive changes!
  8. mad_cheese

    C2 -Command And Control

    And here's the latest bit of KP LIBERATION :)
  9. mad_cheese

    C2 -Command And Control

    Hey @RaphT, if I am not mistaken, I made some fix in one of the BETA versions to pick up all the groups from the get go. You can get it here: :
  10. mad_cheese

    C2 -Command And Control

    nope! my init stuff is still the mess it was since the first release. Technically the preInit calls the keybinds, but there must be some mistake within my setup, which is more complicated/irrational than it should be
  11. mad_cheese

    AI Driving - Feedback topic

    At the risk that this was noted before: I was really happy wih AI driving since the last improvements (apart from bridges etc), however I have now started to experiment with large convoys and the results have been equally impressive as frustrating. One thing that keeps happening to me is that the convoy gets stuck, but it's actually the leading vehicle that refuses to move. If I give the vehicle a gentle push, all the other vehicles in the convoy bravely follow up, but the leading vic keeps having problems - sometimes pushing it eventually makes it recalculate the path and move. Since ungrouping the lead-vic makes him very reliable again, i assume he is waiting for something indefinitely. Best footage I have is this, just ignore the rest of the video. Otherwise I have also seen following vics go off-road causing the leader to slow down drastically. Interestingly that is not always the case. This happened if more than one vic went offroad, but this could easily be me connecting the dots wrong. However, if it does work... It looks and feels really amazing. The bugs feel as if the main task has been completed and there's some problems in the fineprint. But what do I know. Still love this game. Foreva!
  12. mad_cheese

    C2 -Command And Control

    And some more! It's growing and growing :D
  13. I have an RscTitle menu that just does not want to work out over various resolutions. All x-coordinates are incorrect, the rest is working fine , although I am not sure it's REALLY working correctly. This dialog was made on a small monitor. I have in the meantime bought a 34" and it was very easy to see that my dialogs are not set up correctly. They work, but get stretched, which I thought safeZone would actually prevent. Hopefully someone here will see what is wrong with my x=coordinates. As I mentioned, they are too high, so the controls are sort of spread outside of the rscControlsgroup. Alsp the background image, which has the same dimensions as the rscControlsGroup, is cut of on the right- and bottom-edges. EDIT/ADDITION: I should mention that this particular dialog has a rotating image in it. Therefore it is important that all images are displayed as perfect squares in all resolutions. The reason I opted for a rscControlsGroup was a hope of making that a perfect square, while the rest would follow - the dialog I had before got stretched, which is normally not all that bad unless you have a rotating image in it.. Now with this new rscControlsGroup setup, I get perfect squares and all, but the x-coordinates are wrong.. And maybe even more. class RscTitles { class MCSS_HUD_MENU_UI { idd = 79993; duration = 1000000000000; fadeIn = 0; fadeOut = 0; name = "MCSS_HUD_MENU_UI"; onLoad = "profileNamespace setVariable ['MCSS_C2_HUD_isOpen',true]; uiNamespace setVariable['MCSS_HUD_MENU_UI',_this select 0]"; onUnload = "profileNamespace setVariable ['MCSS_C2_HUD_isOpen',false]; uiNamespace setVariable['MCSS_HUD_MENU_UI', displayNull]"; onDestroy = "profileNamespace setVariable ['MCSS_C2_HUD_isOpen',false]; uiNamespace setVariable['MCSS_HUD_MENU_UI', displayNull]"; class ControlsBackground { class MCSS_C2_HUD_UI_CtrlsGroup: MCSS_RscControlsGroup_NoScroll { idc = -1; x = 0.29372 * safezoneW + safezoneX; y = 0.28002 * safezoneH + safezoneY; w = (0.660103 * safezoneH) * 0.75; h = 0.660103 * safezoneH; class Controls { class MCSS_C2_HUD_UI_BG : MCSS_RscPicture { idc = 15; type = 0; //text = "#(argb,8,8,3)color(1,1,1,1)"; //text = "C2_CORE\ui\pictures\Frame_HUD_Menu.paa"; x = 0; y = 0; w = (0.660103 * safezoneH) * 0.75; h = 0.660103 * safezoneH; }; class MCSS_C2_HUD_OVERRIDE_BOX_1 : MCSS_RscPicture { //idc = 10; idc = 16; //text = "C2_CORE\ui\pictures\icon_WPWritingMode_OverWrite.paa"; x = 0.386431 * safezoneW; y = 0.530152 * safezoneH; w = (0.0586758 * safezoneH) * 0.75; h = 0.0586758 * safezoneH; }; class MCSS_C2_HUD_HIDE_BOX_1 : MCSS_RscPicture { //idc = 12; idc = 17; //text = "C2_CORE\ui\pictures\icon_showUI_true.paa"; x = 0.441439 * safezoneW; y = 0.530152 * safezoneH; w = (0.0586758 * safezoneH) * 0.75; h = 0.0586758 * safezoneH; //toolTipColorShade[] = {0.5,0.2,0.6,0.6}; //tooltip = "Change Formation"; //action = "['Purple',(_this select 1)] call MCSS_C2_MENU_FNC_TEAMCOLOR"; }; class MCSS_C2_HUD_UI_TRAVEL_BOX : MCSS_RscPicture { idc = 10; //text = "C2_CORE\ui\pictures\icon_Stance_Auto.paa"; x = 0.020628 * safezoneW; y = 0.532352 * safezoneH; w = (0.0586758 * safezoneH) * 0.75; h = 0.0586758 * safezoneH; //toolTipColorShade[] = {0.5,0.2,0.6,0.6}; //tooltip = "Change Stance: TRAVEL"; //action = "[0,_this select 1] call MCSS_C2_HUD_UI_STANCE_BUTTONS"; }; class MCSS_C2_HUD_UI_DESTINATION_BOX : MCSS_RscPicture { idc = 11; //text = "C2_CORE\ui\pictures\icon_Stance_Stand_Dim.paa"; x = 0.130644 * safezoneW; y = 0.532352 * safezoneH; w = (0.0586758 * safezoneH) * 0.75; h = 0.0586758 * safezoneH; //toolTipColorShade[] = {0.5,0.2,0.6,0.6}; //tooltip = "Change Stance: DESTINATION"; //action = "[1] call MCSS_C2_HUD_UI_STANCE_BUTTONS"; }; class MCSS_C2_HUD_UI_FORM_BOX : MCSS_RscPicture { idc = 12; //text = "#(argb,8,8,3)color(0,1,1,1)"; x = 0.1719 * safezoneW; y = 0.461958 * safezoneH; w =(0.203532 * safezoneH) * 0.75; h = 0.203532 * safezoneH; //toolTipColorShade[] = {0.5,0.2,0.6,0.6}; //tooltip = "Change Formation"; //action = "[1] call MCSS_C2_HUD_UI_FORM_BUTTON"; }; class MCSS_TBOX : MCSS_RscPicture { idc = -1; text = "#(argb,8,8,3)color(1,1,1,1)"; x = (0.1719 * safezoneW) * 0.75 ; y = 0.461958 * safezoneH; w = (0.203532 * safezoneH) * 0.75; h = 0.203532 * safezoneH; }; class MCSS_C2_HUD_UI_SPEED_BOX : MCSS_RscPicture { idc = 13; //text = "C2_CORE\ui\pictures\icon_WPSpeed_Diminished.paa"; x = 0.075636 * safezoneW; y = 0.532352 * safezoneH; w = (0.0586758 * safezoneH) * 0.75; h = 0.0586758 * safezoneH; //toolTipColorShade[] = {0.5,0.2,0.6,0.6}; //tooltip = ""; //action = "[] call MCSS_C2_HUD_UI_SPEED_BUTTON"; }; class MCSS_C2_HUD_UI_GOCODE_BOX : MCSS_RscPicture { idc = 14; //text = "C2_CORE\ui\pictures\icon_goCode_NONE.paa"; x = 0.331423 * safezoneW; y = 0.530152 * safezoneH; w = (0.0586758 * safezoneH) * 0.75; h = 0.0586758 * safezoneH; }; }; }; }; }; }; Please ignore my weird idc numbering. Thanks!!
  14. GOT IT!!!! I'm sure there was a better way to come up with the values than mine (guessing and about 500 cycles of loading mission, previewing mission, changing hpp), but I am just happy it works :D Thank you so much Larrow!
  15. Wow thank you @Larrow ! I have not fully grasped it yet, but that is definitely what I am going for. I am messing around with it now, trying to work out my grid and positions, it's a bit abstract without the GUI-Editor where you can just see where things are going and how proportionate they are.. This is what the menu is supposed to look like: The icons need to be in uber precise locations, the big circle in the middle has different variants that can rotate, so it needs to be perfectly sized and placed to not look terrible... I'm gonna work the crap out of this now, I'm just fishing if maybe something will jump in your eye (or that impressive brain of yours). So far I have this: So there's the main rscCtrlsGroup and the background image tha covers the entire area. I managed to move it into the center, the height is giving me some problem that I have not understood but I can live with that for now (it's a little bit too high and the values I am getting from my old script seem to behave weird). Notice the small white pixel next to the radio tower, a bit hard to see unfortunately. That's me trying to get a grip on the grid that I (or more like.. you) created. So now, if that pixel was to be the rotating circle-icon from the first picture - how would I go to size and place it perfectly in it's designated position? it seems that you built your interface only using textfiles, no editor... And yet it looks perfectly organized. This is the grid defines: #define GRIDX( num ) ( num * ( pixelGrid * pixelW * 2 )) #define GRIDY( num ) ( num * ( pixelGrid * pixelH * 2 )) //UI element sizes #define MAIN_WIDTH 40 #define MAIN_HEIGHT 40 and the UI: class RscTitles { class MCSS_HUD_MENU_UI { idd = 79993; duration = 1000000000000; fadeIn = 0; fadeOut = 0; name = "MCSS_HUD_MENU_UI"; onLoad = "profileNamespace setVariable ['MCSS_C2_HUD_isOpen',true]; uiNamespace setVariable['MCSS_HUD_MENU_UI',_this select 0];"; onUnload = "profileNamespace setVariable ['MCSS_C2_HUD_isOpen',false]; uiNamespace setVariable['MCSS_HUD_MENU_UI', displayNull]"; onDestroy = "profileNamespace setVariable ['MCSS_C2_HUD_isOpen',false]; uiNamespace setVariable['MCSS_HUD_MENU_UI', displayNull]"; class ControlsBackground { //[0.124999,0.100052,0.900222,1.20014] class TestThing : MCSS_RscControlsGroup_NoScroll { idc = 22222; x = 0.5 - (GRIDX( MAIN_WIDTH ) / 2); //-- center ctrlsGroup y = 0.3002 * safezoneH + safezoneY; w = GRIDX( MAIN_WIDTH ); h = GRIDY( MAIN_HEIGHT ); class controls { class main_background: MCSS_RscPicture { idc = -1; x = 0; y = 0; w = GRIDX( MAIN_WIDTH ); h = GRIDY( MAIN_HEIGHT ); text = "C2_CORE\ui\pictures\Frame_HUD_Menu_Black.paa"; }; class palette_white: MCSS_RscPicture { idc = -1; x = GRIDX( 1 ); y = GRIDY( 1 ); w = GRIDX( 1 ); h = GRIDY( 1 ); shadow = 0; colorText[] = { 1, 1, 1, 1 }; text = "#(argb,8,8,3)color(1,1,1,1)"; }; }; }; }; }; }; EDIT: it's really hard to guess the values... Would you think I can use the data from my GUI_Editor layout for this method somehow? EDIT 2: It took me about 45mins to layer in the first icon :D Not perfect but okay and most of all: reliable! --> I do not mind tormenting myself at all, but if there's the 'smart' way I would definitely love to learn. Larrow you are definitely one of the great minds of this community. Thank you!
  16. Hey guys, thanks for getting back!! @Larrow oh that looks great indeed. I know I stumbled over those pages before but sometimes I don't even know what I'm really looking for yet. pixelGridNoUIScale seems to be just what I'm looking for. I feel a bit dumb to ask this: so for safeZone, GUI_GRID and ABSOLUTE I can get the values and formulas I need by just creating the dialog in the GUI-Editor... I am not clear how to convert (or rebuild) the dialog that I built into this pixelGrid format. I mean, I guess I could work out how to position the main box center screen, but I'm really clueless as to how I would arrange the icons within the controlsGroup. What's the 'right' way to do this? Thanks a million!!
  17. mad_cheese

    C2 -Command And Control

    Here's some more gameplay with the current beta:
  18. mad_cheese

    C2 -Command And Control

    Hi there, I just fixed the new issues for you guys: C2 - COMMAND & CONTROL 2.01 HOTFIX: Download: S T E A M M E D I A F I R E Changelog: -FIXED: Script Errors with ROE functions -FIXED: disableAI scriptErrors after TacOps patch If you are interested in the new BETA stuff, join us on Discord:
  19. mad_cheese

    TAC-OPS DLC discussion (speculation and hopes)

    I played the first two missions from one perspective and I have to say this is the SP content I was waiting for. I bought all DLC's in advance but If I would have spent extra money on it, I would not regret it one bit at all.
  20. mad_cheese

    AI Discussion (dev branch)

    Probably been noted many times before band it may not be the time to expect changes in general, but: Having multipe AT/AA units in a group is currently ineffective. Even with multiple targets around. Units will loften ock on to the same targets and shoot at the same time, which is a waste of extremely valuable firepower.
  21. mad_cheese

    AI Discussion (dev branch)

    This could be less frustrating if you consider that units just can not board a vehicle (chopper) via another vehicle (house). Even if the house has a path, this does not mean that the unit can go anywhere and do whatever. I would also love more functionality of AI in buildings, the system is maybe a bit rudimental. But the setup you described is a bit unfair, AI are not programmed to do that stuff. It's not a basic thing and never worked.
  22. mad_cheese

    Scripting Discussion (dev branch)

    They were listed in the Arma 3 page clearly thx ;) well, not any more!
  23. mad_cheese

    Scripting Discussion (dev branch)

    They popped up at some point, seemed to work. They either worked, or they have not and DEV build recently included throwing errors for unrecognized strings... I have been deceived before but at least I was very convinced that these commands were providing remedy to the problems I had at the time. Current Main build does not give errors, DEV build does. Look at that, they removed the entries! I checked a few days ago and they were still there, DEV thread showed nothing. I guess that answers my question :D
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