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mad_cheese

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Everything posted by mad_cheese

  1. mad_cheese

    C2 -Command And Control

    Thanks for the kind words guys, I totally see your point and I would not rule it out to have some kind of fsm going on for stationary units. The idea of 'behaviour trees' appeals to me but at the moment there is still too much to work on in the area of manual commands. Unfortunately all my dialogs and displays are written in GUI_GRID format. If you set your "Interface SIze" to "small" in the graphics settings it should work, Don't get me wrong, I would LOVE to do that, but the engine has it's limitations with AI in buildings. The AI technically runs on rails called 'path lods'. Those lead from the entrances through out a few config-defined building positions. This makes stacking up inside buidlings almost impossible. One day I'm sure BIS will overhaul this system, I have seen people messing with UNREAL and it looked pretty neat with it's navigation meshes etc. If AI could perform well in buildings and around cover, it would definitely open up possibilties in A3. BIS has done most things I was hoping for over the years, one day! Unfortunately I can not use the uber awesome room clearing animations either - they depend on a specific buidling setup and the animation centers are way off. Anyways, at some point I will revise the House clearing function. I am sure with a bit of thought, some sort of information about the building setup can be gathered. If I can clearly define rooms and paths and make some sort of sense out of them, I should be able to cook up something cool.
  2. mad_cheese

    AI Discussion (dev branch)

    Data would help to provide weight and context to these claims, as usual :D
  3. mad_cheese

    C2 -Command And Control

    Thanks for the mirrors @foxhound and @kecharles28!
  4. mad_cheese

    C2 -Command And Control

    Hi there! C2 Version 2.01 is now available, introducing the "Standby / Continue" and "Remote AT-Launch" functions. D O W N L O A D: S T E A M A R M A H O L I C M E D I A F I R E W I T H S I X R E Q U I R E M E N T S : CBA_A3 C H A N G E L O G :
  5. Thank you for this! That was really interesting, although I realized that I was looking at my problem from the wrong angle. What really needs to happen, is preventing the driver of a player commanded vehicle to just go to the position of any mapclick (would only be prevented under some conditions)... I tried with ctrlSetEventhandler but can not override this func, but the Teleport - that's also good to know :D Would you have an idea? @pierremgi ?
  6. mad_cheese

    C2 -Command And Control

    Hey guys, I overlooked the timeout option with the discord link: here's a permanent link: https://discord.gg/cuW9fJC
  7. mad_cheese

    C2 -Command And Control

    Oh that makes a lot of sense. I thought they would only pick up 'known' civs but I looked at the code again and I think I did not consider civs in particular the last time I made adjustments. As a temp fix, my best solution woiuld be to turn off the tracker but I'll fix this for sure. Very strange indeed... @xon2 @kremator this happens with AI drivers/pilots and footsoldiers yes? I'm on the road right now but will look into it. When it happens, does the route get cancelled or do they just hover in limbo between two wp's? @john1 I'll have to concur with the guys, those are cool ideas but out of my scope unfortunately. Sling Loading would be awesome but a little to big of a task for me at the moment. But there's gonna be a lot of other new stuff that u may enjoy!
  8. mad_cheese

    C2 -Command And Control

    Hello everybody! Things have looked calm since the update but the truth is that we have been extremely busy. That's right, we. We're a team now!! @reggaeman007jah has set up a whole bunch of goodies for you. First off, after the headaches of the pdf manual, we now have a full C2 WIKI that is always maintained! https://c2mod.wikispaces.com/ NEXT, Reggs set up the C2-HQ on Discord, he and @kremator will be your friendly moderators. https://discord.gg/DPWy5x These two steps are a massive improvement for me, a feature and bug report system is currently under construction as well. Feel free to join us and discuss your ideas and experiences!
  9. mad_cheese

    C2 -Command And Control

    Hi @reggaeman007jah, this is indeed a much needed 'feature'. I was shying away from too much UI-work lately but now is a good time for this
  10. mad_cheese

    Scripting Discussion (dev branch)

    Oh no... this is bad news. While on the subject, I have tried to use this command in order to mock up something like a dynamic AI-viewdistance that will somewhat match with what a player would perceive in game (unassisted by NVs etc that is). It did not correlate at all with perceived levels of light back then (Feedback Tracker Report), was this command even intended to be used this way? What I was trying to do was using sunOrMoon, moonIntensity, fogArray and Overcast to calculate some sort of perceived viewdistance. Sorry for the plug, i could not resist and always had this command in the back of my head.
  11. mad_cheese

    C2 -Command And Control

    Indeed, in the beginning what I said miust have sounded like a Young Thug song to VA :) I did one bit of training with it and also started to speak more clear. I gotta say..., I just started using the 'hey siri' thing on my ihone and I had a bit of a similar hurdle to overcome being in a room alone talking to a machine. But god damn is it worth it. These guys are gonna have to listen to all of my crap! "Team Red flank right! Btw guys my girl is trippin, the other day..." Big up W00fman! hahaha well you are right. I think the problem is actually that the EHM logo outshines all the other icons :D UI design is a good point, added to the list. @reggaeman007jah recently contacted me with some great ideas regarding C2's home and presence online. I consider you guys in here a part of my team but I am happy to greet the reggaeman as the first member who volunteered to take charge of my shortcomings! This will help streamline the comms between user and development. I am excited and I'm not even tryna hide it!
  12. mad_cheese

    C2 -Command And Control

    THANK YOU FOR THE SUPPORT @Mack. and @scottb613!!! <3
  13. mad_cheese

    C2 -Command And Control

    Now that I think of it, if FHQ has a keybind for ON and OFF each, it may be easier with VoiceActivation as C2 unifies the settings for units first, meaning that if you want ON and not all in your selection have it enabled, then you need to click my button twice at the moment. I'll change this to be leftClick for ON and rightClick for OFF, I'll also adjust the Voiceactivation keybind that I made yesterday. Oh god, insertions :) It is kinda nuts what you have to do isn't it? I remember making the chopper stuff... The AI has these weird compulsive ticks. They are so strange, but since they are somewhat consistent you can cook up some shady framework that ends up looking like a well oiled machine. Welcome to the world of illusions! haha
  14. mad_cheese

    C2 -Command And Control

    i'm waiting for a new paypal to be working so i can buy VA. I want in on the fun. I have never tried FWC, could not find it.. it's not FHQ , just to be sure? I do not know what exactly it does so I would not say toss it just because C2 has the option. What happens in C2 is that the unit's autocombat is toggled, it also is told to let go of it's target (which i doubt is highly effective, that's why I made a note to inlude a loop with the new 'forgetAbout' command) and I think two or three other things. It's a small macro with all the stuff that I figured would help. The refresh function is the manual remedy to a lot of shit the mission designer throws at C2. I managed to overcome many of these issues over the years, but it's still useful. Some cases could be: The mission puts you in a new group or character and you notice that C2 is not reacting properly. Refreshing will make sure that you and your group are assigned with the same variables and data as you would if you start the mission. Another case could be that, because of rank or scripting, you are leading the group but you are Number7. I find this confusing, so I use refresh to establish a nice and clean order. Or (extreme example): You start with 100 units. units apart from you and units 10,20,40 get wiped out. Refreshing will create a nice new group structure with units 1,2,3,4 instead of 1,10,20,40. Hope that explains it! Oh thanks for the boat reminder. Would it be sufficient to place these uner the 'car' category? This would facilitate the work a lot for me and Icould include it in the next patch.
  15. mad_cheese

    C2 -Command And Control

    Sorry I should have specified better, I mean when you play fps heavy missions that have performance issues. I found the list for voicecommands, i'll see what i can do! EDIT: managed to accomplish these except 360sectors yesterday. Updates will be smaller from now on so I'll push this to the 'main branch' soon. I just said that because it sounds fancy lol. Note that Autocombat and looking dir reset are depending on your group selected units, so you would have to say "One, disable Autodanger" or "Squad, heads on a swivel" or whatever floats your boat :) You guys know more about that than I do. I currently have no way to make paypal payments so I can not really test voiceAttack myself unfortunately. Does it make sense to use VoiceAttack alongside Articulate, just using the free 20 trial voice commands from VA?
  16. mad_cheese

    C2 -Command And Control

    Ayyy everybody! Thanks for having my back here, was worried I had gone to hard again. I don't want you guys to feel like you need to stroke my ego before you present your feedback lol! I do think there is a unwritten code, or basically it's just manners. 99% of people have no issue getting this right and made the addon into what it is now. I have taken notes of what you guys said btw and will consider those, they will help to clean up the house. YEESSSSl! I modify lots of community content for my personal use. It's great to learn and shorten the gap between a product and your personal taste. I'd be super delighted if someone came at me with a carefully crafted layout of sorts. Thanks for your kind words! 1. The stone walls on Altis apparently do not get picked up by the lineIntersectsSurfaces command (yet?), I was also suprised because to the best of my knowledge they do absorb bullets. You did the best next thing!! 2. Thanks for the grenade report. I will look into the configs of IFA and see why I was not able to pick those up. 3. I really tried to make this work but I was not able to get the AI to reliably use their AT-launchers. I simply can not force them to chose the launcher and aim it where I want. But I will try again! Hey just randomly I have some questions: Has anyone encountered lowFPS issues like Non-disappearing HUD indicators? I am trying to find out how likely those are to happen, especially with stronger PC's since mine is quite old. For example I had some issues with the DynamicCombatOps mission, which is too nice to not try and make it work.
  17. mad_cheese

    C2 -Command And Control

    oooooops. I think I promised this to Woofer a while ago amongst other things. shit I can't remember. i know there was a few things that were supposed to be available but not have a default keybind to prevent clashes. Anyways it's not to late, we can do that now!
  18. mad_cheese

    C2 -Command And Control

    @Leopard20 Allow me a careful critique: If you hide the interface with C, a bool gets saved in your profile. So unless you bring it up with C again, the interface will not open along with the map anymore, not even if you restart the game. That is totally sufficient in my book unless I am overlooking something, also I will test it tonight to be sure I'm not talking smack here lol EDIT: I did test. I speaks the truths! For the teamswitch: While I absolutely see your point with unresponsive AI, I have considered it carefully and decided against it. BUT as I said, if you want this for yourself, all you need is a debug console and this: {addSwitchableUnit _x} foreach units player You could also create an entire addon just around this one line of code and streamline it even more. I guarantee a lot of people have your taste of gaming and will love to have the option. I really feel bad to come at you with this vibe but I need you to put more respec on my name bro! Apart from that, we cool <3 Oh snap I LOVE that idea. GoCodes are not a part of HUD mode yet. It's abstract because usually you would only receive one WP but this could be cool for precise small plans without having to use the abstract map view. Go to that corner, wait for gocode, then go to that buildingpos or something like that! EDIT 2: I realized that I may have misunderstood. If you want to trigger/activate a gocode via HUD, you can right click on the brain icon (I think it was the brain) which will open a goCode trigger for the radial, so you do not have to open the map or tablet. Also in planning mode, I need to add an option for gocodes to be a part of the waypoint vs having to use the right click menu every time!
  19. mad_cheese

    C2 -Command And Control

    whoops that is not good. what suppression target exactly, the red suppression indicator? or some target you can board through the radial menu? I need to look into it before I can be sure what's happening, but at the moment there is some issues with weapons and mags on the ground. Each of those is it's own 'weapon holder' and the AI only gets ordered to rearm from one. I need to find a solution, until then I hope you can use a container such as a vehicle or body to transfer. Sorry, I know that's not ideal.. The AI will indeed equip AT launchers when available, although I plan to restrict this to either AT units or a certain number of launchers within your group. I wonder which is the better option. I hope that the unit taking the sniper rifle was out of ammo, in that case it would be intended that he takes a new weapon. But there's a lot to tweak still! THx for the report although for me my non driving AI disembark and take cover around the vehicle. Not gonna lie, that's not intended but I will think about it before I (if I) change it. It's not really bad the way it is but yeah dismounting gunners are bad. My character stayed in the car tho, the player is not adressed by C2. There is a chance that another player under your command could be adressed by a scipting command but I tried to make sure that's not happening and had no reports yet. The reasons for incompatibility can be anything really. There is a difference between thing a breaking thing b vs two things not working together. That's why I can not 'fix' anything. I can only pick something out of the bunch and make my work compatible with it. You can also dive into the scripts of missions and C2, identify a clear issue, then report them. I am willing to include checks and actions for specific missions but I can not go and look for them. Of course I may keep building and adding to AI actions . Making AI load specific mags is also on the 'cool things' list. In the meantime I hope that healing and rearming (althouh the latter is kinda 'beta' still) will be useful. I do not know the exact problem you are talking about now. I also do not understand what older versions would do apart from not working As far as your request for Teamswitch goes, I agree with Kremator 100% that this should be mission based by default. I'd like to recommend you use a debug addon such as FHQ Debug while you play, this will give you all the options you want (at least in SP) and you can collect your stuff and eventually bundle it into your own addon. I used to have something like that until my HD crashed a while ago, I can only recommend it. Please do not take it the wrong way but it's unnecessary to PM me demanding to answer faster. Also, I did take a step back from this whole thing a while ago and take it less serious. I thought I should mention that.
  20. mad_cheese

    AI - suppress command

    I apologize if this i bad etiquette. I just came in here to see if there is some intel about suppression that i would not yet be aware of. Since I am here, I would like to inform anyone interested, that VBS style suppression, at least in limited form, is now a part of C2 - Command & Control. Please note that the reaction is not as immediate as in the gif, it takes 1-2 seconds :) http://i.imgur.com/bTIdWmX.gifv
  21. mad_cheese

    C2 -Command And Control

    Thanks so much guys! I really appreciate the nice feedback, I'm really happy that the stuff is useful! I gotta sleep but here's a few things: here u go: https://www.dropbox.com/s/9m84je4qcc21ms6/%40C2_2_0.rar?dl=0 Ha, that makes me happy! Enhanced movement is such a beautiful gamechanger and seing the two addons work together is just rewarding!! The music: It's the first two songs from the JETS DLC soundtrack, I blended and edited them because they were to short :) By the way it does have a bit of a rainbox six touch, also reminds me of the some of the dak knight stuff. Oh wow, that's odd. It looks like the units receive some kind of command which then causes the orders to be cancelled because the addon assumes the unit now has a new, dynamic destination. I wonder why they all start running at the same time.. May I ask the mandatory question, are you using any other addons? Damn you said you did not, sorry. I will have to investigate. So far I have only experienced similar things in missions where units within your command will receive movement orders (healing or rearming etc) causing the orders to break. But you are in the editor in VR, lol, probably not much going on at all. Tee hee :) The addon may not work with every mission, as advertized. It's just compatibility issues due to mission design. The select first unit thing: Please refresh your squad I think that may fix your problem. I have actually included a check for this very specific mission because you asked. :) There was some problems between the mission and C2, there might be more but it seem to work most of the time. Reloaded savegames were a bit tricky still. You will find out about all this once you actually give it a shot! It's a great mission by the way.
  22. mad_cheese

    C2 -Command And Control

    It's done! Here is version 2.0 of C2 with just too many changes to dive into. I really hope this brings your AI command to the next level. Please check the changelog to get a sense of all the new goodies. D O W N L O A D: S T E A M M E D I A F I R E REQUIREMENTS: CBA_A3 CHANGELOG 2.0:
  23. mad_cheese

    C2 -Command And Control

    oh wow what happened in this house! i'm actually completing the update right now. I added the change to check for ace_medical instead of ace_main as well. I salute my buddies tho!
  24. Hey, I'm the dude who made C2. Any idea what could be causing the radio to get messed up? C2 also seems to mess with the transportation system, when it's loaded vehicles end up being locked and all sorts of stuff where in vanilla it's smooth as butter. My best guess is that it has something to do with the player's group. It seems that C2 has some issues if a mission switches players between groups. I'd love to get C2 working for this mission, the Arma2 version was one of my Top2 favorites of all A2SP community missions. I remember I unpacked it once but the structure went a bit over my head, but I'll unpack the new version and see what I can find :) This new mission is absolutely fantastic by the way! Both my arms and thumbs are all the way up!
  25. mad_cheese

    C2 -Command And Control

    That's good to hear :) The pickup requires you to assign units as cargo. That's what the landing radio-message is really for - it tells you the moment when your pilot is going into the actual landing. This is your cue to assign units as cargo (just have them board the chopper). If you wanna add yourself to the cargo: once the landing has begun, the landing chopper will have an action-menu for you to assign or unassign yourself to/from the vehicle. This feature is kinda for me only. I don't wanna take it out but I know most people will have choppers flying into obstacles. I only do it with littlebirds in wildly open areas. I don't think the landing type makes a difference here - each time the chopper gets the order to land, a complex script looks for a safe landing position. If you know how to read the map well, you may not notice this script but C2 checks for empty and suitable positions within a growing radius. The more those checks fail, the more radius grows, so the heli may land very far off. The gradient is important for this as well. I have a feeling the new functions may be useful for you! No one else is involved in scripting for C2 (unfortunately). So I guess I'll have to take the blame here lol :)
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