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mad_cheese

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Everything posted by mad_cheese

  1. 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!
  2. mad_cheese

    C2 -Command And Control

    Is that with the release or BETA version? This issue is new to me, I need to sort you out with a new version as soon as I'm back home. That's just my personal taste - KNOWN civilians should be marked on the map but it's possible that I messed up the checks and they just have to be friendly. No problem. You have been watching an old video, I tried to point out the outdatedness in many ways. Best way to be sure is to check your addon control configurations (Controls >> Customize addons >> C2), those keybinds are gonna be correct for sure. Thank you! It's not really a collab, since we both had our addons pretty far developed merging would be very difficult. But we do have an eye on compatibility! There's a lot more things to come in the next version especially for ambushes etc. I did try to map out things for convoys but weirdly enough I have not been able to confirm any of the DEV threads stuff to be in the game. I may have overlooked but there was word of many setConvoyX commands that I never found in any commandRef. I will try to find out a bit more but I fear that this is all just groupLevel stuff. I do have some sneaky ideas tho. I'm hoping that the combination of C2 and AIC will give you the framework you need! Regarding the update: I wanted to give the new version a proper sendoff but I think I'll just drop it next week and be over with it.
  3. mad_cheese

    C2 -Command And Control

    Hey sorry for the late reply. Parachute Waypoint is on the to do list! As far as the other suggestions go, I may actually tweak my Simple_Heli_Request addon to do stuff like that in the future :)
  4. mad_cheese

    AI Discussion (dev branch)

    Introduced with OFP but totally valid in Arma3.
  5. mad_cheese

    AI Discussion (dev branch)

    Between the feedback tracker and this I still don't which place is meant for dropping utopian phantasies. I'll just use this here. I have been experimenting a lot with AI in house to house warfare in the last 6 months or so. it's really amazing what can be done with a few tricks here and there. Having said that: This whole path-lod system is not aging well and I mean that with the upmost respect. I appreciate whatever is there, it is way way better than nothing. But moving units through buildings on rails rapidly kills all immersion and subjectively speaking I think a huge potential for SP and coop-gameplay is kept in hibernation. An alternative like nav-meshes etc would be great but hey anything but rails. Then again this is just me dumping my recent sorrow here. It's not like I'm not having tons of fun with the working stuff :)
  6. mad_cheese

    C2 -Command And Control

    Hey thank you for sharing your experiments! That's a very smart insight - I never looked at it that way, leaving certain abilities in order to create calculations :) The idea that disabling path creates confusion with footsteps is interesting, I will investigate! Right now I'm not disabling the occopying enemy AI, I'm just trying to get the clearing units to act correctly. I do at this point think that disabling enemy AI's targeting ability (for 1 sec) is tolerable even in multiplayer, if the enemy AI is not commanded by a player. This will give you an edge, but will not be unfair towards other players in CTI etc. I hope I can get to that stuff soon, there's still so many things on the to do list.
  7. mad_cheese

    C2 -Command And Control

    That's some great intel indeed! The stationary units have a big advantage, especially if looking at any door or window. I'm very curious now what disabling "PATH" does exactly when the unit is in a building. I'm still undecided what to do to "tamper" with units in buildings. At the moment, I lean towards disabling their "TARGET" and "AUTOTARGET" (unless AI is controlled by a player), then when the unit has a line of sight, toggle it on with a delay of say 1 sec or slightly less. This gives the clearing AI a slight advantage and tackles the issue with them not reacting fast enough. Let's see where it goes! Clearing is still a bit iffy :)
  8. mad_cheese

    C2 -Command And Control

    Hey alezil, yeah! these "formation modifier" commands are among my favorites from the vanilla controls too. Very confusing names indeed but powerful functionality - however I was never able to recreate these functione through script - it's the last JEDI that I was not able to replace. This is just a theory, but I think that there's certain commands that are only available on engine level. While you do have a lot of doSomething/commandSomething commands available, there's do doFlankLeft or commandFlankLeft etc. So, unless I am overseeing something, I would be forced to write that entire functionality as I had to do with units boarding vehicles etc - it's out of proportion in this case unfortunately, that's a very complex function imo. I did consider that at some point, writing my own, but then found out about Igitur's "CFS - CUSTOM FORMATION SYSTEM" which lets you create specific formations like that. I had a clash with C2 that I wanted to contact the author about, but anyways that addon should be right up your alley! But hey, if anyone knows how to get these flank/advance/fall back things into a script that does not involve constant doMove/moveTo to calculated positions relative to the player, then I'm ready to squeeze it in there asap!
  9. mad_cheese

    C2 -Command And Control

    oh it's a great suggestion for sure! At the moment tho i'm aiming for less 'specific' routines tho. The GAIA thing could bridge the gap here, not sure how it works with a player controlled group but for HC it could work if the framework is accessible. In all honesty there's some weird thing in there. it's indeed because the engine does not carry those capabilities really. I'll apply some more small cheating but unless BIS gets a kick out of this and puts a focus on house to house warfare, this is the best I can offer. The level checks already happen in a way. TPW suppression simulates 'suppressed units', not 'suppressing' units, so no problem. I mean, unless I'm wrong :) But I think that's what it was for. I remember TPW mentioning that BIS own new command structure made his suppression obsolete, but he meant getSuppression, compared to commandSuppressiveFire. What I meant in the changelog is that I got rid of my own system to make units fire at a position vs a object. BIS new commands seem to work similar to my old function, which was itself inspired by the awesome SAMO mod. Instead of tweaking my system, I combined the strong points of both systems. My system did not work on heli-guns. BIS system could only target ground level positions. Now you have em all, hopefully. As for HC - no need for a tutorial really. I recommend using DUDA123's 'Advanced AI Command' - it's self explanatory and the next version of C2 works as a nice plugin/bridge. Of course this whole HC idea is designed with certain gameModes (SP, Warfare etc) but it can be IMMENSE to have control over a supporting but separate group who will be able to cover you, suppress a position as your group advances etc. Happy new year to everybody! Especially BIS if anyone's reading this, thanks for all the continuous efforts you're all amazing :)
  10. mad_cheese

    C2 -Command And Control

    edit: the generic assault waypoint (BIS default waypoint) is coming to HC-modes but for group level the variables in an assault are too many to create a bundle that goes above "move + ROE" :)
  11. mad_cheese

    C2 -Command And Control

    Hello my name is Mad_Cheese, I am really bad at using forums so I made a double post.
  12. mad_cheese

    C2 -Command And Control

    You got it! For anyone interested, as sort of a WIP report, here's the current changelog of the 2.0beta compared to the current release: I am really happy with where this is going. Thanks and big ShoutOut to Bad Benson and DUDA once again.
  13. mad_cheese

    C2 -Command And Control

    Hey, there's some heavy limitations in some ways of course, since Arma is not Rainbow Six :) I try to use and exploit Arma's pro's and cons but it can only go so far. For example: C2 can stack up units well around individual objects. A wall however may be composed of many objects so the snapping results may seem weird because you think you are stacking up on a fence, when in reality the object you're looking at is just a pillar of a fence. Next, stacking up on doors. The APEX trailer and campaign teaser have created the illusion that AI is now comfortable around buildings. Well, it's not. While I can, with LOTS of work, detect the positions where the units should stack up.. it doesn't matter because the AI is guided through the building on invisible rails called "path lods". Those are about as basic as you can imagine, it's really like you had a line going through your house and you can only walk on that line. So we have AI who can't reach the door-position where they would use the stack/clear animations that were intended for cutscenes, not gameplay. So basically the AI "growing up" would mean that BIS overhauls the entire building path lod system. I am a true optimist but that's just not going to happen since for the needs of the game the AI handles buildings very well :D You have to know the quirks of the game to get it to work well. The reasons why other games do it so well... it's simply because the whole game is about just those features, where A3 is more about everything. The indoors and urban warfare is more of a PVP/Zeus thing, where the human player can create immersion that the AI usually can not (sometimes it does). My house-clearing is shit if u compare it to Rainbow Six, but just having something in A3 works for me. PS: the best way to clear a building is to send only one unit and be the 2nd guy yourself. You just follow the guy in a standing position (he is crouched) and cover him as he opens doors and walks around the corners.
  14. mad_cheese

    C2 -Command And Control

    It worked for me in the beginning, but now I end up with unresponsive units a lot. It's strange because I did not update CFS in the meantime. You could do me a favor by testing and informing me about any clash u find
  15. I love this!! Really looking forward to the drawing :)
  16. Sorry for necromancing with yet another sort of unsolved thread, but this issue is still relevant and I thought it's better than a new thread. MIDDLE MOUSE events will only fire fire for display-Eventhandlers (vs ctrl-eventhandlers) as stated above, but more precicely they only work for findDisplay 46. Adding it to finddisplay 12 for example will only fire for Left and Right Mouse button. Weirdly enough now, a displayEventhandler added to display #46 will lose it's ability to fire on MMB while a custom interface is opened. In my theory, it has to do with how what display is 'on top' and maybe some sort of protection for clashes with action- and commandingmenu. This means that the MM-Button is not available for interfaces created with createDisplay or createDialog, furthermore custom commandingMenu's can be controlled but not executed while a custom display/interface is open. Engine level commandingMenu still works normally. Does anyone have an idea why MMB is frowned upon by some kinds of UI? Is there a way to prevent or fix it, or can an intire interface-display be temporarily deactivated without closing it? Thank you.
  17. mad_cheese

    C2 -Command And Control

    Sent u the beta. Keep on testing. @You and Vasily, you guys need to be aware that it's in your hands to gather intel on these issues and then be politely persistent about them towards BIS :) If you do that for years, at least you will be cosidered I think. This is an extremely niche, although 100% reasonable request. Then again, if you find any exploit within Arma to make choppers be on their best behaviour > 500m, then I'm super happy to work this in immediately :) I was hoping that spawned WP's would work just as editor placed ones. That way at least there would be hope as one day, planning mode will have all these chopper WP's available on HC level too. We could at least then have HC-choppers perform at these altitudes. But hey, you never know, try everything. Play with the group behaviour / combatmode. Set it to 'Careless' see if that makes a difference. Disable and enableAI stuff, the range of parameters at this point is pretty vast. See if it makes a difference if the pilot is or is not in your group. If there's one way to have AI fly choppers that high, which apparently there is... I say there's at least the chance of you finding an exploit. That's basically how to make AI do stuff lmao. If only you guys knew some of things that are done within the addon, it's hilarious. There's a German saying amongst handymen that goes "What doesn't fit will be fitted" - if that makes any sense.
  18. mad_cheese

    C2 -Command And Control

    yeah... unfortunately the 'fix' that i thought i found does not work after all (increasing height in steps of 100m slowly). In the coming version, flyinheight is limited to 500m, thats what all choppers can handle and at least it's somewhat high. @Sammael, if you want to investigate into why those RHS choppers can handle the heights, please do! that's extremely interesting. did you try spawned waypoints? should work too I suppose I don't think so. Lately there's been so much improvement in the AI Nav department, I don't see why it would not at least be on the table. But don't forget that prolly 99% of people who play arma will try and drive a car at some point.. I guess maybe 2% or less will ever want to see a chopper fly at realistic altitudes. Out of those 2% I guess we guys that post in this thread make up a significant percentage lol. So yup, there's that :)
  19. mad_cheese

    C2 -Command And Control

    :) I sent you the beta. I won't be releasing an update this week although it's sort of finished, reason being it's now a new benchmark for C2 and I want to give it a proper release with a new video. Anyone who wants access to the Beta, just send me a PM
  20. mad_cheese

    C2 -Command And Control

    Hey, didn't mean to come across too snappy, it's just that for general bug reports etc I need vanilla information and/or a clear repro especially for addon related stuff. I may actually get something great out of it that way. The silencers for example - I take all information for unit's items/weapons/mags from the config, so I assume that either the addons you described use a different structure or there's a better configEntry to use than the one I do. Strobes and Lasers both can be toggled. In the radial menu, there's an "ITEMS" Section (lower right of core) with the Icons for Laser and Strobes. LMB activates, RMB deactivates. The unit needs to have a suitable item in it's inventory. The next update also contains a toggle for NVG-assignment. "Helmet Strobes" - I honestly need to ask if that exists? I need to look into that, I am using IR_grenades By the way the chopper.. It should not fly off unless you return it to formation, but there seems to be bug indeed where the pilot switches the motor back on.
  21. mad_cheese

    C2 -Command And Control

    Yes the pilot has to be in your group. You can disband and rejoin the pilots to the reserve (High Command or C2 High Command) when needed. c) no. There is a check being made to see if the unit is a pilotclass or in a gunner-seat. This function failing is possible with addons I guess. At some point in the future I will try to include landings for High Command, which is the only way you should be able to control AI that are not in your group (unless of course in a mission where ie transport units will be created just to help you). Yes! That's my figuring out if you mean business. Arma 3's controls range over the whole keyboard. There's limitations within the ways I can use UI-Eventhandlers. The way to work around that is adjusting a few of A3's keybinds, or the ones of C2. That's just the way it is. Look at it like this: You need maybe 1h to get a good grip on C2. I needed 100s of h to write this shit lol, keep in mind i'm a hobby 'developer'. Also the STEAM overlay - see, the original overlay command is SHIFT+TAB, which is also my preferred Tablet-Key. That's why I did actually change the original C2-TABLET-keybind to CTRL+ Tab, and later changed it back to SHIFT+TAB in the game for myself, I then also set my StEAM Overlay to CTRL+TAB. And.. it appears that you also changed your STEAM-Overlay to CTRL + TAB. :P It's a shame that there is some clashes but believe me I am trying my best to avoid those. Also, I am making a little guide how to get adjusted rather quick, so people know what the clashes might be before they get frustrated. Then again sometimes people get weirdly aggressive about this issue as if I have an obligation to make things work for them, in that case I could not care less to improve their SP-Grind :) soooo. it does work. Just not with that addon. It's interesting though, I do try to make things work with mods too, so I'd be interested what mods these are exactly and before that even if the silencer is 100% a detachable one. I think there's weapons floating around that just have silencers, like back in the A2 days. Hey, random side note: VBS suppression is coming to C2. I also managed to get a better grip on the new AI-suppression in general. It seems to have a few caveats but works great, with my custom targetObjects you can also have the units engage elevated positions.
  22. mad_cheese

    C2 -Command And Control

    Guys... Not to toot my own horns but the new stuff I made YOU WILL LOVE IT! more details tomorrow :) I'm going to bed happy I see what the problem is.. On those maps, you may have "buildings" but you do not have many "houses". Meaning that 98% of buildings have no path lods / building positions, so the building will not be recognized as such - since your AI could not walk on or inside of it. I might add a check to see if the player is the only unit to be rappeled. You could fix this by using OpenChernarus I suppose. What you see as 'the wrong position' is just the default position the chopper moves to, they are not precise unless you apply black magic. By default, the chopper will avoid positions over buildings and rather fly to a closeby empty space. But other than that, there's still issues with the correct flyinheight when rappelling on buildings so yes there's some work to be done.
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