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mad_cheese

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Everything posted by mad_cheese

  1. C 2 - C O M M A N D & C O N T R O L 2.0 Release Trailer Original Release Trailer: D E S C R I P T I O N: COMMAND AND CONTROL (C2) is an addon that will optimize your control over AI-squadmembers. Complex tactical orders can be issued in a matter of seconds. I M A G E S : D O W N L O A D : S T E A M D R O P B O X REQUIREMENTS: CBA_A3 MANUAL: M E D I A F I R E WIKI: www.c2mod.net >> HUGE thanks to @reggaeman007jah for setting up the page! K E Y F E A T U R E S : HUD-MODE: Environment-Sensitive indicators in 3d space (as in "Full Spectrum Warrior") RADIAL MENU with many overdue functions (ROE, Stances, AutoWatch, AutoCombat etc) MAP PLANNING: Detailed route-planning on map with many options ORDER SUPPRESSION by 3D indicator, drawing zone on screen or planning on map. Dedicated planning pages for ground troops, aircraft and highcommand Interactive, flexible Waypoints (move: LMB-drag, RMB context) Ability to garrison buildings (Hud- and Planning-Mode) Syncronization and Door Kickers style GoCodes Fully autonomous maneuvers once executed Units can be disbanded to a virtual reserve/HC. HC waypoints can be configured with right click context menu. HC-Waypoint Actions (Suppression, Ambush) inspired by VBS Tactics GetTactical Grenade System, Remote grenade launch function Huge AI functionality bundled into accessible macros MP compatible, key included Q U O T E S & M E N T I O N S: SITREP 117 SITREP 199 "Very Impressive" - BohemiaBeck "Wow.. this looks really powerful." - BlueDrake42 "Not gonna lie... This is fucking amazing" - Jester814 "Seeks to push squad commanding forward in terms of usability and options. Get it on Workshop now!" - BIS C O N T R O L S: For a detailed explaination of the controls, please refer to the included Manual, which is located in the @C2 folder that you download. STEAM users need to activate 'show hidden files' in Explorer to get to the Workshop-Downloads. Alternativerly you can download the manual here. V O I C E A C T I V A T I O N: Voice Activation can be a powerful tool when commanding AI. I would like to recommend you to give this option a shot. A lot of C2's functionality can be adressed by the free option ARTICULATE, however VOICE ATTACK presents an option that is more flexible and also still under active maintenance. For more information on the subject, please check out @woofer808's VIDEO and Voice Attack Profile! C H A N G E L O G: C R E D I T S & T H A N K S: D I S C L A I M E R S: Player given stance commands have priority over scripted stance commands J O I N U S : https://discord.gg/XbCudmz S U P P O R T: L I C E N S E: C2 contents licensed under: APL-SA
  2. mad_cheese

    C2 -Command And Control

    Hi there, the Static weapon assembly as used in my videos is not a part of C2 | Steam but a beta project I have been working on over the last two years. Sounds like you have a BIS HighCommand module synced to your player. Unfortunately this creates issues, the script error comes up if you hover over a waypoint with modified statements (basically every waypoint), showing 'this' as undefined although the scripts always seemed to have executed correctly. Just get rid of the HC module, for the STEAM version you are using I recommend AIC by Duda134 to gain access over all highCommand groups.
  3. mad_cheese

    C2 -Command And Control

    Hey guys, I forgot to mention in these forums that the addon has received some fixes: C2 V2.1.2: https://www.dropbox.com/s/iqdfj250sqpn3dt/%40C2_212.zip?dl=1 FIXED: Grenade and Suppression WP-Actions could not be selected FIXED: WP-Conditions could not be selected C2's successor is coming along more than well too! Here's a new video displaying some new naval capabilities. To avoid confusion, the update and the beta in the video are two different things. I wanted to post the video and realized I never mentioned the last update on these boards.
  4. Situation: You are commanding an AI squad and get into a vehicle that is driven by one of your groupmembers. Clicking anywhere on the map will immediately make you order the driver to move to the position you clicked. Is there any way to disable this temporarily? Pressing down the alt key while clicking on the map is a workaround but it does not really help my particular problem.
  5. 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.
  6. 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
  7. 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
  8. This looks absolutely amazing. Congrats for the release!!
  9. 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.
  10. 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 :)
  11. 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.
  12. 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;
  13. mad_cheese

    C2 -Command And Control

    Also here's a new video (using the BETA)
  14. Speaking of porting - is it possible for a user to do custom ports for this mission or is it excessively complex?
  15. 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.
  16. 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!
  17. 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!
  18. 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)
  19. 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
  20. 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
  21. 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:
  22. 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
  23. mad_cheese

    C2 -Command And Control

    Well there has to be something wrong on your end. I suggest we keep our Discord conversation going.
  24. 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.
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