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mad_cheese

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Posts posted by mad_cheese


  1. On 4/15/2018 at 9:11 PM, 4-325Ranger said:

    Cheese,

     

    At 4:00 that error No entry 'bin\config.bin/RadioProtocolRUS/SentCovering.'.  I'm getting the same error in a mission of mine - started right after Tanks DLC dropped. I'm guessing some new incompatibility with existing RHS?

     

    Also, at 17:52, haha clearly yes, you are most def hungover!

    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

     

    On 5/5/2018 at 8:52 PM, Guillaume Massé said:

    Hi mad, thanks for the last tips, that work well. One new thing that I seen in your last video (15th liberation), how do you reset an ai man which is locked in a house? And it seems to work also for a squad or mechanized squad?

    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.

     

    5 hours ago, marez12 said:

    hello, I get the error in every session, I can't right click or anything. 

    I runned the mod with CBA and nothing else. 

     

    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.


  2. 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.


  3. 4 hours ago, john1 said:

    Is there a way to add a helo via zeus and possibly make it slingload several items after the other?   Could I somehow add that helo to my group?

     

    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.


  4. 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.


  5. 19 hours ago, 4-325Ranger said:

    2:20 - Having fired mortars, the answer is Yes, he has a woody.

    13:07 - nice little music edit, I almost fell out of my chair. It's the little edits and commentary at key moments that keep me coming back!

    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 

     

    Quote

    In each of these videos, you have a new composition of AI units ready to go. How are you spawning all these units given that this is a Liberation mission? One of the MCC cheat mods, or did you change a code in Liberation for cheaper or "free" units?

    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.

     

    Quote

    I'd asked a few videos back, does VoiceAttack make all of this easier, or do you find it to "buggy"? I've been training up with just C2_beta, trying to get controlling my squad down before attempting anything combined arms by using AIC and HC units.

    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!

     

     

    18 hours ago, sirPecka said:

    Hi Cheese! I've been playing liberation with C2 for some time and  I've got a few suggestion for HC. Could you add that CTRL+RMB drop-down menu to the unit list as well? Calling artillery strikes wold be even faster with that. And is there possibility to get some kind of clear bulding waypoint in HC? That's all I've got so far. Thanks for amazing mod that made playing with ai bearable and keep those videos coming man, they're great!

    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

    • Thanks 1

  6. On 3/27/2018 at 7:56 PM, headstone said:

    Hi, i wrote it in discrord, but look's like my message is lost, I'll duplicate it here:

     

    Hi, i found this mod https://forums.bohemia.net/forums/topic/185710-hcc-high-command-converter-154/ and tried to use it simultaneously with C2, all works fine except one feature: doesn't work "wait" commands for HC groups, without C2 all works fine. Is it possible to provide compatability with this mod?
    Or maybe implement this "wait" feature for HC groups in C2... It would be great)

     

    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.


  7.  

    31 minutes ago, Alwarren said:

     

    I completely agree, however, there is another facet to this. There are numerous bug reports with repros that have not been taken care of in spite of game breaking bugs. It's only natural that some times people get so frustrated that they only vent, especially if they previously had done everything "the right way".

    It's easy to blame only one side.

     

    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.

     

     

     

    • Like 1

  8. On 3/9/2018 at 5:59 PM, fn_Quiksilver said:

     

    For every 1 of us there are 5 "fanboi's" who will try to tell us and others how good arma AI driving is for what it has to do and how our criticisms aren't wanted, and praise BI for every tweak and hold up their 'driving overhauls' as evidence.

     

    its not whining, the driving is terrible and getting worse. how many hours of dev time in 2018 devoted to fixing the glaring ai driving bugs ... 0? thats my guess

     

    I wonder what the excuse will be for this one:

     

     

     

     

    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.

     

     

    On 3/9/2018 at 5:29 PM, Alwarren said:

    These were CUP vehicles, but I (and others of our mission makers) had similar problems with RHS vehicles and also vanilla.

    I really don't want to whine, but the convoy driving really needs fixing, right now, I am considering canning every mission in the works that has any sort of convoy in it because it is an exercise in frustration :(

    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

     

    • Like 1
    • Thanks 1

  9. On 3/10/2018 at 7:18 PM, Catchdog64 said:

    It works with barely anything added, and scripts running. So, for me anyhow, anything resembling a playable mission it's wonky.

     

    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!


  10. On 3/4/2018 at 4:28 AM, taydeer said:

    That's awesome! C2 Beta is sure looking good! Any chance of getting that custom mission file off you?

    It's on our discord  (linked in OP)!

     

    8 hours ago, Zmi nazim said:

    Fast presented the new version of its HMI-SCADA Plant View , catching the interest of technicians, managers and visitors. Plant View, due to its features and the technologies it is based on, has been acknowledged as the most suitable tool to realize many different applications: it was born for supervision and control for machinea and industrial plants , but it has been easily and successfully adopted for solutions related to remote control and building automation , that emphasized the flexibility and reliability of the product. 

    uhm... que? :don16:

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