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#46 Posted at 2016-11-11 15:11        
     
Hello

I updated the addon to version 1486 :)



DOWNLOAD: MEDIAFIRE
SUBSCRIBE: STEAM

CHANGELOG 1486
  • ADDED: Addon Support for "Advanced Rappelling" by Duda123
    • When this addon is active, the Rapelling-LZ will be added to the selections in planning mode.
    • ROOFTOP RAPELLING: If Rapelling-LZ is placed on a building, a special "unitCapture"-like function guides the chopper to the exact position.
  • ADDED: Addon Support for "Enhanced Movement" by Bad Benson.
    • If addon is active, EH-Formation type is added to HUD-mode.
    • The units will run to the position, face the object and climb on or over it.
  • ADDED: Tablet visualization improved:formation subordinates now get a small wp marker each. Adds clarity and looks nicer.
  • FIXED: Civilians could wrongly be filtered as enemy and would get shot clearing a building when independent factions are hostile to player
  • FIXED: Planes can no longer be stored in occupied hangars
  • FIXED: Planes taking off after being landed and stored in hangar will be moved to the correct taxi position and direction.
  • FIXED: Script-Error when landing plane (script trying to wrongly reduce speed)
  • FIXED: Wrong animations were used for silencer attach/detach


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#47 Posted at 2016-11-11 15:30        
     
Thanks for the update mate :-)
News is up on the frontpage and you can find our mirror here:



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#48 Posted at 2017-03-20 15:14        
     
Hi...Like what you have done with the mod. However I spend more than a day now trying to figure out how to disable the key pad quick functions for your mod as these keys seem to override any function placed there. For instance I use some of those keys to zero up my scope. I even tried to let your mod use the default function it seem to want on those keys and binding my zeroing keys as shift + keypad keys but still only your mod's functions happen when I press those keys.

Any help would be greatly appreciated. Thank you in advance.


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#49 Posted at 2017-08-08 17:31        
     




Hi there! Finally, the addon has gone to version 2.0, bringing a lot of changes, tweaks and most of all new features. I hope you enjoy!

D O W N L O A D:
S T E A M
M E D I A F I R E




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#50 Posted at 2017-08-09 05:53        
     
Thanks for the update :-)
I did already update our mirror



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#51 Posted at 2017-09-03 16:55        
     
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/cuW9fJC

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!

This post was edited by mad_cheese (2017-09-05 13:26, 345 days ago)


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#52 Posted at 2017-09-14 19:44        
     


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
M E D I A F I R E

R E Q U I R E M E N T S :
CBA_A3



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#53 Posted at 2017-09-15 07:37        
     
Thanks again for the update :-)


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#54 Posted at 2017-10-06 17:03        
     
Here's some new WIP reports!

Some real nice stuff is making it's way from dev to main branch :)

C2 Formation Manager:

SlingLoad/Drop WP Action:



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#55 Posted at 2017-12-14 12:53        
     
What's problem in arma3 1.80?
error: unknown enum value: "pathplan"
file c2_core\fnc_ai\fncs_ai.sqf, line 2513

This post was edited by yxyabc (2017-12-14 13:01, 245 days ago)


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#56 Posted at 2017-12-15 21:03        
     
Hi there, I just fixed those issues:

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


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#57 Posted at 2017-12-16 12:07        
     
Thanks again for the update mate :-)
News is up on the frontpage and you can find our updated mirror here:


Visit my family webshop desteigerhoutshop.nl.

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#58 Posted at 2017-12-16 12:39        
     
That bug has been fixed,thanks!
When choppers move and land,new bug is:
error: unknown enum value: "_pad"
file c2_core\fnc_ai\fncs_ai.sqf, line 1940

When undo,the bug is:
error
file c2_core\ui\tablet\mcss_c2_tab_init.sqf, line 3064

This post was edited by yxyabc (2017-12-17 03:23, 243 days ago)


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#59 Posted at 2017-12-19 22:51        
     
Love this mod! A few things, I'm not sure what the appropriate channels are so into the forum they go.

One report, could be considered a bug; Units put in stealth mode via vanilla commands, then given move waypoints via C2, have a tendency to move a few meters and then given stop orders from the system, which tends to leave them standing completely still in open ground. Not very stealthy. Also, with AIC, combat landing waypoints tend to have the heli land, then when a disembark order is given the helicopter moves to land somewhere else before disembarking troops. I'm not sure what could be done about this except maybe freeze the pilot AI while the chopper is "landed" and then have it take over again once the waypoint is complete(via timeout or go-code)

And a feature request; Could we get support for assigning waypoints to troops while inside a vehicle, to carry out once they're disembarked? This would allow for vehicle-initiated raids and complex insertions, as well as allowing a commander to plan moves on the heli ride in.
An example use for this system: Target is a walled compound, garrisoned by opfor. There is one main gate into the compound. The approach to the gate has no cover for infantry to approach on foot. At a safe distance, infantry are loaded into a pair of MRAPs. The MRAP drivers are given waypoints to rush the gate and stop just inside the walls. Without the feature, it is then up to you to command the infantry to disembark and begin the sweep, but you're already in the compound and under fire. With the feature, the sweep is already planned and could be carried out automatically once the vehicles reach their stopping point.

A second, simpler example: Helicopter has a combat landing order in an open field. Infantry are already assigned a disembark order and waypoints to move to a near treeline after disembarking, rather than sitting in the field waiting for orders to be given.


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#60 Posted at 2017-12-27 20:36        
     
Hey @Doldfield731

Thanks for this very useful feedback! Damn, I forgot that _pad error, I will need to put out another hotfix.

I'd like to inform you that there's a Discord with a quite significantly developed Beta. Pushing to main branch is on hold until some things are taken care of, but you would find it interesting I think and a lot of bugs, as well as that _pad error, are long fixed in that one.

https://discord.gg/cuW9fJC

The problem with units just stopping: It's most likely some unwanted scripting command that the unit receives, also in the current release the exit conditions for waypoint plans are not perfect. The script thinks that the unit has new orders and breaks away from the plans. The beta is very much improved in that sense although some work still has to be done.

Your first festure request is something that I would really love as well, but it is very complex and I have not found a slick way to unify various procedures. I have a general idea how to do it, but it's one of these things where the obvious approach is kinda hard to fit into the already developed system. I do have a new "pause" state for the unit but I will have to be very careful when working that in. But it's probably just a matter of time