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MCC Sandbox - Mission making the easy way

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@Warrant.

Can you post the saved text? Please do it in spoiler.

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Thank you so much for looking at this Shay, as always I appreciate the time and effort you put into this program. I have rebuilt this mission from scratch twice and am now trying to figure out what step is causing this error. Here is the text save. Everything loads except for the last trigger. In the previous trys, I had much more than that after the trigger and that would not spawn either.

mcc_zone_number=1;

mcc_zone_marker_X=10;

mcc_zone_marker_Y=10;

mcc_zone_markername='1';

mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]];

mcc_markerposition=[8234.54,8542.92,-1.21886];

script_handler = [0] execVM 'mcc\general_scripts\mcc_make_the_marker.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='';

mcc_classtype='';

mcc_isnewzone=true;

mcc_spawnwithcrew=true;

mcc_spawnname='';

mcc_spawnfaction='';

mcc_zone_number=1;

mcc_zoneinform='NOTHING';

mcc_zone_markername='1';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='';

mcc_track_units = false;

mcc_awareness = 'DEFAULT';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='VEHICLE';

mcc_classtype='WATER';

mcc_isnewzone=false;

mcc_spawnwithcrew=false;

mcc_spawnname='RHIB';

mcc_spawnfaction='WEST';

mcc_zone_number=1;

mcc_zoneinform='NOTHING';

mcc_zone_markername='1';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='["RHIB","\ca\water\data\ico\rhib_CA.paa"]';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='VEHICLE';

mcc_classtype='WATER';

mcc_isnewzone=false;

mcc_spawnwithcrew=false;

mcc_spawnname='RHIB';

mcc_spawnfaction='WEST';

mcc_zone_number=1;

mcc_zoneinform='NOTHING';

mcc_zone_markername='1';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='["RHIB","\ca\water\data\ico\rhib_CA.paa"]';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

MCC_START_WEST = [8308.73,8537.95,-11.8875];

publicVariable 'MCC_START_WEST';

mcc_flagteleport setpos ([([8308.73,8537.95,-11.8875]),1,10,1,0,900,0] call BIS_fnc_findSafePos);

mcc_zone_number=2;

mcc_zone_marker_X=25;

mcc_zone_marker_Y=25;

mcc_zone_markername='2';

mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]];

mcc_markerposition=[8308.41,8537.91,-11.8442];

script_handler = [0] execVM 'mcc\general_scripts\mcc_make_the_marker.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='';

mcc_classtype='';

mcc_isnewzone=true;

mcc_spawnwithcrew=false;

mcc_spawnname='';

mcc_spawnfaction='';

mcc_zone_number=2;

mcc_zoneinform='NOTHING';

mcc_zone_markername='2';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='["RHIB","\ca\water\data\ico\rhib_CA.paa"]';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='VEHICLE';

mcc_classtype='AIR';

mcc_isnewzone=false;

mcc_spawnwithcrew=false;

mcc_spawnname='UH60M_EP1';

mcc_spawnfaction='WEST';

mcc_zone_number=2;

mcc_zoneinform='NOTHING';

mcc_zone_markername='2';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='["UH-60M Black Hawk","\ca\air_e\data\UI\Picture_uh60m_CA.paa"]';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='VEHICLE';

mcc_classtype='AIR';

mcc_isnewzone=false;

mcc_spawnwithcrew=false;

mcc_spawnname='UH60M_EP1';

mcc_spawnfaction='WEST';

mcc_zone_number=2;

mcc_zoneinform='NOTHING';

mcc_zone_markername='2';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='["UH-60M Black Hawk","\ca\air_e\data\UI\Picture_uh60m_CA.paa"]';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='GROUP';

mcc_classtype='LAND';

mcc_isnewzone=false;

mcc_spawnwithcrew=false;

mcc_spawnname='US_RifleSquad';

mcc_spawnfaction='configFile >> "CfgGroups" >>"West">>"BIS_US">>"Infantry">>"US_RifleSquad" ';

mcc_zone_number=2;

mcc_zoneinform='NOTHING';

mcc_zone_markername='2';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='Rifle Squad';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='GROUP';

mcc_classtype='LAND';

mcc_isnewzone=false;

mcc_spawnwithcrew=false;

mcc_spawnname='US_RifleSquad';

mcc_spawnfaction='configFile >> "CfgGroups" >>"West">>"BIS_US">>"Infantry">>"US_RifleSquad" ';

mcc_zone_number=2;

mcc_zoneinform='NOTHING';

mcc_zone_markername='2';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='Rifle Squad';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

mcc_capture_var = '

["airDrop", [1, ["Gun-run long"] , [6385.31,6927.81,-12.1992], ["A10"], 2]] call CBA_fnc_globalEvent;';

script_handler = [0, [6543.43,7293.08,-20.0232], 10, 10, 'WEST', 'PRESENT', 0, 'RECTANGLE', 'Air Strike 1', mcc_capture_var] execvm 'mcc\general_scripts\triggers\triggers_execute.sqf';

waitUntil {scriptDone script_handler};

mcc_capture_var = '

["airDrop", [2, ["CBU-87"] , [6338.55,6913.84,-12.1992], ["A10"], 6]] call CBA_fnc_globalEvent;';

script_handler = [0, [6543.33,7292.97,-20.0094], 10, 10, 'WEST', 'PRESENT', 0, 'RECTANGLE', 'Air Strike 2', mcc_capture_var] execvm 'mcc\general_scripts\triggers\triggers_execute.sqf';

waitUntil {scriptDone script_handler};

mcc_zone_number=3;

mcc_zone_marker_X=600;

mcc_zone_marker_Y=100;

mcc_zone_markername='3';

mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]];

mcc_markerposition=[6428.61,6972.27,-12.1992];

script_handler = [0] execVM 'mcc\general_scripts\mcc_make_the_marker.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='';

mcc_classtype='';

mcc_isnewzone=true;

mcc_spawnwithcrew=false;

mcc_spawnname='';

mcc_spawnfaction='';

mcc_zone_number=3;

mcc_zoneinform='NOTHING';

mcc_zone_markername='3';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='Rifle Squad';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

mcc_zone_number=3;

mcc_zone_marker_X=600;

mcc_zone_marker_Y=100;

mcc_zone_markername='3';

mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]];

mcc_markerposition=[6428.41,6961.68,-12.1992];

script_handler = [0] execVM 'mcc\general_scripts\mcc_make_the_marker.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='';

mcc_classtype='';

mcc_isnewzone=true;

mcc_spawnwithcrew=false;

mcc_spawnname='';

mcc_spawnfaction='';

mcc_zone_number=3;

mcc_zoneinform='NOTHING';

mcc_zone_markername='3';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='Rifle Squad';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

['simpleSpawn', [[6541.54,6918.36,0], 162.158, 'TK_Soldier_EP1', 'MAN', 'EAST', true, '', '']] call CBA_fnc_globalEvent;

mcc_capture_var = '

["airDrop", [any, [["ACE_Stryker_ICV_MK19_SLAT","ACE_Stryker_ICV_MK19_SLAT","ACE_Stryker_ICV_M2_SLAT","ACE_USSpecialWeaponsBox","ACE_USSpecialWeaponsBox","ACE_USOrdnanceBox","ACE_USLaunchersBox","ACE_BandageBox"]] , [6637.79,7055.2,-12.0882], ["C130J"], 2]] call CBA_fnc_globalEvent;';

script_handler = [0, [6427.52,6962.2,-12.1992], 700, 200, 'EAST', 'NOT PRESENT', 0, 'RECTANGLE', 'Air drop 1', mcc_capture_var] execvm 'mcc\general_scripts\triggers\triggers_execute.sqf';

waitUntil {scriptDone script_handler};

mcc_capture_var = '

mcc_zone_number=2;

mcc_zone_marker_X=200;

mcc_zone_marker_Y=25;

mcc_zone_markername="2";

mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]];

mcc_markerposition=[6324.37,6920.62,-12.1992];

script_handler = [3] execVM "mcc\general_scripts\mcc_make_the_marker.sqf";

';

script_handler = [0, [6426.69,6962.52,-12.1992], 700, 200, 'EAST', 'NOT PRESENT', 0, 'RECTANGLE', 'Zone 2 troop move', mcc_capture_var] execvm 'mcc\general_scripts\triggers\triggers_execute.sqf';

waitUntil {scriptDone script_handler};

mcc_zone_number=5;

mcc_zone_marker_X=10;

mcc_zone_marker_Y=10;

mcc_zone_markername='5';

mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]];

mcc_markerposition=[5826.84,6252.74,-13.9215];

script_handler = [0] execVM 'mcc\general_scripts\mcc_make_the_marker.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='';

mcc_classtype='';

mcc_isnewzone=true;

mcc_spawnwithcrew=false;

mcc_spawnname='';

mcc_spawnfaction='';

mcc_zone_number=5;

mcc_zoneinform='NOTHING';

mcc_zone_markername='5';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='Rifle Squad';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='MAN';

mcc_classtype='LAND';

mcc_isnewzone=false;

mcc_spawnwithcrew=true;

mcc_spawnname='US_Soldier_Pilot_EP1';

mcc_spawnfaction='WEST';

mcc_zone_number=5;

mcc_zoneinform='NOTHING';

mcc_zone_markername='5';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='["Pilot","\Ca\characters\data\Ico\i_null_CA.paa"]';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='MAN';

mcc_classtype='LAND';

mcc_isnewzone=false;

mcc_spawnwithcrew=true;

mcc_spawnname='US_Soldier_Crew_EP1';

mcc_spawnfaction='WEST';

mcc_zone_number=5;

mcc_zoneinform='NOTHING';

mcc_zone_markername='5';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='["Crewman","\Ca\characters\data\Ico\i_null_CA.paa"]';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='VEHICLE';

mcc_classtype='AIR';

mcc_isnewzone=false;

mcc_spawnwithcrew=false;

mcc_spawnname='MH6J_EP1';

mcc_spawnfaction='WEST';

mcc_zone_number=5;

mcc_zoneinform='NOTHING';

mcc_zone_markername='5';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='["MH-6J Little Bird","\ca\air_e\data\UI\Picture_mh6j_CA.paa"]';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

mcc_zone_number=4;

mcc_zone_marker_X=100;

mcc_zone_marker_Y=50;

mcc_zone_markername='4';

mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]];

mcc_markerposition=[6520.88,5599.66,-12.2324];

script_handler = [0] execVM 'mcc\general_scripts\mcc_make_the_marker.sqf';

waitUntil {scriptDone script_handler};

mcc_spawntype='';

mcc_classtype='';

mcc_isnewzone=true;

mcc_spawnwithcrew=false;

mcc_spawnname='';

mcc_spawnfaction='';

mcc_zone_number=4;

mcc_zoneinform='NOTHING';

mcc_zone_markername='4';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='["MH-6J Little Bird","\ca\air_e\data\UI\Picture_mh6j_CA.paa"]';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'WEST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';

waitUntil {scriptDone script_handler};

mcc_capture_var = '

mcc_spawntype='GROUP';

mcc_classtype='LAND';

mcc_isnewzone=false;

mcc_spawnwithcrew=true;

mcc_spawnname='TK_InfantrySquad';

mcc_spawnfaction='configFile >> "CfgGroups" >>"East">>"BIS_TK">>"Infantry">>"TK_InfantrySquad" ';

mcc_zone_number=4;

mcc_zoneinform='NOTHING';

mcc_zone_markername='4';

mcc_spawnbehavior='MOVE';

mcc_grouptype ='';

mcc_spawndisplayname ='Infantry Squad';

mcc_track_units = false;

mcc_awareness = 'default';

mcc_sidename = 'EAST';

script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf';';

script_handler = [0, [6278.17,6743.36,-12.2103], 1000, 10, 'WEST', 'PRESENT', 0, 'RECTANGLE', 'Zone 4 troop', mcc_capture_var] execvm 'mcc\general_scripts\triggers\triggers_execute.sqf';

waitUntil {scriptDone script_handler};

---------- Post added at 11:36 PM ---------- Previous post was at 10:30 PM ----------

Ok, so after eliminating other things that i added, I can say that I am most positive that the trigger that is in that text is causing the errors. I am not sure if there is a limitation on the size of a trigger as I was going for 1,000 x 25 or if perhaps you can only have 5 triggers per map?

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I've found a new bug, when you add a UAV/ULB and pick up the 'backpack', you can push people.. Like they can just stay there, and when u get about 0.5m from them, you can push them, even if they lay down. Quite annoying since you can even hurt them so they begin to bleed..

ALSO, if you have picked up the UAV/ULB again, you cannot be or drive any cars.. Because for some reason, the front of the vehicle goes under the ground..

And still, if i create a task, and we finish it so i click succeeded, and someone joins, he still see it is able and he can set it to current task..

Edited by SP33Dkt

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@Warrent

Ok this is easy, and I believe mentioned in the manual. You can't load groups spawn's triggers. There is a syntex limtation that I can't solve while spawning groups in a safed trigger.

My work arounds:

1. Pre spawn the group and change the zone location - to mimic reinforcment.

2. Spawn indevidual soldiers.

I've found a new bug, when you add a UAV/ULB and pick up the 'backpack', you can push people.. Like they can just stay there, and when u get about 0.5m from them, you can push them, even if they lay down. Quite annoying since you can even hurt them so they begin to bleed..

ALSO, if you have picked up the UAV/ULB again, you cannot be or drive any cars.. Because for some reason, the front of the vehicle goes under the ground..

No bug there, you can push people even without the UAV backpack.

Edited by shay_gman

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Ahhh, ok gotcha! Thanks Shay. I did read the manual and did not see that but it may have been an oversight on my part.

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No bug there, you can push people even without the UAV backpack.

Must be, because i can't push people like that when I'm not having the backpack on. + I can even push cars.. And when I'm in the car after picking up the backpack, the front goes a bit under the ground so i can't drive, then i first have to drive backwards a bit so the front wheels come up of the ground, then i can drive... I could record and upload a video, but I'm going to do a full reboot/reinstall my hole computer because of some stuff, so i might not get the vid up before 1-2 days.

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Must be, because i can't push people like that when I'm not having the backpack on. + I can even push cars.. And when I'm in the car after picking up the backpack, the front goes a bit under the ground so i can't drive, then i first have to drive backwards a bit so the front wheels come up of the ground, then i can drive... I could record and upload a video, but I'm going to do a full reboot/reinstall my hole computer because of some stuff, so i might not get the vid up before 1-2 days.

No worries, i'll check it out. But it make sense as it is attach some ivisable target to the player. As the UAV module need an anchor object and ACE bugs are no longer an object but a weapon.

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No worries, i'll check it out. But it make sense as it is attach some ivisable target to the player. As the UAV module need an anchor object and ACE bugs are no longer an object but a weapon.

Lol okey, was quite funny when we first found out that it was because of me, since i picked up the backpack that caused so we coudn't drive, Now i'm being called fat as well xD

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Hey Shay, what's the chance for an undo button to be added, both in the 3D Editor and in the main screen? It's not really necessary for all actions, but it would make editing much more streamlined.

Edit: I have a problem, I cannot access the Mission Generator after I had made an addition to the presets list.

mccPresets = [
			['Artillery - Cannon', '[this,1,2000,100,12,5,"Sh_85_HE",20] execVM "scripts\UPSMON\MON_artillery_add.sqf";']
			,['Artillery - Rockets', '[this,6,5000,150,4,2,"Sh_85_HE",120] execVM "scripts\UPSMON\MON_artillery_add.sqf";']
			,['Ambient Artillery - Cannon', '[0,this] execVM "mcc\general_scripts\ambient\amb_art.sqf";']
			,['Ambient Artillery - Rockets', '[1,this] execVM "mcc\general_scripts\ambient\amb_art.sqf";']
			,['Ambient AA - Cannon/Rockets', '[2,this] execVM "mcc\general_scripts\ambient\amb_art.sqf";']
			,['Ambient AA - Search Light', '[3,this] execVM "mcc\general_scripts\ambient\amb_art.sqf";']
			,['Set Destroyed', 'this setdamage 1;']
			,['Set Empty (Fuel)', 'this setfuel 0;']
			,['Set Empty (Ammo)', 'this setvehicleammo 0;']
			,['Set Locked', 'this setvehiclelock"LOCKED";']
			,['Make Renegade', 'this addrating -2001;']
			,['Flip Object', '[this ,0, 90] call bis_fnc_setpitchbank;']
			,['Join player', '[this] join (group player);']
			,['Vehicle Respawn - 30', '0 = [this, 30, 300] execVM "scripts\vehicle.sqf";']
			,['Vehicle Respawn - 90', '0 = [this, 90, 300] execVM "scripts\vehicle.sqf";']
			,['Vehicle Respawn - 120', '0 = [this, 120, 300] execVM "scripts\vehicle.sqf";']
			,['Ammobox - US/USMC', 'null0 = this execVM "scripts\ammocrate_us.sqf"; this allowdamage false;']
			,['Ammobox - Russia', 'null0 = this execVM "scripts\ammocrate_ru.sqf"; this allowdamage false;']
]

That's the entire array.

What could be wrong?

Edited by Tark

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Forgot ";" at the end?

An Undo will be great. I'll need to think about it/

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Hey Shay, what's the chance for an undo button to be added, both in the 3D Editor and in the main screen? It's not really necessary for all actions, but it would make editing much more streamlined.

Done, Undo for the 3D (saveable ofc) is done. :yay:

I hope i'll have the time this weekend to release.

Guess that closed the saga about the deleting objects in MCC.

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Fantastic stuff you have going here Shay, the MCC truely is something else.

Keep up the good work!

You guys ever considered uploading MCC to be compatible with the DLC (BAF) packs? Allowing players to use the textures purchased in the DLC? I know the guns are easily accsessable and you have the units placed there for spawning with the factions..

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Question and Situation:

I've got a 16 player server and I want to GM for my players who enjoy the Warfare mode.

My question is;

Does anyone know if this will work on a server that is running ACE in conjunction with Warfare BE?

Sorry if I overlooked anything obvious.

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Technically adding/editing units is easy. It's the dirty work that's the problem (as in, add them with a proper squad structure and naming, creating proper loadouts for them, etc etc). It's really quite easy to do it yourself, too.

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You guys ever considered uploading MCC to be compatible with the DLC (BAF) packs? Allowing players to use the textures purchased in the DLC? I know the guns are easily accsessable and you have the units placed there for spawning with the factions..

MCC is compatible with any mod/DLC you are runing. The structers are from ShackTack TTP2 Guide by Dyslexcy but feel free to change it (Just Unpbo the mission and open it in the editor).

BTW I do know that VOLCBAT are using MCC and they are truelly BAF squad so PM Friznit for more info.

Question and Situation:

I've got a 16 player server and I want to GM for my players who enjoy the Warfare mode.

My question is;

Does anyone know if this will work on a server that is running ACE in conjunction with Warfare BE?

Sorry if I overlooked anything obvious.

As far as I know Warfare BE is a mission and not a mod being MCC a mission too you can't run two mission at the same time. So the answer is - no it is impossibale.

But if you have the time you can combine the two into one mission. I know some of the members here will thank you.

Cheers all.

BTW i'm off for a bachelor party this weekend :yay: so probably the next release will be released next weekend.

Sorry in advance, now forgive me i'm going to get small value bills for the strip... oops! the graphologists, both of them. :j:

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MCC is compatible with any mod/DLC you are runing. The structers are from ShackTack TTP2 Guide by Dyslexcy but feel free to change it (Just Unpbo the mission and open it in the editor).

BTW I do know that VOLCBAT are using MCC and they are truelly BAF squad so PM Friznit for more info.

Technically not, we use StalkerGB units rather than BAF, but I'd be happy to help anyone who wants to convert an MCC to other unit types.

As Shay says, simply debpo, fire up the editor and change the units to the class you want. The F2 mission framework folder has all the unit loadouts if you want to tweak those, and it's pretty self explanatory.

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I have this bug that when i hijack a AI, i shoot my allies.. I hijacket an Enemy (East) AI and i begun to shoot my friends (West) well my dude did... while i controlled the enemy.

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I have this bug that when i hijack a AI, i shoot my allies.. I hijacket an Enemy (East) AI and i begun to shoot my friends (West) well my dude did... while i controlled the enemy.

I'm not sure i'm getting what you are saying.

Are you saying that when you hijaking an enemy unit the unit you where playing become renegade and the AI take over and kills you allies? :butbut:

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I'm not sure i'm getting what you are saying.

Are you saying that when you hijaking an enemy unit the unit you where playing become renegade and the AI take over and kills you allies? :butbut:

1) Yes sir, i hijack an enemy AI, and i guess the AI i hijacked is like getting his soul in my character and shoots my allies. + the enemy also shoot me when I'm on the East side as well.. It's like I've just switched 'person'/look and no actually the fully me. So when I'm West, and hijack one from East, the East soldiers attack me. And the one i hijacked gets control over my main character and kills nearby west soldiers which is my allies.

The others we're like, SP33D what are you doing man, stop shooting us!

And the East we're shooting me when i was an east soldier.

If i am on West side, and control a West AI then it's fine.

--------------

ALSO

2) If you hijack an AI, and switch back, the AI becomes a Real Player so you can't control it anymore + it says it is named my name...

Also, if you create H-Barriers in the construction from the MHQ thingy, the AI's can go through them...

3) Another problem is that if you control an AI and try to climb up a ladder, you will be returned to your character and won't be controlling the AI again because of issue 2

4) The Air Support doesn't work, not for me usually after used an AI, the air support never arrive.

5) When I've been an AI, and switch back, issue 1 happens which causes my name to appear on the AI when we look at him + I am getting hurt when that AI gets killed or shot..

6) Sometimes, the Evac chopper won't lift off.. Also I've found an Evac script which i think would be better, look here. Its just the same but with gunners and all + it can be called in and used just as the current evac thingy.

7) If you die with the AI you hijaked, you won't be able to spawn when you get to your real character, after the time, you die again.

8) The IED doesn't work, even when you fail to disarm them or anything they won't blow up. Not even the MCC can.

------

Additional:

How do i get the High Command to work? I can't get it to work, i set my self as Commander, try to get a west group to become to Add High COmmand but doesn't work...

Edited by SP33Dkt

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Isn't there any ShackTac Script for the Tank Crew Loadout?

I wanted to add MP7A1 instead of the default equip. But just found in ShackTac Heavy MG Gunners etc.

Is one of those thingies used for the Commander, Driver and Gunner? if yes please tell me need to change ;)

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1) Yes sir, i hijack an enemy AI, and i guess the AI i hijacked is like getting his soul in my character and shoots my allies.

Fixed. Will be included in V1.6

2) If you hijack an AI, and switch back, the AI becomes a Real Player so you can't control it anymore + it says it is named my name...

Yes in ArmAII the player identety and face are transfered to the control character. You can post that in BIS thread.

Also, if you create H-Barriers in the construction from the MHQ thingy, the AI's can go through them...

Same as above the AI in ArmA do cheats and they do move through obstacles. It depends how far enemy units are.

3) Another problem is that if you control an AI and try to climb up a ladder, you will be returned to your character and won't be controlling the AI again because of issue 2

Well as mentioned the hijack thing is fixed, but it never ment to be in MP so a strange behavior may accure. I guess this is one of them. :butbut:

4) The Air Support doesn't work, not for me usually after used an AI, the air support never arrive.

6) Sometimes, the Evac chopper won't lift off.. Also I've found an Evac script which i think would be better, look here. Its just the same but with gunners and all + it can be called in and used just as the current evac thingy.

Strange, I tested it today on dedi and local works like a charm. I even added gunners to the Evac and it's working, can any one else confirm. Might be something else is causing it?

The Norrin script is a great script but it dosent feet MCC as I don't want the player to control the chopper only the MM. plus the Mando heliroute script (MCC) let the chopper able to land on precise locations such as the LHD or rooftops. That it's why it's a bit clancky when you get close to the LZ it is precise landing.

7) If you die with the AI you hijaked, you won't be able to spawn when you get to your real character, after the time, you die again.

Again hijack thing was never ment to work in MP, so it might have bugs consedring other scripts as ACE wounds or Revive. Use it with care.

8) The IED doesn't work, even when you fail to disarm them or anything they won't blow up. Not even the MCC can.

Strange behavior on your side, I tested it again, work flawlessly. If you can provide more info so I can reproduce it. it will be great.

How do i get the High Command to work? I can't get it to work, i set my self as Commander, try to get a west group to become to Add High COmmand but doesn't work...

It's all in the manual. Make yourself commander. Add groups (not units) from the UM command. Press Ctrl + Space to bring the HC menu and command your troops. Press clear to remove groups from high command.

Isn't there any ShackTac Script for the Tank Crew Loadout?

I wanted to add MP7A1 instead of the default equip. But just found in ShackTac Heavy MG Gunners etc.

Is one of those thingies used for the Commander, Driver and Gunner? if yes please tell me need to change ;)

No I haven't bothered with tank crew but you can do it easy.

Add this to the unit init file

nul = ["tcc",this] execVM "f\common\@ShackTac_assignGear.sqf"

now build a gear for each role in the ShackTac_assignGear0.sqf to ShackTac_assignGear4.sqf for each side and each load.

It is self explanatory but you can use the F2 wiki for it.

You can use:

tcc - Tank Crew Commander

tcg - Tank Crew Gunner

tcd - Tank Crew Driver

If you need more help let me know ;)

Edited by shay_gman

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Hey, I found this MCC Sandbox tool 3 days ago and guess what I feel now? This is really great tool, very handy for build a new mission, moreover even if we start a mission its really flexible! Found a new world of ArmA2! Thank you so much shay_gman.

By the way, I have 2 simple questions...

1st. I wanted to ask "Can I capture 'Evac feature' in trigger?", so I read all these 50 page threads :P. but...

Done, wait for next release.

Problem solved!

2nd. Can I 'safe' SF HALO respawn point? I made a simple mission for SF team, expecting they start their mission in C-130. But when I load mine, they just start from ground. If I make a west respawn point, they start from there, If not, just default start point. So I analyzed my 'safe' code, but there was no code for SF HALO respawn point. (But not like SF HALO, WEST respawn point was there)

3rd. About armed civilian(IED), what is 'Order to Follow' action menu? When I pressed that action menu, it seems nothing happens.

Yup! Anyway this is my simple question about this great tool and other features are so nice and well functional! Thanks for read.

Edited by su79eu7k

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6) Sometimes, the Evac chopper won't lift off..

Strange, I tested it today on dedi and local works like a charm. I even added gunners to the Evac and it's working, can any one else confirm. Might be something else is causing it?

I can confirm the evac works (V158).

Just make sure you do the request in the right order.

So you would need to spawn, then add waypoints, and then do the request.

However, I did not see any gunners when spawning a Venom yet. Should I? Or is this in the to be released version only?

8) The IED doesn't work, even when you fail to disarm them or anything they won't blow up. Not even the MCC can.

The IED does work, it just seems to have a bit of random behaviour.

(is it supposed to be like that?)

In most cases it does blow up, but not always.

Most of the times I don't see the disarm option either, so I guess I need to take a look at the manual how to approach a suspected IED ;-)

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However, I did not see any gunners when spawning a Venom yet. Should I? Or is this in the to be released version only?

Yup active gunners will be added in V1.6 (I skipped 1.5.9 as it combined with v1.6.

The IED does work, it just seems to have a bit of random behaviour.

(is it supposed to be like that?)

In most cases it does blow up, but not always.

Most of the times I don't see the disarm option either, so I guess I need to take a look at the manual how to approach a suspected IED ;-)

Strange, the only randomness in IED is when you are trying to disarm them.

I do know that on some items it's harder to spot the "Disarm" action (mostly the small ones) but the IED should explode every time the conditions are made:

1. You are member of the target side.

2. The IED is set to proximity trigger.

3. You are moving faster then a slow prone in the proximity radius.

4. The IED isn't effected or not under the effect of a scramblers vehicles (CREW).

If you care to provide a test case for the randomness behavior that will be super cool because I could fix it before V1.6 release.

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Hi,

It's me again.

I'm trying to put new skins into the sandbox but everytime I start the Sandbox I cannot choose the Mission Generator anymore.

So in which File is the Mission Generator thing pinned to the USMC Skins?

Hope u understand what I want!

Jani

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