Sleep 10 Posted January 8, 2011 (edited) here ya go MCC torabora... not sure if the lhd works tho http://www.mediafire.com/?fga3pc9ogc2hte3 edit: nope it doesnt would look hilarious tho in the middle of the desert added pmc guys also oh and heres a huge battle i made for shits and giggles last weekend, east or west is joinable, only real mission is to not die 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=[5164.9,1724.49,-119.651]; 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 = 'any'; script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf'; waitUntil {scriptDone script_handler}; 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=[4021.2,6186.47,-373.439]; 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 = 'any'; script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf'; waitUntil {scriptDone script_handler}; 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=[4033.63,6170.38,-377.449]; 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 = 'any'; script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf'; waitUntil {scriptDone script_handler}; mcc_spawntype='DOC'; mcc_classtype='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='SmallBase'; mcc_spawnfaction='USMC'; mcc_zone_number=1; mcc_zoneinform='NOTHING'; mcc_zone_markername='1'; mcc_spawnbehavior='MOVE'; mcc_grouptype =''; mcc_spawndisplayname ='Small base'; 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=true; mcc_spawnname='USMC_InfSquad'; mcc_spawnfaction='configFile >> "CfgGroups" >>"West">>"USMC">>"Infantry">>"USMC_InfSquad" '; mcc_zone_number=1; mcc_zoneinform='NOTHING'; mcc_zone_markername='1'; mcc_spawnbehavior='FORTIFY'; 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='VEHICLE'; mcc_classtype='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='M252'; mcc_spawnfaction='WEST'; mcc_zone_number=1; mcc_zoneinform='NOTHING'; mcc_zone_markername='1'; mcc_spawnbehavior='FORTIFY'; mcc_grouptype =''; mcc_spawndisplayname ='["M252 81mm Mortar","\Ca\weapons\data\ico\mortar_m251_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='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='M252'; mcc_spawnfaction='WEST'; mcc_zone_number=1; mcc_zoneinform='NOTHING'; mcc_zone_markername='1'; mcc_spawnbehavior='FORTIFY'; mcc_grouptype =''; mcc_spawndisplayname ='["M252 81mm Mortar","\Ca\weapons\data\ico\mortar_m251_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='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='M252'; mcc_spawnfaction='WEST'; mcc_zone_number=1; mcc_zoneinform='NOTHING'; mcc_zone_markername='1'; mcc_spawnbehavior='FORTIFY'; mcc_grouptype =''; mcc_spawndisplayname ='["M252 81mm Mortar","\Ca\weapons\data\ico\mortar_m251_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=6; mcc_zone_marker_X=10; mcc_zone_marker_Y=10; mcc_zone_markername='6'; mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]]; mcc_markerposition=[3422.8,6682.39,-458.353]; 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=6; mcc_zoneinform='NOTHING'; mcc_zone_markername='6'; mcc_spawnbehavior='FORTIFY'; mcc_grouptype =''; mcc_spawndisplayname ='["M252 81mm Mortar","\Ca\weapons\data\ico\mortar_m251_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='DOC'; mcc_classtype='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='SmallBase'; mcc_spawnfaction='USMC'; mcc_zone_number=6; mcc_zoneinform='NOTHING'; mcc_zone_markername='6'; mcc_spawnbehavior='FORTIFY'; mcc_grouptype =''; mcc_spawndisplayname ='Small base'; 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=true; mcc_spawnname='RU_InfSquad'; mcc_spawnfaction='configFile >> "CfgGroups" >>"East">>"RU">>"Infantry">>"RU_InfSquad" '; mcc_zone_number=6; mcc_zoneinform='NOTHING'; mcc_zone_markername='6'; mcc_spawnbehavior='FORTIFY'; 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'; waitUntil {scriptDone script_handler}; mcc_spawntype='GROUP'; mcc_classtype='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='RU_InfSquad'; mcc_spawnfaction='configFile >> "CfgGroups" >>"East">>"RU">>"Infantry">>"RU_InfSquad" '; mcc_zone_number=6; mcc_zoneinform='NOTHING'; mcc_zone_markername='6'; mcc_spawnbehavior='FORTIFY'; 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'; waitUntil {scriptDone script_handler}; mcc_spawntype='VEHICLE'; mcc_classtype='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='KORD_high'; mcc_spawnfaction='EAST'; mcc_zone_number=6; mcc_zoneinform='NOTHING'; mcc_zone_markername='6'; mcc_spawnbehavior='FORTIFY'; mcc_grouptype =''; mcc_spawndisplayname ='["Kord","\ca\Weapons\data\ico\kord6u16sp_CA.paa"]'; mcc_track_units = false; mcc_awareness = 'default'; mcc_sidename = 'EAST'; script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf'; waitUntil {scriptDone script_handler}; mcc_spawntype='VEHICLE'; mcc_classtype='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='KORD_high'; mcc_spawnfaction='EAST'; mcc_zone_number=6; mcc_zoneinform='NOTHING'; mcc_zone_markername='6'; mcc_spawnbehavior='FORTIFY'; mcc_grouptype =''; mcc_spawndisplayname ='["Kord","\ca\Weapons\data\ico\kord6u16sp_CA.paa"]'; mcc_track_units = false; mcc_awareness = 'default'; mcc_sidename = 'EAST'; script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf'; waitUntil {scriptDone script_handler}; mcc_zone_number=2; mcc_zone_marker_X=100; mcc_zone_marker_Y=100; mcc_zone_markername='2'; mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]]; mcc_markerposition=[4140.91,6084.84,-378.33]; 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=2; mcc_zoneinform='NOTHING'; mcc_zone_markername='2'; mcc_spawnbehavior='FORTIFY'; mcc_grouptype =''; mcc_spawndisplayname ='["Kord","\ca\Weapons\data\ico\kord6u16sp_CA.paa"]'; mcc_track_units = false; mcc_awareness = 'default'; mcc_sidename = 'EAST'; 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=true; mcc_spawnname='USMC_InfSquad'; mcc_spawnfaction='configFile >> "CfgGroups" >>"West">>"USMC">>"Infantry">>"USMC_InfSquad" '; 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=true; mcc_spawnname='USMC_FireTeam_AT'; mcc_spawnfaction='configFile >> "CfgGroups" >>"West">>"USMC">>"Infantry">>"USMC_FireTeam_AT" '; mcc_zone_number=2; mcc_zoneinform='NOTHING'; mcc_zone_markername='2'; mcc_spawnbehavior='MOVE'; mcc_grouptype =''; mcc_spawndisplayname ='Fire Team (AT)'; 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=true; mcc_spawnname='USMC_FireTeam_AT'; mcc_spawnfaction='configFile >> "CfgGroups" >>"West">>"USMC">>"Infantry">>"USMC_FireTeam_AT" '; mcc_zone_number=2; mcc_zoneinform='NOTHING'; mcc_zone_markername='2'; mcc_spawnbehavior='MOVE'; mcc_grouptype =''; mcc_spawndisplayname ='Fire Team (AT)'; 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=true; mcc_spawnname='USMC_FireTeam_MG'; mcc_spawnfaction='configFile >> "CfgGroups" >>"West">>"USMC">>"Infantry">>"USMC_FireTeam_MG" '; mcc_zone_number=2; mcc_zoneinform='NOTHING'; mcc_zone_markername='2'; mcc_spawnbehavior='MOVE'; mcc_grouptype =''; mcc_spawndisplayname ='Fire Team (MG)'; 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=true; mcc_spawnname='USMC_FireTeam_MG'; mcc_spawnfaction='configFile >> "CfgGroups" >>"West">>"USMC">>"Infantry">>"USMC_FireTeam_MG" '; mcc_zone_number=2; mcc_zoneinform='NOTHING'; mcc_zone_markername='2'; mcc_spawnbehavior='MOVE'; mcc_grouptype =''; mcc_spawndisplayname ='Fire Team (MG)'; mcc_track_units = false; mcc_awareness = 'default'; mcc_sidename = 'WEST'; script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf'; waitUntil {scriptDone script_handler}; ["gita", [[3458.19,6611.37,-437.851], 100, 0, 1, "terror town"]] call CBA_fnc_globalEvent; mcc_zone_number=7; mcc_zone_marker_X=100; mcc_zone_marker_Y=100; mcc_zone_markername='7'; mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]]; mcc_markerposition=[3452.54,6607.53,-438.261]; 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=7; mcc_zoneinform='NOTHING'; mcc_zone_markername='7'; mcc_spawnbehavior='MOVE'; mcc_grouptype =''; mcc_spawndisplayname ='Fire Team (MG)'; 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=true; mcc_spawnname='RU_InfSquad'; mcc_spawnfaction='configFile >> "CfgGroups" >>"East">>"RU">>"Infantry">>"RU_InfSquad" '; mcc_zone_number=7; mcc_zoneinform='NOTHING'; mcc_zone_markername='7'; 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'; waitUntil {scriptDone script_handler}; mcc_spawntype='GROUP'; mcc_classtype='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='RU_InfSquad'; mcc_spawnfaction='configFile >> "CfgGroups" >>"East">>"RU">>"Infantry">>"RU_InfSquad" '; mcc_zone_number=7; mcc_zoneinform='NOTHING'; mcc_zone_markername='7'; 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'; waitUntil {scriptDone script_handler}; mcc_spawntype='GROUP'; mcc_classtype='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='RU_MotInfSection_Recon'; mcc_spawnfaction='configFile >> "CfgGroups" >>"East">>"RU">>"Motorized">>"RU_MotInfSection_Recon" '; mcc_zone_number=7; mcc_zoneinform='NOTHING'; mcc_zone_markername='7'; mcc_spawnbehavior='MOVE'; mcc_grouptype =''; mcc_spawndisplayname ='Motorized Recon Section'; mcc_track_units = false; mcc_awareness = 'default'; mcc_sidename = 'EAST'; 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=true; mcc_spawnname='USMC_HeavyATTeam'; mcc_spawnfaction='configFile >> "CfgGroups" >>"West">>"USMC">>"Infantry">>"USMC_HeavyATTeam" '; mcc_zone_number=1; mcc_zoneinform='NOTHING'; mcc_zone_markername='1'; mcc_spawnbehavior='MOVE'; mcc_grouptype =''; mcc_spawndisplayname ='Heavy AT Team'; 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=true; mcc_spawnname='USMC_HeavyATTeam'; mcc_spawnfaction='configFile >> "CfgGroups" >>"West">>"USMC">>"Infantry">>"USMC_HeavyATTeam" '; mcc_zone_number=1; mcc_zoneinform='NOTHING'; mcc_zone_markername='1'; mcc_spawnbehavior='MOVE'; mcc_grouptype =''; mcc_spawndisplayname ='Heavy AT Team'; 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=true; mcc_spawnname='USMC_InfSquad'; mcc_spawnfaction='configFile >> "CfgGroups" >>"West">>"USMC">>"Infantry">>"USMC_InfSquad" '; mcc_zone_number=1; mcc_zoneinform='NOTHING'; mcc_zone_markername='1'; 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=true; mcc_spawnname='USMC_InfSquad'; mcc_spawnfaction='configFile >> "CfgGroups" >>"West">>"USMC">>"Infantry">>"USMC_InfSquad" '; mcc_zone_number=1; mcc_zoneinform='NOTHING'; mcc_zone_markername='1'; 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=true; mcc_spawnname='RU_InfSquad'; mcc_spawnfaction='configFile >> "CfgGroups" >>"East">>"RU">>"Infantry">>"RU_InfSquad" '; mcc_zone_number=6; mcc_zoneinform='NOTHING'; mcc_zone_markername='6'; 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'; waitUntil {scriptDone script_handler}; mcc_spawntype='GROUP'; mcc_classtype='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='RU_InfSquad'; mcc_spawnfaction='configFile >> "CfgGroups" >>"East">>"RU">>"Infantry">>"RU_InfSquad" '; mcc_zone_number=6; mcc_zoneinform='NOTHING'; mcc_zone_markername='6'; 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'; waitUntil {scriptDone script_handler}; mcc_spawntype='GROUP'; mcc_classtype='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='RU_InfSection_MG'; mcc_spawnfaction='configFile >> "CfgGroups" >>"East">>"RU">>"Infantry">>"RU_InfSection_MG" '; mcc_zone_number=6; mcc_zoneinform='NOTHING'; mcc_zone_markername='6'; mcc_spawnbehavior='MOVE'; mcc_grouptype =''; mcc_spawndisplayname ='Infantry Section (MG)'; mcc_track_units = false; mcc_awareness = 'default'; mcc_sidename = 'EAST'; script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf'; waitUntil {scriptDone script_handler}; MCC_START_WEST = [4062.3,6132.67,-373.91]; publicVariable 'MCC_START_WEST'; mcc_flagteleport setpos ([([4062.3,6132.67,-373.91]),1,10,1,0,900,0] call BIS_fnc_findSafePos); MCC_START_EAST = [3418.28,6699.48,-457.336]; publicVariable 'MCC_START_EAST'; mcc_flagteleport setpos ([([3418.28,6699.48,-457.336]),1,10,1,0,900,0] call BIS_fnc_findSafePos); ["battlefield", [[3765.12,6394.76,-365.652], 400]] call CBA_fnc_globalEvent; ["battlefield", [[3749.52,6373.31,-366.106], 400]] call CBA_fnc_globalEvent; ["battlefield", [[3788.8,6401.64,-371.461], 400]] call CBA_fnc_globalEvent; Edited January 8, 2011 by Sleep Share this post Link to post Share on other sites
shay_gman 272 Posted January 8, 2011 Why won't we start a thread of MCC Sandbox user's mission? It easy to place it there and easy to "dowload". Share this post Link to post Share on other sites
Sleep 10 Posted January 8, 2011 Why won't we start a thread of MCC Sandbox user's mission? It easy to place it there and easy to "dowload". I have a few things to add, some are a bit sloppy from when i was learning it but they work fine Share this post Link to post Share on other sites
mtuckner 10 Posted January 8, 2011 I've already had some great fun with this. I am pleased you guys made this. A thread would be great. For feedback, an AI compatible version would be good. Sometimes it would be nice to run it with a smaller group with an AI fireteam. I ran it with the AI trick, but it does seem like there are some compatibility issues going on, as you suspected. Question, is there a way to link armed civilians together, as in they activate at the same time, I would like to have a few turn on so to speak together, right now it seems totally random? Share this post Link to post Share on other sites
Sleep 10 Posted January 9, 2011 I've already had some great fun with this. I am pleased you guys made this. A thread would be great. For feedback, an AI compatible version would be good. Sometimes it would be nice to run it with a smaller group with an AI fireteam. I ran it with the AI trick, but it does seem like there are some compatibility issues going on, as you suspected.Question, is there a way to link armed civilians together, as in they activate at the same time, I would like to have a few turn on so to speak together, right now it seems totally random? this is where the creative part comes in for me, not sure officially but what i would do is place your armed civilian inside one of your trigger areas, when the players walk into your armed civvie's area, trigger your pre placed ai to move to that area. Share this post Link to post Share on other sites
mtuckner 10 Posted January 9, 2011 When on the side of west, call for fire includes an 85mm mortar from the MCC screen. Shouldn't this be a 81mm? Share this post Link to post Share on other sites
shay_gman 272 Posted January 9, 2011 (edited) Easier way to port is copy paste everything from the editor to a new mission on the new island, then set all units to playable (either by search and replace in mission.sqm or 1 by 1 in the editor), save the mission and then copy all files except mission.sqm into the new mission folder. Well switching more then 300 units to playble is a pain in the A@# belive me. an AI compatible version would be good. That can be done easily. Will do and release. Question, is there a way to link armed civilians together, as in they activate at the same time, I would like to have a few turn on so to speak together, right now it seems totally random? Not ATM. The armed civilian scan for nearby target faction units, it is random when and if they'll start shooting the target faction's units. The idea behind it is to give the feeling of fighing in populated area when every guy can be the enemy. I can make them react like IEDs when you get near them they start shooting imediatly. When on the side of west, call for fire includes an 85mm mortar from the MCC screen. Shouldn't this be a 81mm? Wel I didn't made seperate menu for east and west. Let's pretend that the mortars gain a little wight during winter time. ;) You can find the user mission thread here: http://forums.bistudio.com/showthread.php?p=1830585#post1830585 Edited January 9, 2011 by shay_gman Share this post Link to post Share on other sites
m1n1d0u 29 Posted January 9, 2011 hello everyone , first thing nice job , second thing i have a bug , when i spawn some IA they auto surrender and i don't know why i use ace Share this post Link to post Share on other sites
spirit6 51 Posted January 9, 2011 hello everyone , first thing nice job , second thing i have a bug , when i spawn some IA they auto surrender and i don't know why i use ace The auto surrender was in the initial version(bugged) that has been replaced by a new upload on armaholic and on this thread. This solves the issue. So get the new fixed version first. You can read that 2 pages back i believe. On first post you will find the link to the missions also. Please download from there again. Share this post Link to post Share on other sites
shay_gman 272 Posted January 9, 2011 hello everyone , first thing nice job , second thing i have a bug , when i spawn some IA they auto surrender and i don't know why i use ace Did you download the latest version, If so which island? Share this post Link to post Share on other sites
m1n1d0u 29 Posted January 9, 2011 oh oki sorry i think i download the good version on armaholic but i try to redownload it anyway thanks for the fix Share this post Link to post Share on other sites
galzohar 31 Posted January 10, 2011 Well switching more then 300 units to playble is a pain in the A@# belive me. That's why I suggested search&replace. Shouldn't be that hard to figure out what to search for that will make it work. Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted January 10, 2011 Will you consider releasing a non-ace version eventually? Share this post Link to post Share on other sites
shay_gman 272 Posted January 10, 2011 :bounce3: Will you consider releasing a non-ace version eventually? Well I thought about it, and if you mean no CBA too. The answer is simply - no. Too much work. MCC is build for MP. So there is intensive use of of the extended event handler (XEH). It is build in a client, server methood. Of course it can be done without CBA, but the conversion will take lots of time I don't have. I don't mind if someone else is willing to take the burden and doing it. I'll help him in any way I can. Now about using CBA but not using ACE, That can be done. Actually, it easily done (just remove the AI talk module from the editor). But there are some functions that won't work because the lack of classes in the Vanila ArmA. like the IEDs and CBU for example. That's why I suggested search&replace. Shouldn't be that hard to figure out what to search for that will make it work. Well actually to make a unit playable you have to add a line (can't remeber which) in each class at mission.sqm and not replacing, and that is even more pain in the A@# then switiching it from the editor. Share this post Link to post Share on other sites
Ragedoctor 10 Posted January 10, 2011 Anyone has any idea why I get the message Im missing the addon CAWater? Im using the STEAM version of Arma 2:AO standalone. Ive downloaded CBA, setup the folder properly and have both the ACE and ACEX pack. Im kind of at a loss here and quite frustrated aswell. Help would be appreciated. Share this post Link to post Share on other sites
Shad0wCatcher 10 Posted January 10, 2011 Anyone has any idea why I get the message Im missing the addon CAWater?Im using the STEAM version of Arma 2:AO standalone. Ive downloaded CBA, setup the folder properly and have both the ACE and ACEX pack. Im kind of at a loss here and quite frustrated aswell. Help would be appreciated. CAWater is part of Arma 2. Share this post Link to post Share on other sites
shay_gman 272 Posted January 10, 2011 Anyone has any idea why I get the message Im missing the addon CAWater?Im using the STEAM version of Arma 2:AO standalone. The answer is in the body of the question. MCC Sandbox is for CO (ArmA2 + OA). Sorry mate, if there is a demend I can make a AO SA pack. Share this post Link to post Share on other sites
galzohar 31 Posted January 10, 2011 Actually you can just pick a line that is the same for all units and then replace that line with the same line + the line you want to add ;o Share this post Link to post Share on other sites
O Andarilho 10 Posted January 10, 2011 Thanks for another option to create missions. I'm in trouble, they turn out like what I create in the mission builder!? Another problem, how can I move the vehicles that I create? Share this post Link to post Share on other sites
spirit6 51 Posted January 10, 2011 Thanks for another option to create missions. I'm in trouble, they turn out like what I create in the mission builder!?Another problem, how can I move the vehicles that I create? I am not clear on your first question to be honost. For information on how to use i would suggest download and read the manual and/or watch the youtubes, that will answer all startup questions and beyond witout a doubt. Share this post Link to post Share on other sites
AceOfSpades 10 Posted January 11, 2011 The answer is in the body of the question. MCC Sandbox is for CO (ArmA2 + OA). Sorry mate, if there is a demend I can make a AO SA pack. Yes please, if you could make a stand alone version without the CAWater dependency that would be great. Share this post Link to post Share on other sites
galzohar 31 Posted January 11, 2011 That's probably the LHD that's causing the CAWater dependency? Share this post Link to post Share on other sites
Eckhart 10 Posted January 11, 2011 Quick question: Is it possible to spawn hostages zone-wise, instead of precise location wise, so that I can have a hostage appear at a random location in an area? It's a bit un-fun, as the mission maker, to know exactly where the hostages are on the map. Share this post Link to post Share on other sites
shay_gman 272 Posted January 11, 2011 Another problem, how can I move the vehicles that I create? Like Spirit I'm not sure I get what you are asking. Anyway if you'll move a zone the units spawned on that zone will move too. If you want to move empty vehilces or do precise waypoints use RTE. In case you are refering to the Convoy Generator. First pick the vehicles you like to spawn in the convoy. Choose if you want an HVT his car and it's type. press create convoy. Place the 5 WP from start to end, the convoy will spawn heading the direction of WP 2. Then when you want the convoy to start press "Start Convoy". It will take a minute untill the empty sits will randomly populated and the convoy will start. Yes please, if you could make a stand alone version without the CAWater dependency that would be great. I'll look it over. We are planing a release with some of your requests and more by the weekend. That's probably the LHD that's causing the CAWater dependency? I doubt it because the LHD spawn by a script and it isn't in mission.sqm. I believe it is comming from the Weather module or some left over from who know when. Quick question: Is it possible to spawn hostages zone-wise, instead of precise location wise, so that I can have a hostage appear at a random location in an area? It's a bit un-fun, as the mission maker, to know exactly where the hostages are on the map. ATM it isn't possible. I'll add a zone spawn button for it. Share this post Link to post Share on other sites
friznit2 350 Posted January 11, 2011 Hats off to you guys, this is an awesome piece of work. We had an an initial play around last night and it was surprisingly easy to use and generate a very convincing battlefield with a few clicks - something that would have taken me all day in the regular mission editor. The integration of UPSMON is seemless and it's great to see it used in this manner. One of our NCOs raised a concern about controlling who has access to the tool in game, to avoid unscrupulous use of tactical nukes on the local wildlife. While it only allows one GM logged in at a time, is there anyway for the server admin to see who it is? Share this post Link to post Share on other sites