shay_gman 272 Posted December 20, 2011 (edited) This would be a very nice feature in my opinion, I appreciate any consideration you give this. I do understand that it would be quite a bit of work, so I would understand if you turn down the addition of my idea. After spending that much time on Windows Paint how can I let you down? I have the arge of getting back to this... I have lots of plans and I might even do this thing you ask, but first bugs fixing. damn you Skyrim. @Lonestar what do you mean fast rope isn't working? do the chopper arive at all? does it go into auto hover? BTW updated the manual link. Edited December 20, 2011 by shay_gman Share this post Link to post Share on other sites
Lorca 10 Posted December 21, 2011 After spending that much time on Windows Paint how can I let you down? I have the arge of getting back to this... I have lots of plans and I might even do this thing you ask, but first bugs fixing. damn you Skyrim. Lol, Skyrim. You are my buddy then. I've been a member of TES since 2003 and my user name is the same as here. Anyways, it's great to hear that you will continue doing more stuff for MCC. I wish Bethesda had a realtime editor. Share this post Link to post Share on other sites
Lonestar 11 Posted December 21, 2011 @Lonestar what do you mean fast rope isn't working? do the chopper arive at all? does it go into auto hover?BTW updated the manual link. The chopper arrives and auto-hovers but no rope. Thanks for the link update. Share this post Link to post Share on other sites
shay_gman 272 Posted December 21, 2011 The chopper arrives and auto-hovers but no rope.Thanks for the link update. So it is working, at the time there wasn't an option to call the AI to deploy the ropes so the player should take the rope from the chopper gear and deploy it. I'll fix that for auto deploying for next update. Share this post Link to post Share on other sites
Lonestar 11 Posted December 21, 2011 If I'm calling an AI evac chopper I'm not expected to be in the chopper. :confused: I also noticed you didn't update your mission name and description. briefingName="CO_MCC_SANDBOX_V1.6.1"; briefingDescription="*** CO_MCC_SANDBOX_V1.6.1 ***"; Will you update the mission version? Share this post Link to post Share on other sites
shay_gman 272 Posted December 21, 2011 If I'm calling an AI evac chopper I'm not expected to be in the chopper. :confused:I also noticed you didn't update your mission name and description. Will you update the mission version? No i'm not working on the mission version any more. Well, if you are calling an AI chopper for extraction are you expecting using fast rope? are you planing climbing up the ropes to the chopper? :j: then it's going to be slow rope :D The evac was planed in mind to get into action and out of action. Probably at the insertion you'll be using fast rope and on extraction the chopper will land. Share this post Link to post Share on other sites
Lonestar 11 Posted December 21, 2011 I thought the crew would get out, the name is misleading. Too bad you won't be updating the mission anymore. Share this post Link to post Share on other sites
friznit2 350 Posted December 23, 2011 This may seem an odd question, but is there a way to disable MCC without taking it out of the mod line? The addon version is fantastic, and I'd like to keep it as a permanent resident in our custom addon pack for general use, but for some missions I'd like to disable it to prevent conflicts and/or take away the temptation for people to fiddle. Options might be to make it dependent on an editor module/gamelogic drop in, or add a more robust login so it's limited to server admin or someone with a password? Share this post Link to post Share on other sites
Sleep 10 Posted December 23, 2011 Thanks shay for looking into the waypoints possibility, Franklin and I used this almost exclusively on the server and thats one of the most needed functions we could use currently. Edit: finally found my password for my user name here.... i havnt been on in awhile and was supposed to ask about this months ago. Share this post Link to post Share on other sites
shay_gman 272 Posted December 24, 2011 (edited) MCC link has been updated, Added a module (logic 2d editor) to restrict player and/or roles access to MCC. MCC is normally open which means it will run for all if you didn't restrict it. From the front page: Instructions: Basically all you have to do is run the mod and you'll get a "mission generator" action in the action menu on every single or multiplayer mission. If you want to confine which players or roles can access MCC you can do it by placing the MCC sandbox module in the 2d editor. Then you can either sync units to it, only those units will have the MCC access, or you can set a variable to the module with the name of the players which have access to the module. this setvariable ["names",["shay_gman","Spirit"]]; If you want to let anyone access to MCC just don't put the module. Edited December 24, 2011 by shay_gman Share this post Link to post Share on other sites
kremator 1065 Posted December 24, 2011 Thanks for the update ! Share this post Link to post Share on other sites
spirit6 51 Posted December 24, 2011 (edited) This may seem an odd question, but is there a way to disable MCC without taking it out of the mod line? The addon version is fantastic, and I'd like to keep it as a permanent resident in our custom addon pack for general use, but for some missions I'd like to disable it to prevent conflicts and/or take away the temptation for people to fiddle.Options might be to make it dependent on an editor module/gamelogic drop in, or add a more robust login so it's limited to server admin or someone with a password? Well there is only 3 ways there: - Discipline. this means you order nobody in as it is clear that the chat messge shows somebody is logging into mcc. You simply warn him/boot him. - Login at start of mission nobody can login. - limit acces by shays words. Where i am from its not an issue. I mean, nobody can secretly login. Its shown by chat message. If that user is an issue, then that is what it is. A user issue. Edited December 25, 2011 by spirit6 Share this post Link to post Share on other sites
Guest Posted December 25, 2011 Updated release frontpaged on the Armaholic homepage. Mission Control Center Sandbox (MCC Sandbox) - MOD VersionCommunity Base Addons Share this post Link to post Share on other sites
DZR_Mikhail 14 Posted December 27, 2011 Can I somehow set this: this setvariable ["names",["shay_gman","Spirit"]]; not by placing module, but by a script command? For example like ACE vars: publicVariable 'ace_sys_wounds_leftdam';ace_sys_repair_default_tyres= true; may be there's smt like publicVariable 'shay_mcc_names';shay_mcc_names= ["name1","name2"]; ---------- Post added at 04:25 PM ---------- Previous post was at 04:13 PM ---------- Is it the right one? mcc_sandbox_module Will this command work if executed on a unit's init in the editor? mcc_actionInedx = [['> Mission generator', '\mcc_sandbox_mod\mcc\dialogs\mcc_PopupMenu.sqf', [], 0, false, false, 'teamSwitch' ]] call CBA_fnc_addPlayerAction; ---------- Post added at 04:29 PM ---------- Previous post was at 04:25 PM ---------- P.s. What do you think about making a second Module and variable which will restrict admin login not by a nickname, but by the unique Arma2 OA ID? Share this post Link to post Share on other sites
shay_gman 272 Posted December 27, 2011 @Zvukoper, About the first part, you can't because if you won't place the module every one will have free acess to MCC, well at least the first one who log in. About the second part, well you can try. I'm not sure... Share this post Link to post Share on other sites
McMick 10 Posted December 27, 2011 (edited) Any chance of someone mirroring the manual? The bandwidth limit has been reached on the current link. Edit: I uploaded it to multiupload: http://www.multiupload.com/RJTTBEFDAL I don't know how long it will last, as I did it without an account. Hope this helps. Edited December 28, 2011 by McMick Share this post Link to post Share on other sites
McMick 10 Posted December 28, 2011 (edited) EDIT: I couldn't get it to work but I read through the thread again and figured it out. The problem is the mod doesn't extract with the files in the right folders and you have to manually make Addons and Keys folders and move the files into them. It may be because I used IZArc, not 7zip. Edited December 28, 2011 by McMick Share this post Link to post Share on other sites
shay_gman 272 Posted December 29, 2011 EDIT: I couldn't get it to work but I read through the thread again and figured it out. The problem is the mod doesn't extract with the files in the right folders and you have to manually make Addons and Keys folders and move the files into them. It may be because I used IZArc, not 7zip. Why not using Six Updater? Share this post Link to post Share on other sites
sanjuaro 10 Posted December 30, 2011 any idea why the ACE cas isn't working properly? i have ace installed and everything. the jet just flies by and doesn't do anything Share this post Link to post Share on other sites
cuel 25 Posted December 31, 2011 I have @cba and @mcc_sandbox loaded into CO but nothing's happening in-game. Don't have the module or anything. Share this post Link to post Share on other sites
shay_gman 272 Posted January 1, 2012 any idea why the ACE cas isn't working properly? i have ace installed and everything. the jet just flies by and doesn't do anything I can't reproduce it, tried it on Host MP, Lan MP, Dedicated MP, SP. For me ACE CAS is working. Try testing it on Uthes or Chernarus. I have @cba and @mcc_sandbox loaded into CO but nothing's happening in-game. Don't have the module or anything. Try reading http://www.armaholic.com/plug.php?e=faq&q=18 Share this post Link to post Share on other sites
trini scourge 1 Posted January 1, 2012 any idea why the ACE cas isn't working properly? i have ace installed and everything. the jet just flies by and doesn't do anything I'm having the same problem. The ACE-specific features don't work (Gun runs/BLU etc), but the Rockets and JDAM work. Also, sometimes the planes don't spawn. UAVs don't work for me either (using the manual). Share this post Link to post Share on other sites
shay_gman 272 Posted January 1, 2012 Give me more info guys: which island? dedicated or LAN? as host or client? updated from SU or manually? Beta version? Share this post Link to post Share on other sites
trini scourge 1 Posted January 1, 2012 Give me more info guys: which island? dedicated or LAN? as host or client? updated from SU or manually? Beta version? Arma CO v 1.60 (not beta), ACE v 1.13. I've tried Utes, Chernarus, Takistan, Tora Bora and CLAfghan all on singleplayer. I used SU to download and update. Here is my Mod list: @JSRS1.4; @CBA; @JayArma2Lib; @ACRE; @ACE;@ACEX;@ACEX_USNavy;@ACEX_RU; @Blastcore_Visuals; @fallujah;@ToraBora;@CLAfghan; @stmovement;@zeu_AI_ACE; @mb_objects;@opx_objects; @JTD; @mcc_sandbox; @SMK Share this post Link to post Share on other sites
Wolf72nd 1 Posted January 2, 2012 I can`t get CAS working either. Host internet or LAN. Map Takistan. 1.6 Official Patch. Mods: CBA CBA_OA ACE ACE EX ACE_SM J ARMA Lib MCC RTE Also if I create a convoy the HVT sit`s in a vehicle alone,nobody jumps in with him? Same map,same mods. Happy New Year shay_gman. Thanks for all your work on this! Share this post Link to post Share on other sites