Fragmagnet 3 Posted April 17, 2012 After the recent CBA and ACE updates the AI doesn't seem to patrol zones anymore. Share this post Link to post Share on other sites
Nike619 1 Posted April 17, 2012 Working fine for me after the updates. Share this post Link to post Share on other sites
Clarkey1 10 Posted April 17, 2012 Patrols are working fine for me too since ACE update. Has anyone noticed exploding parachutes? I have seen alot of people saying air drops are not showing up at all, well they show up for me. The problem is that a few seconds after dropping the cargo the parachute or some other invisible object seems to explode, leaving my cargo sitting in mid air... very strange. The extraction helicopter sometimes acts weirdly too, but I can't quite put my finger on exactly what is causing it. Sometimes it will just sort of 'glide' in the direction of it's wp hovering at about 1 meter off the ground. Share this post Link to post Share on other sites
V3C1C 1 Posted April 17, 2012 I started with this mod week ago and I am absolutly in love with it :) But yes as there was already mentioned there is some bugs worst one is that LOAD not working - i tryed old version of mcc with maps LOAD works there perfect but what i like about mod that i am free to place in my map whatever i want there is no restrictions - i love it :) second one what i would like to work is halo jump with human players - i can do it alone with no problems but seems its not working if i want to make halo with friends. i found that when i make HALO i need to take chute in plain or plain will just circle around and will not let make HALO, but problem is that chute options is showing just for me. one more thing is exctract helecopter - now in missions i try to allways rope out coz often its try to land on trees and make us killed :) there was some script "areal taxi" or something - dont know is it possible to play it together with this mod, those AI pilots was bit smarter - even if you make LZ in forest they will find best possible closer place to land and never on tree :) Share this post Link to post Share on other sites
lao fei mao 21 Posted April 17, 2012 Would be great if the team link could be kept after player hijacking a teamleader. Share this post Link to post Share on other sites
Clarkey1 10 Posted April 17, 2012 (edited) ...one more thing is exctract helecopter - now in missions i try to allways rope out coz often its try to land on trees and make us killed :)there was some script "areal taxi" or something. +1 I think you're referring to norrin's Chopper/aerial taxi script script? It has the option to add an escort gunship for your transport now too. There's also the fast rope go-to by norrin. :) Edited April 17, 2012 by Clarkey1 Share this post Link to post Share on other sites
cub1 11 Posted April 19, 2012 Hi Shay, Having a ball with your Sandbox in singleplayer. great addon. Is there a way to call in paratroopers (spawn) as per the manual and then get them to join the player and become part of your team. Almost like reinforcing your group and hence being able to control them, or is this only possible using the RTE Editor addon ? Thanks for your help, Pete. Share this post Link to post Share on other sites
jsmuk 13 Posted April 21, 2012 I'm not sure if this has been asked before, but I struggled to find anything about it in the search. Is there any way to spawn targets via MCC? I mean the popup targets etc that are spawnable via the editor. If not, how hard would it be to add? Like is it something someone else can do to assist, because I have noticed a few things I want to spawn missing. Great addon by the way, has helped make many many missions a bit more dynamic, not to mention saved various evenings of ArmA with the people I play because things were forgotten when making the mission :rolleyes: Share this post Link to post Share on other sites
shay_gman 272 Posted April 21, 2012 Change log: MCC mod r.6 change log: -Fixed saving -Added evac option for free landing (AI will land on empty space next to the LZ) -Added evac smoke landing. Mark your LZ with smoke for precise landing. Hey There, i've encountered a terrible error at the MCC that makes it unplayable.1. I've encountered several times that the MCC Duplicate the actions i do, ex. Press Spawn Infantry Squad Once, it sends the command twice and spawns two infantry squads. 2. MCC Wont load saved missions - i've built a mission for an hour and a half to play later on, saved pasted it in a text document and got out of the game, when i came to load the Mission it loaded me the Starting point, the 4 Vehicles i've put at the start, one Marker i've put after the vehicles and thats it - it did not load the other markers, did not load the zones, the Infantry squads, the bases, the ammo Boxes, other vehicles. all those hours basically went to trash, is there any fix going out soon for that? Duplicating is something I can't reproduce, it's happends if MCC is runing twice on the server (loading the mod twice or using the mission version and the mod version together). The load option is fixed now. is there any way to change the skills of the individual sides, like make the blufor more skilled than the opfor? because in the mission settings you can only change the AI skills altogether i do believe Nope, but you can use the code console for that if you like @RamBoRaideR, zvukoper Same hare, MCC can double actions or not saving some actions at all. See the above second one what i would like to work is halo jump with human players - i can do it alone with no problems but seems its not working if i want to make halo with friends. i found that when i make HALO i need to take chute in plain or plain will just circle around and will not let make HALO, but problem is that chute options is showing just for me. one more thing is exctract helecopter - now in missions i try to allways rope out coz often its try to land on trees and make us killed :) there was some script "areal taxi" or something - dont know is it possible to play it together with this mod, those AI pilots was bit smarter - even if you make LZ in forest they will find best possible closer place to land and never on tree :) HALO is working and I can't duplicate what some describe, I tested that on local, host, win dedicated and linux dedicated. Sometimes it fails on some maps and it's up to ArmA's AI but I would say it works 90% of the time. As said before I'll need more info on when, where or how it's fails. About the evac the script is build so the AI can do precise landing even on rooftops. But I added the free landing and the smoke signal landing for you to have fun. Would be great if the team link could be kept after player hijacking a teamleader. Not atm. R6 relesed. Download link updated (http://www.gamefront.com/files/21592428/%40mcc_sandbox.rar) Share this post Link to post Share on other sites
Clarkey1 10 Posted April 22, 2012 Thanks for the update shay_gman, the land at smoke option is sweet!:) Share this post Link to post Share on other sites
Guest Posted April 22, 2012 Version 6 frontpaged on the Armaholic homepage. Mission Control Center Sandbox (MCC Sandbox) - MOD Version v6Community Base Addons Share this post Link to post Share on other sites
sunrrrise 14 Posted April 22, 2012 I think saving is still not working properly, at least saving triggers. I have created a mission on Hazar-Kot with 4 zones and 1 trigger which creates 4 enemy groups and moves one zone but when I saved and pasted it to Notepad the code of the mission is not full. It stops in the middle of the trigger part, precisely in the middle of the code of the third enemy group. The rest of the code is ok. Share this post Link to post Share on other sites
shay_gman 272 Posted April 23, 2012 can you PM with the code? Share this post Link to post Share on other sites
sunrrrise 14 Posted April 23, 2012 can you PM with the code? Of course, I will re-create it within next 24h. I think it's not about the length of the code, it's about spawning by the trigger many the same groups within one zone. I'm gonna PM you ASAP. Share this post Link to post Share on other sites
shay_gman 272 Posted April 23, 2012 If I remeber correctly you can't spawn group using a tirrger. I pretty sure I mentioned it on the readme or somewhere. The group name + the save string dosen't work. Just spawn alot of indevidual units Share this post Link to post Share on other sites
lao fei mao 21 Posted April 24, 2012 (edited) @Shay_Gman, If just play ARMA2CO+ MCC + CBA, whenever I use the "Box Gen", I find that the Automatic Rifles, Lauchers, Machine Guns, Rifles, Rucks lists are all empty, while else Binocular, Pistols, Magazine, Items lists can show. But if play ARMA2CO+ MCC + CBA+ACE, then very thing works well; So, could tweak this issue for those players like me seldomly play ACE? Edited April 24, 2012 by Lao Fei Mao Share this post Link to post Share on other sites
shay_gman 272 Posted April 24, 2012 @Shay_Gman,If just play ARMA2CO+ MCC + CBA, whenever I use the "Box Gen", I find that the Automatic Rifles, Lauchers, Machine Guns, Rifles, Rucks lists are all empty, while else Binocular, Pistols, Magazine, Items lists can show. But if play ARMA2CO+ MCC + CBA+ACE, then very thing works well; So, could tweak this issue for those players like me seldomly play ACE? Yes, sure I can. I'll do it for next release. Share this post Link to post Share on other sites
Defiance44 1 Posted April 26, 2012 Could you please make this mod supportable with Tora Bora? Thank you. Share this post Link to post Share on other sites
lao fei mao 21 Posted April 26, 2012 @Shay_Gman, Thanks a lot. I just sent you a PM. Please check. Could you please make this mod supportable with Tora Bora? Thank you. Tora Bora is an island, of course MCC support it. Cause MCC is now a mod, support any island. Just use your mouse wheel to access its UI. then log in or create a maker on the island. Then you could act like a god. Lots of fun. Share this post Link to post Share on other sites
Fragmagnet 3 Posted April 27, 2012 Can you remove the lines regarding the ACE wounding system for AI Because currently setting true or false doesn't do anything For me the system for ai never works if the line isn't commented out But if you comment out the line it works. // ACE Wounds System for AI (set TRUE to On, set FALSE to Off) ! // ace_sys_wounds_noai = false; set it as required like that also I found out why my AI weren't patrolling Apparently 2 comments in one line = breaks stuff. So just remove the second, like above if you're going to just comment out the line. // ace_sys_wounds_noai = false; //set it as required Share this post Link to post Share on other sites
Defiance44 1 Posted April 27, 2012 (edited) Does this support all maps and islands? EDIT: Nevermind Edited April 27, 2012 by Defiance44 Share this post Link to post Share on other sites
katipo66 94 Posted April 28, 2012 So after about 4 attempts at using this I've finally given it a proper chance and I like it a lot, must be a rediculous amount off time gone into it!? question/Advice: I only use it for SP, can I somehow remove the action from player and add it to objects instead? Share this post Link to post Share on other sites
Defiance44 1 Posted April 28, 2012 I created a few objects and a few soldiers on Tora Bora. I "safed" it, then I loaded the mission after restarting, and it won't load. It just says "Updating Zone\Contacting Server." Here is my mission code: mcc_zone_number=1; mcc_zone_marker_X=100; mcc_zone_marker_Y=100; mcc_zone_markername='1'; mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]]; mcc_markerposition=[7640.68,6492.11,-100.188]; script_handler = [0] execVM '\mcc_sandbox_mod\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_sandbox_mod\mcc\general_scripts\mcc_SpawnStuff.sqf'; waitUntil {scriptDone script_handler}; _string=''; _type=3; ['briefing', [_string, _type]] call CBA_fnc_globalEvent; sleep 1;_type=0; _stringName='Gharunta'; _stringDescription='Taliban forces are using the small village of Gharunta as shelter. They terrorize the villagers, and use their homes to shoot at American soldiers. They've set up machine guns and increased the amount of forces in the city since they got word we're coming.'; _pos = []; ['tasks', [_type, _stringName, _stringDescription, _pos]] call CBA_fnc_globalEvent; sleep 1;['simpleSpawn', [[7573.16,6503.65,11], 297.935, 'Land_BagFenceRound', 'AMMO', 'CIV', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; script_handler = [1] execVM '\mcc_sandbox_mod\mcc\general_scripts\delete\undo.sqf'; waitUntil {scriptDone script_handler}; ['simpleSpawn', [[7571.71,6449.96,11], 302.391, 'Land_BagFenceRound', 'AMMO', 'CIV', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; script_handler = [1] execVM '\mcc_sandbox_mod\mcc\general_scripts\delete\undo.sqf'; waitUntil {scriptDone script_handler}; MCC_align3D=true;publicVariable 'MCC_align3D';['simpleSpawn', [[7571.83,6450.21,11], 302.554, 'Land_BagFenceRound', 'AMMO', 'CIV', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; ['simpleSpawn', [[7571.14,6451.15,11.5], 121.583, 'DSHkM_Mini_TriPod_TK_INS_EP1', 'VEHICLE', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; script_handler = [1] execVM '\mcc_sandbox_mod\mcc\general_scripts\delete\undo.sqf'; waitUntil {scriptDone script_handler}; ['simpleSpawn', [[7571.71,6450.97,11], 122.916, 'DSHkM_Mini_TriPod_TK_INS_EP1', 'VEHICLE', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; script_handler = [1] execVM '\mcc_sandbox_mod\mcc\general_scripts\delete\undo.sqf'; waitUntil {scriptDone script_handler}; ['simpleSpawn', [[7570.7,6450.65,11], 125.392, 'DSHkM_Mini_TriPod_TK_INS_EP1', 'VEHICLE', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; script_handler = [1] execVM '\mcc_sandbox_mod\mcc\general_scripts\delete\undo.sqf'; waitUntil {scriptDone script_handler}; script_handler = [1] execVM '\mcc_sandbox_mod\mcc\general_scripts\delete\undo.sqf'; waitUntil {scriptDone script_handler}; ['simpleSpawn', [[7567.44,6505.52,10], 104.562, 'RU_WarfareBMGNest_PK', 'AMMO', 'CIV', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; script_handler = [1] execVM '\mcc_sandbox_mod\mcc\general_scripts\delete\undo.sqf'; waitUntil {scriptDone script_handler}; ['simpleSpawn', [[7567.97,6505.31,10], 104.586, 'RU_WarfareBMGNest_PK', 'AMMO', 'CIV', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; ['simpleSpawn', [[7694.9,6520.45,9.5], 106.409, 'Land_fort_bagfence_round', 'AMMO', 'CIV', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; script_handler = [1] execVM '\mcc_sandbox_mod\mcc\general_scripts\delete\undo.sqf'; waitUntil {scriptDone script_handler}; ['simpleSpawn', [[7694.54,6521.73,9.5], 108.032, 'Land_fort_bagfence_round', 'AMMO', 'CIV', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; script_handler = [1] execVM '\mcc_sandbox_mod\mcc\general_scripts\delete\undo.sqf'; waitUntil {scriptDone script_handler}; ['simpleSpawn', [[7693.56,6521.65,9.5], 106.948, 'Land_fort_bagfence_round', 'AMMO', 'CIV', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; ['simpleSpawn', [[7693.43,6520.29,10], 107.219, 'TK_INS_Soldier_EP1', 'MAN', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; ['simpleSpawn', [[7654.61,6462.32,6], 109.994, 'TK_INS_Soldier_2_EP1', 'MAN', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; ['simpleSpawn', [[7567.99,6455.25,9.5], 113.891, 'TK_INS_Soldier_2_EP1', 'MAN', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; ['simpleSpawn', [[7619.89,6538.02,5.5], 114.929, 'TK_INS_Soldier_AT_EP1', 'MAN', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; ['simpleSpawn', [[7585,6532.79,4.5], 111.778, 'TK_INS_Soldier_AT_EP1', 'MAN', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; ['simpleSpawn', [[7585.81,6532.38,1], 113.444, 'TK_INS_Warlord_EP1', 'MAN', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; ['simpleSpawn', [[7619.38,6435.01,1], 111.741, 'TK_INS_Warlord_EP1', 'MAN', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; script_handler = [1] execVM '\mcc_sandbox_mod\mcc\general_scripts\delete\undo.sqf'; waitUntil {scriptDone script_handler}; ['simpleSpawn', [[7612.79,6437.05,2], 111.63, 'TK_INS_Warlord_EP1', 'MAN', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; ['simpleSpawn', [[7658.34,6490.75,2], 110.926, 'TK_INS_Bonesetter_EP1', 'MAN', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; MCC_align3D=false;publicVariable 'MCC_align3D';['simpleSpawn', [[7562.55,6520.98,5], 109.009, 'TK_INS_Soldier_Sniper_EP1', 'MAN', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; ['simpleSpawn', [[7636.13,6547.31,1], 109.314, 'TK_INS_Soldier_EP1', 'MAN', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; ['simpleSpawn', [[7600.46,6432.58,0], 118.422, 'TK_INS_Soldier_EP1', 'MAN', 'EAST', true, '', '']] call CBA_fnc_globalEvent; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; Share this post Link to post Share on other sites
Wanderzz 11 Posted April 28, 2012 Hi Shay,Having a ball with your Sandbox in singleplayer. great addon. Is there a way to call in paratroopers (spawn) as per the manual and then get them to join the player and become part of your team. Almost like reinforcing your group and hence being able to control them, or is this only possible using the RTE Editor addon ? Thanks for your help, Pete. Did you ever figure this out? Share this post Link to post Share on other sites
shay_gman 272 Posted April 29, 2012 (edited) Can you remove the lines regarding the ACE wounding system for AIBecause currently setting true or false doesn't do anything For me the system for ai never works if the line isn't commented out But if you comment out the line it works. // ACE Wounds System for AI (set TRUE to On, set FALSE to Off) ! // ace_sys_wounds_noai = false; set it as required like that also I found out why my AI weren't patrolling Apparently 2 comments in one line = breaks stuff. So just remove the second, like above if you're going to just comment out the line. // ace_sys_wounds_noai = false; //set it as required I will do it for next release. I am just hoping that no one will complain and ask me to role it back. So after about 4 attempts at using this I've finally given it a proper chance and I like it a lot, must be a rediculous amount off time gone into it!?question/Advice: I only use it for SP, can I somehow remove the action from player and add it to objects instead? Nope you can't. Check the MCC modules if you want to restrict the mcc access. Did you ever figure this out? This isn't doable atm but I might have something for you later. Edited April 30, 2012 by shay_gman Share this post Link to post Share on other sites