fabio_chavez 103 Posted April 23, 2013 function request: sliders for ppeffects! Share this post Link to post Share on other sites
delta99 34 Posted April 24, 2013 Thanks for the information. There are simple built-in MP framework type function calls for this type of thing now isn't there? Don't have time to find them but pretty sure there are. Share this post Link to post Share on other sites
shay_gman 272 Posted April 26, 2013 Hi guys, R7 is out - download link at the first post. Change log r7: - Added: Bon Forward Artillery Observer script and dialog to menu 4 in the MCC Console. - Added: Real AI artillery will adjust fire, fire and broadcast a live feed once Bon Forward Artillery is used. - Added: Mini-map to the UAV and AC-130 dialogs. - Added: 3D compass to the UAV and AC-130 dialogs - thanks to Feint for the idea. - Added: Placing an IED from the 3D menu - Added: Use Shift key to switch between smooth or normal gain for the mousewheel Z elevation while placing objects using the 3D editor. - Added: Place minefields by drawing a box on the mini-map - Fixed AC-130 turret rotation is limited to the left side as in real life. - Fixed AC-130 showing 20mm guns instead of 25mm. - Fixed AC-130 turret rotation was too fast. - Fixed UAV is spawned by the mission maker only and will circle specefic zone, the conosle handler won't be able to move it across the map. - Fixed AC-130 GAU-12 and Bufors 40 l/60 fire rate adjust to real life fire rate and muzzle velocity - Fixed space between mines in minefields doubled. - Fixed Fog over created on MCC sync. - Fixed 3D editor sometimes break when pressing apply Share this post Link to post Share on other sites
denco 16 Posted April 26, 2013 Thank you for your work :) Share this post Link to post Share on other sites
lordprimate 159 Posted April 26, 2013 when your MCC_sandbox spawns units using UPSMON.. does it use the setVehicleInit command?? Share this post Link to post Share on other sites
Guest Posted April 26, 2013 Thank you very much for informing us about the updated release :cool: New release frontpaged on the Armaholic homepage. Mission Control Center Sandbox 3 [ALPHA] rc7Community Base addons A3 PS: mission and addon combined in one archive again. Share this post Link to post Share on other sites
brad7 4 Posted April 26, 2013 Could you split this up into sections so that we could pick and choose what we have in a mission because id love to use the artillery script without all the other stuff? Share this post Link to post Share on other sites
Jasonstiller 10 Posted April 27, 2013 I'm freakin lost, installed MCC R7 and latest CBA. Mods are activated and when i a play multiplayer mission and even after synching I get no menu to pull up the console, what gives :( Share this post Link to post Share on other sites
antoineflemming 14 Posted April 27, 2013 Are you starting your own server or trying to access this inside someone else's server? Share this post Link to post Share on other sites
Jasonstiller 10 Posted April 27, 2013 I'm starting my own server Share this post Link to post Share on other sites
Psycho5101 10 Posted April 27, 2013 Awesome work Shay , Thanks alot !!! :coop: Share this post Link to post Share on other sites
Jasonstiller 10 Posted April 27, 2013 (edited) Ok scratch that. apparently the CBA was wrong or something. found a different link, DLed it and it worked. Anyhow. This is FANTASTIC! A decent learning curve but ill get it. Has anyone noticed with the Reaper and 130 the screen goes black after placing units? Also, I cannot find the MCC console to give other players via a supply crate. I looked in the items section all the way at the bottom and its not there. Edited April 28, 2013 by Jasonstiller Share this post Link to post Share on other sites
Spoor 23 Posted April 28, 2013 (edited) @Shay_gman, I'm enjoying yr work in full 1 Q: for both A2 and A3 under Groupgenerator - Groups (box) could we have the choice to make certain units/groups invisable as text ?? I'm using MCC in PvP (AI) and with big missions there are too many groups/units in the list for a clear overview. I'm using non-active units and active units (last moving over the map) and would like to have the non-active invisable for example - will that be possible for Y to fix ?? - thanks and have a good day Edited April 28, 2013 by Spoor Share this post Link to post Share on other sites
delta99 34 Posted April 28, 2013 Could you split this up into sections so that we could pick and choose what we have in a mission because id love to use the artillery script without all the other stuff? Have you even tried this? I don't see a reason why he should break anything into sections as you just use what you want or NOTHING at all. Share this post Link to post Share on other sites
Spoor 23 Posted April 29, 2013 @Jasonstiller - MCC console - goto Box Generator-Items- then last item = MCC Console Share this post Link to post Share on other sites
slayer14 1 Posted May 1, 2013 When trying to use the artillery from the mcc console I get: Script mcc_sandbox_mod\bon_artillery\dialog\openMenu.sqf. I installed MCC using play with six. Any ideas why? Thanks great mod! Share this post Link to post Share on other sites
Wolf72nd 1 Posted May 2, 2013 Still no update for R7 on Play With Six ? Share this post Link to post Share on other sites
red_au 10 Posted May 2, 2013 Hi guys, Fantastic mod. I'm just having an issue with a custom mission that I have downloaded (Whole Lotta Stratis). the save function seems to have disappeared after installing this mod. I have tried to add "enableSaving [true,true];" to the init.sqf file as previously suggested, but it didn't help. Any ideas? Thanks. Share this post Link to post Share on other sites
shay_gman 272 Posted May 2, 2013 Sorry for the long absent, been on vacation. when your MCC_sandbox spawns units using UPSMON.. does it use the setVehicleInit command?? MCC doesn't spawn units using UPSMON, it spawns units and then UPSMON take over. No setVehicleInit is used. Could you split this up into sections so that we could pick and choose what we have in a mission because id love to use the artillery script without all the other stuff? I might release the support module as stand-alone but it's a slim chance as I don't have the time. But as wisely stated before moving to MCC is a game changing you can use whatever you want from it or you could just use it a mainframe to handle JIP and bugged missions. You can call aspects of MCC from the 2d editor just ask what you need and I'll send you the API. Ok scratch that. apparently the CBA was wrong or something. found a different link, DLed it and it worked. Anyhow. This is FANTASTIC! A decent learning curve but ill get it. Has anyone noticed with the Reaper and 130 the screen goes black after placing units?Also, I cannot find the MCC console to give other players via a supply crate. I looked in the items section all the way at the bottom and its not there. What do you mean the screen goes black? The console screen or the entire screen can you retrace it so I can look into it. @Shay_gman, I'm enjoying yr work in full 1 Q: for both A2 and A3 under Groupgenerator - Groups (box) could we have the choice to make certain units/groups invisable as text ?? I'm using MCC in PvP (AI) and with big missions there are too many groups/units in the list for a clear overview. I'm using non-active units and active units (last moving over the map) and would like to have the non-active invisable for example - will that be possible for Y to fix ?? - thanks and have a good day I'll check it out. When trying to use the artillery from the mcc console I get: Script mcc_sandbox_mod\bon_artillery\dialog\openMenu.sqf. I installed MCC using play with six. Any ideas why? Thanks great mod! Anybody else have this issue? Looks like you are missing some files. Still no update for R7 on Play With Six ? I'll PM Sickboy on the PwS forums. Hi guys,Fantastic mod. I'm just having an issue with a custom mission that I have downloaded (Whole Lotta Stratis). the save function seems to have disappeared after installing this mod. I have tried to add "enableSaving [true,true];" to the init.sqf file as previously suggested, but it didn't help. Any ideas? Thanks. Make sure there is no enableSaving somewhere else in the mission anyway I'll disable the enableSaving in next release I think it something that should be handled by the mission maker. Share this post Link to post Share on other sites
red_au 10 Posted May 2, 2013 Make sure there is no enableSaving somewhere else in the mission anyway I'll disable the enableSaving in next release I think it something that should be handled by the mission maker. I did a grep on all the files and couldn't find it anywhere. Share this post Link to post Share on other sites
shay_gman 272 Posted May 2, 2013 Due to Alpha release 0.56 some features won't work, expect a hot fix very soon. Share this post Link to post Share on other sites
graywolf 10 Posted May 3, 2013 (edited) I am guessing this is why I am unable to generate units in the 3D editor? In addition I am not able to see the "Open MCC Console" option under the "Mission Generator" option in the scroll menu. Edited May 3, 2013 by Graywolf Share this post Link to post Share on other sites
delta99 34 Posted May 6, 2013 Due to Alpha release 0.56 some features won't work, expect a hot fix very soon. Good to know you are on it shay-gman. Seems like some modders/scripters have still not even bothered fixing their stuff. Share this post Link to post Share on other sites
SlavicHavoc 10 Posted May 9, 2013 How come I cannot place units in the 3d editor? I get a "Simple_spawn.sqf" not found.. Share this post Link to post Share on other sites