shay_gman 272 Posted July 28, 2013 The new version with fixs for the new update and some new cool features (town generation maybe) will be here soon... Share this post Link to post Share on other sites
thdman1511 4 Posted July 29, 2013 I am sure that modders will update them once Arma 3 is finally released. Share this post Link to post Share on other sites
Drumheller 19 Posted August 1, 2013 "soon"â„¢ Shay save us! Share this post Link to post Share on other sites
tark 10 Posted August 6, 2013 Are fixes for the Time of Day stuff going to be included? :D. They happen whenever the mission maker changes the ToD, it kicks it around and doesn't ever stop where the mission-maker wants it to. It also does the same thing when a player joins the server. Another issue I've found is that if the mission maker times out he still remains as the mission maker, ala no-one else can login to the console. Share this post Link to post Share on other sites
shay_gman 272 Posted August 7, 2013 Hello, @Tark the time of day move the time forward and then backward by 1 hour to let the BIS weather system kick in. Every time a new player join in it gets the weather and time of the server and set the same weather to each player. This is why you'll see a weather and time change every time a player join in but after a few seconds the time is set to the original time and weather on the server. If this is not the case at your end let me know. Regarding mission maker timeout – yes MCC doesn't kick mission makers hoping that he will get back. I'll think about adding a statement to kick idle mission maker after a period of time. The new version of MCC is ready and will be released tonight or tomorrow just need to make some documentation about the new features. Cheers, Shay Share this post Link to post Share on other sites
Drumheller 19 Posted August 7, 2013 The new version of MCC is ready and will be released tonight or tomorrow just need to make some documentation about the new features. And the skies did open and the angels did sing. Shay you have made a mod so good that there are some people that cannot play without it. Share this post Link to post Share on other sites
GranolaBar 10 Posted August 7, 2013 (edited) Hello, @Tark the time of day move the time forward and then backward by 1 hour to let the BIS weather system kick in. Every time a new player join in it gets the weather and time of the server and set the same weather to each player. This is why you'll see a weather and time change every time a player join in but after a few seconds the time is set to the original time and weather on the server. If this is not the case at your end let me know. Regarding mission maker timeout – yes MCC doesn't kick mission makers hoping that he will get back. I'll think about adding a statement to kick idle mission maker after a period of time. The new version of MCC is ready and will be released tonight or tomorrow just need to make some documentation about the new features. Cheers, Shay Sorry for my question, actually, i don't have tried your great mission, you use a trigger in respawn area with skiptime ? or other ? and have you planned to put random weather and fog ? I want to use the easy solution to have in exemple, a full cycle day night in 3h and if possible random weather (with include fog). Edited August 7, 2013 by GranolaBar Share this post Link to post Share on other sites
jackson. 10 Posted August 8, 2013 The new version of MCC is ready and will be released tonight or tomorrow just need to make some documentation about the new features. Can´t wait! :-) Share this post Link to post Share on other sites
FrostOX9 10 Posted August 10, 2013 Thanks for all the effort you guys put into this mod. Makes the game so much more enjoyable. Looking forward to the new version. :cool: Share this post Link to post Share on other sites
shay_gman 272 Posted August 10, 2013 Time for an update R9 is here: Download link MOD version: https://www.dropbox.com/s/cbpinx8knu5fw42/%40mcc_sandbox.rar Downolad link Mission version: https://www.dropbox.com/s/vk1makz2q2vnfpn/mcc_sandbox.Stratis.pbo Change log r9 - Beta: - Added: Role selections and players levels progression (Saved on the hosted server even when the mission is done). - Added: Gear and uniforms selection is defined by the player on each role. (admins can set players levels) - Added: Select spawn location - Base, FOB - FOB spawn location can be destroyed by a satchel charge only. - Added: Players gain exp and levels by in game rating. They can use the exp to get new gear and uniforms. - Added: If role selection is turned on, only pilots can drive or use helicopters/jets and only crewman can operate APC or heavy vehicles. - Added: If role selection is turned on players must be in a group in order to get in the game. - Added: In role selection player can pick kits limited by the size of the squad and the ammount of available kits. - Added: FOB spawn points can only be destroyed by C4 or Demo charges. - Added: Safe zone on start locations. - Added: spectator button for Mission maker. - Added: IED handle damage, you can detonate IED with satchels or demo charges if you don't want risking disarming it. - Added: HALO and Parachute jump for players and AI. - Added: AI that have to move more then 700 meters will use empty helicopters. The pilot will drop the troops and go back to it's start location - UPSMON. - Added: Triggers Conditions and Timeout for triggers. - Added: 3D Editor preset: Destroyable by satchels only. Place an object that can only be destroyed by satchel or demo charge. - Fixed: Tasks status doesn't broadcast to all clients. - Fixed: Task create can't be captured using trigger. - Fixed: Unavailable picture while adding artillery rounds to console - Fixed: MCC sync weather and time only for the new JIP and not to all players on the server. - Fixed: "undifined variable" errors on development build - Fixed: Group generator's markers don't refresh. - Fixed: When trying to spawn something on undifined zone an error message pop - Fixed: Evac vehicles got stuck on WP. - Fixed: Disabled attemps for multiple connections to the MCC console - Fixed: MCC console PiP resolution improved - Fixed: Tweaked suicide bombers to keep on chasing players and not lying down. Share this post Link to post Share on other sites
frankfranconi 24 Posted August 10, 2013 Yes! Thank you so much for your amazing work! Share this post Link to post Share on other sites
Masharra 10 Posted August 10, 2013 #swag #yolo Damn good work. Share this post Link to post Share on other sites
Guest Posted August 10, 2013 Thanks for sending us the newest version :cool: Updated release frontpaged on the Armaholic homepage. Mission Control Center Sandbox 3 [bETA] rc9Community Base addons A3 PS: mission and mod combined in one 7z archive =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
FrostOX9 10 Posted August 10, 2013 (edited) Anyone else having trouble issuing waypoints via the Group Generator in the mod version? The AI don't seem to respond to any waypoints I try to set down. Just wondering if it's something with the new version or something on my end. Edited August 10, 2013 by FrostOX9 Share this post Link to post Share on other sites
Drumheller 19 Posted August 10, 2013 Anyone else having trouble issuing waypoints via the Group Generator in the mod version? The AI don't seem to respond to any waypoints I try to set down. Just wondering if it's something with the new version or something on my end. I came here to post this and saw it already posted. I can't give group waypoints via the group generator anymore. I can't even move their zone to have them move. Nothing I can do once a group is spawned will make them move to a new area :( Is there a workaround for this? Also, shay, who did your YouTube video intro? It looks amazing! Share this post Link to post Share on other sites
shay_gman 272 Posted August 11, 2013 @MacScottie, Frost0X9: Just to make sure you are using it in MP (local/internet host or dedicated server) right? The intro was made by IDF-Psycho he is a talented guy Share this post Link to post Share on other sites
FrostOX9 10 Posted August 11, 2013 @MacScottie, Frost0X9: Just to make sure you are using it in MP (local/internet host or dedicated server) right?The intro was made by IDF-Psycho he is a talented guy Looks like running it on a MP mission solves the issue. Thanks Shay! :) Share this post Link to post Share on other sites
denco 16 Posted August 11, 2013 @MacScottie, Frost0X9: Just to make sure you are using it in MP (local/internet host or dedicated server) right?The intro was made by IDF-Psycho he is a talented guy Will there be a SP version later on? Also thank you for separating Weather from time :) Share this post Link to post Share on other sites
galzohar 31 Posted August 11, 2013 You can play alone in MP (create your own server and lock it or open it on LAN only), so SP is not really needed. Share this post Link to post Share on other sites
shay_gman 272 Posted August 11, 2013 (edited) Regarding SP, converting MCC to SP is a lot of work. MCC uses the new netID and getObjectFromNetID commands to ensure a solid MP behavior. In SP netID returns empty string, I should add a lot of "if" commands to all the server client dialogs inorder to replace the netID with the original object. I might find the time to do it but I can't promise anything ATM. As Galzohar put it. You can easily create a local MP which behave exactly as SP. Edited August 11, 2013 by shay_gman Share this post Link to post Share on other sites
Chopper1987 10 Posted August 11, 2013 The only thing that doesn't work in the new version is the Helicopter and Various Extraction options and the Group Gen waypoints, everything else works perfectly in SP, with the mod version and the mission editor... Just thought I would let you know!!! Some of the Artilleries are broken again after the new update though! Like the mines, etc. These ones don't work... HE120, Cluster120, Cluster AP, HE Laser, Mines 120. Share this post Link to post Share on other sites
denco 16 Posted August 11, 2013 You can play alone in MP (create your own server and lock it or open it on LAN only), so SP is not really needed. Yea I know but a lot of the times I like to use it in SP missions and campaigns to goof a round a bit :) Share this post Link to post Share on other sites
frankfranconi 24 Posted August 11, 2013 Some artillery munitions are indeed causing trouble. But perhaps they just don't exist in the game as of now. Share this post Link to post Share on other sites
Drumheller 19 Posted August 11, 2013 @MacScottie, Frost0X9: Just to make sure you are using it in MP (local/internet host or dedicated server) right?The intro was made by IDF-Psycho he is a talented guy Derp! Thanks so much man! I was testing in the editor to make sure everything was working before saving to MP! Share this post Link to post Share on other sites
SGT Fuller 856 Posted August 11, 2013 (edited) I dont know what im doing wrong but its not showing up for me EDIT: Disregard i got it Edited August 11, 2013 by fullerpj Share this post Link to post Share on other sites