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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

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The mod version on PwS isn't updated.

You shouldn't play the MCC mission if you are running the mod. You can run the MCC template if you want to while running the mod.

Short explanation:

1. Mod version: All clients and server should run it. You'll get the "Mission Generator" option in every MP or SP mission you'll play unless disabled with the access module.

You can use the MCC template missions while running the mod which are just a bunch of player/AI slots with some gear script, parameters and F3 framework for a quickly setting a mission from scratch.

Example: You want to have some sniper's mission on the fly created and you are running the mod. You start the MCC template mission call, disable AI and call the players to fill the sniper's slots, they will spawn with the appropriate gear, markers, exc.

2. Mission version: If you don't want to bother getting all the clients to run the mod and you don't need the "Mission Generator" option in missions that are not the actual MCC mission – USE THE MISSION VERSION. Only while playing the MCC mission you'll have the "Mission Generator" option.

One way or another you shouldn't play the mod and the MCC mission.

Sorry, you misunderstood me. I am using a custom PwS repo, which I maintain and update myself. So it's the newest mcc version for sure. I just threw that in to ensure you that everyone is having the same version. :) The second thing is that I don't play the MCC mission with the mcc mod. I meant I play a mission (Annihilation from my signature) which has VAS integrated. Though those script errors appear always.

If I downgrade mcc those errors are gone. Here is the RPT log.

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Sorry, you misunderstood me. I am using a custom PwS repo, which I maintain and update myself. So it's the newest mcc version for sure. I just threw that in to ensure you that everyone is having the same version. :) The second thing is that I don't play the MCC mission with the mcc mod. I meant I play a mission (Annihilation from my signature) which has VAS integrated. Though those script errors appear always.

If I downgrade mcc those errors are gone. Here is the RPT log.

I see,

I'll check the mod to see if there are any errors related to VAS probably tonight.

Regarding your mission if it already integreted with VAS MCC might cause thouse errors as he is trying to integrete it again.

I'll post my findings later.

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I see,

I'll check the mod to see if there are any errors related to VAS probably tonight.

Regarding your mission if it already integreted with VAS MCC might cause thouse errors as he is trying to integrete it again.

I'll post my findings later.

Alright thanks! :)

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Ok, now I use a mission version. How to restrict access to other players in the MCC Sandbox? Write more. Thanks.

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As I mentioned before

http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3/page46

It's still make annoying us.

Is anybody have this problem with IR laser in guns :(

I know you never heard about this and everyone seems looks fine but only your addons make problem with IR laser to us

Seems like i'm pressing you. if you felt like that then i'm sorry. but I really want this fixed :(

happend in dedicated server and the server created in arma 3

-------------------------------

Another issue

play at dedicate server (I opned it and I play it in server with other people)

got freezed animation when choose MCC it's happend randomly

got freezed so can't move or shoot (yet the game is still running and i can see everyones moving shooting etc etc)

After respawn it's okey but as soon as i click MCC again it's freez (this is happen every time after got freez, respawn)

figured

Edited by kgino1045

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Shay, great update! I'm very happy with the direction you are taking MCC. Keep up the great work. Now I did run into several problems and hope you will be able to fix by the next update...

1) When I load a previously saved mission, only part of a mission will appear and if I saved anything from the 3d editor and then load it, it will double the item (units, vehicles, etc.)

2) Every time I use paratroopers in a zone, it will crash the game at least 90% of the time.

3) Every time I HALO or paradrop a group, only the first guy in the group will be teleported.

4) If I spawn a DOC small base and zone it, spawned units will not garrison the base ( a message will appear saying there is no buildings in the area to garrison)

I noticed you made a MCC tutorial on how to use MCC. I know you are very busy fixing all the bugs in MCC, but please will you make more tutorial videos on how to use MCC? Even though I've been slowly learning how to use the mod, it would be nice to watch instructional videos to make it much easier to use. There are several things in MCC that I still do not know how to use.

Once again thanks for what I believe is the best mod made for ARMA 3 and keep up the good work!

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After updating to the latest dev version, I play the official campaign episode1, there always pops up a script error message whenever I kill an enemy, and I can read the message is somehow related with the MCC

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2) Every time I use paratroopers in a zone, it will crash the game at least 90% of the time.

3) Every time I HALO or paradrop a group, only the first guy in the group will be teleported.

I noticed these issues too and have created a solution which I will share with Shay.

The paratrooper crash issue happens for me when there are too many chutes in the air.

Unfortunately BIS did not yet implement the non-steerable parachutes in A3.

(For large paradrop I have created a 'work around' using cargo chutes, but the AI drops way to fast and not realistic.)

Other issue I noticed (and solved) is that divers can no longer be spawned in the water, only at land.

Another issue I noticed is with zone numbers above #10: in init.sqf there is a typo in MCC_zones_numbers definition (nr 9 is there twice)

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Anyone know of a way to get a group to join the players group? I've tried all number of things within MCC but nothing seems to work.

I've tried creating a group through the group editor and giving them a join waypoint near or right on top of the player and they do not join. Likely because this has to be done via editor to select a unit as the waypoint destination rather than a point on the map.

I've tried the join commands in the Menu 4 Units management screen but I am unclear on how to select groups. Does one click on them on the map or in the list? I've tried both and I get completely unpredictable results. Also, I'm not sure the players group is actually shown in the list as it seems like it isn't or at least not in my case.

I've tried all manner of script commands that SHOULD work directly in the local and global command sections in MCC. I've also tried commands within the advanced debugger screen. NOTHING works.

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Menu 4 join does work for me:

Go to group view (default is unit).

left click the group in the list that should join another group (should turn light blue)

Press join button and then click the group to which they should join.

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I have a problem with my player getting stuck. I haven't pin pointed what causes it but it'll happen around the time I use the console. Shay you know what's up with that? Love the 3D editor though I can spend a day in there , you should make that a stand alone tool which can be saved without logging in.

Great stuff:

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Is there a way to remove that "move" order there is from MCC so all you have to do is follow that black line to where you are.. we play without markers on map, and players have to figure out where they are from the surroundings, and that black line with the move txt at the end, just ruins that completly, only thing that iretates us with mcc, the rest is really really great.

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Is there a way to remove that "move" order there is from MCC so all you have to do is follow that black line to where you are.. we play without markers on map, and players have to figure out where they are from the surroundings, and that black line with the move txt at the end, just ruins that completly, only thing that iretates us with mcc, the rest is really really great.

This command deletes the waypoint and will remove the tracking line.

deleteWaypoint [<your-group>, 0]

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Hey Shay, I've been having an issue:

MCC keeps changing things like view distance, grass level, time of day, fog level, etc for missions. Is this intentional? If so, how do I disable this? To make matters worse, the changes only affect those that actually have MCC, so half the people in the mission will be playing in day time and half at night, for example.

Have you thought about making an MCC userconfig where we can change things like the mission parameters and other stuff like this?

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This command deletes the waypoint and will remove the tracking line.

deleteWaypoint [<your-group>, 0]

where to add this command ? we are using the mod version .. client and server

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Hey, after removing MCC from Arma 3 I've tried to open a mission that did not use mcc modules but was opened when mcc was still installed does not open after deleting MCC. Any tips, I need this mission quick.

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I'll start by saying there is a new version that fix all of the below and add some new features.

I'll release it very soon and update the forum first page.

Regarding enabling/disabling or redifining MCC features.

You can always overwrite MCC values with your init file in mod version or just editing mission init.sqf file.

See the spoiler:

//************************************************** ****************************************
//================================================== ========================================
//=	 Edit variables as you see fit. 
//=	
//=	 Shay-Gman (C)
//================================================== ========================================
//************************************************** ****************************************


//----------------------General settings---------------------------------------
//Default side that detect undercover units 0 -East, 1 - West
MCC_underCoverDetect	 = 0; 
//Default AI skill
if (isnil "MCC_AI_Skill") then {MCC_AI_Skill = 0.5}; 
if (isnil "MCC_AI_Aim") then {MCC_AI_Aim = 0.1}; 
if (isnil "MCC_AI_Spot") then {MCC_AI_Spot	= 0.3}; 
if (isnil "MCC_AI_Command") then {MCC_AI_Command = 0.5}; 

//-----------------------BTC Revive - --------------------------------------------
//disable this line if you don't want it in the mission version - will not work on the mod version by default
if (!MCC_isMode) then
{
waituntil {!isnil "f_var_BTCRevive"};
if ((f_var_BTCRevive == 1)) then {call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf"};
};

//----------------------IED settings---------------------------------------------
// IED types the first one is display name the second is the classname [displayName, ClassName]
MCC_ied_small = [["Plastic Crates","Land_CratesPlastic_F"],["Plastic Canister","Land_CanisterPlastic_F"],["Sack","Land_Sack_F"],["Road Cone","RoadCone"],["Tyre","Land_Tyre_F"],["Radio","Land_SurvivalRadio_F"],["Suitcase","Land_Suitcase_F"],["Grinder","Land_Grinder_F"],
["MultiMeter","Land_MultiMeter_F"],["Plastic Bottle","Land_BottlePlastic_V1_F"],["Fuel Canister","Land_CanisterFuel_F"],["FM Radio","Land_FMradio_F"],["Camera","Land_HandyCam_F"],["Laptop","Land_Laptop_F"],["Mobile Phone","Land_MobilePhone_old_F"]
,["Smart Phone","Land_MobilePhone_smart_F"],["Longrange Radio","Land_PortableLongRangeRadio_F"],["Satellite Phone","Land_SatellitePhone_F"],["Money","Land_Money_F"]];
MCC_ied_medium = [["Wheel Cart","Land_WheelCart_F"],["Metal Barrel","Land_MetalBarrel_F"],["Plastic Barrel","Land_BarrelSand_F"],["Pipes","Land_Pipes_small_F"],["Wooden Crates","Land_CratesShabby_F"],["Wooden Box","Land_WoodenBox_F"],["Cinder Blocks","Land_Ytong_F"],
["Sacks Heap","Land_Sacks_heap_F"], ["Water Barrel","Land_WaterBarrel_F"],["Water Tank","Land_WaterTank_F"]];
MCC_ied_wrecks = [["Car Wreck","Land_Wreck_Car3_F"],["BRDM Wreck","Land_Wreck_BRDM2_F"],["Offroad Wreck","Land_Wreck_Offroad_F"],["Truck Wreck","Land_Wreck_Truck_FWreck"]];
MCC_ied_mine = [["Mine Field AP - Visable","apv"], ["Mine Field AP - Hidden","ap"],["Mine Field AP Bounding - Visable","apbv"],["Mine Field AP Bounding- Hidden","apb"], ["Mine Field AT - Visable","atv"], ["Mine Field AT - Hidden","at"]];
MCC_ied_rc = [["SLAM","SLAMDirectionalMine"],["Trip Mine","APERSTripMine"]];
MCC_ied_hidden = [["Dirt Small","IEDLandSmall_Remote_Ammo"],["Dirt Big","IEDLandBig_Remote_Ammo"],["Urban Small","IEDUrbanSmall_Remote_Ammo"],["Urban Big","IEDUrbanSmall_Remote_Ammo"]];
//IED jammer vehicle, the first one is display name the second is the classname [displayName, ClassName]
MCC_IEDJammerVehicles = ["M2A3_EP1", "HMMWV_M1151_M2_CZ_DES_EP1", "HMMWV_M1151_M2_DES_EP1"];

//------------------------Convoy settings----------------------------------------
MCC_convoyHVT = [["None","0"],["B.Officer","B_officer_F"],["B. Pilot","B_Helipilot_F"],["O. Officer","O_officer_F"],["O. Pilot","O_helipilot_F"],["I.Commander","I_officer_F"],["Citizen","C_man_polo_1_F"],
["C.Pilot","C_man_pilot_F"],["Orestes","C_Orestes"],["Nikos","C_Nikos"],["Hunter","C_man_hunter_1_F"],["Kerry","I_G_Story_Protagonist_F"]];
MCC_convoyHVTcar = [["Hunter","B_Hunter_F"],["MRAP","I_MRAP_03_F"],["Quadbike","B_Quadbike_F"],["Ifrit","O_Ifrit_F"],["Offroad","C_Offroad_01_F"],["SUV","C_SUV_01_F"],["Hatchback","C_Hatchback_01_F"]];

//------------------------MCC Console--------------------------------------------
//AC-130 amo count by array [20mm,40mm,105mm]
if (isnil "MCC_ConsoleOnlyShowUnitsWithGPS") then {MCC_ConsoleACAmmo = [500,80,20]}; 

//Group markers 
if (isnil "MCC_ConsoleOnlyShowUnitsWithGPS") then {MCC_ConsoleOnlyShowUnitsWithGPS = true}; //Show only units were the group leader have a GPS or inside vehicle
if (isnil "MCC_ConsoleDrawWP") then {MCC_ConsoleDrawWP	 = true}; //Draw group's WP on the console	
if (isnil "MCC_ConsoleLiveFeedHelmetsOnly") then {MCC_ConsoleLiveFeedHelmetsOnly = false};	 //Allow live feed to vehicles only and units wearing one of the specific helmets types defined in MCC_ConsoleLiveFeedHelmets 
if (isnil "MCC_ConsoleLiveFeedHelmets") then {MCC_ConsoleLiveFeedHelmets = ["H_HelmetB","H_HelmetB_paint","H_HelmetB_light","H _HelmetO_ocamo","H_HelmetLeaderO_ocamo","H_HelmetS pecO_ocamo","H_HelmetSpecO_blk"]};
if (isnil "MCC_ConsoleCanCommandAI") then {MCC_ConsoleCanCommandAI = true}; //If set to false the console can only command non-AI groups
if (isnil "MCC_ConsolePlayersCanSeeWPonMap") then {MCC_ConsolePlayersCanSeeWPonMap = true};	 //If set to true players with GPS or UAVTerminal or MCC conosle can see WP assigned to them on the map

//string that must return true inorder to open the MCC Console - str "MCC_Console" + "in (assignedItems player)"; 
if (MCC_isMode) then {
MCC_consoleString = str "MCC_Console" + "in (assignedItems _this) && (vehicle _target == vehicle _this)"; 
} else {
MCC_consoleString = str "B_UavTerminal" + "in (assignedItems _this) && (vehicle _target == vehicle _this)"; 
};
//------------------------Artillery---------------------------------------------------
MCC_artilleryTypeArray = [["DPICM","GrenadeHand",0],["HE 120mm","Sh_120mm_HE_Tracer_Red",1], ["HE 155mm","Sh_155mm_AMOS",1], ["Cluster AP","Mo_cluster_AP",1],["Mines 120mm","Mine_155mm_AMOS_range",3],
["HE Laser-guided","Bo_GBU12_LGB",3],["HE 82mm","Sh_82mm_AMOS",1], ["Incendiary 82mm","Fire_82mm_AMOS",1],
["Smoke White 120mm","Smoke_120mm_AMOS_White",1],["Smoke White 82mm","Smoke_82mm_AMOS_White",1],["Smoke Green 40mm","G_40mm_SmokeGreen",1], ["Smoke Red 40mm","G_40mm_SmokeRed",1],
["Flare White","F_40mm_White",2], ["Flare Green","F_40mm_Green",2], ["Flare Red","F_40mm_Red",2]];
MCC_artillerySpreadArray = [["On-target",0], ["Precise",50], ["Tight",100], ["Wide",200]]; //Name and spread in meters
MCC_artilleryNumberArray = [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20 ,21,22,23,24,25,26,27,28,29,30];

//-------------------------Close Air Support----------------------------------------------
//Vehicle name and class
MCC_CASPlanes = [["AH-9","B_Heli_Light_01_armed_F"],["AH-99 Blackfoot","B_Heli_Attack_01_F"],["Ka-60","O_Heli_Light_02_F"],["Mi-48","O_Heli_Attack_02_F"],["A-143 Buzzard","I_Plane_Fighter_03_CAS_F"]]; 

//-------------------------MCC Convoy presets---------------------------------------------
//The Type of units, drivers and escort in the HVT car
MCCConvoyWestEscort = "B_Soldier_F"; MCCConvoyWestDriver = "B_Soldier_SL_F";
MCCConvoyEastEscort = "O_Soldier_F"; MCCConvoyEastDriver = "O_Soldier_SL_F";
MCCConvoyGueEscort = "GUE_Soldier_1"; MCCConvoyGueDriver = "GUE_Soldier_CO";
MCCConvoyCivEscort = "C_man_1_1_F"; MCCConvoyCivDriver = "C_man_1_1_F";

//----------------------------Presets---------------------------------------------------------
mccPresets = [ 
['AI Artillery - Cannon', '[_this,1,2000,100,12,5,"Sh_82mm_AMOS",20] execVM "'+MCC_path+'scripts\UPSMON\MON_artillery_add.sqf" ;']
,['AI Artillery - Rockets', '[_this,6,5000,150,4,2,"Sh_82mm_AMOS",120] execVM "'+MCC_path+'scripts\UPSMON\MON_artillery_add.sqf" ;']
,['Ambient Artillery - Cannon', '[0,_this] execVM "'+MCC_path+'mcc\general_scripts\ambient\amb_art.s qf";']
,['Ambient Artillery - Rockets', '[1,_this] execVM "'+MCC_path+'mcc\general_scripts\ambient\amb_art.s qf";']
,['Forward Observer Artillery', '[0,_this] execVM "'+MCC_path+'mcc\general_scripts\artillery\bon_art .sqf";']
,['Ambient AA - Cannon/Rockets', '[2,_this] execVM "'+MCC_path+'mcc\general_scripts\ambient\amb_art.s qf";']
,['Ambient AA - Search Light', '[3,_this] execVM "'+MCC_path+'mcc\general_scripts\ambient\amb_art.s qf";']
,['Virtual Ammobox System (VAS)', '_this addAction ["Virtual Ammobox", "'+MCC_path+'VAS\open.sqf"];']
,['Recruitable', '_this addAction [format ["Recruit %1", name _this], "'+MCC_path+'mcc\general_scripts\hostages\hostage. sqf",2,6,false,true];']
,['Make Hostage', '_this execVM "'+MCC_path+'mcc\general_scripts\hostages\create_h ostage.sqf";']
,['Destroy Object', '_this setdamage 1;']
,['Flip Object', '[_this ,0, 90] call bis_fnc_setpitchbank;']
,['Join player', '[_this] join (group player);']
,['Set Empty (Fuel)', '_this setfuel 0;']
,['Set Empty (Ammo)', '_this setvehicleammo 0;']
,['Set Locked', '_this setVehicleLock "LOCKED";']
,['Set Renegade', '_this addrating -2001;']
,['Add Crew (UAV)','createVehicleCrew _this;group _this setvariable ["MCC_canbecontrolled",true,true];']
,['Pickable Object','_this call MCC_fnc_pickItem;']
,['Destroyable by satchels only', '_this addEventHandler ["handledamage", {if ((_this select 4) == "SatchelCharge_Remote_Ammo" || (_this select 4) == "DemoCharge_Remote_Ammo") then {(_this select 3) addrating 100;(_this select 0) setDamage 1};}];']
,['Create Local Marker', '_this execVM "'+MCC_path+'mcc\general_scripts\create_local_mark er.sqf";']
];

After updating to the latest dev version, I play the official campaign episode1, there always pops up a script error message whenever I kill an enemy, and I can read the message is somehow related with the MCC

Yes I saw that. Something to do with UPSMON i'll fix it.

Shay, great update! I'm very happy with the direction you are taking MCC. Keep up the great work. Now I did run into several problems and hope you will be able to fix by the next update...

1) When I load a previously saved mission, only part of a mission will appear and if I saved anything from the 3d editor and then load it, it will double the item (units, vehicles, etc.)

2) Every time I use paratroopers in a zone, it will crash the game at least 90% of the time.

3) Every time I HALO or paradrop a group, only the first guy in the group will be teleported.

4) If I spawn a DOC small base and zone it, spawned units will not garrison the base ( a message will appear saying there is no buildings in the area to garrison)

I noticed you made a MCC tutorial on how to use MCC. I know you are very busy fixing all the bugs in MCC, but please will you make more tutorial videos on how to use MCC? Even though I've been slowly learning how to use the mod, it would be nice to watch instructional videos to make it much easier to use. There are several things in MCC that I still do not know how to use.

Once again thanks for what I believe is the best mod made for ARMA 3 and keep up the good work!

1. Send me the saved file so I can pinpoint the problem and fix it for all.

2. Fixed in the new version.

3. All of the players should run MCC for this function to work.

4. The fortifactions in small base do not have any building pos in them - you shuld PM BIS.

I'll will make more videos it will just take some time :rolleyes:

I have a problem with my player getting stuck. I haven't pin pointed what causes it but it'll happen around the time I use the console. Shay you know what's up with that? Love the 3D editor though I can spend a day in there , you should make that a stand alone tool which can be saved without logging in.

Great stuff:

Make sure you are using the latest version, there was a problem with the previous version key handlers.

Is there a way to remove that "move" order there is from MCC so all you have to do is follow that black line to where you are.. we play without markers on map, and players have to figure out where they are from the surroundings, and that black line with the move txt at the end, just ruins that completly, only thing that iretates us with mcc, the rest is really really great.

Yes It is configurable with MCC mission settings or with overwriting variables (see the spoiler regarding init file).

Make sure you set them at the start of a mission - Menu 1.

Hey Shay, I've been having an issue:

MCC keeps changing things like view distance, grass level, time of day, fog level, etc for missions. Is this intentional? If so, how do I disable this? To make matters worse, the changes only affect those that actually have MCC, so half the people in the mission will be playing in day time and half at night, for example.

Have you thought about making an MCC userconfig where we can change things like the mission parameters and other stuff like this?

MCC take the values from the server and paste them for any JIP player so all players will be on the same page regarding client side settings as weather, time, markers (did the last game update really made the consistant for JIP?).

There was a big update on that in the last update or was it in the upcomming update?! I don't remeber :confused:

Anyway wait for the next update and see if this will help.

I'll add an option to diable player sync in it.

I would really advice that all users will run MCC or just use the mission version for your dynamic ops.

Regarding userconfig. Since MCC isn't client side I don't see the point in making a useconfig settings as each player will have diffrent settings.

It is smarter to make a custom init file for the specific mission disabling/enabling MCC features.

See the spoiler above.

Hey, after removing MCC from Arma 3 I've tried to open a mission that did not use mcc modules but was opened when mcc was still installed does not open after deleting MCC. Any tips, I need this mission quick.

Delete the MCC in the sqm file.

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Here is the new version as promised:

Change log r12:

- Changed: Removed the video effect while opening MCC.

- Fixed: Access module didn't restrict players access to MCC after respawn.

- Fixed: Some more undifined variables in UPSMON.

- Fixed: BTC revive gear script colide with MCC

- Fixed: Some errors while loading a saved mission.

- Fixed: Calling AI paratroops crush the game or cause unexpected behavior.

- Fixed: Armed civilians undefined variables errors.

- Added: Airdrop module.

- Added: Handle MCC access by player UID for mission version.

- Added: New Civ DOC - Vila.

- Added: 3D presets (rearanged that):

- Stances: Stand up, Kneel, prone.

- Effects: Sandstorm, flies, smoke and fire.

- IED: Electronic Counter Measures Vehicle - This vehicle can jamm radio operated IEDs in it's proximity.

- Added: Disabling IED will now cause vehiclesto burst in flames.

- Added: Parachuting units will have their backpack attached to their chests while parachuting. - Thanks to Cobra.

Download Link - MP Mission version - Stratis:

https://www.dropbox.com/s/vk1makz2q2vnfpn/mcc_sandbox.Stratis.pbo

Download Link - MP Mission version - Altis:

https://www.dropbox.com/s/d25xly1ln63dgd6/mcc_sandbox.altis.pbo

Download Link - MP/SP Mod version:

https://www.dropbox.com/s/cbpinx8knu5fw42/%40mcc_sandbox.rar

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Guest

Updated release frontpaged on the Armaholic homepage.

PS: missions 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!

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Ok, now I use a mission version. How to restrict access to other players in the MCC Sandbox? Write more. Thanks.

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awsome update .. thx for that !

Ok, now I use a mission version. How to restrict access to other players in the MCC Sandbox? Write more. Thanks.

just check the "Manual MCC.pdf" to get more information about that and the other features

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;2549546']awsome update .. thx for that !

just check the "Manual MCC.pdf" to get more information about that and the other features

I watched, there is no information as to restrict access in missions version without the use of add-on

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Thanks for the update Shay !!

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shay, i found 3 bugs:

- after disconnected from the server, i reconnected and the Server FPS counter was constantly 0

- after disconnected from the server, i reconnected i lost all the zones

- after disconnected from the server, i reconnected i lost one of the player from the player list (I wanted to teleport him).

A few suggestion:

- could you make an option for teleporting a vehicle with players in it (could be good for starting a mission, and i didn't want them to drive around)

- Is it possible to implement a clearing option? So that you could clear the dead ai-s, destroyed vehicles, and armors with one click from the whole map (maybe one auto clear option, that could work outside of a pre given radius around the players)

- Could you add a script for making a vehicle in 3d editor a mobile respawn point?

- Can you create an options, for putting the ammobox that i create in MCC into a vehicle?

- I would like to create missions, that contains part of moving objects, like move an ammo box out from a house and put it into a car. But with your script i only can make an object pickupable. Is it possible to somehow put this items down, or put them into vechicles?

Your mission is awesome. It's a real tool for a real sandbox game, keep up the good work!

(sorry for my English, i'm not good with foreign languages) :)

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