shay_gman 272 Posted November 22, 2013 (edited) maxSatelliteAlpha = 0.85; to: maxSatelliteAlpha = 0.35; Thanks Ollem. I'll add it for next release. Hello, i watched Jester's video on MCC Demo and he added in the stances into the 3D Editor and i was wondering how do you add it in. Does anyone know? You'll need to download the latest version and then from the 3D editor you should pick the unit, choose the correct preset from the preset tab press "Apply" and place the unit. can i prevent the use of mcc in my mission if the client use the mcc mod? how can i define if client have mcc then only someone or noone can use it else mission start as it is? i know this is possible if i put the mcc access module but i dont want that .....i need my mission run without mcc mod required. edit i think that i need a command in my mission init or in description like if mcc mod present then give access to "someone or noone" else exit with blah blah...... like that if (!mcc_like_that) then { this setvariable ["names",["shay_gman","Spirit"]]; }; thanks also can i use Uid numbers instead of names? and how Add this to the mission init: private "_namesList"; _namesList = ["0123456","145487424"]; if (!isnil "mcc_actionInedx" && (getPlayerUID player) !in _namesList) then {player removeAction mcc_actionInedx;}; @Shay_GmanThank you for responding, and for looking into allowing the toggling of the TopoMap. What I was talking about with the Clipboard is that it is not dynamic in its size. That is to say, I have made a humble little base for our new Merc Squad: You will see that the last asset is the "Toilet Box", but I had placed about 8 other things beyond this. I find, on average, the clipboard only holds about 112 lines. This can fill up quite fast. As such I have taken to having to build the missions in stages and saving those to text-files. I have to check about every 5 assets to see if it is "full" and if it is then I just have to save what I have and start over with a new file. Sorry can't confirm, check on your end. I've just built a 3 story wall on Altis's runway containing 205 lines of code and had no problem saving it or loading it from clipboard. [[[14819.1,16404.2,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14820.3,16402.7,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14821.4,16401.3,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14822.6,16400,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14824,16398.9,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14825.2,16397.8,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14826.8,16396.6,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[0,0,0], 0, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14828.3,16395.3,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14829.7,16394,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14831.1,16392.6,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[0,0,0], 0, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14832.5,16391.5,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14833.9,16390.2,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14835.2,16388.9,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14836.3,16387.8,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14837.5,16386.2,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14838.6,16385.1,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14839.6,16384.2,0], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14836.7,16387.1,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14835.6,16388.5,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14834.3,16389.8,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14833,16390.9,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14831.6,16392.3,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14830.4,16393.5,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14829.2,16393.9,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14828.2,16395.1,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14826.6,16396.3,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14825.3,16398,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14824,16399.2,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14822.7,16400.4,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14821.3,16401.7,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14819.8,16403,1.2], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14820.6,16402.4,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14821.5,16401.2,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14822.5,16400.4,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14823,16399.5,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14824.4,16398.5,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14825.3,16397.7,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14826.1,16396.7,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14826.9,16395.9,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14828.2,16395.1,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14828.9,16394.2,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14830,16393.5,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14831.1,16392.4,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14831.8,16391.5,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14832.7,16390.6,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14833.5,16389.8,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14834,16389,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14835.3,16388.4,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; [[[14835.9,16387.3,2.7], 134.561, 'Land_HBarrier_1_F', 'AMMO', 'CIV', true, '', '', 0],'MCC_fnc_simpleSpawn',true,false] spawn BIS_fnc_MP; MCC_mccFunctionDone = false; waitUntil {MCC_mccFunctionDone}; Guys I need your help some of you reported doubl spawning in the 3D editor after a while. I can't repeoduce it on my end. So who ever can figure when it happend and why (like after spawning this the double spawning will happened) will get an big thankyou and milk and cookies. Edited November 22, 2013 by shay_gman Share this post Link to post Share on other sites
dragonsyr 21 Posted November 22, 2013 Add this to the mission init: private "_namesList"; _namesList = ["0123456","145487424"]; if (!isnil "mcc_actionInedx" && (getPlayerUID player) !in _namesList) then {player removeAction mcc_actionInedx;}; thank you sir !! i ll try this afternoon .... Share this post Link to post Share on other sites
mrkeeno 10 Posted November 22, 2013 Ive just started making missions, this mod looks like it will make things a lot easier. Quick + possibly silly question - Can i use this mod in the editor and save it as a mission? or is this strictly to be used to build a mission on the fly? I was hoping to use a mixture of the standard 2d editor and the mcc mod. Thanks in advance. Share this post Link to post Share on other sites
dragonsyr 21 Posted November 22, 2013 private "_namesList"; _namesList = ["0123456","145487424"]; if (!isnil "mcc_actionInedx" && (getPlayerUID player) !in _namesList) then {player removeAction mcc_actionInedx;}; i get error missing ) in line 3 also , mcc_actionInedx , or mcc_actionIndex ??? Share this post Link to post Share on other sites
C-J... 10 Posted November 22, 2013 I'm still getting the same issues. I save a loaded build. Load it up and blocks are not where they are supposed to be. Infuriating.. Share this post Link to post Share on other sites
spirit6 51 Posted November 22, 2013 (edited) Ive just started making missions, this mod looks like it will make things a lot easier. Quick + possibly silly question - Can i use this mod in the editor and save it as a mission? or is this strictly to be used to build a mission on the fly? I was hoping to use a mixture of the standard 2d editor and the mcc mod. Thanks in advance. MCC can load what was build with MCC. Editor can load what was build with Editor. Ofcourse, in a scripted way, it can be combined. That would require you to understand the load/save feature of mcc. So to answer quickly, no. Editor is offline, MCC is online (on the fly). Both work different. Edited November 22, 2013 by spirit6 Share this post Link to post Share on other sites
mrkeeno 10 Posted November 22, 2013 MCC can load what was build with MCC. Editor can load what was build with Editor. Ofcourse, in a scripted way, it can be combined. That would require you to understand the load/save feature of mcc. So to answer quickly, no. Editor is offline, MCC is online (on the fly). Both work different. Thanks for the reply spirit, Its a pity as I prefer the in game editor for laying down objectives/waypoints, however the 3d editor is great in MCC for placing objects and so on. Ahh well Share this post Link to post Share on other sites
Harzach 2517 Posted November 23, 2013 Thanks for the reply spirit, Its a pity as I prefer the in game editor for laying down objectives/waypoints, however the 3d editor is great in MCC for placing objects and so on. Ahh well I often use MCC to do critical object placement. You can grab the coordinates from the MCC save file and (with a little reformatting) use them along with setPosATL/setPosASL in the objects' init field or in a script. Share this post Link to post Share on other sites
Harzach 2517 Posted November 24, 2013 MCC was never supposed to work when it is not run by the server plus all clients. Anything that seemed to be working correctly was pure luck :) (or more precisely, a very specific feature that didn't require the client-side script to run, but in general MCC is not designed to support that) All I know is that, in Arma 2, changing weather/date/time of day works for everyone on the server with MCC running only on the dedi and mission-maker's machine. In fact, I have yet to find a function that doesn't work given these conditions. Has the MP framework of Arma 3 made this impossible? Share this post Link to post Share on other sites
shay_gman 272 Posted November 24, 2013 private "_namesList"; _namesList = ["0123456","145487424"]; if (!isnil "mcc_actionInedx" && (getPlayerUID player) !in _namesList) then {player removeAction mcc_actionInedx;}; i get error missing ) in line 3 also , mcc_actionInedx , or mcc_actionIndex ??? if (!isnil "mcc_actionInedx" && !((getPlayerUID player) in _namesList)) then {player removeAction mcc_actionInedx;} it's mcc_actionInedx (typo) as I remember but try it the other way around. I'm still getting the same issues. I save a loaded build. Load it up and blocks are not where they are supposed to be.Infuriating.. Object deleted with delete are not saved only object deleted with Undo (Ctrl + x). Try to give more info on where you see the problem. All I know is that, in Arma 2, changing weather/date/time of day works for everyone on the server with MCC running only on the dedi and mission-maker's machine. In fact, I have yet to find a function that doesn't work given these conditions. Has the MP framework of Arma 3 made this impossible? Probably ACE synching weather for logged players. That way or another you need a script running locally on each client to sync time and weather it can come from MCC or any other addon/mission. Share this post Link to post Share on other sites
dragonsyr 21 Posted November 24, 2013 (edited) the only solution to run that you post my init if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;}; // Wait until player is initialized if (!isDedicated) then { waitUntil {!isNull player && isPlayer player}; waituntil {Player == Player}; }; /*waitUntil {(getPlayerUID player) != ""}; _uid = getPlayerUID player; _namesList = ["1234","45678"];*/ _Reserved=["Dave","Sam"]; _PlayerName = name Player; if (!isnil "mcc_actionInedx") then { hint "Welcome"; } else { if ((_PlayerName in _Reserved)) then {hint "Welcome Mcc Admin";} else {hint"Mcc Disabled"; sleep 1; player removeAction mcc_actionInedx; }; };// this works but i dont know if is the right way with this , if you have mcc and you r not in the list, then mcc is off ... this is ok but, if you dont have mcc, you get error if you r not in the list, because the script ignore the --if (!isnil "mcc_actionInedx") then { hint "Welcome"; }-- command somehow and continue on --else {hint"Mcc Disabled"; sleep 1; player removeAction mcc_actionInedx; };-- command ....... in other hand, if you are in the list , you get the {hint "Welcome Mcc Admin";} no luck at all with UID's . i v tried many combinations but i cant get nothing as return for UID all the tests made in game editor...... not tested on server .... edit: if you put only this in init.sqf if (!isnil "mcc_actionInedx") then { hint "true"; } else {hint"false";}; and preview the mission , you will see that you get FALSE as return. If you press the ESC key and run the same command from the Debug console , you will see that now you get TRUE as return....... so i think that the init is not the right place to put this command . maybe this help for the solution......... Working perfect with this setup... make file mcc.sqf if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;}; // Wait until player is initialized if (!isDedicated) then { waitUntil {!isNull player && isPlayer player}; waituntil {Player == Player}; }; _Reserved=["Dave","Sam"]; _PlayerName = name Player; //if (!isnil "mcc_actionInedx") then { hint "true"; } else {hint"false";}; // for debug if (!isnil "mcc_actionInedx") then {if ((_PlayerName in _Reserved)) then {hint "Welcome Mcc Admin";} else {hint"Mcc Disabled"; sleep 1; player removeAction mcc_actionInedx; }; }; in editor put a trigger type none, activation none, 0 0 0 and on condition put alive player , and on act nul=[] execVM "mcc.sqf"; i tested with this way the UID's... not working.... why... Edited November 24, 2013 by dragonsyr Share this post Link to post Share on other sites
Harzach 2517 Posted November 24, 2013 Probably ACE synching weather for logged players. That way or another you need a script running locally on each client to sync time and weather it can come from MCC or any other addon/mission. Ah, of course. It's so easy to forget all of the things ACE is doing in the background. Share this post Link to post Share on other sites
nivimar 10 Posted November 25, 2013 How do I delete old saved MCC missions? I've been looking all over this page and nothing...I keep deleting sections of my saved work. Share this post Link to post Share on other sites
FTW_PHOENIX 10 Posted November 25, 2013 yes...I agree with Nivimar that we do need a delete button to rid of unwanted missions. I would also like to mention that the airdrop is not working. A helo will fly by, but doesn't drop anything. Share this post Link to post Share on other sites
fortenovo 10 Posted November 26, 2013 Why can't I create zones? everytime I try creating one it says contacting server.... and SPAWN FAILED! No good spawn locations found Share this post Link to post Share on other sites
galzohar 31 Posted November 26, 2013 For zones it should not need a "good location". Are you sure the mod is running on the server? Share this post Link to post Share on other sites
Axek/Axyl 2 Posted November 27, 2013 Hey Shay, In the mission version, the Independents seem to be friendly to West by default (in fact the mission.sqm defines it like that too) and you can't change it via the Mission Settings...well it doesn't seem to have an impact. Also, is there an easy way to switch the side for an already spawned group? Cheers, Axyl. Share this post Link to post Share on other sites
spirit6 51 Posted November 27, 2013 Why can't I create zones? everytime I try creating one it says contacting server.... and SPAWN FAILED! No good spawn locations found Zones are not spawned. Are you clicking the wrong keys? You spawn thing IN a zone. Try click "update zone" and on the minimap under it press left mouse and keep pressed. Happy drawing. After that you can spawn. If you do things right, make sure server has addon running if that is what ya use. Share this post Link to post Share on other sites
serjames 357 Posted November 27, 2013 quick thanks to Shay and of course Spirit for hosting some custom missions on the 3CB server tonight.. was fun guys :) Thanks SJ Share this post Link to post Share on other sites
bitbit44 10 Posted November 29, 2013 Hi, I love your mod it makes making missions so easy. I am having a problem with it tho when I try to load a saved mission with triggers it will not load the triggers. I have attached a simple example. The zone and the vehicle loads but the trigger does not. Any help would be appreciated. BTW this code is an example but it happens all the time on my bigger missions. mcc_zone_markposition=[14753.9,16435.7,0]; mcc_zone_number=1; mcc_zone_marker_X=79.5508; mcc_zone_marker_Y=48.9043; mcc_zone_markername='1'; mcc_hc=0; mcc_zone_pos set [mcc_zone_number,mcc_zone_markposition]; mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]]; mcc_zone_locations set [mcc_zone_number,mcc_hc]; script_handler = [0] execVM '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'; mcc_hc = 0; script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf'; waitUntil {scriptDone script_handler}; mcc_spawntype='VEHICLE'; mcc_classtype='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='B_Truck_01_transport_F'; mcc_spawnfaction='WEST'; mcc_zone_number=1; mcc_zoneinform='NOTHING'; mcc_zone_markername='1'; mcc_spawnbehavior='MOVE'; mcc_grouptype =''; mcc_spawndisplayname ='["HEMTT Transport","\a3\soft_f_beta\Truck_01\Data\UI\Truck_01_Base_CA.paa"]'; mcc_track_units = false; mcc_awareness = 'default'; mcc_sidename = 'WEST'; mcc_hc = 0; script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf'; waitUntil {scriptDone script_handler}; MCC_capture_var = ' mcc_zone_markposition=[14626.4,16283,0]; mcc_zone_number=1; mcc_zone_marker_X=46.1885; mcc_zone_marker_Y=27.9619; mcc_zone_markername='1'; mcc_hc=0; mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]]; mcc_zone_locations set [mcc_zone_number,mcc_hc]; script_handler = [0] execVM 'mcc\general_scripts\mcc_make_the_marker.sqf'; '; script_handler = [0, [14689.9,16359.9,0], [32.208,11.9844], 'WEST', 'WEST D', 'RECTANGLE', 't1', MCC_capture_var,0,0,'this',''] execVM 'mcc\general_scripts\triggers\triggers_execute.sqf'; waitUntil {scriptDone script_handler}; Share this post Link to post Share on other sites
Spoor 23 Posted November 29, 2013 @bitbit44 - waypoints and triggers will not be saved !! Share this post Link to post Share on other sites
ov3rj0rd 1 Posted December 3, 2013 Hi, Great mod! I have had a lot of fun messing around on single player creating ambushes and such :P. I am having a problem trying to put the mod onto my game server. I have the mod installed on the server as @mcc_sandbox and @CBA_A3 in the root directory. I have also placed the code into the init file at the very top and the server keys are in the right folder. I sometimes are not able to join in and when I do get in after a bit of messing around, I dont have the mission generator action. Any thoughts? Thanks, OV3RJ0RD Share this post Link to post Share on other sites
Dragoon76 10 Posted December 4, 2013 Thank you for support. You was absolutely right. The folder was named wrong -.-It's working now! one of the best mods dude ian How was the folder named wrong. I am having the same issue. The mod runs fine on my computer but not on our dedicated server. I have placed the @CBA_A3 & @mcc_sandbox folders in the Arma 3 Folder of the server. I have placed the keys for both mods in the keys folder of the Arma 3 folder. 1 copied the init code and placed it in the init.sqf of the mission I created. I have tried to place the MCC module and sync it to a player. please help. Share this post Link to post Share on other sites
shay_gman 272 Posted December 4, 2013 Hey Shay,In the mission version, the Independents seem to be friendly to West by default (in fact the mission.sqm defines it like that too) and you can't change it via the Mission Settings...well it doesn't seem to have an impact. Also, is there an easy way to switch the side for an already spawned group? Cheers, Axyl. Fixed i'll release a new version. Hi,I love your mod it makes making missions so easy. I am having a problem with it tho when I try to load a saved mission with triggers it will not load the triggers. I have attached a simple example. The zone and the vehicle loads but the trigger does not. Any help would be appreciated. BTW this code is an example but it happens all the time on my bigger missions. mcc_zone_markposition=[14753.9,16435.7,0]; mcc_zone_number=1; mcc_zone_marker_X=79.5508; mcc_zone_marker_Y=48.9043; mcc_zone_markername='1'; mcc_hc=0; mcc_zone_pos set [mcc_zone_number,mcc_zone_markposition]; mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]]; mcc_zone_locations set [mcc_zone_number,mcc_hc]; script_handler = [0] execVM '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'; mcc_hc = 0; script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf'; waitUntil {scriptDone script_handler}; mcc_spawntype='VEHICLE'; mcc_classtype='LAND'; mcc_isnewzone=false; mcc_spawnwithcrew=true; mcc_spawnname='B_Truck_01_transport_F'; mcc_spawnfaction='WEST'; mcc_zone_number=1; mcc_zoneinform='NOTHING'; mcc_zone_markername='1'; mcc_spawnbehavior='MOVE'; mcc_grouptype =''; mcc_spawndisplayname ='["HEMTT Transport","\a3\soft_f_beta\Truck_01\Data\UI\Truck_01_Base_CA.paa"]'; mcc_track_units = false; mcc_awareness = 'default'; mcc_sidename = 'WEST'; mcc_hc = 0; script_handler = [0] execVM 'mcc\general_scripts\mcc_SpawnStuff.sqf'; waitUntil {scriptDone script_handler}; MCC_capture_var = ' mcc_zone_markposition=[14626.4,16283,0]; mcc_zone_number=1; mcc_zone_marker_X=46.1885; mcc_zone_marker_Y=27.9619; mcc_zone_markername='1'; mcc_hc=0; mcc_zone_size set [mcc_zone_number,[mcc_zone_marker_X,mcc_zone_marker_Y]]; mcc_zone_locations set [mcc_zone_number,mcc_hc]; script_handler = [0] execVM 'mcc\general_scripts\mcc_make_the_marker.sqf'; '; script_handler = [0, [14689.9,16359.9,0], [32.208,11.9844], 'WEST', 'WEST D', 'RECTANGLE', 't1', MCC_capture_var,0,0,'this',''] execVM 'mcc\general_scripts\triggers\triggers_execute.sqf'; waitUntil {scriptDone script_handler}; Triggers should be saved i'll fix it. Hi,Great mod! I have had a lot of fun messing around on single player creating ambushes and such :P. I am having a problem trying to put the mod onto my game server. I have the mod installed on the server as @mcc_sandbox and @CBA_A3 in the root directory. I have also placed the code into the init file at the very top and the server keys are in the right folder. I sometimes are not able to join in and when I do get in after a bit of messing around, I dont have the mission generator action. Any thoughts? Thanks, OV3RJ0RD Make sure CBA is kicking beofre MCC, put CBA first then MCC. You don't need to put any code in the init file only if you want to change some of the default settings. How was the folder named wrong. I am having the same issue. The mod runs fine on my computer but not on our dedicated server. I have placed the @CBA_A3 & @mcc_sandbox folders in the Arma 3 Folder of the server. I have placed the keys for both mods in the keys folder of the Arma 3 folder. 1 copied the init code and placed it in the init.sqf of the mission I created. I have tried to place the MCC module and sync it to a player. please help. Don't put the MCC module it will restrict access to MCC to all but the player. Make sure CBA is kicking in before MCC. Share this post Link to post Share on other sites
serjames 357 Posted December 4, 2013 Quote Originally Posted by Axek View Post Hey Shay, In the mission version, the Independents seem to be friendly to West by default (in fact the mission.sqm defines it like that too) and you can't change it via the Mission Settings...well it doesn't seem to have an impact. Also, is there an easy way to switch the side for an already spawned group? Cheers, Axyl. Fixed i'll release a new version. [/Quote] Ah that's brilliant Shay, was wondering why I couldn't get the Buzzards to shoot NullJeager down in his F18. So can you change the Indie's allegiance on the fly, so i.e. start them friendly and then change them to be hostile to Blufor ? SJ Share this post Link to post Share on other sites