shay_gman 272 Posted December 4, 2013 Yes you can do with it mission settings (menu 1) but it will only effect units that spawned after the change Share this post Link to post Share on other sites
serjames 357 Posted December 4, 2013 makes sense.. Cheers SJ Share this post Link to post Share on other sites
C-J... 10 Posted December 6, 2013 Seems like ladders only work 20% of the time, and the ropes never work? Share this post Link to post Share on other sites
g8trtim 10 Posted December 7, 2013 Hi Shay and Spirit, I love the mod and am setting up some private missions a la Jesters Ranger Ops series. Using the download link on the first post for the mission file without unpacking the pbo I don't get access to the mcc console. Mission Generator works fine tho. I tried dropping the console via the box generator but it's not listed in any category including Items. Any ideas? To build my own mission template Id like to remove all the F3 characters frankly because it's a layer of abstraction and just one more script to debug/research. Removing the applicable units and description.ext entries is easy. Is it safe to remove any directories that will not remove additional functionality? Lastly for the life of me I can't figure out how to get the evac chopper to depart after pickup! There is no instruction in the help doc. Please help! Thanks again for the awesome MCC! Share this post Link to post Share on other sites
Queleab 10 Posted December 7, 2013 Does anyone know how disabled player position on the map, i tried change it in mission settings to false but doesnt works. sorry, my english isn´t good Thanks in advance Share this post Link to post Share on other sites
Drumheller 19 Posted December 7, 2013 Hi Shay and Spirit,I love the mod and am setting up some private missions a la Jesters Ranger Ops series. Using the download link on the first post for the mission file without unpacking the pbo I don't get access to the mcc console. Mission Generator works fine tho. I tried dropping the console via the box generator but it's not listed in any category including Items. Any ideas? To build my own mission template Id like to remove all the F3 characters frankly because it's a layer of abstraction and just one more script to debug/research. Removing the applicable units and description.ext entries is easy. Is it safe to remove any directories that will not remove additional functionality? Lastly for the life of me I can't figure out how to get the evac chopper to depart after pickup! There is no instruction in the help doc. Please help! Thanks again for the awesome MCC! You don't want the mission file. You want the mod version. It works in single player, multi player, every map, no issues: https://www.dropbox.com/s/cbpinx8knu5fw42/%40mcc_sandbox.rar If you're using a dedicated server make sure the server has the mod uploaded and activated as well. Share this post Link to post Share on other sites
g8trtim 10 Posted December 7, 2013 You don't want the mission file. You want the mod version. It works in single player, multi player, every map, no issues:https://www.dropbox.com/s/cbpinx8knu5fw42/%40mcc_sandbox.rar If you're using a dedicated server make sure the server has the mod uploaded and activated as well. Whoa! Jester himself?! 30 year old man crush. Love your Ranger Ops series where you build and then play. That's exactly what I'm trying to do. One goal was to avoid having to require the mods (assuming both cba and mcc) but guess ill just submit to your expertise. We have a dedicated server. Off topic question, do y'all use a tool to manage server configs for different missions/mods/events? Share this post Link to post Share on other sites
Manlysloth 10 Posted December 8, 2013 I'm sorry if this has been asked, but is it normal for the mission format of the mod to delete units i placed in the editor, except for the players squad. Share this post Link to post Share on other sites
shay_gman 272 Posted December 8, 2013 Seems like ladders only work 20% of the time, and the ropes never work? Ladders what ladders? I'm sorry if this has been asked, but is it normal for the mission format of the mod to delete units i placed in the editor, except for the players squad. Yes in SP it delete all the units you can change that in the init file Share this post Link to post Share on other sites
pandex 10 Posted December 8, 2013 How does it look to get the newest VAS into mcc. And maybe get a setting to configure the vas from the init file, (how many loadouts allowed is what im thinking of there. as the basic is 9(10)) Other then that we havent found problems with MCC and we have used it pretty extensively over the last few weeks. Share this post Link to post Share on other sites
sharpie7051 18 Posted December 8, 2013 Is it possible to us the F-18 as CAS using MCC. Share this post Link to post Share on other sites
tachi 10 Posted December 9, 2013 (edited) Bug report. 1) When I was trying to forbid MCC(just to check how it works) on the server i wrote this in init of the Access Rights module this setvariable ["names",["shay_gman","Spirit"]]; There weren't anyone with nicknames shay_gman or Spirit on the server, therefore MCC had to be unavailable for everyone. But it was available for everyone. Then I changed init to: this setvariable ["names",["Tachi"]]; I was at the server, and restrictions worked how they should, only I had action to access MCC, others didn't. 2) Time bug When creating a mission in editor I set time to midnight(24:00). When i loaded to the briefing screen it said it was (02:00), it added +2 hours to the actual time. When i loaded ingame time was automatically set to 22:00, so it subtracted -2 hours from original time. All this bugs are really easy to reproduce, can anyone give some feedback? Edited December 9, 2013 by Tachi Share this post Link to post Share on other sites
shay_gman 272 Posted December 10, 2013 I'm sorry if this has been asked, but is it normal for the mission format of the mod to delete units i placed in the editor, except for the players squad. BTW you can always use the mod version for SP missions. How does it look to get the newest VAS into mcc. And maybe get a setting to configure the vas from the init file, (how many loadouts allowed is what im thinking of there. as the basic is 9(10)) Other then that we havent found problems with MCC and we have used it pretty extensively over the last few weeks. I'll update VAS for next release i'll also make it so the mod won't collide with VAS that is allready runing in a mission. Is it possible to us the F-18 as CAS using MCC. You can overwrite the init with your own init: //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"]]; Bug report.1) When I was trying to forbid MCC(just to check how it works) on the server i wrote this in init of the Access Rights module this setvariable ["names",["shay_gman","Spirit"]]; There weren't anyone with nicknames shay_gman or Spirit on the server, therefore MCC had to be unavailable for everyone. But it was available for everyone. Then I changed init to: this setvariable ["names",["Tachi"]]; I was at the server, and restrictions worked how they should, only I had action to access MCC, others didn't. 2) Time bug When creating a mission in editor I set time to midnight(24:00). When i loaded to the briefing screen it said it was (02:00), it added +2 hours to the actual time. When i loaded ingame time was automatically set to 22:00, so it subtracted -2 hours from original time. All this bugs are really easy to reproduce, can anyone give some feedback? Good bug report. Regarding access module: it is no longer check by name but by playerID. By default when you put the Access module it should restrict everybody and then add action to units that are allowed. So please check it again, just put the access module in the editor, do not sync it to anything and try and see if only the admin has access then add the name variable add allowed playerID as strings in the array and try again. Regarding you having the access in the second test it can relate to the fact that most likely you was the admin at the time. Admins always have access to MCC. Share this post Link to post Share on other sites
tachi 10 Posted December 10, 2013 Regarding access module: it is no longer check by name but by playerID. By default when you put the Access module it should restrict everybody and then add action to units that are allowed. So please check it again, just put the access module in the editor, do not sync it to anything and try and see if only the admin has access then add the name variable add allowed playerID as strings in the array and try again. O'K, I'll try this. But what about time bug, can it be fixed? Share this post Link to post Share on other sites
shay_gman 272 Posted December 10, 2013 It will be fixed. Share this post Link to post Share on other sites
Drumheller 19 Posted December 12, 2013 Whoa! Jester himself?! 30 year old man crush. Love your Ranger Ops series where you build and then play. That's exactly what I'm trying to do. One goal was to avoid having to require the mods (assuming both cba and mcc) but guess ill just submit to your expertise. We have a dedicated server. Off topic question, do y'all use a tool to manage server configs for different missions/mods/events? Trying to play ArmA without mods... are ye mad sonny!? :p For server configs, it's just a startup line and the server.cfg file. We use a modpack and pretty much don't change it and when we do it's a big deal with forum announcements and whatnot. We try to have everything we could conceivably need on the server. We only add/remove mods every 2-3 months. Note: If you want AI to be fine tuned for your server(accuracy/skill wise) use ZEU server skill. It overrides the server config settings and even overwrites MCCs settings. Share this post Link to post Share on other sites
nivimar 10 Posted December 12, 2013 So how do I delete mission ounces saved in the MCC server Share this post Link to post Share on other sites
FTW_PHOENIX 10 Posted December 12, 2013 (edited) Shay...I have a question in regards to MCC Special Forces set up. When I set up a fire team with MCC SF, the only thing offered is helmet cam and change role through the parameter(infantry, diver, sniper). My main goal was to infiltrate an area undetected, accomplish the mission at hand, then evac undetected. It seems every time I'm within a certain range, the enemy are alerted to my presence. If I'm able to get in without alerting, which is very very RARE, every time I take a shot with a silenced weapon, the enemy will be alerted to my presence. Is there any way to add the ability to go silent in MCC SF so it will be possible to accomplish such missions, or is there a way now through MCC to be able to do this? I love MMC and use it all the time and would love to see MCC Special Forces offer more than what it offers at the moment. As always, thanks for your hard work and dedication to MCC! It is much appreciated. EDIT!!! I noticed that when I use air drop, the helo will fly in but nothing is dropped. I tried it several times using different items and still nothing. Edited December 12, 2013 by FTW_PHOENIX Share this post Link to post Share on other sites
nivimar 10 Posted December 13, 2013 "Phx" I feel you and +1 for your question , it would be nice to be undetected. Share this post Link to post Share on other sites
Hapexi 10 Posted December 13, 2013 Anyone else having difficulties commanding AI after the latest patch? Share this post Link to post Share on other sites
nivimar 10 Posted December 13, 2013 Sometimes they'll take forever to spawn , that's about it for me Share this post Link to post Share on other sites
mac22 10 Posted December 14, 2013 I have MCC installed - someone told me you can spawn a VAS ammo crate using this (I am assuming a VAS ammo crate is one that includes all ARA3 weapons) - can someone tell me how I can do this?(I have already found the crate generator in the mission editor but this doesn't seem to be a proper VAS crate containing all weapons?) Share this post Link to post Share on other sites
pandex 10 Posted December 14, 2013 I have MCC installed - someone told me you can spawn a VAS ammo crate using this (I am assuming a VAS ammo crate is one that includes all ARA3 weapons) - can someone tell me how I can do this?(I have already found the crate generator in the mission editor but this doesn't seem to be a proper VAS crate containing all weapons?) Go to 3d editor, find the item you want VAS available from, then in the drop down menu on the bottom,you chioce the Virtual ammobox script and press add. and then place your item on the map. Share this post Link to post Share on other sites
shay_gman 272 Posted December 15, 2013 So how do I delete mission ounces saved in the MCC server Just overwrite it. BTW the mission is saved in the user's profile not on the server so each user will have its own missions. Shay...I have a question in regards to MCC Special Forces set up. When I set up a fire team with MCC SF, the only thing offered is helmet cam and change role through the parameter(infantry, diver, sniper). My main goal was to infiltrate an area undetected, accomplish the mission at hand, then evac undetected. It seems every time I'm within a certain range, the enemy are alerted to my presence. If I'm able to get in without alerting, which is very very RARE, every time I take a shot with a silenced weapon, the enemy will be alerted to my presence. Is there any way to add the ability to go silent in MCC SF so it will be possible to accomplish such missions, or is there a way now through MCC to be able to do this? I love MMC and use it all the time and would love to see MCC Special Forces offer more than what it offers at the moment. As always, thanks for your hard work and dedication to MCC! It is much appreciated.EDIT!!! I noticed that when I use air drop, the helo will fly in but nothing is dropped. I tried it several times using different items and still nothing. What do you suggest SF should have? BTW silencer are not really silenced they can be heard up to 100 meters. And since AI in MCC share radio information with in their group and with other groups it important to take out the entire group fast and don't let other AI see the dead bodies. Regarding sneaking in previous arma games recon units (AKA SF) had higher values regarding being detected then the normal units. I don't think it changed so make sure you sync the SF module to recon class units. I had a lot of missions sneaking in and out and taking units silently it all depends on making the mission. In the future when I'll find the time I'll re-add the undercover agents like I did in ArmA 2. Regarding air drop? Do you use click and drag to mark the approach? Where are you testing it (SP,MP, Dedicated) I couldn't reproduce this behavior you are talking about. Anyone else having difficulties commanding AI after the latest patch? Care to explain more? What difficulties? Share this post Link to post Share on other sites
Hapexi 10 Posted December 15, 2013 (edited) Usually when I have removed a original waypoint from a group and try to assign a new one, they wont follow the new orders. And other issue I had a yesterday was when I could not spawn anymore OPFOR units. I could spawn BLUFOR infantry and OPFOR vehicles but not infantry. Even enemy convoys spawned without AI inside them. I did have at one time quite many troops on the field, but shouldn't the unit limit allow placing more once other units die? Once all OPFOR was killed, I still could not spawn any. Hmm.. I have created a frame for a mission in the MCC Mission and now I wanted to import it to a another mission I have done in the editor using the MCC Addon. It just seems that the import does not work. It brings the friendly base I did in the mission version but it does not bring the zones or enemy units I had placed. Importing the same piece of text in the MCC Mission version works just fine. RESOLVED: Well I managed to import the Mission version to the mod but I had to edit the script file path from "mcc\general_scripts\" to "\mcc_sandbox_mod\mcc\general_scripts" maybe this could be changed so they have same file paths? Edited December 15, 2013 by Hapexi Adding stuff Share this post Link to post Share on other sites