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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

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I've noticed opfor is not aggressive I can run right by and they don't shot also they have been shooting in the sky around themselves.

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Could it be possible to include the user defined Cfgmusic to the MCC's music list? Or is there a way to add my own mission specific music to the list?

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Hey I have a server on FPSPLAYERS

I installed MCC_sandbox and then put the key in the respective key folder like the other mod... Command line added for it etc... It is certainly running the mod... When I go into my mission and select login the screen flickers and never seems to log in. Can someone tell me if there is something I am overlooking? IS there a config file somewhere I need to mess with to ensure it allows me to login? Is it something say battle eye is keeping me from using it perhaps?

Any help would be highly appreciated.

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Shay we mentiuoned to spirit last night about the odd permenant "move" marker that appears in non MCC missions when you are running the mod. He'd never noticed it apparently.

Are you aware of this bug ?

Basically a gray line stretched from your current map location to a "move" cross somewhere on the map, normally where you first spawn. It's always there and follows you around the map. Can that be hidden ?

SJ

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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?

Well I can't guarantee you performance when you are changing the scripts. Try rolling back to the stable version and test it to see if you get this behavior.

Regarding groups you can have up to 146 groups. Empty groups should be deleted automatically.

I've noticed opfor is not aggressive I can run right by and they don't shot also they have been shooting in the sky around themselves.

Maybe you placed them with the 3D editor while using the "AA ambient" preset?

ïŠ

Could it be possible to include the user defined Cfgmusic to the MCC's music list? Or is there a way to add my own mission specific music to the list?

MCC reads the Cfgmusic so if you have custom music there it will read it.

Hey I have a server on FPSPLAYERS

I installed MCC_sandbox and then put the key in the respective key folder like the other mod... Command line added for it etc... It is certainly running the mod... When I go into my mission and select login the screen flickers and never seems to log in. Can someone tell me if there is something I am overlooking? IS there a config file somewhere I need to mess with to ensure it allows me to login? Is it something say battle eye is keeping me from using it perhaps?

Any help would be highly appreciated.

For the mod you should install and use CBA before MCC.

Shay we mentiuoned to spirit last night about the odd permenant "move" marker that appears in non MCC missions when you are running the mod. He'd never noticed it apparently.

Are you aware of this bug ?

Basically a gray line stretched from your current map location to a "move" cross somewhere on the map, normally where you first spawn. It's always there and follows you around the map. Can that be hidden ?

SJ

Well it is not a bug it is part of MCC Mojo.

The move WP is generated for players who have GPS. While using the Commander Console, a commander can assign waypoints to friendly players or AI groups (if the mission maker allow it) along other functions such as directing CAS/EVAC controlling UAV/UGV/AC-130 and acting as Forward Artillery Observer.

BTW to disable it go to mission settings in menu 1 and select friendly WP off.

You should check the video bellow:

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I have music in my CfgMusic but it does not show in the Mod version jukebox. I can play it with the playMusic command in console but I cannot see it in the list.

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First of all, thanks for a great mod!

A couple of noob questions after playing around a bit:

1. I created a zone and tried to spawn an infantry unit but it said there was no good position, the zone was small but not that small. It was in a forest, maybe 30m2. I tried several types of units.

2. I created a patrolling unit inside another zone, but after a while they went out of the zone and left the area. I guess this relates to the different AI settings. Are these explained properly some where, because it's hard to know which ones to use.

3. I have experienced several times that spawned convoys blow up, I guess because they are spawned in conflict with other objects. The problem is that the spawn point is exactly that, a small point, so I have no idea which direction or how long the spawn area will be. It would be great if the same or similar effect was used as when you call for airdrops.

Edited by Bohemian_Flapsody
figured out one question and removed it

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Well I can't guarantee you performance when you are changing the scripts. Try rolling back to the stable version and test it to see if you get this behavior.

Regarding groups you can have up to 146 groups. Empty groups should be deleted automatically.

Maybe you placed them with the 3D editor while using the "AA ambient" preset?

ïŠ

MCC reads the Cfgmusic so if you have custom music there it will read it.

For the mod you should install and use CBA before MCC.

Well it is not a bug it is part of MCC Mojo.

The move WP is generated for players who have GPS. While using the Commander Console, a commander can assign waypoints to friendly players or AI groups (if the mission maker allow it) along other functions such as directing CAS/EVAC controlling UAV/UGV/AC-130 and acting as Forward Artillery Observer.

BTW to disable it go to mission settings in menu 1 and select friendly WP off.

You should check the video bellow:

I am running CBA already due to other mods. Anything else comes up to mind perhaps? Thank you for your reply in the meantime.

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When calling flare using call artillery command it also spawns a mortar that explodes in the sky.

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I am running CBA already due to other mods. Anything else comes up to mind perhaps? Thank you for your reply in the meantime.

Shay meant to say: make sure CBA is mentioned in the addon list BEFORE mcc. So @CBA;@MCC....

If you have that and the same is on the client side, then it simple works. Just like anybody else.

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Shay meant to say: make sure CBA is mentioned in the addon list BEFORE mcc. So @CBA;@MCC....

If you have that and the same is on the client side, then it simple works. Just like anybody else.

You guys are amazing problem solved thank you!

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First of all, thanks for a great mod!

A couple of noob questions after playing around a bit:

1. Why only 5 respawns? After 5 respawns I was stuck in a skydiving situation and I couldn't respawn because there was no available players. I also couldn't open MCC, so I had to restart the server...

2. I created a zone and tried to spawn an infantry unit but it said there was no good position, the zone was small but not that small. It was in a forest, maybe 30m2. I tried several types of units.

3. I created a patrolling unit inside another zone, but after a while they went out of the zone and left the area. I guess this relates to the different AI settings. Are these explained properly some where, because it's hard to know which ones to use.

4. I have experienced several times that spawned convoys blow up, I guess because they are spawned in conflict with other objects. The problem is that the spawn point is exactly that, a small point, so I have no idea which direction or how long the spawn area will be. It would be great if the same or similar effect was used as when you call for airdrops.

Hi,

1. You can set how many spawns you like in the parameters or you can play with the mod version and you'll have MCC on any mission you'll pick.

2. While spawning a unit In zone it checks from distance from another object and the terrain elevation to be on the safe side. If you can't spawn a unit inside the zone make the zone bigger spawn the unit and then move it to the desire location, sometimes the AI can walk to a zone they can't spawn in it.

3. Yes it is the Aggressive behavior there is a manual on the first post it for ArmA 2 MCC but you should read it. In brief, (I'll post it in the first post too)

Units will stay connected to the zone, if the zone moves so are the units inside.

When engaged units will suppress, use smoke grenades, will make flanking maneuvers and eventually retreat if they take too many casualties.

If the units inside a zone will have to move more than 500 meters they will scan for empty vehicles or helicopters to get to the new position. If they board a helicopter the pilot will drop his cargo at the new location and go back to his start location waiting for orders.

It is common to see AI group joining forces such as group with vehicles in it will detour to pick up infantry before going to new location.

All groups share radio information with each other so once one group got into contact after a few seconds all the units within 700 meters around the engaged unit will be alerted too and will act according to the information below.

a. Aggressive: Units share radio information, will patrol the zone and will pursuit after known enemy or come to reinforce friendly units under fire outside the zone (up to 700 meters)

b. Defensive: Same as aggressive but the units will not get outside the zone, they will engage enemies and support friendly units if they are inside their zone.

c. Passive: Units will stand still when they spawn, if being engaged or enemy close by they will turn behavior into Aggressive.

d. Fortify: Units will garrison empty houses and man static weapons nearby – Units will not move with the zone if moved.

e. Ambush: Units will search for nearby roads, place mines on the roads and get into ambush position waiting for enemy units to pass by– Units will not move with the zone if moved.

f. On-road Aggressive: Same as aggressive but units will tend to stay on roads.

g. On-road Defensive: Same as defensive but units will tend to stay on roads.

h. BIS default: Units will have normal BIS behavior – no WP will be assigned and they will not move with the zone if moved.

i. BIS Defense: Some units will sit down, some will patrol the area – Units will not move with the zone if moved.

j. BIS Patrol: Units will patrol the area – Units will not move with the zone if moved.

When calling flare using call artillery command it also spawns a mortar that explodes in the sky.

It isn't mortar, a flare shell do make noise and explode in midair and then fall slowly to ground.

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Hostages dont seem to work. I can secure the hostage but he stays his hands behind his back and wont move.

Same is with Armed civilians, once you have secured them and they raise their hands and join group, you cant command them anymore.

Edited by Hapexi

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Hostages dont seem to work. I can secure the hostage but he stays his hands behind his back and wont move.

I have the exact same problem. I can secure hostages, and they automatically join the group and I can give them orders but they don't comply.

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I had some issues with synchronization and I understand if its something that you cannot change, but I was playing Patrol Operations and tried to change time and play music from MCC but neither worked for the 2 other players I was playing with. Weather changed for me and music played for me but not for them. If this is something you cannot change, maybe do a list of features that dont work for others when using the mod version.

But otherwise the MCC really saved the mission couple of times. Took some time for us to get to the first capture convoy point and it had gone already. I opened MCC and saw they are just sitting at the end of a really long road. No worries, give them new waypoints to come to us, get some random patrols coming at us in the mean time. Friends were really happy and we did the mission succesfully without a boring moment!

Edited by Hapexi

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Shay I'm not using 3D editor just zone than spawn east and groups.....than there shooting at everything in site not even aiming shooting the sky the ground everything. Anyone else have this problem? I mean they'll shoot at me but they look like there flipping out . I'll try tonight.

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@Shay - 1 Q MCC is not working anymore with the A2 converted maps/mod loaded, even when I use one of the A3 islands any idea what the problem can be ?? I have been asking Alduric the same on his forum.

*http://www.armaholic.com/page.php?id=23883

Thanks and have a good day

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@Spoor - what is not working - please can you be more specific ?

I'm running @A3MP and using MCC fine ?

SJ

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Hey Shay,

I've noticed that whenever a vehicle or static weapon is spawned, it immediately turns it's turret(s) straight north, on every map, no matter what. This means that it's not scanning in front of itself and a lot of times never sees the enemies.

Do you know what causes this?

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Hostages dont seem to work. I can secure the hostage but he stays his hands behind his back and wont move.

Same is with Armed civilians, once you have secured them and they raise their hands and join group, you cant command them anymore.

Fixed in next upcomming version.

noticed someone if there is a problem with using the mcc together with alive mod?

http://forums.bistudio.com/showthread.php?167912-ALiVE-Advanced-Light-Infantry-Virtual-Environment

Alive found a solution and they are fixing it on their side.

I had some issues with synchronization and I understand if its something that you cannot change, but I was playing Patrol Operations and tried to change time and play music from MCC but neither worked for the 2 other players I was playing with. Weather changed for me and music played for me but not for them. If this is something you cannot change, maybe do a list of features that dont work for others when using the mod version.

But otherwise the MCC really saved the mission couple of times. Took some time for us to get to the first capture convoy point and it had gone already. I opened MCC and saw they are just sitting at the end of a really long road. No worries, give them new waypoints to come to us, get some random patrols coming at us in the mean time. Friends were really happy and we did the mission succesfully without a boring moment!

Most likely because they weren't running MCC. Some of the MCC features are local and required all clients to run MCC. Weather and music for example are local to the player.

Shay I'm not using 3D editor just zone than spawn east and groups.....than there shooting at everything in site not even aiming shooting the sky the ground everything. Anyone else have this problem? I mean they'll shoot at me but they look like there flipping out . I'll try tonight.

That is the funniest and strangest bug i've heard of. Try disable other mods you are running I've never heared about it before.

Hey Shay,

I've noticed that whenever a vehicle or static weapon is spawned, it immediately turns it's turret(s) straight north, on every map, no matter what. This means that it's not scanning in front of itself and a lot of times never sees the enemies.

Do you know what causes this?

Fixed in upcomming version. The 3D editor set the vehicle direction but if the vehicle has a turret by BIS default it will be turning north. If you get with AI into a vheicle they will always look north in there are not known contacts or told otherwise.

Well for all.

Sorry for being late on releas i'm working on something big for you guys that will be available soon.

So thanks for your support.

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Sorry for being late on releas i'm working on something big for you guys that will be available soon.

Exciting - looking forward to it :)

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A question: I've been using the mission version and changed to the mod version (took a while before I realised the difference). Doing so I noticed that BTC Revive is missing from the mission parameters, does that mean I have to install BTC Revive as a mod when usind the MOD version of MCC?

Other then that thumbs up for your hard work and looking forward to the new update.

By the way, is there a way for us to support your hard work via Paypal or similar?

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i'm working on something big for you guys that will be available soon.

:D

This is very exciting news.

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