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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

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When in the mission wizard if I choose Blufor FIA as the enemy or any other faction apart from NATO it tells me there are no units available for those factions and seems to stay in a locked building state so im unable to setup another one? sorry if it's explained in the docs, I'm currently not on my PC

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This is more a general question: How (or more precisly where) do I edit the roles that come with the MCC Template mission (MOD version). Specifically I want to make a new group with my own custom loadout.

Also, is it possible without to much work to save gear on a dedicated server?

My idea is to start our players in civilian clothes and with no or very few weapons, where they will roleplay people that take up arms against the local milits/oppressors. Some of the objectives for them will be to get their hands on more gear, and so I would love the ability for them to be able to save the gear until next time we play. Can it be so simple as saving the gear in VAS and loading it up next time they log on?

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Hey Guys,

I´ve a simple question. I have not tested this mod but I want to start with.

It is able to create a mission with the 3D editor from the beggining? I mean edit it save it, edit save it and play it later but not in at the same moment.

As far as I know this mod is to create live missions, and include things during the mission itself.

I would like to use it as a mission maker, editing, test and once test it, play it wiht my colleagues. As a mission editor is used to do, like making a mission at the A3 editor...

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@Spirit6: Major Self-Facepalm, I wondered if it was a click command to open a waypoint window, but I didn´t tried a DOUBLE click =/ Thanks for the clarification... and Shay´s video shows all the goodies for us dummies...

Just tried the Mission Wizard and it works as a charm in Altis, it will be quite useful, Shay, you´re indeed a genius, sir! (Anxious for the new AI tool Spirit is work with...)

MW failed in Fata, have you guys tried in other maps? Which one works, which doesn´t?

cheers! =)

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Hi Shay! Great work again !

I notied something but it's not related to latest update: when I use 3D editor on the Altis SouthEast corner of the map, the position of the camera isn't right, it seems the lower right part of the map is out of range and the camera is stuck behind and invisible wall. Is it just me or is it a bug ?

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Hi

Awesome mod but I seem to be having a problem with CAS. I can add a plane to MCC controller and the dialog box comes up saying the correct ammunition type but instead of the aircraft I specified I get Plane:[any]. I get the same in the MCC console, and I can still try calling CAS and it tells me it's incoming but the plane never shows up. Any idea what's causing this?

Cheers

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;2594593']@Spirit6: Major Self-Facepalm' date=' I wondered if it was a click command to open a waypoint window, but I didn´t tried a DOUBLE click =/ Thanks for the clarification... and Shay´s video shows all the goodies for us dummies...

Just tried the Mission Wizard and it works as a charm in Altis, it will be quite useful, Shay, you´re indeed a genius, sir! (Anxious for the new AI tool Spirit is work with...)

MW failed in Fata, have you guys tried in other maps? Which one works, which doesn´t?

cheers! =)[/quote']

Generator is guaranteed to work on default A3 maps. Not claiming that it wont work on others, but it cannot be guaranteed either. Ofcourse the future will change that.

---------- Post added at 07:17 PM ---------- Previous post was at 07:13 PM ----------

When in the mission wizard if I choose Blufor FIA as the enemy or any other faction apart from NATO it tells me there are no units available for those factions and seems to stay in a locked building state so im unable to setup another one? sorry if it's explained in the docs, I'm currently not on my PC

The message of the generator is misleading in this case. The generator expects you to choose a faction that is enemy towards your faction. So the Gorilla's need to be made unfriendly. Go to mission settings. Set Resistance Hostile to: <your side>. Click confirm. Now go back to generator and click again. It should work.

---------- Post added at 07:22 PM ---------- Previous post was at 07:17 PM ----------

Wonderful mod, been busy trying to understand it all.

I have a couple of questions that I desperately want to have answered, as I am running into frustrating roadblocks with editing a mission.

1. I'm building a mission in the 2D editor, and I want to be able to use MCC's 3D Editor to fine-tune the placement of units and some objects. Is it somehow possible to edit a mission, go into Preview mode to use MCC to place the units, then copy-paste MCC's additions into the mission.sqm? I tried to do it, but what was pasted to the clipboard looks nothing like what I see in mission.sqm. Can the info from both the 2D editor and my additions from MCC somehow be combined?

2. Is there a way that I can add custom objects (such as those from Dren's Editor Upgrade) into MCC's 3D Editor for placement?

Thanks in advance for any help.

GG

1) Not yet. (i believe shay said something like this a while ago).

2) Any mod will be read. So as long as that mod is correctly created (config file), it will work.

---------- Post added at 07:23 PM ---------- Previous post was at 07:22 PM ----------

Hi

Awesome mod but I seem to be having a problem with CAS. I can add a plane to MCC controller and the dialog box comes up saying the correct ammunition type but instead of the aircraft I specified I get Plane:[any]. I get the same in the MCC console, and I can still try calling CAS and it tells me it's incoming but the plane never shows up. Any idea what's causing this?

Cheers

Something seems wrong indeed. Retested it, i do see the helicopters fly in to do a cas. CAS -> PLANE -> BOMB RUN. What do you do?

---------- Post added at 07:24 PM ---------- Previous post was at 07:23 PM ----------

[/color]

Shay, what to say bro, awesome tool, the mission generator is brilliant and could almost be standalone especially for us lowly SP dudes.

Some things i noticed when using it, the destroy mission for the drone prototype, i could not destroy it, it was indestructible, and the document mission placed itself on the gangway of the radar on air station mike? maybe it was supposed to be on the table but i only saw a table on the gangway, it did have 2 units guarding it on the gangway.

Anyway that was just on a quick initial run through, thanks again.

Destroy missions can only be succesfull by satchel. Might have misplaced the object on the table. Images clarify a lot :)

---------- Post added at 07:27 PM ---------- Previous post was at 07:24 PM ----------

This is more a general question: How (or more precisly where) do I edit the roles that come with the MCC Template mission (MOD version). Specifically I want to make a new group with my own custom loadout.

Also, is it possible without to much work to save gear on a dedicated server?

My idea is to start our players in civilian clothes and with no or very few weapons, where they will roleplay people that take up arms against the local milits/oppressors. Some of the objectives for them will be to get their hands on more gear, and so I would love the ability for them to be able to save the gear until next time we play. Can it be so simple as saving the gear in VAS and loading it up next time they log on?

Yes. MCC can be used on any mission, yes you can make your own template (its recommanded as not all play usmc). The template included in the mod cannot be changed by players (other then dpbo and pbo). You can however make your own template. Check out the first page to see how. (the init thingy).

Edited by spirit6
Was to fast

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Something seems wrong indeed. Retested it, i do see the helicopters fly in to do a cas. CAS -> PLANE -> BOMB RUN. What do you do?

I start it up with either Playwithsix or Arma3sync. I put down a dude in the 2d editor and preview the mission. I can then call in CAS directly from the mission generator, and it works fine. Alternatively I can spawn an MCC console and add my CAS to the console through the mission generator. Then when I open the console and call in the CAS it never arrives, and sometimes it even causes me to become unable to move or shoot as though I were in a cutscene. Any thoughts?

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The message of the generator is misleading in this case. The generator expects you to choose a faction that is enemy towards your faction. So the Gorilla's need to be made unfriendly. Go to mission settings. Set Resistance Hostile to: <your side>. Click confirm. Now go back to generator and click again. It should work.
thanks for the reply, I was playing as CSAT which is natural enemy to FIA (blufor)? Sorry if I misunderstand, will look again later... Also if I go back and choose NATO as rival faction the system tells me MCC is already building mission and to wait, and I believe it gets stuck here so pretty much need to restart mission.

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I start it up with either Playwithsix or Arma3sync. I put down a dude in the 2d editor and preview the mission. I can then call in CAS directly from the mission generator, and it works fine. Alternatively I can spawn an MCC console and add my CAS to the console through the mission generator. Then when I open the console and call in the CAS it never arrives, and sometimes it even causes me to become unable to move or shoot as though I were in a cutscene. Any thoughts?

I'll check the console I forgot there is CAS there too, i'll change it for next update.

thanks for the reply, I was playing as CSAT which is natural enemy to FIA (blufor)? Sorry if I misunderstand, will look again later... Also if I go back and choose NATO as rival faction the system tells me MCC is already building mission and to wait, and I believe it gets stuck here so pretty much need to restart mission.

The mission wizard will work with any faction the only thing that is needed is that the faction will have groups defined in it's config. You can change that by switching to the faction --> go to main manu --> switch to "Groups" and see if there is any group available for this faction. If that is the case let me know what you have done so I can fix it.

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I'll check the console I forgot there is CAS there too, i'll change it for next update.

Great, thanks a lot much for the quick response.

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BTW regarding map pack that aren't working:

ArmA 3 introduced new config variable called: mapSize.

As for example Stratis is mapSize = 8192;

New map modders should add the mapSize to the CfgWorld I can write a work around but I prefer getting in line with ArmA 3 configs instead.

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Yeah, that would be cool if you would do that. Can you eventually edit this config and upload it that the map pack would work after then? I dont know how it works, thats why im asking

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The r14 Missions Wizard is a great addition!

Tonight we found some bugs:

- if someone get disconnected, the task, and every map marker connected to the mission (except the red area brush) are missing for the reconnecting players.

- on the destroy objects mission the target can only destroyed by satchel. (Maybe artillery, or CAS could also work...)

- after destroying the target we didn't got a success message, and the task was still assigned

- the VAS loading can be more than 5 mins sometimes with many addons. Can you do something with that? I found something maybe this could speed up the process (

The real problem with VAS is, that after loading the MCC, the initialization of the VAS is fast (sub 15 sec), but after 10-15 minutes it's goung up to 5 mins and more. Same addons, same server, same mission.

Every else was great, thanks for your time spent developing this awesome mission/mod!

Edited by kelemenlajos
added more bugs

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I found something VERY dissapointing and am asking to fix

the garrison module does not work for custom mod buildings like it used to in the previous version, it does not place units in Takistan Building and other buildings anymore

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Question: Are you able to spawn friendly a.i. into your group to command?

If not I think that would be a good future addition.

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Shay,

Can we get a variable/code-chunk that we can assign to assets placed via the 3D editor, such as vehicles, that make their inventory EMPTY? There is such for FUEL and AMMO. It'd be nice that if they capture a Hunter, Ifrit, or Strider; they don't get a ton of extra gear, ammo, and explosives.

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I found something VERY dissapointing and am asking to fix

the garrison module does not work for custom mod buildings like it used to in the previous version, it does not place units in Takistan Building and other buildings anymore

I don't see any problem with the garrison function on Takistan (AiA):

http://steamcommunity.com/sharedfiles/filedetails/?id=214416334

http://steamcommunity.com/profiles/76561198007956840/screenshots/

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Me and Jacob can't get the missions built in VAS or BTC Revive to work and can't figure out why?

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In the new Mission Generator Wizard what is the "stealth" option? I haven't been able to figure it out.

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Shay,

Can we get a variable/code-chunk that we can assign to assets placed via the 3D editor, such as vehicles, that make their inventory EMPTY? There is such for FUEL and AMMO. It'd be nice that if they capture a Hunter, Ifrit, or Strider; they don't get a ton of extra gear, ammo, and explosives.

The 3d Editor in MCC has a place to put a unit init. Just use the

clearMagazineCargoGlobal

clearWeaponCargoGlobal

clearItemCargoGlobal

To empty everything from the Vehicles.

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I think its a bug with A3MP, can you try with that because everything but Garrison works on page 1 in A2 maps

---------- Post added at 02:35 ---------- Previous post was at 02:23 ----------

Correction, with the new update this mod has seemed to have lost full compatibility garrisoning Mod units like Massis Marines and Stalkers UK units

also this mod has a bug with new garrison in combat, they do not lift their rifles and will refuse to shoot the enemy and will walk around when in combat

Edited by AngelWingGamingJacob

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The mission wizard will work with any faction the only thing that is needed is that the faction will have groups defined in it's config. You can change that by switching to the faction --> go to main manu --> switch to "Groups" and see if there is any group available for this faction. If that is the case let me know what you have done so I can fix it.

Rogder, i see there are FIA east and west options available in under the groups tab thanks, fyi FIA GUE has no units so is obviously redundant?

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Earlier I and some friends were playing. We generated a mission with 2 tasks and then spent quite awhile waiting for one more friend to get on. While waiting a message popped up saying both tasks had been completed. Is there a time limit on completing tasks?

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In the new Mission Generator Wizard what is the "stealth" option? I haven't been able to figure it out.

@DoRo - listen to Shay's last video he is mentioning "stealth" missions

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