shay_gman 272 Posted January 27, 2014 The 3D editor invisable walls fixed the last update, make sure you updated your MCC. @BomberWRX even through watching your video 10 times I don't see the issue all I see is you opening the 3D then flying around, then opening again and looking around. BTW maybe you just close it with tab? Share this post Link to post Share on other sites
schlonz75 1 Posted January 27, 2014 Hi Shay, first of all I must give you a big thank you and kudos for your excellent work. This tool is big fun :) Just one thing: I can brush objects like units or vehicles from the map and they disappear in the 3D editor, but the marker (for example "IED1") stays on the small map in the MCC interface (I can add a picture later this day if needed for further explanation), so therefor I support this request: [...]2- Also, in the Delete brush drop list, that would be great if you could add "Markers" and "mission objectives". First because it seems markers don't really delete on the server (not global I think), when I log out and back I see the markers I deleted with the marker module. And the mission objectives sometimes mess up on dedicated server and repeat themselve endlessly. A last option "wipe the journal+objectives" would also be nice to start over without having to restart the whole mission on the server :) [...] I think this would help also in case I want to change things I already setup: again my example IED with ambush, when you mistakenly put the direction of the ambush completely wrong due to stupidity :P (But maybe there is already a way to solve that and I just didnt find it so far) Thanks so much! Share this post Link to post Share on other sites
lemondemon 11 Posted January 27, 2014 Why when I save my missions, waypoints made by me in group generator after load does not exist? Share this post Link to post Share on other sites
PVT Watt.J 14 Posted January 27, 2014 Hi Shay, I've had some considerable issues placing vehicles in the 3D editor. It often seems to place two units for each time I try to place one, resulting in an explosion. Any ideas on what I can do to work around that? Thanks! Share this post Link to post Share on other sites
spirit6 51 Posted January 27, 2014 Hi Shay,I've had some considerable issues placing vehicles in the 3D editor. It often seems to place two units for each time I try to place one, resulting in an explosion. Any ideas on what I can do to work around that? Thanks! The 'example' model you see when choosing an object is actualy a real model with real object collision. So when you click and place an object, move you mouse pointer away from the placement area. This is specialy true on vehicles or other large objects. Share this post Link to post Share on other sites
friznit2 350 Posted January 27, 2014 'sup Shay. Just to say we have successfully used MCC to deliver a couple of 'emergency' ops when scheduled ones break down on us. Combined with a simple ALiVE template and predefined background scenario, the mission generator is a superb capability that is working very well in a multiplayer environment to deliver some challenging missions literally at the touch of a button. Share this post Link to post Share on other sites
kklownboy 43 Posted January 27, 2014 'sup Shay. Just to say we have successfully used MCC to deliver a couple of 'emergency' ops when scheduled ones break down on us. Combined with a simple ALiVE template and predefined background scenario, the mission generator is a superb capability that is working very well in a multiplayer environment to deliver some challenging missions literally at the touch of a button.+1 thats how we roll on our server(AlphaSquad). With the added Robalo ASR+ goodness. All three working together (alive,MCC,ASR) is much fun, thnx. Share this post Link to post Share on other sites
PVT Watt.J 14 Posted January 27, 2014 (edited) The 'example' model you see when choosing an object is actualy a real model with real object collision. So when you click and place an object, move you mouse pointer away from the placement area. This is specialy true on vehicles or other large objects. Thanks for the quick reply! I am aware of this and have already been moving the cursor away as fast as humanly possible. The issue seems to come and go, but there are times when it is virtually impossible to place a vehicle without it exploding. As a side note, is it possible that the "temporary" vehicle could be made to not interact with other objects using can_collide or disablesimulation? Alternately, is it possible that for vehicles the "temporary" vehicle is removed prior to placement of the permanent vehicle and that the temporary vehicle is only made to reappear after the cursor has moved 10m or some other arbitrary distance? As it currently is set up, it is very easy to accidentally create all kinds of carnage, which can lead to serious problems in some cases (accidentally killing HVTs/Hostages due to secondary explosions, for example). Edited January 27, 2014 by Shadow_MSOG Share this post Link to post Share on other sites
jsmuk 13 Posted January 27, 2014 I am sure you are aware of this (I think I saw it mentioned somewhere in the past ~100 pages) but when A3MP is loaded there are loads of blank factions (just with names EAST WEST etc). Its not an issue at all apart from increasing the number of factions to look through when spawning stuff. Is there anything that can be done to prevent this? Share this post Link to post Share on other sites
Hud Dorph 22 Posted January 27, 2014 Thanks for the quick reply!I am aware of this and have already been moving the cursor away as fast as humanly possible. The issue seems to come and go, but there are times when it is virtually impossible to place a vehicle without it exploding. As a side note, is it possible that the "temporary" vehicle could be made to not interact with other objects using can_collide or disablesimulation? Alternately, is it possible that for vehicles the "temporary" vehicle is removed prior to placement of the permanent vehicle and that the temporary vehicle is only made to reappear after the cursor has moved 10m or some other arbitrary distance? As it currently is set up, it is very easy to accidentally create all kinds of carnage, which can lead to serious problems in some cases (accidentally killing HVTs/Hostages due to secondary explosions, for example). I have had the issue with 2 vehicles spawning, then exploding, and have found out that this happens always when under lag. Dont spawn anything when you have desync. Next time it happens try press p and check your desync. Wait till its 0 and try again. Share this post Link to post Share on other sites
nICe_Kuehl 10 Posted January 27, 2014 (edited) Hey, we are currently testing your mod for possible use in our coop-events. Many of its features like the 3D-Editor, the implementation of UPSMON and so on are great, and we would really love to see those in our missions. Though, we are encountering weird performance-problems. It seems that the server is doing non of the AI calculation by itself. In our tests we had stable, very high Server FPS, while the clients had monstrous frame-drops upon spawning multiple AI-units. My conclusion was that the MCC redistributes tasks to the clients, leaving the server in "idle" and making the game unplayable for the unlucky guys who receive all the units. By unplayable I mean unstable 4-5 frames on good gaming computers. The AI becomes pretty stupid when the client running it drops to low FPS. Why is the server not doing the work it's supposed to do and why is this "feature" of redistributing AI nowhere mentioned? Is there any possibility to deactivate it? Maybe some variable concerning headless support? We made the same experiences with MCC for Arma 2. If there should not be a way of bypassing this mechanism, the mod sadly has no use to us. Greetings from Germany Kuehl from niCe-team.eu Edited January 27, 2014 by nICe_Kuehl Forgot something ;) Share this post Link to post Share on other sites
BomberWRX 10 Posted January 27, 2014 The 3D editor invisable walls fixed the last update, make sure you updated your MCC.@BomberWRX even through watching your video 10 times I don't see the issue all I see is you opening the 3D then flying around, then opening again and looking around. BTW maybe you just close it with tab? You don't see the issue? I click on 3D editor. I click on the map where I want to place something in the 3D mode. It places me somewhere else. Then when I try to move around in 3D mode it's like i'm hitting an invisible wall. I'm using the latest version that's on the workshop Share this post Link to post Share on other sites
nivimar 10 Posted January 27, 2014 The only problem I have is the dam sticky controls. If I run and change from my scoops to red dot sight , he stops and is stuck .....its freaking annoying. Oh wait the other issue is if I spawn a blue for and play as him than die it'll get stuck were I have to reset the game ...other than that I just use MCC to build and stuff. I think if it was like alive mod were it was in a virtual world until your around 15 kilometers and than it appears would limit problems. Share this post Link to post Share on other sites
shay_gman 272 Posted January 28, 2014 (edited) Hi Shay,first of all I must give you a big thank you and kudos for your excellent work. This tool is big fun :) Just one thing: I can brush objects like units or vehicles from the map and they disappear in the 3D editor, but the marker (for example "IED1") stays on the small map in the MCC interface (I can add a picture later this day if needed for further explanation), so therefor I support this request: I think this would help also in case I want to change things I already setup: again my example IED with ambush, when you mistakenly put the direction of the ambush completely wrong due to stupidity :P (But maybe there is already a way to solve that and I just didnt find it so far) Thanks so much! It is already there in the next update most likely you'll have to wait no longer than tomorrow. Why when I save my missions, waypoints made by me in group generator after load does not exist? Because they don't save as stated before, I'm working on more save's options ATM so you'll have to wait a bit more. 'sup Shay. Just to say we have successfully used MCC to deliver a couple of 'emergency' ops when scheduled ones break down on us. Combined with a simple ALiVE template and predefined background scenario, the mission generator is a superb capability that is working very well in a multiplayer environment to deliver some challenging missions literally at the touch of a button. Good to hear you having fun mate. Always keep me posted for bugs fund and new features requirments. Great work on Alive. :) I am sure you are aware of this (I think I saw it mentioned somewhere in the past ~100 pages) but when A3MP is loaded there are loads of blank factions (just with names EAST WEST etc). Its not an issue at all apart from increasing the number of factions to look through when spawning stuff. Is there anything that can be done to prevent this? I know but all MCC is doing is reading the configs so you should post it in A3MP thread, mostly at the end I'll give up and create a workaround for mod makers who creates new configs as they see fit but I prefer that the addon maker will fix it on his side first or at least try to. Hey,we are currently testing your mod for possible use in our coop-events. Many of its features like the 3D-Editor, the implementation of UPSMON and so on are great, and we would really love to see those in our missions. Though, we are encountering weird performance-problems. It seems that the server is doing non of the AI calculation by itself. In our tests we had stable, very high Server FPS, while the clients had monstrous frame-drops upon spawning multiple AI-units. My conclusion was that the MCC redistributes tasks to the clients, leaving the server in "idle" and making the game unplayable for the unlucky guys who receive all the units. By unplayable I mean unstable 4-5 frames on good gaming computers. The AI becomes pretty stupid when the client running it drops to low FPS. Why is the server not doing the work it's supposed to do and why is this "feature" of redistributing AI nowhere mentioned? Is there any possibility to deactivate it? Maybe some variable concerning headless support? We made the same experiences with MCC for Arma 2. If there should not be a way of bypassing this mechanism, the mod sadly has no use to us. Greetings from Germany Kuehl from niCe-team.eu You are wrong. MCC doesn't do almost anything on the client side. MCC is designed from the ground up to be a client sever tool. Every thing is broadcasted to the server and handled by the server. All the MCC Conosole you see is just a pretty way to contact the server and ask him to spawn stuff and do stuff. The only scripts that are runing on the clients are the "Client Side" script's that can not run on the server as - JIP, ingame weather/time changes, HALO, Parachute, Respawn and such. We do know that UPSMON is a major FPS consumer but that shouldn't effect the clients (Apart from the smoke grenades the AI tend to throw) and Spirit is working on a new low performance cost AI system. But then again you did some testing and I appreciate it and judjing by your results it looks like the behavior expected from a headless client so for next version i'll disable HC suppot - we'll do some testing and you are more than welcome to test it again with the new version and share your findings with us. Thanks for the quick reply!I am aware of this and have already been moving the cursor away as fast as humanly possible. The issue seems to come and go, but there are times when it is virtually impossible to place a vehicle without it exploding. As a side note, is it possible that the "temporary" vehicle could be made to not interact with other objects using can_collide or disablesimulation? Alternately, is it possible that for vehicles the "temporary" vehicle is removed prior to placement of the permanent vehicle and that the temporary vehicle is only made to reappear after the cursor has moved 10m or some other arbitrary distance? As it currently is set up, it is very easy to accidentally create all kinds of carnage, which can lead to serious problems in some cases (accidentally killing HVTs/Hostages due to secondary explosions, for example). It is already there in the next update most likely you'll have to wait no longer than tomorrow. You don't see the issue? I click on 3D editor. I click on the map where I want to place something in the 3D mode. It places me somewhere else. Then when I try to move around in 3D mode it's like i'm hitting an invisible wall. I'm using the latest version that's on the workshop That is strange, what other mods do you run, how do you run MCC (SP, MP, Local, Dedicated,Mission version, mod version)? The only problem I have is the dam sticky controls. If I run and change from my scoops to red dot sight , he stops and is stuck .....its freaking annoying. Oh wait the other issue is if I spawn a blue for and play as him than die it'll get stuck were I have to reset the game ...other than that I just use MCC to build and stuff. I think if it was like alive mod were it was in a virtual world until your around 15 kilometers and than it appears would limit problems. Can you give me more info as what do you mean stuck - have mouse control no keys, game freez anything? When you hijack a bluefor AI unit and die while playing with him? What other mods do you run? how do you run MCC (SP, MP, Local, Dedicated,Mission version, mod version)? Edited January 28, 2014 by shay_gman Share this post Link to post Share on other sites
nivimar 10 Posted January 28, 2014 It'll look bad but I'll make a video of what's going on. I play in SP , with a lot of mods , now that you mention it, it could be the mods. Let me disable some and go from there. Share this post Link to post Share on other sites
jsmuk 13 Posted January 28, 2014 I know but all MCC is doing is reading the configs so you should post it in A3MP thread, mostly at the end I'll give up and create a workaround for mod makers who creates new configs as they see fit but I prefer that the addon maker will fix it on his side first or at least try to. Ah I thought that might be the case, I'll head over to that thread in a bit then. Share this post Link to post Share on other sites
schlonz75 1 Posted January 28, 2014 It is already there in the next update most likely you'll have to wait no longer than tomorrow. Awesome, mate, you're really an update-machine ;) Share this post Link to post Share on other sites
Lightningstrike 10 Posted January 28, 2014 hi is it possible to 'implement' the new/updated version of VAS v2.4? Share this post Link to post Share on other sites
lemondemon 11 Posted January 28, 2014 Is it possible to make conflict between two West or East factions? Maybe i'm dumb but i can't kill other East factions units without crying about friendly fire. Share this post Link to post Share on other sites
SD_BOB 10 Posted January 28, 2014 Hey shay_gman, got to say, loving the improvments you are making to this, its such a big help during games. Spicing a scenario up is great fun... Anyway reason for this post, i have done a thread search but could not find anything on this. It appears that something with MCC, possible the initialisation phase seems to break BIS_fnc_ambientAnimCombat. For example use the following in the init for a unit on the editor. [this,"STAND","RANDOM",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat; With MCC on, the enemy AI do not react to the player, being hit or passing fire. You can walk up to them with no reaction... Its a damn shame and something i hope can be fixed as its such a nice function for using, just to give your missions a little more life. Share this post Link to post Share on other sites
jsmuk 13 Posted January 28, 2014 I have this issue every time I use #restart on my server, along with some others (odd time-of-day/weather/etc issues). Restarting from the #missions menu prevents it. Everyone should probably just avoid the #restart command at all costs. It seems to cause no end of issues with missions that are even slightly complicated. Share this post Link to post Share on other sites
zach72 1 Posted January 28, 2014 Is there anyway to configure the VAS embedded in MCC? ive got a restricted VAS config file for my players, but as we are starting to use MCC more, that restricted config seems overwritten by the embedded VAS system. any ideas? Share this post Link to post Share on other sites
redarmy 424 Posted January 29, 2014 Hi guys im fairly new to MCC. can anyone tell me,is there a way to use the 3D editor,and save it to my mission as 2D editor? Basically im building a mission in 2D editor nd gona upload to export to single missions,but i like some of the things in mcc to remain there when i start a mission. Cheers Share this post Link to post Share on other sites
thenach 10 Posted January 29, 2014 Hi guys im fairly new to MCC. can anyone tell me,is there a way to use the 3D editor,and save it to my mission as 2D editor?Basically im building a mission in 2D editor nd gona upload to export to single missions,but i like some of the things in mcc to remain there when i start a mission. Cheers Looks at Shay_GMAN youtube channel. There is video that explain how to do this. Here is the link: ---------- Post added at 15:21 ---------- Previous post was at 15:13 ---------- Is there anyway to configure the VAS embedded in MCC?ive got a restricted VAS config file for my players, but as we are starting to use MCC more, that restricted config seems overwritten by the embedded VAS system. any ideas? I would suggest if you want custom load out, just make a box with the box creator and load what you want. Now if you still want VAS the option will be to create the mission, in the mission folder copy the VAS script with the restrictions you want to apply to it. Also you will need a description file to invoke the script. Then in the 3d editor when you spawn a new box, in the init box just put the code to enable VAS. If this does not work... then you will have to open the mcc pbo file and edit the VAS script in it... something I would not recommend because it will affect all the VAS that you spawn and I don't know if shay will approve it. Share this post Link to post Share on other sites
redarmy 424 Posted January 29, 2014 Looks at Shay_GMAN youtube channel. There is video that explain how to do this. Here is the link: ---------- Post added at 15:21 ---------- Previous post was at 15:13 ---------- I would suggest if you want custom load out, just make a box with the box creator and load what you want. Now if you still want VAS the option will be to create the mission, in the mission folder copy the VAS script with the restrictions you want to apply to it. Also you will need a description file to invoke the script. Then in the 3d editor when you spawn a new box, in the init box just put the code to enable VAS. If this does not work... then you will have to open the mcc pbo file and edit the VAS script in it... something I would not recommend because it will affect all the VAS that you spawn and I don't know if shay will approve it. Thanks mate Share this post Link to post Share on other sites