corporal_lib[br] 396 Posted February 1, 2014 BIS save in SP (happened in showcase, haven´t tried in MP or Scenarios yet) Share this post Link to post Share on other sites
drrafe 10 Posted February 1, 2014 I am making missions and would like to trigger an evac helicopter to fly in and pick my squad up, then fly them to our base. I understand how to use triggers, and don't seem to have this problem with convoys or anything else for that matter. Here are the steps I follow. First I spawn an evac helicopter on the map..about 1km away from where I will create the trigger zone. I create a trigger zone with the WEST PRESENT function active. I make sure my evac chopper is selected, then hit spawn 1 waypoint, and click the map where I want the evac to pick us up. I finish by hitting the stop capturing button. When I run into the zone, nothing happens. The evac chopper just sits there and is not triggered to pick me up. What am I doing wrong? Can someone link a tutorial that shows how this can be done? This mod is great otherwise. Share this post Link to post Share on other sites
shay_gman 272 Posted February 1, 2014 ;2613484']BIS save in SP (happened in showcase' date=' haven´t tried in MP or Scenarios yet)[/quote']Well SP isn't my main intrest so whatever is working at the moment there i'm happy with it. Play as local host it will be just like SP but with stable behavior. I am making missions and would like to trigger an evac helicopter to fly in and pick my squad up, then fly them to our base. I understand how to use triggers, and don't seem to have this problem with convoys or anything else for that matter. Here are the steps I follow. First I spawn an evac helicopter on the map..about 1km away from where I will create the trigger zone. I create a trigger zone with the WEST PRESENT function active. I make sure my evac chopper is selected, then hit spawn 1 waypoint, and click the map where I want the evac to pick us up. I finish by hitting the stop capturing button. When I run into the zone, nothing happens. The evac chopper just sits there and is not triggered to pick me up. What am I doing wrong? Can someone link a tutorial that shows how this can be done? This mod is great otherwise. Have you tried the newest version? Share this post Link to post Share on other sites
Spoor 23 Posted February 1, 2014 Thanks for the new version Shay .. outstanding .. more than that Share this post Link to post Share on other sites
lawndartleo 109 Posted February 1, 2014 Shay, you deserve a steak.... .... or really good tofu, if you vegan. Thanks again for making ArmA III worth playing. Share this post Link to post Share on other sites
banky 4 Posted February 1, 2014 Love the new features. Only issue I have is every time I use "Secure HVT" in the mission wizard, it will assign the task, then automatically complete it right after. Anybody else getting this, or can check it out so I know it's not something on my end? Share this post Link to post Share on other sites
denco 16 Posted February 2, 2014 Thanks for the update Shay. There is one small issue I'm having. Whenever I tell my AI group to GetIn vehicle they don't. They move towards the waypoint but once they get there the AI leader doesn't issue the command for get in. Weird since it worked before this update. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted February 2, 2014 (edited) Well SP isn't my main intrest so whatever is working at the moment there i'm happy with it. Play as local host it will be just like SP but with stable behavior. ZAM Glasses had the same problem -> http://forums.bistudio.com/showthread.php?163658-ZAM-Glasses&p=2609108&viewfull=1#post2609108 Playing a mission in MP and doing the same, seemed to not reproduce the error (it is a SP and Showcase specific bug, couldn´t play scenario mission as they´d freeze before even start, and showcase have the freeze after reloading and using 3D editor) but if it happens in MP I´ll let you know! It is not gamebreaking, but is annoying, take your time, but please don´t forget it under the carpet lol cheers! Edited February 2, 2014 by Corporal_Lib[BR] Share this post Link to post Share on other sites
wedieyounge 10 Posted February 2, 2014 Mr Shay, could u please place a mod version and updated date on the top of the first post, right after the mod name or something? So it's easy to see when the new version has been release. Like... [sP/CO] MCC Sandbox 3 - Mission Control Center Version: RC 17 [01 FEV 14] Author: shay_gman Download: <link> <rest of the post> [size=5][b][color="#339966"][sP/CO] MCC Sandbox 3 - Mission Control Center[/color][/b][/size] [color="#FF8C00"]Version:[/color] [size=4][color="#cc0033"][b]RC 17 [02 FEV 14][/b][/color][/size] [color="#FF8C00"]Author:[/color] [color="#cc0033"]shay_gman[/color] [color="#FF8C00"]Download:[/color] [color="#cc0033"]<link>[/color] Would be awesome, Sr. Also, if everyother modder could use some kind of format like this, so we all know when the mod has been updated. Thx! Share this post Link to post Share on other sites
deniodan 15 Posted February 2, 2014 Hey Shay! Great Tool you have here! Can you make possible the use of custom scripts on the presets of the 3D Editor? Share this post Link to post Share on other sites
taumargin 13 Posted February 2, 2014 Great work thanks for the update Shay :cool: Share this post Link to post Share on other sites
denco 16 Posted February 2, 2014 Thanks for the update Shay.There is one small issue I'm having. Whenever I tell my AI group to GetIn vehicle they don't. They move towards the waypoint but once they get there the AI leader doesn't issue the command for get in. Weird since it worked before this update. I found out why this is happening. For some reason all vehicles spawned using the 3D editor are locked even if you spawn them empty. Share this post Link to post Share on other sites
GranolaBar 10 Posted February 2, 2014 There is a new version of the VAS if you want include it in the next version. UPDATE: v2.4 Notes: Compatible Attachments: Added in the functionality for limiting the attachments but not fully tested with every addon pack. Please supply feedback! New stringtable.xml remember to overwrite the old one with it! Change log: Added: The new attachment list box checks against the config for restricted attachments. Added: French Translations for new prompts & Other localizations added in earlier builds (need more). Changed: Listbox scrollbar resources changed (looks slightly different). Fixed: Auto-scroll issue with scrollbars (Related to above change). Download: Virtual Ammobox System (VAS) v2.4 Share this post Link to post Share on other sites
peewee678 10 Posted February 2, 2014 Thanks again Shay! Tiny thingy: you included the wrong changelog (r14) in the download (i.e. the one I downloaded this morning (feb. 14) Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted February 2, 2014 Hello, After being revived, I lost all my weapons (but not my bags). Has anybody got this bug too ? Thx. Share this post Link to post Share on other sites
Trister 10 Posted February 2, 2014 Hello,After being revived, I lost all my weapons (but not my bags). Has anybody got this bug too ? Thx. Yes we have this problem as well. We just haven't tested it to see if it's MCC causing it as we have a few mods installed. On another note. MCC and VAS isn't playing nicely together. I have limited certain weapons to show up in VAS. However the filtered weapons work when MCC is not enabled. I'm not sure if it's a conflict with VAS, MCC, or both. Share this post Link to post Share on other sites
robowilso 40 Posted February 3, 2014 1. are these problems isolated to Multiplayer only or shared by single player use also??? 2. From what i've seen from exploring the interiors of 'MCC' & extensive use of the module; VAS is simply applied to the chosen editor item in the same manner you would add it to an editor items 'init' line yourself. I will try using the 'Box_Generator' function to check if all weapon/uniform/items are correctly being called. Will report back with my findings. Thank you for all of the qualty gaming shay_g_man. Share this post Link to post Share on other sites
lemondemon 11 Posted February 3, 2014 I got problems with 3d editor and VAS. In 3d items dont spawn on map and if they do only after next spawn (if i want 1 car i have to spawn 2). My team had to upload to server older version :( Share this post Link to post Share on other sites
TinyPirate 10 Posted February 3, 2014 Hey, new here, got a few questions! So I have been teaching myself MCC as I think it would be fun to run small games for friends and also to contribute to clan game nights. Thing is, while I am getting confident with the MCC system I am totally lost when it comes to two things. And I am hoping someone can help or point me to resources (yes, I have googled, just don't know what guides to start with). 1. setting up a mission on local host which has reviving, weaker enemies, and all that good stuff that we expect from coop multiplay, how?! I have no idea how to do that. Has anyone got a basic template that has those features built in to work from? How would I make one if there is none? 2. if I make a mission on my own box just using the MC tested that came with the addon, how can I take that and run it on The clan's server? I know a server admin needs to be on to turn the mission on, but I don't think just anyone can access the MCC console as configured. Also, loading: will all I need for the mission be loaded from the copy/paste buffer or will I need an admin to upload an extra file or two? I would like to build some basic structures and features and reuse them, hence the need to load features from a saved file that I haven't made at the moment of mission night (repeatedly building the same base would drive me nuts). Anyway, I hope someone can help. I have spent ages trying to dig up the answers to this stuff and can't find them as it seems everyone using MCC already knows all this and hasn't written it down yet. Share this post Link to post Share on other sites
shay_gman 272 Posted February 3, 2014 Thanks guys, I'll fix the HVT task, sometimes disappering weapons after revive and whatever more you'll find with some new features soon. Regarding VAS if you'll put a new init file for VAS in your mission it will overwrite MCC VAS init so you should be ok with that. I wanted to share with you some nice tutorials by a guy called ConnorGthat I accidently found on Youtube: Tutorials to MCC (including installation) by ConnorG: Hey, new here, got a few questions! So I have been teaching myself MCC as I think it would be fun to run small games for friends and also to contribute to clan game nights. Thing is, while I am getting confident with the MCC system I am totally lost when it comes to two things. And I am hoping someone can help or point me to resources (yes, I have googled, just don't know what guides to start with). 1. setting up a mission on local host which has reviving, weaker enemies, and all that good stuff that we expect from coop multiplay, how?! I have no idea how to do that. Has anyone got a basic template that has those features built in to work from? How would I make one if there is none? 2. if I make a mission on my own box just using the MC tested that came with the addon, how can I take that and run it on The clan's server? I know a server admin needs to be on to turn the mission on, but I don't think just anyone can access the MCC console as configured. Also, loading: will all I need for the mission be loaded from the copy/paste buffer or will I need an admin to upload an extra file or two? I would like to build some basic structures and features and reuse them, hence the need to load features from a saved file that I haven't made at the moment of mission night (repeatedly building the same base would drive me nuts). Anyway, I hope someone can help. I have spent ages trying to dig up the answers to this stuff and can't find them as it seems everyone using MCC already knows all this and hasn't written it down yet. 1. You have template in the MOD version, i'll release them as stand alone so you can alter them or you can just use F3 framework. 2. If the server is running MCC all you have to do is log into MCC go to save/load and press load - it will load it to the server. No admin or file transfering is needed. I got problems with 3d editor and VAS. In 3d items dont spawn on map and if they do only after next spawn (if i want 1 car i have to spawn 2). My team had to upload to server older version :( You my friend didn't pay attention to the change-log - Added: 3D editor anti-collision: vehicles will only spawn after you'll move the cursor away from the spawn location. Share this post Link to post Share on other sites
lemondemon 11 Posted February 3, 2014 Thanks guys,You my friend didn't pay attention to the change-log - Added: 3D editor anti-collision: vehicles will only spawn after you'll move the cursor away from the spawn location. Moving away cursor doesn't solve this problem. Like i wrote, sometimes i have to spawn another object to spawn first and sometimes spawn doesn't work at all :( Share this post Link to post Share on other sites
PVT Watt.J 14 Posted February 3, 2014 - Added: 3D editor anti-collision: vehicles will only spawn after you'll move the cursor away from the spawn location. Thanks for this shay! Any updates on the status of the new AI script intended to reduce performance hit? Some more feature requests: 1. Add a destroy radar AA set-piece objective for mission wizard: Places a radar building+AA vehicle(s) in an area. Radar reveals to AA units all enemy aircraft above a given height and are in LoS to radar (i.e. draw a line from radar toward aircraft and check lineIntersectsWith returns that aircraft). Objective completed upon destruction of radar building. This would be great for missions where you want to encourage the destruction of radar buildings before aircraft are called in. 2. Change mission wizard to allow for objectives to be added one-at-a-time in separate areas. 3. Allow user to specify relevant objects for objectives (e.g. what unit used for HVT, what building to destroy, etc...). 4. Allow user-defined groups to be added to the groups available in page 1. This would make it much easier to work with unit mods where the group configs are not able to be read by MCC. Share this post Link to post Share on other sites
Capt. JML 10 Posted February 3, 2014 Yes we have this problem as well. We just haven't tested it to see if it's MCC causing it as we have a few mods installed.On another note. MCC and VAS isn't playing nicely together. I have limited certain weapons to show up in VAS. However the filtered weapons work when MCC is not enabled. I'm not sure if it's a conflict with VAS, MCC, or both. Are you using the SA VAS or just through MCC? I noticed when i tried the VAS SA and MCC at the same time, it badumpled. MCC call it´s own version of VAS. Just my 2 cents. Share this post Link to post Share on other sites
Queleab 10 Posted February 3, 2014 My feature request: it would be perfect addon if it were possible save / load waypoints I love MCC Share this post Link to post Share on other sites
spirit6 51 Posted February 3, 2014 (edited) Hello all! Apart from all the exiting new stuff in MCC i have also been brewing some stuff. Some might have read that some 'new' AI is on its way. That is progressing quite nicely and is reaching release state. As 'new AI' is kinda vague and i would like to have user input going, i deciced to pre-release a part of the design of 'the new ai'. The document should give a good idea about the intend of 'the new'. Keep in mind that the last two phases, where orders are issued and where conflict area's are defined (words that are explained in the document), are not in this document (yet). I realize its quite some reading and probably not that interesting for some. Still the AI will be having quite some impact, especialy on the mission generator part of MCC, as that will be implemented first. The system will be called GAIA (Greater Artificial Intelligence Awareness). Yes Evrik special thanks for you here ;) Not only will GAIA be actvive on MCC Mission generator, but it will also become available with the rest of the MCC functionality. The most interesting part for mission makers will be that AI intelligence can be used in any mission, new and existing. (i explain more later). I welcome any idea's from any of you here as the final phase of development is approaching fast. Please read yourself by clicking this link:https://dl.dropboxusercontent.com/u/56634804/MCC%20GAIA%20v1-1.pdf Then quickly just the goals of GAIA: GAIA can best be seen as a higher level lead organization that is tasked to make all groups work towards (a) common goal(s). GAIA does not improve and tries not to influence the behavior at group level. So what is it that GAIA wants? The main goal of GAIA is to defend territory. To do that she makes sure that: 1. All assets are used intelligently. Know your units, what can they do, what are their weaknesses.(without hard coded unit names) 2. Responses to threat are in proportion. Do not send more troops then needed, but also make sure it is enough to deal with the opposing threat. 3. Understand the priorities. The closer a threat is to the center of the territory (zone), the higher the priority. In future versions of GAIA goals will be expanded and might even grow to fully commanding offensive battles. Edited February 3, 2014 by spirit6 Share this post Link to post Share on other sites