Jump to content
shay_gman

MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

Recommended Posts

Is GAIA something you are developing specifically for MCC, or is this an additional script like UPSMON which is plugged into MCC?

I only ask because, you have described it as sleak and sexy :) I wouldnt mind knowing a bit more about it, wether its possible to include in missions without MCC.

Share this post


Link to post
Share on other sites
Is GAIA something you are developing specifically for MCC, or is this an additional script like UPSMON which is plugged into MCC?

I only ask because, you have described it as sleak and sexy :) I wouldnt mind knowing a bit more about it, wether its possible to include in missions without MCC.

Yes GAIA is specifically for MCC and completely independent from any other script. GAIA can be used in any new, old and future mission file of your own as long as you have the addon running. The manual i type will get to it but it wil be as simple as dropping units on the map (be it with mcc or the 2d editor) and you can choose for GAIA to take it under her control. So out of the box artillery, recon teams in recon area's, cars on roads, tanks etc etc etc.

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:[url]https://dl.dropboxusercontent.com/u/56634804/MCC%20GAIA%20v1-1.pdf[/url]

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.

And for the sake of status: it has been succesfully implemented today in MCC. (but not public yet).

Share this post


Link to post
Share on other sites

Hey shay!

I have a small request for a future release:

Could you put white hot and black hot thermal options in the MCC 3D editor? :)

Share this post


Link to post
Share on other sites
Hey shay!

I have a small request for a future release:

Could you put white hot and black hot thermal options in the MCC 3D editor? :)

i second this, along with a randomized group generator for zones (taking random units rather than relying on a preset group from the game or mod)

Share this post


Link to post
Share on other sites
Hi guys,

Can someone please confirm that the R-18 fixed the lags issues?

@Shay - I have still the same problem with the 3D editor. When placing an item (tank/aircraft etc) it doesn't appear only when I put the same item for the second time

the first one is placed on the map or when I shift to an other item the first one appears - thanks

BR

Share this post


Link to post
Share on other sites
@Shay - I have still the same problem with the 3D editor. When placing an item (tank/aircraft etc) it doesn't appear only when I put the same item for the second time

the first one is placed on the map or when I shift to an other item the first one appears - thanks

BR

Shay, this issue is still there but it's not what it seems. If you place something it's seems to be not there. But if you exit the 3d editor (you should wait 3-5 sec till the spawning is done), and exit the mission maker, then it will be there. Also, if you put down something in 3d editor, and it's not generating, putting down a 2. from it will generate the first one (the second is also generated as i previously mentioned). But there is an interesting thing in this error. If you put down a Hunter, and it won't show, and you put down an ifrit, then the first one will change also to an ifrit. So i think there is something left open in the placement subroutine.

The CPS degradation issue is solved. We placed 50 soldiers from the 3d editor and after a few sec, the CPS went back to 50. Monitored with ASM (http://www.armaholic.com/page.php?id=21436).

Another thing, could you implement this monitoring script into MCC:

http://www.armaholic.com/page.php?id=24158

I think the feature of seeing the average FPS for all the players would add more usability to MCC already present client/server fps counter. (Maybe a CPS counter would also be a great for monitoring).

Share this post


Link to post
Share on other sites
Hey shay!

I have a small request for a future release:

Could you put white hot and black hot thermal options in the MCC 3D editor? :)

Added will be there in next release.

i second this, along with a randomized group generator for zones (taking random units rather than relying on a preset group from the game or mod)

Randomized group is a no go --> to many variables accounted which most of them can't be identified by reading the configs. I'll approch this from another angle - first I've fixed the missing groups for mods like CAF aggressors. Second, i'll add a preset groups in the GG (Group Gen) so the player would be able to make custom groups and they will be saved into the player's profile.

@Shay - I have still the same problem with the 3D editor. When placing an item (tank/aircraft etc) it doesn't appear only when I put the same item for the second time

the first one is placed on the map or when I shift to an other item the first one appears - thanks

BR

First, is it happening in every 3D spawn or just vehicles?

Second, is it MP or SP?

Last, do move the cursor away (15 meters) after pressing the space button?

Shay, this issue is still there but it's not what it seems. If you place something it's seems to be not there. But if you exit the 3d editor (you should wait 3-5 sec till the spawning is done), and exit the mission maker, then it will be there. Also, if you put down something in 3d editor, and it's not generating, putting down a 2. from it will generate the first one (the second is also generated as i previously mentioned). But there is an interesting thing in this error. If you put down a Hunter, and it won't show, and you put down an ifrit, then the first one will change also to an ifrit. So i think there is something left open in the placement subroutine.

The CPS degradation issue is solved. We placed 50 soldiers from the 3d editor and after a few sec, the CPS went back to 50. Monitored with ASM (http://www.armaholic.com/page.php?id=21436).

Another thing, could you implement this monitoring script into MCC:

http://www.armaholic.com/page.php?id=24158

I think the feature of seeing the average FPS for all the players would add more usability to MCC already present client/server fps counter. (Maybe a CPS counter would also be a great for monitoring).

Same as for Spoor - I've added a fail safe to prevent vehicles spawned with 3D to colide - so you have to move the cursor away after spawn.

First, is it happening in every 3D spawn or just vehicles?

Second, is it MP or SP?

Last, do move the cursor away (15 meters) after pressing the space button?

PS what the hell is CPS - CPU Speed?! :butbut:

Share this post


Link to post
Share on other sites

PS what the hell is CPS - CPU Speed?! :butbut:

I think he means frames per second.

Thanks for adding the custom group feature!

Share this post


Link to post
Share on other sites

Same as for Spoor - I've added a fail safe to prevent vehicles spawned with 3D to colide - so you have to move the cursor away after spawn.

First, is it happening in every 3D spawn or just vehicles?

Second, is it MP or SP?

Last, do move the cursor away (15 meters) after pressing the space button?

PS what the hell is CPS - CPU Speed?! :butbut:

CPS: condition evaluations per second

"Alongside to the well known FPS (frames per second), an very interesting value, CPS, is introduced here.

CPS is expressed by condition evalations per second and measured from an reference condition in fn_ASM.fsm.

You can realize this CPS value as the reciprocal of the current "minimal response delay" of local AI in the running mission."

quoted from here: https://github.com/fred41/ASM

If CPS is low and FPS is hight, then the AI-s still moving without teleporting, but they don't react as fast as they should.

I'm using MCC only in MP (local and dedicated), last time i checked, and found the errors it was local MP. I'm moving my cursor automatic away from the spawn point (learned that after wiping out the whole squad once). :)

This error came across with vechicles, and helis. First when i tested the implemented BTC logistic script in R17. I didn't mentioned because i was thinking, i messed up something, but after that the same error came in R18 also.

Share this post


Link to post
Share on other sites

Is there any way to have the "Fastrope" script - thats used by reinforment Units - useable with MCC's EVAC Helis, so the Player(s) can use the Ropes, too? I remember this beeing in MCC for Arma 2, when ACE was enabled, and obviously the Fastrope Scripts are there - but not (yet) useable for players, only for Reinforcements.

Share this post


Link to post
Share on other sites

Where can I read/watch more on how to use Triggers in MCC.

I have been giving my Players some intel, but then I want them to get another peice or "clue" later when they do a THING (pickup a file, blow up a truck, rescue a hostage).

I am very much interested in how to link these trigger to those conditions. I just can't seem to figure out how to do that in the editor.

-------------------------------------------------------------------------------------

Secondly,

I am having an issue with Motorized Reinforcements. I make the zone where I want them to go, and then I spawn them. They drive in a circle for a bit, then they all get out and WALK to the zone from where they were spawned. :/ This happens pretty consistently, not ONCE have they come in to "reinforce".

Anyone else get this?

Share this post


Link to post
Share on other sites

Shay in 3D editor, SP, using Aggressor's mod I can't place soilders in high fortifications.I click it move cursor away and nothing appears. Also will there be a updated manual or complete Video of the new options?

Share this post


Link to post
Share on other sites

Rather than place the units into fortifications, create a small zone, spawn units with "fortify" a their task. They should occupy the building and also they seem to behave more naturally than placed units from then on.

Share this post


Link to post
Share on other sites

Since R18 I haven't been able to respawn with things such as NV Goggles, binoculars, map, gps, etc.

I noticed the addition of the "Save Gear" option in the mission settings, but when I enable it and hit confirm, it doesn't work. I respawn with my weapons and uniform, vest, backpack, but the slots for map, radio, etc. that I mentioned are empty. When I go back to mission settings to check, it still says "Disabled" even though all the other settings I changed are still changed.

This is only a problem I had immediately after upgrading to R18 as before I would respawn correctly 90% of the time. (Couple of times I respawned as a normal guy or with different weapon attachments but those were rare.) After switching to R18, 100% of the time I don't respawn with those items in my inventory. Am I just missing something?

EDIT: Just realized it's only assigned items that aren't appearing after respawn if that helps.

Edited by GMD

Share this post


Link to post
Share on other sites

That's a great idea tiny pirate,but I***want a sniper in specific section...or MG nest , medic,or even officer....but I see what you mean. Guys how do I use BTC in the MCC in SP.

Share this post


Link to post
Share on other sites

@Shay - indeed, I didn't move the cursor far enough :o - all works fine - thanks

First, is it happening in every 3D spawn or just vehicles?

Second, is it MP or SP?

Last, do move the cursor away (15 meters) after pressing the space button?

:

Share this post


Link to post
Share on other sites

This afternoon i couldn't recreate the spawning bug. But i found out that from some camera angles it's seems more than 15m distance. But i think i can say that the error was also on my side :-)

Share this post


Link to post
Share on other sites
Since R18 I haven't been able to respawn with things such as NV Goggles, binoculars, map, gps, etc.

I noticed the addition of the "Save Gear" option in the mission settings, but when I enable it and hit confirm, it doesn't work. I respawn with my weapons and uniform, vest, backpack, but the slots for map, radio, etc. that I mentioned are empty. When I go back to mission settings to check, it still says "Disabled" even though all the other settings I changed are still changed.

This is only a problem I had immediately after upgrading to R18 as before I would respawn correctly 90% of the time. (Couple of times I respawned as a normal guy or with different weapon attachments but those were rare.) After switching to R18, 100% of the time I don't respawn with those items in my inventory. Am I just missing something?

EDIT: Just realized it's only assigned items that aren't appearing after respawn if that helps.

Getting this too

Share this post


Link to post
Share on other sites

Is there an init command we can use for the respawn with gear option so it doesn't have to be manually done at the beginning of each mission?

Additionally, is the Green faction no longer hostile to all by default? They've been popping up green recently when trying to fight against them.

Lastly, we seem to have found a bug:

3D Editor, AAF, Static, Mortar Pit Console. It spawns a premade mortar team already placed behind defensive positions, that doesn't actually fire their mortars. They will however defend themselves if fired upon from close range (apparently). I did not realize though that once killed the men will respawn.

Apparently mortar teams spawned by whatever the "mortar pit console" is will respawn(note that I don't actually know what the mortar pit console is. This is a bug report from another 15th member). Every time we killed the mortar teams, they would respawn a few minutes later. I saw it happen twice during the mission. Once at the end during our debrief while we were debriefing at the mortar pit position itself.

Edited by MacScottie

Share this post


Link to post
Share on other sites
Is there any way to have the "Fastrope" script - thats used by reinforment Units - useable with MCC's EVAC Helis, so the Player(s) can use the Ropes, too? I remember this beeing in MCC for Arma 2, when ACE was enabled, and obviously the Fastrope Scripts are there - but not (yet) useable for players, only for Reinforcements.

Yes there will be an option in the future.

Where can I read/watch more on how to use Triggers in MCC.

I have been giving my Players some intel, but then I want them to get another peice or "clue" later when they do a THING (pickup a file, blow up a truck, rescue a hostage).

I am very much interested in how to link these trigger to those conditions. I just can't seem to figure out how to do that in the editor.

-------------------------------------------------------------------------------------

Secondly,

I am having an issue with Motorized Reinforcements. I make the zone where I want them to go, and then I spawn them. They drive in a circle for a bit, then they all get out and WALK to the zone from where they were spawned. :/ This happens pretty consistently, not ONCE have they come in to "reinforce".

Anyone else get this?

Triggers – you'll have to place and item using the 3D editor, name it as "object1" and add the "pick able item" preset. Then create a trigger with the statement "! alive object 1" in it. That should do the trick.

Motorized Reinforcements – they will look for a road somewhere in radius of 500 meters from the zone's center. They will drive there, disembark and start patrolling. It might look far if your zone radius is 50 meters.

Shay in 3D editor, SP, using Aggressor's mod I can't place soilders in high fortifications.I click it move cursor away and nothing appears. Also will there be a updated manual or complete Video of the new options?

There will be a complete manual once we'll finish with the generator. Regarding Aggressors – they should act just as any other unit.

Since R18 I haven't been able to respawn with things such as NV Goggles, binoculars, map, gps, etc.

I noticed the addition of the "Save Gear" option in the mission settings, but when I enable it and hit confirm, it doesn't work. I respawn with my weapons and uniform, vest, backpack, but the slots for map, radio, etc. that I mentioned are empty. When I go back to mission settings to check, it still says "Disabled" even though all the other settings I changed are still changed.

This is only a problem I had immediately after upgrading to R18 as before I would respawn correctly 90% of the time. (Couple of times I respawned as a normal guy or with different weapon attachments but those were rare.) After switching to R18, 100% of the time I don't respawn with those items in my inventory. Am I just missing something?

EDIT: Just realized it's only assigned items that aren't appearing after respawn if that helps.

I'll check the assigned items.

@Shay - indeed, I didn't move the cursor far enough :o - all works fine - thanks

Invoice has been sent you address for spending me a couple of hours trying to fix a bug that wasn't there ;)

Is there an init command we can use for the respawn with gear option so it doesn't have to be manually done at the beginning of each mission?

Additionally, is the Green faction no longer hostile to all by default? They've been popping up green recently when trying to fight against them.

Lastly, we seem to have found a bug:

Apparently mortar teams spawned by whatever the "mortar pit console" is will respawn(note that I don't actually know what the mortar pit console is. This is a bug report from another 15th member). Every time we killed the mortar teams, they would respawn a few minutes later. I saw it happen twice during the mission. Once at the end during our debrief while we were debriefing at the mortar pit position itself.

Define " MCC_saveGear = true;" somewhere in your init file.

Yes green are nice as Jehovah witness to all factions unless defines otherwise (mission.sqm, mission init or MCC's missions settings).

mortar pit console are a mortar team that can be called by a forward observer holding MCC Console, I don't think the players should shoot them unless it some kind of PvP and you are trying to prevent the other side from artillery capability. But they shouldn't respawn I'll check it.

Share this post


Link to post
Share on other sites
Yes there will be an option in the future.

Yes green are nice as Jehovah witness to all factions unless defines otherwise (mission.sqm, mission init or MCC's missions settings).

does that come from the fact it kept getting AAF in campaign to shoot you when (cant say cause spoilers, episode 2 of campaign though)

Share this post


Link to post
Share on other sites

Mission Making Help

Can anyone take a moment to explain how to set up triggers and link them to events? I'd also like to be able to write and add my own Tasks, and link those to marker.

I know why I'd want to use a trigger, but I don't have any clue as to how to go about setting them up, or linking them to events/object. It seems like, when you set up a trigger it starts to "capture" the next few mouseclicks you do?

All I have to go on is this video [

] starting at 8:15

Thank you in advance.

Share this post


Link to post
Share on other sites

Indeed, but it was an old code that needed to go absolute long ago.

Share this post


Link to post
Share on other sites

Just noticed that I can't create a zone and then 'garrison' it with independent. I've tried AAF and custom factions with heavy garrison. Nothing spawns whatsoever.

Share this post


Link to post
Share on other sites

Shay, I tried mcc_savegear=true and while I respawned with stuff, I didn't respawn with my weapon. I'm also using Xmed, so I suspect there's a conflict there.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×