FrostOX9 10 Posted April 5, 2014 (edited) Quick question. I've placed a few objects down on some uneven terrain with Align to Terrain disabled, then I saved the build to a mission.sqm file. When I loaded the mission, the objects were aligned to the terrain and misaligned. Is it possible to have the Align to Terrain function carry over to saving the mission.sqm, or am I missing a step? Also, I'm not sure if you're considering this feature, but one thing that would make managing missions much simpler would be adding the capability to delete dead bodies from the Delete brush. Thanks. Edited April 5, 2014 by FrostOX9 Share this post Link to post Share on other sites
sarper 10 Posted April 5, 2014 my game is crash when i tried to login mcc did i something wrong Share this post Link to post Share on other sites
spirit6 51 Posted April 5, 2014 (edited) :D Oh yes LOL! We post it in the manual ! :0 Just quicky WIP. Caching system picture. As i could not find permission or find what i needed, i wrote my own. The good news is that i can fully integrate gaia into this caching system. On the picture it is me in the middle of a shitload of ai groups. In total there are 12000 groups on the map. Was fun driving around with a jeep. The caching system does morize exact postions of units (so also 3d editor) and does cache 'smartly' based on class defintioins from gaia (helicopters cache futher then infantry). Just so ya know. YOu will be able to use this caching system by clicking on/off. So even exisiting missions can just use the caching by enabling it into mcc. Caching goes in three stages. Closest is the complete groups, second is all simulation and ai off (so network friendly), third is complete removal. Removed (cached) groups can soon still be controlled and given orders like normaly. They are just not on the map. Performance i am quite happy. Even when i go completely nuts (you see the 22 fps in the picutre just before it goes back to 50). So what the hell we doing here? We want to proceed to ongoing campaigns with ongoing missions. That and a lot of other beebs and bells. But Shay already did some road map talk. http://cloud-4.steampowered.com/ugc/3336347427029640251/8A46F48BB66F9B79F2DD303AD0A773E87F2DD735/ (409 kB) ---------- Post added at 11:57 AM ---------- Previous post was at 11:56 AM ---------- my game is crash when i tried to login mccdid i something wrong Yes. But what? I dont know. Edited April 5, 2014 by spirit6 Share this post Link to post Share on other sites
kremator 1065 Posted April 5, 2014 Spirit this sounds awesome mate. Can't wait to see it up and running. Good job. Share this post Link to post Share on other sites
PVT Watt.J 14 Posted April 5, 2014 Just quicky WIP. Caching system picture. As i could not find permission or find what i needed, i wrote my own. The good news is that i can fully integrate gaia into this caching system. On the picture it is me in the middle of a shitload of ai groups. In total there are 12000 groups on the map. Was fun driving around with a jeep. The caching system does morize exact postions of units (so also 3d editor) and does cache 'smartly' based on class defintioins from gaia (helicopters cache futher then infantry).Just so ya know. YOu will be able to use this caching system by clicking on/off. So even exisiting missions can just use the caching by enabling it into mcc. Caching goes in three stages. Closest is the complete groups, second is all simulation and ai off (so network friendly), third is complete removal. Removed (cached) groups can soon still be controlled and given orders like normaly. They are just not on the map. Performance i am quite happy. Even when i go completely nuts (you see the 22 fps in the picutre just before it goes back to 50). So what the hell we doing here? We want to proceed to ongoing campaigns with ongoing missions. That and a lot of other beebs and bells. But Shay already did some road map talk. http://cloud-4.steampowered.com/ugc/3336347427029640251/8A46F48BB66F9B79F2DD303AD0A773E87F2DD735/ (409 kB) ---------- Post added at 11:57 AM ---------- Previous post was at 11:56 AM ---------- Yes. But what? I dont know. That is downright excellent! A small feature request: Make the spawn distance customizable based on whether the player is on ground/in helo/in plane and whether the enemy group includes vehicles/does not include vehicles. Here is why: -On foot: nothing really matters outside of 2km. -In a Helo: Infantry matter if close (within 1-1.5km) and vehicles matter even if fairly far (4km or so). -In a Jet: Infantry don't matter much at all (you'll hardly see them, anyway) and vehicles matter when far (5km). If you are moving at 300km/h, you don't want infantry spawning in constantly at 5km, but you also don't want to suddenly find yourself 1.5km away from a group of Tigris AA vehicles that just spawned in, so getting to specify the spawn distances precisely is important. Thanks again Shay and Spirit for all the work on this. Share this post Link to post Share on other sites
sarper 10 Posted April 5, 2014 [/color] Yes. But what? I dont know. i dont know too but here is crash report ===================================================================== == C:\Program Files (x86)\ARMA 3\arma3.exe == "C:\Program Files (x86)\ARMA 3\arma3.exe" -mod=:@mcc_sandbox Type: Public Beta Branch: Stable Version: 1.00.109911 Allocator: C:\Program Files (x86)\ARMA 3\dll\tbb4malloc_bi.dll ===================================================================== Unsupported language English in stringtable Item STR_f_param_debugMode listed twice Item STR_f_param_backpacks listed twice Item STR_f_param_timeOfDay listed twice Item STR_f_param_timeOfDay_Option0 listed twice Item STR_f_param_timeOfDay_Option1 listed twice Item STR_f_param_timeOfDay_Option2 listed twice Item STR_f_param_timeOfDay_Option3 listed twice Item STR_f_param_timeOfDay_Option4 listed twice Item STR_f_param_timeOfDay_Option5 listed twice Item STR_f_param_timeOfDay_Option6 listed twice Item STR_f_param_timeOfDay_Option7 listed twice Item STR_f_param_weather listed twice Item STR_f_param_weather_Option0 listed twice Item STR_f_param_weather_Option1 listed twice Item STR_f_param_weather_Option2 listed twice Item STR_f_param_weather_Option3 listed twice Item STR_f_param_weather_Option4 listed twice Item STR_f_param_weather_Option5 listed twice Item STR_f_param_weather_Option6 listed twice Item STR_f_param_weather_Option7 listed twice Item STR_f_param_weather_Option8 listed twice Item STR_f_param_weather_Option9 listed twice Item STR_f_param_weather_Option10 listed twice Item STR_f_param_AISkill_Friendly listed twice Item STR_f_param_AISkill_Enemy listed twice Item STR_f_param_AISkill_BLUFOR listed twice Item STR_f_param_AISkill_OPFOR listed twice Item STR_f_param_AISkill_Option0 listed twice Item STR_f_param_AISkill_Option1 listed twice Item STR_f_param_AISkill_Option2 listed twice Item STR_f_param_AISkill_Option3 listed twice Item STR_f_UnauthorisedCrew_Warning listed twice Item STR_f_mapClickTeleportAction listed twice Item STR_f_mapClickTeleportSelect listed twice Item STR_f_mapClickTeleportDone listed twice Item STR_f_JIP_reinforcementOptionsAction listed twice Item STR_f_param_debugMode listed twice Item STR_f_param_backpacks listed twice Item STR_f_param_timeOfDay listed twice Item STR_f_param_timeOfDay_Option0 listed twice Item STR_f_param_timeOfDay_Option1 listed twice Item STR_f_param_timeOfDay_Option2 listed twice Item STR_f_param_timeOfDay_Option3 listed twice Item STR_f_param_timeOfDay_Option4 listed twice Item STR_f_param_timeOfDay_Option5 listed twice Item STR_f_param_timeOfDay_Option6 listed twice Item STR_f_param_timeOfDay_Option7 listed twice Item STR_f_param_weather listed twice Item STR_f_param_weather_Option0 listed twice Item STR_f_param_weather_Option1 listed twice Item STR_f_param_weather_Option2 listed twice Item STR_f_param_weather_Option3 listed twice Item STR_f_param_weather_Option4 listed twice Item STR_f_param_weather_Option5 listed twice Item STR_f_param_weather_Option6 listed twice Item STR_f_param_weather_Option7 listed twice Item STR_f_param_weather_Option8 listed twice Item STR_f_param_weather_Option9 listed twice Item STR_f_param_weather_Option10 listed twice Item STR_f_param_AISkill_Friendly listed twice Item STR_f_param_AISkill_Enemy listed twice Item STR_Vas_Main_Pistols listed twice Item STR_VAS_restricted listed twice Item STR_VAS_Load_Title listed twice Item STR_VAS_Load_LOR listed twice Item STR_VAS_Load_TransferBtn listed twice Item STR_VAS_Load_btnLoad listed twice Item STR_VAS_Load_btnDelete listed twice Item STR_VAS_Save_Title listed twice Item STR_VAS_Save_btnSave listed twice Item STR_VAS_Save_CLN listed twice Item STR_VAS_Transfer_MainMenu listed twice Item STR_VAS_Transfer_SaveMenu listed twice Item STR_VAS_Transfer_Request listed twice Item STR_VAS_Transfer_Request2 listed twice Item STR_VAS_Transfer_NoSlotSelection listed twice Item STR_VAS_Transfer_BadUnit listed twice Item STR_VAS_Prompt_selectSlotFail listed twice Item STR_VAS_Prompt_deleteSlotNoInfo listed twice Item STR_VAS_Prompt_deleteSlotWarning listed twice Item STR_VAS_Prompt_deleteCanelled listed twice Item STR_VAS_Prompt_deleteSuccess listed twice Item STR_VAS_Prompt_deleteYes listed twice Item STR_VAS_Prompt_deleteNo listed twice Item STR_VAS_Prompt_slotNoInfo listed twice Item STR_VAS_Prompt_onRespawnFail listed twice Item STR_VAS_Prompt_slotSelFail listed twice Item STR_VAS_Prompt_addToWeapon listed twice Item STR_VAS_Prompt_addToInv listed twice Item STR_VAS_Prompt_acc1 listed twice Item STR_VAS_Prompt_acc2 listed twice Unsupported language English in stringtable Conflicting addon mcc_sandbox in 'mcc_sandbox_mod\', previous definition in 'mcc_sandbox.altis\' Item STR_f_param_debugMode listed twice Item STR_f_param_backpacks listed twice Item STR_f_param_timeOfDay listed twice Item STR_f_param_timeOfDay_Option0 listed twice Item STR_f_param_timeOfDay_Option1 listed twice Item STR_f_param_timeOfDay_Option2 listed twice Item STR_f_param_timeOfDay_Option3 listed twice Item STR_f_param_timeOfDay_Option4 listed twice Item STR_f_param_timeOfDay_Option5 listed twice Item STR_f_param_timeOfDay_Option6 listed twice Item STR_f_JIP_reinforcementOptionsAction listed twice Updating base class ->Base, by a3\dubbing_radio_f\config.bin/CfgHQIdentities/PAPA_BEAR/ Updating base class ->Base, by a3\dubbing_radio_f\config.bin/CfgHQIdentities/AirBase/ Updating base class ->RscText, by a3\ui_f\config.bin/RscDisplayCapture/controls/TimeLines/ Updating base class RscControlsGroup->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscDisplayMain/controls/ModIcons/ Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/IconPicture/ Updating base class RscListBox->RscCombo, by a3\ui_f\config.bin/RscDisplayCustomizeController/Steepness/ Updating base class ->RscStandardDisplay, by a3\ui_f\config.bin/RscDisplayControlSchemes/ Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonCancel/ Updating base class RscButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonOK/ Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayFileSelectImage/controls/OverviewPicture/ Updating base class RscShortcutButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayFieldManual/controls/ButtonCancel/ Updating base class ->RscSubmenu, by a3\ui_f\config.bin/RscMainMenu/ Cannot update non class from class a3\ui_f\config.bin/RscCallSupport/Items/ Cannot update non class from class a3\ui_f\config.bin/RscRadio/Items/ Updating base class ->Default, by a3\weapons_f\config.bin/cfgWeapons/ItemCore/ Updating base class ->UavTerminal_base, by a3\drones_f\weapons_f_gamma\items\config.bin/CfgWeapons/B_UavTerminal/ ==== Loaded addons ==== dta\bin.pbo - unknown dta\core.pbo - addons\rocks_f.pbo - 54961 addons\signs_f.pbo - 54477 addons\soft_f.pbo - 55401 addons\soft_f_beta.pbo - 55401 addons\soft_f_gamma.pbo - 55779 addons\sounds_f.pbo - 55395 addons\sounds_f_vehicles.pbo - 55296 addons\sounds_f_weapons.pbo - 55296 addons\static_f.pbo - 55176 addons\static_f_beta.pbo - 53790 addons\static_f_gamma.pbo - 55779 addons\structures_f.pbo - 55458 addons\structures_f_data.pbo - 55395 addons\structures_f_households.pbo - 55395 addons\structures_f_ind.pbo - 55395 addons\structures_f_mil.pbo - 55395 addons\structures_f_wrecks.pbo - 55395 addons\uifonts_f.pbo - 55794 addons\uifonts_f_data.pbo - 55794 addons\ui_f.pbo - 55779 addons\ui_f_data.pbo - 55779 addons\weapons_f.pbo - 55351 addons\weapons_f_beta.pbo - 55779 addons\weapons_f_gamma.pbo - 55351 ======================= DX11 - Initializing DX11 engine. DX11 - Using DXGI adapter 0 (detected in config). DX11 - Using DXGI adapter 0. - adapter description : NVIDIA GeForce 9600 GT - adapter vendor ID : 4318 - adapter device ID : 1570 - adapter subsys ID : 0 - adapter revision : 161 - dedicated video memory : 2127757312 - dedicated system memory : 0 - shared system memory : 1454960640 Error: JoystickDevices - CoInitilizeEx return 80010106 Detected Joystick: Controller (Wireless Gamepad F710) 0 ... X Ekseni [1,30] 1 ... Y Ekseni [1,31] 2 ... Z Ekseni [1,32] 3 ... X Dönmesi [1,33] 4 ... Y Dönmesi [1,34] Error: CoInitilizeEx (XAudio2-1st trial) return 80010106 PhysX3 SDK Init started ... PhysX3 SDK Init ended. Error in expression < if (_paraSide == "EAST") then { _heli setObjectTextureGlobal [0,'#(rgb,8,8,3)c> Error position: <setObjectTextureGlobal [0,'#(rgb,8,8,3)c> Error Missing ; File mcc_sandbox_mod\mcc\fnc\ai\fn_paratroops.sqf, line 204 Error in expression < if (_paraSide == "EAST") then { _heli setObjectTextureGlobal [0,'#(rgb,8,8,3)c> Error position: <setObjectTextureGlobal [0,'#(rgb,8,8,3)c> Error Missing ; File mcc_sandbox_mod\mcc\fnc\ai\fn_paratroops.sqf, line 204 Error in expression <ses": { if(_toUniform) exitWith {player addItemToUniform _item;}; if(_toVest) ex> Error position: <addItemToUniform _item;}; if(_toVest) ex> Error Missing ; File mcc_sandbox_mod\VAS\functions\fn_handleItem.sqf, line 45 Error in expression <ses": { if(_toUniform) exitWith {player addItemToUniform _item;}; if(_toVest) ex> Error position: <addItemToUniform _item;}; if(_toVest) ex> Error Missing ; File mcc_sandbox_mod\VAS\functions\fn_handleItem.sqf, line 45 Error in expression <e (_display displayCtrl 2960): { player addItemToUniform (_arr select 2); }; ca> Error position: <addItemToUniform (_arr select 2); }; ca> Error Missing ; File mcc_sandbox_mod\VAS\functions\fn_quickAddDrag.sqf, line 20 Error in expression <e (_display displayCtrl 2960): { player addItemToUniform (_arr select 2); }; ca> Error position: <addItemToUniform (_arr select 2); }; ca> Error Missing ; File mcc_sandbox_mod\VAS\functions\fn_quickAddDrag.sqf, line 20 No more slot to add connection at 033057 (3386.8,5735.4) Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMevaSrasWpstDr.InterpolateTo: Bad move AmovPknlMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMevaSrasWpstDl.InterpolateTo: Bad move AmovPknlMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon Animation a3\anims_f_epa\data\anim\sdr\cts\custom\a_in\acts_percmstpslowwrfldnon_handup2b.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\a_in\acts_percmstpslowwrfldnon_handup2c.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\a_in\acts_percmstpslowwrfldnon_handup1b.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\a_in\acts_percmstpslowwrfldnon_handup1c.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\a_in\acts_walkingchecking.rtm not found or empty Animation a3\anims_f_epa\data\anim\sdr\cts\custom\b_in\acts_unconsciousstandup.rtm not found or empty Animation a3\air_f_delta\plane_fighter_01\data\anim\kia_plane_fighter_01_pilot.rtm not found or empty Animation a3\air_f_delta\plane_fighter_01\data\anim\plane_fighter_01_pilot.rtm not found or empty Animation a3\air_f_beta\heli_attack_01\data\anim\heli_attack_01_pilot_kia.rtm not found or empty Animation a3\air_f_beta\heli_attack_01\data\anim\pilot_heli_light_02_kia.rtm not found or empty Animation a3\air_f_beta\heli_attack_01\data\anim\copilot_heli_light_02_kia.rtm not found or empty Animation a3\air_f_delta\plane_transport_01\data\anim\kia_plane_transport_01_pilot.rtm not found or empty Animation a3\air_f_delta\plane_transport_01\data\anim\plane_transport_01_pilot.rtm not found or empty soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? Error in expression <sconnected", "MCC_missionMakerDC"] call BIS_fnc_addStackedEventHandler; privat> Error position: <BIS_fnc_addStackedEventHandler; privat> Error Undefined variable in expression: bis_fnc_addstackedeventhandler File mcc_sandbox_mod\init.sqf, line 616 "0 - MCC Headless Client available: false" "0 - MCC Local Headless Client: false" "--------------------------------" "UPSMON started" "factions: [bin\config.bin/CfgFactionClasses/BLU_F] - [bLU_F] - [NATO] - [1] - [WEST] - []" "factions: [bin\config.bin/CfgFactionClasses/OPF_F] - [OPF_F] - [CSAT] - [0] - [EAST] - []" "factions: [bin\config.bin/CfgFactionClasses/IND_F] - [iND_F] - [AAF] - [2] - [GUE] - []" "factions: [bin\config.bin/CfgFactionClasses/IND_G_F] - [iND_G_F] - [FIA] - [2] - [GUE] - []" "factions: [bin\config.bin/CfgFactionClasses/CIV_F] - [CIV_F] - [Civilians] - [3] - [CIV] - []" "factions: [bin\config.bin/CfgFactionClasses/BLU_G_F] - [bLU_G_F] - [FIA] - [1] - [WEST] - []" "factions: [bin\config.bin/CfgFactionClasses/OPF_G_F] - [OPF_G_F] - [FIA] - [0] - [EAST] - []" "Added 'mcc_setup' EventHandler for Server" LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]] Strange convex component24 in a3\structures_f\households\house_small02\d_house_small_02_v1_f.p3d:geometryView Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile Error in expression < if (_paraSide == "EAST") then { _heli setObjectTextureGlobal [0,'#(rgb,8,8,3)c> Error position: <setObjectTextureGlobal [0,'#(rgb,8,8,3)c> Error Missing ; File mcc_sandbox_mod\mcc\fnc\ai\fn_paratroops.sqf, line 204 Error in expression < if (_paraSide == "EAST") then { _heli setObjectTextureGlobal [0,'#(rgb,8,8,3)c> Error position: <setObjectTextureGlobal [0,'#(rgb,8,8,3)c> Error Missing ; File mcc_sandbox_mod\mcc\fnc\ai\fn_paratroops.sqf, line 204 Error in expression <ses": { if(_toUniform) exitWith {player addItemToUniform _item;}; if(_toVest) ex> Error position: <addItemToUniform _item;}; if(_toVest) ex> Error Missing ; File mcc_sandbox_mod\VAS\functions\fn_handleItem.sqf, line 45 Error in expression <ses": { if(_toUniform) exitWith {player addItemToUniform _item;}; if(_toVest) ex> Error position: <addItemToUniform _item;}; if(_toVest) ex> Error Missing ; File mcc_sandbox_mod\VAS\functions\fn_handleItem.sqf, line 45 Error in expression <e (_display displayCtrl 2960): { player addItemToUniform (_arr select 2); }; ca> Error position: <addItemToUniform (_arr select 2); }; ca> Error Missing ; File mcc_sandbox_mod\VAS\functions\fn_quickAddDrag.sqf, line 20 Error in expression <e (_display displayCtrl 2960): { player addItemToUniform (_arr select 2); }; ca> Error position: <addItemToUniform (_arr select 2); }; ca> Error Missing ; File mcc_sandbox_mod\VAS\functions\fn_quickAddDrag.sqf, line 20 Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow Speaker Male01_F not found in CfgVoiceTypes Strange convex component322 in a3\structures_f\research\dome_big_f.p3d:geometryFire Strange convex component327 in a3\structures_f\research\dome_big_f.p3d:geometryFire Error in expression <sconnected", "MCC_missionMakerDC"] call BIS_fnc_addStackedEventHandler; privat> Error position: <BIS_fnc_addStackedEventHandler; privat> Error Undefined variable in expression: bis_fnc_addstackedeventhandler File mcc_sandbox_mod\init.sqf, line 616 "0 - MCC Headless Client available: false" "0 - MCC Local Headless Client: false" "factions: [bin\config.bin/CfgFactionClasses/BLU_F] - [bLU_F] - [NATO] - [1] - [WEST] - []" "factions: [bin\config.bin/CfgFactionClasses/OPF_F] - [OPF_F] - [CSAT] - [0] - [EAST] - []" "factions: [bin\config.bin/CfgFactionClasses/IND_F] - [iND_F] - [AAF] - [2] - [GUE] - []" "factions: [bin\config.bin/CfgFactionClasses/IND_G_F] - [iND_G_F] - [FIA] - [2] - [GUE] - []" "factions: [bin\config.bin/CfgFactionClasses/CIV_F] - [CIV_F] - [Civilians] - [3] - [CIV] - []" "factions: [bin\config.bin/CfgFactionClasses/BLU_G_F] - [bLU_G_F] - [FIA] - [1] - [WEST] - []" "factions: [bin\config.bin/CfgFactionClasses/OPF_G_F] - [OPF_G_F] - [FIA] - [0] - [EAST] - []" "Added 'mcc_setup' EventHandler for Server" "--------------------------------" "UPSMON started" control[CA_ValueLanguage]: Unexpected control type [42] control[CA_ValueLanguage]: Unexpected control type [42] control[CA_ValueSubtitles]: Unexpected control type [42] control[sliderColorA]: Unexpected control type [3] control[sliderColorA]: Unexpected control type [3] control[CA_ValueSide]: Unexpected control type [4] control[CA_ValueSide]: Unexpected control type [4] control[CA_ValueFaction]: Unexpected control type [4] control[CA_ValueFaction]: Unexpected control type [4] control[CA_ValueClass]: Unexpected control type [4] control[CA_ValueClass]: Unexpected control type [4] control[CA_ValueVehicle]: Unexpected control type [4] control[CA_ValueVehicle]: Unexpected control type [4] control[CA_ValueSpecial]: Unexpected control type [4] control[CA_ValueSpecial]: Unexpected control type [4] control[CA_ValueControl]: Unexpected control type [4] control[CA_ValueControl]: Unexpected control type [4] control[CA_ValueLock]: Unexpected control type [4] control[CA_ValueLock]: Unexpected control type [4] control[CA_ValueRank]: Unexpected control type [4] control[CA_ValueRank]: Unexpected control type [4] control[CA_ValueAge]: Unexpected control type [4] control[CA_ValueAge]: Unexpected control type [4] control[CA_ValueSkill]: Unexpected control type [3] control[CA_ValueSkill]: Unexpected control type [3] control[CA_ValueHealth]: Unexpected control type [3] control[CA_ValueHealth]: Unexpected control type [3] control[CA_ValueFuel]: Unexpected control type [3] control[CA_ValueFuel]: Unexpected control type [3] control[CA_ValueAmmo]: Unexpected control type [3] control[CA_ValueAmmo]: Unexpected control type [3] control[CA_ValuePresence]: Unexpected control type [3] control[CA_ValuePresence]: Unexpected control type [3] control[CA_ValueSide]: Unexpected control type [4] control[CA_ValueSide]: Unexpected control type [4] control[CA_ValueFaction]: Unexpected control type [4] control[CA_ValueFaction]: Unexpected control type [4] control[CA_ValueClass]: Unexpected control type [4] control[CA_ValueClass]: Unexpected control type [4] control[CA_ValueVehicle]: Unexpected control type [4] control[CA_ValueVehicle]: Unexpected control type [4] control[CA_ValueSpecial]: Unexpected control type [4] control[CA_ValueSpecial]: Unexpected control type [4] control[CA_ValueControl]: Unexpected control type [4] control[CA_ValueControl]: Unexpected control type [4] control[CA_ValueLock]: Unexpected control type [4] control[CA_ValueLock]: Unexpected control type [4] control[CA_ValueRank]: Unexpected control type [4] control[CA_ValueRank]: Unexpected control type [4] control[CA_ValueAge]: Unexpected control type [4] control[CA_ValueAge]: Unexpected control type [4] control[CA_ValueSkill]: Unexpected control type [3] control[CA_ValueSkill]: Unexpected control type [3] control[CA_ValueHealth]: Unexpected control type [3] control[CA_ValueHealth]: Unexpected control type [3] control[CA_ValueFuel]: Unexpected control type [3] control[CA_ValueFuel]: Unexpected control type [3] control[CA_ValueAmmo]: Unexpected control type [3] control[CA_ValueAmmo]: Unexpected control type [3] control[CA_ValuePresence]: Unexpected control type [3] control[CA_ValuePresence]: Unexpected control type [3] Attempt to override final function - bis_functions_list Attempt to override final function - bis_functions_listpreinit Attempt to override final function - bis_functions_listpostinit Attempt to override final function - bis_functions_listrecompile Error in expression < if (_paraSide == "EAST") then { _heli setObjectTextureGlobal [0,'#(rgb,8,8,3)c> Error position: <setObjectTextureGlobal [0,'#(rgb,8,8,3)c> Error Missing ; File mcc_sandbox_mod\mcc\fnc\ai\fn_paratroops.sqf, line 204 Error in expression < if (_paraSide == "EAST") then { _heli setObjectTextureGlobal [0,'#(rgb,8,8,3)c> Error position: <setObjectTextureGlobal [0,'#(rgb,8,8,3)c> Error Missing ; File mcc_sandbox_mod\mcc\fnc\ai\fn_paratroops.sqf, line 204 Error in expression <ses": { if(_toUniform) exitWith {player addItemToUniform _item;}; if(_toVest) ex> Error position: <addItemToUniform _item;}; if(_toVest) ex> Error Missing ; File mcc_sandbox_mod\VAS\functions\fn_handleItem.sqf, line 45 Error in expression <ses": { if(_toUniform) exitWith {player addItemToUniform _item;}; if(_toVest) ex> Error position: <addItemToUniform _item;}; if(_toVest) ex> Error Missing ; File mcc_sandbox_mod\VAS\functions\fn_handleItem.sqf, line 45 Error in expression <e (_display displayCtrl 2960): { player addItemToUniform (_arr select 2); }; ca> Error position: <addItemToUniform (_arr select 2); }; ca> Error Missing ; File mcc_sandbox_mod\VAS\functions\fn_quickAddDrag.sqf, line 20 Error in expression <e (_display displayCtrl 2960): { player addItemToUniform (_arr select 2); }; ca> Error position: <addItemToUniform (_arr select 2); }; ca> Error Missing ; File mcc_sandbox_mod\VAS\functions\fn_quickAddDrag.sqf, line 20 Attempt to override final function - bis_fnc_missiontaskslocal Attempt to override final function - bis_fnc_missionconversationslocal Attempt to override final function - bis_fnc_missionflow Error in expression <sconnected", "MCC_missionMakerDC"] call BIS_fnc_addStackedEventHandler; privat> Error position: <BIS_fnc_addStackedEventHandler; privat> Error Undefined variable in expression: bis_fnc_addstackedeventhandler File mcc_sandbox_mod\init.sqf, line 616 "0 - MCC Headless Client available: false" "0 - MCC Local Headless Client: false" "Added 'mcc_setup' EventHandler for Server" "factions: [bin\config.bin/CfgFactionClasses/BLU_F] - [bLU_F] - [NATO] - [1] - [WEST] - []" "factions: [bin\config.bin/CfgFactionClasses/OPF_F] - [OPF_F] - [CSAT] - [0] - [EAST] - []" "factions: [bin\config.bin/CfgFactionClasses/IND_F] - [iND_F] - [AAF] - [2] - [GUE] - []" "factions: [bin\config.bin/CfgFactionClasses/IND_G_F] - [iND_G_F] - [FIA] - [2] - [GUE] - []" "factions: [bin\config.bin/CfgFactionClasses/CIV_F] - [CIV_F] - [Civilians] - [3] - [CIV] - []" "factions: [bin\config.bin/CfgFactionClasses/BLU_G_F] - [bLU_G_F] - [FIA] - [1] - [WEST] - []" "factions: [bin\config.bin/CfgFactionClasses/OPF_G_F] - [OPF_G_F] - [FIA] - [0] - [EAST] - []" "--------------------------------" "UPSMON started" Fresnel k must be >0, given n=2.51,k=0 Cannot load sound 'a3\ui_f\data\sound\new1.wss' Cannot load sound 'a3\ui_f\data\sound\onclick.wss' Warning Message: No entry 'bin\config.bin/mcc_groupGen/controls/MCC_IEDDialogControls/Controls/MCC_trapsJammable.strings'. Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/mcc_groupGen/controls/MCC_IEDDialogControls/Controls/MCC_trapsJammable.rows'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/mcc_groupGen/controls/MCC_IEDDialogControls/Controls/MCC_trapsJammable.columns'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/mcc_groupGen/controls/MCC_IEDDialogControls/Controls/MCC_trapsJammable.colorText'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/mcc_groupGen/controls/MCC_IEDDialogControls/Controls/MCC_trapsJammable.colorTextSelect'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/mcc_groupGen/controls/MCC_IEDDialogControls/Controls/MCC_trapsJammable.colorSelect'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/mcc_groupGen/controls/MCC_IEDDialogControls/Controls/MCC_trapsJammable.colorTextDisable'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/mcc_groupGen/controls/MCC_IEDDialogControls/Controls/MCC_trapsJammable.colorDisable'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'bin\config.bin/mcc_groupGen/controls/MCC_IEDDialogControls/Controls/MCC_trapsJammable.font'. Warning Message: '/' is not a value Warning Message: Custom font is not present, it was replaced by the default Arma3 font. Warning Message: No entry 'bin\config.bin/mcc_groupGen/controls/MCC_IEDDialogControls/Controls/MCC_trapsJammable.colorSelectedBg'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array ======================================================= ------------------------------------------------------- Exception code: C0000094 INT_DIVIDE_BY_ZERO at 00DC4A89 graphics: D3D11 resolution: 960x600x32 Addons: Mods: :@mcc_sandbox Distribution: 0 Version 1.00.109911 Fault time: 2014/04/03 20:29:50 Fault address: 00DC4A89 01:009C3A89 C:\Program Files (x86)\ARMA 3\arma3.exe file: world: Altis Prev. code bytes: 00 00 0F 57 C0 F3 0F 2A C0 8B 86 10 04 00 00 99 Fault code bytes: F7 F9 F3 0F 10 96 48 03 00 00 0F 57 C9 F3 0F 2A Registers: EAX:FFFFFFFF EBX:013BFD9C ECX:00000000 EDX:FFFFFFFF ESI:56D0B900 EDI:56D0B900 CS:EIP:0023:00DC4A89 SS:ESP:002B:01D3F468 EBP:00000011 DS:002B ES:002B FS:0053 GS:002B Flags:00010202 ======================================================= Share this post Link to post Share on other sites
spirit6 51 Posted April 5, 2014 (edited) Do you mind putting that into 'code' spoiler, so people dont have to scroll half a bible? Or give me a link to the file. (edit your post, click advanced, select all log, use WRAP CODE) Secondly. What mods are you using? If using more mods, can you reproduce this using only mcc? Are you using the arma dev build? Or the stable build? Did you re-download mcc? I aks because i read no other reports of crashing arma using only mcc. *EDIT* You are using two instances of MCC. Probably MCC mod AND mcc mission file? Edited April 5, 2014 by spirit6 Share this post Link to post Share on other sites
Clarkey1 10 Posted April 5, 2014 I'm using the MCC template as pbo not a custom mission. You can change it in MCC while the mission is in progress. Share this post Link to post Share on other sites
spirit6 51 Posted April 5, 2014 That is downright excellent!A small feature request: Make the spawn distance customizable based on whether the player is on ground/in helo/in plane and whether the enemy group includes vehicles/does not include vehicles. Here is why: -On foot: nothing really matters outside of 2km. -In a Helo: Infantry matter if close (within 1-1.5km) and vehicles matter even if fairly far (4km or so). -In a Jet: Infantry don't matter much at all (you'll hardly see them, anyway) and vehicles matter when far (5km). If you are moving at 300km/h, you don't want infantry spawning in constantly at 5km, but you also don't want to suddenly find yourself 1.5km away from a group of Tigris AA vehicles that just spawned in, so getting to specify the spawn distances precisely is important. Thanks again Shay and Spirit for all the work on this. Thanks for thinking with me here. As the technical part is now done (except fine tune for performance), its now the functional part. Above you already defined what i call 'the business rules'. Or the ruleframework. That i am implementing and figuring out now. There is lots more to think. Transporters that are servicing transportation? Cache it? dont think so. Groups outside their zone because you wanted large troops movement. Cahce it? Dotn think so. The list goes on. also the Class specific restrictions kick in. Artillery caches at 15k distance, while infantry is the closest. You claim to depend it also in the class that the player is (vehicle, air, footmobile). Also nice to do. As you can see and already say: lots to think and do. The caching system will be available as optional somewhere in 1,5 week in MCC. So i hope you can use it and experiment with it and produce your idea's with it. Help us build it! :) Share this post Link to post Share on other sites
markrev 10 Posted April 5, 2014 Hi guys, what about my issue I wrote about in previous page? :) Also, I've noticed a strange behaviour with respawn. Sometimes when I die, I can't respawn. My mates can respawn normally, but when I die sometimes I get no respawn messages, and the camera keeps being stucked in first person view. Sometimes I can respawn normally, but as I said, with no more mission maker privileges.. Share this post Link to post Share on other sites
thenach 10 Posted April 5, 2014 I'm pretty sure we are doing something wrong. We added the A3 psycho wounded system to the MCC PBO mission but when we die instead of respawning in base it respawn right by the dead body. Share this post Link to post Share on other sites
UselessTalent 10 Posted April 5, 2014 Great job Spirit and Shay! Having tons of fun with this Share this post Link to post Share on other sites
spirit6 51 Posted April 5, 2014 I'm pretty sure we are doing something wrong. We added the A3 psycho wounded system to the MCC PBO mission but when we die instead of respawning in base it respawn right by the dead body. You just chill out and wait a bit. Just a quick copy/paste of the 'very soon' to be released version: - Added: [TcB]-Psycho- A3 Wounding System ---------- Post added at 06:47 PM ---------- Previous post was at 06:46 PM ---------- Hi guys, what about my issue I wrote about in previous page? :)Also, I've noticed a strange behaviour with respawn. Sometimes when I die, I can't respawn. My mates can respawn normally, but when I die sometimes I get no respawn messages, and the camera keeps being stucked in first person view. Sometimes I can respawn normally, but as I said, with no more mission maker privileges.. I saw your questio, but rest assured Shay will answer probably. Its not something i know of mcc to well to answer (anymore). I am a mcc dinosaur focussing on GAIA, Generator and Caching system atm. ---------- Post added at 06:48 PM ---------- Previous post was at 06:47 PM ---------- Great job Spirit and Shay! Having tons of fun with this Thats what it is for mate! Dont be shy to share that fun :) Share this post Link to post Share on other sites
shay_gman 272 Posted April 5, 2014 Hi guys, what about my issue I wrote about in previous page? :)Also, I've noticed a strange behaviour with respawn. Sometimes when I die, I can't respawn. My mates can respawn normally, but when I die sometimes I get no respawn messages, and the camera keeps being stucked in first person view. Sometimes I can respawn normally, but as I said, with no more mission maker privileges.. MCC isn't really handling the respawns the only thing it does is saving gear if you enabled "save gear" in the mission's settings. So the reason there is a revive script in the mission version is just for fun. I'll recommand using the mod version on a template mission with any of the revive script that you love. Some updates for the next version release: Share this post Link to post Share on other sites
snowingjimbob 34 Posted April 5, 2014 Just watched the evac video. Looking really really good. Would it be possible to have an option for the helicopter to fly lower then the 50 meter height? Maybe 10 or 15 meters so you're hugging the ground? Share this post Link to post Share on other sites
Stricky 10 Posted April 5, 2014 Nice nice! I love the marker-stuff:cool: When can we expect these features to be released? Share this post Link to post Share on other sites
markrev 10 Posted April 5, 2014 Thank you Shay... I will investigate further more! But can you point me out how to solve the "after respawn can't access MCC anymore" problem? That's my only real concern right now with MCC, this is something BIS should learn from. I'm thinking about to just cheat and enable ghost mode for now so I can't be killed. Can you tell me how I can keep accessing MCC after respawn? Keep up the amazing work! Share this post Link to post Share on other sites
shay_gman 272 Posted April 5, 2014 Thank you Shay... I will investigate further more! But can you point me out how to solve the "after respawn can't access MCC anymore" problem? That's my only real concern right now with MCC, this is something BIS should learn from. I'm thinking about to just cheat and enable ghost mode for now so I can't be killed. Can you tell me how I can keep accessing MCC after respawn? Keep up the amazing work! Are you using any revive script? Nice nice! I love the marker-stuff:cool:When can we expect these features to be released? I believe somewhere in the middle of the week it still need some testing. Just watched the evac video. Looking really really good. Would it be possible to have an option for the helicopter to fly lower then the 50 meter height? Maybe 10 or 15 meters so you're hugging the ground? Arr you sure you want ArmA AI to hug the ground? They tend to kiss the ground more then haghing it. Share this post Link to post Share on other sites
markrev 10 Posted April 5, 2014 Nope, Vanilla Arma 3 respawn system with the "BASE" option Share this post Link to post Share on other sites
mandolore100 10 Posted April 5, 2014 will this new update fix the issues with hijacking ai and when the return to player option is selected it cycles through the ai in the area and then removes the return to player and mcc options and the issue with hijacking a enemy ai and when killed does not send you back to player just sends you to a new enemy unit with no option of going back to player or using mcc? Share this post Link to post Share on other sites
shay_gman 272 Posted April 5, 2014 Can you give me the exact details when this is happening. Is this on a local host? Dedicated? Single player? Are you running the mission or the mod version? If you are using the mod what mission are you runnig? Is this happening when you get killed by AI or by pressing respawn? Are you inside a vehicle? Give me what ever info you have. Share this post Link to post Share on other sites
graywolf 10 Posted April 5, 2014 I checked this thread and the steam forums did not find this issue.Is anyone having issues with BTC Revive working on the "MCC Template" map?(MP LAN game and MP Local Host game) I have no mods or addons other than MCC and CBA on. - I start the map - Set up a West and East start point - I spawn a East unit and let him shoot me or anyone that has joined game. - 5 second countdown starts and once it finishes the screen blackens and reloads but nothing else happens. Just looking at my dead body from a far off 3rd person view. Even left it for 30 minutes to see if some kind of indicator pops up. Nothing. Anyone else experience this? I didn't see a response on this So I am reposting to see if anyone else has noticed an issue using BTC Revive on the MCC Template map? Share this post Link to post Share on other sites
markrev 10 Posted April 5, 2014 (edited) Yeah sorry for being so vague about the situation. I'm gonna add some details... - I'm using the mod version - I create a multiplayer session over the internet with my machine, we are not playing on a external dedicated server - Problem is there both using the MCC module to grant permissions or deleting it - Other people respawns normally - I use no revive scripts - Problem is there when being killed both by AI or other players - I use vanilla "BASE" type respawn with waiting time, I usually don't press any button to respawn Hope this helps! Edited April 5, 2014 by markrev Share this post Link to post Share on other sites
Spoor 23 Posted April 6, 2014 (edited) @Shay - looking forward to the new up-date. Q = Will it be possible to have the map on a second screen too, split screen is what I mean ?? Edited April 6, 2014 by Spoor Share this post Link to post Share on other sites