d_pfrommer 10 Posted April 18, 2014 (edited) Nothing preferred as long as the marker is ellipse or rectangle and the name is a number. And yes, size matters. To small does not make miss GAIA happy. Is there a way to mimick the look and behavior of an MCC-added zone (shape, availability via the zone drop down, etc.) through the editor or through script? EDIT: Outside of creating markers with the editor (and then using the getMarkerPos/getMarkerSize to pass to the series of lines which ultimately invoke mcc_make_the_marker.sqf), I was wondering if there was a more "automatic" way for MCC to pickup markers in the editor and creating the zones? Edited April 18, 2014 by The_Asset Share this post Link to post Share on other sites
badder 10 Posted April 18, 2014 MCC Team, Feature idea: Save cargo/box generator profiles, so we could save custom ammo boxes presets and add whenever we need very fast. Share this post Link to post Share on other sites
shay_gman 272 Posted April 18, 2014 The terrain detail bug is still present. Stuff starts floating as soon as I open MCC. :( :confused: I'll take a look again, I'll take it that this only happenes once you actually log in and not in the log in menu? hi shay_gman i just downloaded your latest MCC4 r3 and when i try to loging it says [bIS_fnc_MPexecc] Function 'mcc_fnc_loging' does not exist , how to solve this please Make sure the client and the server are running the latest MCC version. Zeus was working for a while, but after i respawned, my screen goes all black everytime i access ZEUS from MCC. Also, sometimes I'm not able to control MCC spawned AIs from the ZEUS interface. SP or MP? what other mods? give some more info please. I miss the vas too reallt cool way to make missions :( Me too ;) but it was a fair tradeoff so MCC won't intefear with missions that are already using VAS. As decribed earlier you can still use VAS in your template mission and call it with MCC. If Tonic will like it I can reproduce an MCC's VAS which will be the same just with different variables and functions name so it won't intefear with another missions. So if someone can find Tonic let me know what he thinks about it. My virtual ammobox loadout get replaced by a default loadout everytime I respawn. Is MCC's save gear enabled? hi shayman / Spiritim doing something wrong with hijack units tool or is not working to me. because i cannot regain control over my team. What's the trick i should know? Apart from that all perfect. ( I am expecting to see more tutorials about gaia :cool:) thank you SP, MP? care to share step by step what you did? @Shay - 1Q; will it be possible to have a MCC button instead of using the mouse wheel - with me all work as an express train !! :pc: - thanks again Yeah we might move it to a key bind although there aren't many free key binds on ArmA controls. Hi Shay, amazing work with the update! I just noticed something minor, but pissed me so much ;) Basically, after a relatevely long editing session, I hit the Mission Failed button by mistake instead of "teleport". It just exited the mission. PLEASE, can you consider to put a confirmation box, like "Do you really want to end mission?". Now, I'm sorry, I'm gonna play with MCC some more ;) Haha... it is a not a first priority but I've added it to my todo list. Thank guys for the update. I have a question though - I'm using the Mission version. And I don't want the roles. Do I still need the INIdb? Can be disable? INiDB isn't mandatory but without it running on the server (if SP or local host then on the client) the role selections won't work. Apart from that everything else will work just as normal. MCC Team,Feature idea: Save cargo/box generator profiles, so we could save custom ammo boxes presets and add whenever we need very fast. Nice idea we'll see. Share this post Link to post Share on other sites
foss 12 Posted April 18, 2014 I cant get it to work. If i start the mod provided frome the DL "@mcc_sandbox_r3fixed" i have no MCC ingame in scroll menu. not in editor not in showcase, not in MP missions, but worked good in previous version. Modfolder is "@MCC_sandbox" If i search and install it with playwithsix i get a different Modfolder "@MCC_A3" and have the login function not exist error, but have mcc in scroll menue. Tried either first mentioned and last mentioned with CBA loaded. Not both mcc modfolders at same time of course. help, i am addicted to mcc :D Share this post Link to post Share on other sites
redarmy 424 Posted April 18, 2014 (edited) Hi shay and spirit, Im using psychos wounding system,but when i die now and need revive,my squad do not attempt to revive me and i loose control of the squad. I did see that the wounding system was implemented in the new version of mcc.does that mean that i should uninstall psychos wounding system,and mcc has it already incorperated.(just not sure i understand the implimentation) For example is there a way to edit a config for wounding mod if what i said is the case? Cheers Never mind,i highly doubt now its because of mcc. Edited April 18, 2014 by redarmy Share this post Link to post Share on other sites
nohalfmeasures 1 Posted April 18, 2014 (edited) Zeus was working for a while, but after i respawned, my screen goes all black everytime i access ZEUS from MCC. Also, sometimes I'm not able to control MCC spawned AIs from the ZEUS interface. Getting the same issue on a dedicated server. The ZEUS access key doesn't respond and if you try and access ZEUS via the MCC button it causes you to have a black screen that only logging can fix. We run the following mods; @cba_a3 @bcombat @task_force_radio @a3mp @a3mp_ap @caf_ag @nato_russian_sf_weapons @rh_pistol_a3 @rh_pdw_a3 @rh_m4_a3 @mas_usa_devg @fallujah1_2 @mcc_sandbox_a3 @hlcmods_core @hlcmods_ak @asdg_jr Edited April 18, 2014 by NoHalfMeasures Share this post Link to post Share on other sites
warleader8 11 Posted April 18, 2014 Thanks for all this Shay, I have been away a few days. question, I see on page 168 there was a fix uploaded. Do the links at the first page contain the latest updated versions of the mod, MP versions, etc? Thanks Share this post Link to post Share on other sites
WarfighterOne 10 Posted April 18, 2014 Please be aware, with this new update (MCC 4) you save everything placed in 2d editor now too when saving SQM, so merging is no longer an option. This would be great EXCEPT it erased all my commands/scripts along with synchronized triggers. This totally destroyed my mission because I saved over my mission not knowing the bug. Hopefully we'll get an update that fixes this critical problem. Share this post Link to post Share on other sites
ov3rj0rd 1 Posted April 18, 2014 Hey Shay and spirit, still waiting on a response. I can not edit the units or DOC that I place with MCC in Zeus. I am only using the vanilla Zeus with no scripts and up to date MCC, still no joy.. I follow exactly what you guys did in the vid. Thanks Share this post Link to post Share on other sites
thenach 10 Posted April 18, 2014 (edited) Shay, Using the mission version Looking at the logs of the server: mcc\dialogs\mcc_3dTasks.hpp, line 139: '/MCC3D_Dialog/controls/MCC_3dTasksControls/Controls/MCC_3dTasksCompletedCombo.idc': Missing ';' at the end of line EDIT: On the mission the Revive does not work for JIP Edited April 18, 2014 by theNaCH Share this post Link to post Share on other sites
SerialMum 10 Posted April 19, 2014 Hi, thank you for this great update. And thanx WarfighterOne for the warning. Otherwise all mission editing would have gone out of the window. MCC really should only SQM what is build in runtime! Merging was a fantastic option for mission making. Second Problem: Zeus. In some Missions it worked (meaning spawned units by mcc are shown in Zeus), in some not, and i did not get the reason yet. What are the Prerequisites, that it is working as shown in the video. Usually i use a playable unit in my missions called s1, linked with the mcc-access-module. And a zeus Module restricted to s1. And i don't use the Game-master-gameplay. Can i start directly Zeus or have i to start it through the 2d-editor in mcc. Or should i leave off the zeus-modul, cause mcc lanches it. Please help me out. cu SerialMum Share this post Link to post Share on other sites
shay_gman 272 Posted April 19, 2014 I cant get it to work.If i start the mod provided frome the DL "@mcc_sandbox_r3fixed" i have no MCC ingame in scroll menu. not in editor not in showcase, not in MP missions, but worked good in previous version. Modfolder is "@MCC_sandbox" If i search and install it with playwithsix i get a different Modfolder "@MCC_A3" and have the login function not exist error, but have mcc in scroll menue. Tried either first mentioned and last mentioned with CBA loaded. Not both mcc modfolders at same time of course. help, i am addicted to mcc :D CBA is no longer required. Try redownloading it from Six, Armaholic or the link in this forums it looks like it something local on your side. Thanks for all this Shay,I have been away a few days. question, I see on page 168 there was a fix uploaded. Do the links at the first page contain the latest updated versions of the mod, MP versions, etc? Thanks Yes. Please be aware, with this new update (MCC 4) you save everything placed in 2d editor now too when saving SQM, so merging is no longer an option. This would be great EXCEPT it erased all my commands/scripts along with synchronized triggers. This totally destroyed my mission because I saved over my mission not knowing the bug. Hopefully we'll get an update that fixes this critical problem. I'm planning on seperating between save only MCC and save the whole mission (that can be used to grab some other missions or campagin to sqm) for now I've mentioned it in the change log use: - Use _object setVariable ["mccIgnore",true] - so that the save to SQM ignore that object. Hey Shay and spirit, still waiting on a response. I can not edit the units or DOC that I place with MCC in Zeus. I am only using the vanilla Zeus with no scripts and up to date MCC, still no joy.. I follow exactly what you guys did in the vid. Thanks That is on Zeus side, some objects (even BIS objects like the 5 blocks H-barrier) doesn't have Zeus values and can not be eddited. Shay, Using the mission version Looking at the logs of the server: mcc\dialogs\mcc_3dTasks.hpp, line 139: '/MCC3D_Dialog/controls/MCC_3dTasksControls/Controls/MCC_3dTasksCompletedCombo.idc': Missing ';' at the end of line EDIT: On the mission the Revive does not work for JIP Thanks for the update i'll check it out. Hi,thank you for this great update. And thanx WarfighterOne for the warning. Otherwise all mission editing would have gone out of the window. MCC really should only SQM what is build in runtime! Merging was a fantastic option for mission making. Second Problem: Zeus. In some Missions it worked (meaning spawned units by mcc are shown in Zeus), in some not, and i did not get the reason yet. What are the Prerequisites, that it is working as shown in the video. Usually i use a playable unit in my missions called s1, linked with the mcc-access-module. And a zeus Module restricted to s1. And i don't use the Game-master-gameplay. Can i start directly Zeus or have i to start it through the 2d-editor in mcc. Or should i leave off the zeus-modul, cause mcc lanches it. Please help me out. cu SerialMum You shouldn't place any Zeus modules on the mission. MCC handles it. Share this post Link to post Share on other sites
SerialMum 10 Posted April 19, 2014 Hi, thanx for the fast answer. - ["mccIgnore",true] That is a workaround i can live with (btw: there was no changelog in my download) Good to see you plan to seperate the SQM. No Zeus-Modul. Ok. How to configure additional setups (like restricting editing area, import other addons etc.) then? cu SerialMum Share this post Link to post Share on other sites
spirit6 51 Posted April 19, 2014 (edited) Is there a way to mimick the look and behavior of an MCC-added zone (shape, availability via the zone drop down, etc.) through the editor or through script?EDIT: Outside of creating markers with the editor (and then using the getMarkerPos/getMarkerSize to pass to the series of lines which ultimately invoke mcc_make_the_marker.sqf), I was wondering if there was a more "automatic" way for MCC to pickup markers in the editor and creating the zones? I am not sure what you mean. What you can do now is: - Manual creating zones in editor and make GAIA units operate within it. - MCC creating zones and make GAIA units operate in it. - create markers by script and make gaia units operate in it. Do you mean that MCC should recognize the manual created markers? (i never tried that, it might even work lol). I am not sure what it is you are missing now. Edited April 19, 2014 by spirit6 Share this post Link to post Share on other sites
foss 12 Posted April 19, 2014 CBA is no longer required. Try redownloading it from Six, Armaholic or the link in this forums it looks like it something local on your side. Your guess was absolutly right. After getting my senses together i figured out i did not install the Zeus DLC. Thought it updates somewhat automatically. After Installing the DLC the MCC Login works again and i am back on the tracks. Thank you for clarification i have to search local. Cheers Share this post Link to post Share on other sites
d_pfrommer 10 Posted April 19, 2014 I am not sure what you mean. What you can do now is:- Manual creating zones in editor and make GAIA units operate within it. - MCC creating zones and make GAIA units operate in it. - create markers by script and make gaia units operate in it. Do you mean that MCC should recognize the manual created markers? (i never tried that, it might even work lol). I am not sure what it is you are missing now. Hi Spirit, Sorry about my not explaining it properly. Please let me know if this is possible (and if this has already been documented, if you can please point me in the right direction that would be great): I'd like to either: a) create/convert the markers via the arma 3 mission editor and then have them appear as if I created these as MCC zones; i.e., they will show up with the appropriate zone number, yellow highlighted area, etc when the mission starts. Additionally, GAIA will treat these as MCC-editor created zones. b) create zones via script using x/y coordinates and have GAIA operate as described above. Unfortunately, I haven't been 100% successful with either... I either get script errors (BIS_fnc_setObjectVar), or the MCC zones show up, but when I try to add a zone in MCC, it creates a duplicate #1. And, GAIA doesn't seem to treat these as real zones. Thanks for your help! Share this post Link to post Share on other sites
skuijs 17 Posted April 19, 2014 Shay maybe you could at para drop scrips so you can make a flagpole like ace and igiload ? Share this post Link to post Share on other sites
ollem 4 Posted April 20, 2014 I'd like to either: a) create/convert the markers via the arma 3 mission editor and then have them appear as if I created these as MCC zones; i.e., they will show up with the appropriate zone number, yellow highlighted area, etc when the mission starts. Additionally, GAIA will treat these as MCC-editor created zones. b) create zones via script using x/y coordinates and have GAIA operate as described above. Why not create the reqruired zones using mcc, use mcc save option, and at mission start time use mcc load function to recreate these zones? Share this post Link to post Share on other sites
d_pfrommer 10 Posted April 20, 2014 Why not create the reqruired zones using mcc, use mcc save option, and at mission start time use mcc load function to recreate these zones? I would like missions which create all the underlying "infrastructure" without requiring those client-side steps. I envision spending the time authoring missions using the MCC interface, along with the arma editor, but then packaging up the end result without the need for extra steps if possible. Share this post Link to post Share on other sites
Samfree91 10 Posted April 20, 2014 Hi there, i have just downloaded your mod, i last used in in arma 2. Since i have had it i cannot use the box generator, which means i cannot use the MCC_Console for Ac-130 or calling in Air strikes ETC, it just says items have been added to players console. I only use this in singleplayer, i also do not have ACE for arma 3, do i need it? i do get an error within arma stating iniDB Isnt Running Share this post Link to post Share on other sites
warleader8 11 Posted April 20, 2014 Question with GAIA. I watched the linked video on the front page, which is awesome. I really thought the helicopter feature to patrol different zones are great. So I set up a similar situation as what happened in the video. So my question sis this. I noticed a helicopter was shot down and the crew survived. they were assigned to GAIA or remained a part of it and then patrolled the different zones on foot..LOL.....gung Ho pilots man! Is there anyway to prevent this? All I had to do is just go in and delete the pilots, but I wanted to ask. Share this post Link to post Share on other sites
ov3rj0rd 1 Posted April 20, 2014 That is on Zeus side, some objects (even BIS objects like the 5 blocks H-barrier) doesn't have Zeus values and can not be eddited. Im sorry maybe I wasnt clear. When I place a group or unit with MCC I can not see it in Zeus where you can in your vid. I still can not get it to work. I have deleted both MCC's from my client and server and re downloaded them. What I have not done is try it with one of the BI Zeus missions. which I will try today. Thanks for the response! Share this post Link to post Share on other sites
jcinto23 10 Posted April 20, 2014 Whenever I try to open the 3D editor in MCC, it freezes. Does anyone know how to fix this. I am trying to use MCC in the Arma 3 vanilla editor. I was planning on using it as a 3D editor for my missions. Share this post Link to post Share on other sites
spirit6 51 Posted April 20, 2014 Question with GAIA. I watched the linked video on the front page, which is awesome. I really thought the helicopter feature to patrol different zones are great. So I set up a similar situation as what happened in the video. So my question sis this. I noticed a helicopter was shot down and the crew survived. they were assigned to GAIA or remained a part of it and then patrolled the different zones on foot..LOL.....gung Ho pilots man! Is there anyway to prevent this? All I had to do is just go in and delete the pilots, but I wanted to ask. When the helicopter goes down they change class in GAIA. Internally this means they would have their orders cancelled and then execute infantry (the class i would expect) orders. I will check their behavior, but this is what i would expect. There is nothing you should do expect give it patience of max 2 minutes. The whole system is setup dynamic. Crew that looses their vehicle also change class. Even an infantry group that is suddenly given a vehicle (assigned) will change class. With class changes the orders change. Share this post Link to post Share on other sites
shay_gman 272 Posted April 20, 2014 Hi, thanx for the fast answer. - ["mccIgnore",true] That is a workaround i can live with (btw: there was no changelog in my download) Good to see you plan to seperate the SQM. No Zeus-Modul. Ok. How to configure additional setups (like restricting editing area, import other addons etc.) then? cu SerialMum I'll publish new version soon that will fix your issues. MCC_curator is the name of the Zeus logic. You can assign it addons exc using the curator commands: https://community.bistudio.com/wiki/Curator Shay maybe you could at para drop scrips so you can make a flagpole like ace and igiload ? If only I knew what you mean... :) care to explain? I would like missions which create all the underlying "infrastructure" without requiring those client-side steps. I envision spending the time authoring missions using the MCC interface, along with the arma editor, but then packaging up the end result without the need for extra steps if possible. Put any logic in the editor and put this in (replace the variables with values) and always check the MCC functions libary for more info: [_zoneNumber,_pos,_radius] call MCC_fnc_MWUpdateZone; Hi there,i have just downloaded your mod, i last used in in arma 2. Since i have had it i cannot use the box generator, which means i cannot use the MCC_Console for Ac-130 or calling in Air strikes ETC, it just says items have been added to players console. I only use this in singleplayer, i also do not have ACE for arma 3, do i need it? i do get an error within arma stating iniDB Isnt Running Don't miss it too much since it's there but under the 3D editor - cargo button. Now you can assign custom cargo to any vehicle/ammobox. Share this post Link to post Share on other sites