old_painless 183 Posted June 16, 2014 Perhaps one could avoid specifying a file as destination, just send to the clipboard? If a file had to be generated during that process, generate a file in %TEMP% behind the scenes and place its contents on the clipboard. Just a thought, as I think that the current method of the clipboard as destination from within MCC is very clever. One can always access it using Alt-tab and save in a file if necessary. I paste into an editor and uses bits but rarely saves -OP Share this post Link to post Share on other sites
kilo1-1 1 Posted June 16, 2014 Does the MCC_allowedPlayers command work fine in the server.cfg or does it have to be in a mission init file? Share this post Link to post Share on other sites
los18z 19 Posted June 17, 2014 Try drawing a selection box over the helicopter. As when clicking on the icon it most likely select the cargo group and not the vehicle itself so a selection box will select them all.I'll try to update it so once a group is inside a vehicle its icon will be removed from the map. Thank you that was precisely it! Los Share this post Link to post Share on other sites
shay_gman 272 Posted June 17, 2014 On a side note I'm happy to say that I've fixed the broken save function when an init line was added to a unit. Indeed looking forward to the new update shay! What are your thoughts about GAIA as a standalone? We have bCombat and ASR_AI that both try to modify low level processing, but a higher order 'commander' is needed. GAIA fills this need perfectly. VCOMAI tries to be a little bit of both, but GAIA would just be great. I could imagine just simply using TPW_MODS skirmish mode, with GAIA standalone and it would keep me amused for hours! MCC gives an easy interface to the amazing GAIA so it is up to Spirit to decide. I could write something that does this and then execute a callExtension to save to a file. The problem with this, is that it depends on the C++ libraries to be on the PC. It also might get kind of annoying to have to specify an output directory. I will start to mess around on my system and if I come up with something I think would not be inconvenient to have in a mod, I will forward it along.Are you sure it can't be done easily in sqf? http://forums.bistudio.com/showthread.php?154940-Config-Parser-Script Nope, so far there is no command to save to file. I can dump the output to the rpt file but I find that this method is worst then save to clipboard or profile name space. As most players don't know where is the rpt file and the rpt file is full of well reports that clog the file with unusable information for those who want to save the file. Perhaps one could avoid specifying a file as destination, just send to the clipboard? If a file had to be generated during that process, generate a file in %TEMP% behind the scenes and place its contents on the clipboard. Just a thought, as I think that the current method of the clipboard as destination from within MCC is very clever. One can always access it using Alt-tab and save in a file if necessary. I paste into an editor and uses bits but rarely saves-OP Right now it is sending the output to the clipboard the so all we need is extension (as third party, local program that runs on background and takes the data from the clipboard and save it as mission.sqm on the user specific path and file name. Shouldn't be too hard maybe I'll find the time to learn how to do it myself but if someone could help I'm sure the community will appreciate it. Does the MCC_allowedPlayers command work fine in the server.cfg or does it have to be in a mission init file? Server.cfg doesn't hold variables so it have to go in the init.sqf. Share this post Link to post Share on other sites
spirit6 51 Posted June 17, 2014 Indeed looking forward to the new update shay! What are your thoughts about GAIA as a standalone? We have bCombat and ASR_AI that both try to modify low level processing, but a higher order 'commander' is needed. GAIA fills this need perfectly. VCOMAI tries to be a little bit of both, but GAIA would just be great. I could imagine just simply using TPW_MODS skirmish mode, with GAIA standalone and it would keep me amused for hours! What exactly would GAIA stand alone look like? It is integrated in MCC so if we call the mod @GAIA or @MCC will not make much of a difference. Already you can just use in the 2d editor of bis and give commands in the initline. I think it is time for me to make some video about that. Shay and me have been quite inactive lately due to rl stuff, but our meeting in holland by the end of this month might just change that. Our 3rd rl meeting :) Share this post Link to post Share on other sites
kremator 1065 Posted June 17, 2014 I suppose I'm just talking about automatic functionality (like having a high level commander). So having @GAIA means that the AI will react in the wonderful way they do in MCC, but without being specifically put onto unit inits. All units created on the field of war are given to @GAIA on spawn. Say we had @GAIA and I make a mission with 5 groups on each side. I set 2x groups to guard, 2x groups for S&D and 1 on HOLD on each side. @GAIA then kicks in and, on contact, retasks the guard groups to reinforce. Of course MCC could do this, but having an invisible commander that directs AI intelligently would be awesome as a standalone pbo. I would then drop it into my @alwaysuse directory and let GAIA do his/her work ! Does that make sense? Good to see you guys are meeting up in RL too ! Looking forward to the updates. Share this post Link to post Share on other sites
commanderx 17 Posted June 17, 2014 That would be awesome! Share this post Link to post Share on other sites
shay_gman 272 Posted June 17, 2014 Here it is I give you GAIA stand alone full automization (didn't test it yet i'm at work but it should work) :confused: Put this in your init.sqf line and place one marker and call it "MarkerName" then you can have gazilions of groups fighting each other (since GAIA cache them) and they will keep on respawning (don't forget to edit the attacker and defenders exc). If (isServer) then { Private ["_attacking","_defending","_activeGroups","_leader"]; _attacking = [east]; _defending = [west, resistance]; _activeGroups = []; 0 spawn { { _leader = leader _x; If (!(isPlayer _leader) && !(_x in _activeGroups)) then { If (side _leader in _attacking) then { _x setVariable ["GAIA_ZONE_INTEND",["MarkerName"," MOVE"], true]; }; If (side _leader in _defending) then { _x setVariable ["GAIA_ZONE_INTEND",["MarkerName","NOFOLLOW"], true]; }; //Disable this if you don't want MCC to cache the group _x setVariable ["mcc_gaia_cache",true,true]; //Disable or edit this if you don't want groups to respawn _x setVariable ["MCC_GAIA_RESPAWN",999,true]; _activeGroups set [count _activeGroups, _x]; }; } foreach allGroups; Sleep 120; }; }; Share this post Link to post Share on other sites
kremator 1065 Posted June 17, 2014 Just awesome! Many thanks shay! I'm a gonna blow stuff up later with this. Share this post Link to post Share on other sites
spirit6 51 Posted June 17, 2014 I suppose I'm just talking about automatic functionality (like having a high level commander). So having @GAIA means that the AI will react in the wonderful way they do in MCC, but without being specifically put onto unit inits. All units created on the field of war are given to @GAIA on spawn. Say we had @GAIA and I make a mission with 5 groups on each side. I set 2x groups to guard, 2x groups for S&D and 1 on HOLD on each side. @GAIA then kicks in and, on contact, retasks the guard groups to reinforce. Of course MCC could do this, but having an invisible commander that directs AI intelligently would be awesome as a standalone pbo. I would then drop it into my @alwaysuse directory and let GAIA do his/her work ! Does that make sense? Good to see you guys are meeting up in RL too ! Looking forward to the updates. I saw shay already produced some code, but apart from that I understand what you mean. Personaly I think what you want is more control over GAIA about what she controls. How about we make a GAIA setting tab somewhere in the GUI where you can define stuff like that. So by default it is on : "GAIA given units" but GAIA might reaction on " ALL UNITS ON MAP", "ALL EAST ON MAP" etc etc. That way you can just go in MCC and switch the thingy on and gaia will take off. I also had been thinking a lot of giving a "brush" to the mission maker. One simple "brushes" on the map the colors blue, red and grey. Everywhere where the brush is used units will be spawned and cached for gaia. Each color a side. (need some thinking about factions) YOu can then very simple give the environment some more action if needed. So you have generated a mission but you want to brush something like a frontline that actualy holds units when you get there. Brush both colors there and you can even have a battle ones you get there (cached units wont fight then) How about that? Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted June 17, 2014 I also had been thinking a lot of giving a "brush" to the mission maker. One simple "brushes" on the map the colors blue, red and grey. Everywhere where the brush is used units will be spawned and cached for gaia. Each color a side. (need some thinking about factions) YOu can then very simple give the environment some more action if needed. So you have generated a mission but you want to brush something like a frontline that actualy holds units when you get there. Brush both colors there and you can even have a battle ones you get there (cached units wont fight then) How about that? This reminds me a lot of Alive (except that, IIRC, cached units fight in Alive). And yes, good idea !! :) If we could have a CTI-like commander module, where you define the initial force strenght and type (ex: many but only inf; or medium but mixed arms), the regeneration rate and possible key points that are giving more regen, all forces possibly managed by GAIA, we would be able to produce a fluid battle where we, the players, have a real impact. The key regen points could be objectives created by the mission generator or designed by the MCC GM. Just my $0.02 Share this post Link to post Share on other sites
kremator 1065 Posted June 17, 2014 I saw shay already produced some code, but apart from that I understand what you mean. Personaly I think what you want is more control over GAIA about what she controls. How about we make a GAIA setting tab somewhere in the GUI where you can define stuff like that. So by default it is on : "GAIA given units" but GAIA might reaction on " ALL UNITS ON MAP", "ALL EAST ON MAP" etc etc. That way you can just go in MCC and switch the thingy on and gaia will take off. I also had been thinking a lot of giving a "brush" to the mission maker. One simple "brushes" on the map the colors blue, red and grey. Everywhere where the brush is used units will be spawned and cached for gaia. Each color a side. (need some thinking about factions) YOu can then very simple give the environment some more action if needed. So you have generated a mission but you want to brush something like a frontline that actualy holds units when you get there. Brush both colors there and you can even have a battle ones you get there (cached units wont fight then) How about that? Now we're talking! GAIA is such a powerful tool that it would be criminal not to use it more! Looking forward to your update guys. Looks like it will be awesome ! Share this post Link to post Share on other sites
maaz2 10 Posted June 17, 2014 Really enjoying messing around with this but have no idea how to add the wounding revive script to a multiplayer mission. Any chance someone could post a pre-made template mission which has revive included? :) Share this post Link to post Share on other sites
shay_gman 272 Posted June 18, 2014 BTW I had an error there it should be: If (isServer) then { 0 spawn { Private ["_attacking","_defending","_activeGroups","_leader"]; _attacking = [east]; _defending = [west, resistance]; _activeGroups = []; { _leader = leader _x; If (!(isPlayer _leader) && !(_x in _activeGroups)) then { If (side _leader in _attacking) then { _x setVariable ["GAIA_ZONE_INTEND",["MarkerName"," MOVE"], true]; }; If (side _leader in _defending) then { _x setVariable ["GAIA_ZONE_INTEND",["MarkerName","NOFOLLOW"], true]; }; _x setVariable ["mcc_gaia_cache",true,true]; _x setVariable ["MCC_GAIA_RESPAWN",999,true]; _activeGroups set [count _activeGroups, _x]; }; } foreach allGroups; Sleep 120; }; }; Share this post Link to post Share on other sites
jandrews 117 Posted June 18, 2014 Really enjoying messing around with this but have no idea how to add the wounding revive script to a multiplayer mission. Any chance someone could post a pre-made template mission which has revive included? :) Yes this would be great. Am also wondering how this works in headless client. please show the noobs.:) Share this post Link to post Share on other sites
badder 10 Posted June 18, 2014 Developers, It's been a while since your last update, I am sure you are preparing some incredible stuff. Good luck!! Share this post Link to post Share on other sites
lawndartleo 109 Posted June 19, 2014 I've spent a while reading back to see of this has been addressed. Sorry if it has and I am asking an old question that has been resolved. MCC performance degrades terribly over time. No issues what so ever with game, it is running well. Open MCC screen and over the course of 30 minutes I go from FPS to SPF. I surrender MCC to one of my clients and they have no problem. As I said, game is runnign fine, just going into MCC brings things to a halt. Exit MCC, no probs. Non dedicated, if that matters. Share this post Link to post Share on other sites
ov3rj0rd 1 Posted June 19, 2014 Hey Shay and Spirit, I am having an issue with MCC 3D Editor. I am having a massive FPS drop when going into the 3D Editor. There seems to be no rhyme or reason to when it happens some of my missions it works completely fine, then others the FPS will drop to 1 FPS when switching to the editor. As soon as I back out, FPS returns to normal. Another interesting thing is when in the editor with 1 FPS, if I remove the HUD by pressing H, the FPS goes back to normal.. Not sure what would be causing this. I am only using MCC with no other mods launching and on a clear map. Share this post Link to post Share on other sites
shay_gman 272 Posted June 19, 2014 Really enjoying messing around with this but have no idea how to add the wounding revive script to a multiplayer mission. Any chance someone could post a pre-made template mission which has revive included? :) You don't need to do anything special any mission with revive on it will work with the mod (It might interfeer with role selection) the mission version have Psycho A3 wounding system in it that you can use. Was that helpful? Yes this would be great. Am also wondering how this works in headless client. please show the noobs.:) If you know how to set a headless client then MCC will detect it and use it once you spawn stuff on it choosing the location as "HC". You don't need to do anything special. If you don't know how to set a headless client then i'm not the right man to ask as I have no clue of how to do it. But you can goggle it and you'll probably find some tutorial. Developers,It's been a while since your last update, I am sure you are preparing some incredible stuff. Good luck!! Or we are busy with RL or just fooling around... but you gonna find out soon :p I've spent a while reading back to see of this has been addressed. Sorry if it has and I am asking an old question that has been resolved.MCC performance degrades terribly over time. No issues what so ever with game, it is running well. Open MCC screen and over the course of 30 minutes I go from FPS to SPF. I surrender MCC to one of my clients and they have no problem. As I said, game is runnign fine, just going into MCC brings things to a halt. Exit MCC, no probs. Non dedicated, if that matters. Thanks I would ask for your help solving this: 1. Does the client using MCC was also the server - what I mean do we have a client lag or server lag. 2. Does the lag reduce if you change the viewed factions for less populated lag faction - I mean pressing the players button and not the All in the filter for the map UI. What I suspect is that over time there are more groups and objects to go over by MCC to create the UI. In general there are only 3 loops going in MCC: 1. Server side delete empty groups once every 1-2 minutes. 2. Draw UI only when you open MCC - onEachFrame - client side - the loops stops when MCC is closed 3. Show units loop - the loop continue even when MCC is close to show units on the Mission maker map - client side. Hey Shay and Spirit,I am having an issue with MCC 3D Editor. I am having a massive FPS drop when going into the 3D Editor. There seems to be no rhyme or reason to when it happens some of my missions it works completely fine, then others the FPS will drop to 1 FPS when switching to the editor. As soon as I back out, FPS returns to normal. Another interesting thing is when in the editor with 1 FPS, if I remove the HUD by pressing H, the FPS goes back to normal.. Not sure what would be causing this. I am only using MCC with no other mods launching and on a clear map. Your question is more or less like the one above looks like you PC struggling with the drawIcon, drawLine loop of the UI. I'll see if I can make the code more fluent. Share this post Link to post Share on other sites
jandrews 117 Posted June 19, 2014 Hey sorry, I was speaking on @GAIA, I wasn't too sure how to use this exactly. Share this post Link to post Share on other sites
maaz2 10 Posted June 19, 2014 You don't need to do anything special any mission with revive on it will work with the mod (It might interfeer with role selection) the mission version have Psycho A3 wounding system in it that you can use. Was that helpful? Has given me ideas. thanks :) Share this post Link to post Share on other sites
lawndartleo 109 Posted June 20, 2014 Thanks I would ask for your help solving this: 1. Does the client using MCC was also the server - what I mean do we have a client lag or server lag. 2. Does the lag reduce if you change the viewed factions for less populated lag faction - I mean pressing the players button and not the All in the filter for the map UI. What I suspect is that over time there are more groups and objects to go over by MCC to create the UI. In general there are only 3 loops going in MCC: 1. Server side delete empty groups once every 1-2 minutes. 2. Draw UI only when you open MCC - onEachFrame - client side - the loops stops when MCC is closed 3. Show units loop - the loop continue even when MCC is close to show units on the Mission maker map - client side. Hi Shay, 1) No, I am the host (non-dedicated). I will ask my friend to host and see what happens. 2) Its the filtering that seems to make it worse and I am filtering on players only so that I can move my clients to their desired locations. The problem REALLY manifests itself in the 3D editor where I get crushed down to seconds per frame. Share this post Link to post Share on other sites
redarmy 424 Posted June 20, 2014 Hi Is anyone having an issue im experiencing that when using air dropped supplies(ammo) the helo comes in fine,drops the ammo fine,chute deploys but then dissapears and ammo box hits the ground,smoke deploys,but case is destroyed.Just had this since last update. Share this post Link to post Share on other sites
michaeldk 1 Posted June 20, 2014 Hi Is anyone having an issue im experiencing that when using air dropped supplies(ammo) the helo comes in fine,drops the ammo fine,chute deploys but then dissapears and ammo box hits the ground,smoke deploys,but case is destroyed.Just had this since last update. I have almost the same problem, but here the ammo boxes just lingers in the air, I can see the helicopter come and parachute unfolds, but the boxes are just hanging without falling to the ground .. :confused: Share this post Link to post Share on other sites
redarmy 424 Posted June 20, 2014 yes,i had them linger also sometimes....Then shot them,they fell haha Share this post Link to post Share on other sites