darshyne 12 Posted September 1, 2014 Hi, first thank you for this great tool ! I use both VTS and MCC because both have great features, but when VTS is active i can't use Zeus to edit Mcc generated units. Is there a ways to have this tools all work together? Share this post Link to post Share on other sites
Spoor 23 Posted September 1, 2014 The incoming controls for GAIA in the gui. Gotta kclic the link to see it, sorry. Lazy mode. CUT Looks great !! thanks Share this post Link to post Share on other sites
mrgreaper 0 Posted September 1, 2014 what is this under on the workshop? hunted mcc on thier but all i could find was missions that use and say its needed lol i tried manually download it and put it in the programs folders (same location as all the other mods) but it wont show up on the launcher.....im a little perplexed Share this post Link to post Share on other sites
Sergeantshizzle 10 Posted September 1, 2014 (edited) @shay_gman,Before the update 1:26, using the generator missions, was working perfectly, now, after putting the code generated by the MCC in mission.sqm file, loading the mission generates an error in ArmA and immediately closes and exits to the desktop Also having this problem. After looking in some mission.sqm's I had made with MCC's "Save as .sqm" function, it appears that "AddOns" and "AddOnsAuto" are completely empty. I know MCC never had a problem with this before and it seems to be pretty recent as I constantly use MCC and Zeus for mission making nowadays. EDIT - I'm a fool, it's apparently going to be fixed soon and it actually has nothing to do with "AddOns" or "AddOnsAuto" Edited September 2, 2014 by Sergeantshizzle Share this post Link to post Share on other sites
shay_gman 272 Posted September 2, 2014 Question. Is the Mod version always up-to-date as the script version?Do you always update both versions at the same time? I noticed that in some map using the script version, there seems to have more options, like I'm able to change the init field of items and units I spawn with Zeus, but not in the mod version. Thanks! Yeah MCC mod version and mission version are always up to date together. If you are using the mod version and a mission that is already have Zeus in it you most likely don't connect to the MCC zeus and that is why you don't have the extra init lines. Hi, first thank you for this great tool ! I use both VTS and MCC because both have great features, but when VTS is active i can't use Zeus to edit Mcc generated units. Is there a ways to have this tools all work together? Most likely VTS connect you to another Zeus instance and not the MCC one. The mcc zeus called "MCC_curator" what is this under on the workshop?hunted mcc on thier but all i could find was missions that use and say its needed lol i tried manually download it and put it in the programs folders (same location as all the other mods) but it wont show up on the launcher.....im a little perplexed The workshop is outdated and will be updated soon. The mod version is working you should read the forum regarding how to install and lunch mods. Question: If I already have a mission.sqm that is being used and has tons of code in it already that needs to stay, but I want to use the MCC tool to edit and add objects lets say to build a custom base, how would I go about adding the code properly into the preexisting mission.sqm? Do I need anything besides the mission.sqm to make the above work correctly, i.e db files or anything else from the server side besides the mission.sqm? Most all the tutorials I have seen seem to be assuming you are just starting with a blank canvas but unfortunately that is not the case for me. Thanks much in advance. If you already have a mission going on just add what you want to add using MCC and then select to save only the MCC objects and not all in the save menu. Save this output into a new mission file as "test.sqm" and open your original mission with the editor then use the merge feature. Does MCC mod version need some changes to a mission files so that it can use mission generator? Or is it completely standalone, in that it can generate extra missions in old missions that have no customisations to support mcc ?Also, are there any plans to update the current documentation ? The MCC mission generator will work in any map or mission with the expectation that some maps will requires you to create a zone first. A full documentation will most likely be made once I'll finish what I'm doing right now. @shay_gman,Before the update 1:26, using the generator missions, was working perfectly, now, after putting the code generated by the MCC in mission.sqm file, loading the mission generates an error in ArmA and immediately closes and exits to the desktop PM me with the mission.sqm file I'll check it out. Share this post Link to post Share on other sites
sgtsev3n 12 Posted September 2, 2014 is this better than zeus ? Share this post Link to post Share on other sites
Dons_21 10 Posted September 2, 2014 Hey Shay, I'm getting mcc_fnc_login does not exist when I try to login the mcc, any idea why? Share this post Link to post Share on other sites
hannibal2210 1 Posted September 2, 2014 Hey Shay, Thanks for all your work on MCC (Its Invaluable to me). I just wanted to know if there was a way of disabling the delete body function in the MCC addon version as it deletes players bodies immediately, which means teammates cannot retrieve any equipment etc. Thanks again Share this post Link to post Share on other sites
hazey 9 Posted September 2, 2014 Hey Shay, Been using MCC for months now for our operations, one small feature request if I may for a future release; 'the ability to silently use the mission generator without a dialog pop up for the players'. I would be most ecstatic having an ability like that. Share this post Link to post Share on other sites
skuijs 17 Posted September 2, 2014 HI shay is there a way to make the whole map a zone and create 3 mssion over the whole map if i create 3 mission even in a huge zone mcc places t hem next to eachother ? Share this post Link to post Share on other sites
shay_gman 272 Posted September 4, 2014 Hey Shay, I'm getting mcc_fnc_login does not exist when I try to login the mcc, any idea why? have you tried buying the game?! Hey Shay, Thanks for all your work on MCC (Its Invaluable to me). I just wanted to know if there was a way of disabling the delete body function in the MCC addon version as it deletes players bodies immediately, which means teammates cannot retrieve any equipment etc.Thanks again Yeah I've updated it for the next version release it will be optional in mission settings. Hey Shay,Been using MCC for months now for our operations, one small feature request if I may for a future release; 'the ability to silently use the mission generator without a dialog pop up for the players'. I would be most ecstatic having an ability like that. Yeah sure i'll add an option to disable it in the mission generator window. HI shay is there a way to make the whole map a zone and create 3 mssion over the whole map if i create 3 mission even in a huge zone mcc places t hem next to eachother ? The distance between objectives is decided by the amount of players selected and the type of mission CQB missions will be generated in smaller area by nature - but you can generate 3 missions with 1 objective each so they will be far apart from each other . Share this post Link to post Share on other sites
reluxstudio 11 Posted September 4, 2014 Yeah MCC mod version and mission version are always up to date together. If you are using the mod version and a mission that is already have Zeus in it you most likely don't connect to the MCC zeus and that is why you don't have the extra init lines. Most likely VTS connect you to another Zeus instance and not the MCC one. The mcc zeus called "MCC_curator" The workshop is outdated and will be updated soon. The mod version is working you should read the forum regarding how to install and lunch mods. If you already have a mission going on just add what you want to add using MCC and then select to save only the MCC objects and not all in the save menu. Save this output into a new mission file as "test.sqm" and open your original mission with the editor then use the merge feature. The MCC mission generator will work in any map or mission with the expectation that some maps will requires you to create a zone first. A full documentation will most likely be made once I'll finish what I'm doing right now. PM me with the mission.sqm file I'll check it out. I sent a PM with the SQM file for you. Share this post Link to post Share on other sites
GDent 10 Posted September 5, 2014 (edited) I have a very quick question. I've never used MCC before Is it possible to place objects (buildings, chairs, objects from mods, whatever) into the mission and then save it? I want to use some kind of editor in 3D to place objects for use in missions because placing them in 2D is a huge pain. Can I save it to a mission without the need for MCC to run on the server after that, or does MCC need to be running to restore the object placements and all that? EDIT: Just found out the answer is yes. Sorry, please ignore. Edited September 5, 2014 by GDent Share this post Link to post Share on other sites
StarMox 10 Posted September 6, 2014 Just a report. Using MCC 4 r7, when using mission generator I get a report during mission building: Script mcc_sandbox_mod\mcc\pop_menu\markers_add.sqf not found. p.s. @shay_gman: Congrats on a wonderful ARMA 3 addon! All best wishes for the future! Share this post Link to post Share on other sites
hridaysabz 14 Posted September 7, 2014 (edited) Is it possible to orient your evac vehicles in a certain direction before spawning them? I would love to save the mcc mission with evac placed in a base, but I need it to orient in the parking spots. Can you guys work on that? Also, can you integrate Arsenal alongside VAS in the 3D editor? P.S: Where has the ability to set a mortar as console mortar gone from the 3D editor? Edited September 7, 2014 by Hridaysabz Share this post Link to post Share on other sites
Azantia 10 Posted September 8, 2014 Shay_Gman, first off, thank you for such an awesome program (MCC) im sure you hear it all the time, but MCC really does improve my community's ArmA experience. I was wondering. Is there a way to script into the server via SQF or line-in-code to create MCC zones and give any spawned AI over to Gaia automatically? I could not find any documentation of information on how to do this. Any information you have on this would be great. Respectfully, - Az Share this post Link to post Share on other sites
spirit6 51 Posted September 8, 2014 Shay_Gman,first off, thank you for such an awesome program (MCC) im sure you hear it all the time, but MCC really does improve my community's ArmA experience. I was wondering. Is there a way to script into the server via SQF or line-in-code to create MCC zones and give any spawned AI over to Gaia automatically? I could not find any documentation of information on how to do this. Any information you have on this would be great. Respectfully, - Az Question is towards Shay but GAIA related so more something of my plate :) yes you can create zones and "give to gaia" by script or init lines from the groups. I have a (non published) video about that. I will release it together with an example mission somewhere this week. If you scroll back in this thread youc an already find some info about this, but with a little patience you soon know all the dark secrts :) Share this post Link to post Share on other sites
ramius86 13 Posted September 8, 2014 Someone can make MCC work with headless client? How? I've tried change name to HC, change slot, change slotname, change something random and can't make this work.. Share this post Link to post Share on other sites
robowilso 40 Posted September 9, 2014 I am wondering if anyone has experienced server crashes on dedi. when using MCC (the mission generator particularly) We seem to be having some issues with it and didn't know if it was due to mcc not being updated along with the ''stable'' release updates Share this post Link to post Share on other sites
tortuosit 486 Posted September 9, 2014 Just a report. Using MCC 4 r7, when using mission generator I get a report during mission building:Script mcc_sandbox_mod\mcc\pop_menu\markers_add.sqf not found. Same here. I've put https://raw.githubusercontent.com/marspirit/AAI/master/CO_MCC_SANDBOX_V162.torabora/mcc/pop_menu/markers_add.sqf into the mission, error message gone and I see no problems, but I don't know if its maybe an outdated file. Share this post Link to post Share on other sites
ToejaM 1 Posted September 9, 2014 Same here. I've put https://raw.githubusercontent.com/marspirit/AAI/master/CO_MCC_SANDBOX_V162.torabora/mcc/pop_menu/markers_add.sqf into the mission, error message gone and I see no problems, but I don't know if its maybe an outdated file. Where did you put it bud? I'm getting the same error Also is it supposed to leave the black markers and other markers on the map giving away the exact locations of objectives? lol Share this post Link to post Share on other sites
ramius86 13 Posted September 9, 2014 (edited) headless client seems working only with 3d editor, that's strange :confused: Ps in the mission generator isn't possible set HC or I've missed some hidden options? Edited September 9, 2014 by ramius86 Share this post Link to post Share on other sites
tortuosit 486 Posted September 9, 2014 Where did you put it bud? I'm getting the same errorAlso is it supposed to leave the black markers and other markers on the map giving away the exact locations of objectives? lol Into the pbo, into the directory where it was missing. Pls forget about it. I have no idea if it is useful, if it fixes anything except the error message... if file is outdated. It probably is. You should wait for the mod author to fix it. I realized I played without -showscripterrors, my bet is I get flooded with errors... Share this post Link to post Share on other sites
DankestM114 10 Posted September 9, 2014 Hi guys, im not sure if this is an issue on my end, but the mission objectives are put VERY close to each other and this didnt happen in previous versions. For example on takistan Feruz Abad I've set the whole area to the size of the town yet http://puu.sh/bstO5/99dde11bc6.jpg Only one house gets selected for 2 objectives and the third is not far off. Is there a config I can change in the PBO to remedy this or is this unchangeable. This also happens on other maps not just Takistan but I thought id show it there because of the plethora of open houses MCC could have chose. Looking forward to a response! -Dankest Share this post Link to post Share on other sites
spirit6 51 Posted September 9, 2014 For those wishing to explore how to use GAIA in the BIS editor, go read this: http://forums.bistudio.com/showthread.php?183056-Mission-Template-Stand-Alone-GAIA-Make-missions-FAST-by-using-MCC-GAIA-engine Share this post Link to post Share on other sites