Spoor 23 Posted September 10, 2014 @spirit .... goodi goodi :bounce3: Share this post Link to post Share on other sites
shay_gman 272 Posted September 10, 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! Thanks, will be fixed for the next version. 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? I'll add the evac helicopter to Zeus so you can rotate them. PS. The mortar thing has been heavily reworked for the next version so I wouldn't bother looking for it but it is under the init line. 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? ATM nope, I'll put that on the to do list for the release after this next release. PS we are sorry for the time it takes for the next release to come but the thing is that it having so many new features that I can't even arrange my mind on how to record a video to show it all and this is before I even took the amazing work that Spirit did on GAIA – but I will try to do my best to have it released by this weekend. Share this post Link to post Share on other sites
reluxstudio 11 Posted September 10, 2014 Great news, Shay, I love the MCC, really appreciate your work. Shalon! Share this post Link to post Share on other sites
tortuosit 486 Posted September 10, 2014 It's an absolute pleasure to watch Gaia controlled groups acting, while in stealth mode. I placed 2x10 Nato units into a CSAT area and together with bcombat, in urban combat, they all behaved fantastic. I thought "is this really ArmA"? Then I took the AC130 and made an end to it :D Share this post Link to post Share on other sites
ramius86 13 Posted September 10, 2014 ATM nope, I'll put that on the to do list for the release after this next release. That's nice :-) Thank you ! I know server admin doesn't use HC so much but once you make some coop with it, you can never go back :-P Share this post Link to post Share on other sites
tortuosit 486 Posted September 10, 2014 (edited) How is fastrope evac supposed to work? The chopper brought two ropes down, I was at the ropes... but I didn't manage to get anything related into the scroll/action menu. Am I missing something, do I need rubber gloves? ;) As for the Artillery strikes: can we have a delay option for the first strike? The radio chatter in AC130 control seems to be the same audio as in TPW_mods, maybe you can add some more radio chatter... But, not too important I think. Edited September 10, 2014 by tortuosit Share this post Link to post Share on other sites
xerxes1er 0 Posted September 10, 2014 (edited) At first thanks a lot for the great MCC 4 tool. If possible, could someone list me the detailed steps to be able to use my MCC wizard mission in multiplayer with the possibility for any human player to spawn and respawn in any unit? Edited September 10, 2014 by xerxes1er Share this post Link to post Share on other sites
StarMox 10 Posted September 10, 2014 to all MCC devs! As I am learning about MCC I must say: This software is really a nice piece of kit! Gaia - wonderful! Again congrats! Share this post Link to post Share on other sites
eliott 10 Posted September 10, 2014 still the best addon for me on A3 ! Share this post Link to post Share on other sites
m@ster 0 Posted September 10, 2014 Thank you for the Best Addon :cool: Share this post Link to post Share on other sites
tortuosit 486 Posted September 11, 2014 (edited) Bug, or at least unhandled: - If I chose the wrong faction (Africans e.g.), but for example the "HLC M60E4 Supply Box" from the HLC mod package, the result is division by zero. Without -showscripterrors probably nothing will happen. - Also I think the placement of supply boxes is not exact. Like 30m away. Sometimes I cannot find it, maybe spawned in buildings. - Wasn't there a way to spawn a virtual ammobox or did you remove that script? - Undefined variable _dikcode at mcc login screen, mcc_logindialog_init.sqf line 45. Same error mcc_mission_settings.sqf line 150. Theres a message at the bottom, when single player, about assignment to player. I think its uninteresting for the player. Again, I cannot thank you enough. Had some great firefights in Fallujah, with GAIA their behaviour was fantastic. And AFAICS it works just fine together with bCombat. Edited September 11, 2014 by tortuosit Share this post Link to post Share on other sites
shay_gman 272 Posted September 11, 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.jpgOnly 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 The mission's objectives distance from each other is decided by the amount of players in the mission and the type of mission as in CQB objectives will be placed closer to each other then in non-cqb missions. The reason is that in CQB you want all the objectives to be at the same city. But you can always generate few missions in different area with one objective each or you can open Zeus and drag the objectives to wherever you want them to be. How is fastrope evac supposed to work? The chopper brought two ropes down, I was at the ropes... but I didn't manage to get anything related into the scroll/action menu. Am I missing something, do I need rubber gloves? ;)As for the Artillery strikes: can we have a delay option for the first strike? The radio chatter in AC130 control seems to be the same audio as in TPW_mods, maybe you can add some more radio chatter... But, not too important I think. Well the helocasting and fast rope is more of an insertion and not extraction it will only work if the players are inside the helicopter: Helocasting will drop the players to the water from low altitude as described here while fast rope will insert the players even on roof tops or hard to land spots. At first thanks a lot for the great MCC 4 tool. If possible, could someone list me the detailed steps to be able to use my MCC wizard mission in multiplayer with the possibility for any human player to spawn and respawn in any unit? I don't know if I understand what you are asking for but you need to put placeholders for players to join the mission or you can activate the MCC role selection. to all MCC devs! As I am learning about MCC I must say: This software is really a nice piece of kit! Gaia - wonderful! Again congrats! still the best addon for me on A3 ! Thank you for the Best Addon :cool: Don't forget to support us on the Make ArmA not War contest soon. Bug, or at least unhandled:- If I chose the wrong faction (Africans e.g.), but for example the "HLC M60E4 Supply Box" from the HLC mod package, the result is division by zero. Without -showscripterrors probably nothing will happen. - Also I think the placement of supply boxes is not exact. Like 15m away. - Wasn't there a way to spawn a virtual ammobox or did you remove that script? - Undefined variable _dikcode at mcc login screen, forgot script... line 45. You mean if you are trying to spawn an object from an empty list?! Every thing you spawn from the MCC interface and not from the 3D editor will be spawned roughly on where you have clicked on the map (depends on empty position found) if you want precise spawning use the 3D editor or Zeus. There is a virtual ammobox in the init line presets if you are using the 3D editor (alt+left click on the map) or if you editing an exciting object or ammocrate using Zeus - double click on it after you have spawned it. Undefined variable _dikcode - most likely you haven't set one of the MCC action keys in the login screen. Share this post Link to post Share on other sites
tortuosit 486 Posted September 11, 2014 (edited) Thanks Shay you are right, I had that Teleport keybind unassigned. Thx for evac/insertion description. I will have a look at 3D editor, I am not used to it. Empty list... hmmm - Look what I tried to spawn. Its from @hlcmods_m60e4: Edited September 11, 2014 by tortuosit Share this post Link to post Share on other sites
cochise 10 Posted September 12, 2014 I've encountered something similar recently. Spawning vehicles and aircraft work but the Helicopters section is empty. Share this post Link to post Share on other sites
MrHuachuca 10 Posted September 13, 2014 is there any way to place down items in zeus with MCC and then move it into editor? Share this post Link to post Share on other sites
miketim 20 Posted September 13, 2014 Yes just place it then hit export into SQM, the mission will require MCC that way I believe, but ive done it before and you can open it in editor and all the objects appear there etc. Share this post Link to post Share on other sites
MrHuachuca 10 Posted September 13, 2014 (edited) Ok thx. just got it....I really hate to make templates with zeus and keep going through preview. Nice job on MCC guys. 2NT is going to try it out for the first time in our Saturday night super OPS tonight. Setting IED's will be fun and little edits to make a ambush quickly ahead of a convoy. EDIT: nevermind. didn't find out how to do it. there was a little error and I guess It was wrong. steps I did: 1. load mcc (by mod) 2. open mcc menu 3. went into Zeus by MCC Menu 4. placed down a offroad 5. saved to profile 6. then saved SQM (ALL) 7. reloaded the mission. 8. no change. any help?? Yes just place it then hit export into SQM, the mission will require MCC that way I believe, but ive done it before and you can open it in editor and all the objects appear there etc. Edited September 13, 2014 by Tristen2NT Share this post Link to post Share on other sites
-lordsoth- 15 Posted September 14, 2014 Ok thx. just got it....I really hate to make templates with zeus and keep going through preview. Nice job on MCC guys. 2NT is going to try it out for the first time in our Saturday night super OPS tonight. Setting IED's will be fun and little edits to make a ambush quickly ahead of a convoy.EDIT: nevermind. didn't find out how to do it. there was a little error and I guess It was wrong. steps I did: 1. load mcc (by mod) 2. open mcc menu 3. went into Zeus by MCC Menu 4. placed down a offroad 5. saved to profile 6. then saved SQM (ALL) 7. reloaded the mission. 8. no change. any help?? Saving to .sqm only puts it in your clipboard you then have to open your mission.sqm and paste what you have just saved, this is how I understand it. Another way is save mcc only button which goes to clipboard you the paste into new .sqm naming what you want then in editor you can merge mcc .sqm and your original mission.sqm to add all of the mcc content. Share this post Link to post Share on other sites
Crielaard 435 Posted September 14, 2014 Whenever I make a mission template and try to load it, all objects/vehicles spawn in 2or3 times, making them blow up. - from 'preview' in mission editor - login to mcc - place units and waypoints - save mission template - restart clean mission - load template Share this post Link to post Share on other sites
tortuosit 486 Posted September 14, 2014 I have 2 questions. 1. I don't understand why often I cannot spawn (infantry) units from a specific faction. E.g. if I choose FIA. Or "USMC (West)" (from the AiA Terrain mod). Many factions, where I think it should have infantry soldiers. But in the spawn screen there is an empty list. It's probably a misunderstanding on my side, can anybody explain? 2. When I spawn stuff via the 2D editor, I always saw a message in the chat lines bottom left ("...has been spawned in...") . Now its gone. No more messages, I cannot find why it is turned off... Thanks for your help :) Share this post Link to post Share on other sites
ToejaM 1 Posted September 14, 2014 Hmm so you cant really edit missions in the editor and save it, as it saves all the triggers from other scripts and addons... for example if you wanted to use MCC to place objects, you'd have to do it on a completely mod free editor session and then merge it? paste it in and then add all your modules that you want? Is there anyway around this? As I lose all my placed modules and even unit inits when I save to clipboard. Share this post Link to post Share on other sites
shay_gman 272 Posted September 14, 2014 Thanks Shay you are right, I had that Teleport keybind unassigned. Thx for evac/insertion description.I will have a look at 3D editor, I am not used to it. Empty list... hmmm - Look what I tried to spawn. Its from @hlcmods_m60e4: Thanks will check it out. I've encountered something similar recently. Spawning vehicles and aircraft work but the Helicopters section is empty. That is because BIS changed the helicopters simulation type in the development branch to meet with the new helicopter flight model – I have a fix for it that will be introduced shortly. The mean time spawn them from Zeus and give them to GAIA. Whenever I make a mission template and try to load it, all objects/vehicles spawn in 2or3 times, making them blow up.- from 'preview' in mission editor - login to mcc - place units and waypoints - save mission template - restart clean mission - load template Read the answer for the ToejaM Hmm so you cant really edit missions in the editor and save it, as it saves all the triggers from other scripts and addons... for example if you wanted to use MCC to place objects, you'd have to do it on a completely mod free editor session and then merge it? paste it in and then add all your modules that you want?Is there anyway around this? As I lose all my placed modules and even unit inits when I save to clipboard. By default MCC saves to profile only the items that is under its control which means spawned by MCC or given to MCC – you can check that easily by opening Zeus and see what objects have Zeus icon next to them and what not. The save to SQM have two options: 1. Save all – which will save all the objects/vehicles/units (triggers are not implemented yet) to an SQM format file unless "mccIgnore" is set to that object – read bellow. 2. Save MCC only – which will save only objects/vehicles/units that are linked to MCC curator. 3. If you are using a mission template that already have some vehicles/objects in it you should consider putting this "this setVariable ["mccIgnore",true]" for all of them in BIS 2D editor so when MCC saves all it will skip saving them or just save to SQM the MCC objects or just save to profile – so if you have like a template FOB put the line in every object in that FOB so MCC won't save it. I have 2 questions.1. I don't understand why often I cannot spawn (infantry) units from a specific faction. E.g. if I choose FIA. Or "USMC (West)" (from the AiA Terrain mod). Many factions, where I think it should have infantry soldiers. But in the spawn screen there is an empty list. It's probably a misunderstanding on my side, can anybody explain? 2. When I spawn stuff via the 2D editor, I always saw a message in the chat lines bottom left ("...has been spawned in...") . Now its gone. No more messages, I cannot find why it is turned off... Thanks for your help :) The AiA Terrain mod AFAIK holds only the terrain and no units in it… You probably turned it off in the mission settings in MCC – under the MCC messages Share this post Link to post Share on other sites
tortuosit 486 Posted September 14, 2014 The AiA Terrain mod AFAIK holds only the terrain and no units in it… Can't you filter out stuff if there's just empty list entries? I've seen a lot around, also e.g. in the jukebox. You probably turned it off in the mission settings in MCC – under the MCC messages Have seen this option, but its turned on there :( Share this post Link to post Share on other sites
cochise 10 Posted September 14, 2014 You rock shay_gman! Thanks for the reply, looking forward to this fix. Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted September 14, 2014 1. I don't understand why often I cannot spawn (infantry) units from a specific faction. E.g. if I choose FIA. Or "USMC (West)" (from the AiA Terrain mod). Many factions, where I think it should have infantry soldiers. But in the spawn screen there is an empty list. It's probably a misunderstanding on my side, can anybody explain? My understanding is that MCC has some troubles understanding group definition, something that has been announced to be corrected in the next release. Share this post Link to post Share on other sites