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shay_gman

MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

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Shay,how do i open MCC console now?

The default keys and custom one i made to open it wont open it.

Im playing SP.Does it simply not work now other than by voting in a MP game?

Same here even in MP. Was there a reason to change to this method and not have an actual console item?

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I would like to have MCC running on our server to create ZEUS missions.

For this I want to run a custom misson file, not the MCC template mission.

1) is there a _text_ tutorial (not video) how to install it on a server? Never installed a mod on a server before

2) when I install it on the server, do all other players need to download the mod when only the admin accesses it?

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You really need to change the default "C" for interaction to something else or have an option to disable the feature (in init.sqf).

These few days have been a real pain playing with MCC and since the MCC option is not always available you can't tell people to change the key once the mission is started

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@Shay - thanks for yr video "food for the mind" looking forward to the next release. 1Q which has been partly answered already by you quote The shouting has been disabled and they will only be there if you are pointing an AI unit unquote .We find it very disturbing to hear a voice saying all kind of funny things even when pointing at an AI. We don't see the more value in having this !! The features are really great and we will certainly use it in our weekly 50+ co-ops

Question: will it be possible for you to make in a way that players can disable the voices !!

Thanks

Edited by Spoor

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I was wondering with the ArmA virtual armory thing if there was a way to "unlock" so to speak the ability to apply the new unit insignia function BIS gave us? It only appears that the tab to go through arm patches is given only to the person logged in and controlling everything, while those who just gear up at a crate does not have access to it. Thanks in advance!

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Hi guys,

First off: congrats to the MCC team for the continued excellent development of MCC. It's been a great ride so far.

I do have a question though about R9, I know the new yelling function is by default the "C" key, but our community won't be using that feature and it currently conflicts with mosts peoples default key binding for "tactical pace". Is there a way to disable this feature entirely via the init line? Or at least to change the default key permanently via init (I know the MCC operator can do so via the login screen, but doing that every mission is a bit of a hassle)?

Thanks for the help.

Anyone please?

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I noticed a weird behaviour spawning group of offroads through MCC (it may affect other groups but I have not tested it):

when I spawn a group of 3 offroads and their respective crew (one driver and one gunner ofr each), it's working fine with VTS or Zeus (ie the crew are in the offroads) where, with MCC, the crew is spawned outside and then they try to get in it, sometimes filling the passenger seat instead of the gunner position.

Has anyone noticed that also ?

In fact it's even weirder that that !!

The AIs are swapping vehicules !!!

got that on video:

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OMG, AI won the facepalm award again. I shot some of them, then escaped, jumped out my car and hid behind a rock. Heard them shooting like crazy. I thought they wanted to shoot at me and I had a look if they can see through a specific rock.

But they shot at my lonely car. Completely crazy, they wasted all their ammo until the car exploded, and close AIs died:

2014-10-21_00001pwdiy.jpg

FPDR

I don't think this is GAIA, what do you think? Gaia only sends troops, but their behaviour is up to more AI level addons like Bcombat or vanilla, right?

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Same here even in MP. Was there a reason to change to this method and not have an actual console item?

As explained the Commander console is given to the commander for each side. To become a commander for your side press P (or whatever key you assigned to the squad dialog) and press on the "Take commander" button.

The reason for the change is that as MCC aiming for MP environment and some playing on public servers so a powerful tool such as the Commander Console shouldn't be handled to whoever got the item but to the commander only. Now, with the new commander system a bad commander can be thrown out of his position by a successful player mutiny.

You really need to change the default "C" for interaction to something else or have an option to disable the feature (in init.sqf).

These few days have been a real pain playing with MCC and since the MCC option is not always available you can't tell people to change the key once the mission is started

The interaction system is going through a major change right now. So you'll have to be a little patience and wait a bit.

@Shay - thanks for yr video "food for the mind" looking forward to the next release. 1Q which has been partly answered already by you quote The shouting has been disabled and they will only be there if you are pointing an AI unit unquote .We find it very disturbing to hear a voice saying all kind of funny things even when pointing at an AI. We don't see the more value in having this !! The features are really great and we will certainly use it in our weekly 50+ co-ops

Question: will it be possible for you to make in a way that players can disable the voices !!

Thanks

You have a weekly 50+ co-op?! why am I not invited? And most likely yes like most of the MCC features that would to be able to turn off and on but I'm working on it so you won't want to turn it off.

In fact it's even weirder that that !!

The AIs are swapping vehicules !!!

got that on video:

Now this is teamwork ;) I'll check it out.

OMG, AI won the facepalm award again. I shot some of them, then escaped, jumped out my car and hid behind a rock. Heard them shooting like crazy. I thought they wanted to shoot at me and I had a look if they can see through a specific rock.

But they shot at my lonely car. Completely crazy, they wasted all their ammo until the car exploded, and close AIs died:

http://abload.de/thumb/2014-10-21_00001pwdiy.jpg

FPDR

I don't think this is GAIA, what do you think? Gaia only sends troops, but their behaviour is up to more AI level addons like Bcombat or vanilla, right?

Well that's have nothing with GAIA.

But I must add something from my own personal combatant experiment:

Although this is case wasn't the result of GAIA what I like about GAIA the most is that AI acts as humans and you can see them doing sometimes some mistakes and they are not some super AI

Like some other mods trying to make. They will go look for you in a place that you've already left and miss with artillery strike. This way you can outsmart them, creating complex battle plans such as creating diversion, make them move most of their forces to one spot while you can sneak from the other.

So I wouldn't facepalm AI shooting empty vehicle or even AI shooting AI as this shit happens and not so rare in real life.

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@Shay - Thanks yr message - yrs quote You have a weekly 50+ co-op?! why am I not invited? unquote ... You will be and you are herewith !! understand from Spirit you guys are too busy at the mom. Have a look at www.shape-arma.com . Spirit is already a part of SHAPE. We have been testing for the last 2/3 months and are ready to go now, the campaign starts next week wednesday 29th with a recon mission.

Edited by Spoor

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When i place a ammo box in zeus and open it again, mcc will override the vanilla box panel. After adding some items to this box via zeus it wont show up for the other players, any idea?

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Hey,

when I use the save to .sqm feature I am supposed to be able to paste that into the mission.sqm file and have the objects I have placed show up when the mission loads, right?

I've been trying this for the past few days and I can't get it to work. When I paste the info into the mission.sqm, there is already a whole lot of text there and I'm not sure where to place the MCC information. So I paste it at the bottom of the document and when I load the mission I get an error and my game crashes. Do I have to paste this in a certain way or a certain place?

Thanks on beforehand.

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Thanks MCC team for all your work again on this R9 (mod version).

I first wanted to test the new function MCC_fnc_buildSpawnPoint for WEST. So it still works for West (on spawn and REspawn) as expected.

However, I was interested to see if then it would work for Resistance side (due to my favorite faction mode belongs to), and unfortunately the same issue previously reported in the MCC mod R8 occured.

I mean, after the briefing, click on continue button and get the expected menu to choose on the menu map betwen the HQ and the FOB spawn point (both were working at this step) but NOT after REspawn.

Indeed, after being killed, I don't have anymore the menu selection proposal to choose the respawn point like it's still the case in my WEST mission using the new function.

Besides, I paid attention of your comments and use side (resistance) instead of ('guer') in the last variable for both HQ and FOB as you can see in the content of my new init.SQF detailed below:

enableSaving [false,false];

MCC_START_GUER = getpos startR;

if (isServer) then

{

[getpos startR, 0, resistance,'HQ',false] call MCC_fnc_buildSpawnPoint;

[getpos fobr_1, 0, resistance,'FOB',false] call MCC_fnc_buildSpawnPoint;

};

Do we still have the bug or is it something different like a syntax mistake on my side? (for your information, I tried several combinations using for instance side ('resistance'), or (resistance) or ('guer') etc... but I couldn't make it run at the RESPAWN for resistance faction.

Sorry for this and I'm looking forward to getting your feedback.

As always, I find MCC awesome and to be honnest, since OPERATION FLASHPOINT, I was waiting for such a mod to enjoy the game in SP as in MP without thinking that it would have been possible to get so much from it! ;-)

So thank you so much. You deserve to win the big prize!!!

Hi MCC Team,

Sorry to quote my own post.

I wanted to not have it forgotten just in case.

Thanks again!

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Hi MCC Team,

Sorry to quote my own post.

I wanted to not have it forgotten just in case.

Thanks again!

Just a quicky without looking really into your probel, wasnt it "indepence"?

---------- Post added at 09:08 PM ---------- Previous post was at 08:37 PM ----------

Just a quicky, Ambient Combat inbound. Please let me know your feedback. It will be a switch you can turn on and off and will react to what you have spawned (as a mission maker) on the map. It detects the position of every player and will spawn corresponding factions and sides, based to where the player is on the map. This will result in friend and enemy occupied terrain incuding conflict fronts (dynamic so changeable by destroying enemy forces).

Take a look and let me hear! (the real "official vidoe" will be later on). Just curious on your idea's and respons.

Edited by spirit6

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Hi guys, just having a go trying to create some object compositions in the MCC 3D editor; I'm trying to fill the military office building with furniture.

Problem is the 'delete' key is giving me a bit of a headache.

Logic would tell me, that the object I want to delete lies below my cursor, but it seems to delete any other object other than the one I want...

Any ideas? How does the delete action work out which object to delete.

Also is there any way to re-edit/tweak an already placed object?

Thanks

E

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Just a quicky without looking really into your probel, wasnt it "indepence"?

I've just tried with independent instead of resistance and unfortunately still get exactly the same issue.

I expect that the bug reported in R8 still exists for the resistance faction in R9 despite the new MCC function syntax.

Maybe, you'll have some time to get it.

Thanks a lot.

Regarding your last video Ambient Combat inbound, it sounds to have a big potential for the player immersion. I find the idea very good especially for some new kind of mission. But it might be better with setting preferences allowing more random spawning events based on the current player position that you explained.

Do we have here the idea of large scale battle with dynamic ground controlled?

I have to read again the video more times so that to be sure to well understand ;-)

Edited by xerxes1er

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Hey Shay and Spirit,

Is it possible to add a recently new stand alone map Bornholm made by EgilSandfeld to MCC. I am trying to save a base made with MCC 3D Editor but it will not want to save correctly. I have to save to clipboard, load up Altis, paste objects in Altis then switch back over to Bornholm in the 2D Editor and try to correclty place them there and save. Also being able to generate a random mission without creating a zone would be nice too. Thanks!

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Just a quicky, Ambient Combat inbound. Please let me know your feedback.

That's just brillant !! Honestly, I'm far more thrilled by this kind of features than the more Rainbow Six-like ones you displayed before.

Great work !!

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That's just brillant !! Honestly, I'm far more thrilled by this kind of features than the more Rainbow Six-like ones you displayed before.

Great work !!

Yep and maybe even someday throwing in a civilian occupation(much like the occupy zone with faction feature) feature so you can populate a zone with civilians and vehicles, with the click of a button.:cool:

Edit: Unless of course the occupy zone works with civilians! I haven't tried yet but i will be asap.

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Just a quicky without looking really into your probel, wasnt it "indepence"?

---------- Post added at 09:08 PM ---------- Previous post was at 08:37 PM ----------

Just a quicky, Ambient Combat inbound. Please let me know your feedback. It will be a switch you can turn on and off and will react to what you have spawned (as a mission maker) on the map. It detects the position of every player and will spawn corresponding factions and sides, based to where the player is on the map. This will result in friend and enemy occupied terrain incuding conflict fronts (dynamic so changeable by destroying enemy forces).

Take a look and let me hear! (the real "official vidoe" will be later on). Just curious on your idea's and respons.

Spirit an idea on ambient combat(if not all ready considered)

In using ambient combat before,there was one thing i didnt quite like about it....Factions spawning positions.

Is there a way to designate roughly what side of the map(N,S,W,E) The factions spawn on? IE if i have russia starting a mission from,say molos airfield in the north east,and bluefor have the bulk of its forces(ie a base/marker) in the west,is it possible to pick up on that and spawn factions around the player accrding to direction factions are attacking/defending from?

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Spirit an idea on ambient combat(if not all ready considered)

In using ambient combat before,there was one thing i didnt quite like about it....Factions spawning positions.

Is there a way to designate roughly what side of the map(N,S,W,E) The factions spawn on? IE if i have russia starting a mission from,say molos airfield in the north east,and bluefor have the bulk of its forces(ie a base/marker) in the west,is it possible to pick up on that and spawn factions around the player accrding to direction factions are attacking/defending from?

Well I assume you used Spun's AI spawn pack, that I initially started with. Although it was awesome to start out with working functionality, I ended up rewriting everything and making use of all the BIS, MCC and GAIA functions available. What is left is only 2 scripts, setup in a total different way (although the core idea is still there).

The original for example had hard coded units on each side, while current implementation reads dynamically what factions have been used. If you would, for example, spawn African east units then the ambient combat will also use that faction. This also influences the force they have at their proposal. If a faction does not own tanks then you will never see them also in the Ambient Combat (although the Ambient Combat is not meant to totally destroy a player and for that case deliberately low on lethal units).

The ratio in which units spawn is depending on MCC GAIA controlled zones (with active units). In your example the OPFOR hold molos airfield. The BLUEFOR have some forces on the west. Exactly in the middle (assuming these opposing zones are the ones closest to each other, else the closest zone will be taken into calculation) would be conflict while on either side the owning faction will be dominating. For what i have seen ( i let an AI drive me through the bluefor area, through the conflict area (although i got killed 2 times :P) and into the enemy territory (just to be notices and the OPFOR airbase send an attack helicopter to us.......). So as you might see, what you suggest is naturally created and will indeed exist like you propose. So there will be no random units throwing around, but based on calculations.

The other is that the random patrols that the original used have been replaced by use of GAIA. Internally what happens is that each player holds an invisible zone (starting in the 1000 number so it wont conflict by using MCC unless you go really really nuts) and that zones move with him as soon as the player rolls an event. (that also is a story for itself, but i spare you the details here). Units flying will not create Ambient, that just happens when they land. So it requires touching the ground (by foot or by vehicle) for Ambient to kick in.

Then what has been added is path prediction. Every-time a player rolls a new event (new random spawn), his current position is noted and compared to the last time he got one. If he had moved atleast 30 meters then we can calculate the direction he is heading. So the spawns will be (in max range) spawn in his direction. Resulting in the fact that while travelling groups will only spawn in your direction (roughly), so there wont be any useless spawns in positions you have already moved away from. Then if you have not moved, the spawn are random but will respect positions you or other friendly's have been in the last 15 minutes. (So no sudden groups where you just cleared it).

Since the units are under GAIA control, one can gues what happens if you get spotted in enemy territory. Attack plans will be generated. Any attack helicopters in zones might be activated. Artillery might even be used. Resulting, in what i experienced, quite a feeling of indeed enemy controlled territory.

Hope this clears it up a bit more. (man oh man, what a typing).

---------- Post added at 10:02 AM ---------- Previous post was at 09:55 AM ----------

Yep and maybe even someday throwing in a civilian occupation(much like the occupy zone with faction feature) feature so you can populate a zone with civilians and vehicles, with the click of a button.:cool:

Edit: Unless of course the occupy zone works with civilians! I haven't tried yet but i will be asap.

Mmmm havent tried that either, but you are guessing quite ok where we are heading :)

---------- Post added at 10:09 AM ---------- Previous post was at 10:02 AM ----------

I've just tried with independent instead of resistance and unfortunately still get exactly the same issue.

I expect that the bug reported in R8 still exists for the resistance faction in R9 despite the new MCC function syntax.

Maybe, you'll have some time to get it.

Thanks a lot.

Regarding your last video Ambient Combat inbound, it sounds to have a big potential for the player immersion. I find the idea very good especially for some new kind of mission. But it might be better with setting preferences allowing more random spawning events based on the current player position that you explained.

Do we have here the idea of large scale battle with dynamic ground controlled?

I have to read again the video more times so that to be sure to well understand ;-)

Well, the bugreport will probably be picked up by Shay. The mission maker will indeed get a few settings. Dynamic ground control is not a goal itself, but a result of the system. So it will be possible yes.

Hey Shay and Spirit,

Is it possible to add a recently new stand alone map Bornholm made by EgilSandfeld to MCC. I am trying to save a base made with MCC 3D Editor but it will not want to save correctly. I have to save to clipboard, load up Altis, paste objects in Altis then switch back over to Bornholm in the 2D Editor and try to correclty place them there and save. Also being able to generate a random mission without creating a zone would be nice too. Thanks!

I have not seen issues with new maps compared to originals with saving. If you do exactly the same with existing maps does it also happen? Well, you would be able to generate missions without creating a zone if the mapmaker holded the same standards and settings as the original maps :) MCC is unable to "see" the map size as some settings are mission in the config. But, I gues, this is not to much of a deal. Create a zone is not that really really hard :)

That's just brillant !! Honestly, I'm far more thrilled by this kind of features than the more Rainbow Six-like ones you displayed before.

Great work !!

Thanks! What are the rainbow six like things i displayed if I may ask? Or do you refer to Shay's last video (food for thought)?

Yep and maybe even someday throwing in a civilian occupation(much like the occupy zone with faction feature) feature so you can populate a zone with civilians and vehicles, with the click of a button.:cool:

Edit: Unless of course the occupy zone works with civilians! I haven't tried yet but i will be asap.

Actualy. I havent tried that myself either. Anyway, you are guessing quite where we are heading :)

Edited by spirit6

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Hey Shay_gman

First of all Tank you so much for doing this mod. I love it.

Is it possible to get a different map into that Arma 3 MCC system.

I have downloaded an Arma 2 Map pack and tried to get it work. armaholic.com/page.php?id=23863

I put your layout from mission sqm into a Takistan map and pack it back into a PBO. Also put te mod on the server ( 6GB takes a while ;) ) but the mission doesnt start on the server.

Got up there a mcc_sandbox at mission and on map Takistan but everything else is not here.

Any Suggestions ?

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Thanks! What are the rainbow six like things i displayed if I may ask? Or do you refer to Shay's last video (food for thought)?

Yes, that's it, the breach charge and hostage/capture interaction.

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