tortuosit 486 Posted October 27, 2014 MCC really from my side took a lot of time (you can ask my ex-wife[...]) OH! I hope there's no causal relationship.. TBH, I was under the impression your day has 60 hours... :D Of course I voted, from my whole heart I must say. Share this post Link to post Share on other sites
karmalauja 2 Posted October 27, 2014 (edited) hi shay and spirit you could count my vote 2 questions (I play in SP MODE) first: is it normal ? when i hijack a leader with the MCC a can't controle his squad. second when i take controle of another unit and return to my player (by switch for exemple) this group can't be controled by the MCC CONSOLE . you could send way points but nothing move.. thank you for the time you spent for us Edited October 27, 2014 by karmalauja Share this post Link to post Share on other sites
bux578 65 Posted October 28, 2014 Error Undefined variable in expression: fnc_removewaypoints File mcc_sandbox_mod\gaia\functions\control\fn_issueOrders.sqf, line 423 Error in expression <eeing ) : { _dummy=[_x] call fnc_RemoveWayPoints; }; I got this during a mission I tested. Additional mods I was using: CBA, AGM, TFAR, RHS Escalation I used the Mission Generator on Altis with one of the Russian factions from RHS Escalation. Share this post Link to post Share on other sites
skuijs 17 Posted October 28, 2014 Hi guys just voted for u hope you guys win. 2 Quick questions : 1 When i die i loose my uav contact anyone else have that problem ? 2: Is there a way to make missions without the troop having delayed respawn ? Share this post Link to post Share on other sites
shay_gman 272 Posted October 28, 2014 Hello again. I'll answer all of your question later when i'll have some spare time. Just wanted to release r10. So here it is. I feel like I need to share with you guys the future of MCC from our end: You probably asks why do we add game mechanics (such as the interaction system) to MCC? Well the truth is that they always been there in MCC 2 for ArmA 2 we added weapons' silencer scripts and LHD spawning stuff exc. We believe and aim to get all this building parts that you like and combine them all together to a complete game changer. What if we could provide you a persistent battlefield with generated missions from time to time, and RTS command for the commanders to build there bases exc... The options are endless so we are now finishing the building blocks and starting the combining part so even people who don't use MCC to build mission will "know" once they are in MCC game. So as always be patient as good things will come your ways. We are listening to your request and reports and doing are best to deliver this tool for the community. So again, enjoy - and vote for us. Support us in Make ArmA Not War contest: http://makearmanotwar.com/entry/0NA6ckd8Ms#.VE920fmsXnM and here: http://makearmanotwar.com/entry/EbPhuUe5nR#.VE920vmsXnM Download Link - MP Mission version - Stratis: https://www.dropbox.com/s/vk1makz2q2vnfpn/mcc_sandbox.Stratis.pbo Download Link - MP Mission version - Altis: https://www.dropbox.com/s/d25xly1ln63dgd6/mcc_sandbox.altis.pbo Download Link - MP/SP Mod version: https://www.dropbox.com/s/cbpinx8knu5fw42/%40mcc_sandbox.rar Change log r10: - Added: Items: Multi-tool - for unlocking/locking doors. Tactical Video Probe - for mirroring under the door. Antibiotics, Painkillers, Bandage, Water purification tablets, 2 types of Strange fruit, Vitamins, Fuel canister, Fuel bottle, Duct Tape, Butane torch, Oil canister, Scrap Metal, Car Battery, Food container, Cereal box, Canned Food, Rice - we have plans for them but it is to early to reveal. - Added: MCC key binds option from BI main menu without the need to have MCC access (mod only). - Added: Key bind to Squad PDA. - Added: MCC_survive mode, by enabling this variables MCC interaction key will allow you to search map objects or spawned objects for random loot including: resources, ammo and weapons. Requires inidbi running on the server, empty loot points will refresh every number of days in game time equal to the variable here:MCC_surviveModRefresh It will also save items that the players placed in loot spawn objects so the players can use them as stashes for persistence purpose - Added: Building's doors will randomly locked in Missiow Wizard CQB missions. - Added: ST Flashbang grenade integrated to MCC to work with neutralizing enemy units, stunned units will be more likely to surrender. - Added: AI units will not automatically neutralized first they will drop their weapons and stand with their hands up the player should approach them and zip cuff them To restrain them or they might run off or even take their weapons again. - Added: interact key allow you to drag static weapons and ammoboxes. - Added: interact key allow you to flip turnover ATVs. - Added: interact key allow you to push boats to water. - Added: MCC Interaction key will open doors by clicking it and by holding it next to a door you'll have this options: - Mirror under the door: Allow the player to inspect the room before making an entry - requires tactical video probe item. - Breaching charge: Will open locked door while inflicting heavy damage to units on the other side - requires claymore charge. - Lock/Pick lock door: Allow the player to lock or unlock doors - requires multitool item or AGM's defuse tool. - Added: Non-lethal ammunition variable "MCC_nonLeathal" player using this ammunition on units closer then 30 meters will not kill them but stun them. Leave "" to none. By default "prpl_6Rnd_12Gauge_Slug" to work with Benelli M4 Super 90 Pack http://www.armaholic.com/page.php?id=21870 - Added: Interact with vehicles- by clicking the MCC interaction button next to a vehicle you can: - By clicking: - open the vehicles' doors/ramps. - By holding: - Board the vehicle in specific position. - Access the vehicle's inventory. - While inside you can switch seats. - While inside you can ask AI or players for drop-off at a specific location. - Added: Lock doors (all) and Lock doors (random) to brushes - will lock doors in the given area. - Added: Specialist in Role Selection will gain XP from disarming IEDs. - Added: 2 new resources food and meds, what we'll do with them? Time will tell. - Added: New items: Multitool, Tactical video probe - Added: Ambient Combat AI Spawn Script Pack 0.90 by Spun (changed and altered for dynamic use in MCC) - Fixed: In the spawn UI the delayed and cache buttons were Offset - Fixed: Vehicle fire caused by IED will put off after some time. - Fixed Delayed Spawn and Caching working on dedicated server. - Fixed Blacklisting of known locations referred old function instead of CfgFunction - Fixed: Error saving and loading IED and ambush groups while sync. - Fixed: Hidden IED isn't deleted after disarming. - Fixed: Respawn tents transparent icons. - Fixed: GAIA flanking orders sometimes went nuts, resulting in unlimited waypoints. Capped to max 6 waypoints for flanking. - Changed: Refractors GAIA to use CfgFunctions (by MikeMatrix) -Removed 3d Party: F2 framework. Spectator script. Leftovers from UPSMON. - New Vars // Set to true to activate survival mode - scavange for loot to survive MCC_surviveMod = true; //How long in days(24H-game time) will it take for spawn position to refresh MCC_surviveModRefresh = 1; //Disable interaction MCC_interaction = true Share this post Link to post Share on other sites
tortuosit 486 Posted October 28, 2014 (edited) Thanks Shay. I create a zone on Bornholm island. Spawning of a light NATO(West)/Garrison group (delayed+cached) does not work, undef. variable "_type". fn_garrison.sqf line 79. Also I am missing all those different sized teams in group spawning. It looks like faction changing is not possible. Usually main window refreshed for a split second, but now nothing happens. Edited October 28, 2014 by tortuosit Share this post Link to post Share on other sites
darshyne 12 Posted October 28, 2014 Is it compatible with AGM logistic? Or do i have to remove it? Share this post Link to post Share on other sites
shay_gman 272 Posted October 28, 2014 Thanks Shay.I create a zone on Bornholm island. Spawning of a light NATO(West)/Garrison group (delayed+cached) does not work, undef. variable "_type". fn_garrison.sqf line 79. Also I am missing all those different sized teams in group spawning. It looks like faction changing is not possible. Usually main window refreshed for a split second, but now nothing happens. Even for BI default factions? Is it compatible with AGM logistic? Or do i have to remove it? It is comaptible as always. Share this post Link to post Share on other sites
SwissHavoc 10 Posted October 28, 2014 Shay, First of all - Thank you very much for the MCC mod and all the hard work that goes into it. It's highly appreciated. I can confirm, that there might be a bug with adding factions in the 3d-Editor. I can only access the BLUFOR (NATO) Units at this time. If I switch factions to OPFOR (e.g. Rifleman) a standard NATO Rifleman is created (as BLUFOR). Or maybe it's just on my installation? Best SH Share this post Link to post Share on other sites
sunrrrise 14 Posted October 28, 2014 Even for BI default factions? Yes, I can confirm that. But you can still switch between factions using Mission Wizard. BTW. congratulations on the release! Share this post Link to post Share on other sites
shay_gman 272 Posted October 28, 2014 Ok i'll release a hotfix tonight Share this post Link to post Share on other sites
xerxes1er 0 Posted October 28, 2014 Hi Shay, thanks for your great work as always. Please don't forget to fix the bug with the new function introduced in your R9 as described below: Thanks MCC team for all your work again on the R9 (mod version) and R10. 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') or (independent) or ('independent' )etc... but I couldn't make it run at the RESPAWN for resistance faction. Sorry to remind you that and I'm looking forward to getting your feedback. Share this post Link to post Share on other sites
Hatchet_AS 201 Posted October 28, 2014 Just stopping by (because i never do..) to say thanks and good luck! I know we use MCC almost daily on our servers, has been a great tool for a long time now. :) Share this post Link to post Share on other sites
kecharles28 197 Posted October 28, 2014 Updated mod 0.4.10 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
redarmy 422 Posted October 28, 2014 Hi shay and spirit Wanna give you a heads up incase its not reported.Regarding The new and excellent RHS mod, Gaia is not identifying the two new mobile artillery pieces(which are the best iv seen in arma thus far)for the russian faction,didnt test with US faction arty yet. Is there any way to look at that when time permits.Il mention one of the artillery pieces is on a flatbed truck,like a GRAD rocket system,maybe classed as light veihicle in that case.However the other arty piece is resemblent of the default NATO CSAT artillery units. EDIT: When i say gaia is not recognizing them,i mean not recognizing they are infact artillery,she sends them on move orders alright. Share this post Link to post Share on other sites
Guest Posted October 28, 2014 Updated release frontpaged on the Armaholic homepage. Mission Control Center Sandbox 4 r10 =================================================== We have also "connected" these pages to your account (shay_gman) on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! ** Note: since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic. Share this post Link to post Share on other sites
spirit6 51 Posted October 28, 2014 Hi shay and spiritWanna give you a heads up incase its not reported.Regarding The new and excellent RHS mod, Gaia is not identifying the two new mobile artillery pieces(which are the best iv seen in arma thus far)for the russian faction,didnt test with US faction arty yet. Is there any way to look at that when time permits.Il mention one of the artillery pieces is on a flatbed truck,like a GRAD rocket system,maybe classed as light veihicle in that case.However the other arty piece is resemblent of the default NATO CSAT artillery units. EDIT: When i say gaia is not recognizing them,i mean not recognizing they are infact artillery,she sends them on move orders alright. Apart frm teh addon, GAIA recognizes the unit as Artillery, based on the ammunition. That is arranged/selected by the addon maker's config file. So I assume that is where you need to put your request. I am by no means an expert on this matter, but this is where all other artillery pieces are recognized. I assumed that using artillery ammo, would make the unit an artillery :) In GAIA this must be true on the ammo type of the artillery piece: getNumber (configfile >> "CfgAmmo" >> _ammo >> "artilleryLock"); (must be one). The other is theat the ammon is not any kind of "Bulletbase" ammo. if (_artilleryLock==1 and !(_ammo iskindof "BulletBase")) then .... So I would assume, checking at the addon first, in the config viewer. Or check on the addon builder. Share this post Link to post Share on other sites
redarmy 422 Posted October 28, 2014 Cheers Spirit. Iv already mentioned to the lads at RHS thread. Interesting to understand what makes this magic work though;) Share this post Link to post Share on other sites
darshyne 12 Posted October 28, 2014 Hi, i have a issue with the R10. I can only spawn Nato units, if i choose another side mcc spawn Nato unit... I only have Mcc and Agm (and CBA) mod. No problem whan i swtich back to R9. Share this post Link to post Share on other sites
Mr_IC 10 Posted October 28, 2014 (edited) This mod gets my vote, and it's not even a close race if you're asking me. Like most MCC users, I can't wait to see the new features in action as well as everything shay keeps hinting at! A few issues though : 1) Mission Wizard, as noted above, is the only way I can access different factions. Standard MCC console interface has all my factions in the drop down box at top left, but the faction selected never sets in. 2)EDIT: Regarding number of enemies via MW - I should update and say it looks as if MCC is back to normal as far as numbers and strength settings go. 3) However no matter what size of zone I create or how centered it is over even a huge urban area (several Altis areas were tested), the MW just randomly picks areas, some being a km away, and starts cranking out new zones and stating "No buildings found," despite setting the mission to CQB + many different tested varieties of other objectives. 4) When assigning keys either through initial MCC login box or through the new ESC menu, the keybinding panels go blank. After that, no keys can be used or assigned. EDIT: I should also mention that I am using r10. I had not updated MCC for over a month, so I have no idea what r9 was like. You guys are probably the #1 reason why I look forward to the future of this game. Please keep up the great work! Edited October 29, 2014 by Mr_IC clarify something Share this post Link to post Share on other sites
Spoor 23 Posted October 28, 2014 @Shay - @spirit - congratulations on the release - great stuff Share this post Link to post Share on other sites
warleader8 11 Posted October 29, 2014 Shay, on both the Armaholic and this site, the multiplayer "made" version of stratis appears not updated? The Altis is the r10 version. Can you check for me please? I normally just play your already made for us multiplayer version and do not use the mod. Thanks Share this post Link to post Share on other sites
devilspawn 24 Posted October 29, 2014 (edited) Hi, After r10 I am not able to spawn CSAT units only civilians class, something has bugged out can you please check, thank you Edit: R9 works fine, CSAT class list is available Edited October 29, 2014 by deVilspaWn Share this post Link to post Share on other sites
sharpie7051 18 Posted October 29, 2014 Hi, I love MCC but with the newest version I too am having problems switching between factions. I've disabled all other mods and the problem persists any ideas. Share this post Link to post Share on other sites
jcae2798 132 Posted October 29, 2014 Voted. Thanks for this guys. Oh by the way, when generating a mission i cannot get the zones to be hidden. Is this a known issue? Or is there a setting to hide this? During the mission build settings, i do select to hide markers but doesnt make a different. I use this in SP mode. Thanks again. Share this post Link to post Share on other sites