oktyabr 12 Posted April 23, 2015 Do I have to pbo the folders by myself? Or is there any other download than on github Read through the ACE3 thread and you'll likely find some *unofficial* precompiled versions: http://forums.bistudio.com/showthread.php?190433-ACE3-A-collaborative-merger-between-AGM-CSE-and-ACE Share this post Link to post Share on other sites
killerwhale 1 Posted April 23, 2015 Hi, how do i use the gaia module in the editor. it seems when i place the module in the editor, the units are not still controlled by gaia Share this post Link to post Share on other sites
kremator 1065 Posted April 23, 2015 Hi, how do i use the gaia module in the editor. it seems when i place the module in the editor, the units are not still controlled by gaia Select all the units (click drag) and then press Gaia button ... simples ! Share this post Link to post Share on other sites
killerwhale 1 Posted April 23, 2015 Select all the units (click drag) and then press Gaia button ... simples ! F7 mcc module is what im talking about. there are modules such as gaia, ils landing instrument and etc. how do you use those Share this post Link to post Share on other sites
jinougaf 11 Posted April 24, 2015 Do I have to pbo the folders by myself? Or is there any other download than on github You can look for a addon version of ACE3 on the thread Oktyabr gave you:) Share this post Link to post Share on other sites
redarmy 424 Posted April 24, 2015 F7 mcc module is what im talking about. there are modules such as gaia, ils landing instrument and etc. how do you use those Kremator was reffering to ingame use,what you want to do is put lines of code into a groups INIT SUCH AS; (group this) setVariable ["GAIA_ZONE_INTEND",["1", "MOVE"], false]; and then create a zone via a marker placement and name it 1.Any group which has this code in its init will patroll this zone and has option of moving to another if under threat. There is full GAIA documentation in the mission and editing sub forum.Look for GAIA standalone thread Share this post Link to post Share on other sites
ProfessorPhobos 10 Posted April 24, 2015 Respawn points in MCC works from the Start locations – read out more here: http://mccsandbox.wikia.com/wiki/Start_LocationBasically it means that you can set a primary start location (HQ) and as many sub-start locations (FOB or Zeus respawn points). Once the primary start location has been set all players will get to the MCC's respawn menu and can choose where to spawn. For some reason I can't make player editable in MCC's Zeus I have no idea why, I think it is related to the fact that the unit that controlling Zeus is an actual unit and not a logic. Thanks. The issue we're having is that upon death, it goes to the deploy screen and you can select the spawn point normally. But when you hit "Deploy" it takes you to a second screen, with the map, a "Respawn / Gear / Team" set of buttons on the top left ,and a Deploy button that doesn't do anything. People either crash out from this screen after a while or are forced to hit "Exit Game." I've managed to clear it by hitting CTRL+DEL and then I respawn correctly, but after that the MCC control menu (I was the one logged in) doesn't come back up - it just blinks in and out. Share this post Link to post Share on other sites
Psilocybe 3 Posted April 26, 2015 Quick question, when I set up the mission generator, I turn off precise locations but I seem to still get all the debug stuff on my map which kind of detracts from the mission immersion, is there a way to turn the debug off? Share this post Link to post Share on other sites
toby2600 10 Posted April 26, 2015 I still can't get my units to unload out of a vehicle. The chopper gets to the location then just sits in the air. If it can attack it will fly around attacking units but never try to unload the troops. Fast ropes are working better now though. Share this post Link to post Share on other sites
killerwhale 1 Posted April 26, 2015 Thanks. The issue we're having is that upon death, it goes to the deploy screen and you can select the spawn point normally. But when you hit "Deploy" it takes you to a second screen, with the map, a "Respawn / Gear / Team" set of buttons on the top left ,and a Deploy button that doesn't do anything. People either crash out from this screen after a while or are forced to hit "Exit Game." I've managed to clear it by hitting CTRL+DEL and then I respawn correctly, but after that the MCC control menu (I was the one logged in) doesn't come back up - it just blinks in and out. Thank you very much that kind solved my problem. I have 4 zones controlled and defended by Blufor, I have helicopter that I want to patrol zone 1 and zone 2 but not zone 4 and 5. is there a way to do this? Share this post Link to post Share on other sites
freaksnake081 10 Posted April 26, 2015 First of all: thanks Shay for this great mod!! I really want to try it in arma ... but i have a little problem :j: "How do I use this? Well once you'll start a mission, any mission you'll have mission generator action in the action menu. Just click it." Well, i don't have this option in the action menu! If i press "esc" i can see this end if click appear this Now, if i click on "open mcc", and select some keys , nothing happens :( I have the mod in game but i cant use it :butbut: How can i do? (sorry for my bad english , is not my native language) Share this post Link to post Share on other sites
ineptaphid 6413 Posted April 26, 2015 when you scroll your mouse wheel you should see "MCC" in green below your menu that says "place explosive,use first aid get into vehicle as driver"etc-that's how you open it. Share this post Link to post Share on other sites
freaksnake081 10 Posted April 27, 2015 when you scroll your mouse wheel you should see "MCC" in green below your menu that says "place explosive,use first aid get into vehicle as driver"etc-that's how you open it. Yes, i know! But that is the problem! When i scroll the mouse's wheel i don't see any "MCC" option :/ But if i can see that kind of "menu" , like u can see in these pics , i think the mod is installed correctly (i think ). So , what's the problem? :( Share this post Link to post Share on other sites
delta99 34 Posted April 27, 2015 Not dead – we just wanted to thank you all and enounce that we are focusing on something else – still if we'll find the time and motivation to deliver something new , we will.I have an update ready to release in the upcoming days. So I can say I'll be around, just a little more. Good to hear. What I was worried about is that you were dropping development / fixes altogether. We all know that something will change with the Arma engine that will break things with MCC so as long as you'll be fixing bugs that crop up because of that all is good. The thing is pretty much feature rich anyway. As with many others and clans especially we all use MCC regularly in any mission we run as there just isn't anything else close that can help in the middle of a mission when you need to edit something or add something. Zeus doesn't come close and of course you have to have all that crap setup in the mission anyway. MCC is useable with any mission. Share this post Link to post Share on other sites
OSW_AJ 10 Posted April 27, 2015 After ready that post after the MANW contest, I was really worried they were completely shutting down development. Don't do it! The community loves this mod! Share this post Link to post Share on other sites
ineptaphid 6413 Posted April 28, 2015 Yes, i know! But that is the problem! When i scroll the mouse's wheel i don't see any "MCC" option :/ But if i can see that kind of "menu" , like u can see in these pics , i think the mod is installed correctly (i think ). So , what's the problem? :( Well I think the mod isnt installed right if you dont have that option.Are you using CBA A3? Share this post Link to post Share on other sites
freaksnake081 10 Posted April 28, 2015 Yes im' using it :/ I lunched the mod with Arma 3 sync , and with the vanilla version, but nothing, i have always the same error. Share this post Link to post Share on other sites
devilspawn 24 Posted April 28, 2015 Yes im' using it :/ I lunched the mod with Arma 3 sync , and with the vanilla version, but nothing, i have always the same error. Have you tried another download source? I had the same problem try armaholic or use this file from shay_gman dropbox https://www.dropbox.com/s/cbpinx8knu5fw42/%40mcc_sandbox.rar PWS was corrupted for me but eventually got it working. Share this post Link to post Share on other sites
freaksnake081 10 Posted April 29, 2015 Thank u guys, i appreciate your help. I tried both , armaholic and shay_gman dropbox's file, but i have always the same error. I don't know why i have this error. There is a link to download an older version of this mod? Probably , with another version i can fix the problem. :( Share this post Link to post Share on other sites
JamesTheClarke 40 Posted April 29, 2015 We are using MCC on a regular basis in my Clan.As Mission-maker, I am setting weather, date and hour as mission important features. As an example, if I chose to make a night FIA mission [played without NVG] setting it during a clear full moon night, I want the mission parameters stay this way. MCC Synchonisation is modifying the date and forecast as mission start. So, in my example, the night can be dark and rainy. I am not complaining, my "backstage game engineering" son has found a way to reset the date, time and forecast right ... but I think it will be better if the Mod was not so invasive. I've reported the same thing a while back. Shay acknowledged the issue and they'll try to fix it in the future, or maybe make the weather entirely optional like most MCC features. I assume it's quite time consuming to "soften up" the weather syncing, since it wasn't designed as an optional feature from the start. Share this post Link to post Share on other sites
oshydaka 1 Posted April 29, 2015 Hi there Sometimes, when i use the MCC editor to place objects, the object placed move compared to where I place it. What can i do ? Is there a way to fix this ? Share this post Link to post Share on other sites
coolfact 10 Posted April 29, 2015 Anyone know how to make a unit commander, instead of unit have to apply through group dialog? Lets say I want to make a specific unit commander, howto? Share this post Link to post Share on other sites
Misfit Leader 2 Posted April 29, 2015 Is there a way to add a "confirmation message" on the "disable respawn" setting, so it won't be activated by mistake during a mission ? As the option cannot be undone. Share this post Link to post Share on other sites
shay_gman 272 Posted April 30, 2015 Thanks. The issue we're having is that upon death, it goes to the deploy screen and you can select the spawn point normally. But when you hit "Deploy" it takes you to a second screen, with the map, a "Respawn / Gear / Team" set of buttons on the top left ,and a Deploy button that doesn't do anything. People either crash out from this screen after a while or are forced to hit "Exit Game." I've managed to clear it by hitting CTRL+DEL and then I respawn correctly, but after that the MCC control menu (I was the one logged in) doesn't come back up - it just blinks in and out. Seems like you got the Role selection and the regular spawn system on - did you enabled role selection? Quick question, when I set up the mission generator, I turn off precise locations but I seem to still get all the debug stuff on my map which kind of detracts from the mission immersion, is there a way to turn the debug off? Yeah I know, since I made MCC to work with Zeus I've used Zeus modules for the objectives - I thought maybe there will be an option to turn off Zeus objective's marker over time - but apparently there isn't. When there will be I'll put it in MCC. I still can't get my units to unload out of a vehicle. The chopper gets to the location then just sits in the air. If it can attack it will fly around attacking units but never try to unload the troops. Fast ropes are working better now though. The evac choper will only automatically disembark crew in helocasting and fast rope, in other insertion's type you'll need to order your crew to disembark. Yes im' using it :/ I lunched the mod with Arma 3 sync , and with the vanilla version, but nothing, i have always the same error. MCC doesn't uses CBA. I think you are placing the MCC Access module in your mission so you don't have the MCC action menu. We are using MCC on a regular basis in my Clan.As Mission-maker, I am setting weather, date and hour as mission important features. As an example, if I chose to make a night FIA mission [played without NVG] setting it during a clear full moon night, I want the mission parameters stay this way. MCC Synchonisation is modifying the date and forecast as mission start. So, in my example, the night can be dark and rainy. I am not complaining, my "backstage game engineering" son has found a way to reset the date, time and forecast right ... but I think it will be better if the Mod was not so invasive. Ahmmm Mission's settings Module have a Sync option on/off like everything in MCC :) . Or just put this "MCC_syncOn = false;" in the mission's init. Hi thereSometimes, when i use the MCC editor to place objects, the object placed move compared to where I place it. What can i do ? Is there a way to fix this ? It is a know issue - I have no clue why. Anyone know how to make a unit commander, instead of unit have to apply through group dialog? Lets say I want to make a specific unit commander, howto? Is there a way to add a "confirmation message" on the "disable respawn" setting, so it won't be activated by mistake during a mission ?As the option cannot be undone. There is if I'll be able to remember it for the next update. :cool: Share this post Link to post Share on other sites
oshydaka 1 Posted April 30, 2015 It is a know issue - I have no clue why. Dam :/ Well, ok ^^ Share this post Link to post Share on other sites