RHDent 3 Posted September 14, 2015 I'm having an annoying problem with this mod. When I launch the editor, it relaunches the loading screen a whole second time. It takes a substantial amount of time to get into the game. Share this post Link to post Share on other sites
AdirB 18 Posted September 14, 2015 what about adding something to make easier to put wall/fance? Share this post Link to post Share on other sites
shay_gman 272 Posted September 16, 2015 Hi guys. ATM i'm aware of a login bug which I'll fix ASAP with the kind help of Rekkless's server. I'm also aware of the MCC Zeus module bug which is taken care of. I don't aware of any other bugs so please in-light me. Ever since the update I've been experiencing a weird bug. Intermittently, when I place units down through MCC editor it will drop two identical units when I only want one. Is this a known issue? Might be related to the login bug - will be fixed soon. Hi Guys. We are using Headless CLient on our dedicated server. We are having issue getting into the control panel after we log-in. Didnt have that issue before with the previous update. Also.. when we use "garrison module" in Zeus. All players connected see the window appear on their screen. Maybe this is all an Headless Client issue. we are using Werthless Headless Client mod. We are currently testing to see if this could be the issue. Cheers. Known issue will be fixed soon. Hi, I tried to find a post which adresses my problem but couldn´t find one. So here is my issue. I set up a server for a buddy and me. I create a new mission on esseker. Place to figures in to play and start the server blank. Then I create a mission with MCC. I create a zone where I spawn Zombie groups in vie the Zombies and Demons mod. I create a base. A mission to get intel. And then we walk towards the area we want to gain intel from... My buddy keeps freezing at a certain distance everytime. Does someone know what it is? We can run around but when the we get near the zone he freezes but it don´t... Any Ideas? You sir get the weirdest bug award. :rolleyes: I have no clue what to say I can just say to your friend: download MCC. Hi, got some problems here, hoping someone would kindly help me out. I've placed couple empty fortification objects, empty vehicles and military structures in 2d editor, but I can't fill my base with AIs. I've thought of creating a zone covering my base and spawn some fortification type AIs through MCC, but couldn't get them to man the towers, HQ and other guard posts. Any solutions or guides are very appreciated. Try using the garrison option. From MCC --> spawn --> groups --> garrison. For those of you apprehensive on using MCC, or don't really know how to use MCC I made an exciting mission solely using MCC. The mission took about 5 minutes to make and set up, using the Mission Generator then me quickly adding a couple ambushes and zones and triggers. It is a pretty action packed mission, enjoy. Great vid mate Share this post Link to post Share on other sites
Solano 176 Posted September 16, 2015 You sir get the weirdest bug award. :rolleyes: I have no clue what to say I can just say to your friend: download MCC. Thanks for getting back at me shay. The thing is that my buddy has MCC installed. We have the same mods enabled. Even the same versions. We tried to get the mission running for 2,5h and checked very careful what could cause this. But maybe it has to do with the Zombies & Demons Mods. I will try to the same setup again but instead of Zs in a Zone I will use Opfor and see if the same error occurs. I really like your Mod - Its all I could wish for. It is so much fun and I hope I can use it in coop mode. I get back here when I have results... Share this post Link to post Share on other sites
Ilias38rus 5 Posted September 16, 2015 Hi i making something and with your agreement would like to use your hijack system, if you could send me code, which i can use for hijack _x (without all visual effects), i would be realy grateful. Share this post Link to post Share on other sites
rekkless 240 Posted September 16, 2015 Hi, I tried to find a post which adresses my problem but couldn´t find one. So here is my issue. I set up a server for a buddy and me. I create a new mission on esseker. Place to figures in to play and start the server blank. Then I create a mission with MCC. I create a zone where I spawn Zombie groups in vie the Zombies and Demons mod. I create a base. A mission to get intel. And then we walk towards the area we want to gain intel from... My buddy keeps freezing at a certain distance everytime. Does someone know what it is? We can run around but when the we get near the zone he freezes but it don´t... Any Ideas? Dude the best thing to do is trouble shoot. Make a mission and use a different enemy and see if you buddy freezes. If you can play perfectly fine then you have a problem with Ryan Zombies. If it freezes then you have a problem with MCC. But just to be clear you shouldn't have any issues at all, my group runs both MCC and RyanZombies and no one has any problems with either of them. Alternatively you can just redownload both mods from different sources. Strangely enough this can have an affect, not sure why. Share this post Link to post Share on other sites
mule 10 Posted September 17, 2015 Ever since the update I've been experiencing a weird bug. Intermittently, when I place units down through MCC editor it will drop two identical units when I only want one. Is this a known issue? I am also experiencing this problem when running on my dedicated server, MCC 3d editor places 4 of the same object at the same time and when it is a vehicle they all explode and go flying from the collision. When I call air support it always spawns multiple planes as well, not sure if that is by design but only one actually drops bombs or shoots. Edit: Just saw that you think it is related to the login bug which I am also sort of having. I login and it brings up the login menu again... If I wait about 5 minutes suddenly I can access MCC. I think this mod is great and has immense potential, I can't wait to unlock it all, but even with these bugs I can still make a great mission with it and I like how it is more focused than Alive. Thanks for all the hard work! Share this post Link to post Share on other sites
marcatore 20 Posted September 17, 2015 After the last update (also with hotfix) we experienced that the mission generator spawns less enemies. Usually creating the mission with about 12/15 players mission generator parameter we had about 60/80 enemies spawned. The last Tuesday, using 23 player parameter we had 40 enemies spawned. I have to add the the CQB setting ("CQB without civilian"), also in a zone inside an urban area, seems that doesn't work. Could you confirm? Share this post Link to post Share on other sites
AdirB 18 Posted September 18, 2015 there is a way to put ambient civ/units not near player? in a place that i define? (editor) Share this post Link to post Share on other sites
carpetburns 10 Posted September 18, 2015 I have been using MCC for some time but have an issue that recently started happening. I use PlayWith Six to manage mods, so I am using the latest version that PwS has. I also use ACE3, All Terrain pack and a few other mods. I setup a mission using MCC for me and my mates to play, this is really easy and saves my many hours in the 2D editor. Once I setup a mission I generally don't use MCC except sometimes I need to add or remove some enemy AI depending on how many peeps turn up. I also use the Mission Success or Mission Failed buttons to end the mission at the end. I setup the access module synched to the player I will play as and also add my playerID. My issue is that after a random amount of time normally after an hour of being in the game, I lose access to MCC, it is not in my scroll menu leaving me with no way of adding or removing stuff or ending the mission. This may not be an MCC issue as I lose access to Zeus too, but I was wondering if anyone has seen this before and have a fix or somewhere to start looking for the issue? Thank you for any help. CarpetBurns Share this post Link to post Share on other sites
shay_gman 272 Posted September 18, 2015 After the last update (also with hotfix) we experienced that the mission generator spawns less enemies. Usually creating the mission with about 12/15 players mission generator parameter we had about 60/80 enemies spawned. The last Tuesday, using 23 player parameter we had 40 enemies spawned. I have to add the the CQB setting ("CQB without civilian"), also in a zone inside an urban area, seems that doesn't work. Could you confirm? I can confirm that it isn't related as I didn't touch the Mission Generator in the last update. there is a way to put ambient civ/units not near player? in a place that i define? (editor) Nope Share this post Link to post Share on other sites
mahuja 12 Posted September 19, 2015 >My issue is that after a random amount of time normally after an hour of being in the game, I lose access to MCC, it is not in my scroll menu leaving me with no way of adding or removing stuff or ending the mission. I believe the default hot key is ctrl-del - or look it up in options/controls/addons/mcc. I've been able to access it that way even after it's disappeared from the action menu. @shay I'd suggest a button in the esc-menu (similar to ace and rhs buttons) that has the same effect as the mcc action menu. This would allow unbinding the keys rather than deconflicting them - and no need to remember them. At that point you could perhaps follow up by removing it from the action menu, decluttering it further - though given how it gives itself low priority (so is nearly always at the bottom) it's not a thing that needs doing. >I lose access to Zeus too Was there a respawn involved here? Logging out and back in to zeus has fixed this for me every time. 1 Share this post Link to post Share on other sites
delta99 34 Posted September 20, 2015 It sounds like you did not have MCC installed, just your buddy. If that is the case load MCC on your side as well. That might be your issue. I believe with MCC all players and server need MCC running. So even if you have a dedicated server you need MCC loaded on it and all clients. Thanks for getting back at me shay. The thing is that my buddy has MCC installed. We have the same mods enabled. Even the same versions. We tried to get the mission running for 2,5h and checked very careful what could cause this. But maybe it has to do with the Zombies & Demons Mods. I will try to the same setup again but instead of Zs in a Zone I will use Opfor and see if the same error occurs. I really like your Mod - Its all I could wish for. It is so much fun and I hope I can use it in coop mode. I get back here when I have results... Share this post Link to post Share on other sites
papanowel 120 Posted September 20, 2015 It sounds like you did not have MCC installed, just your buddy. If that is the case load MCC on your side as well. That might be your issue. I believe with MCC all players and server need MCC running. So even if you have a dedicated server you need MCC loaded on it and all clients. Nop, got exactly the same issue yesterday and all of my team mate & server had the MCC running. The issue appeared with the last MCC build. Share this post Link to post Share on other sites
starcos 15 Posted September 21, 2015 Hi guys. ATM i'm aware of a login bug which I'll fix ASAP with the kind help of Rekkless's server. I'm also aware of the MCC Zeus module bug which is taken care of. I don't aware of any other bugs so please in-light me. Now I re-read some of the previous post so I'm not sure what you meant by the mcc zeus module bug - so I write mine down just to be sure :) I found that when use my mission on dedicated server, the mcc modules does not work. I can put them down, but no dialog appears. (For example, I can't start the campaign, only a module-representing circle appears in zeus). Other stuff: I have the time-acceleration setting in the right mcc editor module set to 1x. But when we start the mission, the time acceleration is 12x. (Putting down the right zeus module fixes it). The ambient module sometimes work, sometimes doesn't. I had it in the mission, set to 25%. I was hosting, we traveled through half of Altis, but no encounters (I watched it in mcc the whole time, no enemy icons). I had a crash (unrelated), so I restarted, now on dedi, but that before I changed the probability to 50%. We played 5-6 hours but still no ambient enemies. Two days later I started it again with the exact same settings, and no changes to the mission. This time lots of roaming csat everywhere on the map. Even after server restart, it worked right. Thanks! :) Share this post Link to post Share on other sites
rekkless 240 Posted September 22, 2015 Starcos - make sure you are running MCC version 4.16. The most latest hot fix version that was released broke the MCC Zeus modules on dedicated servers.So Shay just some feed back for you first the good stuff:The Campaign is freaking fantastic. It is loads of fun. I initially looked passed it the first time I tried it as it seemed overly complicated and I figured I could make a better using the mission generator and a few custom made zones. While I think there is nothing like a good old fashioned custom mission the campaign missions, resource management and base building was loads of fun. We set it up so everyone could gear up how they wanted at the start and that would be that. Plus we spawned in a few initial Humvee.The base building takes a little getting used to initially (once you enable RTS in Mission Settings) but it all makes logical sense. To me the best part was as a few days past and you start getting infamy, the AI start patrolling and even assaulting your base.Everyone who has tried the campaign I urge you to stick it out for multiple days, even if you leave your server running for a few days. Things really get interesting and there are loads of upgrades you can make to your base.The only issue I had was in the campaign settings at the beginning I set our side to RHS Army Desert and enemy side RHS Russians. The enemy worked fine, all missions were Russian based etc. However recruiting our own units it only spawned Vanilla NATO units. Also when breaking down Resource Cache it seemed to only spawn Vanilla ammo. So we had to keep an Arsenal at base for people to keep rearming themselves after a few missions. Share this post Link to post Share on other sites
BruceALMIGHTYY 18 Posted September 23, 2015 not possible, the answer is ....it must always be you. Thats what I have learned here. Share this post Link to post Share on other sites
Karma LaBelle 10 Posted September 23, 2015 Needs undercover. ;) Share this post Link to post Share on other sites
jandrews 117 Posted September 23, 2015 Hey. Had a question. I set up a mission folder using esseker map. It worked on my pc but when I tried it with my ds i couldnt pull up mcc. Is that something with mcc and ds on esseker? Share this post Link to post Share on other sites
rekkless 240 Posted September 23, 2015 Jandrews you have to give it about 10-14 seconds to log into MCC on a DS.Here is a couple of pics of our base camp, things are coming along nicely in a Lingor Campaign Share this post Link to post Share on other sites
shay_gman 272 Posted September 23, 2015 Here is the fix i've promised. Also introduced two new features including the undercover agents. I really need to get some time to work on the Wiki there is a lot to explain on how to customize the RTS part of MCC, and i'll get there soon but to make it short one can easily customize the RTS part in terms of what units/vehicle to spawn and what abilities each building/unit has. BTW i've added the Undercover agents wiki here: http://mccsandbox.wikia.com/wiki/Undercover_Agents Change log r16 hotfix: - Added: In RTS mode the commander can take first person control over it's units. - Added: Undercover Agents module (2D or Zeus) covert units into undercover agents , wiki will come soon. You can holster a handgun and get close to enemy units without raising suspicious. Getting to close to an enemy, crouching, proning, running around or drawing your handgun will blow your cover. - Fixed: login hang bug. - Fixed: MCC Zeus's modules worked globaly. - Fixed: MCC Zeus module duplicated on all clients. - Fixed: Unable to use parachute while role selection on. - Fixed: Armed civilian error spamming the RPT. MCC wiki is here : http://mccsandbox.wikia.com/wiki/MCCSandbox_Wiki Download Link - MP Mission version - Stratis:https://www.dropbox.com/s/vk1makz2q2vnfpn/mcc_sandbox.Stratis.pboDownload Link - MP Mission version - Altis:https://www.dropbox.com/s/d25xly1ln63dgd6/mcc_sandbox.altis.pboDownload Link - MP/SP Mod version:https://www.dropbox.com/s/cbpinx8knu5fw42/%40mcc_sandbox.rar Share this post Link to post Share on other sites
Guest Posted September 23, 2015 New version frontpaged on the Armaholic homepage. Mission Control Center Sandbox 4 r16 hotfix Share this post Link to post Share on other sites
Byrnze 10 Posted September 23, 2015 Thank you for the latest update. It's nice to have access to the Commander's Console again. :) Two items when I use the Mission Generator to create a quick single player mission: 1) The level of shading of the Zones is so intense that the map becomes unusable during the mission. The zones overlapping create a completely blacked out region of the map where the objectives are located. Would it be possible to lighten or remove the shading so the map would be usable? 2) When I create disable an IED as an objective, while the location of the IED is not visible on the map when I select "No" to show locations, the location of the corresponding ambush is visible on the map, effectively spoiling the "surprise". Would it be possible to hide the ambush marker as well as the IED location? Thanks for an outstanding mod. Share this post Link to post Share on other sites
shay_gman 272 Posted September 24, 2015 Thank you for the latest update. It's nice to have access to the Commander's Console again. :) Two items when I use the Mission Generator to create a quick single player mission: 1) The level of shading of the Zones is so intense that the map becomes unusable during the mission. The zones overlapping create a completely blacked out region of the map where the objectives are located. Would it be possible to lighten or remove the shading so the map would be usable? 2) When I create disable an IED as an objective, while the location of the IED is not visible on the map when I select "No" to show locations, the location of the corresponding ambush is visible on the map, effectively spoiling the "surprise". Would it be possible to hide the ambush marker as well as the IED location? Thanks for an outstanding mod. You can just logout of MCC once you have made the mission so you shouldn't see any markers on the map. BTW i've added the Undercover agents wiki here: http://mccsandbox.wikia.com/wiki/Undercover_Agents Share this post Link to post Share on other sites
rekkless 240 Posted September 24, 2015 HOLY GAIA AI BATMAN!!! The NEW Update is AWESOME!! 2 Share this post Link to post Share on other sites