zafjr 50 Posted November 21, 2015 Release the kraken/mod. pause fallout 4 for a sec :p. Share this post Link to post Share on other sites
eagle_flying 11 Posted November 21, 2015 I've tested it and it did work. Can you provide more Intel? Now it seem to work in version 0.4.17, thanks Share this post Link to post Share on other sites
ineptaphid 6413 Posted November 21, 2015 Hey Shay, I love the MCC goodness, but i have a bit of a problem. I'm trying to call a CAS mission from the MCC 4 interface. We use a lot of mods, such as RHS+RU, HLC, RH weps etc, so I won't name all of them. Normally I do this on dedicated servers, but it's the same if you do it through the editor: If I call any OPFOR or INDEPENDANT CAS version, say Su25 vs a BLUFOR RHS tank, it delivers the load perfectly and, at a minimum, disables the tank. Missiles and guns fire at the same spot and the tank is obliterated. The AAF jet isn't as effective, but it mostly delivers the load in the correct area. If I call any A10D Thunderbolt II, the default and only BLUFOR CAS jet, though, it fires the missiles some 150 meters infront of the target and then strafes the gun run some 30 meters behind the target, hitting nothing on the way. I've tested this behaviour on two dedicated servers, one TADST server (home-brewed) and the editor. So, does anyone please have any info on why it's doing that and what can I do to change it? Or, better, is there a way to consistently do it without the issues? Image of issue below. Have had similar issues as well.Also- RHS and HAFM Apaches will not engage at all.They just fly in,pop some flares and leave. Share this post Link to post Share on other sites
ofpsince06 11 Posted November 22, 2015 For the life of me I can't get MCC to work. I downloaded the latest one and the option doesn't show up on the scroll wheel like it used to. When I go to the key binds they don't work. It doesn't save them and there seems to be a problem where the game will crash if I try too many times to set a certain key bind to open the MCC console. Anyone have this problem or know a proper way to open MCC in game? Share this post Link to post Share on other sites
Moon_chilD 200 Posted November 22, 2015 Have you placed any modules in the editor on the mission you are using? Share this post Link to post Share on other sites
ofpsince06 11 Posted November 22, 2015 Have you placed any modules in the editor on the mission you are using? Yep. Still nothing. Share this post Link to post Share on other sites
shay_gman 272 Posted November 22, 2015 for some reason, I can't log in on the mod anymore. I'm using the Dev Build of ArmA 3 if that has anything to do with it... I can't relate to the dev mod.Switch to stable and inform us if the problem still there. Hey Shay, I love the MCC goodness, but i have a bit of a problem. I'm trying to call a CAS mission from the MCC 4 interface. We use a lot of mods, such as RHS+RU, HLC, RH weps etc, so I won't name all of them. Normally I do this on dedicated servers, but it's the same if you do it through the editor: If I call any OPFOR or INDEPENDANT CAS version, say Su25 vs a BLUFOR RHS tank, it delivers the load perfectly and, at a minimum, disables the tank. Missiles and guns fire at the same spot and the tank is obliterated. The AAF jet isn't as effective, but it mostly delivers the load in the correct area. If I call any A10D Thunderbolt II, the default and only BLUFOR CAS jet, though, it fires the missiles some 150 meters infront of the target and then strafes the gun run some 30 meters behind the target, hitting nothing on the way. I've tested this behaviour on two dedicated servers, one TADST server (home-brewed) and the editor. So, does anyone please have any info on why it's doing that and what can I do to change it? Or, better, is there a way to consistently do it without the issues? I can't take responsibility for every mod out there and that is why MCC have many CAS options, some of them uses the vehicle turrets such as the S&D and gun runs so they will heavily effected by the addon you are using and some spawns ammo such as the bombing/rockets runs. But if you want to have precise CAS use one of this: JDAM - precise on the markers. LGB - precise on a laser marker (if there is a laser marker). AT/AA run - will hit only vehicles or air units in the area with guided rockets. shay_gman Is it possible that during hijacking those blurred corners aren't so big? I suppose this is informative feature, but by the way it is quiet annoying and in case of flying (when field of view is important) even disturbing. Yeah sure Release the kraken/mod. pause fallout 4 for a sec :P. I'm on it :) For the life of me I can't get MCC to work. I downloaded the latest one and the option doesn't show up on the scroll wheel like it used to. When I go to the key binds they don't work. It doesn't save them and there seems to be a problem where the game will crash if I try too many times to set a certain key bind to open the MCC console. Anyone have this problem or know a proper way to open MCC in game? Don't put any module in the 2D editor. Share this post Link to post Share on other sites
Spoor 23 Posted November 22, 2015 @ofpsince06 - with me CTRL+DEL works Share this post Link to post Share on other sites
rekkless 240 Posted November 22, 2015 I can't wait to try out all the new features and game modes. Very much looking forward to the upcoming release. Share this post Link to post Share on other sites
eagle_flying 11 Posted November 22, 2015 I've tested it and it did work. Can you provide more Intel? Excuse me shay gman and disregard my last post because I took the test very quickly and it seemed okay, however the problem is still present. Sequence I made to test the issue: Check Arma 3 Local Files Integrity Uninstall and Reinstall the MCC mod with playwithsix Launch Arma 3 with MCC mod and CBA (ver 2.1.2) Open Multiplayer--> host--> Altis--> MCC Template mission--> Start Open and login MCC console Set CSAT as faction Create manually a zone on Athira Generate mission with 10 players, hard, CQB with civilians, random obj, current zone and all other settings to NO The mission is generated in the zone near Athira, mcc sets patrols teams near the city but it doesn't occupy houses with civillians or opfor. Here some images to see the difference between ver 0.4.17 and 0.4.14: VER 0.4.17 VER 0.4.14 The Report file content (ver. 0.4.17 test), if can help you: 19:46:48 Starting mission: 19:46:48 Mission file: MCC_Template 19:46:48 Mission world: Altis 19:46:48 Mission directory: mcc_sandbox_mod\sampleMissions\MCC_Template.Altis\ 19:46:48 File mcc_sandbox_mod\sampleMissions\MCC_Template.Altis\description.ext, line 21: '.wreckRemovalMaxTime': Missing ';' at the end of line 19:46:48 File mcc_sandbox_mod\sampleMissions\MCC_Template.Altis\description.ext, line 21: '.wreckRemovalMaxTime': Missing ';' at the end of line 19:46:52 Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 19:46:52 Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 19:46:54 Attempt to override final function - bis_functions_list 19:46:54 Attempt to override final function - bis_functions_listpreinit 19:46:54 Attempt to override final function - bis_functions_listpostinit 19:46:54 Attempt to override final function - bis_functions_listrecompile 19:46:55 Attempt to override final function - bis_fnc_missiontaskslocal 19:46:55 Attempt to override final function - bis_fnc_missionconversationslocal 19:46:55 Attempt to override final function - bis_fnc_missionflow 19:46:55 [21193,75.159,0,"XEH: PreInit Started. v2.1.2.151016. MISSINIT: missionName=MCC_Template, worldName=Altis, isMultiplayer=true, isServer=true, isDedicated=false"] 19:46:55 [21193,75.429,0,"XEH: PreInit Finished."] 19:46:58 File mcc_sandbox_mod\sampleMissions\MCC_Template.Altis\description.ext, line 21: '.wreckRemovalMaxTime': Missing ';' at the end of line 19:47:00 c:\w\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! 19:47:00 "0 - MCC Headless Client available: false" 19:47:00 "0 - MCC Local Headless Client: false" 19:47:00 "factions: [bin\config.bin/CfgFactionClasses/BLU_F] - [BLU_F] - [NATO] - [1] - [WEST] - []" 19:47:00 "factions: [bin\config.bin/CfgFactionClasses/OPF_F] - [OPF_F] - [CSAT] - [0] - [EAST] - []" 19:47:00 "factions: [bin\config.bin/CfgFactionClasses/IND_F] - [IND_F] - [AAF] - [2] - [GUER] - []" 19:47:00 "factions: [bin\config.bin/CfgFactionClasses/IND_G_F] - [IND_G_F] - [FIA] - [2] - [GUER] - []" 19:47:00 "factions: [bin\config.bin/CfgFactionClasses/CIV_F] - [CIV_F] - [Civilians] - [3] - [CIV] - []" 19:47:00 "factions: [bin\config.bin/CfgFactionClasses/BLU_G_F] - [BLU_G_F] - [FIA] - [1] - [WEST] - []" 19:47:00 "factions: [bin\config.bin/CfgFactionClasses/OPF_G_F] - [OPF_G_F] - [FIA] - [0] - [EAST] - []" 19:47:00 "factions: [bin\config.bin/CfgFactionClasses/Virtual_F] - [Virtual_F] - [Virtual] - [3] - [CIV] - []" 19:47:00 "factions: [bin\config.bin/CfgFactionClasses/Interactive_F] - [Interactive_F] - [Other (Interactive)] - [3] - [CIV] - []" 19:47:00 [21212,80.274,0,"XEH: PostInit Started"] 19:47:00 [21212,80.287,0,"CBA_VERSIONING: cba=2.1.2.151016, "] 19:47:00 [21212,80.294,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=false, _startInitDone=true, _postInitDone=true, _mpRespawn=true, _machineType=1, _sessionId=1, _level=0, _timeOut=false, _game=3, BIS_functions=<NULL-object>, group=<NULL-group>, player=UnitNO_ASL_SL_1, _playerType="B_Soldier_SL_F", _playerGroup=B Alpha 1-1"] 19:47:00 "Added 'mcc_setup' EventHandler for Server" 19:47:01 "MCC: 0 iniDB isn't running. Can't access role selection" 19:47:01 Fresnel k must be >0, given n=1.4,k=0 19:47:05 Cannot load sound 'a3\ui_f\data\sound\onclick.wss' 19:47:05 Fresnel k must be >0, given n=2.51,k=0 19:47:05 No owner 19:47:06 No owner 19:47:08 No owner 19:47:12 Cannot load sound 'a3\ui_f\data\sound\new1.wss' 19:47:12 Cannot load sound 'a3\ui_f\data\sound\onclick.wss' 19:47:28 "MCC: attemping to spawn" 19:47:28 "my_pv: MCC REGULAR - ["","",true,true,"","",1,"NOTHING","1","MOVE",[14051.8,18632.3,0],[622.149,446.174],446.174,"EAST",UnitNO_ASL_SL_1,2,false,false,"{9GU}Lt.Eagle_Flying","DEFAULT",0,[0,0,0],0,0,0,[13724.3,18426.8],false,false]" 19:47:50 "MCC Mission Wizard total enemy Count = 45" 19:47:51 "MCC MW: fn_MWbuildLocations city no type of location was selected" 19:47:51 "MCC MW: fn_MWbuildLocations mil no type of location was selected" 19:47:51 "MCC MW: fn_MWbuildLocations hill no type of location was selected" 19:47:51 "MCC MW: fn_MWbuildLocations nature no type of location was selected" 19:47:51 "MCC MW: fn_MWbuildLocations marine no type of location was selected" 19:47:51 "MCC Mission Wizard center = [14477.1,18871.2,0.611553]" 19:47:52 Error in expression <snull _logic }; }; default { waituntil {isplayer (missionnamespace getvariable [> 19:47:52 Error position: <isplayer (missionnamespace getvariable [> 19:47:52 Error isplayer: Type Number, expected Object 19:47:52 File a3\modules_f_curator\curator\functions\fn_moduleCurator.sqf, line 114 19:47:52 "MCC: attemping to spawn" 19:47:52 "MCC: attemping to spawn" 19:47:52 "MCC: attemping to spawn" 19:47:52 "MCC: attemping to spawn" 19:47:53 "my_pv: MCC REGULAR - ["GROUP","LAND",false,true,"OIA_InfTeam_AA","configFile >> "CfgGroups" >>"East">>"OPF_F">>"Infantry">>"OIA_InfTeam_AA"",2,"NOTHING","2","bisd",[14218.9,18916,-0.01968],[500,500],500,EAST,<NULL-object>,4,false,false,"server","default",1,[0,0,0],0,0,0,[14659.9,18425.5],false,false]" 19:47:53 soldier[O_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:53 "my_pv: MCC REGULAR - ["","",true,false,"","",2,"NOTHING","2","MOVE",[14218.9,18916,-0.01968],[500,500],500,LOGIC,<NULL-object>,3,false,false,"server","default",0,[0,0,0],0,0,0,[-500,-500,0],false,false]" 19:47:53 "my_pv: MCC REGULAR - ["GROUP","LAND",false,true,"OIA_GuardSentry","configFile >> "CfgGroups" >>"East">>"OPF_F">>"UInfantry">>"OIA_GuardSentry"",2,"NOTHING","2","bisd",[14218.9,18916,-0.01968],[500,500],500,EAST,<NULL-object>,5,false,false,"server","default",1,[0,0,0],0,0,0,[13960.4,19329],false,false]" 19:47:53 soldier[O_SoldierU_GL_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:53 "my_pv: MCC REGULAR - ["GROUP","LAND",false,true,"OI_support_MG","configFile >> "CfgGroups" >>"East">>"OPF_F">>"Support">>"OI_support_MG"",2,"NOTHING","2","bisd",[14218.9,18916,-0.01968],[500,500],500,EAST,<NULL-object>,6,false,false,"server","default",1,[0,0,0],0,0,0,[14454.4,19025.5],false,false]" 19:47:53 soldier[O_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:53 soldier[O_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:53 soldier[O_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:53 soldier[O_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:53 soldier[O_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:55 "MCC: attemping to spawn" 19:47:55 "MCC: attemping to spawn" 19:47:55 "MCC: attemping to spawn" 19:47:55 "MCC: attemping to spawn" 19:47:55 "my_pv: MCC REGULAR - ["GROUP","LAND",false,true,"OIA_InfTeam","configFile >> "CfgGroups" >>"East">>"OPF_F">>"Infantry">>"OIA_InfTeam"",3,"NOTHING","3","MOVE",[14477.1,18871.2,0],[625,625],625,EAST,<NULL-object>,8,false,false,"server","default",1,[0,0,0],0,0,0,[14669.8,19022.8],false,false]" 19:47:55 soldier[O_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:55 "my_pv: MCC REGULAR - ["","",true,false,"","",3,"NOTHING","3","MOVE",[14477.1,18871.2,0],[625,625],625,LOGIC,<NULL-object>,7,false,false,"server","default",0,[0,0,0],0,0,0,[-500,-500,0],false,false]" 19:47:55 "my_pv: MCC REGULAR - ["GROUP","LAND",false,true,"OI_support_GMG","configFile >> "CfgGroups" >>"East">>"OPF_F">>"Support">>"OI_support_GMG"",3,"NOTHING","3","MOVE",[14477.1,18871.2,0],[625,625],625,EAST,<NULL-object>,9,false,false,"server","default",1,[0,0,0],0,0,0,[14360.2,19178.7],false,false]" 19:47:55 soldier[O_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:56 soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:56 soldier[O_Soldier_GL_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:56 "my_pv: MCC REGULAR - ["GROUP","LAND",false,true,"OIA_InfTeam","configFile >> "CfgGroups" >>"East">>"OPF_F">>"Infantry">>"OIA_InfTeam"",3,"NOTHING","3","MOVE",[14477.1,18871.2,0],[625,625],625,EAST,<NULL-object>,10,false,false,"server","default",1,[0,0,0],0,0,0,[13942.9,18694.8],false,false]" 19:47:56 soldier[O_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:56 soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:56 soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:56 soldier[O_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:56 soldier[O_Soldier_GL_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:56 soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:56 soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:47:57 soldier[O_Soldier_GL_F]:Some of magazines weren't stored in soldier Vest or Uniform? 19:48:04 Cannot load sound 'a3\ui_f\data\sound\new1.wss' 19:48:04 Cannot load sound 'a3\ui_f\data\sound\onclick.wss' 19:48:25 Cannot load sound 'a3\ui_f\data\sound\new1.wss' 19:48:25 Cannot load sound 'a3\ui_f\data\sound\onclick.wss' 19:48:29 Cannot load sound 'a3\ui_f\data\sound\onclick.wss' 19:48:30 Cannot load sound 'a3\ui_f\data\sound\onclick.wss' 19:48:31 Cannot load sound 'a3\ui_f\data\sound\onclick.wss' 19:48:31 Cannot load sound 'a3\ui_f\data\sound\onclick.wss' 19:48:32 Cannot load sound 'a3\ui_f\data\sound\onclick.wss' 19:48:35 SimulWeather - Cloud Renderer - noise texture file is not specified! 19:48:35 Deinitialized shape [Class: "Underwear_F"; Shape: "a3\characters_f\common\basicbody.p3d";] 19:48:35 Deinitialized shape [Class: "B_Soldier_SL_F"; Shape: "a3\characters_f\blufor\b_soldier_03.p3d";] 19:48:35 Deinitialized shape [Class: "B_Soldier_F"; Shape: "a3\characters_f\blufor\b_soldier_01.p3d";] 19:48:35 Deinitialized shape [Class: "C_man_1"; Shape: "a3\characters_f\civil\c_poloshirt.p3d";] 19:48:35 Deinitialized shape [Class: "C_man_polo_3_F"; Shape: "a3\characters_f\civil\c_poloshirt.p3d";] 19:48:35 Deinitialized shape [Class: "O_Soldier_TL_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 19:48:35 Deinitialized shape [Class: "O_Soldier_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 19:48:35 Deinitialized shape [Class: "O_SoldierU_GL_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 19:48:35 Deinitialized shape [Class: "O_soldierU_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 19:48:35 Deinitialized shape [Class: "O_Soldier_AA_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 19:48:35 Deinitialized shape [Class: "O_support_MG_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 19:48:35 Deinitialized shape [Class: "O_support_AMG_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 19:48:35 Deinitialized shape [Class: "O_Soldier_AAA_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 19:48:35 Deinitialized shape [Class: "O_Soldier_AR_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 19:48:35 Deinitialized shape [Class: "O_support_GMG_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 19:48:35 Deinitialized shape [Class: "O_Soldier_GL_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 19:48:35 Deinitialized shape [Class: "O_Soldier_LAT_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 19:48:35 Deinitialized shape [Class: "O_Soldier_lite_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 19:48:35 c:\w\stable\futura\lib\network\networkserver.cpp ClearNetServer:NOT IMPLEMENTED - briefing! 19:48:36 Extensions: Thanks for all your work for this incredible mod! 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khan_artist 16 Posted November 22, 2015 i have a question, is there anything i need to put down mission wise to get mcc to run on my dedi? the server is running it, im running it, yet when i try to log into mcc it logs me in and then out immediately. it works fine if i host a game though. Share this post Link to post Share on other sites
frontschwein 19 Posted November 22, 2015 Hey, is it possible to save set zones into the mission sqm so they stay beyond server restart? Share this post Link to post Share on other sites
Sekk 1 Posted November 24, 2015 Excuse me shay gman, I found what could be a bug that makes disappear the Mcc option inside Modules in Zeus. I followed this steps: 1- Start any mission with Mcc mod 2 - Save and leave 3 - Load or continue the mission 4 - Login into mcc and then open zeus 5 - Inside modules the option Mcc has disappeared Thanks in advance Ps: Really excited about the new IED Mini Game can't wait to play it 1 Share this post Link to post Share on other sites
marcatore 20 Posted November 24, 2015 I've a problem with the teleport when the units (not AI but players) are on the boats / vehicles. I'm referring to the "units teleport", not the "self" teleport on the upper part of the MCC console. The problem is different if you use boats and ground vehicles (jeep, truck or tank). With boats, the problem is that if you try to teleport in open sea, you'll be teleported in the corner on the left down of the map. If you try to teleport near the coast, you'll teleported on the ground (and obviously the boat is useless) With ground vehicles the problem is that it fails to teleport in the point of the map you choosen. It teleports always several meters away. Share this post Link to post Share on other sites
marcatore 20 Posted November 25, 2015 Another issue. Using mission generator with just 1 objective as "secure HVT", the mission building fails to finish and doesn't create any units and task. Anyone else experienced this? Our modset : ace, asr, rhs, mcc, CBA, acre2 Share this post Link to post Share on other sites
ineptaphid 6413 Posted November 26, 2015 Here is a little request-when calling Laser Guided missile from artillery, could the missile arrival be delayed a little to allow you to get the laser designater targeted etc. I usually have to call 2 with a 20 second delay between.If you could choose to have the 20 second delay before the first missile strike that would be perfect.Thanks again for the bet mod ever made! Oh-one other thing.If I start a mission someone has made and there are 4 Blufor soldiers beside me that are not linked to me-ie I cannot control them, Is there a way to link them to me so that they become my squad? That would be great for a few missions I have downloaded that were made for multiplayer but are fine in SP except that you are on your own because the other soldiers are not linked to you. Share this post Link to post Share on other sites
srbknight 925 Posted November 27, 2015 Lovely stuff but is it possible for the next future project to add Tomahawk Missile attack something similar like from A2 Loky-Lost-Key addon ? :D Thanks anyway + Can you add to cas module option to choose altitude of aircraft cuz most of jets crashes during JDAM mission because they were fly too low ! :) Share this post Link to post Share on other sites
zafjr 50 Posted November 29, 2015 Looking great. Mini-game (Manual) no proximity sensor = Yehey! :) Suggestion: Add a just liiiiiittle bit more time. sorry, i know you already increased it from before (30 secs per module) Or maybe add an amount of time option (easy=2min per module medium=1:30 per module hard=1min per module but timer will never go over 6 minutes no matter how many modules there are). There's obviously not enough time especially for beginners :P. 2 minutes per module should be good for those learning how to do it. Difficulty is everything and first timers might be put off if they keep failing successively. In my unit i would hold a bomb training session before the mission, but i im guessing most wont have time for that, hard enough to get a game goin :-p second suggestion (and this will really add ALOT to the tension), play this https://www.youtube.com/watch?v=d-X92Zv5Cik When the timer reaches down the 1:30 minute mark :) (but low volume so as not to impede communication). while testing, I played it over teamspeak when a friend was defusing, while 2 others kept talking over each other trying to relay instructions. It made them shut up focus and talk properly. Bomb still exploded though because, as i said, not enough time haha :P But the effect it had was Great. That particular arma 3 music lasts 1:30 mins so its perfect, plus no need to add sound file sins its arma 3 soundtrack. (the music what made the final moments in KTANE so tense). Or maybe a different music is more appropriate. Share this post Link to post Share on other sites
rekkless 240 Posted November 30, 2015 Looking great. Mini-game (Manual) no proximity sensor = Yehey! :) Suggestion: Add a just liiiiiittle bit more time. sorry, i know you already increased it from before (30 secs per module) Or maybe add an amount of time option (easy=2min per module medium=1:30 per module hard=1min per module but timer will never go over 6 minutes no matter how many modules there are). There's obviously not enough time especially for beginners :P. 2 minutes per module should be good for those learning how to do it. Difficulty is everything and first timers might be put off if they keep failing successively. In my unit i would hold a bomb training session before the mission, but i im guessing most wont have time for that, hard enough to get a game goin :-p second suggestion (and this will really add ALOT to the tension), play this https://www.youtube.com/watch?v=d-X92Zv5Cik When the timer reaches down the 1:30 minute mark :) (but low volume so as not to impede communication). while testing, I played it over teamspeak when a friend was defusing, while 2 others kept talking over each other trying to relay instructions. It made them shut up focus and talk properly. Bomb still exploded though because, as i said, not enough time haha :P But the effect it had was Great. That particular arma 3 music lasts 1:30 mins so its perfect, plus no need to add sound file sins its arma 3 soundtrack. (the music what made the final moments in KTANE so tense). Or maybe a different music is more appropriate. I kind of agree, but as Shay said in the video. If you have an engineer disable the IED there are less modules. So perhaps get your engineer highly trained on how to defuse and you should be good to go. Share this post Link to post Share on other sites
zafjr 50 Posted November 30, 2015 how bout less modules/more time if theres a toolkit/defusing kit? (even if not engineer) Share this post Link to post Share on other sites
solusseraph_zero 17 Posted December 1, 2015 Hey shay and spirit, Just wanted to say thanks for all of your hard work and dedication on this mod. My mod playlist has fluctuated significantly since Arma 3 came out, however, MCC has been a great asset in Arma and thus has been constant fixture in my mod playlist. Also, I had been planning on picking up Keep Talking and Nobody Explodes and here you go implementing it into MCC! Wonderful! If y'all had a donation link to support continued development, I'd happily contribute. Sent from my iPhone using Tapatalk Share this post Link to post Share on other sites
shay_gman 272 Posted December 2, 2015 Time for release. Enjoy MCC wiki: 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 Change log r18: -= New IED Mini Game =- - Added: Mini-game IED disarm, as shown in "keep talking and nobody explodes" game. Http://mccsandbox.wikia.com/wiki/Mini-game_IED -= New Sectors Modules =- - Added: Resources capture zones. http://mccsandbox.wikia.com/wiki/Capture_Zone -= New Survival system =- - Added: Survival system. http://mccsandbox.wikia.com/wiki/Survive_mod -= Reworked Fame System =- - Added: Fame system for purchasing vehicles from kiosks (RTS). Players need to gain enough fame to be able to take global resources to buy vehicles. Commander can still spawn as many vehicle as he want to without the need to gain fame. - Added: Vault items will be persistent from mission to mission (if iniDB is running on the server) . - Changed: Fame system, player gain fame by depositing materials, weapons and magazines in the vault when survival mod is and from killing enemies, leading, healing exc. - Changed: The vault (shared box) will only be available when survival mod is on - Fixed: MCC survival option "Search" enabled on ACE even when survival mode disabled. - Fixed: Popup error when opening the shared HQ box - vault. -= VON Radio System =- - Reduce overlay sounds. - Side channel is enabled for side commanders only. - Microphone abusing ends in kicking the player not killing him. -= Misc =- - Added: Can use MCC interaction while ACE is on - just don't forget to bind it to another key. - Added: New Module: vehicle respawn - apparently BI module doesn't really work. - Added: No ambient spawn module - prevent ambient AI units spawn to spawn around the module in a specific radius. - Added: Snow weather effect to MCC atmospheres. - Added: MCC ammo boxes, medic boxes, supply crates & pods (logistics) to Zeus. - Added: MCC items (medic survival exc) add to BI arsenal. - Added: Can attach chemlights and IR strobes using MCC self interaction. - Added: MCC survival will work without iniDBI mod but items will not be persistent between missions or server restart. - Added: Easy to configure survival loot place holders objects and items spawn chance and amount in them via missions config files. - Changed: MCC Mission Generator - disable IED mission will use the disarm minigame and changed the IED type to the military device. - Changed: ILS Available to all air vehicles. - Changed: When placing IEDs MCC will not close the 3d editor so you can place multiple IEDs. - Changed: Mild hijacked unit's blur effect. - Fixed: Players move to spectator on JIP - Thanks BrightCandle - Fixed: Not enough AI spawns in buildings in CQB missions generated by the Mission Generator. - Fixed: GAIA doesn't recognize mod vehicles such as RHS helicopters - Fixed: Double click WP in the commander console didn't work - Fixed: Quick weapon (Shift +1 .... Shift + 4) select always on - Fixed: While playing with CBA you'll no longer see the change MCC keys - thanks to Sargken. - Fixed: After a campaign mission has been finished MCC will not delete manned players' vehicles or FOBs. - Fixed: Starting with default gear after respawn when Role Selection is on. - Fixed: Teleporting boats on water teleported the vehicle to map corner. - Fixed: Lock/unlock door typo 2 Share this post Link to post Share on other sites
rekkless 240 Posted December 2, 2015 It looks so good, man. Such amazing work. With this update MCC really opens up ArmA to even more possibilities. Here is the video from my perspective which gives some more detail on how to spawn in and use the MCC IED Minigame. 1 Share this post Link to post Share on other sites
Guest Posted December 2, 2015 Thanks for sending us the update :) New version frontpaged on the Armaholic homepage. Mission Control Center Sandbox 4 r18 Share this post Link to post Share on other sites