Stagler 39 Posted January 24, 2017 Not sure if this is been an issue that has already been raised, but no tracked or static vehicles appear under the RHS factions. Cheers. Share this post Link to post Share on other sites
ra30r3 10 Posted January 26, 2017 On 24.01.2017 at 10:27 PM, Stagler said: Not sure if this is been an issue that has already been raised, but no tracked or static vehicles appear under the RHS factions. There is a real problem with RHS and others mods factions. Unless you spawn some units from factions (Just few of them, like soldiers\tank\btr\heli) in Editor (Eden, before start mission) - you will not be able to use them at MCC\Zeus editor. Share this post Link to post Share on other sites
BruceALMIGHTYY 18 Posted January 27, 2017 Let me first of all say that I think MCC is the best mod ever hands down. I used to use it successfully over a year ago on a daily basis. Then I stopped playing for the last year and for the last month that I have been back. I have not been able to get it to work on anything other than Altis, Stratis and Tanoa. I am/was ONLY using Steam Workshop mods: CBA, MCC, CUP Core, and Cup Terrains. And YES, I have all updated on client and server with the correct mod command lines. I have tried my own templates with various description.ext and sqf file. I have tried others templates. And downloaded other peoples maps/missions. When using MCC on any other map that the 3 default ones, this is what happens… MCC spawns them like 100 meters in the air, OR below the map, or they glitch out blinking and lying down and getting up. Zeus spawns units just fine, but defeats the purpose if you want to use Mission generator.Standard answer people give me is, it works for me. As far as I can tell. I would bet all of you have 1 common denominator. And that is, you run your own dedicated server and not a rented server. I have tested this extensively on NFO servers and Host Havoc servers. Nothing works.So, I used my old PC and hosted a server BINGO! EVERYTHING WORKS on the very first try! I have seen ZERO reference to this issue anywhere. I stumbled onto it because I found an unrelated thread of people creating some missions that had no playable units. Even though in the editor they were playable. The same thing happens with the MCC template on maps for CUP, they have no playable units on some maps or it kicks you right back to your default server mission. MCC IS NOT THE PROBLEM! YAY! But, THIS IS a MAJOR Problem. Think how many people have probably downloaded MCC for their RENTED and end up deleting because they think it sucks or is broken! I knew how good MCC was, that’s why I was going INSANE!. I thought it was a incompatablity issue with updates. If anyone knows of a workaround, that would be great. Please post it. I feel it has something to do with Steam running on the dedicated server where as it does not for a rented server. Just my hunch. I’m just a guy who wants to play on ALL the maps and NOT spend hours making missions, that’s why I wanted MY MCC back. My frustration nearly drove me insane over this; I bet it is still an issue for a lot of people and they don’t know it and just gave up. I apologize to anyone I irritated over this. Please look into this and post on other forums and report to BI. It’s a shame so many people probably give up using this mod because of this issue. Share this post Link to post Share on other sites
BruceALMIGHTYY 18 Posted January 27, 2017 On 7/9/2015 at 3:12 AM, rekkless said: Well in all honesty all the maps I play on in the Tactical map pack work the same. It doesn't matter if youre playing on Altis, Namalsk, Podagorsk or Fallujah. The actual map has no bearing on how MCC (at least in our mission collection) works. So my guess is this: The version of MCC you have is bugged and broken. Also when uploading MCC to your server I bet there was some kind of corruption. Fast roping for yourself works 100% fine in MCC, while making that video I did it to myself half a dozen times. AI or real people I have no problem what so ever in doing it. Hell in that video I even fast rope myself. You can see it working. The MCC HQ and MCC Respawn system like I said in the video I don't use it. Not for any other reason than we use Ares to spawn bases and use Zeus Respawn system (which is why I can't wait for the next MCC update when we will be able to make players a respawn location). But the few times I have used it worked fine. Again using the tactical map pack. But even on Master maps and MCC Templates we had no problem. To me it sounds so much that what you are running on your server and on your PC isn't working properly. I've had this issue before with rented servers. However the missions you are making also these so called templates might be missing something also. And what map is the Special Forces map? That sounds to me like you are trying to edit some kind of workshop mission. Or you a having a mod conflicting with MCC. I don't know. I can't replicate ANY of the issues you speak. I can get fast roping working perfectly for myself, my players and any AI. I never have problems with randomly dieing, I never have problems with not having any guns, I've never had the game crash while trying to log into Squad Dialog. Now this isn't to say that it isn't happening to you. But just that there appears to be issues with your machine. And my bet would be the version of MCC you are running. This is the closest reference I could find. That's kinda hard to pick out of 190 or so pages. Share this post Link to post Share on other sites
shay_gman 272 Posted January 27, 2017 On 24.1.2017 at 9:27 PM, Stagler said: Not sure if this is been an issue that has already been raised, but no tracked or static vehicles appear under the RHS factions. Cheers. It's a bug in the current MCC version, not related to RHS or any other mod as suggested. It already been fixed in the dev version and we'll be released soon. 9 hours ago, questblack said: Let me first of all say that I think MCC is the best mod ever hands down. When using MCC on any other map that the 3 default ones, this is what happens… MCC spawns them like 100 meters in the air, OR below the map, or they glitch out blinking and lying down and getting up. Zeus spawns units just fine, but defeats the purpose if you want to use Mission generator.Standard answer people give me is, it works for me. I played on Havoc server with zero problem. Most likely you are using the mod on top of the mission version. 1 Share this post Link to post Share on other sites
BruceALMIGHTYY 18 Posted January 28, 2017 No sir, don't use the mission version at all. Deleted anything I may have had as far as that goes. Using my template and a few others sent to me by others. And, I checked the contents of their mission as well. Share this post Link to post Share on other sites
Stagler 39 Posted January 31, 2017 On 1/27/2017 at 3:46 PM, shay_gman said: It's a bug in the current MCC version, not related to RHS or any other mod as suggested. It already been fixed in the dev version and we'll be released soon. Awesome. Cheers shay Share this post Link to post Share on other sites
goldenfiver 11 Posted February 1, 2017 I have two issues with the current build: 1. Sometimes MCC moves red units to the blue faction (spawning red units in a zone may result in the units killing eachother). 2. I can't disable Teleport to team through the settings module - it still works even when I choose to disable it. Share this post Link to post Share on other sites
delta99 34 Posted February 1, 2017 3 hours ago, goldenfiver said: I have two issues with the current build: 1. Sometimes MCC moves red units to the blue faction (spawning red units in a zone may result in the units killing eachother). 2. I can't disable Teleport to team through the settings module - it still works even when I choose to disable it. Noticed the same thing as #1 here. Share this post Link to post Share on other sites
BWMake 0 Posted February 13, 2017 Help needed. Don't know should i post here or ACE forum. So i start here. I start mission editor and make a mission. With MCC mission works fine. If i add any module from ACE, mission won't start or Role Selection screen shows no roles available. This happens other way around too. Just can't get MCC work with ACE. Is there something special i should do to get these work together? Thanks. Share this post Link to post Share on other sites
shay_gman 272 Posted February 15, 2017 On 13.2.2017 at 0:24 PM, BWMake said: Help needed. Don't know should i post here or ACE forum. So i start here. I start mission editor and make a mission. With MCC mission works fine. If i add any module from ACE, mission won't start or Role Selection screen shows no roles available. This happens other way around too. Just can't get MCC work with ACE. Is there something special i should do to get these work together? Thanks. What ACE module did you added? Share this post Link to post Share on other sites
teddymosart1 40 Posted February 15, 2017 Ace_overpressure, Ace_FCS ,RHS Combatible file,or so I hear 1 Share this post Link to post Share on other sites
psrkallez06 7 Posted February 15, 2017 Has anyone figured out a solution for the fast rope yet? I always get " gulf 1 get ready to fast rope " but it won't drop ropes.. it just sits there and not doing anything, Help? I know that the problem is that the chopper isn't flying low enough, if there was a way to force the copper to fly down a little lower the ropes would prolly deploy.. Thanks Share this post Link to post Share on other sites
lastcanadian 0 Posted February 18, 2017 hey i'm having a problem with the mcc campaign. I am hosting the server on the same computer i play on but what happens is when i start the campaign i get a massive frame drop. this it's self would not be a problem but it keeps happening every few seconds. it's so bad where i am unable to play on the game while it's going on. i can still run just normal missions that it generates but not the campaign. had no problem doing both on r18 wonder why it does it now. Share this post Link to post Share on other sites
KrizzTough79er 3 Posted February 18, 2017 On 14.10.2014 at 11:52 AM, shay_gman said: Save to MCC will save this but save to SQM will only save unit/objects you can add them manually by calling the MCC functions, go over the function library from the debug menu in MCC to learn more about them. The sandstorm for example can be called by [["sandstorm", false],"MCC_fnc_ppEffects",true,false] call BIS_fnc_MP; Can someone helpm e with setting up a Param for PreLobby Settings to toggle MCC_Environmental fx!? class mcc_fx { title = "MCC Weather FX Settings"; values[] = {0,1}; texts[] = { "00 - no FX (default)", "01 - Sandstorm", }; default = 0; isGlobal = 2; isDisposable = 1; function = " BIS_fnc_MP"; forceWeatherChange = 1; //so how to call the different module params from here?//// // tried smthng like: // file = "MCC_fnc_ppEffects" }; I got stuck somehow, maybe somone can push m ein the right direction... (eyes are bleeding, need coffe!!!) Share this post Link to post Share on other sites
BWMake 0 Posted February 20, 2017 On 15.2.2017 at 0:11 PM, shay_gman said: What ACE module did you added? I tried Pointing system and then Advanced throwing. I tested some things in weekend and noticed that problem is in dedicated server. If i launch mission from editors lower right corner "Play scenario as singlepalyer" it works fine. It works fine if i host multiplayer from the machine i am using. But if i move it to my dedicated server (Nitrado.net) problem occur. Is there something i should contact my server provider. Thanks. MCC is one of the best mods for Arma. If not the best. Share this post Link to post Share on other sites
psrkallez06 7 Posted February 22, 2017 soo am i the only one that has a problem with the fast rope not deploying? Cheers Share this post Link to post Share on other sites
shay_gman 272 Posted February 24, 2017 Hi guys not enough time to really finish what I wanted, Real life stuff. So here is the update you've been waiting for MCC R20. Hope it doesn't have to many bugs. Download link: https://www.dropbox.com/s/9yrd9xhjhfzmmc2/%40mcc_sandbox_a3.rar?dl=0 Quote Change log r20: -= Ambient Birds and Fire=- **NEW** - Added: Ambient birds moudle, try to recrate something similar to the awsome mod for ArmA2 JTD smoke add ambient birds. Placing this module will sometime spawn flocks of scared birds from trees next to the player or AIs units. Can give away your position in PvP or AI position in PvE. Birds chance is based on the unit's speed. - Added: Ambient fire module. Placing this module will give a chance that explosion can cause forest fires that will propagate depends on the wind and the nearby environment. This feature has three features: - Ammunation fire and vehicle fire: Explosive rounds and vehicle explosion have a chance to light the enviorment on fire. - Fire Propagation: The fire will propagate in a 60 degree of the wind direction based on the wind force and humidity. The fire will continue to propagate as long as it have where to spread. - Burning crew: When a vehicle is destroyed there is a chance that the crew inside will catch on fire and will escape the vehicle while burning and screaming and a chance to start new fire where they fall. -= Arcade Options =- **NEW** - Added: Arcade Stuff ***Spoiler if you like hard core milsim don't read it ******* - One Man Tanks (In mechanics settings) - Based on Killzone kid script. Solo drive and shoot a tank. - Disable Fatigue (In mechanics settings) - Disable in game fatigue. - Hit Radar (In HUD settings) - Radial markers shows the general direction of bullets' sources while under fire. -= Engine =- - added: Define breaching ammo from MCC mechanic module. - Added: Scared civilians behavior. Civis will run away in panic if shots fired nearby. - Added: Show suset and sunrise time in the time change menu. - Changed: While in MCC's artillery computer using the ruler will automatically insert the distance and direction to the computer. - Changed: Converted all MCC's template to Eden 3d editor. - Changed: Garrisson will spawn less units inside buildings. - Fixed: Missing configs entry in spectator mode. - Fixed: Disarmed AI didn't drop their weapons. - Fixed: CBA error CTD. - Fixed: Config error when saving mission in the editor. - Fixed: Unable to spawn groups. - Fixed: Custom group will not shot each other. -= Zeus =- - Added: MCC's settings module to Zeus. - Added: MCC mechanics settings module to Zeus. - Added: UI settings moudle to Zeus. - Added: Medical System module to Zeus. - Added: Zeus and Eden module: Spawn Loot in Buildings - spawns loot crates for MCC's survival in buildings. - Fixed: MCC dialogs can be opened while in Zeus camera. - Fixed: When editing a unit in Zeus duplicate menus and units go prone. - Fixed: MCC's modules and units didn't show on non-MCC Zeus. - Fixed: "No unit selected" error when using MCC suicide bomber/armed civilian modules from Zeus. -= Evac & CAS =- - Added: Real AC-130 (Blackfish) when spawning an AC-130. - Added: Precise landing for helicopters - can land on rooftops. - Changed: CAS will only spawn one aircraft instead of two to limit CAS crushing into each other. - Changed: Evac helicopters precise landing or fast ropes will be smoother. - Fixed: Reinforcement helicopter will drop troops even under fire. -= Logistics =- - Added: Pacific faction's trucks can be used as MCC logistics trucks. - Added: Build raised MG/HMG. - Fixed: Building fortification and FOB didn't work. -= UI =- - Added: Custom Atmosphere Environment module (Zeus & Eden). You can set your own atmosphere with color filters, snow, flying branches, newspapers exc. - Added: Name tags reworked. You can select if you want to see name tags over all friendly units around you or only when pointing a unit. - Fixed: Tutorial helicopters message keep on showing even after selecting not to. - Fixed: Losing units markers after respawn in the MCC's UI Compass. -= Role Selection =- - Added: Role Selection's settings module to Eden and Zeus - might effect previous missions. - Added: In setting module more control over Role Selections - such as: - Manually gain XP - Disable/Enable non pilots/drivers can use heavy vehicles/aircrafts. - Disable/Enable weapon's penalty when picking "out of kit" weapon. - All weapons - unlock all weapons and gear no matter player's level. -= Commander Console =- - Added: Re introduce the Commander Console as an Item. - Added: Loiter WP for the commander tablet. -= Medic system =- - Added: Medical system HUD. Mark nearby wounded units. - Fixed: No unconscious animations while inside a vehicle. - Fixed: Medic wounded animation sometimes didn't kick in. -= Campaign & Persistent Database =- - Fixed: Heavy lags in the MCC Campaign - Fixed: Clear persistent didn't work. -= Interaction =- - Added: Open & Bang on door interaction. Can open throw a grenade in and close the door while using ACE or MCC interaction on the door. - Fixed: MCC Interaction overlaped ACE interaction. - Fixed: Spot enemies & call support didn't worked in ACE self interaction. 9 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted February 24, 2017 Haha wow brilliant video. That's incredible work right there. Good job. Share this post Link to post Share on other sites
ski2060 167 Posted February 24, 2017 Will this be going up on Steam? Looks great! Aha! Already up on Steam :D Share this post Link to post Share on other sites
sammael 366 Posted February 24, 2017 Have problem with comand tablet, Can`t open it. Even when equip item in slot. I was try to change keybind from default to other keys. Not working Share this post Link to post Share on other sites
ineptaphid 6413 Posted February 24, 2017 Wow nice one shay_gman! Thanks for keeping one of the best mods in town functioning perfectly :) 1 Share this post Link to post Share on other sites
kremator 1065 Posted February 24, 2017 Really glad to see the update ! Downloading now. Share this post Link to post Share on other sites
Guest Posted February 25, 2017 New version frontpaged on the Armaholic homepage. Mission Control Center Sandbox 4 r20 Share this post Link to post Share on other sites
Arengada 1 Posted February 25, 2017 A million thumbs up for the most indispensable ARMA 3 mod around! I have to report though, that you still can't spawn any tracked units unfortunately. Share this post Link to post Share on other sites