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
Spoor 23 Posted February 25, 2017 Great update Shay - thanks Share this post Link to post Share on other sites
sixt 26 Posted February 25, 2017 Hi thanks for the update! Having trouble with setting up an mcc campaign. In the 3d editor i set up an blufor group with player. setup an mcc starting location module, set as main. Setup the mc campign module with relevat opsing forces, in this case the default settings. I start up the mission and though some long loading time, nothing happens? am i doing something wrong? or are there an more up to date tutorial. I have before set up mcc campaign with these settings in previous versions (do some time back) with no trouble. Also when i through the mcc consule opens zeus, i cant find any off the mcc modules in the module section? Im playing with ACE. Any help is appreciated. Sixt Share this post Link to post Share on other sites
sixt 26 Posted February 25, 2017 Also if i try to spawn units with the mcc consule, there are no tracked or static vehicles i can spawn?? Share this post Link to post Share on other sites
marcatore 20 Posted February 25, 2017 I've to report a bug. If you spawn a vehicle (a GAZ or Ural with soldiers inside it) of the RHS Russian Faction from the 2d MCC admin console it's ok. if you spawn the same vehicle (with soldiers inside it) from the 3d editor view (not ZEUS view), the vehicles has the blue icon and one of the soldiers is set as opposite faction and he fires against the vehicle and he kills all the other soldiers. Share this post Link to post Share on other sites
zafjr 50 Posted February 26, 2017 Shay i get this error message when i tried to start a fire :D Share this post Link to post Share on other sites
BWMake 0 Posted February 26, 2017 Zafjr, im having same error. Share this post Link to post Share on other sites
shay_gman 272 Posted February 26, 2017 Had the time to do a quick fix. Quote Change log r21: - Renamed all MCC items with (MCC) at the begging so you can easily find or disregard them. - Fixed: MCC console didn't open with hotkey or action menu. - Fixed: Tracked units don't show up in MCC. - Fixed: Mismatch sides while spawning using MCC 3d editor. - Fixed: Ambient fire if error. Re download the mod. https://www.dropbox.com/s/9yrd9xhjhfzmmc2/%40mcc_sandbox_a3.rar?dl=0 4 Share this post Link to post Share on other sites
Guest Posted February 27, 2017 New version frontpaged on the Armaholic homepage. Mission Control Center Sandbox 4 r21 Share this post Link to post Share on other sites
zafjr 50 Posted February 27, 2017 Yay the fire is fixed. :( can someone check if they cant LEAVE the MCC Squad menu (p) . I cant Share this post Link to post Share on other sites
shay_gman 272 Posted February 27, 2017 3 hours ago, zafjr said: Yay the fire is fixed. :( can someone check if they cant LEAVE the MCC Squad menu (p) . I cant I can :) Share this post Link to post Share on other sites
Montgomery 205 Posted February 27, 2017 Thanks for the update shay_gman. Here are the errors I got when messing around with the new version. http://images.akamai.steamusercontent.com/ugc/84844673541916056/12290B9FC20A2DE8CC940ADB2073E6F70B537212/ http://images.akamai.steamusercontent.com/ugc/84844673541916169/6828956E2FF4C549AD690A95FAF897DDC0F442AA/ http://images.akamai.steamusercontent.com/ugc/84844673541916286/8456509EC748B273EE94261A9F69743D641981BE/ Thanks again! Share this post Link to post Share on other sites