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shay_gman

MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

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Make a zone and set "Area" to "Current Zone" in the mission generator.

That way MCC will create the mission in that zone (and if you make the zone large enough, it will be more or less random on the whole map, I guess)

That isnt the problem i am having when i go to generate mission it says i cant make mission due to the map i am in doesnt have the param.

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That isnt the problem i am having when i go to generate mission it says i cant make mission due to the map i am in doesnt have the param.

Yeah I think I know which error you are talking about. I got the same one, when I selected "Area: Whole Map" and you can fix it by chosing "Area: Current Zone". Then MCC knows, where to place objectives, units etc.

Make sure you create a zone before you start the Mission generator.

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With this latest version, I've moved MCC from a "use for dynamic missions with some pre-prep setup" category into my "USE ALWAYS IN EVERY MISSION" addon. Not even kidding - I turned it on in the A3 Patrol Ops mission the other day, since my group was a bit undermanned I added in a few GAIA controls troops/air, and WOW did that make a difference in the defense mission we ran. Air support flashing overhead, plenty of friendly/enemy. I even popped up an AC-130 when it all got nuts.

Highlights because of MCC:

1) Attack chopper (GAIA controlled) appearing at *just the right* moment during the defense to light up the enemy Orca transports coming in.

2) B Co's reinforcements (GAIA controlled) rolled in with machine guns blazing right after I'd lost half a squad to a grenade, clearing the current enemy wave.

3) Occasional automated mortar fire from the GAIA controlled friendlies I left at the base (is it operating off spots?).

I don't even know how to explain the level of liveliness the GAIA system has added. It's made my job as the MCC GM both easier, more entertaining, and less filled with micromanagement. Now if I could just get a bloody chopper to land using BIS's waypoints with some resemblance of regularity in a hot combat zone, I'd be in heaven.

My only complaints from the joes were related to technical Arma 3 problems (the usual - poor server & client frame rates after we'd been going for about 3 hours - even with our ridiculous dedicated server setup - only a max of about 50-60 NPC's running around at once).

Edited by dochollidayxx
Reasons

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It´s on Singleplayer and time passed was 20-30 minutes after first use

Thanks I'll check it out.

MP, basically if im controlling an ai and I die as the ai then I return to my player. But then the ai respawnsat the default spawn for my player and then im forced to control the ai again but this time with no back to player option.

Thanks, I'll check it out.

i have dropped mcc on my server (newest verions 4) and loaded the game

if im on server (internet online) the menu pops up but doesnt let me login to mcc

i click login and nothing happens

if i go offline it works

my client fps according to pop up window is 44 and the server fps is 0 (online)

It because your server doesn't have MCC 4 installed on it.

Hey Shay,

I see you have updated MCC to fix the 3D Editor but unfortunately it is still not fixed. I will attach an image to show what is still not working.

http://i.imgur.com/TD9HDjg.png (139 kB)

Those structures will still not show anything under "Class" after selecting one of the structures listed there. Is this still because BIS wont update with the new class names?

Thanks,

OV3RJ0RD

I've mentioned that above for some time in the dev branch BIS added a new vehicleClass to objects inorder to define them in classes as you can see in the picture you have attached.

For some reason BIS removed it and it is no longer showing even in the Dev branch but I'm hoping that they will introduce this again or I'll write a work around. That is why it still there.

For the mean time all the structures are under structures(General).

That isnt the problem i am having when i go to generate mission it says i cant make mission due to the map i am in doesnt have the param.

You have been answered but just to make it clear. In the mission are you can set the area which MCC will look for to find a proper area to build a random mission. If sets to whole map it will search the whole map area… but… if the map area isn't defined by the map maker in the configs file MCC will go Awole (pretty much for now only ArmA 3 maps have this defined in the configs). So the workaround as explained above is to help MCC by drawing a zone all over the map and select the mission area "in the current zone".

With this latest version, I've moved MCC from a "use for dynamic missions with some pre-prep setup" category into my "USE ALWAYS IN EVERY MISSION" addon. Not even kidding - I turned it on in the A3 Patrol Ops mission the other day, since my group was a bit undermanned I added in a few GAIA controls troops/air, and WOW did that make a difference in the defense mission we ran. Air support flashing overhead, plenty of friendly/enemy. I even popped up an AC-130 when it all got nuts.

Highlights because of MCC:

1) Attack chopper (GAIA controlled) appearing at *just the right* moment during the defense to light up the enemy Orca transports coming in.

2) B Co's reinforcements (GAIA controlled) rolled in with machine guns blazing right after I'd lost half a squad to a grenade, clearing the current enemy wave.

3) Occasional automated mortar fire from the GAIA controlled friendlies I left at the base (is it operating off spots?).

I don't even know how to explain the level of liveliness the GAIA system has added. It's made my job as the MCC GM both easier, more entertaining, and less filled with micromanagement. Now if I could just get a bloody chopper to land using BIS's waypoints with some resemblance of regularity in a hot combat zone, I'd be in heaven.

My only complaints from the joes were related to technical Arma 3 problems (the usual - poor server & client frame rates after we'd been going for about 3 hours - even with our ridiculous dedicated server setup - only a max of about 50-60 NPC's running around at once).

Always good to hear some good feedback. Thanks Spirit for GAIA :)

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Is there any way to change the amount of people needed to select specific roles e.g marksman?

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Guest

Thanks for informing us about the update :cool:

Updated release frontpaged on the Armaholic homepage.

=================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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@Shay - Convoys proceeds in full speed, will it be possible to have the choice to for limited, normal and full speed ? - thanks

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are there any plans to bring back the zone "angle"? It was hugely helpful when trying to create small precise zones within towns...

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Thanks for informing us about the update :cool:

QUOTE]

Thanks.

Is there any way to change the amount of people needed to select specific roles e.g marksman?

Yes. You should create an init.sqf file in your mission and put this in

//--------------------------------------------- 
//        numbers of roles 
//--------------------------------------------- 
CP_availablePilots                 = 100; 		//Number of pilots available
CP_availableCrew                 = 100;  		//Number of crewman available

CP_officerPerGroup                = 1;  		//How many officers can be in one group
CP_officerMinPlayersInGroup        = 1;  		// How many units should be in a group in order to pick this role

CP_ARPerGroup                    = 2;  		//How many AR can be in one group
CP_ARMinPlayersInGroup            = 3;  		// How many units should be in a group in order to pick this role

CP_riflemanPerGroup                = 30;  		//How many riflemen can be in one group
CP_riflemanMinPlayersInGroup    = 0;  		// How many units should be in a group in order to pick this role

CP_ATPerGroup                    = 2;  		//How many AT can be in one group
CP_ATMinPlayersInGroup            = 4;  		// How many units should be in a group in order to pick this role

CP_CorpsmanPerGroup                = 2;  		//How many Corpsman can be in one group
CP_CorpsmanMinPlayersInGroup    = 3;  	// How many units should be in a group in order to pick this role

CP_MarksmanPerGroup                = 1;  		//How many Marksmen can be in one group
CP_MarksmanMinPlayersInGroup    = 5;  	// How many units should be in a group in order to pick this role

CP_SpecialistPerGroup            = 2;  		//How many Specialists can be in one group
CP_SpecialistMinPlayersInGroup    = 4; 		// How many units should be in a group in order to pick this role

@Shay - Convoys proceeds in full speed, will it be possible to have the choice to for limited, normal and full speed ? - thanks

Yes I can but you can just give custom WP with whatever behavior/speed by picking the convoy group and assigning them WP from MCC.

are there any plans to bring back the zone "angle"? It was hugely helpful when trying to create small precise zones within towns...

Yes and it will be there in time.

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With this latest version, I've moved MCC from a "use for dynamic missions with some pre-prep setup" category into my "USE ALWAYS IN EVERY MISSION" addon. Not even kidding - I turned it on in the A3 Patrol Ops mission the other day, since my group was a bit undermanned I added in a few GAIA controls troops/air, and WOW did that make a difference in the defense mission we ran. Air support flashing overhead, plenty of friendly/enemy. I even popped up an AC-130 when it all got nuts.

<cut>

You Sir have earned 2 bonus points, that can be spend on any functional request of your liking. It is a use of GAIA that is indeed also quite well possible. That is make the AI for you isntead of against you. Now imagine going into the attack against AI mortar, infantry and helicopters :) It will be painfull :)

Mortars are not really operating on 'offspots'. They are actively targeting conflict area's (CA's) and going from first shot to fire for effect. There are quite some requirements for mortar/artillery to fire. One of them is that there can not be friendly troops within 200 meter of the conflict area. Like humans, sometimes that does not go perfect and friendly forces end up being hamburgers.

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Great initiative Shay and great product!

One question:

I'd like to use MCC as a 3D editor for placing objects precisely,esp. in buildings. I tried using the "Save to SQM" feature, pasting it in Notepad++ and then saving as an appropriate map file (in my case Takistan).

For some reason, when opening this SQM in the editor, it says "Warning: File is Read Only". I click OK and nothing is where I placed it.

Any ideas?

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I really enjoy with MCC

however there is something strange when i order board a group in a vehicle and I assign waypoints to vehicle nothing happens. I've never had this problem in previous versions. :confused:

Does this happen to anyone else?

Salute!

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Great initiative Shay and great product!

One question:

I'd like to use MCC as a 3D editor for placing objects precisely,esp. in buildings. I tried using the "Save to SQM" feature, pasting it in Notepad++ and then saving as an appropriate map file (in my case Takistan).

For some reason, when opening this SQM in the editor, it says "Warning: File is Read Only". I click OK and nothing is where I placed it.

Any ideas?

check your SQM name it should always be mission.sqm

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You Sir have earned 2 bonus points, that can be spend on any functional request of your liking. It is a use of GAIA that is indeed also quite well possible. That is make the AI for you isntead of against you. Now imagine going into the attack against AI mortar, infantry and helicopters :) It will be painfull :)

Mortars are not really operating on 'offspots'. They are actively targeting conflict area's (CA's) and going from first shot to fire for effect. There are quite some requirements for mortar/artillery to fire. One of them is that there can not be friendly troops within 200 meter of the conflict area. Like humans, sometimes that does not go perfect and friendly forces end up being hamburgers.

Hehe, yes - I noticed that. I appreciate the "danger close" realism, they typically keep their fire about 500m away from friendlies, which is far enough for me to be comfortable letting them do their own thing around the map. Also, does the 3D editor have a zoom feature somewhere that I'm missing? trying to zoom in close to a few buildings to place troops, if not, it's alright, a man can dream.

Feature request? AI loadout editor - even if it's something "simple" like a button on MCC where i select a troop and it just opens up the troop's inventory in VAS for me to play with. Currently I spend probably more time hijacking and VAS-boxing and keeping quick loadout scripts ready for copy/pasting in the downtime between when my troops are on objective than anything else. I'd love to be able to click on a soldier, click edit loadout, kit him out, then continue on. ;)

Edited by dochollidayxx

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Does GAIA take control over editor placed unit's aswell or just MCC placed?

If it doesn't can you make it take control over that unit?

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You can make GAIA take over control of that editor placed unit by logging in, single clicking the unit then click Send to GAIA.

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You can make GAIA take over control of that editor placed unit by logging in, single clicking the unit then click Send to GAIA.

Indeed, but make sure there is also a zone :)

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Thanks, just need to get my head around this awesome new thing called GAIA :)

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Yes. You should create an init.sqf file in your mission and put this in

I did that but when i start the mission it still uses the default amount and i can then not switch to e.g marksman as i dont have enough players

I also edited the min players to 0.

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Thanks, just need to get my head around this awesome new thing called GAIA :)

Just to clarify. GAIA does not care how units got on the map. You can even select units that were already on the map (existing mission) and give them to GAIA. Or give them manual waypoint.....

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Is there a way to save the D.O.C. FOB's? When I go to save, it says it will save anything placed in the 3D Editor but it seems to not want to save that. Any reason why?

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Indeed, but make sure there is also a zone :)

Interestingly I have found that you don't even need a zone ... just select (or drag select) and give to GAIA.

If it is a bug .. it is a good bug :)

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Interestingly I have found that you don't even need a zone ... just select (or drag select) and give to GAIA.

If it is a bug .. it is a good bug :)

Well, they can be given indeed. But patrolling units wait for the zone to be created :)

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