Jump to content
shay_gman

MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

Recommended Posts

Is it a known issue that deleting evacs or pilots does nothing? I'm not sure if this is a wide-spread issue or if there's something in my installation that's messing up MCC. Neither button seems to do anything for me and I dislike not being able to clean up after myself.

Share this post


Link to post
Share on other sites
Thanks for informing us about the update :cool:

Thanks.

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

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.

Yes and it will be there in time.

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.

Share this post


Link to post
Share on other sites
check your SQM name it should always be mission.sqm

Ah, ok. Thanks. I'd renamed it to a description of the mission (IED_Factory.sqm)

Cheers, I'll try that tonight :)

Share this post


Link to post
Share on other sites
Ah, ok. Thanks. I'd renamed it to a description of the mission (IED_Factory.sqm)

Cheers, I'll try that tonight :)

What I usually do is save a mission under the same name but with the word merge on the end. When saving the code to the clipboard I open up the merge file and then highlight anything that was in there and then paste the new code - I have found that it doesn't copy the last } in the code so leave the very last one or add it and then save. Go back into the editor and open the merge file to make sure it works and then reopen the mission you are working on then merge it with the new data. Works every time for me. Every mission you make in the editor is named mission.sqm, only the folder takes on the name of the mission. eg: IED_Factory.Altis

Hope this helps.

Thanks Shay and Spirit for the speedy fixes and updates.

Share this post


Link to post
Share on other sites
What I usually do is save a mission under the same name but with the word merge on the end. When saving the code to the clipboard I open up the merge file and then highlight anything that was in there and then paste the new code - I have found that it doesn't copy the last } in the code so leave the very last one or add it and then save. Go back into the editor and open the merge file to make sure it works and then reopen the mission you are working on then merge it with the new data. Works every time for me. Every mission you make in the editor is named mission.sqm, only the folder takes on the name of the mission. eg: IED_Factory.Altis

Hope this helps.

Thanks Shay and Spirit for the speedy fixes and updates.

if it works its fine

i for instance have a mcc_3d_edit.altis folder in my profile but save my clipboards as mycustomname.sqm

soon as a need those edits i copy/paste it to mcc_3d_edit.altis rename it to mission.sqm and use the 2d editor merge function to embed it to the new mission

like i said if it works its fine ;)

Share this post


Link to post
Share on other sites

I have a problem concerning the MCC and editor. Today I've tried to add an empty heli to a mission in the editor (in preview mode). Apart from me, there were 2 AI controlled soldiers, both of whom had higher rank (I was a sgt. and they were a captain and an LT). When I've added a hellcat, I couldn;t get into it, but when I've switched to the captain, by using the in-game menu, I could use it without any problems. ANyone else had this sort of thing in their games?

Share this post


Link to post
Share on other sites

I've been having issues with the "hijack" feature. If I hijack any units on the same faction or opposing faction and then go back to player, I'm no longer squad leader in my group (it seems to kick the player out). I'm using MCC Sandbox 4 --Mod version-- on a dedicated server. Any help would be appreciated!

Share this post


Link to post
Share on other sites
I've been having issues with the "hijack" feature. If I hijack any units on the same faction or opposing faction and then go back to player, I'm no longer squad leader in my group (it seems to kick the player out). I'm using MCC Sandbox 4 --Mod version-- on a dedicated server. Any help would be appreciated!

oh ya this issue i had as well.... seemed to remove the hijacked unit from his group as well.

Share this post


Link to post
Share on other sites
Thanks for informing us about the update :cool:

QUOTE]

Thanks.

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

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.

Yes and it will be there in time.

I Have done that but it gave no results. :/ my xp does not save either in the roles

Share this post


Link to post
Share on other sites

I have a question. Is it possible to create respawn points using MCC? I can choose respawn options from menu, but can I actually respawn using MCC, or do I have to play with scripts? If so, how can I add a respawn script to an MCC mission?

Share this post


Link to post
Share on other sites

I am having some issues with the new version of MCC. When I am in the 3d editor there is no "Apply Button", also the "Create SQF" button appears to be absent?

I am very keen to create 3d editor placed objects and put them in the Mission SQF however with above it does not appear possible.

It is worth noting I am running 5760 x 1080 resolution, however I tried various other resolutions (in case the apply button was out of range in my resolution) to no avail.

Appreciate your help.

Share this post


Link to post
Share on other sites
oh ya this issue i had as well.... seemed to remove the hijacked unit from his group as well.

Same Issue here.

Share this post


Link to post
Share on other sites

Spirit/Shay,

Just wanted to give you guys an update since talking to you on YouTube. The most recent version of MCC has fixed the issue we talked about with GAIA causing massive delays in the console. I've got a question and a couple of suggestions for possible additions:

I've been noticing that some group indicators turn white, but I'm not entirely sure why. Is this an intentional feature? If so, what does the change in color indicate?

Is an Apply button necessary to apply changes to units in the 3D Editor, as it was in MCC 3's 3D Editor? There have been a couple of times where I've been unsure if my changes have been applied to a unit when using MCC 4. I figure hearing straight from the source would be the best route.

I'm not aware of what you guys have planned for the 3D Editor, so if you have something in mind that contradicts this next suggestion, feel free to ignore it. Would it be possible to move the Close button closer to the rest of the 3D Editor menu? Example.

A couple of things that would make MCC even more convenient for me/MCC operators to create or edit missions on-the-fly. Adding the following options to the drop-down Presets menu in the 3D editor: Remove Weapons/Assigned Items from target, disable this target's AI movement, and disable simulation or damage. Having a preset to disable simulation would save me an absolute ton of time when attempting to furnish buildings or other areas. The amount of time it takes currently is one of the reasons why I avoid trying to in the first place.

I say it every time, but keep up the good work. MCC has become an invaluable tool to a lot of us, and your effort is much appreciated.

Share this post


Link to post
Share on other sites
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!

Try to drag a box around the vehicle the markers of the vehicle and the group may overlapped so drag a box around them and assign some WP.

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?

Yeah I'll fix it for next release.

Is it a known issue that deleting evacs or pilots does nothing? I'm not sure if this is a wide-spread issue or if there's something in my installation that's messing up MCC. Neither button seems to do anything for me and I dislike not being able to clean up after myself.

Never heard about it. MP or SP dedicated or local?

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.

I'll check it out.

I have a problem concerning the MCC and editor. Today I've tried to add an empty heli to a mission in the editor (in preview mode). Apart from me, there were 2 AI controlled soldiers, both of whom had higher rank (I was a sgt. and they were a captain and an LT). When I've added a hellcat, I couldn;t get into it, but when I've switched to the captain, by using the in-game menu, I could use it without any problems. ANyone else had this sort of thing in their games?

Nothing to do with MCC might be a little desync between the time you created till it broadcast or some engine limitation… never heard about it before.

I've been having issues with the "hijack" feature. If I hijack any units on the same faction or opposing faction and then go back to player, I'm no longer squad leader in my group (it seems to kick the player out). I'm using MCC Sandbox 4 --Mod version-- on a dedicated server. Any help would be appreciated!

Known issue I'll take a look on this later on.

I Have done that but it gave no results. :/ my xp does not save either in the roles

Is that on a dedicated or local host? The xp is saved on the server nameProfile so if this file get deleted after the server restart it might happened in the future we are planning using a db.

I have a question. Is it possible to create respawn points using MCC? I can choose respawn options from menu, but can I actually respawn using MCC, or do I have to play with scripts? If so, how can I add a respawn script to an MCC mission?

You need to have a description file in the mission check here: https://community.bistudio.com/wiki/Arma_3_Respawn

I am having some issues with the new version of MCC. When I am in the 3d editor there is no "Apply Button", also the "Create SQF" button appears to be absent?

I am very keen to create 3d editor placed objects and put them in the Mission SQF however with above it does not appear possible.

It is worth noting I am running 5760 x 1080 resolution, however I tried various other resolutions (in case the apply button was out of range in my resolution) to no avail.

Appreciate your help.

Apply button has been removed – just switch units or add presets there is no need to press apply anymore.

Spirit/Shay,

Just wanted to give you guys an update since talking to you on YouTube. The most recent version of MCC has fixed the issue we talked about with GAIA causing massive delays in the console. I've got a question and a couple of suggestions for possible additions:

I've been noticing that some group indicators turn white, but I'm not entirely sure why. Is this an intentional feature? If so, what does the change in color indicate?

Is an Apply button necessary to apply changes to units in the 3D Editor, as it was in MCC 3's 3D Editor? There have been a couple of times where I've been unsure if my changes have been applied to a unit when using MCC 4. I figure hearing straight from the source would be the best route.

I'm not aware of what you guys have planned for the 3D Editor, so if you have something in mind that contradicts this next suggestion, feel free to ignore it. Would it be possible to move the Close button closer to the rest of the 3D Editor menu? Example.

A couple of things that would make MCC even more convenient for me/MCC operators to create or edit missions on-the-fly. Adding the following options to the drop-down Presets menu in the 3D editor: Remove Weapons/Assigned Items from target, disable this target's AI movement, and disable simulation or damage. Having a preset to disable simulation would save me an absolute ton of time when attempting to furnish buildings or other areas. The amount of time it takes currently is one of the reasons why I avoid trying to in the first place.

I say it every time, but keep up the good work. MCC has become an invaluable tool to a lot of us, and your effort is much appreciated.

Group indicators turns white to indicate that the group is being engaged or in combat mode.

The apply button has been removed – look at my comment above.

We have plans for that space and you can always close the 3D editor interface by pressing X again.

Adding things to presets, sure why not.

Share this post


Link to post
Share on other sites

Hi. First of all, I love MCC, it's a great and comprehensive tool for anything from fucking around in SP to creating detailed MP scenarios.

I've been playing around a bit with Headless Client, and I can't see to get MCC to spawn to it. The HC itself is working (I can spawn things on it with a script), but when I select spawn to HC in MCC's spawn menu, the "contacting server" message pops up, but nothing gets spawn. Are there any special settings I need to make sure are allright to use the HC?

Share this post


Link to post
Share on other sites
Hi. First of all, I love MCC, it's a great and comprehensive tool for anything from fucking around in SP to creating detailed MP scenarios.

I've been playing around a bit with Headless Client, and I can't see to get MCC to spawn to it. The HC itself is working (I can spawn things on it with a script), but when I select spawn to HC in MCC's spawn menu, the "contacting server" message pops up, but nothing gets spawn. Are there any special settings I need to make sure are allright to use the HC?

Other then having a HC and spawn 'to HC', there is nothing you need to do. We go check it out, thanks for reporting.

Share this post


Link to post
Share on other sites

I checked this thread and the steam forums did not find this issue.

Is anyone having issues with BTC Revive working on the "MCC Template" map?(MP LAN game and MP Local Host game)

I have no mods or addons other than MCC and CBA on.

- I start the map

- Set up a West and East start point

- I spawn a East unit and let him shoot me or anyone that has joined game.

- 5 second countdown starts and once it finishes the screen blackens and reloads but nothing else happens. Just looking at my dead body from a far off 3rd person view. Even left it for 30 minutes to see if some kind of indicator pops up. Nothing.

Anyone else experience this?

Edited by Graywolf

Share this post


Link to post
Share on other sites
19:25:39 Error in expression <awn = 0};

if ( ( (isServer) && ( (_loc == 0) || !(MCC_isHC) ) ) || ( (MCC_isLoc>

19:25:39 Error position: <== 0) || !(MCC_isHC) ) ) || ( (MCC_isLoc>

19:25:39 Error Generic error in expression

19:25:39 File mcc_sandbox_mod\mcc\general_scripts\groupGen\group_spawnServer.sqf, line 10

19:25:46 Error in expression <awn = 0};

if ( ( (isServer) && ( (_loc == 0) || !(MCC_isHC) ) ) || ( (MCC_isLoc>

19:25:46 Error position: <== 0) || !(MCC_isHC) ) ) || ( (MCC_isLoc>

19:25:46 Error Generic error in expression

19:25:46 File mcc_sandbox_mod\mcc\general_scripts\groupGen\group_spawnServer.sqf, line 10

19:26:07 "my_pv: MCC REGULAR - ["MAN","LAND",false,true,"B_Soldier_F","WEST",1,"NOTHING","1","MOVE",[4453.31,12783,0],[183.079,139.637],139.637,"WEST",B Alpha 1-1:1 ([L/Cpl] Rasa [1]) REMOTE,3,false,false,"[L/Cpl] Rasa [1]","default",0,[0,0,0],0,0,0]"

19:26:19 Error in expression <awn = 0};

if ( ( (isServer) && ( (_loc == 0) || !(MCC_isHC) ) ) || ( (MCC_isLoc>

19:26:19 Error position: <== 0) || !(MCC_isHC) ) ) || ( (MCC_isLoc>

19:26:19 Error Generic error in expression

19:26:19 File mcc_sandbox_mod\mcc\general_scripts\groupGen\group_spawnServer.sqf, line 10

Here's some RPT fodder about spawning to HC.

Share this post


Link to post
Share on other sites

Hi,

i got a problem. I hope i can get some help :o

Maybe it's buggy or maybe i'm just to stupid to save the stuff created with this tool to my mission (i believe it's the second :butbut: ;) )... Using the SQM save button doesn't work for me. So can anybody give me a link or tell me how to save my changes to a Multiplayer Arma 3 Altis Life Mission? Would be great! :)

Share this post


Link to post
Share on other sites

Hey Shay. congratulations on MCC v4!

I have a request - Would it be possible to put a button somewhere in MCC that would delete all corpses on the map?

I know there are ways to do this when making missions, but a lot of times my/our missions are taken from elsewhere or made by people that don't know about/how to put corpse deletion into a mission. If it would be possible to implement a "delete all corpses" button it would be amazing!

Share this post


Link to post
Share on other sites
Hi,

i got a problem. I hope i can get some help :o

Maybe it's buggy or maybe i'm just to stupid to save the stuff created with this tool to my mission (i believe it's the second :butbut: ;) )... Using the SQM save button doesn't work for me. So can anybody give me a link or tell me how to save my changes to a Multiplayer Arma 3 Altis Life Mission? Would be great! :)

Press save to SQM..

Then open up notepad.

Hit PASTE

Save the file as mission.sqm within a folder called merge.Takistan or what ever map you want.

Now go back to your main edited map, choose merge, select the map you just created above.

Enjoy :)

SJ

Share this post


Link to post
Share on other sites

Question!

How do i play custom music in MCC?

the point is

where should i put this ogg custom music files?

Share this post


Link to post
Share on other sites

Ello fellas.

I have been using MCC in conjuction with Dynamic Universal War System coop mission. Whenever I die in DUWS I lose access to the MCC console. Is there another shortcut to access it other than the scroll commands? Or is there a way I can circumvent losing access to it (aside from never dying of course)?

Also, does anyone know of any unmodded base templates I can launch MCC from. The MCC templates are just empty bases. Looking for a map that has a filled out starting base. Cheers.

Share this post


Link to post
Share on other sites

Though you update the VAS to latest version. it keep conflict with mission vas (i.e. weapon restriction just gone when mcc is on).

Though your great effort and contribution. I dare to request to please give the alternate None VAS version.

I'm strongly request Shy. Please give the alternate None VAS version. thank you

Never mind i put latest VAS in MCC and it work just fine no interference.

Edited by kgino1045

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×