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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

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I'm not getting any function out of the "Join" button, I try clicking it, then the unit I want to join, then I click the player and nothing happens. I've tried dragging like in the 2d editor, etc and can't figure out why it isn't work?

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Request: Can you add a 5 and 10 second artillery delay? It's currently 0 or 20 with nothing in-between.

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I can't mission.sqm anymore. I mean I can, but I can't load them. The game crashes and says something about "...Missing "}" " or something similar.

Very annoying because it means I cant use MCC plus Zeus anymore.

My SQM:

version=12;
class Mission
{
   addOns[] = {}; 
   addOnsAuto[] = {}; 
   randomSeed = 71962.4;
   class Intel   
   {             
       resistanceWest=1;
       resistanceEast=0;
       startWeather=0;
       startFog=0;
       startWind=0;
       startWindDir=0;
       startRain=0;
       startLightnings=0.00683775;
       startWaves=0.1;
       startGust=0;
       forecastWeather=0;
       forecastWind=0;
       forecastWaves=0.1;
       rainForced=1;
       lightningsForced=1;
       wavesForced=1;
       windForced=1;
       year=2013;
       month=5;
       day=15;
       hour=10;
       minute=17;
       startFogDecay=0.0049333;
       forecastFogDecay=0.0049333;
   };           
   class Groups
   {
       items= 0;
   class Vehicles
   {
       items= 22;
       class Item0
       {
            position[]={28005.4,0.000540733,22315};
            azimut=357.128;
            id=0;
            side= "EMPTY";
            vehicle="RoadBarrier_F";
            skill=0.6;
            offsetY=0.000299931;
       };
       class Item1
       {
            position[]={28002.3,0.0157237,22314.8};
            azimut=357.784;
            id=1;
            side= "EMPTY";
            vehicle="RoadBarrier_F";
            skill=0.6;
            offsetY=0.0167127;
       };
       class Item2
       {
            position[]={27999.3,0.042748,22314.6};
            azimut=357.593;
            id=2;
            side= "EMPTY";
            vehicle="RoadBarrier_F";
            skill=0.6;
            offsetY=0.0417295;
       };
       class Item3
       {
            position[]={27996.1,0.00335264,22314.4};
            azimut=357.193;
            id=3;
            side= "EMPTY";
            vehicle="RoadBarrier_F";
            skill=0.6;
            offsetY=0.00331926;
       };
       class Item4
       {
            position[]={28005.8,0.00300288,22304.8};
            azimut=357.298;
            id=4;
            side= "EMPTY";
            vehicle="RoadBarrier_F";
            skill=0.6;
            offsetY=0.00296783;
       };
       class Item5
       {
            position[]={28002.7,-0.00284243,22304.6};
            azimut=357.62;
            id=5;
            side= "EMPTY";
            vehicle="RoadBarrier_F";
            skill=0.6;
            offsetY=-0.00288224;
       };
       class Item6
       {
            position[]={27999.7,0.000317097,22304.3};
            azimut=357.493;
            id=6;
            side= "EMPTY";
            vehicle="RoadBarrier_F";
            skill=0.6;
            offsetY=0.000203371;
       };
       class Item7
       {
            position[]={27996.6,-0.000464439,22304.1};
            azimut=357.106;
            id=7;
            side= "EMPTY";
            vehicle="RoadBarrier_F";
            skill=0.6;
            offsetY=-0.000555992;
       };
       class Item8
       {
            position[]={28007.5,0.0179954,22312.9};
            azimut=266.672;
            id=8;
            side= "EMPTY";
            vehicle="RoadBarrier_F";
            skill=0.6;
            offsetY=0.0172174;
       };
       class Item9
       {
            position[]={28007.7,-0.00298786,22309.7};
            azimut=266.759;
            id=9;
            side= "EMPTY";
            vehicle="RoadBarrier_F";
            skill=0.6;
            offsetY=-0.00301647;
       };
       class Item10
       {
            position[]={28008,-0.00307131,22306.6};
            azimut=266.509;
            id=10;
            side= "EMPTY";
            vehicle="RoadBarrier_F";
            skill=0.6;
            offsetY=-0.0030961;
       };
       class Item11
       {
            position[]={28004.3,0.014894,22301};
            azimut=0.0749172;
            id=11;
            side= "EMPTY";
            vehicle="Land_Cargo20_sand_F";
            skill=0.6;
            offsetY=0.0146809;
       };
       class Item12
       {
            position[]={28000.7,0.000846148,22302.6};
            azimut=359.915;
            id=12;
            side= "EMPTY";
            vehicle="Land_MetalBarrel_F";
            skill=0.6;
            offsetY=0.000851154;
       };
       class Item13
       {
            position[]={28000.6,0.000809908,22303.3};
            azimut=359.937;
            id=13;
            side= "EMPTY";
            vehicle="Land_MetalBarrel_F";
            skill=0.6;
            offsetY=0.000809669;
       };
       class Item14
       {
            position[]={28006.5,0.0125778,22303.2};
            azimut=0.00274585;
            id=14;
            side= "EMPTY";
            vehicle="Land_WaterTank_F";
            skill=0.6;
            offsetY=0.0125542;
       };
       class Item15
       {
            position[]={28003.2,0.0013268,22303.3};
            azimut=359.997;
            id=15;
            side= "EMPTY";
            vehicle="Land_WaterTank_F";
            skill=0.6;
            offsetY=0.0013268;
       };
       class Item16
       {
            position[]={28000.4,0.000633955,22300.3};
            azimut=0.0314387;
            id=16;
            side= "EMPTY";
            vehicle="Land_MetalBarrel_F";
            skill=0.6;
            offsetY=0.000633478;
       };
       class Item17
       {
            position[]={28000.5,0.000690222,22299.4};
            azimut=359.993;
            id=17;
            side= "EMPTY";
            vehicle="Land_MetalBarrel_F";
            skill=0.6;
            offsetY=0.00069356;
       };
       class Item18
       {
            position[]={27999.8,0.000725031,22299.8};
            azimut=359.993;
            id=18;
            side= "EMPTY";
            vehicle="Land_MetalBarrel_F";
            skill=0.6;
            offsetY=0.000728607;
       };
       class Item19
       {
            position[]={27998.7,0.00073576,22300.1};
            azimut=359.993;
            id=19;
            side= "EMPTY";
            vehicle="Land_MetalBarrel_F";
            skill=0.6;
            offsetY=0.000739336;
       };
       class Item20
       {
            position[]={27999,0.000737906,22299.5};
            azimut=359.953;
            id=20;
            side= "EMPTY";
            vehicle="Land_MetalBarrel_F";
            skill=0.6;
            offsetY=0.000741243;
       };
       class Item21
       {
            position[]={27999.7,0.00102425,22303.7};
            azimut=0.0222306;
            id=21;
            side= "EMPTY";
            vehicle="Land_MetalBarrel_F";
            skill=0.6;
            offsetY=0.00103974;
       };
   };
};
class Intro {
   addOns[] = {}; 
   addOnsAuto[] = {}; 
   randomSeed = 71962.4;
   class Intel {}; 
};
class OutroWin {
   addOns[] = {}; 
   addOnsAuto[] = {}; 
   randomSeed = 71962.4;
   class Intel {}; 
};
class OutroLoose {
   addOns[] = {}; 
   addOnsAuto[] = {}; 
   randomSeed = 71962.4;
   class Intel {}; 
};

What I can see in Poseidon is, that the "}" from the "class Mission {" is 'missing'. But it isn't. Its before "class Intro {"!

Help!!

Yeah you are missing } at the end of CfgGroups. It is fixed for the upcoming version but my advice until the new version is readt – put one unit and then save .

Is it possible to disable those blue waypoint lines when opening the MCC console? I tried it by adjusting Settings in the MCC Console with "show friendly wp" but that doesnt work. Any idea?

They are shown to the commander who is holding the console so if you don't want the player to see the waypoint he shouldn't have control over the intended group (mark the group and press "player" so it will not be under the player's control).

Most awesome tool ever created by mankind (right after the wooden stick to scratch your back)!

Question though! I'm using the Mod version and I'm trying to make players as editable objects for Zeus (to be able to link them with AI units) and I can't have it work.

I've tried Add Editable Object module... to no avail!

Also, I'm wondering why when I die and respawn, there's two MCC options in the action menu.

Thanks a million!

If the players are running MCC they should automatically added to MCC_curator.

Hello !

First I'd like to thank you for your work, MCC is a great tool.

I however have a question, I'm using MCC as an addon, I'd like to use it with VTS. Everything seems to work with VTS (Virtual Training Space by Letranger) as mission + MCC as addon, but is there a way to assign the MCC Console to a player ? Or is it determined when selecting roles ?

Thank you,

El Tyranos

MCC Console is made for players and not the mission maker. It is an item under the items – use VAS, arsenal or the MCC's cargo system (from 3D editor or Zeus) to spawn the item.

The className of the item is MCC_Console.

I'm not getting any function out of the "Join" button, I try clicking it, then the unit I want to join, then I click the player and nothing happens. I've tried dragging like in the 2d editor, etc and can't figure out why it isn't work?

You should first click on the group/unit in the list to your left (it will turn blue) then press join then press another unit/group on the list.

The list shows only the units of the groups selected from the map interface.

Request: Can you add a 5 and 10 second artillery delay? It's currently 0 or 20 with nothing in-between.

yes_we_cat-t2.jpg

Edited by shay_gman

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They are shown to the commander who is holding the console so if you don't want the player to see the waypoint he shouldn't have control over the intended group (mark the group and press "player" so it will not be under the player's control).

Thanks, that fixed it :) Finally. Whole map was screwed with those blue lines^^

1 Question to the mission Wizard: is it possible to adjust a respawn or something to avoid reloading savegame over and over again when died?

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I registered solely because I cannot use this mod. It says (And I quote)

You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.mcc_sandbox

I have CBA and it still refuses to run. Can someone please help me with this?

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Can you add some way to add large items to Cargo,as if say I like to add a C-RAM to a large transport vehicle, I can place a veihcle,and as F3F just pick it up (or some script)and place it in cargohold and maybe with a usermade Cover ontop of it?

Maybe adding some way to Controll, big,static guns with a "Mando Gun" system. Radar,connected to several guns/and or missiles that could be handed to to Player+a semi-human controlled ei system that that asked permission to fire before openong fire,thus making it

a mission with some surprisses for the player ( a little as a Long Range Radar System)

On another note;Is it possible that you could make it so that we can scare the enemy with just one shot ,that dòesen`t kill him,and take him captured? Some way to make sure he`s allways made prisoner?

Could we take a Player captured,if he get shot once,and his Ai team mate is at his limit Stamina and the rest

is owerpowered?

I would be nice if there was some way to auto-defend an area against Air,some way to make AA-missile troops to have som pre-defined way to disperse and defend against pesky air assets.

Some way to make a 360* zone around helicopters,please.

Could we get ONE,BIG Bag of Lightsticks-100+,please?

A way to make AI use those handheld flares,and use some interpretation of (maybe) Mapmarkers--if I make an Arrow-they make one at a position.

That way we can simulate Marine Recon ,that Recced the target ahead of time.

Could we get some kind of Flare System to warn the area is being infiltrated-like Razor Wire/barbwire.

Would be very usefull.Maybe with some mines in high grass,some without the tell-tale triangle.

Edited by Teddybear1

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I registered solely because I cannot use this mod. It says (And I quote)

You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.mcc_sandbox

I have CBA and it still refuses to run. Can someone please help me with this?

MCC runs as a mod or as a mission. CBA is not needed at all. So start arma with addon @mcc or download the mission and have no addons at all.

---------- Post added at 01:02 AM ---------- Previous post was at 01:01 AM ----------

Can you add some way to add large items to Cargo,as if say I like to add a C-RAM to a large transport vehicle, I can place a veihcle,and as F3F just pick it up (or some script)and place it in cargohold and maybe with a usermade Cover ontop of it?

Maybe adding some way to Controll, big,static guns with a "Mando Gun" system. Radar,connected to several guns/and or missiles that could be handed to to Player+a semi-human controlled ei system that that asked permission to fire before openong fire,thus making it

a mission with some surprisses for the player ( a little as a Long Range Radar System)

On another note;Is it possible that you could make it so that we can scare the enemy with just one shot ,that dòesen`t kill him,and take him captured? Some way to make sure he`s allways made prisoner?

Could we take a Player captured,if he get shot once,and his Ai team mate is at his limit Stamina and the rest

is owerpowered?

I would be nice if there was some way to auto-defend an area against Air,some way to make AA-missile troops to have som pre-defined way to disperse and defend against pesky air assets.

Some way to make a 360* zone around helicopters,please.

Could we get ONE,BIG Bag of Lightsticks-100+,please?

A way to make AI use those handheld flares,and use some interpretation of (maybe) Mapmarkers--if I make an Arrow-they make one at a position.

That way we can simulate Marine Recon ,that Recced the target ahead of time.

Could we get some kind of Flare System to warn the area is being infiltrated-like Razor Wire/barbwire.

Would be very usefull.Maybe with some mines in high grass,some without the tell-tale triangle.

You Sir, leave me clueless :) I hope shay will kick in here :P

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Hi

Impressive mod this is! I have a question regarding statistics not showing up ('P'). Getting killed do get registered but killing others doesn't. I'm guessing the focus might be in persistent stats via inidbi but thats not an option for people on dedicated linux servers since inidbi is Windows only. Googling for this issue in general give me lots of hits on people that want to hide the stats for immersion. Personally I find it annoying that "P" and the map screen shows "Statistics" that are very blank except for my deaths and I think all or most of my vehicle kills, no enemy infantery kills though. Removing the excellent mod fixes the issue thus I have to accept it. Checked around in the .pbo can't find any obvious grabs for kill events, maybe I'm blind. And from what I see there's not much on inidb other than to run it's init.sqf if it's available.

Also another thing about the evac system. I asked to get dropped 100 m out in the sea, got dropped 2 meters out and almost died on impact, next try 100m more out but the pilot decided to drop me on the only small island available 150 m to the side, this time instant killed, to me it seems AI is amazingly stupid pilots in general in arma. Checked the video for guidance on precise evac pickup using smoke. Every time I've tried it the chopper teases me, comes in for landing a 5-10 m up it decides it wan'ts to land a few hundred m away. If I use it for pickup it's gonna be enginge off landing and I'll simply have to run to wherever it decides to land. :-D

Thanxs for an amazing mod! :)

/Tony

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Can you add some way to add large items to Cargo,as if say I like to add a C-RAM to a large transport vehicle, I can place a veihcle,and as F3F just pick it up (or some script)and place it in cargohold and maybe with a usermade Cover ontop of it?

Maybe adding some way to Controll, big,static guns with a "Mando Gun" system. Radar,connected to several guns/and or missiles that could be handed to to Player+a semi-human controlled ei system that that asked permission to fire before openong fire,thus making it

a mission with some surprisses for the player ( a little as a Long Range Radar System)

On another note;Is it possible that you could make it so that we can scare the enemy with just one shot ,that dòesen`t kill him,and take him captured? Some way to make sure he`s allways made prisoner?

Could we take a Player captured,if he get shot once,and his Ai team mate is at his limit Stamina and the rest

is owerpowered?

I would be nice if there was some way to auto-defend an area against Air,some way to make AA-missile troops to have som pre-defined way to disperse and defend against pesky air assets.

Some way to make a 360* zone around helicopters,please.

Could we get ONE,BIG Bag of Lightsticks-100+,please?

A way to make AI use those handheld flares,and use some interpretation of (maybe) Mapmarkers--if I make an Arrow-they make one at a position.

That way we can simulate Marine Recon ,that Recced the target ahead of time.

Could we get some kind of Flare System to warn the area is being infiltrated-like Razor Wire/barbwire.

Would be very usefull.Maybe with some mines in high grass,some without the tell-tale triangle.

Nope you left me clueless too, I can understand what you ask for but most of it if not all of it is not in MCC scope of work.

Hi

Impressive mod this is! I have a question regarding statistics not showing up ('P'). Getting killed do get registered but killing others doesn't. I'm guessing the focus might be in persistent stats via inidbi but thats not an option for people on dedicated linux servers since inidbi is Windows only. Googling for this issue in general give me lots of hits on people that want to hide the stats for immersion. Personally I find it annoying that "P" and the map screen shows "Statistics" that are very blank except for my deaths and I think all or most of my vehicle kills, no enemy infantery kills though. Removing the excellent mod fixes the issue thus I have to accept it. Checked around in the .pbo can't find any obvious grabs for kill events, maybe I'm blind. And from what I see there's not much on inidb other than to run it's init.sqf if it's available.

Also another thing about the evac system. I asked to get dropped 100 m out in the sea, got dropped 2 meters out and almost died on impact, next try 100m more out but the pilot decided to drop me on the only small island available 150 m to the side, this time instant killed, to me it seems AI is amazingly stupid pilots in general in arma. Checked the video for guidance on precise evac pickup using smoke. Every time I've tried it the chopper teases me, comes in for landing a 5-10 m up it decides it wan'ts to land a few hundred m away. If I use it for pickup it's gonna be enginge off landing and I'll simply have to run to wherever it decides to land. :-D

Thanxs for an amazing mod! :)

/Tony

The scoreboard issue shouldn't be related to MCC. To enable scoreboard in MP you need the "netStats=1" in your server.Arma3Profile or respawnDialog = 0; in the description.ext file in your mission.

Regarding Evac: paradrop isn't accurate just like in RL, if you want accurate landing use freefall as in HALO. The precise landing for helicopters with or without smoke grenade is scripted so the AI flying the helicopter doesn't even know he landed so if you issue a get in command for an AI to board the helicopter when he is in precise landing he will try to find a suitable place to land there for he will lift up and look for a landing spot – which will look at your end as trolling.

So if you are playing with AI use either land(engine on) or land(engine off) for pickups or the last two plus helocasting, paradrop or fast rope for insertions.

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I registered solely because I cannot use this mod. It says (And I quote)

You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.mcc_sandbox

I have CBA and it still refuses to run. Can someone please help me with this?

To me it sounds like you try to resume a saved mission from a time where you had MCC loaded as a mod but now you do not have MCC loaded?

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I am wanting to use the VAS script in MCC and edit the config file so that there are more than 10 save slots.

I understand that I need to edit the config file, but I cannot find it anywhere. I've checked the config and functions viewer in the editor but I cannot find the VAS config file anywhere.

Could someone point me in the right direction?

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Most awesome tool ever created by mankind (right after the wooden stick to scratch your back)!

Question though! I'm using the Mod version and I'm trying to make players as editable objects for Zeus (to be able to link them with AI units) and I can't have it work.

I've tried Add Editable Object module... to no avail!

Also, I'm wondering why when I die and respawn, there's two MCC options in the action menu.

Thanks a million!

If the players are running MCC they should automatically added to MCC_curator.

Thanks for the answer! :)

I've re-tested it just to make sure.

In MCC_Template mission it effectively works like charm.

In custom made missions, when I open MCC then Zeus, it does not.

My own character doesn't appear as an editable object in Zeus.

Just create a new mission in editor, put only a player unit then load it, log into MCC then open Zeus.

Notice your character is not an editable Zeus object.

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HI masters,

How I remove or change my briefing texts?

I'm using MCCv7.

Best regards

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hi :)

how can i get the mission generator to spawn multiple objectives at custom locations ?

for example (secure HVT at zone1 & destroy AA at zone 2) is this possible ?

respectfully

Madcap37

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hi :)

how can i get the mission generator to spawn multiple objectives at custom locations ?

for example (secure HVT at zone1 & destroy AA at zone 2) is this possible ?

respectfully

Madcap37

@Madcap - move the objectives see Shay's video:

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@shay_gman I don't know if this was mention but is there any compatibility with the ArmA 3 Map Pack - A3MP and the ArmA 3 Map Pack - Additional Pack for generating missions as when I was using it in our squads server it seemed to give us errors, it mentioned something about spawning issues for the Chernarus map we were on.

Thanks.

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Thanks for the answer! :)

I've re-tested it just to make sure.

In MCC_Template mission it effectively works like charm.

In custom made missions, when I open MCC then Zeus, it does not.

My own character doesn't appear as an editable object in Zeus.

Just create a new mission in editor, put only a player unit then load it, log into MCC then open Zeus.

Notice your character is not an editable Zeus object.

Thanks i'll check it out.

HI masters,

How I remove or change my briefing texts?

I'm using MCCv7.

Best regards

You can't remove briefing that is an engine limitation. Once a new briefings have been generated they will be the first in to show in the briefing menu but the old briefings will still be below them.

@shay_gman I don't know if this was mention but is there any compatibility with the ArmA 3 Map Pack - A3MP and the ArmA 3 Map Pack - Additional Pack for generating missions as when I was using it in our squads server it seemed to give us errors, it mentioned something about spawning issues for the Chernarus map we were on.

Thanks.

There is compatibility with any map or units addon. The A3 maps don't have config entry for map size so the mission generator fails to find a safe position so you'll have to create a zone first (you can just make a big zone covers all the map) and then choose the generate the mission in the specific zone and not in the whole map.

Why Russian addon from the suddan are fractions East? And how does this change? this addon http://forums.bistudio.com/showthread.php?148045-Russians

Aren't Russians are east faction?!

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if i build a mission with mcc and assign gaia to control the units on the map , does the players that join the mission have to have mcc installed , to see the units being gaia controlled ?

hope this makes any sense :) pretty tired

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if i build a mission with mcc and assign gaia to control the units on the map , does the players that join the mission have to have mcc installed , to see the units being gaia controlled ?

hope this makes any sense :) pretty tired

On a dedicated server, the server needs MCC for GAIA to work. Clients are not needed for GAIA itself. I am however not sure what you ask with "can see being controlled by GAIA". To "see" units controlled by GAIA you need MCC on the client side and be logged into MCC.

---------- Post added at 05:46 PM ---------- Previous post was at 05:44 PM ----------

I was told my mod (http://forums.bistudio.com/showthread.php?180195-Arma-2-LAV-25-Port/page7) doesn't work with MCC.

Do i need to do anything particular to get it to work in MCC?

I am not sure what you mean with "not work with MCC". For MCC to use groups, the addon must have groups defined. For MCC to create a crew, the vehicle must have crew defined. For a vehicle to be used by a faction it must be used by that faction. (see groups) This defining is done in the config file of the addon. (there are some magic tricks by shay in it but this is the raw deal ) :). This requirement is however not really MCC unique. Most BIS stuff would need that also.

---------- Post added at 05:47 PM ---------- Previous post was at 05:46 PM ----------

You made an incredibly work !

Then we hope you will incredible vote for us when we push our MCC into the Addon contest of BIS:)

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I am not sure what you mean with "not work with MCC". For MCC to use groups, the addon must have groups defined. For MCC to create a crew, the vehicle must have crew defined. For a vehicle to be used by a faction it must be used by that faction. (see groups) This defining is done in the config file of the addon. (there are some magic tricks by shay in it but this is the raw deal ) :). This requirement is however not really MCC unique. Most BIS stuff would need that also.

I am just as puzzled as you are because i'm not the one who had the problem but another player.

I don't have any groups defined for my mod but the rest obviously is.

I have the standard crewmen from BIS and faction defined.

If CfgGroups are necessary then i guess that's why it doesn't work.

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