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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

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i dont have the option to secure hostage, could somebody confirm this or i doing wrong. :confused:

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i dont have the option to secure hostage, could somebody confirm this or i doing wrong. :confused:

Did you press interaction button once again after initially pressing it?Havnt used it yet,but doesnt the second interaction stage make ai join group?And at that point secure is option.

Shot in the dark this havnt tried yet.

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I am doing:

- open from zeus or 3d editor

-insert unit

-press add preset

unit its with his hands up but i have no option to secure, I'd swear is how the works.

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Hello. First and foremost, I must say MCC Sandbox is probably my favorite mod for Arma. It gives me everything I need to hop into a map and just start playing without having to build and script something in the editor for hours on end. My infinite thanks to its makers!

My reason for posting (beyond thanks) is I'm having a CTD issue with the armed offroad as used by CAF Aggressors. The CTD's started within the past two days since I began playing around with r10 (I've been putting it off). I believe it has something to do with the caching system. The reason I believe this is:

I use an empty map with player character and Arsenal attached to an ammo crate. I create a zone and generate a simple mission (acquire intel). If I tell the mission generator to add vehicles, then an error will pop up on my screen during generation (something about turret optics), and the game will crash as I near the objective area. If I tell the generator not to add vehicles, then no error or crash occurs. If I SPAWN a single, occupied armed offroad within a zone, then a crash will occur either after a short period of time OR after being within a certain proximity of the vehicle. I'm not sure which, though I suspect proximity. If I CREATE and place by hand a single, occupied armed offroad, then no crash occurs. The crash also occurs when using the occupy zone option.

Relevant files are: 2014-11-01_09-36-15.rpt, 2014-11-01_09-36-15.mdmp, and 2014-11-01_09-36-15.bidmp.

My first assumption is always that I am doing something wrong. I have been using the same mods for ages, and have made few changes recently. The only change I made since this issue began was to disable ASR AI in favor of GAIA. Again, the reason I am posting here is because the crashes only occur when using MCC's mission generator, occupy zone, and any other MCC option of spawning a unit which potentially cache's the unit rather than placing it directly on the map. I will continue testing things in what uneducated ways I can and post here if I discover anything further that might be relevant. I would greatly appreciate any assistance in solving this issue. Thank you.

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Been super excited about the past few updates, although the most recent update seemed to have broke being able to spawn CAF Aggressor groups. They still show up in the primary selection, but the groups or individual units no longer show.

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Been super excited about the past few updates, although the most recent update seemed to have broke being able to spawn CAF Aggressor groups. They still show up in the primary selection, but the groups or individual units no longer show.

If you use pw6, I think you can revert back to the previous version. Someone in this thread a few pages back hosted the previous (r9) version in a dropbox if you load mods straight from armaholic.

If you want to keep using r10, a workaround is to go into Mission Generator and change factions there. You'll get the usual 'blink' of MCC as it resets to make your faction choice available. Then head back into the main MCC console to spawn units.

The authors have got this issue and a few others they're ironing out; a fix should be here before long.

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Question shay_gman / spirit6.

Would it be possible to maintain a changelog on the opening post?

I'm always struggling to see if there's a new version (and what's new).

As of yet, one needs to shuffle through all last 5-6 pages to see when was the last update and what it covered.

Thanks!

Looking forward r10 fix :)

r10 addition are awesome!

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If you use pw6, I think you can revert back to the previous version. Someone in this thread a few pages back hosted the previous (r9) version in a dropbox if you load mods straight from armaholic.

If you want to keep using r10, a workaround is to go into Mission Generator and change factions there. You'll get the usual 'blink' of MCC as it resets to make your faction choice available. Then head back into the main MCC console to spawn units.

The authors have got this issue and a few others they're ironing out; a fix should be here before long.

I am sure they are on it, in the meantime I will give the workaround a try

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Hi Shay. If there's a faction that has its own dedicated helicopters, like the newly released RHS Russians with all the helicopters it has, would it be possible to use that faction's helicopters when you spawn a reinforcement group? I think that right now it still uses the vanilla helos. Maybe an option to choose which helo you want them to use, sort of like your evac options... Just a thought.

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First, the hot fix is here - so download it.

I've added some modules to easily enable/disable MCC features and also to build spawn locations from the 2D editor.

Download Link - MP Mission version - Stratis:

https://www.dropbox.com/s/vk1makz2q2vnfpn/mcc_sandbox.Stratis.pbo

Download Link - MP Mission version - Altis:

https://www.dropbox.com/s/d25xly1ln63dgd6/mcc_sandbox.altis.pbo

Download Link - MP/SP Mod version:

https://www.dropbox.com/s/cbpinx8knu5fw42/%40mcc_sandbox.rar

Change Log:

Change log r10 hotfix:
- Fixed grenade bug.
- Fixed change faction bug.
- Re-add the mission templates to the mod version (arma 2 maps included).
- Fixed MCC isn't working while hijacking AI.

- Added new modules: 
	Start location - instead of calling funcitons just place that module on the map to predefine a start location for each side. 
	Settings(MCC) - Predfine MCC settings and enable/disable MCC features. 
	Settings(GAIA)- Predfine GAIA settings and enable/disable GAIA features.

shay_gman, i asked earlier not sure if you missed it, but when Generating missions, the zones are visible to my in both the map and console. Can i disable this? This is in SP mode. I also check the mission settings part of the console and it didn't seem to make any difference by me hiding the markers there for groups. BTW yes i am selecting hide markers during mission generating. I'd appreciate some guidance here.

Well if you are the mission maker it is kind of logical that you can see the zones. MCC was build for MP but we'll see what can we do about it.

The new revised update will add advanced features reinforcements? Or this option need not wait until the next full update?

First of all you already have this reinforcements: create a zone a bit far from the OP spawn some opfor squads and some Opfor vehicles (with drivers) and GAIA will call them when needed to the OP.

Spirit is the guy to ask if he can do the same with helicopters.

MCC Sandbox seems to break the High Command module is there a fix ? I can't see the squads icons inside command mode.

It might, but why won't you just use the commander console it is like High Command but better. If you don't know how then: open Squad Menu (default P or Shift+P) assign yourself as a commander for your side. Now from MCC itself once you right click on a group you have the "player" button, press it and a (p) icon will appear in-front of the group name in MCC or just pick several groups and press the "give to player" button next to the create new zone button.

Now the commander from the group side can control it from the Commander console - double click the map to assign way-points or right click the group icon for more info/actions.

How come i can't access the MCC menu when i hijack an ai in multiplayer? it shows up on the action menu but when i click it nothing happens.

Thanks, fixed.

I am doing:

- open from zeus or 3d editor

-insert unit

-press add preset

unit its with his hands up but i have no option to secure, I'd swear is how the works.

Menu actions have been removed in the last update as they don't hold for JIP and replaced by interaction key (by default "c" or "shift+c") you should press it once next to any object or hold it for more information - I suggest you look at the video here. Anyway you should hold the interaction button while next to the hostage, zip-cuff him and escort him.

Hello. First and foremost, I must say MCC Sandbox is probably my favorite mod for Arma. It gives me everything I need to hop into a map and just start playing without having to build and script something in the editor for hours on end. My infinite thanks to its makers!

My reason for posting (beyond thanks) is I'm having a CTD issue with the armed offroad as used by CAF Aggressors. The CTD's started within the past two days since I began playing around with r10 (I've been putting it off). I believe it has something to do with the caching system. The reason I believe this is:

I use an empty map with player character and Arsenal attached to an ammo crate. I create a zone and generate a simple mission (acquire intel). If I tell the mission generator to add vehicles, then an error will pop up on my screen during generation (something about turret optics), and the game will crash as I near the objective area. If I tell the generator not to add vehicles, then no error or crash occurs. If I SPAWN a single, occupied armed offroad within a zone, then a crash will occur either after a short period of time OR after being within a certain proximity of the vehicle. I'm not sure which, though I suspect proximity. If I CREATE and place by hand a single, occupied armed offroad, then no crash occurs. The crash also occurs when using the occupy zone option.

Relevant files are: 2014-11-01_09-36-15.rpt, 2014-11-01_09-36-15.mdmp, and 2014-11-01_09-36-15.bidmp.

My first assumption is always that I am doing something wrong. I have been using the same mods for ages, and have made few changes recently. The only change I made since this issue began was to disable ASR AI in favor of GAIA. Again, the reason I am posting here is because the crashes only occur when using MCC's mission generator, occupy zone, and any other MCC option of spawning a unit which potentially cache's the unit rather than placing it directly on the map. I will continue testing things in what uneducated ways I can and post here if I discover anything further that might be relevant. I would greatly appreciate any assistance in solving this issue. Thank you.

We'll check it out but most likely it something with the addon and not MCC.

Question shay_gman / spirit6.

Would it be possible to maintain a changelog on the opening post?

I'm always struggling to see if there's a new version (and what's new).

As of yet, one needs to shuffle through all last 5-6 pages to see when was the last update and what it covered.

Thanks!

Looking forward r10 fix :)

r10 addition are awesome!

Added to first post.

Hi Shay. If there's a faction that has its own dedicated helicopters, like the newly released RHS Russians with all the helicopters it has, would it be possible to use that faction's helicopters when you spawn a reinforcement group? I think that right now it still uses the vanilla helos. Maybe an option to choose which helo you want them to use, sort of like your evac options... Just a thought.

Time will tell, as time is the main problem.

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Just thought I'd mention how completely badass the weather / environmental brushes are. Wow.

It's an entirely new spectrum of difficulty levels. Thanks and looking forward to r10!

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@eduardcomando: It is a module available in the editor.

Place a module down (where you wish the plane to touch down) and line it up with the direction of the runway (i.e. For the narrow runway at Altis airport landing from the south the module would need to be placed somewhere around grid position 141158, at approx 45 degrees). You need to make sure that the placement radius is set to zero and then give the runway a name (this is shown on the ILS). In game (as a pilot) pressing your MCC interaction key will bring up a dialogue box with your runway listed, select the runway and the ILS becomes active and visible, waypoints are generated and marked on your map. Follow them, line up and glide in....

Edited by VIPeR2511
spelling mistake

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well...could someone tell me how to capture an enemy with r10?I tried press the interaction key toward an enemy but nothing happen.Do i need to have some items in my inventory?

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well...could someone tell me how to capture an enemy with r10?I tried press the interaction key toward an enemy but nothing happen.Do i need to have some items in my inventory?

A rifle? hahaha sorry mate couldnt resist;)

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I have a bit of a noob question. In the 3D editor, when I try and change the faction of the unit I want to drop, nothing happens. I still get the same list of units(In this case, its the PG PMCS) regardless of which faction is selected from the drop down menu. Would this be caused from a mod conflict? Like RHS:E, alive(no modules present in mission), blastcore or tracercore? Or am I missing something very obvious?

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A rifle? hahaha sorry mate couldnt resist;)

i bet you don't know the answer too:bounce3:

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I have a bit of a noob question. In the 3D editor, when I try and change the faction of the unit I want to drop, nothing happens. I still get the same list of units(In this case, its the PG PMCS) regardless of which faction is selected from the drop down menu. Would this be caused from a mod conflict? Like RHS:E, alive(no modules present in mission), blastcore or tracercore? Or am I missing something very obvious?

Re download the mod again i've released an update last night.

well...could someone tell me how to capture an enemy with r10?I tried press the interaction key toward an enemy but nothing happen.Do i need to have some items in my inventory?

Well capturing AI is done by three steps:

First, you'll need to subdue the suspect, in order to that you'll need to press the interaction key while holding a gun (yeah you'll need a gun :)) to his face, now each AI have its own courage which calculated by the side of the AI, as civilians will be more cooperatives then enemies and friendly forces will not comply at all. The courage is then calculated by the AI damage, a wounded person is more likely to surrender then healthy one and by the unit rank and the amount of another units in his group.

Once the AI surrender he'll will raise his hands up. If the unit refuse to surrender you can change one of the factors such as killing its comrades, shooting his legs or using a non-lethal weapons against him such as flash-bangs or bean bags shotgun rounds (by default the purple's Baneli shotgun 6rounds ""prpl_6Rnd_12Gauge_Slug") .

Once the AI subdue he will raise his hands and drop his weapons, now you'll have to approach him and hold MCC interaction key. Now you'll have the option to restrain him and zip-cuff him. Unrestrained AI might flee or pick up their weapons and fight you again.

After restraining the suspect you can hold the interaction key again while close to the AI to order him to join your group. You can't have more than 2 hostages per group.

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Guest

Updated release frontpaged on the Armaholic homepage.

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

We have also "connected" these pages to your account (shay_gman) 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!

** Note:

since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic.

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Hi! Are there any variables I can put in init.sqf to stop certain popups from MCC, like the EOD class box when you spawn as an explosive specialist, and the server sync hint when you join? And any others like them?

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First of all you already have this reinforcements: create a zone a bit far from the OP spawn some opfor squads and some Opfor vehicles (with drivers) and GAIA will call them when needed to the OP.

Spirit is the guy to ask if he can do the same with helicopters.

Of course it is possible, but it isn't really convenient.)) It would be simpler to consider number of enemies in a zone. At achievement (reduction) of the necessary number of enemies arrives reinforcements. The helicopter arrives or there comes the truck with enemies. Such realization will keep effect of surprise and a variety.

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Hi Shay,

I see in the notes for the hotfix we should be able to disable/enable GAIA features. But I think I'm having issues with GAIA changing the skill of AI units, and overwriting the AI skill mods I already use.

Is it possible stop MCC/GAIA from controlling the skill of AI?

Cheers,

Walker

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Hi! Are there any variables I can put in init.sqf to stop certain popups from MCC, like the EOD class box when you spawn as an explosive specialist, and the server sync hint when you join? And any others like them?

Nope, we might add more options later.

Of course it is possible, but it isn't really convenient.)) It would be simpler to consider number of enemies in a zone. At achievement (reduction) of the necessary number of enemies arrives reinforcements. The helicopter arrives or there comes the truck with enemies. Such realization will keep effect of surprise and a variety.

Indeed but it will take some work, I see if i'll find the time for that.

Hi Shay,

I see in the notes for the hotfix we should be able to disable/enable GAIA features. But I think I'm having issues with GAIA changing the skill of AI units, and overwriting the AI skill mods I already use.

Is it possible stop MCC/GAIA from controlling the skill of AI?

Cheers,

Walker

GAIA isn't changing AI settings not MCC. The AI settings are for MCC defaul ai skill while spawning so if you haven't spawn AI via MCC the ai skill will not change.

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