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shay_gman

MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

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Well guys time for an update don't you think?

Change log r10 - Beta:

- Added: Support for Single Player.

- Added: Altis mission and Altis template on mod version.

- Added: MCC is now available in Steam Workshop.

- Added: High command module via Unit managment: set a unit as a commander for its side and he can controll any AI group from the same side.

- Added: Visual effect when opening MCC or changing role in Role Selection.

- Added: Role Selection: officer gain experiance over time equal to the amount of players under his command.

- Added: Role Selection: Pilots and crewman gain experiance over time equal to the ammount of players that are set as cargo in their vehicle while the vehicle is moving.

- Added: Role Selection: Destroying a target that is destroyable by satchels only reward experiance.

- Added: Role Selection: Medics get experiance for healing players.

- Added: Preset in 3D editor "Add Crew (UAV)" use it to spawn a controllable UAV.

- Added: New small items to IED list.

- Added: MCC functions added to the functions libary (debug dialog)

- Fixed: 3D editor mouse wheel wasn't working.

- Fixed: Iran AA team gear used old config

- Fixed: Parachute not working on mod version.

- Fixed: Save gear isn't saving assigned items.

- Fixed: Artillery's that didn't worked.

- Changed: in mission version player need to have a UAV Terminal inorder to access MCC console.

- Changed: Updated minefields to minefields signs.

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

It's a good time to say that I started working on a new PvP project that you'll probably hear about soon... so I have a to split my non existed "free time" even more so have a little patience :cool:

Hey Shay, is there any chance you're thinking about expanding on the 3D Editor a bit more? For example, being able to toggle a setting that "attaches" the camera to the object you're manipulating would be really awesome to have if you're messing with objects that are really high; currently it's very hard and disorientating as you're aiming at the ground beneath the object, not at the object itself. An even simpler fix for this would be adding the ability to change the camera and object spawners' "floor" height via increments of x meters.

Another feature would be the ability to set the angle of objects. It wouldn't have to be complex, merely having a few presets that utilize setVectorDirAndUp would be great. An example would be to force an object on top of another certain object (One that for some reason makes the new object's orientation change when placed) to be facing straight up, kind of like the terrain alignment setting, or making a destroyed vehicle be on its' side.

I don't think i'll change the 3D editor anytime soon, making it a free roam camera would take too much time and at the end you'll either have to control the object with the keyboard and that is a bit clunky or either with the mouse cursor on a 3D space making it as in a modeling tool which is too complicated for the user.

About changing vector there is already a preset called: Flip Object.

Hi shay_gman,

Is there a way to teleport players into vehicles like boat, chopper and plane? If not I would really appreciate you had this capability to the MCC.

Thanks.

Nope there isn't I'll see what I can do about it in the future.

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Awesome thanks for the update Shay!!! I can't wait to try to this out once I get off of work! I did have one question if you got the time to answer it real quick. Is there a way to add custom units/uniforms ( Ie. Hats,Tact Vest) to the Role Selection class array. So once a player hits a certain level it will unlock different items. I am looking to add this for my clans Arma3 D&D style campaign we are starting to run.

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Good afternoon,

Per recommendations I'm using the Play withSix launcher and having this mod installed.

I'm using current DevBranch Arma3Beta

I get script error upon script error though, to the point of unplayable because of the text.

Being new to MCC I can't tell what isn't working, however spawning a fireteam of enemies does work as well as other basic tasks.

The main one I get is

'...tsl - [];

_targets2 = [];

{

if (!isnull |#|_x && alive _x && !captive _x ) then {

File mcc_sandbox_mod\scripts\Init_UPSMON.sqf, line 328

...'

Error Undefined variable in expression: _x

Thanks for the help in advance

---secondly----

OK I got it working manually, but the Play with Six issue remains...just FYI :)

Edited by FocalFury

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Awesome thanks for the update Shay!!! I can't wait to try to this out once I get off of work! I did have one question if you got the time to answer it real quick. Is there a way to add custom units/uniforms ( Ie. Hats,Tact Vest) to the Role Selection class array. So once a player hits a certain level it will unlock different items. I am looking to add this for my clans Arma3 D&D style campaign we are starting to run.

Yes you can . Put the code above or the part you want to change in the init line for the server or for all. The numbers to the left of the class are the level to unlock the items/weapon. If you decide to add a weapon that isn't define in this code you'll have to create a new array with its classname as the name of the array and declare the attachment behavior. The script looks for an array barring the class name of the weapon to decide which attachment to unlock

//******************************************************************************************************************************
//											You can edit between this line and the next
//******************************************************************************************************************************

//---------------------------------------------
//		gears array
//---------------------------------------------
//HandGuns
CP_handguns	= 	call compileFinal str	[
			[0,"hgun_Rook40_F",["16Rnd_9x21_Mag",3]],
		    [10,"hgun_P07_F",["16Rnd_9x21_Mag",3]],
		    [20,"hgun_ACPC2_F",["9Rnd_45ACP_Mag",3]]]; 
publicvariable "CP_handguns"; 				

//------------------------------------------------------------------------------------------------------------------------------
//			Accessory
//------------------------------------------------------------------------------------------------------------------------------
//----------------------------------------------------Rifles----------------------------------------------------------------
CP_arifle_TRG21_F	=	call compileFinal str [
							[[0,""],[3,"optic_Aco"],[4,"optic_Holosight"],[5,"optic_MRCO"],[8,"optic_Hamr"],[9,"optic_Arco"]], //optics
							[[0,""],[9,"muzzle_snds_M"]], //Barrel
							[[0,""],[5,"acc_flashlight"],[9,"acc_pointer_IR"]]	//Attach
							];
publicvariable "CP_arifle_TRG21_F"; 

CP_arifle_Katiba_F	=	call compileFinal str	[
						[[0,""],[3,"optic_ACO_grn"],[4,"optic_Holosight"],[5,"optic_MRCO"],[8,"optic_Hamr"],[9,"optic_Arco"]], //optics
						[[0,""],[9,"muzzle_snds_h"]], //Barrel
						[[0,""],[5,"acc_flashlight"],[9,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_arifle_Katiba_F";

CP_arifle_Mk20_F	=	call compileFinal str	[
						[[10,""],[13,"optic_Aco"],[14,"optic_Holosight"],[15,"optic_MRCO"],[18,"optic_Hamr"],[19,"optic_Arco"]], //optics
						[[10,""],[19,"muzzle_snds_M"]], //Barrel
						[[10,""],[15,"acc_flashlight"],[19,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_arifle_Mk20_F";

CP_arifle_MX_F		=	call compileFinal str	[
						[[20,""],[23,"optic_Aco"],[24,"optic_Holosight"],[25,"optic_MRCO"],[28,"optic_Hamr"],[29,"optic_Arco"]], //optics
						[[20,""],[29,"muzzle_snds_h"]], //Barrel
						[[20,""],[25,"acc_flashlight"],[29,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_arifle_MX_F";

//----------------------------------------------------Carabines----------------------------------------------------------------
CP_arifle_TRG20_F	=	call compileFinal str	[
						[[0,""],[3,"optic_Aco"],[4,"optic_Holosight"],[5,"optic_MRCO"],[8,"optic_Hamr"],[9,"optic_Arco"]], //optics
						[[0,""],[9,"muzzle_snds_M"]], //Barrel
						[[0,""],[5,"acc_flashlight"],[9,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_arifle_TRG20_F";

CP_arifle_Katiba_C_F	=	call compileFinal str[
						[[0,""],[3,"optic_ACO_grn"],[4,"optic_Holosight"],[5,"optic_MRCO"],[8,"optic_Hamr"],[9,"optic_Arco"]], //optics
						[[0,""],[9,"muzzle_snds_h"]], //Barrel
						[[0,""],[5,"acc_flashlight"],[9,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_arifle_Katiba_C_F";

CP_arifle_Mk20C_F	=	call compileFinal str	[
						[[10,""],[13,"optic_Aco"],[14,"optic_Holosight"],[15,"optic_MRCO"],[18,"optic_Hamr"],[19,"optic_Arco"]], //optics
						[[10,""],[19,"muzzle_snds_M"]], //Barrel
						[[10,""],[15,"acc_flashlight"],[19,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_arifle_Mk20C_F";

CP_arifle_MXC_F		=	call compileFinal str	[
						[[20,""],[23,"optic_Aco"],[24,"optic_Holosight"],[25,"optic_MRCO"],[28,"optic_Hamr"],[29,"optic_Arco"]], //optics
						[[20,""],[29,"muzzle_snds_h"]], //Barrel
						[[20,""],[25,"acc_flashlight"],[29,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_arifle_MXC_F";

//----------------------------------------------------GL----------------------------------------------------------------
CP_arifle_TRG21_GL_F	=	call compileFinal str[
						[[0,""],[3,"optic_Aco"],[4,"optic_Holosight"],[5,"optic_MRCO"],[8,"optic_Hamr"],[9,"optic_Arco"]], //optics
						[[0,""],[9,"muzzle_snds_M"]], //Barrel
						[[0,""],[5,"acc_flashlight"],[9,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_arifle_TRG21_GL_F";

CP_arifle_Katiba_GL_F	=	call compileFinal str[
						[[0,""],[3,"optic_ACO_grn"],[4,"optic_Holosight"],[5,"optic_MRCO"],[8,"optic_Hamr"],[9,"optic_Arco"]], //optics
						[[0,""],[9,"muzzle_snds_h"]], //Barrel
						[[0,""],[5,"acc_flashlight"],[9,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_arifle_Katiba_GL_F";

CP_arifle_Mk20_GL_F		=	call compileFinal str[
						[[10,""],[13,"optic_Aco"],[14,"optic_Holosight"],[15,"optic_MRCO"],[18,"optic_Hamr"],[19,"optic_Arco"]], //optics
						[[10,""],[19,"muzzle_snds_M"]], //Barrel
						[[10,""],[15,"acc_flashlight"],[19,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_arifle_Mk20_GL_F";

CP_arifle_MX_GL_F		=	call compileFinal str[
						[[20,""],[23,"optic_Aco"],[24,"optic_Holosight"],[25,"optic_MRCO"],[28,"optic_Hamr"],[29,"optic_Arco"]], //optics
						[[20,""],[29,"muzzle_snds_h"]], //Barrel
						[[20,""],[25,"acc_flashlight"],[29,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_arifle_MX_GL_F";

//----------------------------------------------------MG----------------------------------------------------------------					
CP_arifle_MX_SW_F		=	call compileFinal str[
						[[0,""],[3,"optic_ACO_grn"],[4,"optic_Holosight"],[5,"optic_MRCO"],[8,"optic_Hamr"],[9,"optic_Arco"]], //optics
						[[0,""],[9,"muzzle_snds_h"]], //Barrel
						[[0,""],[5,"acc_flashlight"],[9,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_arifle_MX_SW_F";

CP_LMG_Mk200_F			=	call compileFinal str[
						[[10,""],[13,"optic_Aco"],[14,"optic_Holosight"],[15,"optic_MRCO"],[18,"optic_Hamr"],[19,"optic_Arco"]], //optics
						[[10,""],[19,"muzzle_snds_H_MG"]], //Barrel
						[[10,""],[15,"acc_flashlight"],[19,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_LMG_Mk200_F";

CP_LMG_Zafir_F			=	call compileFinal str[
						[[20,""],[23,"optic_Aco"],[24,"optic_Holosight"],[25,"optic_MRCO"],[28,"optic_Hamr"],[29,"optic_Arco"]], //optics
						[[20,""]], //Barrel
						[[20,""],[25,"acc_flashlight"],[29,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_LMG_Zafir_F";
//----------------------------------------------------Snipers----------------------------------------------------------------
CP_arifle_MXM_F			=	call compileFinal str[
						[[0,"optic_MRCO"],[3,"optic_Hamr"],[6,"optic_Arco"],[9,"optic_SOS"]], //optics
						[[0,""],[9,"muzzle_snds_H"]], //Barrel
						[[0,""],[5,"acc_flashlight"],[9,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_arifle_MXM_F";

CP_srifle_EBR_F			=	call compileFinal str[
						[[0,"optic_MRCO"],[3,"optic_Hamr"],[6,"optic_Arco"],[9,"optic_SOS"]], //optics
						[[0,""],[9,"muzzle_snds_B"]], //Barrel
						[[0,""],[5,"acc_flashlight"],[9,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_srifle_EBR_F";

CP_srifle_LRR_F			=	call compileFinal str[
						[[10,"optic_MRCO"],[13,"optic_Hamr"],[16,"optic_Arco"],[19,"optic_SOS"]], //optics
						[[0,""]], //Barrel
						[[0,""]]	//Attach
						];
publicvariable "CP_srifle_LRR_F";

CP_srifle_GM6_F			=	call compileFinal str[
						[[20,"optic_MRCO"],[23,"optic_Hamr"],[26,"optic_Arco"],[29,"optic_SOS"]], //optics
						[[0,""]], //Barrel
						[[0,""]]	//Attach
						];
publicvariable "CP_srifle_GM6_F";

//----------------------------------------------------SMG----------------------------------------------------------------
CP_SMG_01_F				=	call compileFinal str[
						[[0,""],[5,"optic_Aco"],[10,"optic_Holosight"]], //optics
						[[0,""]], //Barrel
						[[0,""],[10,"acc_flashlight"],[15,"acc_pointer_IR"]]	//Attach
						];
publicvariable "CP_SMG_01_F";

CP_SMG_02_F				=	call compileFinal str[
						[[0,""],[5,"optic_Aco"],[10,"optic_Holosight"]], //optics
						[[0,""]], //Barrel
						[[0,""],[10,"acc_flashlight"],[15,"acc_pointer_IR"]]	//Attach
						];	
publicvariable "CP_SMG_02_F";							
//------------------------------------------------------------------------------------------------------------------------------
//			Roles
//------------------------------------------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------AR---------------------------------------------------------------------------
//primary
CP_ARWeaponWest 	= call compileFinal str	[
					[0,"arifle_MX_SW_F",["100Rnd_65x39_caseless_mag_Tracer",8]],
					[10,"LMG_Mk200_F",["200Rnd_65x39_cased_Box",5]],
					[20,"LMG_Zafir_F",["150Rnd_762x51_Box",5]]
				   ]; 
publicvariable "CP_ARWeaponWest";

CP_ARWeaponEast 	= call compileFinal str 	[
					[0,"arifle_MX_SW_F",["100Rnd_65x39_caseless_mag_Tracer",8]],
					[10,"LMG_Mk200_F",["200Rnd_65x39_cased_Box",5]],
					[20,"LMG_Zafir_F",["150Rnd_762x51_Box",5]]
					]; 
publicvariable "CP_ARWeaponEast";

CP_ARWeaponGuer 	= call compileFinal str	[
					[0,"arifle_MX_SW_F",["100Rnd_65x39_caseless_mag_Tracer",8]],
					[10,"LMG_Mk200_F",["200Rnd_65x39_cased_Box",5]],
					[20,"LMG_Zafir_F",["150Rnd_762x51_Box",5]]
					];
publicvariable "CP_ARWeaponGuer";
//------------------------------------------------------------------------------Rifleman---------------------------------------------------------------------------
//primary
CP_riflemanWeaponWest = call compileFinal str	[
					[0,"arifle_TRG21_F",["30Rnd_556x45_Stanag",9]],
					[10,"arifle_Mk20_F",["30Rnd_556x45_Stanag",9]],
					[20,"arifle_MX_F",["30Rnd_65x39_caseless_mag",9]]
				   ]; 
publicvariable "CP_riflemanWeaponWest";

CP_riflemanWeaponEast = call compileFinal str	[
					[0,"arifle_Katiba_F",["30Rnd_65x39_caseless_green",9]],
					[10,"arifle_Mk20_F",["30Rnd_556x45_Stanag",9]],
					[20,"arifle_MX_F",["30Rnd_65x39_caseless_mag",9]]
				   ]; 
publicvariable "CP_riflemanWeaponEast";

CP_riflemanWeaponGuer = call compileFinal str	[
					[0,"arifle_TRG21_F",["30Rnd_556x45_Stanag",9]],
					[10,"arifle_Mk20_F",["30Rnd_556x45_Stanag",9]],
					[20,"arifle_MX_F",["30Rnd_65x39_caseless_mag"]]
				   ]; 
publicvariable "CP_riflemanWeaponGuer";

//Secondery					   
CP_riflemanWeaponSecWest 	= call compileFinal str	[[0,"",["",0]]];
publicvariable "CP_riflemanWeaponSecWest";

CP_riflemanWeaponSecEast	= call compileFinal str 	[[0,"",["",0]]];
publicvariable "CP_riflemanWeaponSecEast";

CP_riflemanWeaponSecGuer	= call compileFinal str	[[0,"",["",0]]];
publicvariable "CP_riflemanWeaponSecGuer";

//Items
CP_riflemanItmes1			= call compileFinal str	[
							[0,"", []],
							[10,"Binocular", []],
							[20,"Rangefinder", []]];
publicvariable "CP_riflemanItmes1";

CP_riflemanItmes2			= call compileFinal str	[
							[0,"",0],
							[0,"30Rnd_556x45_Stanag",6],
							[0,"30Rnd_65x39_caseless_mag",6],
							[0,"150Rnd_762x51_Box",2],
							[0,"200Rnd_65x39_cased_Box",2],
							[0,"100Rnd_65x39_caseless_mag_Tracer",2]
							];
publicvariable "CP_riflemanItmes2";

CP_riflemanItmes3			= call compileFinal str	[
							[0,"",0],
							[5,"SmokeShell",2],
							[10,"SmokeShellRed",2],
							[10,"SmokeShellGreen",2]];
publicvariable "CP_riflemanItmes3";

CP_riflemanUniformsWest		= call compileFinal str	[
								[[0,""],[20,"NVGoggles"]],		//NV
								[[0,"H_HelmetB_plain_mcamo"],[10,"H_HelmetB_light"],[20,"H_HelmetB"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_PlateCarrier1_rgr"],[10,"V_PlateCarrierGL_rgr"],[20,"V_TacVest_oli"]],	//Vest
								[[0,"B_AssaultPack_mcamo"],[10,"B_Kitbag_mcamo"],[20,"B_Bergen_mcamo"]],	//Backpack
								[[0,"U_B_CombatUniform_mcam"],[10,"U_B_CombatUniform_mcam_tshirt"],[20,"U_B_CombatUniform_mcam_vest"]]	//Uniforms
							];
publicvariable "CP_riflemanUniformsWest";

CP_riflemanUniformsEast		= call compileFinal str	[
								[[0,""],[20,"NVGoggles"]],		//NV
								[[0,"H_HelmetO_ocamo"],[10,"H_HelmetO_oucamo"],[20,"H_HelmetSpecO_blk"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_BandollierB_khk"],[10,"V_HarnessOGL_gry"],[20,"V_HarnessOSpec_gry"]],	//Vest
								[[0,"B_AssaultPack_ocamo"],[10,"B_FieldPack_ocamo"],[20,"B_Carryall_ocamo"]],	//Backpack
								[[0,"U_O_CombatUniform_ocamo"],[10,"U_O_SpecopsUniform_ocamo"],[20,"U_O_SpecopsUniform_blk"]]	//Uniforms
							];
publicvariable "CP_riflemanUniformsEast";

CP_riflemanUniformsGuar		= call compileFinal str	[
								[[0,""],[20,"NVGoggles"]],		//NV
								[[0,"H_HelmetIA"],[10,"H_HelmetIA_net"],[20,"H_HelmetIA_camo"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_PlateCarrier1_rgr"],[10,"V_PlateCarrierSpec_rgr"],[20,"V_TacVest_oli"]],	//Vest
								[[0,"B_AssaultPack_mcamo"],[10,"B_Kitbag_mcamo"],[20,"B_Bergen_mcamo"]],	//Backpack
								[[0,"U_I_CombatUniform"],[10,"U_I_CombatUniform_tshirt"]]	//Uniforms
							];
publicvariable "CP_riflemanUniformsGuar";
//------------------------------------------------------------------------------Corpsman---------------------------------------------------------------------------
CP_corpsmanUniformsWest		= call compileFinal str	[
								[[0,""],[20,"NVGoggles"]],		//NV
								[[0,"H_Booniehat_khk"],[10,"H_Booniehat_mcamo"],[20,"H_Booniehat_ocamo"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_PlateCarrier1_rgr"],[10,"V_PlateCarrierGL_rgr"],[20,"V_TacVest_oli"]],	//Vest
								[[0,"B_AssaultPack_mcamo"],[10,"B_Kitbag_mcamo"],[20,"B_Bergen_mcamo"]],	//Backpack
								[[0,"U_B_CombatUniform_mcam"],[10,"U_B_CombatUniform_mcam_tshirt"],[20,"U_B_CombatUniform_mcam_vest"]]	//Uniforms
							];
publicvariable "CP_corpsmanUniformsWest";

CP_corpsmanUniformsEast		= call compileFinal str	[
								[[0,""],[20,"NVGoggles"]],		//NV
								[[0,"H_Booniehat_khk"],[10,"H_Booniehat_mcamo"],[20,"H_Booniehat_ocamo"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_BandollierB_khk"],[10,"V_HarnessOGL_gry"],[20,"V_HarnessOSpec_gry"]],	//Vest
								[[0,"B_AssaultPack_ocamo"],[10,"B_FieldPack_ocamo"],[20,"B_Carryall_ocamo"]],	//Backpack
								[[0,"U_O_CombatUniform_ocamo"],[10,"U_O_SpecopsUniform_ocamo"],[20,"U_O_SpecopsUniform_blk"]]	//Uniforms
							];
publicvariable "CP_corpsmanUniformsEast";

CP_corpsmanUniformsGuar		= call compileFinal str	[
								[[0,""],[20,"NVGoggles"]],		//NV
								[[0,"H_Booniehat_khk"],[10,"H_Booniehat_mcamo"],[20,"H_Booniehat_ocamo"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_PlateCarrier1_rgr"],[10,"V_PlateCarrierSpec_rgr"],[20,"V_TacVest_oli"]],	//Vest
								[[0,"B_AssaultPack_mcamo"],[10,"B_Kitbag_mcamo"],[20,"B_Bergen_mcamo"]],	//Backpack
								[[0,"U_I_CombatUniform"],[10,"U_I_CombatUniform_tshirt"]]	//Uniforms
							];	
publicvariable "CP_corpsmanUniformsGuar";

//Items
CP_corpsmanItmes1			= call compileFinal str	[[0,"Medikit", ["Medikit",1]]
							];
publicvariable "CP_corpsmanItmes1";

CP_corpsmanItmes2			= call compileFinal str	[	[0,"",0]
							];
publicvariable "CP_corpsmanItmes2";

CP_corpsmanItmes3			= call compileFinal str	[	[0,"SmokeShell",4]
							];
publicvariable "CP_corpsmanItmes3";

//------------------------------------------------------------------------------Marksman---------------------------------------------------------------------------
CP_marksmanUniformsWest		= call compileFinal str	[
								[[0,""],[20,"NVGoggles"]],		//NV
								[[0,"H_HelmetB_light"],[10,"H_Booniehat_khk"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_PlateCarrier1_rgr"],[10,"V_PlateCarrierGL_rgr"],[20,"V_TacVest_oli"]],	//Vest
								[[0,""]],	//Backpack
								[[0,"U_B_CombatUniform_mcam_tshirt"],[20,"U_B_GhillieSuit"]]	//Uniforms
							];
publicvariable "CP_marksmanUniformsWest";

CP_marksmanUniformsEast		= call compileFinal str	[
								[[0,""],[20,"NVGoggles"]],		//NV
								[[0,"H_MilCap_ocamo"],[10,"H_Booniehat_khk"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_BandollierB_khk"],[10,"V_HarnessOGL_gry"],[20,"V_HarnessOSpec_gry"]],	//Vest
								[[0,""]],	//Backpack
								[[0,"U_O_CombatUniform_ocamo"],[20,"U_O_GhillieSuit"]]	//Uniforms
							];
publicvariable "CP_marksmanUniformsEast";

CP_marksmanUniformsGuar		= call compileFinal str	[
								[[0,""],[20,"NVGoggles"]],		//NV
								[[0,"H_HelmetIA_net"],[10,"H_Booniehat_khk"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_PlateCarrier1_rgr"],[10,"V_PlateCarrierSpec_rgr"],[20,"V_TacVest_oli"]],	//Vest
								[[0,""]],	//Backpack
								[[0,"U_I_CombatUniform_tshirt"],[20,"U_I_GhillieSuit"]]	//Uniforms
							];
publicvariable "CP_marksmanUniformsGuar";

CP_marksmanWeaponsWest		 = call compileFinal str	[
							[0,"arifle_MXM_F",["30Rnd_65x39_caseless_mag",9]],
							[10,"srifle_LRR_F",["7Rnd_408_Mag",9]],
							[20,"srifle_GM6_F",["5Rnd_127x108_Mag",9]]
							]; 
publicvariable "CP_marksmanWeaponsWest";

CP_marksmanWeaponsEast		 = call compileFinal str	[
							[0,"srifle_EBR_F",["20Rnd_762x51_Mag",9]],
							[10,"srifle_LRR_F",["7Rnd_408_Mag",9]],
							[20,"srifle_GM6_F",["5Rnd_127x108_Mag",9]]
						   ];	
publicvariable "CP_marksmanWeaponsEast";

//------------------------------------------------------------------------------Specialist---------------------------------------------------------------------------	
CP_specialistItmes1			= call compileFinal str	[[0,"MineDetector",[]]];
publicvariable "CP_specialistItmes1";

CP_specialistItmes2			= call compileFinal str	[[0,"DemoCharge_Remote_Mag",3]];
publicvariable "CP_specialistItmes2";

CP_specialistItmes3			= call compileFinal str	[
							[0,"",0],
							[5,"APERSMine_Range_Mag",2],
							[10,"APERSBoundingMine_Range_Mag",2],
							[15,"ATMine_Range_Mag",2],
							[20,"SLAMDirectionalMine_Wire_Mag",2],
							[25,"SatchelCharge_Remote_Mag",2]];	
publicvariable "CP_specialistItmes3";								
//------------------------------------------------------------------------------Crew---------------------------------------------------------------------------
CP_crewUniformsWest		= call compileFinal str	[
								[[0,""],[10,"NVGoggles"]],		//NV
								[[0,"H_HelmetCrew_B"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_TacVest_khk"]],	//Vest
								[[0,""]],	//Backpack
								[[0,"U_B_CombatUniform_mcam"]]	//Uniforms
							];
publicvariable "CP_crewUniformsWest";

CP_crewUniformsEast		= call compileFinal str	[
								[[0,""],[10,"NVGoggles"]],		//NV
								[[0,"H_HelmetCrew_O"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_BandollierB_khk"]],	//Vest
								[[0,""]],	//Backpack
								[[0,"U_O_CombatUniform_ocamo"]]	//Uniforms
							];
publicvariable "CP_crewUniformsEast";

CP_crewUniformsGuar		= call compileFinal str	[
								[[0,""],[10,"NVGoggles"]],		//NV
								[[0,"H_HelmetCrew_I"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_TacVest_khk"]],	//Vest
								[[0,""]],	//Backpack
								[[0,"U_I_CombatUniform"]]	//Uniforms
							];
publicvariable "CP_crewUniformsGuar";

//------------------------------------------------------------------------------Pilot---------------------------------------------------------------------------
CP_pilotUniformsWest		= call compileFinal str	[
								[[0,""],[5,"NVGoggles"]],		//NV
								[[0,"H_PilotHelmetHeli_B"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_TacVest_khk"]],	//Vest
								[[0,""]],	//Backpack
								[[0,"U_B_HeliPilotCoveralls"]]	//Uniforms
							];
publicvariable "CP_pilotUniformsWest";

CP_pilotUniformsEast		= call compileFinal str	[
								[[0,""],[5,"NVGoggles"]],		//NV
								[[0,"H_PilotHelmetHeli_O"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_BandollierB_khk"]],	//Vest
								[[0,""]],	//Backpack
								[[0,"U_O_PilotCoveralls"]]	//Uniforms
							];
publicvariable "CP_pilotUniformsEast";

CP_pilotUniformsGuar		= call compileFinal str	[
								[[0,""],[5,"NVGoggles"]],		//NV
								[[0,"H_CrewHelmetHeli_I"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_TacVest_khk"]],	//Vest
								[[0,""]],	//Backpack
								[[0,"U_I_CombatUniform"]]	//Uniforms
							];
publicvariable "CP_pilotUniformsGuar";

//primary
CP_pilotWeaponWest = call compileFinal str	[[0,"SMG_01_F",["30Rnd_45ACP_Mag_SMG_01",6]]]; 
publicvariable "CP_pilotWeaponWest";

CP_pilotWeaponEast = call compileFinal str	[[0,"SMG_02_F",["30Rnd_9x21_Mag",6]]]; 
publicvariable "CP_pilotWeaponEast";

//------------------------------------------------------------------------------AT---------------------------------------------------------------------------							
//primary
CP_carabineWeaponWest = call compileFinal str	[
					[0,"arifle_TRG20_F",["30Rnd_556x45_Stanag",9]],
					[10,"arifle_Mk20C_F",["30Rnd_556x45_Stanag",9]],
					[20,"arifle_MXC_F",["30Rnd_65x39_caseless_mag",9]]
					]; 
publicvariable "CP_carabineWeaponWest";

CP_carabineWeaponEast = call compileFinal str	[
					[0,"arifle_Katiba_C_F",["30Rnd_65x39_caseless_green",9]],
					[10,"arifle_Mk20C_F",["30Rnd_556x45_Stanag",9]],
					[20,"arifle_MX_F",["30Rnd_65x39_caseless_mag",9]]
				   ]; 
publicvariable "CP_carabineWeaponEast";

CP_carabineWeaponGuer = call compileFinal str	[
					[0,"arifle_TRG20_F",["30Rnd_556x45_Stanag",9]],
					[10,"arifle_Mk20C_F",["30Rnd_556x45_Stanag",9]],
					[20,"arifle_MXC_F",["30Rnd_65x39_caseless_mag"]]
				   ]; 
publicvariable "CP_carabineWeaponGuer";					   

//Secondery					   
CP_ATWeaponSecWest 	= call compileFinal str	[
					[0,"launch_NLAW_F",["NLAW_F",2]],
					[10,"launch_B_Titan_F",["Titan_AA",2]],
					[20,"launch_B_Titan_short_F",["Titan_AT",2]]];
publicvariable "CP_ATWeaponSecWest";

CP_ATWeaponSecEast 	= call compileFinal str	[
					[0,"launch_RPG32_F",["RPG32_F",2]],
					[10,"launch_B_Titan_F",["Titan_AA",2]],
					[20,"launch_B_Titan_short_F",["Titan_AT",2]]];
publicvariable "CP_ATWeaponSecEast";

CP_ATWeaponSecGuer 	= call compileFinal str	[
					[0,"launch_NLAW_F",["NLAW_F",2]],
					[10,"launch_B_Titan_F",["Titan_AA",2]],
					[20,"launch_B_Titan_short_F",["Titan_AT",2]]];
publicvariable "CP_ATWeaponSecGuer";

//------------------------------------------------------------------------------Officer---------------------------------------------------------------------------
//primary
CP_officerWeaponWest = call compileFinal str	[
					[0,"arifle_TRG21_GL_F",["30Rnd_556x45_Stanag",9,"1Rnd_HE_Grenade_shell",6]],
					[10,"arifle_Mk20_GL_F",["30Rnd_556x45_Stanag",9,"1Rnd_HE_Grenade_shell",6]],
					[20,"arifle_MX_GL_F",["30Rnd_65x39_caseless_mag",9,"1Rnd_HE_Grenade_shell",6]]
				   ]; 
publicvariable "CP_officerWeaponWest";

CP_officerWeaponEast = call compileFinal str	[
					[0,"arifle_Katiba_GL_F",["30Rnd_65x39_caseless_green",9,"1Rnd_HE_Grenade_shell",6]],
					[10,"arifle_Mk20_GL_F",["30Rnd_556x45_Stanag",9,"1Rnd_HE_Grenade_shell",6]],
					[20,"arifle_MX_GL_F",["30Rnd_65x39_caseless_mag",9,"1Rnd_HE_Grenade_shell",6]]
				   ]; 
publicvariable "CP_officerWeaponEast";

CP_officerWeaponGuer = call compileFinal str	[
					[0,"arifle_TRG21_GL_F",["30Rnd_556x45_Stanag",9,"1Rnd_HE_Grenade_shell",6]],
					[10,"arifle_Mk20_GL_F",["30Rnd_556x45_Stanag",9,"1Rnd_HE_Grenade_shell",6]],
					[20,"arifle_MX_GL_F",["30Rnd_65x39_caseless_mag",9,"1Rnd_HE_Grenade_shell",6]]
				   ];
publicvariable "CP_officerWeaponGuer";				   


//Items
CP_officerItmes1		= call compileFinal str	[
							[0,"Binocular", []],
							[10,"Rangefinder", []],
							[20,"Laserdesignator", ["Laserbatteries",1]]];
publicvariable "CP_officerItmes1";

CP_officerItmes2		= call compileFinal str	[
							[0,"1Rnd_Smoke_Grenade_shell",2],
							[0,"1Rnd_SmokeRed_Grenade_shell",2],
							[0,"1Rnd_SmokeGreen_Grenade_shell",2],
							[10,"UGL_FlareWhite_F",2],
							[10,"UGL_FlareCIR_F",2]];
publicvariable "CP_officerItmes2";								

CP_officerUniformsWest	= call compileFinal str	[
								[[0,""],[20,"NVGoggles"]],		//NV
								[[0,"H_Cap_brn_SPECOPS"],[10,"H_Cap_blk"],[20,"H_Beret_grn_SF"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_PlateCarrier1_rgr"],[10,"V_PlateCarrierGL_rgr"],[20,"V_TacVest_oli"]],	//Vest
								[[0,"B_AssaultPack_mcamo"],[10,"B_Kitbag_mcamo"],[20,"B_Bergen_mcamo"]],	//Backpack
								[[0,"U_B_CombatUniform_mcam"],[10,"U_B_CombatUniform_mcam_tshirt"],[20,"U_B_CombatUniform_mcam_vest"]]	//Uniforms
							];
publicvariable "CP_officerUniformsWest";

CP_officerUniformsEast	= call compileFinal str	[
								[[0,""],[20,"NVGoggles"]],		//NV
								[[0,"H_MilCap_ocamo"],[10,"H_Cap_blk"],[20,"H_Beret_grn_SF"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_BandollierB_khk"],[10,"V_HarnessOGL_gry"],[20,"V_HarnessOSpec_gry"]],	//Vest
								[[0,"B_AssaultPack_ocamo"],[10,"B_FieldPack_ocamo"],[20,"B_Carryall_ocamo"]],	//Backpack
								[[0,"U_O_CombatUniform_ocamo"],[10,"U_O_SpecopsUniform_ocamo"],[20,"U_O_OfficerUniform_ocamo"]]	//Uniforms
							];
publicvariable "CP_officerUniformsEast";

CP_officerUniformsGuar	= call compileFinal str	[
								[[0,""],[20,"NVGoggles"]],		//NV
								[[0,"H_Cap_grn"],[10,"H_Cap_blk"],[20,"H_Beret_grn_SF"]],	//Head
								[[0,""],[0,"G_Combat"],[10,"G_Tactical_Black"],[20,"G_Sport_Blackred"]],	//Goggles
								[[0,"V_PlateCarrier1_rgr"],[10,"V_PlateCarrierSpec_rgr"],[20,"V_TacVest_oli"]],	//Vest
								[[0,"B_AssaultPack_mcamo"],[10,"B_Kitbag_mcamo"],[20,"B_Bergen_mcamo"]],	//Backpack
								[[0,"U_I_CombatUniform"],[10,"U_I_CombatUniform_tshirt"]]	//Uniforms
							];
publicvariable "CP_officerUniformsGuar";

You can change the number of required players in squad by overwriting this:

//---------------------------------------------
//		numbers of roles
//---------------------------------------------
CP_availablePilots 				= 100;
CP_availableCrew 				= 100; 

CP_officerPerGroup				= 1; 
CP_officerMinPlayersInGroup		= 1; 

CP_ARPerGroup					= 2; 
CP_ARMinPlayersInGroup			= 3; 

CP_riflemanPerGroup				= 30; 
CP_riflemanMinPlayersInGroup	= 0; 

CP_ATPerGroup					= 2; 
CP_ATMinPlayersInGroup			= 4; 

CP_CorpsmanPerGroup				= 2; 
CP_CorpsmanMinPlayersInGroup	= 3; 

CP_MarksmanPerGroup				= 1; 
CP_MarksmanMinPlayersInGroup	= 5; 

CP_SpecialistPerGroup			= 2; 
CP_SpecialistMinPlayersInGroup	= 4; 

Good afternoon,

Per recommendations I'm using the Play withSix launcher and having this mod installed.

I'm using current DevBranch Arma3Beta

I get script error upon script error though, to the point of unplayable because of the text.

Being new to MCC I can't tell what isn't working, however spawning a fireteam of enemies does work as well as other basic tasks.

The main one I get is

'...tsl - [];

_targets2 = [];

{

if (!isnull |#|_x && alive _x && !captive _x ) then {

File mcc_sandbox_mod\scripts\Init_UPSMON.sqf, line 328

...'

Error Undefined variable in expression: _x

Thanks for the help in advance

---secondly----

OK I got it working manually, but the Play with Six issue remains...just FYI :)

Yeah I know the version on Play with Six is very outdated I hope Sickboy will find the time to sort it soon.

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Guest

Thanks for sending us the newest version :cool:

Updated release frontpaged on the Armaholic homepage.

PS: missions and mod combined in one 7z archive

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

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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Is it possible to create multiple tasks for the player that complete automatically when you are within 20meters of them? Sorta like a "go here" task. I'm trying to find a solution to creating a multiple waypoint system, so I can create multiple "waypoints" that disappear when you are near them.

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Thanks Shay!

---------- Post added at 01:24 ---------- Previous post was at 01:14 ----------

I only have one problem... when i try to request for artillery now i get this error message:

'...ndom )2;

[[[netid_requestor,_reqestor]|#|r, "splash03"], "MCC_fnc_globalsay3D", t...'

Error Missing ]

File Missing ]

File mcc_sandbox_mod\bon_artillery\bon_arti_request.sqf, line 88

This didn't happen before... Other than this everything works so far for me.

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Hey guys, is it not possible to remove objects within an area in the latest version? In an older version I used the delete button often to clear an entire area of old objects and dead units / vehicles etc. but I can't find anything like that using the latest version.

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Thanks Shay!

---------- Post added at 01:24 ---------- Previous post was at 01:14 ----------

I only have one problem... when i try to request for artillery now i get this error message:

'...ndom )2;

[[[netid_requestor,_reqestor]|#|r, "splash03"], "MCC_fnc_globalsay3D", t...'

Error Missing ]

File Missing ]

File mcc_sandbox_mod\bon_artillery\bon_arti_request.sqf, line 88

This didn't happen before... Other than this everything works so far for me.

Good to hear, i'll fix it.

Hey guys, is it not possible to remove objects within an area in the latest version? In an older version I used the delete button often to clear an entire area of old objects and dead units / vehicles etc. but I can't find anything like that using the latest version.

Not in this version i'll add it to my TO-DO list.

great idea for a addon Only Prob is People miss using This while playing On Other poeples servers! Which is not cool at all!

There is no harm connecting with MCC to a server that isn't runing it. As MCC is a dialog with the server if the server isn't runing MCC you can't do anything with it not even logging in.

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Not in this version i'll add it to my TO-DO list.

Great to hear, one of my favorite thing's about the old MCC was that I could create a dynamic mission and cleanup afterwards as well so we didn't need to restart the mission. Maybe along with the delete-everything-in-zone button we could also have a "Cleanup all objects" button that removes anything that MCC has spawned? would be neat.

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Is it possible to add the action menu prompt for opening MCC via the debug menu, or failing that call the MCC window from the debuger? When I take control of a new unit I've placed with MCC they don't have access to the MCC menu.

EDIT: Never mind, I found if you plug this into the debugger, it will add the option to your action menu:

mcc_actionInedx = player addaction ["> Mission generator", MCC_path + "mcc\dialogs\mcc_PopupMenu.sqf",[], 0,false, false, "teamSwitch","vehicle _target == vehicle _this"];

Edited by KareemOWheat

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Thanks for the update. It fixed many issues I was having and I'm enjoying myself even more while using the mod. I need some help. Since I started using MCC, I made missions for myself and didn't need all the fancy mission briefing with UAV cinematics nor creating tasks/waypoints,also not needing triggers and using all that good stuff on page 3 in the mission generator. All I did was create a zone, spawn some hostiles, go in and clear the zone and DONE. Mission over. Now I'm playing with a unit and want to make top notch missions with briefings, markers, triggers, succeed a mission, etc. The embarrassing thing is I don't know how to use the stuff on page 3. Well I did figure out some stuff that I picked up from Shay's youtube tutorial. It just isn't enough to accomplish what I'm going for. Is there someone that can help me with advanced instructions or point me to the direction to get the proper help? I would greatly appreciate it.

Also Shay I found 2 issues that I'm having.

1) when I try to group up some players for a HALO jump, if halfway works. Meaning, if I group 4 players for the jump, maybe 2 will do the jump or sometimes 1, but never the full group.

2) When I try to add a waypoint with cinematics on the tasks generator, I get an error(Script mcc/pop_menu/tasks_req.sqf not found)

In advance, thanks for any assistance.

By the way, I saw where you mentioned about adding a [CLEAR/DELETE] button to remove unwanted objects, dead bodies, and zones. I hope you add this feature because it would help by cleaning up areas during a mission in progress, which helps reduce FPS droppage, and not restarting the server(especially when hosting a large group).

Edited by FTW_PHOENIX

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There is a manual in the first post it's for the A2 MCC but most of the functions are more or less the same.

Most of the function have explanation in them once you hover your mouse cursor on them.

I'll do my best to add some more tutorials and maybe in game help.

Regarding your error report:

1. does all of the player runing MCC when you try to make a HALO insertion?

2. I'll check the broken script issue.

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There is a manual in the first post it's for the A2 MCC but most of the functions are more or less the same.

Most of the function have explanation in them once you hover your mouse cursor on them.

I'll do my best to add some more tutorials and maybe in game help.

Regarding your error report:

1. does all of the player runing MCC when you try to make a HALO insertion?

2. I'll check the broken script issue.

Oops, I didn't check to see if there was a pdf manual on the 1st page, thanks for that. I think I speak for everyone that we'd be very grateful if you would make more tutorial vids(especially advanced step by step tutorials) to assist us in properly using the MCC mod. PLEASE more vids!

Yes, every player that joins my server is required to have MCC. The problem also occurs when I use the parachute feature.

I just want to say thanks for the hard work you are putting into this mod. I do not have the time nor the patience to learn how to make missions and add scripts in the 2d editor, and this mod allows me to easily and quickly build missions on the fly(usually under 10 min.). My friends and I enjoy using MCC. Keep up the good work! Oh, and please continue adding more features. Lets make MCC a one stop shop mod for ARMA 3!

EDIT...I just glanced at the PDF manual and noticed the SF module for HALO in arma 2. Is this module needed to HALO in arma 3 or is it just for the PIP feature? Which leads to my next question, could you incorporate more features for the SF module, like adding the HALO feature(not the parachute) and scripting it to be undetectable to hostile AI, adding tactical hand signals, adding a stealthier scripted feature that allows the player to get very close to hostile AI and take them down with a silenced weapon without alerting the rest of the hostile AI in the area(they can only be alerted by visual contact), and adding a drag and drop feature to move downed hostiles out of view to also prevent alerting AI to your presence. To me, Special Forces are the quintessential BAD ASSES and should be represented as such.

Also, have you put much thought in bringing back construction HQ? My friends and I had many hours enjoying the feature in arma 2 and it would be nice to see it added in arma 3.(just a thought).

EDIT #2...Shay, I just found another error. It's with FOB. I set a WEST respawn location at one location, then tried setting a FOB at another location and get this error(Script mcc\general_scripts\mcc_start_location.sqf not found)

EDIT #3...Getting error when using brush in marker generator(No Entry 'bin\config.bin/CfgMarkerBrushes.Empty)

Edited by FTW_PHOENIX

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I've been Googling for a while without any luck so I apologize if this is a dumb question.

Using Arma 3 Beta development branch (.... maybe that IS the issue)

Loading MCC via the steam workshop route

Start game and load the mission, all I ever get is "no player was selected"

Tried the @mod route, I see CBA but no MCC module to drop.

What am I doing wrong.

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@me.... resolved. Not sure how, just started over with everything. No beta beta, either.

@raging... installed as a mod it is available at all times. The beauty of MCC in ArmA II was that you could make a simple mission with just one unit (you) and populate the world as you wanted. The ArmA world is simply the canvas, MCC is the paint.

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MP Mission version - Altis: Access

Hello

In the Mp mission version . Where is the place when i put the names to restrict access to mcc?

Its posible that only to access to all the units in mission with only login?

Thanks

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I did use CBA, i found out it didnt extract the files right. (not sure why)

But it works now ;D

may i ask did you get the ac130 and uav to work with cam view coz i dont get any live feed and i dont no why i call it in open mcc click ac130 or the mav and all i get is balck screen i can fire and that but no live feed

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MP Mission version - Altis: Access

Hello

In the Mp mission version . Where is the place when i put the names to restrict access to mcc?

Its posible that only to access to all the units in mission with only login?

Thanks

In the mission version you can't limit acess only in the mod version by placing the Acess module, read about it in the manual in first post.

Although you can't limit the MCC access to specific unit/player MCC is still limited to one user at the time. If you logged as the mission maker no one can steal your MCC powers while you are logged in.

may i ask did you get the ac130 and uav to work with cam view coz i dont get any live feed and i dont no why i call it in open mcc click ac130 or the mav and all i get is balck screen i can fire and that but no live feed

Did you open the MCC (menu 3) picked the UAV/AC clicked spawn then clicked on the map for the desire location and then and only then you opened MCC Console?

@me.... resolved. Not sure how, just started over with everything. No beta beta, either.

@raging... installed as a mod it is available at all times. The beauty of MCC in ArmA II was that you could make a simple mission with just one unit (you) and populate the world as you wanted. The ArmA world is simply the canvas, MCC is the paint.

Good to hear Lawndartleo

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How can i initialize an .sqf file thats not included in MCC console? Im trying to run the ammo crate filler script on an empty HEMMIT in the 3d editor but it will not run. It just gives me an error.

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