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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

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4 hours ago, Dedmen said:

private doesn't initialize any variables. Which is why you should prefer private keyword and initialize right away.

Yes of course, initialize was probably the wrong term.

 

I wonder how this can lead to the nearestObjects error message flooding "0 elements provided, 3 expected" when there is this code:

 

private ["_group", "_buildings ","_max","_i","_wp","_pos"];

_group       = _this select 0;

_pos         = _this select 1;

_buildings = (nearestObjects [_pos, ["house"], 30]);

 

I cannot find the call and cannot do testing (e.g. give _pos a fixed value), because I cannot compile.

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Is the Special Forces module which gives you access to a helmet cam not working? I just get a weird animation when I press the assigned button. Any help?

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So if we're in a state where development basically is non-existent (which I can understand), but also the mod cannot be compiled by a normal human being, it's a bad state.

Shay pls.

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I am having an issue keeping MCC access when using AIS and team switch. Once I switch into a new unit and then back to my original unit access is deleted. It works fine with team switch in  other revive scripts. 

 

I even linked MCC access module with my armor ID but still does not work. Any suggestions.

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How can I add MCC for access to a map object. So I will have the ability to log into MCC if I am next to that object for example a flagpole or a vehicle like a mobile HQ. 

 

I have attempted this code I get the MCC access or the green MCC menu but nothing happens when you attempt to log into it.

 

this addaction ["<t color=""#99FF00"">--= MCC =--</t>",{(_this select 1) setvariable ["MCC_allowed",true]},[],0,false, false, ""];

 

I am so dependent on MCC4 and Zeus now to test play my mission and do just mess around in the editor. I want to switch off to AIS wound system but you will lose MCC access if you enable team switch. Help and thank you avibird.

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It annoying me for months, i used could make the CAS bombing run feature worked fine, but since this years update, everytime i try to using the bombing run, the bombs always dropped 100m short on target, i tried this feature for ever planes, from both mods and default arma stuffs, all have the same issue, and i can not locate what was causing this issue? Do you have any idea which would cause this?

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Is this mod still working?  210 pages is rough to review.  My question besides the above are , if so, can you access a unit config now to up units and stuff? Thanks

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In the lastest build of MCC, I still suffer from the Floating rocks problem(only MCC and CBA are loaded). Anything I can do, please?

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On 10/16/2019 at 3:41 AM, jandrews said:

Is this mod still working?  210 pages is rough to review.  My question besides the above are , if so, can you access a unit config now to up units and stuff? Thanks

It's still functional if that what you are asking. The author doesn't maintance it like he did before, as he is in a different stage in life now and doesn't got the time as before. 
Updates, if will be any in the future,  are rare in the last year

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Yes MCC still works very well. It adds so much to gameplay with a ton of additional options that can be enabled. It is a perfect adjunct to Zeus for real-time editing while playing a mission.

 

The downside is you will get a lot of errors while playing the game through the editor but will not affect gameplay. 

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Anyone looking for a potential fix, simply remove the MCC mod (if you're running it). This removes the following 2 errors:

[BIS_fnc_activateAddons] The function can be activated only through the mission init

[BIS_fnc_moduleCurator] Curator owner not defined, player used instead in single player

See below for further details:

https://github.com/shaygman/MCC_sandbox_modDev/issues/60

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Hi, I found out that when MCC and CBA are loaded together, the floating rocks issue will appear, but when MCC is loaded alone, all seems fine. Is there anything I can do?

 

Some pics about the floating rocks issue(only the lastest workshop MCC and CBA are loaded, and terrain is set to ultra):

https://imgchr.com/i/Qvfasx

https://imgchr.com/i/QvfUQ1

https://imgchr.com/i/QvftzR

https://imgchr.com/i/QvfYW9

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Isn't the floating rocks issue simply the terrain quality being set too low in settings?

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On 12/24/2019 at 4:21 AM, Dedmen said:

Isn't the floating rocks issue simply the terrain quality being set too low in settings?

In these images, terrain quality is set to maximun.

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