dreadpirate 173 Posted September 20, 2020 1 hour ago, avibird 1 said: Is there a way to have gaia contol over editor placed groups rather than using the gaia button in the command interface. I know about the standalone gaia but I want to have access to the full MCC4 mod. Is there a way to give contol to group from the editor. If I run MCC4 mod and use jebus or standalone the time for generating waypoints within the zones can be over 10 minutes. Does anyone have any ideas. You can use the same commands you use with the script version eg (group this) setVariable ["GAIA_ZONE_INTEND", ["1", "FORTIFY"]]; Share this post Link to post Share on other sites
avibird 1 137 Posted September 20, 2020 Hey dreadpirate the issue I think is your script that call for gaia zones and the standalone template there is a big delay if I have the MCC4 mod running. I use the MCC4 mod for a bunch in game. I never setup zones in MCC4 that is always in the editor with editor placed units and zones is using Jebus. It's a sad day I think I need to remove MCC4 from my mission lineup of mod's. Share this post Link to post Share on other sites
john85oc 28 Posted September 25, 2020 Hello, I have in the last time play much MCC Mission Generated Missions, and sometimes if the Task say Destroy Weaponchaches/Tanks you cant Destroy them. The Only way its to Remove that Task...Its that Bug knowing? Share this post Link to post Share on other sites
avibird 1 137 Posted September 27, 2020 Can anyone please answer this question for me. If you use MCC4 mod but still use editor placed groups and give them to GAIA using the editor codes from Jebus or standalone (codelines) how long does it take for GAIA to initiate waypoints I am getting a very long time like 7-10 minutes for like 15 groups. All works great once the groups get the waypoints and the generation of waypoints is a lot faster if the groups get respawn back into the mission but the initial generation of waypoints take a long time. If I just use standalone version 1-2 minutes but I want to use the whole mod I love this mod👍👍 any feedback would be greatly appreciated Share this post Link to post Share on other sites
avibird 1 137 Posted October 11, 2020 Does the cover system and climbing jumping system still work! I have not used it in a while it does not seem to be working??? Share this post Link to post Share on other sites
GamerOnkel 100 Posted November 15, 2020 Can you make a setting function so that you can switch on and off fire caused by ammunition? Share this post Link to post Share on other sites
rainbow47 20 Posted February 14, 2021 Great mod!! Two questions: 1) Is my AI squad automatically controlled by Gaia? If yes, how can I exclude them from Gaia to keep control over my units? 2) WhenI create a mission in the editor, can I already create a Zone which I can later use ingame for the mission generator? Thanks Share this post Link to post Share on other sites
tortuosit 485 Posted November 27, 2021 Does it still work, is it worth debugging on my side? Had some absence from ArmA; Ambient Warzone only generates question marks on the MCC map and that new? frontline generator generates nothing... thx. Share this post Link to post Share on other sites
avibird 1 137 Posted January 29, 2022 Yes it still works very good but starting to get script errors and some of functions are not working now. I would say 85% of the functions still work and it's has a lot of functions. It's a shame that it is not being up kept anymore and eventually if Arma 3 continues to get a few more updates it's only time and a few updates away 😐😢🤢 Share this post Link to post Share on other sites
albert546 0 Posted February 12 https://files.fm/u/r3nkn2d3t - When i start a pre charged mission, that appears and the mission can't be created... Please help me, i don't speak english perfectly, but i'm really gonna be mad if not fix that error. I watch a solution everywhere and nothing:(( Share this post Link to post Share on other sites
avibird 1 137 Posted February 12 Albert546 as you can see I have been using MCC and GAIA for a while unfortunately I have stopped using it because of too many bugs to many issues with other scripts. This was my main to mods I use for a while. MCC had it all and GAIA was the bust patrol script but both of them have not been worked on for a while and we have too many issues now. Do yourself a favor and find alternative scripts and mods to replace it you'll save yourself some problems in the long run. Sincerely Avibird Share this post Link to post Share on other sites
Nemanjic 68 Posted February 22 @avibird 1 I completely understand your point, but please, considering that I am using GAIA as same as a breathing system, can you point out some examples? What can I expect to be broken exactly? GAIA templates work for me on the stable branch as they should for years now. I give to GAIA almost every aspect of enemy actings on the field. Defense and offense operations, transportation, and use of artillery, zoning, and other operational things. Simply - giving GAIA everything I get back everything. Detailed and randomized of course. So if things start to be broken I am in big trouble. The only thing GAIA is not good for is garrisoning but here are very good ways to do that.. tog garrison scrpt, etc Share this post Link to post Share on other sites
avibird 1 137 Posted February 23 Are you using the stand alone version script of Gaia or the MCC mod ? Share this post Link to post Share on other sites
Nemanjic 68 Posted February 24 Both. But MCC using only a few functions during making missions [teleport, watching movements, etc] Share this post Link to post Share on other sites