dreadpirate 171 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 1 124 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 25 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 1 124 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 1 124 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 483 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 1 124 Posted January 29 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