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shay_gman

MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

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I have never seen this issue by anybody. Not even when running an mcc night with about 20 people, we did not experience that. Maybe you need to make sure your server is clean of old MCC mission files and is all up tot date with the latest MCC. Maybe there are other mods doing it, but i have not seen this issue at all on an isolated MCC only setup.

There are no lag preventing scripts runnig at all. We are here to give control to teh mission maker, not to bug him :)

Thanks spirit,

Yes i do play only sp.Its cool if you guys cant support my issue here.But i would like to add,its only seems to be morning time when the fog wont leave my screnn/leave return immedietly.

I am running TPW FOG,possibly a conflict?? My grass also gets turned off from time to time(last version did this too). No worries though il try disable TPW later and rest this again maybe it will fix it,if not i just wont make missions in the early morning for a while :)

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Told you it is a miracle I can even post with the internet I have right now. Just got to the university and uploaded from there have fun.

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Told you it is a miracle I can even post with the internet I have right now. Just got to the university and uploaded from there have fun.

Next week when i visit Shay, i go take the latest release with me on a usb stick :)

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*bump* *help* ^^

I have a question: when i place the AC-130 and use the MCC Console Item at first time it works like it should, when i exit the screen to use the AC-130 a bit later nothing shows up on the Console Screen, it just stays black. But numbers and coordinates from the crosshair ar still there, so what i am doing wrong?

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New mod or update v0.4 rc2 available at withSIX. Download now by clicking:

@mcc_sandbox_a3.png

@ Shay_gman;

Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself.

To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work.

For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com.

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@ Shay & Spirit - thanks for yr hard work/update ... appreciated

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When I select groups and delete them, it crashes my server, anyone else experiencing this?

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Hi all

I cannot to understand proper functioning with this version when i want spaw groups

i hit "update a zone", and i draw a zone, i want spawn units and hit button "add" and after that hit "add to zone", A message appear on screen units spawned in grid etc, etc, but Nothing happens :confused:

anybody can you tell me what did I do wrong?

thank you

EDIT resolved the problem. my fault

Great mod

Edited by Rapax

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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; 

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

I have been trying for a week or so to get a PVP mission going, with role selection, that works fine. But i cant seem to figure out what im doing wrong with editing the Weapons available and classes loadout.

I have put it in the Init.sqf to the mission. but somehow i dont think thats correct. as nothing is happening there. Cant seem to understand where to put it :D Any help much appreciated.

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IDK if this has been mentioned but anytime i hijack a unit and that unit gets killed(with me still controlling it) it seems to kick me out back to my own player(as id expect) but then the hijacked unit then spawns at the defined "BASE" and i get forced to control unit again without having a return to player option anymore. could this be due to Far_revive Script? thats the only explanation i can think of.

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When I select groups and delete them, it crashes my server, anyone else experiencing this?

I tested the delete brush on our dedicated and see no errors. Are you running other mods? If so, can you test it without those mods? Can you inform us how you delete? If that is by the delete brush, then with what filter on it? (other etc etc). What did you spawn? Or was it an existing mission with units already on it? What side were the units and was it the same side as you? I cannot seem to reproduce it? Or you use the delete button with multiple group selected in the small window below (with hijack etc)?

Questions, questions. Man, i just read them over myself. That is some questions :)

Edited by spirit6

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I don't know what I could be doing wrong, but I haven't been able to find an answer so far (I guess I've missed it).

But my problem is that whenever I try to save as SQM nothing happens from there, none of my placed units or objects are saved to the clipboard

This is what is saved to the clipboard

version=12;
class Mission
{
   addOns[] = {}; 
   addOnsAuto[] = {}; 
   randomSeed = 68127.4;
   class Intel {}; 
   class Groups
   {
       items= 0;
   };
   class Vehicles
   {
       items= 0;
   };
};
class Intro {
   addOns[] = {}; 
   addOnsAuto[] = {}; 
   randomSeed = 68127.4;
   class Intel {}; 
};
class OutroWin {
   addOns[] = {}; 
   addOnsAuto[] = {}; 
   randomSeed = 68127.4;
   class Intel {}; 
};
class OutroLoose {
   addOns[] = {}; 
   addOnsAuto[] = {}; 
   randomSeed = 68127.4;
   class Intel {}; 
};

I don't really know what is going on, so any help would be appreciated - When I load it in the editor nothing happens.

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is there a way to use MCC without having it screw up the respawning? I mean, just spawn side missions using the mission wizard but respawn works just as it would in the 'clean' mission.

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I am not sure if there is an explanation about this random fog issue. If you have the TPW_MODS installed, it creates the fog at a dew point below a certain degree especially in the morning.

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This looks great. It's the best thing I've seen so far in my search for dynamic missions in ArmA 3. However I've been burnt a bit by all the technical issues surrounding ArmA 3 at the moment (hey, it's a sim and can be fun solving the issues on a good day :icon_rolleyes: ) ... so before I jump in ...

1. Will I be able to easily scale AI usage to match my machine ?

2. Should it work with my SP only game at the moment client/server on the same machine. I am starting a server and client on a 4 core CPU. I've set -cpucount to 4 and set the affinity to 2 cores for the server. Same for the client -cpucount=4 with affinity set to TWO cores. This is because the CPU is Hyperthreaded giving a total of 8 "cores" 4 physical CPU's and 4 Hyperthreads which I split between the server and client. 4 to each of them. 2 physical and 2 Hyperthreads. -exthreads is set to 7 for the client (the server does not use that setting) which is the default for 4 "cores" (2 physical, 2 Hyperthreads).

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1) Would it be possible to add a setting so the player could ensure that the Evac vehicles have their lights turned off? It's a little disconcerting when you pull off a well planned stealth mission, like stealing files and photos, only to have your Evac guys show up on the scene with their high beams on. :)

2) When the "Show Locations" option is set to "No" in the mission generator, a faint small red square still appears over the objective location. Would it be possible to make this marker truly invisible?

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I have a question: when i place the AC-130 and use the MCC Console Item at first time it works like it should, when i exit the screen to use the AC-130 a bit later nothing shows up on the Console Screen, it just stays black. But numbers and coordinates from the crosshair ar still there, so what i am doing wrong?

Is it on SP or MP how much time passed?

I have been trying for a week or so to get a PVP mission going, with role selection, that works fine. But i cant seem to figure out wAhat im doing wrong with editing the Weapons available and classes loadout.

I have put it in the Init.sqf to the mission. but somehow i dont think thats correct. as nothing is happening there. Cant seem to understand where to put it :D Any help much appreciated.

I'll give the role selection more love and care for the next release I'll also check this out. So feel free to add me on Skype and help us do the testing for it.

IDK if this has been mentioned but anytime i hijack a unit and that unit gets killed(with me still controlling it) it seems to kick me out back to my own player(as id expect) but then the hijacked unit then spawns at the defined "BASE" and i get forced to control unit again without having a return to player option anymore. could this be due to Far_revive Script? thats the only explanation i can think of.

SP or MP? Do you mean after you die you respawn as the unit you took control.

I don't know what I could be doing wrong, but I haven't been able to find an answer so far (I guess I've missed it).

But my problem is that whenever I try to save as SQM nothing happens from there, none of my placed units or objects are saved to the clipboard

This is what is saved to the clipboard

version=12;
class Mission
{
   addOns[] = {}; 
   addOnsAuto[] = {}; 
   randomSeed = 68127.4;
   class Intel {}; 
   class Groups
   {
       items= 0;
   };
   class Vehicles
   {
       items= 0;
   };
};
class Intro {
   addOns[] = {}; 
   addOnsAuto[] = {}; 
   randomSeed = 68127.4;
   class Intel {}; 
};
class OutroWin {
   addOns[] = {}; 
   addOnsAuto[] = {}; 
   randomSeed = 68127.4;
   class Intel {}; 
};
class OutroLoose {
   addOns[] = {}; 
   addOnsAuto[] = {}; 
   randomSeed = 68127.4;
   class Intel {}; 
};

I don't really know what is going on, so any help would be appreciated - When I load it in the editor nothing happens.

It because save to SQM saves (for now) only objects spawned with the 3D editor and it looks like you have spawned nothing.

is there a way to use MCC without having it screw up the respawning? I mean, just spawn side missions using the mission wizard but respawn works just as it would in the 'clean' mission.

If you are using the mission version disable BTC revive in the parameters (lobby) the mod version shouldn't screw any respawn previous configuration.

This looks great. It's the best thing I've seen so far in my search for dynamic missions in ArmA 3. However I've been burnt a bit by all the technical issues surrounding ArmA 3 at the moment (hey, it's a sim and can be fun solving the issues on a good day :icon_rolleyes: ) ... so before I jump in ...

1. Will I be able to easily scale AI usage to match my machine ?

2. Should it work with my SP only game at the moment client/server on the same machine. I am starting a server and client on a 4 core CPU. I've set -cpucount to 4 and set the affinity to 2 cores for the server. Same for the client -cpucount=4 with affinity set to TWO cores. This is because the CPU is Hyperthreaded giving a total of 8 "cores" 4 physical CPU's and 4 Hyperthreads which I split between the server and client. 4 to each of them. 2 physical and 2 Hyperthreads. -exthreads is set to 7 for the client (the server does not use that setting) which is the default for 4 "cores" (2 physical, 2 Hyperthreads).

In short yes, in long most likely it will.

1) Would it be possible to add a setting so the player could ensure that the Evac vehicles have their lights turned off? It's a little disconcerting when you pull off a well planned stealth mission, like stealing files and photos, only to have your Evac guys show up on the scene with their high beams on. :)

2) When the "Show Locations" option is set to "No" in the mission generator, a faint small red square still appears over the objective location. Would it be possible to make this marker truly invisible?

The evac helicopter get the default behavior so if no enemy in sight it will stay with lights on – I guess I can add a light on/off switch.

I'll take a look at this marker.

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Where is the Ambush behaviour now? Also can you explain the difference between GAIA and UPSMON? Also how do I enable GAIA?

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Hello i am new to using the MCC system and i would like to know how do i change this error msg: map param for takistan, and all other maps no found. How do i fix it so i can host games with my friends and make custom missions on the fly?

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Where is the Ambush behaviour now? Also can you explain the difference between GAIA and UPSMON? Also how do I enable GAIA?

For GAIA reading i suggest reading our release post (that holds a link): http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3&p=2640711&viewfull=1#post2640711

Ambush functionality does not exist in GAIA (yet). But (might) come on my agenda any day soon. Both GAIA and UPSMON hold simular functionality but are technicaly and in design completely different. I know more about GAIA then about UPSMON as i made it, so comparing i wont do here. There will be a video where i explain more about GAIA soon.

The easiest way to see if GAIA is enabled is in MCC. A group that is under control of GAIA holds a (G) next to its name. To get units/groups under GAIA control just create a zone and spawn in defensive or agressive. GAIA will know herself by analysing the groups every 60 seconds what class the groups is. Teh other way is by selecting a group on the MCC map and push the button 'give to GAIA'. The group will then be under GAIA control.

(a few pages back i explained how to get mortar and CAS helicopters, patrol helicopters active the easy way in any (existing) mission)

Have fun!

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SP or MP? Do you mean after you die you respawn as the unit you took control.

MP, basically if im controlling an ai and I die as the ai then I return to my player. But then the ai respawnsat the default spawn for my player and then im forced to control the ai again but this time with no back to player option.

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i have dropped mcc on my server (newest verions 4) and loaded the game

if im on server (internet online) the menu pops up but doesnt let me login to mcc

i click login and nothing happens

if i go offline it works

my client fps according to pop up window is 44 and the server fps is 0 (online)

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Hey Shay,

I see you have updated MCC to fix the 3D Editor but unfortunately it is still not fixed. I will attach an image to show what is still not working.

http://i.imgur.com/TD9HDjg.png (139 kB)

Those structures will still not show anything under "Class" after selecting one of the structures listed there. Is this still because BIS wont update with the new class names?

Thanks,

OV3RJ0RD

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Hello i am new to using the MCC system and i would like to know how do i change this error msg: map param for takistan, and all other maps no found. How do i fix it so i can host games with my friends and make custom missions on the fly?

Make a zone and set "Area" to "Current Zone" in the mission generator.

That way MCC will create the mission in that zone (and if you make the zone large enough, it will be more or less random on the whole map, I guess)

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