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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

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New version release frontpaged on the Armaholic homepage.

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We have also "connected" these pages to your account (shay_gman) 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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We are having an issue spawning units through the MCC console using the headless client. We are a couple version back, but I do not see anything regarding fixes or changes for headless client interaction. The main reason we are not using the latest version is that we are using xMedSys, and I do not think the latest version of MCC likes xMed as it interferes with the medical system or injury system running in MCC. I will say, it seems that we can use the 3D editor to place units on the headless client.. just not the MCC console.

Could you give us any suggestions on how we can fix this?

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Hi Shay, i hope you're in good form buddy. I have a question when i try to use your MCC4 mod it never work for me. In modules list i have only 2 options which are Access Rights and Special forces. But on several youtube videos i noticed there should be 4 options in modules could you please help me. Thanks in Advance :)

You got the right version the other modules were absolute and have been removed.

So the changes made have helped a lot Shay. Almost everything I was having issues with, has been resolved. The only thing left is the shelf thing. The placement fix is working awesome but I'm still having the weird shifting once they are exported. I'm not bug reporting here and I don't expect you to burn a bunch of time on something as small as this but if it looks like an easy quick fix then cool, but if not don't worry about it I can just go back to building them oldschool; the height adjustment fix was good enough for me and I'm grateful you even bothered. So here are two images the laser pointers on the right shelf and objects on the ground in front of the left shelf were all done in 2D. The objects on the bottom of the left shelf were placed in MCC.

http://cloud-2.steampowered.com/ugc/595910305709907026/8A37457316C0AC8D85A3091450AD36733053C7C9/ (547 kB)

http://cloud-2.steampowered.com/ugc/595910305709948529/F5C857A65F443F345D32CAE37E26E4F00C4A3441/ (558 kB)

Can you share a dropbox link with your mission.sqm (do not use any mods when you save it so I could test it please).

Thx, will test this version with HC. Would be cool if someone could make a tutorial with triggers. As simple as mcc trigger function looks like, i dont get them to work. Like "if player walks in trigger area, all ai in Z1 should attack Z2 and if Z2 no enemy present they should attack Z3, if Z3 enemy free they should wait until player move in another trigger", each with a message to players and some reinforments and moving the spawnpoint for players to the Zone they cleared. some sort if this trigger stuff...

It easy:

Create 3 zones: z1, z2, z3.

Spawn some AI in Z1.

Create a trigger with "west present" give it a name and draw it on the desired location. Now move Z1 on top of Z2 it won't move buy it will say "Action captured". Now press "Stop capturing" and you got your first trigger.

Create another trigger this time with "Opfor not present" and draw it over Z2. Now move Z1 on top of Z3 and press stop capturing.

Now you have 2 triggers one for west present in the zone and the other one opfor not present in the zone the AI in Z1 will move according to it.

Thanks for the update shay,

I have made a mission with editor(2d) placed units/obects,then go in to preview,create a mission with the mcc generator.copy and paste the mission info to my mission sqm in douments,load the mission and crash with an error regarding what i just pasted about mcc zones.

Am i doing it correctly?Basically im simply trying to save the mission wizard info(units/objects)and combine it with my own mission,then hitting preview or scenario and having everything ready to go.

Apoligies i know its been asked before but i cant get my head around it

---------- Post added at 12:06 ---------- Previous post was at 11:26 ----------

EDIT iv realised its easier than using mission sqm. but when i make a mission with mission wizard,and copy the pasted data to say a note pad,and abort,come back into mission and paste that last info in the clipboard,the units and objectives are not showing.just the zone markers.

Can you share a dropbox link with your mission.sqm (do not use any mods when you save it so I could test it please).

Playing around with recent update id like to add that all the units placed by mcc are respawning even when not set to do so.

---------- Post added at 16:35 ---------- Previous post was at 16:31 ----------

edit-only seems to effect units placed by mission generator

We still can't reproduce what you have reported please give us a step by step description of what you've asked.

I still cant spawn HC directly to the map. Still working if i call Drop in support, the helicopters spawn on HC. Mission generator also dont spawn on HC... hmm :-/

Also button2 is already used by xMedSYS, this is not very good :-(

Mission generator spawn on the server and not on HC. Custom spawns can be chosen if you want them to spawn on the server or HC.

Hey Shay, when i try to login i get error:

[bIS_fnc_MPexec] Function 'mcc_fnc_login' does not exist

could you please have a look.

You probably don't have MCC on the server or you are running an older version on the server.

hi

i have couple probleme here

when i try to use the new veriosn of parachute like in the video is not working for me

prcsion i select my group ai + 2 other group of ai (im leader only of my group)

message error

if (isnull _unit) exitwith {};

if (!|#| local _unit || !alive \plane ) exitwith {...'

file mcc_sandbox_mod\mcc\fnc\general\fn _realparadropplayer.sqf , line19

error local : type group expected opbject

is working when i select only my group (see cinematic ;jump with parachute jsut me not the ai of my group still in helico)

same probleme with halo and teleport different message error

last one ;problme with save mission to profile i dont load

thanks

Are you playing on single player. I can assure you that parachute and teleports work (As you can see in the video) maybe something wrong with the installation or the server isn't running MCC?

when ever i put in the new mcc it seems to be the old mcc... no matter where i download it :/ why????

Have you tried PlaywithSix, Armaholic or the download links here?

So, random problem:

I'm trying to use the respawn template "MenuPosition", which allows players to select Zeus placed spawn points (It's an AAF campaign, and I find Zeus to be faster for setting objects as spawn points like vehicles at the moment which I why I prefer this method of spawn selection for players).

Things seemed to be going fine, and I was placing down some friendly AI to make the environment not as empty with the low pop I have on my server atm. Then independent AI began firing on independent players who spawned near them... wut? This made so sense, so I investigated more.

So, when I'm not using MCC at all, and a player spawns (Independent side in this case) on a Zeus created spawn point, I can run hint format ["%1", side player]; and get a return of GUER. This is normal, and when I run a similar check on the AI units I get GUER as well for their side.

When I have MCC enabled, and I perform the same spawn on a Zeus placed spawn point, without even opening MCC, my side shows up as "ENEMY" instead of GUER, and AIs start to fire on me -- I was able to go back into zeus and identify they're listed as GUER faction wise.

So I'm thinking something has to be going on with MCC that is changing the faction of the player somehow here.

Any ideas? I tried disabling the param for setting who independents are friendly to via the pre-mission parameters of the map itself -- so only MCC can be manipulating these values.

Can you please run "hint str (rating player)" please after respawn maybe MCC make them hostile for some reason.

Hey, first, before I jump into criticism I'd like to drop a few compliments on you. I've been using MCC Sandbox since before I can remember (ArmA 2) and have loved it every single step of the way. For awhile, we only used the MCC Sandbox mod and just combined it with missions we had already made. It's always been faithful and I have always been impressed with the functionality and ease of use. Taking to the forums, I've noticed that you listen to criticism well and adapt your tool to the people's needs with time and for that, I thank you! The new key binding options is helping a lot with XMedSys. Now, with ArmA 3 though, I took to using the MCC Sandbox mission and editing it my own way so that way no one had to go and download the MCC mod in order for us to use a lot of the functions. I've noticed that unfortunately, you can't set the time for people using the MCC mod, as the time doesn't sync up like it does in the mission version. Unfortunately, we won't use the mission version anymore because it now forces a medical system that we do not like onto us. We used to use XMed with the mission version because it allowed us to disable the medical system.

I was wondering if you would consider making it an option to disable or enable the medical system that comes stock stock with the mission version? I've tried going in myself and editing it out of the init and deleting the script, but I can't find all of the lines that enable it, so the mission just doesn't load or crashes when I try to load it. I'm not saying to remove it completely, but it'd be cool to go in and switch the option off in the parameters like we used to.l

With that out of the way, thanks for a great mod and we'll continue to use it every time we play.

First, thanks.

Second, it always allude me why people asks if MCC mod should run on all clients and server but never asked this question on a vehicle or weapon mod. The answer is YES. If you'll use the mod for all clients and server you will not have any problem with time/weather sync or any other known problem.

The mission version is just for fun plug and play. It got units structers, gear loadouts and more that will fit my game style but most likely not everybody that is why we have the mod so people can create their own mission templates with gear/groups and medic scripts as they see fit.

Regarding disabling A3 wounding system in the defines.hpp look for " #include "ais_injury\cfgFunctionsAIS.hpp"" and remove it.

with the latest version i have the problem that i can not lower the camera, i can only rise the camera but cant go back down again (q = rise, y = lower).

also, if i place vehicles, they wont show up until i place another or quit the editor, any idea?

You lower the camera with Z.

New version release frontpaged on the Armaholic homepage.

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

We have also "connected" these pages to your account (shay_gman) 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!

Thanks.

We are having an issue spawning units through the MCC console using the headless client. We are a couple version back, but I do not see anything regarding fixes or changes for headless client interaction. The main reason we are not using the latest version is that we are using xMedSys, and I do not think the latest version of MCC likes xMed as it interferes with the medical system or injury system running in MCC. I will say, it seems that we can use the 3D editor to place units on the headless client.. just not the MCC console.

Could you give us any suggestions on how we can fix this?

Have you choosed location: HC when spawning units/groups?

BTW MCC overlapping xMed keys have been fixed.

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Hello Shay. I wasn't sure if you wanted just the mission file related to the pics I posted or if you wanted a little more to work with. So I linked an sqm in which I built three shelves in the 2D editor. https://www.dropbox.com/s/2r2q9cbfep98zs3/mission.sqm

If you would still rather have the other mission file I'll have to hunt it down. (might have deleted it because it was just a 3D vs. 2D test run) Anyway, I hope you find it useful.

Oh one more thing. Is it normal that when objects are transferred to new SQM's they drop their scripts? Or rather I should say if I build part of a mission in 2D but the do further editing in MCC the complete export of all objects into a new SQM file seems to cause all the original objects to lose the scripts I had given them. Just wondering if that's an issue or simply how it goes?

Another mission.sqm with only MCC placed objects https://www.dropbox.com/s/jyj3b42f9nqksnw/%5B1%5Dmission.sqm obviously just delete the "[1]" plus before and after screenshots

http://cloud-2.steampowered.com/ugc/595910305820948774/F0C15FF6051C29ACC4587193CFB9B52AD63FE2CA/

http://cloud-3.steampowered.com/ugc/595910305820953030/47ED765CD5D5092781B2D24E565FBB9309F027F4/

Edited by Quicktricky59

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So, random problem:

I'm trying to use the respawn template "MenuPosition", which allows players to select Zeus placed spawn points (It's an AAF campaign, and I find Zeus to be faster for setting objects as spawn points like vehicles at the moment which I why I prefer this method of spawn selection for players).

Things seemed to be going fine, and I was placing down some friendly AI to make the environment not as empty with the low pop I have on my server atm. Then independent AI began firing on independent players who spawned near them... wut? This made so sense, so I investigated more.

So, when I'm not using MCC at all, and a player spawns (Independent side in this case) on a Zeus created spawn point, I can run hint format ["%1", side player]; and get a return of GUER. This is normal, and when I run a similar check on the AI units I get GUER as well for their side.

When I have MCC enabled, and I perform the same spawn on a Zeus placed spawn point, without even opening MCC, my side shows up as "ENEMY" instead of GUER, and AIs start to fire on me -- I was able to go back into zeus and identify they're listed as GUER faction wise.

So I'm thinking something has to be going on with MCC that is changing the faction of the player somehow here.

Any ideas? I tried disabling the param for setting who independents are friendly to via the pre-mission parameters of the map itself -- so only MCC can be manipulating these values.

Did some more testing and found players spawned via mcc aren't fired on by friendly Ai. It's definitely only happening from Zeus created spawn points - - but Only when running mcc... Didn't happen with Zeus created spawn points with mcc not running.

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Lol. Post 1953 is like a press conference. shay_gman you give the best mod support I've ever seen.

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Can you please run "hint str (rating player)" please after respawn maybe MCC make them hostile for some reason.

Pretty sure that has to be the case, because without mcc it lists players as GUER. The only thing that could turn a player listed as GUER to ENEMY is rating, right? Afaik there is no command to actually make a player switch sides, only to make people friendly to his side of make him a captive (civilian). So it has to be rating here most likely

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Have problem saving mcc 4 it saves everything accept the task can anyone please help mant thanks Rob

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Is there a way to use the ruler in MCC Interface and not just the MCC console, I use a GPS NAV mod and it would be nice to get Cords from the MCC interface to set up missions using the cords without switching the the MCC console.

On a side note if I use the MCC Console and cick ruler and "not" click on the map, then go back to the MCC Interface, I can't click anything on the map or move any zones.

Thanks, its not a super big thing just would be nice to have the ruler in the MCC Interface if it isn't already (Hope I didn't miss it)

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Hotfix.

Change log r5:

- Fixed: MCC key bindings moved to MCC mission's settings so it can be binded from in game to profile and not hard coded.

I can't make it work with the addon version. Anything I should know about it ? It was working perfectly with the previous release.

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Hey I'm having a bit of an issue with the MCC mission on my dedicated server. I start the server up, select the mission and enter the game as normal. When it comes time to log into MCC sandbox I click "login" and it tells me I am logged in, but the login screen stays up and the MCC editor doesn't actually pop up. It works fine, however, in a locally hosted coop server. Any ideas?

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Great work Shay and Spirit. The new interface is outstanding and Gaia is amazing.

We are having an issue spawning units through the MCC console using the headless client. We are a couple version back, but I do not see anything regarding fixes or changes for headless client interaction. The main reason we are not using the latest version is that we are using xMedSys, and I do not think the latest version of MCC likes xMed as it interferes with the medical system or injury system running in MCC. I will say, it seems that we can use the 3D editor to place units on the headless client.. just not the MCC console.

Could you give us any suggestions on how we can fix this?

Have you choosed location: HC when spawning units/groups?

BTW MCC overlapping xMed keys have been fixed.

I'll see if I can clear this up a bit. We're running the Mission version of MCC and are seeing a conflict with XMed and BTC when a player is downed. We need a toggle in parameters to get rid of BTC or edit the mission ourselves.

Mission Creators are unable to spawn HC units via the 'Spawn' function. 'Create' and 'Spawn in Zone' (with Headless Client set for location) both return messages saying the unit has been created, but nothing shows up. Spawning HC units in the 3D editor works, but is a headache trying to get them into groups.

I've pared down all the mods running on the server to just those required by the map. CBA3, XMed, and it's dependencies. Same results there.

If there's a file I can PM or anything you need, let Gihzmo or I know. Thanks much.

Edit: Update- Just ran @mccsandbox with CBA3 and inidb on a generic map with the same HC results. Can spawn in 3D ed. Cannot spawn in zone or 'create' button.

Edited by Vargyr

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when i try to login i get error:

[bIS_fnc_MPexec] Function 'mcc_fnc_login' does not exist

could you please have a look.

You probably don't have MCC on the server or you are running an older version on the server.

Im trying to use MCC in editor mode, any solution?

Edited by armaman1

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Hey,

Is it possible to script a way for MCC to auto-generate missions? I.e. MCC will auto generate missions while no one is logged into MCC?

This might be a little similar to Patrol Ops, but would allow us to run your MCC missions which are really good, without having someone logged into MCC at all times.

I would also like to add, that is mod is absolutely amazing, in my opinion it is much, much better than Zeus as the premade missions are nail biting! Really enjoy the SVests and AI reactions!

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Pretty sure that has to be the case, because without mcc it lists players as GUER. The only thing that could turn a player listed as GUER to ENEMY is rating, right? Afaik there is no command to actually make a player switch sides, only to make people friendly to his side of make him a captive (civilian). So it has to be rating here most likely

Yeah confirmed that the rating of players in these cases is starting at -3450, giving them an ENEMY status when their side is checked.

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I have problems with r5 (10.05.2014). MP or editor, my missions or Bohemia i am getting this error:

iniDB isn't running. Cant access role selection.

and [bIS_fnc_moduleCurator] Curator owner not defined, player used instead in singleplayer.

lest one also appearing in main menu.

In one of my missions even spawn unconscious. Mission is working in vanilla, with CBA, in MP with old r20_MCC so it is definitely issue with new r5.

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Hey,

Is it possible to script a way for MCC to auto-generate missions? I.e. MCC will auto generate missions while no one is logged into MCC?

This might be a little similar to Patrol Ops, but would allow us to run your MCC missions which are really good, without having someone logged into MCC at all times.

I would also like to add, that is mod is absolutely amazing, in my opinion it is much, much better than Zeus as the premade missions are nail biting! Really enjoy the SVests and AI reactions!

Do you own a ball like this?

images?q=tbn:ANd9GcQObUKJaPnozR6hSPY2a3zWxXcmePu-OeVsTKe8l7-NkMvma-96reNijd0

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@Vargyr Not sarcasm, not working on it. But we sure as hell have plans in that area :)

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hi

Shay, Could you please confirm me that All the created missions with the generator can be saved. Thank you very much once again.

cheers!

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hi

Shay, Could you please confirm me that All the created missions with the generator can be saved. Thank you very much once again.

cheers!

YES , you can save the missions .

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YES , you can save the missions .

Hi,

thanks - can you tell me how to do that?:) Step-by-step instruction would be more than welcome!

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Quick question and I'm not 100% certain that it's related to MCC, but MCC is used in the process to I'll take a stab at it here :)

We've been using MCC for creating our own co-op missions and we use MCC along with Alive, Aggressors and bunch of other mods. We define a zone and spawn in a bunch of Aggressors based middle eastern fighters (sometimes African pirates). When the fighting commences the enemy instantly pop quite a lot of smoke grenades. Altho it's a sound tactic it's not that plausible that those not-so-wellequipped forces have a ton of smokes on them.

Is this due to GAIA or MCC? If yes, is there a way to limit or even disable the smoke-throwing?

If it's not GAIA or MCC that's doing that, can anyone point me in the right direction on who's ordering the smokes? :)

A bunch of thanks in advance!

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