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xerxes1er

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About xerxes1er

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  1. Hi friends, Actually it does work well for WEST side but still does NOT for the independent faction unfortunately. Same issue arise that with the MCC function from R9 & R10 previous versions.
  2. Hi Shay, thanks for your great work as always. Please don't forget to fix the bug with the new function introduced in your R9 as described below: Thanks MCC team for all your work again on the R9 (mod version) and R10. I first wanted to test the new function MCC_fnc_buildSpawnPoint for WEST. So it still works for West (on spawn and REspawn) as expected. However, I was interested to see if then it would work for Resistance side (due to my favorite faction mode belongs to), and unfortunately the same issue previously reported in the MCC mod R8 occured. I mean, after the briefing, click on continue button and get the expected menu to choose on the menu map betwen the HQ and the FOB spawn point (both were working at this step) but NOT after REspawn. Indeed, after being killed, I don't have anymore the menu selection proposal to choose the respawn point like it's still the case in my WEST mission using the new function. Besides, I paid attention of your comments and use side (resistance) instead of ('guer') in the last variable for both HQ and FOB as you can see in the content of my new init.SQF detailed below: enableSaving [false,false]; MCC_START_GUER = getpos startR; if (isServer) then { [getpos startR, 0, resistance,'HQ',false] call MCC_fnc_buildSpawnPoint; [getpos fobr_1, 0, resistance,'FOB',false] call MCC_fnc_buildSpawnPoint; }; Do we still have the bug or is it something different like a syntax mistake on my side? (for your information, I tried several combinations using for instance side ('resistance'), or (resistance) or ('guer') or (independent) or ('independent' )etc... but I couldn't make it run at the RESPAWN for resistance faction. Sorry to remind you that and I'm looking forward to getting your feedback.
  3. Make Arma Not War contest: I've just given my voices for both the Grand Prize and the MP Mission of course without any hesitation. Good luck! :bounce3: By the way MCC team, the new Brushes feature - option "delete all bodies" is a great tool. However could we have a setting option allowing to setup minimum and maximum time in seconds and a limit of dead bodies so that make all the bodies disappears by respecting these below conditions (picked up from the Bohemian Interactive web site)? - Remove all bodies that have been dead longer than corpseRemovalMinTime when corpseLimit is breached. - Maximum time a corpse can remain on the ground if total number of corpses is equal or under corpseLimit. It would be very welcome to have this working in the background instead of using the brush in some instance. Thank you for your feedback and fantastic work and involvment in helping us to have more fun with Arma3.
  4. I've just tried with independent instead of resistance and unfortunately still get exactly the same issue. I expect that the bug reported in R8 still exists for the resistance faction in R9 despite the new MCC function syntax. Maybe, you'll have some time to get it. Thanks a lot. Regarding your last video Ambient Combat inbound, it sounds to have a big potential for the player immersion. I find the idea very good especially for some new kind of mission. But it might be better with setting preferences allowing more random spawning events based on the current player position that you explained. Do we have here the idea of large scale battle with dynamic ground controlled? I have to read again the video more times so that to be sure to well understand ;-)
  5. Hi MCC Team, Sorry to quote my own post. I wanted to not have it forgotten just in case. Thanks again!
  6. Yes spirit6, it's a really quite good idea to generate random events in option (especially in the Mission Wizard but on the fly as well: Here are some few quick proposals coming through my mind at the moment: - Short prisonner convoy previously announced with time and especially the location message arising to the player some minutes before arising (the prisonner(s) should be from the player faction) - Some random explosions (like light artillery) arising in a random time and at a configurable range from the current player location (for improving the players immersion) Note that this event shouldn't be to much process or memory consumming to save the good performance of the game and avoid slowing it down when arising.
  7. Thanks MCC team for all your work again on this R9 (mod version). I first wanted to test the new function MCC_fnc_buildSpawnPoint for WEST. So it still works for West (on spawn and REspawn) as expected. However, I was interested to see if then it would work for Resistance side (due to my favorite faction mode belongs to), and unfortunately the same issue previously reported in the MCC mod R8 occured. I mean, after the briefing, click on continue button and get the expected menu to choose on the menu map betwen the HQ and the FOB spawn point (both were working at this step) but NOT after REspawn. Indeed, after being killed, I don't have anymore the menu selection proposal to choose the respawn point like it's still the case in my WEST mission using the new function. Besides, I paid attention of your comments and use side (resistance) instead of ('guer') in the last variable for both HQ and FOB as you can see in the content of my new init.SQF detailed below: enableSaving [false,false]; MCC_START_GUER = getpos startR; if (isServer) then { [getpos startR, 0, resistance,'HQ',false] call MCC_fnc_buildSpawnPoint; [getpos fobr_1, 0, resistance,'FOB',false] call MCC_fnc_buildSpawnPoint; }; Do we still have the bug or is it something different like a syntax mistake on my side? (for your information, I tried several combinations using for instance side ('resistance'), or (resistance) or ('guer') etc... but I couldn't make it run at the RESPAWN for resistance faction. Sorry for this and I'm looking forward to getting your feedback. As always, I find MCC awesome and to be honnest, since OPERATION FLASHPOINT, I was waiting for such a mod to enjoy the game in SP as in MP without thinking that it would have been possible to get so much from it! ;-) So thank you so much. You deserve to win the big prize!!!
  8. Hello MCC great team, On the spawn option selection, the init.sqf template posted by Shay previously is working fine for west side, howerver, I would be interested to have the equivalent for make spawn my Guerrilla faction favorite mod army. Do I have to replace as below the syntax in the INIT.sqf file? : - ...MCC_START_WEST... by ...MCC_START_GUER... - and also ..., 'west','HQ',false] by ..., 'guer','HQ',false] ... - and also ..., 'west','FOB',false] by ..., 'guer','FOB',false] ... Besides, where could I find by myself such a documentation? is this available somewhere in a pdf file or a web link? Thank you so much for your patience... Indeed, I don't really know any code programmation and knowledge about it...
  9. Hi Great MCC team I wanted to play a mod faction and use the respawn selection point I've just learnt :-) It is part of Guerrilla so I modify my template init.SQF file accordingly. Then, when I play first the mission I always can select either the HQ spawn location or the FOB one after the briefing Continue, as expected. I was then very optimistic until I killed myself for respawning. But unfortunately started from that respawn I always respawn on base directly without any choice location like I had when I spawn for the first time. Any bug with the function MCC_START_GUER behaviour in comparison with the MCC_START_WEST one? Here's my new init.SQF file content below dedicated to my Guerrila faction: enableSaving [false,false]; MCC_START_GUER = getpos startG; if (isServer) then { [getpos startG, 0, 'guer','HQ',false] call CP_fnc_buildSpawnPoint; [getpos fobg_1, 0, 'guer','FOB',false] call CP_fnc_buildSpawnPoint; };
  10. Oh yes, your template1.Altis mission files did the job on my PC and it was a real relief. And finally found the syntax problem in my own init.sqf file not easy to spot when tired. On the first row end I type a round bracket to close instead of a square bracket. And at the end of second row, the semicolon was missing. What a shame to disturb you for that :-P Thank you again Shay for your help.
  11. Hello Shay, MCC team, Regarding your video ArmA 3 MCC Tutorial- Building a basic game template, I followed steps one by one. Summary is as below with running the mod version of MCC: 1) In the Editor I followed the same actions and typed the same names especially for the empty Objet (sign) -Helipad (invisible) name : startW and another with the name: fobwW_1 etc... 2) Copied accordingly all sqm from clipboard and replacing the mission.sqm previous content. When editing the mission in LAN, all objects previously setup was there. 3) Created in the same directory than my mission.sqm file init.sqf file with the following content: enableSaving [false,false); MCC_START_WEST = getpos startW if (isServer) then { [getpos startW, 0, 'west','HQ',false] call CP_fnc_buildSpawnPoint; [getpos fobW_1, 0, 'west','FOB',false] call CP_fnc_buildSpawnPoint; }; 4) created in the same directory the description.ext file with the following content: respawn = "BASE"; respawndelay = 5; disabledAI = 1; Result: But I still do not get the expected result when I restart the mission. Indeed, the MCC function from the init.sqf file do not seem to be active and I don't see any error when launching the game and nor when clicking the Continue button after the briefing. When I respawn, I respawn always to the Base and no choice for selection is displayed to me. Sorry if I misunderstood something obvious. I know I'm pretty close to get it. Any idea of what is going wrong? PS: Besides, I followed your advice by installing the mod iniDBI and got the enable role selection active this time. Great stuff after a quick install! But note that it is empty of spawn point when running it after the above procedure. That's why for the time being, I disabled the iniDBI mod until I manage to get the respawn full explanation and practice implementation. Thanks again for your help and understanding.
  12. Thanks a lot shay_gman, I'm looking forward to watching your video this evening :-)
  13. Again thank you for your great work MCC team! I do know the potential of MCC combined with Zeus aswell. However, I'm a bit frustrated cause I do not know and master all the secrets (nor the minimum playable knowledge) of the RESPAWN functionalities and the result is that I play alone only while I would like to invit my mates to join my personalized dynamic games using MCC. Several questions regarding Respawn still remain so: 1) Does MCC need to create a descritption.ext before exporting the mission to multiplayer? with the well known parameter like for instance: respawn = 3; respawndelay = 5; 2) I used to place either from MCC Start Location: the Primary or the FOB spawn point on the map or place a Zeus module of respawn of my relevant Side. Besides, I can see the automatic Marker created accordingly on the map by using this features. The problem is that I always respawn on the location where I've just died and cannot choose the respawn location setup nor at least the primary respawn point dedicated to my side. Do you know why? Do I need to setup manually the marker with name like respawn_guerrila in addition to the automatic MCC or Zeus module? 3) Despite many attempts, I didn't succeed to use the role selection (while the squad feature works well). In MCC console when I click on the Enable Role button, the following message is displayed: iniDB isn't running. 4) I am currently using MCC R8 Mod, but would it be different using the MCC multi template? 5) Could you please provide me the different steps to make my multiplayer game works fine on different respawn locations setup using MCC and Zeus? Maybe small details prevent me from completly having fun because I can manage for everything else... Thank you in advance for your help guys. Gloire à MCC!!! ;-)
  14. Whoooa! Was it fun? Nice training for Arma3 fight actually ;-)
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