Jump to content

spirit6

Member
  • Content Count

    586
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by spirit6


  1. Trying to find if there is a way to have multiple users loin into MCC at the same time. Can't seem to get it to work. Also when I do not add a module anyone gets the option to use MCC. I only want specific roles to use MCC, and the admin.

    I did only use it when I hosted the game on my computer and in the editor. Does it work different on a dedicated server?

    No MCC does not handle multiple users at the same time. The whole idea is sort of client-server based with one "super user" and that concept cannot be changed. Yes, anyone CAN access MCC if no module is setup. That said, ones somebody is in, nobody else can login (except for the server admin who cal always login and boot the person out who is logged into mcc).

    ---------- Post added at 04:28 PM ---------- Previous post was at 04:27 PM ----------

    It is "this"weekend :yay:

    :coop: :936::936::at647:


  2. Truck is part of the group from the editor, and given to gaia with group this setVariable ["GAIA_ZONE_INTEND",["2","MOVE"], true]; . It recognizes it as motorized until the troops actually mount, at which point every unit of the group in MCC indicates the vehicle name, and the marker type on the MCC map disappears. The waypoints then switch to vehicle waypoints (move/sentry). Waiting doesn't sort out the problem (they just park at their destination). If the truck itself hits contact, the troops will dismount and fight however.

    Tested and cannot reproduce. Infantry group set in editor. Created a truck that is made part of the group (not as leader). Set the variable and off they go with motorized behavior. Can you try test this without any other addons running? Are you sure you created a vehicle that holds enough transportation places for the infantry group they join?


  3. One thing to look into for GAIA is how she handles motorized infantry. If I attach a transport truck to a group, the group will get a move order and the leader will mount everyone up: but once everyone is mounted GAIA starts giving the group move/sentry commands and treating it like just a truck, rather than a motorized infantry squad.

    How and when is the truck given? As part of the group? Or seperate group? have you waited for few minutes? Orders are cancelled and given again if the group changes class. GAIA checks for group classes every few minutes. In this case they would change class from infantry to motorized.


  4. Actually, as well as my previous question, if I wanted to run an MCC mission on our server, MCC is installed server side, does it need to be installed on all of the clients too?

    MCC is a mod so it will hold no special requirements then for all to have it (like most mods). It goes without saying that some functionality will and some will not work if you dont let the players run the mod. This also means you are self exploring here as the option is not supported. GAIA intelligence does not need all to have the mod for example, that i know for sure.


  5. Suggestion:

    With the caching system - If you have a group with a vehicle (mech/mot infantry) and all but group leader are cached, when they are uncached they will be out of the transport. The group leader however will not command them back into the transport, and they will stay dismounted.

    My suggestion is to code it so if group leader is in a vehicle, the rest of the group is spawned in transport as well.

    Should be fixed in next release. Thanks for suggestion.


  6. I get same error, does not seem to affect anything as far as I can tell when running alive and using Gaia scripts. I have probably 14 manually placed vehicles (including helicopters) in in takistan which have Gaia init, after about 15 seconds in game off they go and head to their respective zones to patrol. I open mcc in game and the units I placed are showing (G) indicating Gaia is in charge. There seems to be no interruption with my alive placements and everything seems ok. I would like to get rid of the error though but unfortunately it's not my init causing the issue as I don't have that respawn stuff in it.

    Are you running MCC on top of the template?


  7. Ok I checked the mods I am running and that was all fine (thank goodness).

    So I just went through everything slowly, making sure the syntax/arrays were correct for each group, everything in the init, etc.

    Then I noticed I put this in my init:

    if (isServer ) then 
    {
    [] spawn 
    {
    	_gaia_respawn = [];
    	while {true} do
    	{
    		//player globalchat "Deleting started..............";
    
    		{
    			_gaia_respawn = (missionNamespace getVariable [ "GAIA_RESPAWN_" + str(_x),[] ]);
    			//Store ALL original group setups
    			if (count(_gaia_respawn)==0) then {[(_x)] call fn_cache_original_group;};
    
    			if ((({alive _x} count units _x) == 0) ) then 
    			{
    				//Before we send him to heaven check if he should be reincarnated
    				if (count(_gaia_respawn)==2) then {	[_gaia_respawn,(_x getVariable  ["MCC_GAIA_RESPAWN",-1]),(_x getVariable  ["MCC_GAIA_CACHE",false]),(_x getVariable  ["GAIA_zone_intend",[]])] call fn_uncache_original_group;};					
    
    				//Remove the respawn group content before the group is re-used
    				missionNamespace setVariable ["GAIA_RESPAWN_" + str(_x), nil];
    
    				deleteGroup _x;
    			};
    
    			sleep .1;
    
    		} foreach allGroups;			
    
    		sleep 2; 
    	};
    };
    }; 

    I am not using respawn for any of my units...anyhow, I deleted this from my init and the error disappeared.

    so that's great. Thanks again.

    Yeah, that is code that is part of the template. This is what causes issues? If so, can you send me the mission file that you use that causes the issue? Then i go check it out and update the template where needed. Thanks for investigating.


  8. Thanks so much for sharing this script spirit- I really like the look of this. I'm working on a mission currently using your gaia...but I keep getting the same error DavidZi mentioned:

     [bIS_fnc_groupVehicles] Parameter Group must not be null, (OBJECT or GROUP) required  

    I am not using the ALIVE mod- but I do have units placed in the editor, which I'm not calling the gaia script for (I'm also using a hunt script I created, for units that will spawn later in the game)- will this cause this error? Thanks.

    Run ARMA without any addons, then use the template. When I do that, then i dont see any errors relating to that. If that is the same for you, start adding mods until you see an issue.


  9. Nono, 1 click. On "Artillery - DPICM/Precise/30/0". I checked again, I was under the impression, that, in my case, the small rockets after explosion #5 hit the same spots which already have craters. But I am not 100% sure. Will have to observe it super slow with the camera.

    Precise, Tight, Wide are the options for variation. If you think they are to close go select wide for a change.

    ---------- Post added at 04:28 PM ---------- Previous post was at 04:26 PM ----------

    I don't know what I expected from MCC. I'm so used to traditional mission making I didn't even consider it. However I just sat down to remake a classic A2 mission in A3, and it took all of three minutes to get the tricky stuff done. All of that messing with DAC calls? No more, and I believe GAIA does it better. Triggers, tasks, briefings. All I had to do was export a mission SQM and reload it in the editor.

    I suppose there are problems I haven't found, and I still need to tie it into a framework, but Jesus Christ, that was brilliant. As soon as I spawned a Heavy Garrison on Takistan, and the buildings filled up? My breath went away.

    Good to hear! Now try to use automated CAS, mortars, artillery etc. Just click and it works :)

    Start watching this if you just started out.


  10. Hmm, is the Artillery function using the random() function and this may be broken in terms of semi randomness? Or is there some kind of miscalculation? I set Artillery to 30 rounds, I think it was 20 seconds delay, not sure, will need to test again. My observation: detonations at the exakt same places on the ground. Anyone seen this before?

    What artillery are you using? GAIA controlled artillery? Artillery used from the MCC GUI? If from the GUI did you use tight? Or wide? Or any setting for spreading?

    ---------- Post added at 08:24 AM ---------- Previous post was at 08:22 AM ----------

    Same here (ArmA dev version), also the map is completely zoomed in initially.

    Noticed, i filed a bug report. Stay tuned.

    ---------- Post added at 08:26 AM ---------- Previous post was at 08:24 AM ----------

    A suggestion: Please have a look at ASOR Gear Selector. It's an equivalent to VAS, but way more convenient and with realtime preview.

    Please include it, if the author allows... And at a prominent place, because its a quick way to gear up the player or other units! Maybe beside the unit selctor at the bottom right, where HALO button etc. is.

    Another good thing is, it uses the same templates as VAS.

    http://abload.de/thumb/2014-09-16_00017vtjfs.jpg

    http://forums.bistudio.com/showthread.php?183293-ASOR-Gear-Selector

    I dont see this as true MCC functionality, but who knows. If we hold the time :)

    ---------- Post added at 08:27 AM ---------- Previous post was at 08:26 AM ----------

    @Shay: Login and MCC messages questions are all yours :) @People asking : Shay is kinda busy on university. I filed the questions for now.

    Stay tuned for inbound release :)


  11. spirit, first I need to understand the concept. What is the difference of occupation to simply adding town zones and give them units/groups with fortify/defensive flag? Is it that your new system uses caching system aditionally and that it auto createszones at towns? Or is there more difference?

    A concept is not even the word here. Goofing around last night with automatic placement of units, you can easily use alive for placement also. But I thought for people that use the mission generator it would be nice that area´s surrounding the environment would be enemy occupied. So now instead of manualy adding stuff it is automated. In the video you see only cities being done but all locations, including miliatiry, airports etc could be occupied. HOlding each their own sort of preferende like helicopters on the helipads, some air stuff on the airfield etc etc. You can also manualy do this ofcourse. But liek said, this goes rather quick and layz. Click and you have a mission then occupy an area around it to simulate enemy territory or even friendly territory. Overlappign area´s will go into war automated.

    About the caching system: This is interesting. What does it mean if units disappear: Does it behave like in Alive, i.e. computation is done internally, or do you delete units and have them respawn, if player comes closer?

    The caching system is already functioning. The current cachign system caches units that are on the map when a unit is beyond the caching range. The thing you see in the video is that it is already cached BEFORE a group ever reaches the map. So it is only spawned when a player is close. I think from user perspective it does hold no difference, but technicaly it does. There is no computation done internally like in Alive and there are no plans in that direction either, we hold no interest in stuff that is already there. The caching holds 2 layers, on closest range it will remove all but the leader. On futher range it completely removes the group from the map and spawns it back in when a player gets close. Including all his current status like waypoints, damage, fuel status and combat settings. (like it was always there).

    Thank you, I love where this mod is going. With this and Zeus, ArmA is such a great sandbox for us kids :)

    Can you disable the map reset whenever we pick another faction?

    As I'm often using my weather mod with 3rd party missions: If I set the "Change weather" option in the mission generator, will it do weather changes permanently or does it set weather only once at mission start (in a way like "0 setfog n", "0 setovercast n")? TIA.

    Coolio kids stuff it is huh :) I leave that specific questions for shay.

    Anyway, the video is meant to see if you guys hold interest in occupy stuff like presented. So far i spend one evening buidling it, but if it holds interest we go beyond this stage. :)


  12. This (low quality) video shows some work in progress on an occupy system integrated in MCC. It shows how the full caching (and delayed spawning) is done. Nothing written in stone, it is just showing the idea and I hope it will get you guys into the forum and type your wildest idea's so I can work on it. It based upon the mission wizard functionality. Giving players the chance to fillup parts of that are not directly involved in the mission area but are nice to hold some (randomization) or what ever mission makers hold interest to.


  13. Questions. They keep popping in my head man, can't help it.

    I've given flare shells to grenadier AI, to see if they used it at night when engaging their opponents. I noticed everyone was using smoke grenades so the system seemed to work pretty well. However, during the tests not a single flare round was fired by the grenadiers. How do I make this work?

    Use of flares is automated and to use them quite some requirements need to be met. A few of them are combat and relatively close by spotted enemy.


  14. Hey spirit, another quick question if I may.

    What happens when there's sea/water in the zone? Will Gaia ignore the ocean part, or actually try to patrol it if it has boats? Does it affect foot soldiers' patrols (e.g. they patrol on the shores to see as much ocean as possible)?

    Nothing will happen. All units are automaticly recognized and categorized by GAIA each 10 seconds. Each category holds its own terrain preference. Boats want water, infantry wants land, air units dont care. Just put in a zone over water and land and put some stuff in, you will see it will work. It will cateogrize each 10 seconds because the class can change. They might own a boat but if that is blown up then they are suddenly infantry. They will go to land preference then.

    Boats will also go to conflict area's on the water. So if you go over the water and there is an AI controlled gun boat that spots you or somebody on land spots you, gaia might send the boat to the last location you have been spotted.

×