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spirit6

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Posts posted by spirit6


  1. Thanks for informing us of the release :cool:

    Release frontpaged on the Armaholic homepage.

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

    You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages.

    If you wish to be able to do this as well please register on Armaholic and let me know about it.

    This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;)

    When you have any questions already feel free to PM or email me!

    Thanks Fox. Now get the template in the downloads and not just the demo missions :)

    https://dl.dropboxusercontent.com/u/56634804/Mission_Template_GAIA_V1.Altis.rar

    ---------- Post added at 09:51 AM ---------- Previous post was at 09:48 AM ----------

    So, tried a multiplayer mission with Gaia tonight, all made with editor. Fantastic tactics for the AI, it was quite incredible! You really did a good job there.

    The only problem there is, is when basic A3 fighting AI has to take control. I've seen perfect manoeuvers of the AI soldiers wasted because they didn't react in time to our players shooting them (sometimes up to 5-8 seconds to just acknowledge that "yes, we are being shot"). Also, I think AI should (not that it's easy, of course...) take covers into account when attempting to move. Most of the time AI manoeuvres were taking place in open areas, where it was easy for us to just duck behind large rocks and exterminate.

    Hey, its my strongest poster :) Good to see you hold a good time with it! The flanking positions of the IA do take terrain into account and look for cover but it is far from perfect. Its not that hard to make them look for the best position at all times but it is hard to do that without taking the server down :) So current code is a mixture between peformance and functionality. The current flanking tries all possible flanking manoevers and calculates the the number of cover it gets in that manoever. The highest scoring flank wins. Tht winner can still have a low score ofcours.

    *edit*

    For increasing the stock AI try using lower level AI mods or change the difficulty settings. GAIA does not influence the lower level AI so you could easily integrate it with a lower AI mod. That is, as long as that lower AI mod stays on its path and stays clear of higher level intelligence. (if that made any sense)


  2. Alright, even though it sounds a bit strange to have SF roam the countryside, but I get the idea. Look, I don't want to hijack this thread with stupid questions so I have some for you but feel free to tell me if they are inappropriate here.

    Regarding helicopters. I watched the videos, and I understand that their patrol shedules are random. Yet, I've got a Pawnee there that refuses to ever lift off (I waited for 25 minutes in the editor preview, and nothing happened, even when I finally spawned enemies MRAP next to his allies). No reaction. He's in zone 4, very far away from zone 1 (I tweaked caching options so that he doesn't disappear), and here is his init: "(group this) setVariable ["GAIA_ZONE_INTEND",["1", "MOVE"], false];".

    Is it possible that it simply won't patrol because Gaia feels it has enough terrain coverage with foot soldiers already? Also, will unarmed helicopters patrol (to provide recon for Gaia) or do they have to be armed?

    Patrols are completely random. Some can indeed stay in position quite long. Helicopters that have no transportation and have guns are considered attack heli's (and wait for a CAS call). I have no clue what a Pawnee is, i dont know units quite well. The rest is patrolling. Secondly, gaia does not feel :) The patrols of heli's are random if set on MOVE if set on NOFOLLOW it will only patrol the designated zone. You can spectate that in the template. Put the markers on and you can see all the inits and explaining text from me there. I guarantee you it will work, GAIA is operational already for months without issues.

    Next, I wanted to have a backup fire team next to a transport helicopter, far from the mission area, available as backup if Gaia needs some. I tried to have the soldiers MOVE their own area, with the transport heli doing the same - which means he should transport everyone that needs it, right. But how to tell Gaia to take these men in priority as backup rather than other patrols that roam an actually important zone?

    The transportation system is for vehicles only. Heli's just patrol or do CAS duty. I did have the transport heli job in gaia ones but the BIS stock AI are so completely unworthy pilots that it would be a crash dummy party, not to mention their weird behavior during fire or close by enemy.

    Again. To see the transportation check the template.There is an example of that also with a truck and a soldier group. Transportation is only available for foot soldiers that find themself far away from their designated zone and need a transport back. To simulate offensive truck loads use either motorized infantry groups OR create a small zone with a group and a transporter (that fits teh group). Then MOVE the zone far away. It creates the same effect. Teh footmobile is far away from the zone and requests a transportation duty.

    Then. There is no way to guarantee that a group of footmobiles is send into the truck. Het might be assigned to another group that also needs transporation.


  3. Well I'd definitely be interested in studying the patterns of a seasoned Gaia user. For example, regarding patrols in a large area do you go for one huge zone, or do you prefer lots of tiny ones?

    There is no answer to that. Depends on the mission you want. If you want a specific location guarded I would make a small zone and put units on NOFOLLOW (defend). If you want large area's controlled go use a big one. The videos explain also stuff to know. Infantry prefer roads/cities etc while SF units prefer forest. Also something to take into accoutn when making missions. It is all up to what YOU want. The system itself will listen to you :)

    ---------- Post added at 03:51 PM ---------- Previous post was at 03:49 PM ----------

    Good job Spirit :yay:

    Thanks Shay :yay:


  4. I gues some action wont hurt. The mission is nothing much but it shows some stuff. Tour squad in a missirable defend position blah blah. Bluefor will come for the rescue, but till then... dive in....

    To show where the units are i made use of show markers. Credits:

    AUTHOR : aeroson

    NAME : player_markers.sqf

    VERSION: 2.6

    Singleplayer:

    https://dl.dropboxusercontent.com/u/56634804/CO6_Operation_GAIA.Altis.pbo

    Multiplayer:

    https://dl.dropboxusercontent.com/u/56634804/CO6_Operation_GAIA_mp.Altis.pbo


  5. Alright. I'm done reading the PDF and the topic, time for noob questions - can I?

    First, you don't explain what caching is in the manual, can you tell us what it is and how/why we should use it?

    Also, I understand pretty well how to make Gaia defend/patrol zones dynamically, and this is of course a huge improvement on BIS basic editor, but I don't understand how Gaia reacts to the player's actions. If I have two zones, and one fire squad patrolling each zone, how will Gaia react to an invading enemy? Will it send the fire squad patrolling zone 2 to zone 1, where the enemy is? Will it send reinforcements from other zones/units with no particular orders? Or will it use any unit currently in the zone to do a counter-offensive, including units with orders like "fortify"?

    In short, I see how to make individual patrols and position holding and so on, but will Gaia override these orders when there is danger, or will it use other units as backup?

    Yep, I dont hold to much time to explain it all.

    Caching is used to make sure that units that dont matter unless the player is close are removed from the map. When a player goes close, they will go back to the map. Caching is done in 2 stages. First stage (stage 1 distance as can be set in the init) will just keep the leader. The second kicks on on 2 times the distance and will completely remove the group. This video (in the very end) holds some showcase about caching.

    On your example the reaction of GAIA depends. If set on MOVE (agressive) then units will go support outside the zone they are given. If set on NOFOLLOW (defensive) they will not. On defensive they will only support groups (respond to threat) when the conflict is inside their zone. Also the GAIA system will respond only if the conflict area is in reasonable range. You can set that ranges in the init (explained in there). That way it prevent units supporting a conflict on the other side of the map.

    To see how it is used, go see the template and read the markers. It explains all units. After that experiment a little. I hold not to much time to make an awesome explaint it all text :)

    Please see the video, they hold info on response to threat.


  6. With this template you can speedup your mission making and add intelligence to the AI without scripting one word. Good luck!

    What you get without one word of scripting:

    - Automated patrols of any kind. Air patrols, footpatrols, vehicle patrols, boat patrols.

    - Automated fortifications

    - Working mortars, artillery, transportation system. Basicly any type of unit is recognized by GAIA and you dont need to do one thing.

    - Smart AI system that will coordinate the attacks and adjust to what ever the player is doing.

    - Integrated caching system.

    - Integrated respawn system (so you can create endless battles)

    - A shitload more

    - All of the above by simple adding a line in the init of a group without having to understand anything.

    GAIA is the AI system that is used in the mod MCC. With this you can add GAIA AI system to your missions without MCC addon.

    This tempLate serves 2 goals:

    - How to use GAIA if you have MCC and want to use the BIS editor. (You dont need this template then, just create a new mission with MCC addon active)

    - Run GAIA stand alone and make missions fast. Completely independent of MCC. (you wont benefit automaticly from gaia updates then, MCC owners do)

    http://cloud-2.steampowered.com/ugc/545256127159957225/A50B01AB18E61E24DD9010B7F8F38DDA9EF48AE0/1024x640.resizedimage (207 kB)

    For who?

    This is meant for mission editors. I will answer anything gaia related but I will not teach you how to use the bis editor. So basic knowledge of the bis editor is required. If that is not you, go to our mod MCC: http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3

    Holds the same GAIA but then with a great GUI (and more).

    Why stand alone?

    I know some wanted it for a longer time. I also wanted a showcase for people that have MCC but want to use it in the bis editor. So now you can learn how to do that. The other is to make people aware of the use of this system so you can be our next big MCC fan! :)

    GAIA stands for Greater Artificial Intelligence.

    Manual to GAIA-> https://dl.dropboxusercontent.com/u/56634804/MCC%20GAIA%20V1.0%20Release.pdf

    Goal of GAIA

    GAIA can best be seen as a higher level lead organization that is tasked to make all groups work towards (a) common goal(s). GAIA does not improve and tries not to influence the behavior at group level.

    So what is it that GAIA wants? The main goal of GAIA is to defend territory. To do that she makes sure that:

    - All assets are used intelligently. Know your units, what can they do, what are their weaknesses.

    - Responses to threat are in proportion. Do not send more troops then needed, but also make sure it is enough to deal with the opposing threat.

    - Understand the priorities. The closer a threat is to the center of the territory (zone), the higher the priority.

    How install this template

    Unzip it to the directory where Arma saves user missions (when you click save in the BIS editor). After that fire up arma WITHOUT MCC!!! and go to the BIS Editor and load the mission. The Mission contains multiple examples of how to use GAIA, to see all that text in the editor click on the marker symbol (as if you want to make marker). You will now see all the markers and explanations.

    http://cloud-4.steampowered.com/ugc/545256127159166107/BAA17C5E14434D462A8E1D2E3EA946E966E67074/1024x640.resizedimage (147 kB)

    How to use it

    -The mission contains one playable unit. Drag that to whatever example you want to spectate. Then click preview and enjoy the show.

    - In the editor read the text at the markers and if understood double click on the leader of the group. It will show the init of the group. This is the setting that was given and how you handle units to GAIA control.

    1024x640.resizedimage

    Indepth

    Zones

    Create a marker rectangle or ellipse of any size. Name it by a number. It MUST be a number! Units will NOT patrol outside that area.

    init.sqf

    After unzipping you will find in the mission folder init.sqf. It will contain the following variables that you can change to your liking. (OPTIONAL TO CHANGE, YOU DONT HAVE TO!)

    // From what range away from closest player should units be cached (in meters or what every metric system arma uses)?
    // To test this set it to 20 meters. Then make sure you get that close and move away. 
    // You will notice 2 levels of caching 1 all but leader, 2 completely away
    // Stage 2 is 2 x GAIA_CACHE_STAGE_1. So default 2000, namely 2 x 1000
    GAIA_CACHE_STAGE_1				= 1000;
    // The follow 3 influence how close troops should be to known conflict to be used to help attack/defend. (so they wont travel all the map to support)
    // How far should footmobiles be called in to support attacks.
    // This is also the range that is used by the transport system. If futher then the below setting from a zone, they can get transport.
    MCC_GAIA_MAX_SLOW_SPEED_RANGE  = 600;
    // How far should vehicles be called in to support attacks. (including boats)
    MCC_GAIA_MAX_MEDIUM_SPEED_RANGE= 4500;
    // How far should air units be called in to support attacks.
    MCC_GAIA_MAX_FAST_SPEED_RANGE  = 80000;
    // How logn should mortars and artillery wait (in seconds) between fire support missions.
    MCC_GAIA_MORTAR_TIMEOUT				 = 300;
    // DANGEROUS SETTING!!!
    // If set to TRUE gaia will even send units that she does NOT control into attacks. Be aware ONLy for attacks.
    // They will not suddenly patrol if set to true. 
    MCC_GAIA_ATTACKS_FOR_NONGAIA	 = false;
    
    // If set to false, ai will not use smoke and flares (during night)
    MCC_GAIA_AMBIANT							 = true;
    
    // Influence how high the chance is (when applicaple) that units do smokes and flare (so not robotic style)
    // Default is 20 that is a chance of 1 out of 20 when they are applicable to use smokes and flares
    MCC_GAIA_AMBIANT_CHANCE				 = 20;
    // The seconds of rest a transporter takes after STARTING his last order
    MCC_GAIA_TRANSPORT_RESTTIME		= 40;
    
     

    Initialization field of group leader

    In the initialization field of the group leader put one (or more) of the following. (please see the template in the editor to understand what this does!)

    // Make units patrol, mortar ect ect by just 3 things:(<ZONE NUMBER> be replaced by the zone you want it active in). Example : (group this) setVariable ["GAIA_ZONE_INTEND",["1", "MOVE"], false];

    (group this) setVariable ["GAIA_ZONE_INTEND",["<ZONE NUMBER>", "MOVE"], false]; -> Agressive.

    (group this) setVariable ["GAIA_ZONE_INTEND",["<ZONE NUMBER>", "NOFOLLOW"], false]; -> Defensive

    (group this) setVariable ["GAIA_ZONE_INTEND",["<ZONE NUMBER>", "FORTIFY"], false]; -> Fortify

    // Cache units by putting this:

    (group this) setVariable ["mcc_gaia_cache",true, true];

    // Make units respawn by this:

    // replace <number by the number of times you want it to respawn>. Units will respawn on the location you initialy place it.

    (group this) setVariable ["MCC_GAIA_RESPAWN",<number>, true];

    Q & A

    I own MCC. Do I need this template if i want to make missions in the BIS editor?

    Awesome. No, you dont. You can just create a new mission and use the commands learned in this template straight away. No need for this template. Just be advised. When you go checkout this tempalte run without MCC and as soon as you want to make your own mission go run with MCC. GAIA is integrated in MCC and for that you dont need this template (gaia is integrated in mcc). Missions you make will automaticly benefit from GAIA updates when you update MCC.

    I dont own MCC. Can i really? Does it work?

    That is horrible news. You should get it. http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3

    Yes you can. It will work, that is why i made this template. But you will not benefit (automaticly) in your missions from gaia updates.

    All that settings in the initialization are awesome but i want to dynamicly change that by triggers/scripting/what ever. Can I?

    Yes you can change the settings at any time. Add caching. Disable it (set false). Go give them a new zone. Move the zone around. GAIA doesnt care. Put respawn number higher. What ever. Use the "<group> setvariable" for that.

    So can you show me just in a lazy way the functionality of gaia?

    yes i made some video's. You will notice I use the MCC GUI there but the functionality can be seen there. Have fun.

    I hope it is clear. Just fire away guys, as I notice my explanations get rather long :)

    Template

    And finaly, now you are done reading (really guys, read please before asking!). The file. There. Go unzip it. I hope it serves any of you guys the intended goal of making nice missions :)

     

    http://www.armaholic.com/page.php?id=26782

     

     

    Demo mission

    I gues some action wont hurt. The mission is nothing much but it shows some stuff. Tour squad in a missirable defend position blah blah. Bluefor will come for the rescue, but till then... dive in....

    To show where the units are i made use of show markers. Credits:

    AUTHOR : aeroson

    NAME : player_markers.sqf

    VERSION: 2.6

    Singleplayer:

    https://dl.dropboxusercontent.com/u/56634804/CO6_Operation_GAIA.Altis.pbo

    Multiplayer:

    https://dl.dropboxusercontent.com/u/56634804/CO6_Operation_GAIA_mp.Altis.pbo

    • Like 1

  7. Shay_Gman,

    first off, thank you for such an awesome program (MCC) im sure you hear it all the time, but MCC really does improve my community's ArmA experience.

    I was wondering. Is there a way to script into the server via SQF or line-in-code to create MCC zones and give any spawned AI over to Gaia automatically? I could not find any documentation of information on how to do this. Any information you have on this would be great.

    Respectfully,

    - Az

    Question is towards Shay but GAIA related so more something of my plate :) yes you can create zones and "give to gaia" by script or init lines from the groups. I have a (non published) video about that. I will release it together with an example mission somewhere this week. If you scroll back in this thread youc an already find some info about this, but with a little patience you soon know all the dark secrts :)


  8. Did you ever put this feature in so that you can disable GAIA using smoke grenades? It breaks immersion when aggressors use smoke which is a big deal for me.

    Yep, GAIA controlls will be in next or the release after that. Handing over the variables to shay today or tomorrow. So then it needs a gui thingy and should be there.

    You will get control over:

    - caching distance

    - Ambient usage (flares/smoke) on/off

    - Ambient usasge chance (often, normal, rare) (so how often is smoke used -> when conditions are met) It basicly rolls a dice

    - If NON gaia controlled units can be used for attacks (default has always been off, but now you can put it on ) If used on true, all units on the map can be used by gaia to support her cause.

    - Response ranges for footmobiles, vehicles and air units (what is their max distance to be used in attacks, so how far out do they support gaia in attacks)

    - Mortar/artillery resting periods (how much time should there be between a mortar strike and its next strike on a NEW conflict area)

    - Resting time for transport vehicles (how long should vehicles wait before they can do another service request for gaia to transport troops).

    And probably more will join over time. All done to give you full support.


  9. if i build a mission with mcc and assign gaia to control the units on the map , does the players that join the mission have to have mcc installed , to see the units being gaia controlled ?

    hope this makes any sense :) pretty tired

    On a dedicated server, the server needs MCC for GAIA to work. Clients are not needed for GAIA itself. I am however not sure what you ask with "can see being controlled by GAIA". To "see" units controlled by GAIA you need MCC on the client side and be logged into MCC.

    ---------- Post added at 05:46 PM ---------- Previous post was at 05:44 PM ----------

    I was told my mod (http://forums.bistudio.com/showthread.php?180195-Arma-2-LAV-25-Port/page7) doesn't work with MCC.

    Do i need to do anything particular to get it to work in MCC?

    I am not sure what you mean with "not work with MCC". For MCC to use groups, the addon must have groups defined. For MCC to create a crew, the vehicle must have crew defined. For a vehicle to be used by a faction it must be used by that faction. (see groups) This defining is done in the config file of the addon. (there are some magic tricks by shay in it but this is the raw deal ) :). This requirement is however not really MCC unique. Most BIS stuff would need that also.

    ---------- Post added at 05:47 PM ---------- Previous post was at 05:46 PM ----------

    You made an incredibly work !

    Then we hope you will incredible vote for us when we push our MCC into the Addon contest of BIS:)


  10. I registered solely because I cannot use this mod. It says (And I quote)

    You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.mcc_sandbox

    I have CBA and it still refuses to run. Can someone please help me with this?

    MCC runs as a mod or as a mission. CBA is not needed at all. So start arma with addon @mcc or download the mission and have no addons at all.

    ---------- Post added at 01:02 AM ---------- Previous post was at 01:01 AM ----------

    Can you add some way to add large items to Cargo,as if say I like to add a C-RAM to a large transport vehicle, I can place a veihcle,and as F3F just pick it up (or some script)and place it in cargohold and maybe with a usermade Cover ontop of it?

    Maybe adding some way to Controll, big,static guns with a "Mando Gun" system. Radar,connected to several guns/and or missiles that could be handed to to Player+a semi-human controlled ei system that that asked permission to fire before openong fire,thus making it

    a mission with some surprisses for the player ( a little as a Long Range Radar System)

    On another note;Is it possible that you could make it so that we can scare the enemy with just one shot ,that dòesen`t kill him,and take him captured? Some way to make sure he`s allways made prisoner?

    Could we take a Player captured,if he get shot once,and his Ai team mate is at his limit Stamina and the rest

    is owerpowered?

    I would be nice if there was some way to auto-defend an area against Air,some way to make AA-missile troops to have som pre-defined way to disperse and defend against pesky air assets.

    Some way to make a 360* zone around helicopters,please.

    Could we get ONE,BIG Bag of Lightsticks-100+,please?

    A way to make AI use those handheld flares,and use some interpretation of (maybe) Mapmarkers--if I make an Arrow-they make one at a position.

    That way we can simulate Marine Recon ,that Recced the target ahead of time.

    Could we get some kind of Flare System to warn the area is being infiltrated-like Razor Wire/barbwire.

    Would be very usefull.Maybe with some mines in high grass,some without the tell-tale triangle.

    You Sir, leave me clueless :) I hope shay will kick in here :P


  11. Back from holidays and on vehicle move to start investigation :)

    For the people that claim vehicle teleports please support me by giving a full report. So far i have created the following:

    MCC mission with empty vehicle.

    - Moved vehicle.

    - Moved vehicle and got out.

    - Spawned enemy and got respawn on for them

    - Put caching on for enemy.

    All cases vehicle stays.

    EDITOR created mission with empty vehicle

    - Moved vehicle

    - Got out of vehicle

    - Spanwed enemy with respawn on

    - Put caching on

    Nothing happens.

    I am unable to reproduce any vehicle spawingin/Teleporting to start location. Please let me know how you guys do that by a STEP by STEP with only MCC active please or i will be hard to support :( Might be in the pages back but i can't really find it. :)


  12. Hi!

    MCC is the best addons what I ever have.

    but MCC still got a teleport problem.

    If i spawn a car and while we using it, suddenly its teleport back to its first spawn place

    not just a car, all vehicles teleport at the same time to its first spawn place.

    Are you using the caching system? Meaning, are any groups spawned cached? Reason i ask is that only the caching system remembers (as far as i know) it's original position. Do you have the same issue when using only MCC? Should be simple to test, but can save us a ton of time ;)

    ---------- Post added at 01:40 PM ---------- Previous post was at 01:39 PM ----------

    Great news. Looking forward to seeing what you guys come up with. It's there nothing that beer cannot do?

    Kremator, it is about time you join us for one :)


  13. To the respawn/revive questions. MCC Mod version does not hold any revive like script, it is no longer a part of the mod. You should go to the revive/heal/scripty that you like and build your mission template. On the front page of this thread you will see some download for mission templates that you can use as examples or ready to go products.

    @scannerbarkly There is no secret for MCC other then like all other mods. Make sure the server and all users hold the mod. That should be it.


  14. I suppose I'm just talking about automatic functionality (like having a high level commander). So having @GAIA means that the AI will react in the wonderful way they do in MCC, but without being specifically put onto unit inits. All units created on the field of war are given to @GAIA on spawn.

    Say we had @GAIA and I make a mission with 5 groups on each side. I set 2x groups to guard, 2x groups for S&D and 1 on HOLD on each side. @GAIA then kicks in and, on contact, retasks the guard groups to reinforce. Of course MCC could do this, but having an invisible commander that directs AI intelligently would be awesome as a standalone pbo. I would then drop it into my @alwaysuse directory and let GAIA do his/her work !

    Does that make sense?

    Good to see you guys are meeting up in RL too ! Looking forward to the updates.

    I saw shay already produced some code, but apart from that I understand what you mean. Personaly I think what you want is more control over GAIA about what she controls. How about we make a GAIA setting tab somewhere in the GUI where you can define stuff like that. So by default it is on : "GAIA given units" but GAIA might reaction on " ALL UNITS ON MAP", "ALL EAST ON MAP" etc etc. That way you can just go in MCC and switch the thingy on and gaia will take off.

    I also had been thinking a lot of giving a "brush" to the mission maker. One simple "brushes" on the map the colors blue, red and grey. Everywhere where the brush is used units will be spawned and cached for gaia. Each color a side. (need some thinking about factions) YOu can then very simple give the environment some more action if needed. So you have generated a mission but you want to brush something like a frontline that actualy holds units when you get there. Brush both colors there and you can even have a battle ones you get there (cached units wont fight then) How about that?


  15. Indeed looking forward to the new update shay!

    What are your thoughts about GAIA as a standalone? We have bCombat and ASR_AI that both try to modify low level processing, but a higher order 'commander' is needed. GAIA fills this need perfectly. VCOMAI tries to be a little bit of both, but GAIA would just be great. I could imagine just simply using TPW_MODS skirmish mode, with GAIA standalone and it would keep me amused for hours!

    What exactly would GAIA stand alone look like? It is integrated in MCC so if we call the mod @GAIA or @MCC will not make much of a difference. Already you can just use in the 2d editor of bis and give commands in the initline. I think it is time for me to make some video about that. Shay and me have been quite inactive lately due to rl stuff, but our meeting in holland by the end of this month might just change that. Our 3rd rl meeting :)


  16. Hi Spirit,

    Is it effective to change the variables GAIA_CACHE_STAGE_1 and GAIA_CACHE_STAGE_2 to alter the distance at which groups are cached?

    Thanks

    Yes you can change the variables to what ever you like BUT (as always the but):

    - Make sure the variable is set on server side (or send public) as the caching runs server side

    - Never make the distance for caching 1 > caching 2. I have no clue what will then happen but it will in unknown results :) Caching 1 keeps the leader alive (and more stuff), caching 2 removes completely.

    ---------- Post added at 10:34 AM ---------- Previous post was at 10:32 AM ----------

    So I play with a small group, and we recently went through and updated a lot of mods, trimmed the fat on others, etc, MCC included.

    First off - Love MCC, great tool that lets us just drop in and do whatever crazy things we want and moving from 3 to 4 is a huge change for us.

    Everything is great, but reading through the changelogs the revive script appears to have been removed. Is there a new one in we are missing, or do we need to add one? As far as adding one if so is there an easy way to go about it or are we looking at having to go through a few loops every time we use the template?

    The template holds no revive script anymore. The missions files that go with the release do hold psycho revive. So download the latest release and put mission files on server (and change them to your liking).

    ---------- Post added at 10:35 AM ---------- Previous post was at 10:34 AM ----------

    In regards to the vehicle/unit teleportation issue we've been having, I have an update from another MCC controller in my unit:

    Not really my area (shay stuff :P) but i go check this. If the issue is there it should not be hard to find.

    ---------- Post added at 10:36 AM ---------- Previous post was at 10:35 AM ----------

    Hi,

    is there a problem with saving and loading a mission? Tried that a few days ago. Made a mission, built some structures, placed units and saved that. Yesterday I tried to load the mission and the slot where I saved everything was there, but nothing happened after I load the mission. Directly after saving that worked fine.

    Best regards

    Kai

    You tell me, is there a problem with saving? I try one time myself.

    ---------- Post added at 10:39 AM ---------- Previous post was at 10:36 AM ----------

    Is there any way to quickly execute the mission wizard with some predefined parameters or at least modify the default parameters within the mission wizard?

    I'm playing my own mission with Alive for simulating a war scenario on the entire map and my team being sent behind enemy lines to do missions generated with the MCC mission generator. Unfortunately it`s a bit of a hassle to modify the mission parameters to my liking every single time i want mcc to create one for me.

    Well the wizard is there to make it quick. So to now make the wizard more quick i dunno. You suggest that wizard remembers your last settings is that it? Hope it does not piss you off but i found "it is a hassle to modify the parameters" kinda funny. I dont know if you ever made missions before but if this is to much to ask, then i promise you that you have the right tool :)

    ---------- Post added at 10:40 AM ---------- Previous post was at 10:39 AM ----------

    I would like to add to a previous post where someone mentioned that supply drop doesn't work. I've seen this many times myself going back to Arma2 versions of MCC. Sometimes it work but mostly it doesn't. I am doing the same thing all the time so I'm not doing something wrong. Usually the supply chopper will come past but will not drop anything. Are there any rules MCC is using in the logic where sometimes the supply will NOT drop? For example if the help is under fire or something like that? Not that I've ever seen the help come under fire mind you but maybe I've missed that.

    Checking it tonight.

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