Jump to content

spirit6

Member
  • Content Count

    586
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by spirit6


  1. Does every player need to load mcc?

    Don't get me wrong but I keep on being surprised on why MCC does get these questions. If you want the addon to work, then ofcourse all need it. If you take a weapon addon do they all need it? If you take an extra island, do they all need it? Ofcourse :) I say this because I am curious why this question is unclear for people while it is never unclear in any other addon.

    So, if you want mcc to 100% work then all need it. If you want to surprise functionality then you make it optional :)


  2. "give to gaia" apparently isn't recorded in triggers.

    It could be useful when you want a pre-placed group of units to be come "active" at a certain event.

    Oh and I'm sure there's a public variable that tells us who is currently logged in at MCC. Knowing the name of that variable would be useful, so maybe add that information the first post.

    I'm making a few scripts for our mission-template and I want them to be only available to the current missionmaker.

    Hey there. I am speaking out of my knowledge area now but it is known that "give to gaia" is not recorded. Only settings during creation are recorded. And from my very very old first MCC creations i remember the check was this:

    (mcc_missionmaker == (name player))

    That is the MCC check for mission maker (as i recall), but i might be wrong as i am quite outdated in that area.


  3. Once again I have to give high praise to GAIA. I have been experimenting with it given I noticed that GAIA will use known enemy positions (reported by both AI and players) for planning attacks etc.

    So, I created a mission where I would provide forward recon and then let GAIA units come in and attack. What I did was put some GAIA units in a zone on defensive well behind my position. I then reconed ahead to find some enemy patrols. I then selected the previously placed GAIA units and gave them to a zone on aggressive closer to the enemy. They then executed very well placed GAIA waypoints to the enemy units and crushed them. It was actually a beautifully coordinated attack. All the while not compromising my position. I continue this with great effectiveness.

    This got me thinking. It would be nice to be able to give players this ability via the Command Console. In order to make this work, I think would require a couple of minor changes to the Command Console:

    1. Allow creation of zones from within the console. Perhaps these zones are only known to the player (ie. are not available MCC wide).
    2. Allow player to give units he has control over to GAIA and a zone. Or something along these lines. In otherwords, rather than micro-managing units under your command give them over to GAIA but defined for a certain area. Thinking this through now though I'm not sure how the player can regain control of them to issue particular waypoints.

    I guess what I'm trying to describe here is that it would be nice for the players to have units under their control but also have the GAIA type logic attached to them when wanted. This way we can have a number of Platoon leaders for instance with various troops under his command but not have to micro-manage every single waypoint etc.

    Does this make sense?

    This got me thinking as well. How does the "Give units to player" actually work with more than one player and console? How does one as MCC Zeus for lack of a better term give certain units to certain players? Does it just give the units to "yourself" as player? Or do all players with a console have access to the same units? I will likely test this the next time I get a chance.

    One other thing I noticed is that the default spawning accuracy skill of MCC units is way too low. If I forget to change the MCC Mission settings of the skill from I think default "Rookie" to something else they are practically useless. Both sides will practically go through their entire ammo without being able to kill the the enemy within 50m of each other. In other words at the Rookie level they basically can't hit a thing.

    Hey! Good to see you hold a good time with GAIA :)

    About your request. I don't see the ai interaction like a troop commander to be in MCC. It is beyond the goal of MCC. On a side note, there are multiple ai command mods out there. Making them interact with GAIA should be quite possible.

    The use however of GAIA in combination with AI can already be done. Quite easy how you setup troops that support you indeed. But you can also spawn medic trucks, mortar, artillery and CAS helicopters to support you. Another possible thing is where you select your own group and click "give to gaia". The system will now give you waypoints and attack points. That is if you like to be told what to do by a system :) If you then hold yourself outside your zone then even the transport vehicles will come by to pick you up.


  4. 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!

    GAIA units use smoke. They use it (chance of) when a group has suffered casualties. So if you see groups use smoke that did not have casualties, that is not gaia. If you hold multiple mods throwing smokes then it might lead to excessive use. There is currently not an option to disable it, but i can easily provide such an option in next release. Shorter said: yes gaia uses smoke, but please take a look at other mods also. The combination might be the problem.


  5. 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


  6. Hi spirit

    It turns out that any groups spawned in zones,or with mission wizard(with or without gaia) are respawning ONE time on the same place they die immedietly.Even when there behavior box says 0 respawns.Im not using any respawn mods or scripts.Closest thing i can think of relating to it is a damage multi plier from BCOMBAT.I will try set damage to default and see what happens but it seems unlikely to be related.

    Im using a number of mods but none come to mind which should affect this,no revive script is active either during testing this.

    So again,it seems like its somehow relating to mcc zones.Quite strange.

    More testing rite now.Can confirm its actually happening after loading a mission configuration from the save/load page.Only those groups(who were NOT set to respawn) are respawning.

    Chances are im doing something wrong in saving and loading a mcc mission.I cant figure out exactly what im supposed to do to save and load an mcc mission with units included and i cannot access the pdf manual for mcc because of computer format related issues(computer not in my language and cant change it)

    could you explain how exactly it works as i want to save my mission cinfig to a note pad,then copy paste into mcc load for future use.the save to profile/clipboard is great but there is only 20 slots for saving.

    Sorry if im hard to understand,but its all a little complicated,im just trying to use basic mcc functions and have not dug too deep into the engine or how it all works.All i know is its a bloody marvel :)

    I am still unclear on this. I have now spawned groups, created groups, generated a mission, saved and loaded a mission. For me they never spawn if not explicitly set. Please remove your mods and give me a step by step so i can help solve this.

    Thanks!


  7. 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

    I have been investigating this and i cannot confirm this. So far i created groups, spawned groups and generated missions. Deleting the group did not make them respawn.

    Can you give me step by step what you are doing/have done (from the beginning)? Are you using other mods holding respawn functionalty? Are you aware that all mission generator options are now set on random? Is it not the reinforcements that spawn on you instead of the removed/killed group?

    Thanks in advance.


  8. Hi Olem.

    GAIA without ASR work for me. the problem its GAIA with ASR working together, As I have said before in a single area I do not see a problem. i see behave strangely

    in different areas when it comes to send reinforcements, i see in MCC GUI icons turn white color in mode combat but gaia stop give waypoints.Curiously only infantry groups are affected.

    Nevertheless As far as I can see I am the only with this problem because Nobody said a word about this. might i becoming paranoid. ;)

    Salute!

    edit: ill try that ,Ty Robalo

    but if i disable all those reactions it will become in "standar" IA?

    I dont know anything about this MOD but i can tell you pretty simple what GAIA does. If a group/unit has been handled over to the GAIA system then GAIA checks if that unit has waypoints. If not she will hand them out. If a group has waypoints and she needs them for an attack she will cancel the waypoints and generate an attack plan.

    So if and how that conflicts is nothing more then the question: is more stuff doing the same? Answer it and you have your answer. GAIA is a higher level lead. She does not do changes to the combat itself (so formations etc etc), apart from throwing some smokes.

    Groups that are turning white in MCC overview and have all their waypoints cancelled are fleeing. As soon as the group gets itself back to gether GAIA gets them back in the game.


  9. So, I was directed to have my HC already connected to DS, then choose location as HC, as far as having a HC player... do I need to place anything in the init box of HC player, do I need to place anything in init.sqf?

    Am I able to update the scripts within the mission folder like UPSMON to most recent version IF not already done?

    Are there any scripts people know of that don't work in MCC?

    I like to add field repair, fastropes and others for my mission template for altis and mcc mission generator for quick missions with a few players. Also, has anyone seen any conflicts with adding a VAS box to a mission template?

    Well this is not the HC thread so i gues you can do your reading here: http://www.reddit.com/r/arma/comments/16nl5x/a_quick_n_dirty_guide_to_headless_clients_for. And I dont mean this offensive but UPSMON and HS question belong there and VAS questions i gues belong there.

    There is not much to say about HC and MCC. You can spawn them with the gui to the HC and apart from that, there really is nothing to say :)


  10. Another question related to the pdf:

    I understood that GAIA is more prone to send regular infantry to town area and recon infantery "in the wild". Is GAIA aware that some mods (eg Aggressors) don't have recon inf and thus should assign both roles (ie the regular inf and reconf inf) to the available units ?

    I noticed that too many units to my taste were "rushing" the nearby villages at spawn (tested on FATA).

    If recon units are not available then GAIA wont know about them being recon. I would not worry to much about infantry moving to town. They memorize where patrols are going and where patrols have recently been. So they will at all time move to other locations. Usualy players are not around for a few cycles.


  11. We finished the AI respawn functionality for next release. This can lead to very interesting stuff. I had about 10 infantry blue for on one town with unlimited respawn. Then 10 infantry opfor in another town with unlimited respawn. Then move the two zones over one other locations. Unlimited battle where at one point the winning team started spawn killing as they approuch closer and closer to the spawn area. I bet as a mission maker you can have quite some fun with this.

    Units respawn on the location they start at the beginning of the mission or where they are spawned. So it will be very easy to simualte waves of attacks. For each group you can set the respawn from 0 to 999 at any given time. Like always, this can be done to any ai on the map at any given time.


  12. Hello Everyone,

    Thanks shay_gman, spirit6 and everyone who participate for devolopping this amazing tools and for sharing here :)

    I just have one question: Is it possible to save missions in (sqm) with the waypoint of GAIA?

    I tried to save the mission and i can save all the stuff except the waypoint. Please suggest!!

    Thanks once again.

    Well that would be....... contradicting :) GAIA generates waypoints so to then save them would not be very usefull. I think you are better of using GAIA as it is, generating new waypoints in zones.


  13. I have one quick question about the mission generator and non-A3 maps:

    Those maps don't have the mapSize attribute defined. The only way I found to use the mission generator is to create a big zone covering nearly all the map and use the generator on this zone.

    An issue may arise based on what I read from the pdf "The closer a threat is to the center of the territory (zone), the higher the priority. ".

    Does that mean that if the mission objectives are placed far from the center of the map/zone, GAIA is less likely to respond to threat there ?

    No. The mission generator creates his own zones. The huge zone you create is used only for detecting possible mission locations. If you spawn groups of ai in that huge zone, then yes they would.


  14. Hey man.

    I am currently active in the same sort of sports for caching in MCC. You can check the results so far in the addon. A lot of stuff you type I can relate to and did quite some research (and still am) myself. If you like we can have some teamspeak chat soon to see if we can learn some stuff from each other.

    Anyway, have fun on your project man!

    *edit*

    Check the last part of video about our caching. The caching we do is also 2 parts. First it does some stuff to non leads and then it completely caches/uncaches.


  15. Finally i understood how triggers works with mcc, however could you give me an example to make it work artillery with triggers?

    My second question is directed to Spirit as IA responsible department. :cool:

    Are you guys going to implement helicopter transport funcion in GAIA? You know unload troops in zones etc

    As always, thank you

    There is not much to explain about triggers and any specific unit. What i mean is that you can ask me about infantry and triggers or artillery and triggers and the answer is the same. The trigger is triggered by something and it executes what you have recorded. The only thing that is not recorded is groups changing behavior and or zone. If you have artillery setup in GAIA then they will operate exectly like i explain in my second video. If you then move that zone by triggers, nothing on the behavior of artillery changes. If you want to know that behavior is, you best check the video.

    There is already a reinforcement option in MCC using troops transport, but that is not the same as a full transportation system. Like seen on my video on vehicle transportation, the same thing will soon happen with helicopters. I have the functionality already from initial launch but I am not satisfied (yet) on helicopter pilot behavior. You know, stupidiy behavior when under fire, crashing agains objects, landing on weird positions. A lot of it can be controlled, set and (hard) coded but the beauty of it kinda gets lost in the process. After caching and respawn functionality i will go that way.

    ---------- Post added at 08:11 PM ---------- Previous post was at 07:58 PM ----------

    Whoa man, you are awesome.

    Running the sandbox mission as a listen server, everything runs great, can open up the console etc.

    If I run a dedicated server with my addons, and then connect with Arma on the same PC, is when I run into an issue.

    Maybe it is thinking I am the server and client at the same time? I get 2 options for MCC console. Is there a way to disable it completely for the server host so that only admins can access it?

    I am not sure if I understand you correctly. But no matter what you do, i think you are running both the mission version of mcc and the addon. Use either the addon (on both client and server) or only use the mission version of mcc. If you do that, then you will not get 2 MCC options.


  16. Sorry if this was already answered but i failed in finding the answer. Is Gaia integrated in the multyplayer mission that i can generate with MCC ? In other words, what i need in order to run GAIA is to launch arma with MCC4 only on server side. Is this right ?

    I think you ask two different questions here. Correct me if i am wrong.

    Yes, GAIA is integrated in both the mission versions of MCC and the MOD. That is not specific for GAIA by the way. There is simple a choice to be made by by the users: use the mod OR the mission version. Dont use both!

    If it is just GAIA you want then indeed, you can run the mod only on server side and use GAIA. GAIA runs servers side.


  17. Shhh it is a classified idea we call it project-M. :j:

    But seriously I'm changing the way MCC save missions so this can be achieved so in the near future you'll probably get save persistence mission button where the mission, objectives, task, briefings players stats, locations exc will be saved and loaded either to JIP or the whole mission could be continued from the same point you last saved it.

    HE SAID THE M WORD!

    Ho my god i will kill for that....

    Go get him Karma!


  18. Thing is, they don't get attack orders from outside of their zone half of the time. Sometimes, when I generate a mission on the other side of the map, units from my zone get orders to move to that distant, enemy zone. And sometimes they don't. I don't get what decides if they stay 'home' or go on a mission.

    Please take a look at the first video. It handles responses to threat. GAIA will not send out to attack, what is not needed.


  19. Thanks for the video, Spirit6! And meanwhile, another question has been born: What parameters decide if GAIA will move my units (created a zone manually, placed units manually - "spawn in zone", some on defensive, some on aggressive) on to a generated mission (But it's generated in a zone I made). All squads are under her control, including mine. Sometimes our units start moving to the generated mission, and sometimes they just patrol our zone, without acknowledging the existence of the mission.

    And a suggestion: AI vehicle units sometimes get stuck in towns (running into a wall, backing up, ramming the wall again). I wonder if MCC could detect that somehow (like, units haven't moved for 30 seconds, despite having a waypoint far away, and not in combat), and un-stuck them?

    I dont know what it is you ask. Units operate in the zone you give them (setup for). If they are agressive then they can get attack orders outside the zone they operate in.

    Thanks for the video spirit6 ... have a good rest mate !

    Thanks man!

    Did you double click on the text window you want displayed?

    @Shay and spirit.

    Thanks for the detailed explanation. Another suggestion.How about MCC somehow identifies essential groups(or group amounts needed to NOT call reinforcements) and disables cacheing for them automatically.such as HVTs etc

    The idea here is from a mission designers perspective,with a built mission with ALOT of units pre placed or mission wizard placed,the mission designer wouldnt need to spen alot of time going through each unit to cache and not cache certain groups.They could just click and hold and scroll across entire map,click cache and start mission.

    It might seem lazy i know lol just an ease of use function.

    But of course i understand new features and bug fixes come first.

    Im pretty sure any idea the community comes up with though,you guys have prolly already been thinking about it ;)

    Sounds like the WIP Caching works now. I have implemented a filter system that is completely Work In Progress. If you want we can have soem teamspeak tealk when i return. We are easily found (just click on the MCC nights link in my signature).

    Currently i am finishing another part, namely AI respawn. It makes it possible to give a number to an AI group. They will then respawn when they die on the spot they have been initialy spawned or found on mission launch. This would make it possible to simulate waves of enemy's attacking a position. As they memorize their zone, they start moving again:)

    But now, back on track. Kids are home from school so its ARMA OFF time :)

×