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spirit6

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Posts posted by spirit6


  1. Here is my second video. Forgive my English.

    MCC GAIA 2, please watch the first video if you missed out. This video is about Artillery and Mortar, the transportation system and the use of support groups (fuel, repair etc).

    Stay tuned for MCC GAIA 3 with more from your local MCC producer. I will be on holiday for as long as 1 week with my family, so have fun and cya somewhere in about 1 week!


  2. Shay and spirit,

    Have you thought about the next step for cache system?

    We all know the draw backs to cacheing, tasks completing etc because of unit not present and various other things.

    Do you think its possible with the mission wizard,to create a task(say kill HVT) cache all units including HVT but not get a "task complete" message by say,assigning a "fake" task- "kill HVT" and then have the task turn "real" when your within spawn distance of the target?

    So,you get the mission task pop up,cache the target.but the task remains somehow untill your withing spawn distance and only then does the task "really" apply.

    I may have explained that bad,but you see my point rite? Simply assing the task later,when plauyers are in range,but make players aware of the task once the task is created. That way we could simply cache the entire map without it causing objectives to complete. Im sure there is a way to do this and its functionality accesibility would make every thing much smoother to the mission generater and caching. which could always work better together.

    Just a suggestion.

    Hope its something you could think about.

    *EDIT* I just read shay beat me to it. Anyway, you can see we have been talking about it, but i holds complexity.

    Yes, we did some thinking about the caching. Not only thinking btw :) To truelly have the caching to work with no issues you need access to the enigine itself and make the caching a part of it so that the units impacting a trigger are found even if cached. That said, there is multiple ways to do it in the modders world.

    It is very eassy to adjust the conditions of the triggers and tasks that are MCC controlled. Having however a solution that is for all to use in all possible mission is without a change to the game itself a rather hard task. Unless somebody can help me in that.

    There is not even a reason to hide or fake objects as long as cached units are taken into account. Triggers that do counting (reinforcement option in MCC) will have to be altered, while "BLUFOR PRESENT" is also a nice one.

    So yes, i have had more then one thought about this and it will be solved. But i hate half cooked solutions so I dig in a bit more. But if i find the spot then I will release my initial intend: using cached units just like any any other unit on the map.


  3. I have a little problem (Maybe I'm doing something wrong). Present in the mission: NATO units, NATO artillery armor, CSAT zone, and a generated mission within the zone. I give all units under the command of GAIA, but NATO artillery armor just rushes inside the hostile zone while shooting. I want them to stay far away, but still be under control of gaia.

    When I create a zone for nato, and have some Artillery on fortify, they won't help the attacking soldier, even though they're in range with the enemy settlement. They just sit there, doing nothing.

    Another question: How can I give different roles (aggressive, defensive, etc) to the units I placed in the normal editor, before gameplay?

    I'm not trying to complain in any way, the first time I opened the in game mission generator UI, my mind blew. I thought I was in a dream for a few minutes, because this mod is everything I ever wanted in Arma.

    Hey, I have not been very informative about artillery. But a video is inbound (although i am currently busy on respawn AI option). So you wanted the artillery and off they went, probably shooting and blasting. The best thing you can do for the artillery is give them a small zone where you want them to stay and spawn them in agressive. (apart from other groups). What they try to do is find a place to hide and from there on deliver artillery requests. Mortars are a bit easier in that as they dont require a zone (they are static). All they need to know is defensive (only service the zone given), agressive (service any conflict area).

    Dont expect mortars/artillery to blast every bit off the map. They have quite some requirements before they can shoot and even more before they go fire for effect.

    For putting stuff in the editor, go browse some pages back (scan for my posts) or wait for our awesome wiki to come online to you supermarket near you soon! :)

    ** EDIT ** I just read you Generated the mission. If you mean you used the mission generator (so no manual placement off stuff), there is no need to 'give to gaia'.


  4. I really want to commend you guys on the work you did with GAIA. I just played around a bit after watching the video demo you guys put out and I have to say it works extremely well.

    Really love how they will use transport when needed etc.

    Had an absolutely great battle just throwing down a defensive OPFOR in a town and then having BLUFOR attack by initially creating their zone and then moving it. They sent out some scouts etc. and then bused in troops on the transports I laid all around.

    Cool! Transportation video i will publish somewhere this week before me and the family go on holiday for a week. So stay tuned for more :)


  5. Was this video released or is there some info on how this can be achieved, thanks.

    The second video will arrive in about 2 or 3 days. If you want to jump ahead then try use mortar, artillery simular to helicopters. The video might not be online but gaia is :) Also throw in some fuel, repair and medic trucks. Throw some boats in.

    For use without mcc check this:

    http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3&p=2669643&viewfull=1#post2669643


  6. Question with GAIA. I watched the linked video on the front page, which is awesome. I really thought the helicopter feature to patrol different zones are great. So I set up a similar situation as what happened in the video. So my question sis this. I noticed a helicopter was shot down and the crew survived. they were assigned to GAIA or remained a part of it and then patrolled the different zones on foot..LOL.....gung Ho pilots man! Is there anyway to prevent this? All I had to do is just go in and delete the pilots, but I wanted to ask.

    When the helicopter goes down they change class in GAIA. Internally this means they would have their orders cancelled and then execute infantry (the class i would expect) orders. I will check their behavior, but this is what i would expect. There is nothing you should do expect give it patience of max 2 minutes.

    The whole system is setup dynamic. Crew that looses their vehicle also change class. Even an infantry group that is suddenly given a vehicle (assigned) will change class. With class changes the orders change.


  7. Is there a way to mimick the look and behavior of an MCC-added zone (shape, availability via the zone drop down, etc.) through the editor or through script?

    EDIT: Outside of creating markers with the editor (and then using the getMarkerPos/getMarkerSize to pass to the series of lines which ultimately invoke mcc_make_the_marker.sqf), I was wondering if there was a more "automatic" way for MCC to pickup markers in the editor and creating the zones?

    I am not sure what you mean. What you can do now is:

    - Manual creating zones in editor and make GAIA units operate within it.

    - MCC creating zones and make GAIA units operate in it.

    - create markers by script and make gaia units operate in it.

    Do you mean that MCC should recognize the manual created markers? (i never tried that, it might even work lol). I am not sure what it is you are missing now.


  8. Guys,

    What are the actual enemies/group limits? Were you able to increase the old limit? I ask this because the possibility to cache units, would give us the possibility to create "campaigns" with several AIs across the maps.

    Thanks!

    The actual group limit is (i think) 144. That limit is the groups active on the server. Personaly i think taht that is crazy enough if you consider that 144 multiplied by average 4 units = 576 units. But to concrete answer your question: you can cache a shitload of groups as long as you make sure that no more then 144 will be uncached.

    Example: if you cache 600 groups all over the map then that is fine. If you however cache them all tight together in one spot you will have an issue when the player gets close and the 600 uncache.

    A question about GAIA - if I move a zone far away from the original point of creation, will the units inside the zone try to use transport helicopters/apc's/vehicles to get there, or will they only walk?

    That will be shown in my next video but here is the current deal. If you spawn vehicle transportation (tucks, apc) then that will be used if the group is a footmobile. helicopter transportation is not active yet but is currently wip.

    The following:

    - Make sure the transportation vehicle holds a driver. That might sound stupid but the infantry will not drive themselve, they are serviced.

    - Units that are on foot are legimit for transportation the moment they need to travel a longer distance ( i believe > 500) and they are currently outside their zone. (so they do not get transporation inside the zone to prevent ruin patrols)

    - The transportation vehicle will only serve if the footmobile can fit into the vehicle.

    - do not use grouped transportation but spawn seperate. Currently the system cannot handle 1 group with 5 trucks. make that 5 groups with each 1 truck.

    - The transporation vehicle does not have to be in the same zone. So you can spawn a small zone with only trucks in it. They will serve all infantry groups within their range ( 2000 as closest pickup i blieve)

    - A Footmobile will be picked up IF: 1 There is a road close by their current position 2: there is a road nearby the target location. (this is checked every cycle , that is about 60 seconds)

    I would advice to experiment a little.

    If you spawn a group with transporation then they will operate as motorized infantry or mechanzied infantry. Then they will sort it out themself.


  9. Spirit/Shay... The new updates look fantastic.

    Quick question, please let me know if I'm approaching this correctly:

    I'd like to use the editor to place units, but ensure that are both under GAIA's control and cached when the mission starts. In the group leader's initialization, I've placed the following:

    thisGroup = group this;

    thisGroup setVariable ["GAIA_ZONE_INTEND",[1,1], false];

    thisGroup setVariable ['mcc_gaia_cache', !(thisGroup getVariable ['mcc_gaia_cache',false]),true];

    It seems to work with all the groups I've added so far, but please let me know if this is the wrong approach (or the wrong syntax).

    Thanks again

    You are 2 video's ahead of me :) Here we go(you had it almost correct):

    For 'giving to gaia' in the editor go like this:

    <group> setVariable ["GAIA_ZONE_INTEND",[<zone>,<behavior>], true];

    Group = the group you want to give ot gaia.

    zone = the name of the marker. Must be a number!

    behavior = "NOFOLLOW" -> defensive, "MOVE" -> agressive , "FORTIFY" -> fortify (same as upsmon because gaia had to be backward compatible )

    Mind the true in the end of setvariable. This is public variable in gaia that is being set. It is public announced so that MCC can set de G at the group names. If you make it private then MCC will not know that the group is under GAIA control but the ai system itself is not affected.

    For caching:

    group setVariable ["mcc_gaia_cache",<boolean>, true];

    boolean = true/false (set caching on/off for this group).

    *You can also simple delete the whole variable if you want it off. As it will only work with value TRUE

    Hope this helps. Oh in the mission init put https://community.bistudio.com/wiki/setMarkerAlpha. This will make sure that the zone is not seen by any when you start the mission. When you do it like this then you can make missions by using gaia to quickly setup patrols, mortars, CAS, artilllery, boats. You name it. They all need the same stuff and gaia will sort it out for you. The requirements are now that mcc needs to run on the server, the client is not needed.

    Dont forget that gaia can be used on any side. so you can also give the players ai CAS by just spawning an ai attack helicopter, mortar, artillery under gaia control. It will aid the player when needed then.


  10. Thanks mate, indeed I noticed all these behavior, and is really exciting to assault a city in the night and see the enemies "throwing" flares, never seen this before. Do you guys know what would be an AI mod that wouldn't create problems with MCC?

    I mean, taking ASR_AI3 as example, they got a morale system that makes some enemies flees from the combat, and at the same time, we get GAIA saying that this unit should stay there.

    Just looking for a mod fully compatible with MCC, do you guys have plans to create a list of "mods fully compatible with MCC?"

    Not really. Any group that has had orders and flees will have their orders cancelled. They will even not be caclulated into the battle so more reinformencent groups might even be send to the conflict area. As soon as the group returns back to normal then GAIA will hand over orders again.

    What mods work and do not work. I really dont know, that is for you and others to decide and try and for other addon makers to decide.

    ---------- Post added at 10:47 PM ---------- Previous post was at 10:46 PM ----------

    New update v0.4 rc3 available at withSIX. Download now by clicking:

    http://img-cdn.withsix.com/mods/rv/@mcc_sandbox_a3.png

    Tx old buddy!


  11. I have a question, if I choose to not install the iniDB, what are the side effects?

    Another ideia: Did you guys ever think about adding an low level AI mod like ASR_AI3 or bCombat or something?

    I am asking this because from what I understand, GAIA assigns waypoints on a high level, but we don't have a system that will make the AIs be supressed for example, or morale system.

    Again, thanks for your amazing work... who never tried using MCC, you don't know what you are losing.

    Shay will update you on the iniDB as thats not my territory. GAIA does a lot more then assigning waypoints but she is indeed a higher level lead. The AI does use smoke and flares but that is what i call ambient behavior. The whole idea is that people are then free to spice up the ai with any lower level AI (strange word here). There are no plans in GAIA to move to the lowest level. There is so much more to do on the higher end that a wider focus is not needed.


  12. Spirit, thanks for the GAIA explanations .... WOW .. you guys are geniuses ! One thing that intrigued me about the video was when three groups were flanking intially, would it have made more sense for the north group to go throug th the buildings and the south groups to enter from the south? Instead they seemed to cartwheel around flanking. Don't get me wrong, what they do is fine, but it looked a little strange.

    Keep up the good work.

    Probably. Sense is a hard thing to teach a computer. But if you let go of the lines and numbers running in the window and just experience the game. I guarantee you, the days for duckshooting session are over. They coming to get ya Kremator :)


  13. Here you guys hold the first video about GAIA in MCC. In total it will be a series of 3. Please forgive my horrible video editing, it is my first video ever. It should help you guys get the best out of GAIA as i think lots of functionality is unknown. In this video we go cover:

    - The basics (behavior and movement of gaia groups)

    - GAIA response to threat

    - GIAA CAS and Air patrol system.

    Video 2 This video is about Artillery and Mortar, the transportation system and the use of support groups (fuel, repair etc).

    Video 3 AA units, advance usage and yet to be determined :)


  14. Hi MCC Team,

    First I would like to congratulate you on the development of this mod. It adds a whole new immersion to the game, your plataform is mandatory on our coop sessions.

    Since your objetive is mainly dedicated servers, which is our case, your caching system will help a lot building missions that last long.

    What we really miss is the lack of a system that saves missions progress as a whole, including ammo, player positions, enemies positions, real state of tasks, ammo crates...

    Just asking, because every new feature of MCC makes us happy and willing to play more and more, do you guys have plans to add such feature?

    I gues the caching system would be able to kick in there. Nice idea! I put it on my long list of awesome idea's. :cool:

    spirit6 has exceeded their stored private messages quota and cannot accept further messages until they clear some space.

    I typed up a long thing with links and stuff to PM you but your inbox is full

    My inbox is all empty now and ready to receive your huge PM sir!

    Thanks for the detailed explanation spirit.

    It all sounds to good to be true :) Its almost mandatory for any serious mission to have a cache system with the way arma3 chews up the cpu.And the way you say the mcc controller can alter the cacheing is fantastic. I cant wait.

    Any idea on a release date as of yet?

    First thing you guys get is the basic caching system. Select a group and ad it or remove it from the cache list. That will be (i think) somewhere this week with THE release. The more advanced caching will follow shortly with the next one. As i am already building it but i wont be able to finish it. Also need to talk to shay to do the gui change. I am mainly on invisible code :)

    will this break compatibility with A3MP maps?

    This? No, this will not break a3mp maps mate. That, that it will, but not this. Only that. On a serious note? This? No, that. I told you!

    It will be released when it is ready to be released, They are doing this on there free time remember. So please be patient and wait for them to finish it. You know it will be extremely awesome when it is released and they said that would be soon. So we all shouldn't ask them for a release date. It will be done when it is done. Right Shay_G-Man, and Spirit?

    :p


  15. Hi spirit,

    thanks for the reply earlier,i think i have a conflicting mod ur correct,i just wanted to make sure the map "malden" was working with MCC.

    If its not too much trouble,i have a question regarding the new cache you and shay are working on.

    Obviously it will spawn cached units on players within range,but if possible,could it be able to spawn enemys when certain friendly AI(to the player) come within range too?

    Example: Player selects a group of friendly ai and sends them to a clear area mission set up by mission wizard,but player remains outside spawn range.could there be a parameter of some sort that enemy could spawn once certain other ai are in range? I can do that with SpunFins AI Spawn script and it helps add variety to missions where the player dosent wanna be in a specific place sometimes and wants to locate somwhere else whilst still having an element of the mission accomplished by other groups.

    Well caching is completely optional at the moment as it is per group disabled and enabled and by default it is off. But when that is implemented I will work on giving all the tools needed to the MCC interface. I want it all in there as choice.

    So in some button holding somehting like settings it will include cache settings. In there you would be able to choose. Something like you see here (but not complete or a promise, just idea sharing here where i work towards):

    Un-cache rules : 1) Player near [DISTANCE], 2) Never, 3) Enemy near [DISTANCE]

    Cache rules : 1) Player near [DISTANCE], 2) Never, 3) Enemy near [DISTANCE]

    DISTANCE : 1) Viewdistance player + 500, 2 ) <any number>

    Caching West : OFF, ON FOR ALL, ON FOR SELECTED GROUPS, ON FOR INFANTRY , ON FOR GROUND etc

    Caching East : repeat

    You get the idea i gues. It means that caching is completely in control for MCC controller. And it will work for any mission out there. The idea is to implement it in such a way that anybody would be able to setup his caching in ANY way and in ANY combination he would ever wanted. So sharing your needs helps a lot. Keep it coming!


  16. MCC works great with Alive at the moment although with the caching that you are adding might break things. I suspect there will be options to use caching or not rather than it be a default thing that is always on all the time.

    Alive doesn't use caching per say as was explained in that post. What Alive does is Profile units which then are controlled in a virtual way separate from the visual simulation.

    Dont worry, just read one post above yours and you have your answer. The caching is not a threat but a chance guys, it is completely at your own control. Even on group basis.

    Hey Shay, I have an intel report from MCC 4.1/4.2 and possible GAIA issues.

    Starting with the release of 4.1, there have been multiple instances of massive lag when trying to use MCC.

    What we did in pre-MCC v4 was:

    -Load into the server

    -Spawn the saved mission

    -Carry out the mission

    Since MCC v4, if we try to load any MCC assets after players have already connected, the entire server desynchs extremely badly and eventually needs to be restarted. This was not an issue pre 4.x. We could load players in, then load then mission up.

    Can you hand over the mission that you load including the mod list? I will go on our server with players to play test it. I haven't seen the issue on our server yet so any extra's that can help us tackle is awesome. Just pm me a link with the mission load would be awesome.

    *edit* Just saved and loaded a huge mission file with no issues. Does this occur only when players ARE connected (i know you type that but i need to know explicit)? So if the mission maker carries out loading alone on the server the issue is less or not noticable?

    More than BRILLIANT Shay !!!!! and of course Spirit too looking forward to the next update guys !!! :yay:

    Wow even me! Thanks!:yay:

    You can track our known bugs here: https://github.com/shaygman/mcc_sandbox.Altis/issues?state=open

    You can also report there !

    Thanks!


  17. On next release mission maker will be able to cache any group by the user interface. It will be as simple as selecting a group or groups in mcc and click the button cache. From there on the caching system will kick in for only the selected units. So full controll there. On the road we hold showing cached units on the map and interact with them. Hope this will help you guys get your server on your knees! No mercy!

    And just so ya know. This will work for any mission out there, as long as the logged in mission maker and the server hold mcc. The other is, the mission maker stays responsible for use. Caching all units while the mission holds a 'while bluefor present' trigger will do awesome stuff. So be carefull out there, its a dangerous world!

    ---------- Post added at 09:52 PM ---------- Previous post was at 09:48 PM ----------

    Nice to see Psycho working with you guys!!!!

    That means that his wounded system will be available in the mission version?

    I prefer to use the mission version of MCC :D

    Just to clarify. This is not the Medic/wounding system Pshycho. Its another one. A real one. He is our video and media dude. All very well because i still have not even made a video about GAIA release..


  18. Hi shay and spirit,

    have been using mcc for a while now,however lately when using mission wizard to generate a mission,the game either freezes or out rite crashes to desktop a second after it completes setting up the mission and giving me the objective..I set up a zone of about 1KM.Set a simple clear area mission with just infantry and road blocks in the parameters and exact location to be used,and the settings on 10 players, hard difficulty.(Though im just in editor sp at moment)

    Enemy is blufor,NATO faction.Could it be something to do with a mod that adds BLUFOR custom vehicles or units?

    I dont know what other info i can give,i am using other mods of course but i never had issues before.I retried making a mission with the mission generator using different presets but i still either freeze or crash.

    The maps i can say iv had issues with is takistan and malden using A3MP.

    I dont know whats causing it,any help would be great.

    Thanks

    Just a quicky here. Can you please find out yourself if other mods cause the issue? Its quite hard to check for us on every mod out there. Tonight we played again on MCC Nights server with @A3MP maps on it. Secondy, we test ourself (mcc dev) alsoin editor sp BUT SP is not supported. So, there is no advice other then help minimize the issue (removing mods) so you make very sure it is not another mod.


  19. Indeed, and of course the same from our perspective though we do make every effort where possible. Insofar as caching and mission persistence goes though, it seems both MCC and ALiVE are working in a very different way even if we have the same end goal in mind. Unfortunately this means they will likely never to be directly compatible.

    Yep. Like Shay said, our on/off option should save the day for people wanting to use both. What i meant is that we need our own caching system for our future needs. But MCC is used in a varying way by people, one of them is with ALIVE.


  20. Just to clarify for people who are asking about caching. ALiVE Profiles System is very different to Unit Caching and really it has a completely different purpose - the fact that Profiling happens to remove AI and free up CPU resource is almost incidental, although obviously advantageous given the engine limitations. While MCC is a spectacular tool for providing ultimate control of the player environment, ALiVE is completely different concept aimed at creating a generic ambient battlefield. In the end, both Unit Caching and Profiling have their advantages and disadvantages and there are several important things that Caching can do that Profiling cannot. Both have their merits in different scenarios but are unlikely to ever be directly compatible.

    On a separate note, we believe strongly that this community has in the past suffered from far too much internecine conflict between opposing mods, to the detriment of us all, so the ALiVE team is currently looking at methods by which mission makers can have more control over what is Profiled. All being well, this will hopefully allow for mission makers to use elements of ALiVE in conjunction with MCC should they wish to.

    No promises though - YMMW, Ready-When-It's-Ready.com and Coming Soon ;

    Edit: for the sake of the MCC's team sanity, please keep any ALiVE related questions to the ALiVE thread! I'll shut up now and get back in my box.

    Thanks for explaining how alive works mate. Although i would love to see MCC and ALIVE work together it is not our focus to integrate with other mods. We have a clear goal for MCC to go and with that we need our own Caching sytem. No doubt in my mind that Alive caching works differently :)

    One of the things we need it for is persistent ongoing mission environment.

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