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shay_gman

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About shay_gman

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  1. @thebuckfastwine Thanks mate @redarmy I did missed your post i'll take a look on it for next update
  2. R30 Hotfix. Guys re-download R30 I've updated the links with a hot-fix. The MCC campaign was broken.
  3. Another small update Dropbox: https://www.dropbox.com/s/4sq59awzdf5zu24/%40mcc_sandbox_a3.rar?dl=0 Steam page: https://steamcommunity.com/sharedfiles/filedetails/?id=338988835 r30: Change log - Fixed: Mission Generator to a specific zone - Fixed: Conflict with CBA addon settings and MCC modules settings caused unpredictable behavior - Fixed: Role's icon didn't show on template missions - Fixed: Disarming an IED didn't completed generated mission - Added: MCC template to CUP Chernarus winter - Added: 3 MCC campaigns to CUP Chernarus winter - Changed: Generate mission to a zone will work much better and allows the selection of a specific zone.
  4. A small update Dropbox: https://www.dropbox.com/s/4sq59awzdf5zu24/%40mcc_sandbox_a3.rar?dl=0 Steam page: https://steamcommunity.com/sharedfiles/filedetails/?id=338988835 R29
  5. Version R28 is out Marry Christmas Dropbox: https://www.dropbox.com/s/4sq59awzdf5zu24/%40mcc_sandbox_a3.rar?dl=0 Steam page: https://steamcommunity.com/sharedfiles/filedetails/?id=338988835 Change log r28: - Added: Mission Generator objectives will clear area of terrain objects before spawning in objectives - Added: While using ACE a player can now use MCC action only to halt AI or quickly open doors - Added: MCC ammo crate, fuel crate and supply crate will be shown in Zeus - Added: Withdraw and deposit ammo/fuel/material boxes from any FOB or HQ (from the main box) - Added: Sleep interval so modules will overwrite CBA settings if placed in a mission - Added: MCC direct CAS - should work for all vehicles but results may vary depends on the addon vehicle. - Removed: Enable role selection from CBA settings - Changed: Clear area objective's area reduced by 50% - Changed: The way the campaign determine if a mission is done - for more accurate results - Fixed: MCC CAS didn't work - Fixed: Can't generate mission to a specific zone - Fixed: Restrict vehicles to roles was on by default - Fixed: Campaign stops after first mission - Fixed: MCC interaction didn't open/close door on non vanila maps - Fixed: MCC medics healing dead bodies and not willing to heal after player respawn - Fixed: MCC AI medics did not regroup after healing - Fixed: Wrong class names in Mission Wizard objectives - destroy cache spawned helicopters and destroy fuel tanks spawns radio towers - Fixed: Video probe was upside down when mirroring under a door using ACE - Fixed: MCC interaction pop up while using ACE - Fixed: Can't open HQ vault from ACE - Fixed: systemchat when unit respawned
  6. @everyone Due the warlord bug - this version has come much faster then I wanted it to be so there might be some more bugs in it - please report if you'll find any. Download link: https://www.dropbox.com/s/4sq59awzdf5zu24/%40mcc_sandbox_a3.rar?dl=0 Changelog r27: MCC now requires CBA - Added: Full support to CBA addon settings, you can define most of MCC settings using CBA - Added: Custom names for capture sectors in Advance and Secure module - Changed: Survival module - spawn crates in house will now spawn weapons and survival gear on the ground and not empty boxes. - Fix : AI stuck on move order - Fix : Special forces helmet camera now works on group members not only on synced units. - Fix: never-ending generating mission bug
  7. I"ve found some time to release r22: https://www.dropbox.com/s/9yrd9xhjhfzmmc2/%40mcc_sandbox_a3.rar?dl=0
  8. Yes there is and will be available next update, I just wonder do u ask the Achilis team to change their keys too or it is just me :) Not a bug - Role Selection isn't automatically generated it is defined by the mission maker - learn more here: https://mccsandbox.wikia.com/wiki/Configure_role_selection
  9. @kromka Are you referring to the suicide bomber marker? This marker will always show on MCC menu (will not shown on the map) as mission maker can Ctrl+click it to manually detonate it. Regarding disable respawn - yes you can't enable it again. It is a very old system maybe i'll find the time to work on it allowing the mission maker option to selectively allow respawn to certain players and enabling/disabling it as he will. MCC survival items - are just there you can't really remove them, I've given them all the (MCC) name so they will all group together so you can just skip them. AAA and Artillery mission generator's objective fire atmospheric ambient fire. I know it is not 100% realistic and it is there for the "look cool" effect, it is a game after all, but this is just my take you can place a manually destroy AA objectives. If you can provide an idea to do it differently I'll be glad to hear
  10. You can do it manually with broadcasting global variant "MCC_civRelations_side" and the variable should be between 0(friendly) - 1(Aggressive). Example missionNamespace setVariable ["MCC_civRelations_west",0.5]; publicVariable "MCC_civRelations_west";
  11. 1. Well it isn't something too hard to do it just takes time - which I don't find why it should be invested in it. As in general settings are pre-placed with a module, if you in a milsim you probably play without a compass and if you are more on the arcade style it is on by default - nothing to switch on and off in the middle of a mission. 2. If you took the time to post something here try to make it beneficial because i'm sure you are not expecting of me to go over all the OK and Cancel buttons on MCC and check them out. So the best way to make a request come to life is to post a bug and how to recreate it or a request and how to fulfill it. 3. The markers are placed in a radius of 500 meters from the objective the AO is more or less the same radius as it expend the more players are logged in. 4. Scratch the usually - the AO should always be marked with a red circle around it - it is possible that the red circle of a previous mission is still shown. 5. If you are referring to opening MCC then yes - the mission maker will see markers related to the mission. If you are referring to the usual map - the mission maker should not see any markers that the players can't see unless the clicked the "track units" button, and if he do it is a bug and you should report what markers are visible. 6. Indeed. 7. You'll have to accept that there are some other opinions different then yours and the polite thing to do is to ask about adding it as an option feature and not saying something is useless just because you don't like it.
  12. yes this: MCC_GAIA_AC = true; publicvariable "MCC_GAIA_AC"; Well there is the MCC campaign which are CTI - you can find them in the mod itself 1. The box checks are not always correspond with actual status of the settings - E.g you might set nametags off but next time you'll open the settings it will show as it is on - but the truth it is off. You can't disable the compass once you enabled it. It is best to make a template mission and just set this settings using a module and not through MCC every mission. 2. I don't know what some means - if you found a bug post it here. 3. If approximately has been chosen the map markers are placed randomly in the AO - the AO is usually marked with red circle. 4. See above 5. Why it isn't good? 6. It is limitation of the list UI element - why not selecting the player first then change the map. 7. Says who? you should place the the module on an empty vehicle and then it should be visible in the menu. It means there is an error - i'll fix it for next release. But in general civilians causalities effects the campaign score and in general turn the civilian relation to the players from friendly up to the point of using IED and suicide bombers on the players.
  13. Nope, Open a ticket about it and I might get to it soon
  14. That has been fixed a few version ago - what version are you using?
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