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shay_gman

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Everything posted by shay_gman

  1. Nope Everything is possible depends on the cost. ACE interaction is build around inheriting from the config of each class. So it is easier for me to put the actions on the self interaction which is actually the man class rather than adding it to every class out there. But i'll maybe look into it later. Not your fault mate, just you was the first to implement it. It just a matter of time. I think it is better to work with the system as at the end someone somewhere will implement it and screw as over.
  2. After testing with the help of Moon_chilD I figured up the login problem. As I suspected it has to do with then new cfgRemoteExec for now most of the addons are neutral toward it and they haven't touched it, but if some mod you are running decided to use it all the clients functions that are designed to run on the server would be restricted unless they were white-listed by the mod maker. I found out some towing mode did that but it doesn't matter i'll update MCC to work with a whitelist.
  3. Excuse my lack of knowladge on this but how file patching is related to the "function is not allowed to be remotely executed". The file patching change has been done in 2014 and AFAIK there wasn't an issue with MCC. Also, let me get it straight is disabling or enabling filepatching causing errors in MCC? @rekkless I'll check it out.
  4. What difficulty do you use? try lowering the difficulty. Test it from the mission please. Yeah, my fault didn't test it on dedicated. I'l fix it soon. I've made some changes to MCC start locations which need to be tested. The hostage mission should be changed to allow completion without the need to place a start location. I gonna answer Sjones17 and Moon_chilD. I would usually say to sjones17: "Put MCC on the server and don't place any access module and see if this is working for you" but I've noticed something strange in Moon rpt which is: Scripting function 'mcc_fnc_login' is not allowed to be remotely executed Which dazzle me, so I've looked around and found out the BI changed the remoteExec method - which I don't care because I don't really use but it effects the BIS_fnc_MP which I use a lot. As MCC is built around a dialog with a super client (mission maker) with the server. So first: 1. Moon are you not able to login too? 2. I will investigate if further.
  5. Time for release. Enjoy MCC wiki: http://mccsandbox.wikia.com/wiki/MCCSandbox_Wiki Download Link - MP Mission version - Stratis: https://www.dropbox.com/s/vk1makz2q2vnfpn/mcc_sandbox.Stratis.pbo Download Link - MP Mission version - Altis: https://www.dropbox.com/s/d25xly1ln63dgd6/mcc_sandbox.altis.pbo Download Link - MP/SP Mod version: https://www.dropbox.com/s/cbpinx8knu5fw42/%40mcc_sandbox.rar
  6. I can't relate to the dev mod.Switch to stable and inform us if the problem still there. I can't take responsibility for every mod out there and that is why MCC have many CAS options, some of them uses the vehicle turrets such as the S&D and gun runs so they will heavily effected by the addon you are using and some spawns ammo such as the bombing/rockets runs. But if you want to have precise CAS use one of this: JDAM - precise on the markers. LGB - precise on a laser marker (if there is a laser marker). AT/AA run - will hit only vehicles or air units in the area with guided rockets. Yeah sure I'm on it :) Don't put any module in the 2D editor.
  7. I admit Fallout 4 stole my soul... I totally forgot that I had an almost ready new version. I will release it... It fixed in the new version. The reason it happening is that when changing factions in 3D editor MCC interface opens again and usually people just reopen the 3D editor. You should close the interface and not opening a new one. Fixed in the next release. Added to the next release. There is delete dead body brush that should do the trick in MCC. MCC supply helicopters are pretty much hard coded but in CAS you can choose what ever vehicle you want even from RHS. We'll need to see the error report What options? I've tested it and it did work. Can you provide more Intel? Nope but I might be able to put something for next release. Nope but I might be able to put something for you too for the next release.
  8. Next version is ready just need some testing. If there are volunteers let me know. If there are any requests or somethings I forgot let me know. Here is the future change log:
  9. There is a small explosion when failing to disarm the IED followed by the real explosion - this to give the player a little chance to start running if he fails. It seems like MCC isn't running on the server. You can't use MCC locally it have to run on the server and MCC access open for all or your player UID in the white-list. You can spawn in specific height using the MCC 3d editor.
  10. Great addon, i've forgot how much content ArmA2 had comparing to ArmA3
  11. I feel like you guys just discovered the IED system which is ported from MCC 2 from ArmA 2 - i'm ashamed at the code quality there B) There is a detailed explanation here: http://mccsandbox.wikia.com/wiki/IED_Mines_%26_Suicide_Bombers If you want the IED to not explode once a player get near just set the trigger to "Mission Maker Only" this IED won't explode even if you'll jump on them. You can set IED without an explosion effect, this is used to trigger ambushes where you don't want to have the explosion. Scenario: A truck is blocking the road, place a little tire IED next to it with no explosion effect sync it with an ambush group across the hill. While the players will by busy with the logistics of moving the truck they will trigger an ambush without knowing. BTW I can't change how Zeus copy items, but in the updated version sent to Git you can spawn multiple IEDs from MCC
  12. Haha so increas the disarm time when placing the IED. for each 30 seconds of disarm time you'll get one more module up to 11 modules in total. The minimum is 3 modules BTW, Should I increase the time to 1 minute per module? BTW if you are an engineer class the modules will be easier. I've updated Git test it now.
  13. Spawning IEDs all over the map is too a but resource consuming. Every IED is a trigger. I think the ambient spawn module (spawn stuff only when player is near and delete them after) is a more correct approach. I don't like it, to be honest as I think IEDs shouldn't be spawn everywhere and the should be spawned only on the way to the OA, but if i'll have the time I might add them to the ambient module. - If you fail a deadly IED it spawns an explosion - so there are no damage values, try creating a bigger explosion effect. - ACE interaction isn't available in the mission version, it will be there in the mod version upon realease. - You got a point there.
  14. I've fixed the dev version - now the IEDs should work. Here is another new feature for the survival mod for you to enjoy and fool around: Add interactions menu to inventory items, food water and sickness effects. http://mccsandbox.wikia.com/wiki/Survive_mod
  15. I wanted to add it to the Wiki and i'll do it later. But for now - here how its goes: MCC scan the config file of the player's faction, sort it out and define the config files. The vehicle cost is taken from the config "cost" value divided by 700 and then 50% of ii is supplies, 30% ammo and 20% fuel. You can create your own custom vehicles to buy. You'll have up to 5 arrays for each faction as shown bellow, the array header will always be "MCC_RTS_" then next will be the vehicle type "vehicle" or "tank" or "heli" or "jet" or "ship" then the player's faction "NATO" exc. MCC_RTS_vehicle_NATO MCC_RTS_tank_NATO MCC_RTS_heli_NATO MCC_RTS_jet_NATO MCC_RTS_ship_NATO In the example a player from the NATO faction will get the vehicles in the array MCC_RTS_tank_NATO when approaching a tank vehicle kiosk. Keep in mind the tank array can contain any vehicles classes even helicopters exc and that the faction name in the array (NATO) referes only to the player and not the vehicle classes inside the array so a NATO player can spawn CSAT vehicles if they defined in the MCC_RTS_vehicle_NATO array. Inside the array there will be an array for each vehicle containing: [_cfgclass,_vehicleDisplayName,_cost] _cfgclass: STRING - the vehicle class name _vehicleDisplayName: STRING - the vehicle display name as it will be shown in the dialog _cost: INTEGER - the vehicle total cost that will be divided to the 3 basic resources as described above. At the end it should look something like this in the mission init.sqf file: MCC_RTS_tank_NATO = [["B_G_Offroad_01_armed_F","Offroad - armed",800],[" B_UGV_01_F","UGV",1200],[" B_MBT_01_TUSK_F","M2A4 –tank",3000]];
  16. Read the wiki people please: http://mccsandbox.wikia.com/wiki/Logistics http://mccsandbox.wikia.com/wiki/Construction The dev version is a mission not a mod. Just drop it in the MP folder and start the game without the MCC mod. @Zafjr did the IED registered on MCC - I mean when you open MCC interface does the object show with a red circle that say "IED".
  17. I've updated the Git dev build if someone want to test some of the new features and give some feed back.
  18. I'm working on the survival aspect at the moment and when i'll finish I'll release a Wiki regarding how to customize stuff. To make a long story short every aspect of the survival theme or the RTS can be customized in the mission environment (without unpacking the mod exc). But you'll have to be a little more patience.
  19. Where in Zeus? I see Lock/unlock. There is already a module like this in MCC - it calls the mission generator. Just make a marker over the area and generate a mission without any objectives and without cars, armor exc and with briefing disabled. Then choose if you want to have some IED, SB, armed civilians exc and they will randomly spawn in zone without the briefing and objective exc. It will also spawn some infantry but make it an easy mission with 1 player and it will spawn only few soldiers so it isn't a big deal. Alll of the mission editing is done in game - but you can save it to profile and load it. MCC and Eden will most likely have nothing in common just as the 2D editor as they aim to completely different scopes. MCC is real time macro management - mission creating and handling and Eden is not real time micro management editor. So if you want to place a specific unit on a specific roof, holding specific weapon exc I would suggest use Eden or Zeus. If you want to say - I wan some units on rooftops in that village, surprise me where - use MCC.
  20. Just gonna leave it here to get you something to think on till next update: http://mccsandbox.wikia.com/wiki/Mini-game_IED http://mccsandbox.wikia.com/wiki/Capture_Zone
  21. Did you try to move while bandaging? this break the bandage process. To have the VON module or the medical module all you have to do is place the module (Modules --> MCC) in the 2d editor. Try it on Vanila first and then add mods to see if there is a conflict as I tested both the medical system and the VON on dedicated servers. Try consulting the WIKI http://mccsandbox.wikia.com/wiki/MCCSandbox_Wiki I agree but if MCC hangs it should be fixed in a way to give a timeout for the while loop. I didn't knew this was the case I'll take a look into it. I already added it after your first post. :D
  22. There are so many scripts for this - i'm trying to be unique and original in most cases... in the campaign the food should run over time but it is a group effort not a personal thing. But who knows maybe later if i'll have the time. Sometimes all you have to do is just say please...
  23. I'll just answer both of you: there is a big difference between running the mission version to running the mod version on the mission maker PC. Running the mission version make sure all the clients/server will have the same files as the mission is downloaded by all clients before mission start. When playing where the mission maker is the only one running MCC you'll basically won't have access because MCC need to be run on the server to work - it isn't a cheat tool. On the slime chance that the mission maker and the server are running MCC (or the mission maker is the server) you'll probably encounter locality issue while some functions of MCC sometimes ask the clients call for scripts that supposed to be local to them - once a client don't have MCC he will end up getting an error or not getting the expected behavior and you'll end up here in the forum complaining about it. I can't even begin to explain how much I'm annoyed with that repetive question - "can I run MCC if my friend don't run it?" and my answer is always the same - "would you run any other mod - like a gun mod if your friends don't have it?" they will end up looking at you holding invisable gun shooting invisable bullets. Regarding choosing the mission version over the mod version - it is a matter of taste, i'll always say go for the mod version as some things cannot be achieved in a mission version aka cfgVehicles and full ACE compatibility,. What version are you playing? you shouldn't even have the markers on the map if you updated MCC in the last 6 months or more. You'll probably laugh from my answer but I believe I figured it out - bind the MCC console buttons to something other then Ctrl+Delete. Apparently pressing the delete button when opening MCC deletes the last selected group/unit :D
  24. @rekkless Great videos as usual. @stcrowe As rekkless wrote in my opinion it is better to spawn some zones, AI, IEDs exc in the begging of the mission and let the mission roll with a few reinforcement call now and there. Regarding the Commander Interface, it's hold all the functionality as the main MCC interface and more - please read the Wiki before asking here as I can't answer everyone individuality Check it out here: http://mccsandbox.wikia.com/wiki/Commander_Console Regarding the RTS. You can assign most of the WP by context of the object you are clicking on: click on an empty building the units will garrison it. Click on an empty vehicle the units will get in and drive it. Click on a manned vehicle the units will get in as cargo. Click on an enemy unit the units will attack it exc. Wiki will be here soon.
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