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shay_gman

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Everything posted by shay_gman

  1. So I was busy getting merried and such so it is time to go back for work :) I'm still looking for a nice clan/squad that are European based and using MCC regularly to play with and to do some testing so if you know of any - please let me know. You'll need the helicopter dlc installed to enjoy the fast rope - you don't need to purchase it only installing it so you'll have the new physics rope vehicle class. Free landing evac is controlled by ArmA AI so it is up to the AI to find a safe spot to land - so pick a decent place for this or use another insertion such as fast ropes. The grenade changing is bind to the "hold breath/zoom" key binds - find out which key you have bind to it and use it to cycle between grenades. Best is to avoid using this keys - it is probably a locality keyboard issue. MCC should work on any map the same way(mod version) - can you share more info please. The good news is that we are working on the same goals. You'll need to have inidbi mod running on the server for the survival and then by using the interaction key (holding it) over map objects such as wrecks, trash cans exc on the map the unit will start looking for something to scavenge - the items/weapons drops are randomly from the addons that the server is running. Then you can turn in the items that you have scavenged to the HQ shared box (just a box next to the HQ - start location). When a player turns in items he gets valor points that he can spend by taking items from the shared box - the catch is that it costs more valor points to get an item then you'll get from giving an item - so you'll need to contribute to the community more then you can take from it. For example: You have found 4 sniper rounds mags you'll turn them in for 2 5.56mm rounds because you are using an assault rifle but the sniper in your group will need to give 6 5.56mm or equivalent items to get this 4 mags - hope it is clear. By turning in items you'll also give resources to the group as turning in fuel cans will increase the fuel resources and turning in mags will increase the ammo resources then later the commander can use to build new structures or upgrading them - WIP the rts elements in the commander menu. You'll need MCC to run on the server or just make sure ArmA and MCC are up to date. MCC should automatically load addons objects if it isn't the case with some addons let me know and i'll check it out. Nope there isn't but you can use the evac option to ask an helicopter to hover on a certain height. You can just log in and then no one else can log in or you can disable it on the server side by using the persistent data base (you'll need inidbi addon running on the server) and then edit the SERVER_misc.ini file and add the playersUID that you want to have access to MCC on the server. - Yes but the other player should run MCC or it won't effect it. - No you can't delete zone but you can re-use it. - Just overwrite the saved MCC mission with a new save you don't really need to delete it. We'll need more info to fix it as I can't reproduce it on my side. Access module is a bit buggy at the time we'll release an update soon - if you are using inidbi edit the server_misc file and remove the "all" from the allowed players. The console is no longer an item. You'll need to log in as the commander to have access to it - press the P key by default to open the squad menu and press "take commander" button. No there isn't. But spirit is working on auto balance for HC and i'll add an option to the Mission Generator to spawn on HC. I don't have any idea what are you talking about - editing a unit with Zeus doesn't gave me any option to put custom code in it - are you sure you are not using another mod? BTW you can just place your code in the MCC zeus init area while double clicking on a unit just like you do in the editor - just use "_this" instead of "this" while referring to the unit. Yeah this is how addons works in ArmA - all clients and server should run MCC. No idea - i'll check it out. Try testing it without any mods first so we'll know it is MCC related. When dealing with less then 5 players you'll have hard time notice the amount of enemies MCC dropped in while using the mission gen. We'll need more info to reproduce it - try to narrow when it is happening as it to random to pinpoint the cause. The trigger syntax got fubar - while MCC can save mission to sqm adding to many syntax variation in triggers and init can confuse it and make a syntax error. You can try to fix it manually by going over the syntax of the trigger after the expCond or just avoiding it and adding the triggers later on the ArmA editor. While using the interaction key on a civilian or enemy unit your unit might shout on them to surrender and they might actually do that- this is part of the interaction menu.
  2. Just wanted to say thank you for all the support for making it to MANW finals... And that we are working on new release that will be in majority bug fixing and more traditional MCC related features.
  3. I don't have much time to fix things but i'll try to answer. By default the virtual cannon have some time out between fire missions but once the cannon turns white you should be good - if it isn't the case then it is a bug. I'll check it out, it will be better if you'll put some real artillery piece with AI in it and use it with the MCC artillery console until it fixed. It is just a move waypoint - i'll check it out. I prefer fixing over removing - AGM and MCC should work together and I'm doing my best to keep it this way. I'll check the key bind crash issue and any help would be great (rpt) as I didn't have a crash while binding keys. By default if the interaction key is disabled in the MCC mechanics settings module is shouldn't interfere with any other mod - if it isn't the case please give us info on what you did and will do our best to fix it. p3d error isn't something of MCC as we don't add new 3d objects to the ArmA world the other thing you ask I believe it is the limitation of the engine - after looking at your picture I must say: What the hell are you building there. Maybe in the future. Read my previous post regarding squashing bugs - it is boring as hell and without the thrive to achive new goals I don't think we'll find the power to squash bugs. Regarding the laser guided in the Artillery console - I see what is wrong there and i'll get to it in the near future - for now use a real AI artillery piece it. Try updating to the newest version. Yes you can do it from the DOC generator in the 3D editor. It is but i'm afraid the runt that will come out of it :butbut: You are doing it right but it looks like your server isn't responding well for deleting remote objects. I'll try to see if is something on your side or global thing. The insertion feature should get some more love from us and change to an object oriented - but it should work for the HQ only as it is - not for FOB and it will be globally - meaning you can't have 2 HQ one with parachute insertion and the other with teleport insertion - it will have the last behavior to all the HQ from the same side. Is disabling the interaction from the MCC module settings isn't disabling the interaction key? Open MCC go to debug --> functions. Filter by MCC and Artillery you'll usually find a description for each function and how to call it. Yes it should be fixed with the last update.
  4. I just got word from out QA division, turns out that they neglect to check the VON radio on thing. We have fired one of them and the other one is being tortured at the basement as we speak. So here is a hot fix for being to tired last night to make a complete test and make sure that the new features are actually turned off by default as it should be. r12 - hotfix. Fixed the MCC VON sounds always on. Fixed the teleport to start location get stuck inside the start location building. 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
  5. I think I should Copy paste this post and release it as a disclaimer in every update: I'll start by saying: "What the fuzz about?" Any new feature of MCC is disabled by default and activated only and only if someone have put the appropriate MCC module and turn it on. So if you are using the latest version of MCC or the one from a year ago you'll get the same look, feel and functional except the latest version will be more stable. You probably wouldn't even know about the new features unless you have seen the video and read the change-log. I've failed to understand why people crying about conflicts with other mods, in the contrary MCC always strives to work with any other mod and not collide - I wish I could say that about other mods out there. If there was a conflict between MCC and other mod I've made the conflict feature optional. I'm working on MCC Sandbox since 2010 it's 5 years of volunteer work that while being modest as I can the community got AAA support from my and Spirits side getting almost monthly updates, bug fixes and new features. Now I understand that some people believe they know what MCC scope is and they can lecture me "This isn't a part of MCC" I can assure you all that the only scope MCC had was accessibility - making missions the easy way. When I'm working on something new I always ask myself "Will this will make someone happy out there? will it make his life easier?" if the answer is yes it goes into MCC. Even if it don't fit your game play it might fit other game play which is something this community need to accept and understand. People here without finding better words just sit here behind a keyboard playing like the big boss: "You do this", "You do that".... hey guys news flash - I'm not getting payed every minute working on MCC is a minute less with my family and RL work. I'm not playing ArmA for at least 2 years now, so all my 1000+ hours of arma 3 where on MCC. While working on volunteer project you'll need to find the reasons to waste your time on it each day rather then doing something for yourself or your family and bug fixing isn't a good enough motivation to do that - believe me. So when I'm working I always try to innovate and mostly succeed in doing stuff that wasn't there before or people thought they can't be done. If I had better ideas you'd probably would have seen them but this is my best ideas in the last few months and this is are the new and exiting things for me to work on in order to find the reasons to keep on working on MCC and releasing new updates, new bug fix and new content. It isn't a secret that I find less and less reasons to keep on working on MCC as I don't have the same amount of free time as I had and I don't find the time to play ArmA so what is the point on keeping working on it? none accept to finish some ideas that where sitting in my back of mine mind for years and you see most of them now. I believe that it won't be too long before you'll get my fer well post as many of the people I used to play with and script with 5 years ago did. And remember: Keep up enjoying the game and not hating, support and be kind with your language - remember that there are people who wasted time on the mods/missions you are playing so that you can enjoy the game. And if you have failed to enjoy their work, tell them that you failed to enjoy it and not that they failed to supply it.
  6. R12 is here, 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 Download Link - Template mission: https://www.dropbox.com/s/436ndcbiepq820u/sample%20missions.rar If you ask why I've added the radio thing it is because I had some fun going through the VON scripts, it may be useful for public servers or to people who don't use team speak, ACRE, TFR exc. Plus it was a good "poke in the eye" experience for Bohemia to show that you can increase a bit the immersion with some radio simulation with an ease.
  7. Thanks i'll check it out. You probably using either the create button and not spawn to zone option or you are using the mission wizard, so it is a known bug that by default the units caced- will be fixed in next update. I would love this too but I don't have knowledge about 3rd party programing and I will need some to take the output text and make it a file and PBO it. If someone have some knowledge regarding 3d party programs that can take a txt and save it into a file that can be great. Yes you can interact with the hostage, handcuff him and order him around using the interaction option. Check the video: Well yes but you can get it even further as if the community want to use ACER and you don't like it then you have to leave the community. Cover and vaulting isn't a client side thing it gives unproportional advantage to one side. Although I don't mind adding client side button to shut it down if you don't like it and it is running but as an idea it is not a client side feature. Glad you have sorted it up. What addon? It is not something that is going to be fixed as there is a limitation to how much you can save in a text file regarding syntax. As now MCC saves all the objects, triggers exc as big chunk of a text file and without a 3d party program it is the best I can do. But you can edit the SQM file manually to fix the syntax in this case I think that you need to delete the empty spaces in the trigger condition.
  8. I think I know what is the problem I'll try to fix it for next release. GAIA does not handling dead bodies – so you shouldn't have any problem. I wouldn't recommend putting any delete script as ArmA 3 engine have a built in delete function sets in the description file: https://community.bistudio.com/wiki/Description.ext#corpseManagerMode The mod comes with templates to all AiA maps and you can create as many templates as you want. Are you loading from sqm file or MCC save to profile? Do you get a message at the bottom? The reason for not being able to respawn on FOB are this: 1. No good position found – narrow It down in the next update to reduce the chance for this happen. 2. Enemy units are close to the FOB – you'll get the "Base overrun". 3. The player become renegade – no base or FOB will be shown. Regarding hijack I'll check it out. Regarding AI not shows until you are close this is cache behavior – uncheck the cache option in the spawn menu.
  9. Yes as always you can disable any MCC features by using the module/mission settings. Was that on role selection or just plain lobby selection? Well since MCC mechanics changes the way players interact with the game it IMO should be admin/mission maker choice as it will lead to un-eaven gameplay to all players. In short no. The GAIA brain is in MCC so you'll need MCC or GAIA stand alone to run on the server where the SP mission is. Regarding ACE I wouldn't put addon for ArmA 2 in ArmA 3. You can place a unit with Zeus or MCC 3D editor and add the hostage init in the presets to make it hostage. Just pick the "Hostage" preset and press "Add" Something broke in you mission.sqm open the file and check the syntex. AFAIK there is no sling load item waypoint yet.
  10. 1. No MCC is only for one mission maker at a time - you should log out if you want another to log in. Edit the mission in the mission editor and delete this 3 NATO from the files. Is that with AI squadmates or real players? Make sure you have GAIA module settings to control only spawned AI and not all the AI on the server. If you'll assign the move WP from MCC and not from Zeus the AI will lose GAIA control once you issue new WP to them. You can spawn AI without GAIA by pressing the create button instead of the spawn to zone button and clicking on the map where you want to spawn them. It wasn't overlooked... i'll look into it. Yes but it will only save the mission progresss not the players stats. Thank you for the testing night guys ;)
  11. All who wants to join click on my Avatar Skype or add me nick: shay_gman and we'll form a test group.
  12. Ok guys I have the update more or less ready - it's holds a lot of new stuff that i'll need testing in MP with some guys. So I need some European time zone clan or casual MCC users that are willing to be my guinea pigs and are playing together :)
  13. I'll add MCC items box. I'll check it out. I'll check it out
  14. I don't believe AGM and MCC conflicts. To be honest I don't even know what to check as MCC don't change weapon's configs sounds exc. Digging the forum I did find that joining a server without the same mod set does have some issues and there is a common bug with sounds: http://forums.bistudio.com/showthread.php?184996-Arma-3-Sound-Missing-in-Multiplayer&p=2819162&viewfull=1#post2819162
  15. There is a know bug with the Acess Right module - disable it for now. There is an MCC update schedule for the weekend that will fix it. This is interesting have you tried arma vanila without any mods but MCC? i'll need some help in reproducing and pinpoint the problem. Hello Apollo an SJ :) like posted above i'll need some help in pinpoint the problem - what mods where you running exc. This the amount of ideas and plans I have form MCC: 9999999 sqrt 999999. This is the amount of free time that we have: 0.01. So it is all matter of time and priority.
  16. I don't believe it will be an item again. The reasons are that if you are playing in a small group then there should be order in the first place and if someone logging into the commander role the other players shouldn't start mutiny against him. In the other hand if you are playing on public server and some one have the commander item he can do whatever he want and no one can stop him - even raining artillery on his troops. So this is where the commander by vote steps in as the commander console isn't just used for calling artillery it is used to control and direct other AI and player's group and control all other assets of your side and this power should be given to someone in roll of a commander, and with great power comes great responsibility and if you are not being a good commander you'll probably by thrown out of the commander role.
  17. Nope all clients should run MCC as MCC holds the scripts how can they do something where they don't have the scripts on their side?
  18. They should engage but since they are in different group then the helicopter pilot they will engage only if they have the chance as the pilot will continue with his evac task. All addons (if they configs made correctly) should be automatically read by MCC. Regarding all the other air assets request adding new vehicles to MCC isn't in the scope of work. The access module is a bit buggy atm, a fix is ready i'm waiting to finish something else before releasing but it will be soon. As mentioned all the new mechanics are there to enhance making missions easily in different game-style that are not the traditional military co-op like: survival, CQB and crowd control exc. Like all aspects of MCC it is up to you choose what you want to play with and what you want to keep out and you can manage it with the settings module or the mission settings in game. By turning most of the option off other players will not even be aware that the server is running MCC.
  19. shay_gman

    Sync Issues With Multi Zeus

    Hi SilentWisher, MCC got a custom Zeus so if you want to sync all available units to the MCC's Zeus you shuld replace the _curator in you script by MCC_curator which is the name of the MCC Zeus module.
  20. I'll check the setpos issue on loading items. As answered it does you can either right clikc on a group icon and set the ammount of respawns or multi-select some groups and set the respawn number under the create zone button. Again: check out the Wiki site and help us expend it: http://mccsandbox.wikia.com/wiki/MCCSandbox_Wiki Yes the spectator secript was removed as part of the MANO contest - although Ollem did some great work on it we couldn't get the original creator response (Kegetys) so it is removed for the entry. I highly doubt it is MCC as it doesn't have any healing stuff in it. Not been taking off probably broken in some of the updates i'll fix it ASAP
  21. Thank you for updating the wikia. So far there wasn't any update to the artillery I've already made the changes but didn't release it yet. Regarding addons artillery it should work if they are defined according to ArmA 3 artillery configs. Wait till next release and check it out. The setting module has already take care of. I'll release an update soon. Regarding max range for AI I can do it pretty easy and it is more of a config thing then GAIA thing but there are two catches: 1. The procedure is easy just rewriting two config entry one for the weapon max range and the next for the weapon hit chance. The problem is that since It is config's wise people won't be able to turn it off – so it is kind of forcing my play style, which I usually do but I also usually leave the players the ability to turn off MCC features. 2. The 2nd thing is that it had to be done to every weapon out there so I'll need to download any AI mod and see which weapons the AI uses and change them, and this requires first, a lot of maintenance and a lot of procedural work. The Zeus mechanics itself hasn’t changed that mean – AI will be local with the default server settings. Well this is how it works. MCC automatically loads the addons. Not till today. ') Well MCC automatically search for addons but it the mod maker created a new type name for its objects MCC won't find them. You can turn the weapon resting off from MCC settings. http://mccsandbox.wikia.com/wiki/Mission_settings It should be up to date I'll check it out. .
  22. Hi Friznit2, We are not aware of a conflict with GAIA and ALIVE as GAIA will only take control by default over units spawned with MCC in zones not the ones that have been placed manually (unless defined to take control of all the AI on the map). Caching will not work with ALIVE profile system but the cacheing is optional and by default off.
  23. I don't know if I'll make a medical system yet but I'm sure that if I'll do I'll try to keep it intuitive and simple as there are a lot of complex medical systems out there I prefer the simple ones for co-op or PvP where there should be some team work and need for a medic but the medic doesn't have to go through a lot of dialogs and carry 10 different items to heal a wounded player – as no matter what we'll do medic system will never be immersive because if a soldier got hit he is ineffective no matter if you blood transfuse him or you are putting a tourniquet on his wound. I would love to see a medical system that involve medevac as when a player got hit seriously hit he will automatically respawn but you can salvage his ticket or a portion of it if you can medevac him to base – but this will be an very complex to play with…. So I don't know and this is where your opinion counts – give me ideas. Nope the commander console will stay as it is for now. Search the mission.sqm for anything that have the MCC phrase in it vehicle class and remove it. So far not the script checks if the vehicle is locked I can add a variable like "MCC_vechileLock" if that will help. I did, thanks for the great sounds mate. Hi, "you have safely crash landed, but your chopper is destroyed. Since you survived your respawn time will be shorter and there will be no penalty." This messege is not from MCC I can assure you that. Can you give me more info? Are you using MCC restricted zones module? Yes you can place the MCC (settings) module and disable it from there: http://mccsandbox.wikia.com/wiki/Modules
  24. @JustMtz Please when you are referring to the artillery module inform me on which type of artillery you have use - virtual, player controlled or AI controlled. I'll change the grouping index and maybe I'll reduce the correction a bit but regarding other requests: Ruler: Limitation by the map control Lase guided by AI: It is default ArmA shells so it is part of the game it isn't scripted - in fact none of the artillery shells, excluding the virtual one, are scripted , which means I don't just spawn a shell over the target instead I calculating the ballistic solution needed. D-30: The D-30 isn't in vanilla ArmA and you'll have to contact the mod maker to see what values he have put in it. It looks like the AI use the D-30 as AT weapon and not artillery piece. Fire missions: I'm only giving you the needed fire solution for direct and in-direct fire mission of course you can't always succeed 100% of the times - just like real life. All in all: I think you are trying to make the artillery something that it isn't – dead-on. Artillery is a statistic weapon which your spray and pray to hit. I think too much game and movies time made you believe that weapons are accurate in general and to be honest it is the opposite. Of course there are some accurate weapons such as sniper rifles and guided air to ground missiles but a mortar which is just a tube with a bipod and the M-109 is just a big tube with an engine and a computer. So after living under 11,000 rockets fall in the past years, and under massive artillery fire during my active duty most of the time you disregard artillery as rain – just run to cover count till 30 and continue with your life. That is why danger close is considered anything below 600 meters minimum – and searching online you can see that this is the minimal danger close distance • Danger close ranges[1] 1. 600 meters, generally 2. 750 meters, naval guns 5-inch and under 3. 1000 meters, naval guns over 5" 4. 2000 meters, naval 16" ICM 5. 2000 meters, MLRS M26 rockets[2] So the best way to use artillery is to drop a big payload and hope you hit anything and repeat till you do or use it to soften the area before you move in with your troops. BTW when people ask me about weapon accuracy without real combat experience I usually send them this: US forces have fired so many bullets in Iraq and Afghanistan - an estimated 250,000 for every insurgent killed http://www.belfasttelegraph.co.uk/news/world-news/us-forced-to-import-bullets-from-israel-as-troops-use-250000-for-every-rebel-killed-28580666.html So in combat it usually more important to produce a big and intensive fire base then being accurate. Now help us with WIKIA doing the Commander console artillery section
  25. Guys if you have learned something from owr posts please chip in and help us expend the MCC Wiki, Scotty already added some info and anyhelp will be great. http://mccsandbox.wikia.com/wiki/MCCSandbox_Wiki Well maybe you are playing the mission version and running some old MCC mission that had Psycho ArmA3 wounding system? As for now MCC doesn't have any medic system. :j: # The delete brush delete items from the ground AFAIK # For having more than one virtual cannon you'll need to add this "HW_Arti_CannonNumber = 1;" to the mission's init.sqf file and change the amount of cannons as you desire. #Regarding AI artillery I'll check it out but the doArtillery command for an AI is depends on the loading time of the canon and not on the delay. MCC is restricted to one Mission Maker at a time – and it is not going to change soon. If you want to give your friend access to some limited features let him have the Commnader Console or Zeus. Well first of all the mod version is equipped with default template missions for most of the map out there. So when you'll run the mod you should see MCC template in every map. Secondly, it is best to create your own template as a FOB with some basic equipment/vehicles or whatever you like and put in the mission template all the scripts and MCC modules you like to play with as MCC Will work on any map with any mission. What have changed? There is no claymore class anymore? We'll I can take a chance and just increase the limit of MCC mission makers in 2 minutes but we can get some unexpected behavior – although most likely not as MCC works on the server and the client only sends requests to the server. I don't know – maybe we'll have it in the next version but I'll need to do some testing and I'm looking for active European time zone, MCC oriented team that will be happy to host me and my crazy testing. Long post…. :p - Artillery should work the same for vanilla and non-vanilla maps. - Ofc, when your elevation is zero there are less calculations to be had so more chance to hit. - Anything that will give you range and azimuth to the target will work. - Precise is 50 meters spread, tight is 100 meters, Scattered, 150m, Wide 200m and Laser is dead-on. - The correction always relevant to the original adjust fire. - No firing a gun time after time with the same firing solution will cause the same behavior less the cannon movement from the recoil of the last round. Why would you get better results while doing the same fire solution without correction. As A. Einstein once said: The definition of Insanity: doing the same thing over and over again and expecting different results. :cool: - Well that is a good question – I think I'll need to reduce the precise to 0 correction. Well I appreciate your posts so far and you had me convinced that I need to make the precise a bit more precise – just like the laser rounds. :bounce3: You can either select all the groups with a bounding box from MCC and press the "Give to GAIA" button or you can put the GAIA settings module in the mission and declare that GAIA controls all. Keep in mind that with this option on GAIA will give the players waypoints but you don't have to follow them although it is nice to sit in a helicopter and spawn some Bluefor and Opfor squads all over the map and waiting for GAIA to give you S&D calls for CAS as the AI fights.:cool:
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