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shay_gman

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Everything posted by shay_gman

  1. It usually happends when the server you are playing on isn't runing MCC. If it isn't the case try reinstalling MCC as we haven't change anything. Nope there is no high command but there is something better it called the Commander Console: 1. Open the squad dialog: press P or Shift + P and press the "Take commander" button - there can be one commander for each side. Use P or Shift P to close it. 2. Now you'll have access to the commander tab - open it from the mouse wheel or bind a key for it. 3. In the first menu you'll see the map and available assets. 4. Now if you want to control a squad you'll need to mission maker to assign you controllable squads - that is done by the MCC (not the commander) console where you select some group with a bounding box and press the "Give to Player" button or right clicking on the group icon and pressing the "Give to player" button - in any way groups under players' control will have <P>in front of their name in MCC as group under GAIA control will have <G> in front of their name. 5. Now as the commander open the console again - now you can see the groups from your side under your control. You can select them and assign waypoints by double clicking on the map or right clicking for quick move order. Furthermore you can right click on the group icon to access their helmet cams or see more details on them and if the group is a UAV you will have the option to "Take control" of the UAV from there. Read my answer above how to access the commander console. Or you can just select all the groups in it with the bounding box and press the Delete button. There is no revive/medical system in MCC atm - use whatever fits you well. - They AI artillery is the default AI in arma so if they miss where up a hill they miss – correct the fire mission by subtracting a few clicks when you are higher then the target. - Fire for effect vs adjustment is only relevant to the virtual cannon – in virtual cannon adjustment fire should fire a smoke round - The fire solution changes depends on your artillery piece position, ammo and blasting powder used (close, medium, far) when you change elevation or direction your piece move a bit so it recalibrate – this is used to have the fire mission available even in moving artillery piece. - You are right -1 means 50 meters left and +1 means 50 meters forward. - The correction is always relevant to the original fire mission position, distance and azimuth the correction adds to it. - Height is the difference between the artillery and the target elevation – if you are on a hill 200 meters high and you are shooting on a target on a hill 230 meters high the elevation should be 30 meters. There are no negative values or over 50 meters since this is a game you can get very good aim with artillery in contrary to real life and I want to keep artillery precise but not to precise there should be some trial and error and correction. - If you have sight on the target it is always better to use the in-game computer but when you don't use the blind fire by giving fire solutions – as I might as well make the artillery precise hit or spawned on artillery shell on target but I wanted to keep the immersion as first priority there are much more factors that the game doesn't get into account when it comes to precision such as wind effects, humidity, gun calabration, reduced muzzle velocity and much that makes artillery hits so damn hard – that is why 50 meters from the target concern as hit in artillery terms. Here watch this: skip to min 46 or choose where to go when the video begins
  2. As Spirit wrote earlier this is a WIP so it will change in time. For GAIA menu so far there is a GAIA section in the mission settings when more options will come we'll introduce GAIA settings. Regarding: Hostages: what do you mean not working when pressing the interaction key on them they don't react? please explain more then "not working". LockDown: As stated before BI changed the configs for houses from ArmA2 to ArmA3 in A2 you couldn't lock a door only closing it with infinite loop to give the feeling that it is locked so ArmA2 map may be out of scope for locking doors, although some doors do get locked but that depends on the addon maker configs, if he used ArmA3 default configs that should work. Keep in mind that in general locked doors won't effects AI it is engine default. Respawn: I don't like the mobile respawn option but you have some other options for respawn: The tent would not disappear when you squad leader die it will disappear when the squad leader will respawn on it so the SQL should place another respawn tent once he is spawned. If your tent disappear when your leader dies I believe that it have to do with your wounding system it probably respawn the player automatically with the unconscious animation. The other option is to build a FOB so a squad leader can open the SQL PDA and issue a FOB build (need 2 more players next to the site and 600 supplies) this will involve moving logistics from the HQ to the FOB which in my mind is much more logic and immersion. Brushes: The warzone brush creates random fires and smoke. Maybe when i'll find the time. Nope The occupy zone atm spawn random enemies inside a zone and creating sub zones around locations inside the zone so there will be AI connected to the subzones like AI patrolling a city in a zone while some global patrols all over the big zone. it will evolve in the near future with more options. Atm no. It is only show up in mission start for the players with specific roles and it suppose to be for the player to understand how to use certain parts the adressing the player. Such as disabling MCC's IEDs and using MCC gear.
  3. I'll check it out. From your post I can understand that you are using the mission version. I would recommend moving to the mod version. Now regarding the wounding system – we removed wounding as part of most the 3D party in MCC and we'll introduce something to replace it. Now the Zeus spawn/loadouts system is working but you'll need to set a description.ext file to match it. I can understand that you are new to scripting but here is my advice that will suit your gameplay: Use MCC as a mod. Create a mission template and add whatever wounding system you like (AGM,Psycho A3 Wounding, Medx exc). Create a description file that support Zeus respawn and loadouts using this: https://community.bistudio.com/wiki/Arma_3_Respawn I know it is a bit shocking to read at first but it will enable you the ability to spawn using Zeus respawn. Regarding Role Selection and Zeus respawn – two different things. Role Selection is aimed towards hierarch communities or public servers where you don't want all the players to spawn as snipers and you want to encourage team play. So the Role Selection aim is to increase loyalty to the server as the players stats saved and he will gain levels as he will continue to acts in his role as pilot gain XP for taxing players around, Officer for successful leading, Medic for healing exc. So a level 30 officer will have better gear then level 5 officer so just like in the army – veterans get better equipment (well at list this is how it is here). It something to do with a mission on the server as you are using the mod MCC description.ext isn't used. Switch to different faction. It looks like the faction you have chosen doesn't have any units in it. MCC don't and can't read scripts attached to the unit. Instead of saving the whole mission save only what you have spawned with MCC and combine it with the life mission. Well if respawn is off and there are no switchable units that is just logic in his way. Yeah we need to find somewhere else to put them.
  4. Yeah there is a bug there i've just crushed i'll release a new version soon. The so called invinciblity might be just you shoting from the start location - a start location have a protection zone on it so you can't hit anything in it. Move 100 meters away from the start location. The fog is not a bug, MCC set the fog for all clients (if they are running MCC ofc) but if the mission got automatic weather in it there can by no fog without heavy overcast - which means there can be only fog when it is raining or clouded. So inorder to work it out make sure the weather in you game template have manual weather and not auto (open the mission in 2D editor press the weather tab to the right and disable auto). Yeah it is annoying the BI bind Zeus to Y key, thanks god the BI in their wisdom also gave us Keyboard configuration so we can bind it elsewhere. It is not MCC issue just work your key binds mate. NP
  5. Yes we do thinking about adding something simple to work with the role selection. 1. Yes I did the problem is with the other mod and setting the fog automatically it seems to work fine to all clients on vanila ArmA 3 with a template mission that doesn't have automatic weather. 2. Yes in due time we will add this again. As far as I know in some mods you required to be a medic but in vanilla arma you just need to have a medikit. We'll work on custom medic for the rule selection. Give units to commander will make the commander able to control the units with right clicking and assigning WP. If you want to control them as evac spawn an evac helicopter from the MCC conosle --> Evac. Never heared of that - try vanilla and try to give us more info. - i'll release a fix for the no UI no Cover issue - You know ArmA animation are a B&%@ so this particular animation (sniper sit) seem to not want to go away until the animation is done - may take a few seconds - i'll work on some work around - thanks for the update and video. Saving saves all that is on the battlefield (excluded cached\dead units exc) so in a way if you save your mission in the middle of the mission and load it up you can keep playing from the point you left. I can confirm that it is working on my side - i'll check it further trying to understand what is going on with it on your side. Please enable error reports and tell me if you get any error when you save the mission. Yeah we have removed all 3D party scripts - wounding script was one of them - we'll introduce something else in the near future. It is more of ArmA engine issue I imagine it does that with any helicopter not just MCC am I right?
  6. That's an easy question. Since your friends aren't running MCC also they get kicked from the server for not having the MCC module vehicle.
  7. The noises will die out with a few minutes. Yes I've tested it last night and there is a bug I've fixed – expect an update any time soon. Yes I've tested it last night and there is a bug I've fixed – expect an update any time soon. Regarding convoy the convoy will be facing relatively to the second waypoint – but I think I'll have your advice about drawing a line like CAS. You can put the start locations modules on top of each other if you like so… linking them will have no effect. But placing opposite sides start locations next to each other means that players from both sides will spaw, well, next to each other. I'll add more options to the GAIA settings module. Are you testing it on dedicated server? There is a know bug regarding the access module – I'll fix it and release an update soon. Well its up for the commander to control the mission assets part of it is artillery the intendant of the console is that player can spot targets like in RL and call the commander asking for fire support broadcasting his position, direction and range to the target while providing the needed ordnance type and number. The commander should type this info in the observer panel and then select how will he want to address it: Either call virtual cannons if available or call AI artillery under his command or broadcast the fire solution to available players who are gunners in an artillery piece. Players will get the fire request and the fire solution high or low. So the main idea is to keep it real with commander that functions as HQ for all kinds of support request while the spotter job is mainly to spot and coordinate targets. Actually the mutiny works with votes. Once mutiny has started the active commander will get notification regarding the mutiny while all other players from the commander side will get vote dialog where they can join the mutiny or not. If the vote passed the players started the mutiny will become the new commander.
  8. I'll check the UI break… regarding Ghost Recon style it means blind fire behind a cover and for that I'll need someone to make the animations. Vaulted is depends on head height to the object in front and the thickness of the object (so you won't be able to climb buildings exc) so try moving a bit closer to the wall or looking a bit up to get the player head's higher - if it still doesn't work can you link a screen shot of the wall and a screenshot of the map location so I'll have something to base my optimization on. This is a big no no from my side. I'll check it out and try to figure it as this is a big "not intended" behavior. Nope we haven't touch Zeus. 1. Mission generator will generate as much needed zones to spawn units as it see fit and the zones size will be determine with the objective type, the mission type (cqb missions will be in more tight zones the non-CQB) and the amount of players. So yes, Mission generator might get outside the intended zone location but the center of the mission will be in that zone. 2. I'll check the number of shells issue as for number of cannons by default you have one virtual cannon but you can have as many as you want by setting this HW_Arti_CannonNumber = 1 to any number of cannons you want in your template init.sqf file. Regarding the unable to shoot did the cannon color was red? It takes some time before you can shoot the cannon again. 4. When you have tested it the helicopter DLC was released? Did you update? 5. What sound? 6. You should ask on AGM forum I have no idea what G-Loc and redout even means. MCC doesn't required CBA – you should check keys exc as it should work just like any other mod – clients and server should run it. Thanks, leftovers I'll clean the MCC Settings module – it shouldn't do anything if you change them. BTW according to wife to be I'm doing something completely useless all day long :rolleyes: BTW by default it is "p" key and that is for the players not the mission maker. The Commander Console is for the players to have some limited powers. MR_IC already answered you and yes – you should be a commander to have the option to use the Commander Console- press "p" and assign yourself as one or start a mutiny against the actual commander. Rrrrr mutiny :butbut: I believe it is just you – is it not showing in the action menu? Thanks will sort it out. You are being a thick… just kidding thanks for pointing out I'll fix it.:bounce3: Any error report to share? Well if you can't get the same artillery behavior twice then we are doing a great job – as artillery is a statistic weapon (just like me in a pick-up bar :cool:) if you shoot enough shells one of them might hit the target – if you want precision call the air force (that is why pilots have more luck with the ladies). Now seriously I'll will check all of your complains just one question was it in MP or SP and dedicated or local host. Why not just put this in the debug player removeItems "itemMap"; player removeItems "itemGps"; and press broadcast to all players.
  9. You shouldn't have any problem with 3d person, as you'll normally get into aim down sights (ADS) when you are in 3D person. So you will have the same effect just the unit you are playing will change it's stance according to the cover. The artillery waypoint is just BIS waypoint for more precise and diverse artillery use the F4 button – forward observer there you can give fire mission to any AI or players' controlled artillery piece. There are no FIA east units only west as far as I know. To delete units night vision use the brush option to delete and second time to add flashlights. You can't save settings, but you can place the settings module in your mission to predefine your preferred settings without the need to change them on every mission start. Well it is just Super Traut FB and I'm not going to modify his scripts apart from what have needed to work along the interaction system. Is this only a problem when effected by the FB grenade or a constant behavior. Spirit will be here tomorrow he'll be happy to answer. It isn't broken, we have removed F3 spectator as it was made by Kegstag and although Ollem did a great work on it we couldn't found Kegstag to ask his written approval for using the script so we have just removed it. I see, I'll fix that. If I only knew what you mean by "Loiter" waypoint. I can work it out. Well it is something with the fog settings for other clients or some weather script running in the background. Can you send me the template? Check the latest version zone markers are off outside of MCC. You don't need to mess around with scripts. Open the 2D editor pick Modules, you'll find MCC. Put MCC start location for each side (make at least one of them as HQ) and there you have it. Same goes for mission settings – use the module. Thanks, I'll fix it. BTW you don't need to close and open MCC just click on the zone to select it and it will be visible again. Nice idea, we'll look into it. MCC doesn't change AI accuracy. And the accuracy settings are just for new units spawned with MCC. So check your server accuracy. In my latest video I was fighting two guys from close range and only got scratched although running through their bullets so it isn't the case for me.
  10. I'll try to answer questions tomorrow. I've just logged in to say good night and drop this here: R11 is here: You can find it also in the Steam launcher. 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
  11. Oh and BTW to close the Tactical Video Prob display you can just press Tab. I'll add some info on the screen,
  12. Both of the bugs you describes are not MCC related. The VAB is just spawn there if it is not consistent with JIP then you should address to the addon maker - as it didn't build to be dynamically spawned. I can do a work around using the MCC interaction (which is the reason i've introduced it as the addaction is not persistent) . The Zeus objectives side is part of Zeus - you can't assign Attack & Defend or Control Sector objectives to AI so if there is no Opfor player you can't assign this objectives to them. However there is a workaround , remote control Opfor unit and assign objectives to the Opfor. As Bluefor you can assign objectives to blue and green as they are friends by default.
  13. Wall of text is comming... :butbut::butbut::butbut: Currently not, Spirit is working on something to similar so it is WIP. Ok i'll check it out. Regard weather as always I recommend using the mod version, but in the mission template or MCC mission you need to make sure that the weather is set to manual (in the environment settings in the 2d editor) otherwise increasing fog without increasing the overall overcast will steam down by the engine. Never use MCC mod with the MCC mission. If you are using the mod version you'll have MCC options in any mission so just create your own template or use the mod preset templates. The video probe requires crouching maybe i'll enable the use of it while being prone. The claymore is just the BI claymore facing the door - if you are to close to it you will get harm but most of the blast goes the direction the claymore is facing. I failed to see it facing the wrong direction - care to describe how could you make it face the oposite direction? The flashbangs are Super Trauet FB and not AGM I didn't see them hurting AI or players i'll check it out but please do more checks and provide additional data. You can submit enemies with the interaction but thy have higher moral so you'll have to stun them or wound them mostly for the to surrender. In my video you can see officer AI being stun after shooting bean bag at him and surrender. I'll see about the MCC zone on the map. The occupation script is WIP so it will change over time. And regarding the parachute AI i'll check it out. Are you sure this is the new version we had this long ago. Can you give more info of how you had this bug. Will be released shortly. Make sure you select the evac from the drop down list. I'll check it out for the meantime you can always select the group from mcc and press Delete button.
  14. Hi, I'll be happy to help. First, we need to isolate the problem - verify: does it work without MCC? In general MCC shouldn't interfere with the mod as it doesn't do anything with insignia (I don't even know how to do it) but we should check it out. So please varifly if this is a truly MCC case. If it is I'll download your mod and dissect it to understand what is causing it. Yes the items are only available in the mod version and you need to equip them to get the option to use them. In the mission version the equivalent items are: Multi-tool – AGM toolkit or a ArmA default toolkit Video prob – ArmA default mine detector. Well that intended – the idea is that you can generate big missions or multiple missions without overstocking the server. You can increase the caching distance to max so you can see the units spawned.
  15. Everything is possible in ArmA universe: v04
  16. Regarding key binds: If you are using the mission version you can change the keys before logging to MCC. If you are using the mod version press Escape and you'll have MCC bind keys button. So change them if you don't like them. Regarding AI, The MCC AI skills only and only apply to the newly spawned AI and not to AI that was already there. As mentioned MCC does not attempt to micromanage AI skills or behavior so this skill will only apply as default AI skill while spawning newly AI units. Now in the Settings (MCC) module Rookie means 0.1 Moderate means 0.4 and Veteran means 0.8. I had some time last night playing with the helicopters DLC and I was really upset to find out that you can't really attach the pods to the helicopters so I did some testing and coeding for my own use in MCC if you'll like it i'll release it: v04 Nope not at the moment what's up with animations? what is wrong with them? By logging to MCC, MCC asign you custom Zeus. So you can't have 2 Zeus at a time if you haven't logged to MCC there shouldn't be any problem with MCC. As Spirit posted we'll release a hot fix for this. Do you use inidbi on the server - the role selections required inidbi. Good idea i'll look into it. As Spirit posted just move closer to the AO and they will re-cache. There is in the first post of the thread - don't forget to support as on Make ArmA Not War contest - http://makearmanotwar.com/entry/EbPhuUe5nR#.VFdrHDSsVqU and here http://makearmanotwar.com/entry/0NA6ckd8Ms#.VFdquDSsVqU I'll check the empty window - what item was it btw? I'll strongly suggest moving to the addon version as far as I know there are no issue with the ALIVE mode.
  17. Nope, we might add more options later. Indeed but it will take some work, I see if i'll find the time for that. GAIA isn't changing AI settings not MCC. The AI settings are for MCC defaul ai skill while spawning so if you haven't spawn AI via MCC the ai skill will not change.
  18. Re download the mod again i've released an update last night. Well capturing AI is done by three steps: First, you'll need to subdue the suspect, in order to that you'll need to press the interaction key while holding a gun (yeah you'll need a gun :)) to his face, now each AI have its own courage which calculated by the side of the AI, as civilians will be more cooperatives then enemies and friendly forces will not comply at all. The courage is then calculated by the AI damage, a wounded person is more likely to surrender then healthy one and by the unit rank and the amount of another units in his group. Once the AI surrender he'll will raise his hands up. If the unit refuse to surrender you can change one of the factors such as killing its comrades, shooting his legs or using a non-lethal weapons against him such as flash-bangs or bean bags shotgun rounds (by default the purple's Baneli shotgun 6rounds ""prpl_6Rnd_12Gauge_Slug") . Once the AI subdue he will raise his hands and drop his weapons, now you'll have to approach him and hold MCC interaction key. Now you'll have the option to restrain him and zip-cuff him. Unrestrained AI might flee or pick up their weapons and fight you again. After restraining the suspect you can hold the interaction key again while close to the AI to order him to join your group. You can't have more than 2 hostages per group.
  19. First, the hot fix is here - so download it. I've added some modules to easily enable/disable MCC features and also to build spawn locations from the 2D editor. 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 Change Log: Change log r10 hotfix: - Fixed grenade bug. - Fixed change faction bug. - Re-add the mission templates to the mod version (arma 2 maps included). - Fixed MCC isn't working while hijacking AI. - Added new modules: Start location - instead of calling funcitons just place that module on the map to predefine a start location for each side. Settings(MCC) - Predfine MCC settings and enable/disable MCC features. Settings(GAIA)- Predfine GAIA settings and enable/disable GAIA features. Well if you are the mission maker it is kind of logical that you can see the zones. MCC was build for MP but we'll see what can we do about it. First of all you already have this reinforcements: create a zone a bit far from the OP spawn some opfor squads and some Opfor vehicles (with drivers) and GAIA will call them when needed to the OP. Spirit is the guy to ask if he can do the same with helicopters. It might, but why won't you just use the commander console it is like High Command but better. If you don't know how then: open Squad Menu (default P or Shift+P) assign yourself as a commander for your side. Now from MCC itself once you right click on a group you have the "player" button, press it and a (p) icon will appear in-front of the group name in MCC or just pick several groups and press the "give to player" button next to the create new zone button. Now the commander from the group side can control it from the Commander console - double click the map to assign way-points or right click the group icon for more info/actions. Thanks, fixed. Menu actions have been removed in the last update as they don't hold for JIP and replaced by interaction key (by default "c" or "shift+c") you should press it once next to any object or hold it for more information - I suggest you look at the video here. Anyway you should hold the interaction button while next to the hostage, zip-cuff him and escort him. We'll check it out but most likely it something with the addon and not MCC. Added to first post. Time will tell, as time is the main problem.
  20. I've said i'll release a hot-fix within a few hours you don't have to remind me that every day :cool: No seriously, I'm afraid I won't be able to release a fix till tomorrow evening so please hold tight. I've taken into consideration some of you thoughts and i'll disable the search, survival part as it doesn't bring any value at this point (it was more like my experience with loot system and map object and not spawning hundreds of items as in Dayz exc). Thanks. You can't delete zones but you can edit them by clicking on the zone and dragging or holding Ctrl or Shift key to re-size or rotate. Read the help part in the lower part of the MCC interface. Got that i'll see what I can do about that.
  21. Don't worry as all the game changing changes will be by default off (expect for the interaction that is needed for the hostages/ied exc). And i'm not going to compete with altis Life things as I think ArmA should stay in the milsim area (it will be a shame if the MANO contest winner will be a mod that actually make a not arma game out of arma). And populating the map with AI is exactly what we are striving for to create a campaign generator where you would pick your game style and MCC will keep on producing missions depends on your game style (if you want to offcourse) we in no shape or form changing MCC concept but have a little faith as the cards will unfold. Oh and btw I've ment the player supression not the AI
  22. You pretty much answered your own question - as GAIA handle squad level there shouldn't be any issues with low level AI mods (you might want to turn off GAIA smoke grenades though if it is handled by the AI mod). I like your post and i'll first start by saying: Every thing in MCC can be turned off - read the spoiler part in the first post of this thread. So if you don't want interaction for example you can turn it off, if you don't want the survival stuff - turn it off. Now i'll end up by explaining (again) what are we doing and what are we trying to achive: the reason to start with interaction stuff was that BI addaction thing is local and need to br placed on each object for each JIP so we have thought about something more convinent. And since we already there we thought: "Hey why not expand it a bit and add some functions that players do use". So we end up with the current interaction system (which you can turn off). Regarding the future of MCC - so far we have provided a lot of building blocks to create all kind of missions: from co-op to PvP, logistics, survival, mission generators and a whole new level of AI (GAIA). Now to show the full power of MCC we are trying to combine all this buildings blocks to a few mission templates (again the focus is to keep it modular so players using MCC just to spawn ammo crates or something else can turn off stuff). What I have in mind for the mission templates are: 1. Project reality kind of PvP - we already have most of the building blocks as logistics, roles, progression and achivments, commander interface, squad leader interface (PDA), what we are missing: supression system and medic system - I would also want to work on the cover system of ArmA atm. 2. PvE RP Camapaign - Base building, while scavenging for supplies and building your base while getting missions and missions's rewards from MCC and fighting against opfor AI and maybe rival Player's faction - we again have most of the buildings blocks (i'm finishing the RTS atm) but we'll need some more blocks and tie them together. There might by more templates or more variaty to templates type but the main idea is to do somethign else - to give the players or the GM a way to inroduce their playstyle easy without the hassle of writing a new mod - just turn off or on some MCC modules and have a blast. Now you as GM shouldn't be worry as you'll end up with more bricks to play with but if don't like one of the bricks just disable it and if you can't disable it just let me know and u'll get an option to disable it in the next update. So you shouldn't be worry. BTW if you have ideas for MCC always post them here as we would love to implement new stuff. Edit: I've forgot to answer the guy about flashbang entry - I don't know about any flashbang device that can open doors - so I don't know what are you asking for. You can unlock the door and throw a flashbang inside you don't have to breach by force.
  23. Hi, revert back to R9 i'll release a hot fix for both issues soon.
  24. shay_gman

    Can't find or use MCC Console

    This the wrong place please post questions regarding MCC here: http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3&highlight=mcc The console is not an item any more but is give to each side commander to become a commnader open the Squad Menu (defualt P button) and assign yourself as one. Moderators please close this thread.
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