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shay_gman

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Everything posted by shay_gman

  1. In case you don't know - you can join our Discord channel and enjoy some games on the private MCC server with me and the guys there: https://discord.gg/KZrSkRt
  2. R23 is out https://www.dropbox.com/s/9yrd9xhjhfzmmc2/%40mcc_sandbox_a3.rar?dl=0 Steam Workshop
  3. What kind of ambient units do you use? You can't
  4. I'll check it out If you are using one of the MCC special weathers such as sandstorm or blizzard then the sound is not ambient and you can only lower it if you lower the music. Yes I'll check it out. Guys there is currently a problem with the mission wizard and the campaign. I'm working hard to get approval from the management (wife) to divert resources from the current project (kid) to fix some issues.
  5. Thanks i'll try and fix it I'm not aware of any problem with interaction keys.
  6. A quick hot-fix has been released - re download the mod. Finally smashed this error: Fixed: MCC breaks animation
  7. R22 is out - Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=338988835 Dropbox: https://www.dropbox.com/s/9yrd9xhjhfzmmc2/%40mcc_sandbox_a3.rar?dl=0 Full change-log:
  8. Or you can drop some loot able crates around the wreck
  9. @Husker-71 Sorry for the late reply, You don't need to add all the classnames as you can add only "wreck" to the itemClasses as MCC do a generic search for matching strings it will recognize it. I don't think MCC have a problem with recognizing it rather then a limitation to the minimum distance the player need to be from the object. Since ArmA calculate the distance from the center of the object to the center of the player object some larger, so some larger objects are exceeding the maximum distance only by its own model size.
  10. Just press OK an just to make it clear It will not change the name of a character it will give it a name in the mission name space: Example name: testDummy testDummy setdamage 1; testdummy is dead
  11. There is a new repository for the mod version - where you can follow on updates on the dev version you can also download and PBO it if you like: https://github.com/shaygman/MCC_sandbox_modDev
  12. And did Pilgrimage is working fine without MCC? You don't need to set a curator module when using MCC as it set it up to you. But I'll add an option to disable MCC function on non-MCC curators so you can add zeus users with limited powers.
  13. Thanks, It's a know bug since the LoW update - it isn't game breaking and it doesn't seems to effect the game. Nonetheless it will be fixed ASAP
  14. @missverstanden Just place the "Ambient Units (Restrict)" module
  15. Thanks for the pinpoint debug - I've fixed it for next release.
  16. Well the deny module restrict them from spawning in it but won't restrict them from wondering inside your base. Build some walls.
  17. Try removing the Access module and test JIP. Let me know if that helped. You can play the scenario as single player with AI. Make sure you have chosen the right opponent side in the AAS module and in the AI spawn module.
  18. It's time to announce that I will not making any new features, only focusing on stabling the code so please retest with the new update and let me know if you found some bugs. R22 is out. Have fun. Mod Download - https://www.dropbox.com/s/9yrd9xhjhfzmmc2/%40mcc_sandbox_a3.rar?dl=0 Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=338988835
  19. Feeling exited for R22 release: The jpg is broken for me. What do you mean second load?! Any mission is good enough. No need to put any MCC modules unless you want to. Just make sure to enable "respawn on custom position" in the Eden Multiplayer settings.
  20. I don't know of any conflict with ACE as I frequently checking ACE + MCC on dedicated server. Not to mention that all MCC mechanics are off by default. But if you do find a conflict let me know.
  21. There are some bricks or a sand patch in the middile to mark the center of the construction, just place some supply crates around it and make sure at least two friendly units are neat it. Strange things happends while you preview a mission from Eden. Try saving and playing the mission instead of preview
  22. You can tell if the Campaign is working by looking at the map. The map should be covered with red squares that you later have to conquer. You still need to have MCC running on all clients and server you can disable access to it by droping the MCCs Access module. It seems that you are running the mission version but anyway you don't need to "break" the supply crate to build a FOB. Just place the crate next to the sand hip with a couple of friendly unit next to it and the crates will turn into sacks and then disappear and vola you'll get the FOB. IniDBI2 is required for saving persistent data - which means: player stats, location, weapons exc and the campaign progress. Once you are playing MCC campaign and clicked "Activate Persistence" one of two will occur: 1. You are running a campaign and no DB would be found for that island+mission name and MCC will start recording the campaign progress. 2. A DB for this campaign would be found and loaded. You can clear DB by pressing the "Clear DB" button if you want to start a new campaign.
  23. I'll fix it ASAP. 1. You don't need to enable roles to use the player's persistence. 2. MCC saves the global data only if a MCC's campaign is running. You can save the missions, units, vehicles exc by using the default MCC save to profile. GAIA is pretty much as it was before. Only minor things have changed as Spirit pretty much quiet ArmA for now. You can just move the zone to a new location and the AI will move too. Basically you are asking for something like the campaign without the conquer element and to have one of the destroy/kill missions. You can take a look at the campaign function and strip it out of the conquer parts and the DB parts https://github.com/shaygman/mcc_sandbox.Altis/blob/GAIA/mcc/missionWizard/fnc/fn_campaignInit.sqf The campaign generates random missions you can edit the part in the campaign function line 208 _obj3 = if (random 80 < _difficulty) then {["Destroy Vehicle","Destroy AA","Destroy Artillery","Destroy Weapon Cahce","Destroy Fuel Depot","Secure HVT","Kill HVT","Aquire Intel","Disarm IED"] call BIS_fnc_selectRandom} else {"None"}; to have only the destroy and kill missions(edited) I can try and add the option to mark what kind of missions you want to have in campaign in the next release
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