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shay_gman

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Everything posted by shay_gman

  1. Hello, I'll reply all in time - sorry for being short - a lot on my plate right now. Rekkles is right - the scope of MCC is not micro management - use Zeus for that, MCC adds some features to Zeus but still the main idea is to create a whole mission in a matter of minutes and play with you friends and open MCC console again only if you need to. Use the commander tablet or the SQL PDA yourself or let another player have it and use it. They will only see units they have control over. I've took the time to fix some stuff last night so I've added the MCC interaction while ACE is on so u can have both - you can shout on AI or quickly move to a position in a vehicle exc - just don't forget to bind it to another key. I'll release an update soon. Zafjr I can't find your PM please re-send it. BTW i've took the time to add a new entry to MCC Wiki for mission maker - Dynamic Dialogs: http://mccsandbox.wikia.com/wiki/Dynamic_Dialogs
  2. GAIA hasn't been updated so it doesn't matter if lift it up from the latest MCC version or use the one in GAIA stand alone. It doesn't?! I though it did. Maybe for next update. Everything in MCC can't be set off to a place where the player can't even know MCC is running - apart from the syncing with server message - oh wait... this can be disabled too. If you didn't disable all you must have done something wrong or it is a bug. BTW you can have as many Zeus as you want but only the person logged to MCC will have the MCC Zeus. Well not in ArmA. In ArmA helicopters wheels are just blocks. Not a big thing i'll get to it if i'll have the time. You shouldn't see MCC markers on the map only in MCC interface. As said yes just make sure to turn off features you get from other modules - as don't turn on MCC medic if you are using ACE and turn off MCC smoke if you are using ASR
  3. Guys i've updated MCC - just a small one. Get the files from the first post please
  4. You first have to choose the group you want to join with press join then click on the group u want to join to... Isn't it fun? Well I don't want to delete anything that spawned in the area as the players might want to take some war loot with them. I'll try to be more careful with it and maybe only delete if no player in sight. I can't reproduce it - try with out ASR and tell me if u get the same results - BTW this is the reason the HVT mission is auto-completed. Yeahh I will give the person that would find the serialization a place of honor in MCC (maybe i'll rename some suicidal bomber after him) if he will find where it comes from - I've tried disabling serialization in every code snipest leading to it but still can't find it. The good news are you only need to see it once in a game. I'm afraid your request about military structures and civilian structures cannot be implemented without hard codding - which I don't like. The reason is that there isn't a define value for military structures just as there isn't for civilian structures. So I can only implement it to vanila buildings and only by class name which can lead to strange results in modded environment as each developer can give his buildings whatever class name he want. Regarding the error I would drop semicolons (;) at the begging and end of the statement. MCC is HC ready - if you set it up it will automatically spawn the HC module on any mission and work with it. I recommend using CBA and the addons key-binds under controls. Setting key-binds otherwise might cause CTD on some clients. It is a bit tricky as it is not actual weather and needed to be scripted all the way - maybe if we'll have the mood and time. 1. I'm trying to get to WIKI to shade some light regarding how to use and configure the RTS but in quick: Make a starting area from MCC, assign some player as the commander from the squad dialog (default P key) open the commander console (Ctrl + Delete) and press the F5 button on the console (Not on your keyboard) to access it, 2. Yes but it's a bit different the "rival players faction" getting resources by preventing the main player faction from succeeding objectives and from killing players from the main faction. The rival players faction can be the same as the AI hostile faction or different so you can have 3v3 kind of battle. So far there is no AI commander that builds buildings exc and the only way to win is by completing all the missions or loosing by bleeding all the tickets.
  5. You can just logout of MCC once you have made the mission so you shouldn't see any markers on the map. BTW i've added the Undercover agents wiki here: http://mccsandbox.wikia.com/wiki/Undercover_Agents
  6. Here is the fix i've promised. Also introduced two new features including the undercover agents. I really need to get some time to work on the Wiki there is a lot to explain on how to customize the RTS part of MCC, and i'll get there soon but to make it short one can easily customize the RTS part in terms of what units/vehicle to spawn and what abilities each building/unit has. BTW i've added the Undercover agents wiki here: http://mccsandbox.wikia.com/wiki/Undercover_Agents MCC wiki is here : 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
  7. I can confirm that it isn't related as I didn't touch the Mission Generator in the last update. Nope
  8. Hi guys. ATM i'm aware of a login bug which I'll fix ASAP with the kind help of Rekkless's server. I'm also aware of the MCC Zeus module bug which is taken care of. I don't aware of any other bugs so please in-light me. Might be related to the login bug - will be fixed soon. Known issue will be fixed soon. You sir get the weirdest bug award. :rolleyes: I have no clue what to say I can just say to your friend: download MCC. Try using the garrison option. From MCC --> spawn --> groups --> garrison. Great vid mate
  9. Did you checked it after the hot-fix? They don't fight each other as MCC weather isn't a system but a feature - meaning it just changes the weather. As of last night testing you can change the weather with MCC and ACE and the weather will stick. Nope. The zone you have created for the task is used to find the best position for the task objective the mission's elements itself disregard this zone and build the mission based on another parameters such as: In CQB missions AI and tasks spawns closer to each other comparing with regular mission. The distance from objectives will raise the more players connected.
  10. Just a quick update before i'll go to bed. The download link has been updated
  11. Is it? I'll check it out and release a hot-fix for that. Regarding the VA I have no clue why it wipes VA saves. You should press the MCC interaction key or use ACE self interaction to have this option
  12. Ok, i'll take a look on it. In the missions settings put "Respawn Menu" disabled.
  13. I don't see how this is related to the issue or to MCC. AFAIK MCC doesn't use string-tables (bummers if you don't know English) so the string not found isn't MCC related. There is a max wait of 5 seconds before MCC login is forced logged.
  14. As Spirit posted in short "No". The long answer is that I didn't knew how to write a line of code when I've started MCC and you can see the code changes in older scripts. Ofcourse if I'll have to approach this project today I will rewrite it differently (I will still have the player loop and server loop - until BI will add event handlers to the needed features) but with the little time I had I prefer fixing something or adding something then go for the most beautiful code award. BTW binarizing CPP only effects vehicles/objects cpp. If there were more people helping in we would probably be more strict with Git use but it is more or less Spirit and me. Thanks Rekkless, good error report. 1. Loggin time: I'll check why it takes long. It should wait till the mission maker name have been registered on the server. 2. The Zeus module: Silly me made the module global. 3. Vehicle explodes Ambient Civ: I'll see if I can minimize the chance for it but I guess it will never be 100% no exploding vehicles and it is random. 4. RTS not allowed: As with any other feature of MCC you should enable it in the mission setting in MCC or in the settings module. Come to think about it I should enable it automatically if the mission maker enables the campaign. BTW, i'll write a wiki entry for it but in the campaign the time is fast forward to resemble each in game day equal to 2 real life hours 'but you can increase it or decrease it if you like. You will bleed resources every one in game hour that if you have more resources then storage area space or loose fuel if the generator is on. Every in game day you will prompt with a day summery contains: Resource rewards for completing missions (main campaign player faction) or killing the players faction (rival faction). Special rewards as CAS, airdrops for the above. The weather will turn better or worse. Enemy behavior might change depends on your success and the AI might come after you or send more patrols.
  15. Hi guys, It's been ages and I've promised i'll wrap all the code i've done into something playable so here is my take on BI ArmA 3 campaign with numerous bug fixes and new features. Have fun. PS: I'll add to the MCC wiki later how can one change the units/function/buildings in MCC RTS interface as it is build that way that you will have full power over what each unit/building will do exc. PSS: The MCC wiki is here btw: 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 Download Link - Template mission: https://www.dropbox.com/s/436ndcbiepq820u/sample%20missions.rar changelog:
  16. There is a known issue with MCC and CBA there is a fix for that, a fix that I wasn't able to release for the last month or more due to RL issues. I'll do my best to release it by the end of the week. AFAIK there is no issue with RHS but i'll take a look. Just to clearly: you don't see any non-infantry units in the combo box? You can also just spawn all units with cashing on. Once there is no player around GAIA will despawn the units until a player is close by. I think placing minefields is a total game killer to leave it to a random chance. Minefields are not there to inflict casualties but to deny territory and in a random state it can cause some very strange behavior as AI don't care much about mines they will probably walk on their own minefields. In the other hand MCC can spawn IEDs, ambushes and roadblocks on the routs leading to the OP. I have no idea what is the selectPlayer script - I know about the command selectPlayer and as far as I know MCC does not disable it although I'm not sure you can even disable it.
  17. Well I can give spoilers but to be honest I don't really know when i'll find the time just to release what I've done this far not to mention doing further testing but in general apart from fixing most of the errors/requests and CBA compatibility you can expect: 1. A full campaign generator - MCC will keep on generating mission as the players progress. 2. A full RTS implantation - Including fog of war, building and expending your base, maintain it, keep your troops feed and healthy, scan for random resource missions, buy vehicles and upgrade them exc. 3. MCC modules in Zeus - access MCC options from Zeus menu. Regarding the mission generator request. Well you have to understand that the mission generator take a lot of variables into account so sometimes, even if you thing you have a great place for a mission the mission generator might think otherwise. But the good thing is that after the mission have been generated you can open Zeus and drag the mission objective to where you want them to be. MCC should close the default Zeus menu before it opens, what other mods are you using? you should put them in array ["11213211231","12321311"] Try doing it in a local host. Open MP local and run MCC from there. Never really looked into it yet.
  18. Sorry for the long absent - I've been busy with RL stuff. I will probably be occupy with it for the near future so I will just release what I have which is a lot but I wish I had more time to refine it. So expect an update any day now. SQL PDA is made that squad leaders (low level command) will have some intel on their surrounding without the power to change anything but their own squad. So this is intendant behavior. The commander is the only one who can command units out of his squad. Yes – first, you have to put you playerUID not the nickname. Second, If you just put MCC Access module without adding anything only server Admins will have access to MCC. Last, you can restrict MCC access globally on the server by using the inidb mod and changing the server misc file. As far as I understand you have a problem when saving to SQM the clipboard remains empty. This behavior is usually related to trying to save to clipboard in MP environment. BI disabled the save to clipboard function in MP to avoid exploits so you have to open a local session to be able to save to SQM or just save to profile from your server – open a local host load from profile and then save to SQM. No, is this some mod civilians or vanilla one?
  19. Soon.... What PDA the commander console or the squad leader PDA? You can issue waypoints to AI from the commander console just like from the MCC main interface, but from the SQL PDA you can only monitor AI and players groups.
  20. Actually MCC saves into SQM or SQF depends how the user want it to be saved. Just wanted to correct that. Great work on Ares.
  21. @questBLACK MCC works out of the box with mostly any map. Delete all MCC copies you have and start from the beginning- download MCC from Steam workshop and run it from the ArmA launcher and it should work. You do have to understand that you have an issue on your side and you should fix it. I strongly believe that you are running MCC mode on top of the MCC mission which is a big NO NO. You don't need any template to use MCC and the templates are just missions with some gear scripts or FOBs for a start points. Now if you used the MCC mod you should find a MCC template mission for any island including all the islands in AiA again the template is just a mission with place holders for each side including some gear script and SF module synced with the SF units. It is not mandatory you should have MCC on any mission even the campaign mission if you are running the mod.
  22. @QuestBlack I can look deeper into the fast rope issue but I can guarantee anything regarding non-vanila maps as it depends on the map maker more then on MCC. Regarding keybinds - so far some people having crush to desktop while changing keys, so I've made MCC keybinds to work with CBA if the player is using CBA to workaround it. Regarding Start locations that you have pointed it work 50/50 --> i'm afraid like the rest of your posts that the information you have provided is well just... useless. As I can't really understand what is your error. What is isn't working? do you press respawn and nothing happened do you respawn and instantly die? and not to mention I can't reproduce your error. If you want to really help you should take a case and make it a case study and not just post a wall of text. What I mean is you should write the steps you did exactly and what excatly happened so I can reproduce it in the my enviorment and get the same error so I could fix it. For example: MP, dedicated server, mods used: CBA and ACE. Map: AiA Takistan. 1. Place a start location - HQ. 2. Get the Respawn dialog. 3. Click on the HQ icon then click Respawn 4. Crush to desktop. That is an error report I can work with. Frazes like: it doesn't work, I doesn't do anything exc are just plain useless from my end. Although I really like to help people and crushing bugs. Some of the forums users can find answer in the next MCC's change log for their requests/bug reports. The change log is WIP and I'm planing to do some more fixes before release that will hopefully be in this weekend.
  23. It is Rekkless you have to thank for.
  24. Ahmm.... yo forgot the video link ;)
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