Jump to content

shay_gman

Member
  • Content Count

    1144
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by shay_gman


  1. On 10.11.2017 at 4:56 PM, Husker-71 said:

    Lol I can relate...getting clearance from the boss to divert resources towards Arma can be tricky!! When your next rummaging around in the script is there any chance of an option to disable the suicide bombers..? (Or can you just tell me how to do it via the code?). I use the Ambient civs in a Post APoc scenario ...so it is kinda odd when survivors keep blowing themselves up!!!   The Ambient civs hiding in buildings adds such a huge dynamic tension to my games......looting  has never been so tense!

     

    What kind of ambient units do you use?

     

    On 11.11.2017 at 2:07 PM, MoaB said:

    I've searched, unsuccesfully, for an answer to the following question: Is it possible to set the mcc setting for the entire server? I would like to set some settings without having to place the modules in a mission.

     

    You can't


  2. On 8.11.2017 at 10:01 AM, omri2050 said:

    The interaction keys works only when i go to the mcc settings and uncheck interaction box and than check it again. 
    Not that of a deal, but i'm trying to figure out what is the problem

     

    Anyway, amazing mod so thank you for that

     

    I'll check it out

     

    On 9.11.2017 at 10:18 AM, zuzul said:

    Hi there!

     

    Still using this really amazing mod. I got a question: when I change the weather by the MCC, I cannot supress the wind sound. Does anyone known how to? 

     

    Have a nice day!

     

    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. 

     

    13 hours ago, john1 said:

    Is the updated Mcc out on Workshop yet?  It says Nov 4 is last one.

     

    Yes

     

    5 hours ago, Tuskegee_99th said:

    In this latest version of MCC the UI settings do not remain set. All selections are checked initially and if you uncheck the ones you don't want and then click ok, when you return to the settings again they are all checked again, and the feature is actually on again. This is the case both using the UI settings module placed in the map or just using the main MCC UI.

     

    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. 

    • Like 4

  3. On 4.11.2017 at 10:49 PM, NAS_Juno said:

     

    Correction: This is when you select a few mission options. The Capture/Kill missions produce the error, but at least finish loading.

     

    "Capture Area" missions hang w/ non-vanilla OPFOR

     

    Thanks i'll try and fix it

     

    On 5.11.2017 at 10:53 PM, omri2050 said:

    Hey Guys!

    Anyone knows why interaction menu and self-interaction menu does'nt come up in the new version (R22.1)?

    Worked in the previous version....

    Tried also to change keys but nothing helps...all the rest works fine

    Thanks

     

    I'm not aware of any problem with interaction keys. 

    • Like 1

  4. 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:

     

    Quote

    Change log r22:
    - Added: Faction relations settings to mission settings.
    - Added: Radio message when completing generated/campaign mission.
    - Added: Commander console action to the action menu.
    - Added: Drag resource crates with MCC or ACE interaction.
    - Added: Punchable CAS and Airdrops in the commander console - can be enabled from mission settings module - TO DO WIKI
    - Added: AI group respawn modules to 3den & Zeus - will respawn the group when all units are dead.
    - Added: Enable/disable Only medic can heal from MCC medic settings modules - Zeus or 3den
    - Added: Cinematic when respawning from the MCC spawn Menu - can be disabled with mission settings  - Zeus or 3eden.
    - Added: Template to Melden Island.
    - Added: Kestrels and crows to ambient birds module.
    - Added: Resave missions to MCC after loading mission from MCC.
    - Added: Turn city lights on and off from MCC brushes or Zeus.
    - Added: MCC composition to Zeus
    - Added: Place and attach explosives to vehicles and walls using MCC interaction, detonate them by any order you like.
    - Changed: MCC Zeus modules divided into categories.
    - Changed: Shortened MCC campaign/Mission Wizard intro movies time.
    - Changed: Commander Console F1-F5 buttons are more visable.
    - Changed: Reduce needed units around the player to build a FOB or other battle emplacements to zero.
    - Changed: Restrict ambient unit module spawn radius has been doubled.
    - Changed: Remove spawn protection from HQ/Start Location.
    - Changed: MCC_fnc_amb_Art will automaticlly spawn gunner if called on empty vehicle - apply to the ambient artillery preset
    - Changed: Steamlined MCC cargo from Zeus to match with Zeus standards.
    - Fixed: Stuck enable/disable MCC tutorials ("You have picked the commander role... Do you want to show this message in the future?" exc) from MCC UI settings module
    - Fixed: Vehicle Kiosk Custom vehicles array expected [className,[displayName, pictureName],cost] instead of [className,displayName,cost]
    - Fixed: Un-cached and respawned GAIA unit will be controllable from Zeus.
    - Fixed: Respawned GAIA unit will respawn where they spawned and not where they died.
    - Fixed: MCC can resave as many time without loosing data.
    - Fixed: GAIA support for RHS units.
    - Fixed: GAIA settings don't work from Zeus.
    - Fixed: Clear persistent data run localy and not on the server
    - Fixed: Save persistent data will work without inidbi2
    - Fixed: Save persistent data will save every 5 minutes to reduce lags
    - Fixed: Fast rope for CH67 and CH49 wasn't working
    - Fixed: Mission Generator mortars explode on first shot.
    - Fixed: Logistics truck always identified as it was near an FOB/HQ while starting a MCC campaing from Zeus.
    - Fixed: Evac module on 2d editor didn't work
    - Fixed: Can't change Squad name in MCC Squad Menu.
    - Fixed: Error when creating new squad from MCC Squad Menu.
    - Fixed: Addrating command didn't work when Role Selection is on.
    - Fixed: Error missing file "MCC_loadingScreen.paa".
    - Fixed: Medic system blur stays after death.
    - Fixed: Building construction fortification bug.
    - Fixed: Helmet camera didn't work for JIP

    - Vault & Cover
        - Changed: Streamlined vault and cover system - added quick vault over low obstacles

    - Compositions
        - Added: New function MCC_fnc_compositionsPlace load an 3den or Zeus composition

    - Loadouts
        - Added: Zeus and 3den modules where players can rearm vehicles while next to it and change pylon loadouts if the vehicle support it.
        - Added: Pilot can manually change pylons ammo using MCC or ACE interaction key while sitting in the pilot sit and next to rearm area other vehicles can only rearm when next to rearm area


    - Mission Wizard:
        - Added: New Missions: Hack and download data
        - Added: Wikia Page - http://mccsandbox.wikia.com/wiki/Mission_Generator
        - Added: New Tasks icons and tasks parents.
        - Added: Non CQB mission area will use Zeus and custom compositions and will add more diversity and repeatability value.
        - Changed: In night ops garrisson AI won't have night vision and will be forced to use flashlights
        - Fixed: Saving generated mission tasks didn't wokrk.
        - Added: Define master data using arrays in your init.sqf file so a mission maker can define what kind of object/vehicles the mission wizard will spawn:
            - MCC_MWHVT - HVT classes
            - MCC_MWHVTCamps - HVT composition type - must be a config with this name holding the compsition setup.
            - MCC_MWFuelTanks - Fuel tanks classes
            - MCC_MWRadio - Radio Towers
            - MCC_MWTanks - Armor
            - MCC_MWAAB - AA Bluefor
            - MCC_MWAAO -AA Opfor
            - MCC_MWAAI - AA Resistance
            - MCC_MWArtilleryB - Artillery Bluefor
            - MCC_MWArtilleryO - Artillery Opfor
            - MCC_MWAir - Air vehicles
            - MCC_MWcache - Weapon cache type
            - MCC_MWradar - Radar type
            - MCC_MWIntelObjects - Intel Objects
            - MCC_MWIED - IEDs

    - Tasks
        - Added: New BI icons for tasks

    - Ambient Fire
        - Reworked the fire look - now the fire looks much more realistic and will damage nearby units.

    - Zeus
        - Fixed: Unable to edit groups and WP from MCC
        - Fixed: Some errors while editing units/vehicles - there is still a bug regarding vehicle respawn which comes from the BI function so it disabled for now.

    - IED suicide bombers
        - Added: MCC_fnc_addVelocity - add velocity sprading from a center position to simulate a shockwave include ragdoll animation on players.
        - Added: Shockwaves to all types of IED and suicide bombers (real,fake or disabling).
        - Added: Suicide bombers will have bombs straped around their pelvis when they attack.
        - Added: Disable interaction progress by hitting Escape key.
        - Added: ECM vehicles will make beeping sounds when activelly blocking radio IED.

    - RTS
        - Added: Elapsed day battle's report will show up when RTS has been used and not only on MCC campaign.
        - Added: UI controls for all available forces to the left hand side - click on any to quickly control it.
        - Added: Spawn RTS buildings from 3eden or Zeus modules.
        - Added: Show group information when mouse hovering its icon.
        - Added: Supply track can withdraw supply crates from the HQ.
        - Added: Show "get in" text when mouse hovering over enterable building/vehicle.
        - Added: Engine sounds for generator.
        - Added: Level 1 HQ will unlock the ability to purchase artillery ammo for the commander console.
        - Added: Level 2 HQ will unlock the ability to purchase supply drops from the commander console.
        - Added: Level 3 HQ will unlock the ability to purchase CAS runs from commander console.
        - Added: Houeses - houses will add more manpower space and the ammount of AI you can recruit.
        - Added: Build practice targets from barracks.
        - Changed: Barracks - Barracks will not add more manpower space but will unlock new units to purchase.
        - Changed: UI for selection circles and borders in RTS interface.
        - Changed: Different colors for resources.
        - Changed: MCC capture moduel won't give more resources then the available free storage space.
        - Changed: MCC campaign missions won't give more resources then the available free storage space.
        - Fixed: Campaign delete brush deletes RTS groups and buildings.
        - Fixed: Units info wasn't showing the amount of units and vehicles classes available.
        - Fixed: Soldiers groups didn't have the place satchel, rules of fire, change stances actions.
        - Fixed: After building or upgrading a structure the UI didn't reset itself to prevent infinite building exploit
        - Fixed: Will not show tickets to a side with zero players.

     

    • Like 7

  5. @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. 

     

     

    • Like 2

  6. 10 hours ago, pvt. partz said:

    I beg to differ.

    ...it breaks the script in Pilgrimage. If I knew more I would elaborate but once load the mission, I get to a certain point in loading and then I get the error and cannot play.

    And did Pilgrimage is working fine without MCC?

     

    10 hours ago, Drift_91 said:

    They're not even logged into MCC. They're using Zeus through the curator module and MCC still takes over unless you hold shift.

     

    They need access to the MCC console anyway to change the time of day or weather as well as use the delete brush when debris get in the way of a runway or whatever. I just don't want them running scripts.

     

    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. 

    • Like 2

  7. On 17.7.2017 at 10:05 PM, BruceALMIGHTYY said:

    I noticed that in the Campaign or using Mission Generator whenever you have the Destroy mortar objective he instantly dies.

     

    I recently used the evac helicopter and was pleasantly surprised to see that you had a purple option to eject with Backpack on chest!

     

    Freaking AWESOME!

     

    Thanks for the pinpoint debug - I've fixed it for next release. 

    • Like 1

  8. 8 hours ago, lawndartleo said:

    OK, here's the gig...

     

    I have a template mission... just a simple base to start at, necessary Zeus, ACE and TFAR modules.  As a Zeus only mission it work just fine.  Vehicles respawn properly, people respawn properly, everything works.  Actually a pretty good setup if you can tolerate having to do EVERYTHING mission related through Zeus.

     

    Remove the Game Master module, add only the MCC access module (admin only) and thing things get dicey.

     

    There is always somebody who when they try to join just gets basically locked out, to the extent that the ArmA process has to be killed on their machine.  Who ever it happens to appears to load 100% on their end, they can hear things happening behind the load screen but it just never goes past that point, locking up their machine.  If we all start as a group, it works just fine but if there is a late comer, they may or may not get in as a JIP player and as you can imagine that really gorks things up.

     

    Help.

     

    Try removing the Access module and test JIP. Let me know if that helped.

     

    7 hours ago, dragonfire43560 said:

    Is there a way to make a single player version of the Squad/AAS gamemode? 

     

    Will the AI know to attack the sectors sequentially? Or is it strictly a PVP thing? 

     

     

    edit: So i watched the video that shay posted, but I cant get it to work like he did.

     

    Everything is fine but the AI that spawns does NOT attack the objectives. They just sit in place at the main base spawn. Im using project opfor factions (mid east militia and afghan army)

     

    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. 


  9. 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

     

     

     

     

    Quote

    Change log r22:
    -= Intel Module =- **NEW**
        - Added: Set Intel module to Eden and Zeus: Allows making items or unit as Intel providers. Giving the players option to interact with the them in order to get information and map location. - as defined by the mission maker.
        - Wiki Page - http://mccsandbox.wikia.com/wiki/Intel

    -= Aircraft Carrier =-  **NEW**
        - Added: CUP LHD & BI Aircraft Carrier - Spawn LHD/Carrier that will function as Zeus respawn point and a MCC HQ. Spawn vehicles/aircraft on top of the LHD/Carrier and use the steam catapults to take off and the arresting gears to land.
        - Wiki Page - http://mccsandbox.wikia.com/wiki/Aircraft_Carrier

    -= UI =-
        - Updated: HUD/UI module Wiki including the Hit Radar and the Tickets HUD - http://mccsandbox.wikia.com/wiki/UI_Module
        - Added: Show Tickets in the MCC UI/HUD settings. Enable it will show a Battlefield kind of HuD including time left, opposing sides names and flags, tickets left exc
        - Fixed: Stuck on Squad menu "P".
        - Fixed: Placing HUD module forces to 1st person.

    -= Campaign =-
        - Added: Enable/Disable loading MCC Campaign data from data base.
        - Changed: Reduced the amount of ambient patrols while traveling on red squares.

    -= CAS =-
        - Changed: CAS airplanes will have an angle of attack to targets and will react faster.
        - Changed: Can call any plane type (Addons includded) to act as an AC-130 from CAS Menu.
        - Fixed: Airdrops didn't worked in the commander console.
        - Fixed: CAS crash with some mods.

    -= Misc =-
        - Added: MCC wiki page for ambient fire, birds and units http://mccsandbox.wikia.com/wiki/Ambient_fireBirds
        - Added: GAIA settings module to Zeus.
        - Added: Hold Shift while editing a unit in Zeus to open the default Zeus menu and not MCC menu.
        - Added: Modules info in Eden.
        - Changed: Atmosphere module can select random time and date.
        - Changed: Enable/disable teleport player to last known location while activating the survival module.
        - Changed: Decreased ambient birds chance.
        - Changed: In RTS mode can call HQ missions even while the campaign isn't enabled.
        - Fixed: MCC redused 2 tickets per death and finished mission when tickets reaches zero even when MCC PvP mod was disabled.
        - Fixed: Wind set by MCC was too strong.
        - Fixed: Ambient fire and ambient birds didn't wokr from Zeus when called on local MP.
        - Fixed: Missing insertion types in start locations.
        - Fixed: Teleport to team always enabled.
        - Fixed: Medic system animations.
        - Fixed: Spawn outside the map when spawning on FOB built by the players.
        - Fixed: Non lethal ammo didn't work for clients.
        - Fixed: Non-lethal ammo & breaching ammo didn't work on dedicated.
        - Fixed: MCC interaction with door on CUP maps didn't work.
        - Fixed: Ammo/supply/crates box disappear after depletion while on the logistic's truck - Logistics Module.

     

    • Like 6

  10. Feeling exited for R22 release:

     

     

     

     

    25 minutes ago, KamenRiderOOO said:

    i found a problem with MCC Mod Version. when i tried to play zeus missions (or custom respawn), it's always Freezing at second load.

     

    like this :

    dXRjOpO.jpg

     

    please check it. i will wait for the fix one and enjoy playing it. :f:

     

    The jpg is broken for me. What do you mean second load?!

     

    On 6.6.2017 at 11:58 AM, lawndartleo said:

    The question remains, how to configure my template? Do I have only the MCC access rights module and that's it?

     

    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. 

    • Like 3

  11. On 7.5.2017 at 9:25 PM, pockocmoc said:

    Hi, Thank you for your answer.

    Excuse me for my bad english, but what is a "sand hip" :eh:?

     

    Thanks!

    Pock'

     

     

     

    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. 

    On 8.5.2017 at 2:18 PM, hamster furieux said:

    Hi, I ve got a very stange bug with vanilla+ace3+cba+mcc, all with their latest version: In the mission editor, I launch preview and everything is fine, ace interaction menu is ok. if I abort, back to eden, then launch again, I can call ace interaction menu, but i get stuck in it, and no way to make an action. If I close arma and relaunch, still stuck. Now if I delete ace3 folder, and install it again, I'm back at step 1, and interaction menu is ok until I go back to eden, then relaunch (and i get stuck again).

    All is fine without MCC. I hope it can help.

     

    Also when I launch zeus with Y in editor preview, MCC seems to hide my addons faction. it's ok in a multi game, and also if I launch zeus from MCC.

     

    Strange things happends while you preview a mission from Eden. Try saving and playing the mission instead of preview


  12. On 10.4.2017 at 1:43 AM, hajimoto said:

    Thank you for your response. I have made the edits to the fn_campaignInit.sqf as you provided. As I outlined in my previous inquiry, my goal is to have a campaign of only CAS mission for an Air Asset and have the mission as a stand alone not requiring any MCC interaction after creation and save to SQM.

     

    Also, I am sorry for being such a noob but I have placed a playable unit, MCC start module and the MCC Campaign module and when testing, the soldier spawns and it is playable but no campaign start. I know the mission will be dependent on MCC but I do not want MCC's control panels or tablet interfaces required in order for the Operation to run, I am not sure if this is possible.

     

    Thank you shay_gman for your hard work on MCC4 and thank you to anyone that answers this follow-up.

     

    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. 

     

    On 5.5.2017 at 2:33 PM, pockocmoc said:

    Hello everyone, I am having an issue.

    When I want to "break down" a supply crate in order to build the FOB, it shows this : No entry 'bin\config.bin/CfgMagazines.MCC_Matches'

    The blue part can vary, it is randomly duct tape, or oil can, or anyone of the MCC items...

     

    The problem is that after this message, the crate disappears! I no longer have the "sandbags pile" that is normally on the ground. Just nothing.

    I use the r21 version, on a vanilla version of the game.

     

    Any idea of why it does not work?

     

    Thank you!

    Pock'

     

    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. 

     

    On 10.4.2017 at 4:25 PM, tourist said:

    @shay_gman: thx for your fast response.  Sorry I'm quite thick when it comes to INIDBI database saving and loading, but I have similar problems like hajimoto with the campaign.  What I do is open one of my hybrid missions in 3DEN, place the MCC Campaign module with settings appropriate to my scenario and then make a PBO.  That is uploaded to the dedicated server. After starting the game in MP, I get just a message that I need to build some logistics installations - but no campaign missions. 

     

    Then, just for testing, I once did load the MCC part of my "hybrid" missions from the MCC save/load menu and that worked as in "everything there like I have saved it in Editor": 

     

    • zones like I placed them
    • enemy placements and behaviours in all zones as I had set them up
    • mission settings regarding time/weather/enemy skills/other features
    • BUT the campaign module spawns armed civilians which I never had activated, neither in the campaign module nor in the MCC code that had been saved to mission namespace in Editor.   

    I then completed the "Test Task" I had created with BIS task system. It was to get a truck from a garage; once any INDFOR player and the truck were in the trigger covering the garage, the task was set to 'succeeded'.  And after successfully completing it I  went through the saving like this:

     

    1) Open MCC Menu

     

    2) Click "save/load to database" button

     

    3) Click "Activate Persistence" button

     

    4) Choose the save name from list of MCC database saves on the left side

     

    5) Click "save to database" 

     

    After this, I disconnected, restarted the server and restarted my A3 game to join again.  I went through the usual joining, entered the 3D space and loaded the save name from MCC menu - but it was just presenting me with the starting setup as I had originally created it in 3DEN+MCC. Just the player's equipment reflected the changes/events that I had happened in the previous "Saved" play session - but player's position was not saved.  Also the BIS task was active again and not completed.  The truck, which had been driven away from the garage, was again in the garage. 

     

    To make things more clear for a coding illiterate like me, could you please give me more details about the correct sequence of the steps involved in loading and saving in MP MCC environment?  All I see is that INDBI2 works as intended since it creates a file with correct mission name in the db folder in the server's @INDBI2 folder.  But the whole setup with zones, units, settings I have saved to this save name before when making the mission in 3DEN? It is saved elsewhere, I guess, but I don't see where.  It still can be loaded correctly, which is puzzling me. 

     

    What I want is either a working MCC campaign featuring various WW2 addon units with the possibility of saving/loading the progress in MP dedicated server and/or the possibility to "use" the campaign module just as an "enabler" for saving my hybrid mission that gives only my "handmade" tasks. 

     

    Let me know which files I should post here to give you more detailed information about my setup. 

     

    Best Regards & BIG THX for your time

     

    tourist

     

    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. 

    • Like 2

  13. On 2.4.2017 at 10:08 PM, devileyedelvis said:

    Yeah, I can't seem to get it to work either. Wouldn't be an Issue if my group didn't insist on us using the HUD lol

    I'll fix it ASAP.

     

    On 6.4.2017 at 6:37 PM, tourist said:

    Hey Shay_gman,

     

    I have already made some very good editing and playing experiences with your MCC framework.  I do most of the time create "hybrid" missions that include a mix of manual unit placement, BIS task system combined with FHQ Task Tracker briefings and MCC zones with random spawns of various enemies. This I save into mission name space, then make a .pbo and after firing up the mission in SP or MP, load the MCC part from database.  Works great!

     

    I have realized that anything happening in an MCC generated mission can be saved via standard BIS save if playing this mission in SP.  Once I have loaded the MCC part after mission start, all I have to do is use the BIS save - and everything is properly saved including the status of the MCC units. 

     

    Now I wonder if MCC offers true MP persistence of a MP mission's events:

     

    1) I know about the player stats saving feature - but do I need to have role selection enabled to use that save system?

     

    2) Is it possible within MCC to also save task status and enemy health+position in MP dedicated server environment?  If so, how?

     

    THX in advance for your time and your answers,

     

    tourist

     

    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. 

     

    On 6.4.2017 at 7:39 PM, doc. caliban said:

    Curious: Has Gaia been significantly updated over time?  Looking through some of the config files and functions, it looks like a lot of it is still the old 2014 version.  Am I correct in assuming that only the files that have not needed changing are the old versions, and that many others have been updated and improved?

     

    Thanks,

     

    -Doc

     

    GAIA is pretty much as it was before. Only minor things have changed as Spirit pretty much quiet ArmA for now. 

     

    21 hours ago, Unleashthepain said:

    Is there a way to get the AI to use the capture zones module or mcc zones module in Eden editor? Was trying to have a bunch of germans defend towns and after we para drop in the squad leaders will move to take each objective.

     

    You can just move the zone to a new location and the AI will move too. 

     

    2 hours ago, hajimoto said:

    MCC aficionados, I am trying to automate the building of a scenario which consists of 10 or 20 (or user defined amount) of CAS class attack missions for an air asset. What I would like the scenario to do is randomly generate missions that would be a randomly placed tank, armored vehicle, convoy or HVT (TARGET) anywhere on Altis which must be destroyed. When the TARGET is destroyed another will be generated from the randomized list (even if the TARGET type is repeated, as long as it is in another location).

    I am sure all this can be scripted or built but I am interested in modules being placed while in either Eden or the MCC editor and saved as a stand alone with the end result being what I described above.

    Can MCC do this type of automated scenario? If so can you direct me to a similar mission/build that I use as reference?

     

    Thank you in advance

    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

×