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shay_gman

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Posts posted by shay_gman


  1. Hey guys. Any news regarding the mission generator? Hope you can provide a fix very soon. Thank you so much!

    I think that if we knew why is it working for some, and why not for others, I bet it'd be much easier to fix ;)

     

    Both of you:

    It's already stated that the mission generator errors are coming from using Eden editor, or not using it, anyway it isn't on MCC side - the errors are coming from BI count function not from MCC. 

    I tried IED mini game and Disarmed all module.

    then limit timer is stopped ・・・but Nothing happens.

    just still open dialog. then i can reopen mini game. I cant complete.

    please check it.

     

    anyway thank you great MOD and you hard work !!

     

    Yeah when you finish the game the IED timer stops that is the idea. Nothing happened. If you don't stop the timer it will explode when it reaches zero. There is an error that you can re-play already disabled IED but it fixed in the upcoming version. 

    • Like 1

  2. This week I'll try to figure out what causes the mission generator to get stuck. I've narrowed it down to being the 3D editor saving differently, running MCC when saving mission files, and description.ext scripts that cause errors. The most likely is the 3D editor. The mission generator works on missions created a while back by myself, indicating that mod compatibility is not the problem (thank god). That means there is a 99% chance of a temporary fix. I'll post once I find the fix. Eden has caused so many issues I've had to spend hours on to troubleshoot and solve.

     

    Maybe Bohemia can make intelligent life to do this for me? No? Can someone make a mod? :P

     

     

    Thanks I thought it might be it. My suggestion is build new missions' templates. 

     

    Back from the holidays and up for some releasing somewhere this week, stay tuned :)

     

    Welcome back  :wub:


  3. Is there a way to sync a zone or area to the player spawn area? The issue I have is players are spawning outside my base walls and have to travel a substantial distance around the base to get back to HQ. Are there ANY variables that a designer has as it relates to the player spawn location in relation to HQ?

     

    Thank you again for you excellent MOD and follow up.

     

    I can check if I could minimize the spawn distance. 

     

    Seems that the Mission Generator is broken since Eden update. The text "Generating Mission Please Wait" appears but nothing happens.

     

    Tested on dedicated Server with large zone on different maps with different units and different mission targets. :-/

     

    The problem with most of the errors you are posting is that they are in BI function. I don't know if BI changed some of the functions I will have to take a look. 

     

    Small request: can add  "black box" item from ARP2 with size ~ 3/4 of "assaultpack"'s space ?

     

     

    What is it ARP2? you can add items to MCC yourself that is the idea behind MCC.

     

    Hi Shay

     

    in regards to the respawn system,things are working as you said however i have tested alot and correct me if im worng...but if lets say i set mcc class barrels to have a low spawn chance to drop loot and i loot a barrel,and there is no loot in it(perfecly normal with low loot spawn chance) after 24 ingame hours does it have a chance to spawn new items? It seems that if on mission start an object spawns nothing,then it will always spawn nothing even after the loot has a chance to respawn.

     

    Also,im unable to light a fire or cook food on it when i create the fire(when looking at the fire place it says "unknown")

     

    And in regards to weather making you sick,how does it work?I ran around in the rain naked while at high altitude and didnt ever get sick.

     

    Items will spawn only if a player searched the loot spawn before and looted it clean. 

     

    Regarding cooking exc. I created the framework for the survival and I let the players create their own game. 

    You can add any function to an inventory item you can read it here: http://mccsandbox.wikia.com/wiki/Survive_mod

     

    Also here is another problem I noticed. screenshot_103.png

     

    Ever since Eden came out this happens when I make an IED in eden.

     

    Thanks I'll check it out. 

     

    Guies it's not normal \|/ (artillery added to gaia via command with " "move" " argument)

    3C74151F47E7A753DE3F77EBC55FA07AD6A7DA2E

    or its civilian's ? (just now saw what it can be theirs waypoints)

     

    What artillery vehicle are you using?

     

    Hey MCC Devs, sorry if this has been posted but I thought I would share. Through extensive testing my group as found that if we have the MCC module "Settings Mechanics" in a mission, then the mission will not load for clients, Dedicated servers will load into the mission fine, but the clients will not. Once the MCC module is deleted then the mission loads for everyone. 

     

    Again i did believe i read that MCC modules possibly had issues with eden so just figured i would forward this issue. Love MCC and its our mainstay. Thanks !

     

    Thanks


  4. hi, I want to know how the mcc ammo box works? I put this item in the backpack of an AI teammate and he didn't give me ammunition.

     

    MCC ammo boxes are used only by players.  It is like BF ammopacks where a player can pick up an ammo box and drop it on the ground when needed and then him or other players can restock ammo, grenades and medical equipment out of it. It doesn't open an inventory dialog it just resupply weapons that the player already have. Each ammo box will vanish after certain amount of restocks or after 5 minutes. 

    You use the bigger version which is the MCC Ammo Crates - that can be bought from the HQ if logistics is enabled which will allow vehicles and players to restock ammo from them (vehicles by getting close and players by using the MCC or ACE interaction key). 

     

    To use the MCC ammo boxes one need to have at least one box in his inventory and then either use ACE self interaction or MCC key binds by pressing the 4 button and toggle between utilities until he get the ammo box and then pressing the left mouse button to place them on the ground. 

     

    To resupply just use MCC or ACE interaction. 

     

    More How-to videos?  New features?

     

    Yes I would love to see more How-to videos :)

     

    I need some help on a couple of topics related to MCC.  Any help would be very much appreciated.

     

    1. While in the ARMA3 editor I place the MCC module START LOCATION and all other supporting modules to allow the MCC campaign missions. The question I have is, how can I stop the random spawn location for MAIN? I want players to spawn in a very specific area related tot he START module.

       

    2. Is there a way to turn off the enemy attacking the START location or Base? 

       

    3. MCC Zone restriction: How can I have a zone that stops enemy AI from entering a given zone.

     

     Any help with examples or links to off BI site examples is appreciated.

     

    Hajimoto

     

    1. The start location HQ should spawn directly at the module location. Players that spawn on it will spawn near it depends on the empty positions found. 

    2. No, the enemy will eventually attack the player's HQ if the players inflict enough damage to the enemy's side. 

    3. The zone restriction restrict players not AI from entering it. You can't restrict AI from entering a zone ATM. 

     

    Is anyone else experiencing issues with MCC after the 1.56 patch regarding access?  Even after the patch I could access MCC via the interact menu on my template mission.  There was nothing wrong with it.  Then, yesterday, it seems that the scroll interact access to MCC has disappeared.

    I can access it still via CTRL+DEL, but scroll access is gone now.

    Also, I was having trouble placing units in a Zone.  It seemed they did not want to spawn via MCC, and in some cases, LOP units would not spawn with Zeus either.

     

    I guess that you have the MCC settings module and because of the current error with modules not saving variables in Eden it just switch to "No action menu" option - that is why you don't see MCC in the action menu. Should be fixed in BI side. 

     

    Hey Shay! I'm trying to use MCC logistic system but it seems its not functioning. I've placed 3 crates close to the F.O.B construction area and nothing happens.

    Running latest MCC and CBA version.

     

    You need to place Supply crates not Ammo or Fuel and at least 2 more players or AI units next to the building placeholder until the process complete. You will see the crates turn into sacks and then vanish. 

    • Like 2

  5. Is there any way to remove MCC inventory items from a Virtual Arsenal?  My unit uses ACE and several other addons in addition to MCC, and we do not use the MCC items for anything in game. 

    I would like to be able to remove the items from virtual arsenal access in order to de-clutter the list some, especially after Eden changed item listing.

     

    You should consult the BI Arsenal commands to restrict items from showing up in it. https://community.bistudio.com/wiki/Arsenal

     

    Thanks for the reply shay

     

    i just have one more question.

     

    Is loot supposed to respawn on editor placed objects?

     

    i set this in init sqf and tested in single player in editor and nothing seems to respawn :  "MCC_surviveModRefresh = 0.1" 

     

    time acceleration is on x12...i waited many ingame hours (checking item watch) but the loot is not respawning(it does spawn ok but not respawn

     

    Loot will respawn if the previous loot has been cleaned out. So if the players used some loot point as a stash MCC will not overwrite the values. In short: in order to respawn loot the cache need to be empty and 24 in game hours, by default (you can change that with the MCC_surviveModRefresh  variable). 

     

    Now do you even get the search option on your editor's placed items? did you loot everything from it? do you use inidb (in the next update i'm switching to inidb2 and you can even enjoy it without any 3rd party addons).

     

    Hi all,

     

    I have 2 quick questions...

     

    1. Does the save mission as a .sqm to the clip board not work in ARMA release 1.56? I tried it last night and nothing was saved to the clipboard.

     

    2. What's the simplest way to implement dead body/vehicle cleanup in a mission template for MCC dynamic missions?

     

    Thanks

     

    Dave

     

    It should save in 1.56 but I hadn't have the chance to check it out. 

     

    Mission saving should still send sqm data to clipboard.  The problem is with the new editor it seems to be having issues importing it to the mission file you set up in Eden.  I tried to save some ARES placed items, and it will not work anymore :(

     

    Eden and ArmA 2d editor saves in different save files. So you can mixed match them. 


  6. Could someone please help me out with the loot description,ext for the campaign/survival module of mcc?

     

    im not sure what im doing worng her but i have the class names for some weapons and mags,i added them to what i think is the correct location in the correct format but the weapons dont appear in any lootable positions even when i set the chance for weapons to spawn at 100%...

     

     

    HERE IS HOW I PUT IT:

     

    class MCC_survivalWeapons {

      itemClasses[] = {"hgun_Pistol_heavy_02_F", "SIG_P226", "hgun_mas_mak_F", "hgun_mas_acp_F","hgun_mas_glock_F", "hgun_mas_mp7_F", "arifle_mas_mp40", "hlc_rifle_auga1carb_t", "hlc_rifle_saiga12k", "rhs_weap_M590_8RD", "arifle_mas_m14", "srifle_mas_m24_v", "Trixie_Enfield", "hlc_rifle_ak47", "GG_Weaponpack_M1_Garand", "chakFNP90_50rnd_skin21", "arifle_mas_m1014", "Trixie_CZ550", "arifle_mas_lee", "arifle_mas_aa12"};

     };

     class MCC_survivalMagazines {

      itemClasses[] = {};

     };

     class MCC_survivalAttachments {

      itemClasses[] = {};

     };

     

    Any ideas anyone?

     

    MCC will use any weapons loaded with addons if you want to restrict the weapon use this:

    class CfgMCCspawnItems {
      class MCC_survivalWeapons {
    		itemClasses[] = {{"hgun_pistol_heavy_02_F"},{"SIG_P226"}};
      };
    };
    

  7. On the previous page you will see we are also having issues with JIP and respawn.

     

    On JIP we are getting nothing but default gear and the script errors we listed are appearing in the RPTs.

    On respawn we are loosing our primary and secondary weapons.

     

    Just to confirm we are on version R18.

     

    One thing to note is we have removed the house on start location because everyone gets stuck in it when we spawn. Shouldn't impact this change but we are letting you know we did it because its broken in the latest release and its one change we are maintaining on our end in the hope it gets fixed at some point otherwise. All we do is remove the house to solve the issue. Let me know if you want a diff to for that one.

     

    Ok, I need to update to 1.56 and see whats going on. I have a new version to release that would probably need some fixing since Eden update and I'm waiting on Spirit amazing progress on GAIA.

     

    Spawning without an HQ shouldn't be a problem i'm afraid some BI functions has been changed in the dev version the set insigna function was broken so it might be it.

     

     

     

    You have in the MCC 3d editor or in MCC's Zeus a preset for unit to force stand up. 

    • Like 3

  8. HI, 

    Just came back from Prague - what a wonderful city it is: hot girls and cheap beers - or was it the other way around  :rolleyes:

    I see there are some problem with the 1.56 update.

    We'll take a look on it. 

     

    EDIT:

    After some reading the errors with modules in Eden are BI side and happends in other mods as well - so just stick to the 2d editor if you planning on adding modules. 

    • Like 2

  9. Thank you, is there no way to get it working with mcc?

    (don't want to loose ability to create zones and spawn units at random positions on play).

     

    You can set whatever zone you want prior to mission start - a zone is just a marker and you can name it whatever you like. Again a zone is just a marker. 

     

    Then put this init on the group leader

    group this setVariable ['GAIA_ZONE_INTEND',["zoneMarkerName","MOVE"], true];

    Where "zoneMarkerName" is the name of the zone and "MOVE" is the behavior. 

     

    The behavior can be any of the bellow:

    "MOVE" - AI will patrol the zone and pursuit known enemies outside the zone.

    "NOFOLLOW" - AI will patrol the zone but will not pursuit known enemies outside the zone

    "FORTIFY" - AI will look for empty building and static weapons and dig inside

     

    Now go an put this info on the Wiki for the next one who will ask the same questions - http://mccsandbox.wikia.com/

    • Like 1

  10. Did you ?

    Sorry what forgot about button.

    But: action do not adding to new unit after " selectplayer " and the module do not working; as i said both times.

    And can give me command to make unit's health 100% and stop bleeding (if bleeding are enabled)?

     

    I don't know much about the selectPlayer and what is transferred to the new player you can put this in the new player to get MCC accesss

    mcc_actionInedx = player addaction ["<t color=""#99FF00"">--= MCC =--</t>", MCC_path + "mcc\dialogs\mcc_PopupMenu.sqf",[nil,nil,nil,nil,0], 0,false, false, "",_string];
    player setVariable ["MCC_actionMCCMain",mcc_actionInedx];
    

    Regarding bleeding I've already stated atm it bugged. If you want to disable bleeding you can use:

    player setVariable ["MCC_medicBleeding",0,true]; 

     

    Sorry,just a bit slow. Just a Q:  Is it at all possible to just add a jet on a map,and using maybe High Command Converter+MCC,get MCC to add a pilot,thus adding a plane ,if set as recruitable? Just sync the ai?

     

    I have no clue what you mean. 

     

    From Ilias 

    Just wanted to say thanks for the GAIA, after last updates it's tactic began unprecedent cool and would like to ask does it reacting on enemy units, players inside zones if they are undetected by it's side?

    And from me:

    Is it possible to add custom script to "presets" ?

     

    You can add custom scripts by putting you own variables in your misison init. sqf ?(mccPresetsVehicle, mccPresetsUnits, mccPresetsObjects)

    Look at the init file in here to learn how to do it:

    https://github.com/shaygman/mcc_sandbox.Altis/blob/master/init.sqf

    • Like 1

  11. Looks nice, but we are using MCC's zones, spawning, mission generating abilities and it already taking 50% of FPS from server, so i hope: it will not have any impact on performance it turned off, and all the side will still be optional (like the compass).

    And shay please answer on my question, which i already twice sended, we waiting for your answer, can't launch 2 scripts without the questions soluted.

     

    Regarding FPS - yeah the more function of MCC you use the heavier it will be on clients and server - but following this logic no one should build a car that can drive over 120 KPH :) 

    It is up for the users to decide what features they want and what they don't depend on their game style and rig. All of the new features are optional and in this update most of them are client side. 

     

    Regarding your question:

    I didn't understand the "selectPlayer" thing... please explain in detail. 

    Regarding MCC medical system it is broken since the new protection gear update by BI - I fixed it and I'll release it in the upcoming update. 


  12. @Shay - thanks for the coming update looks amazing. Our server is at your disposal which can be used by you or trusted others. I will make you or someone else admin so that you have full excess. The serve is completely empty, no mods/keys whatsoever, it's a 30 slots server. I don't have much time the coming weeks for testing but of course I will make the server ready for testing - let me know pls - anyone else who wants to tests Shay's baby ?? the server is yours

     

    Best Spoor

    Oh that will be great. ATM it is a mission so no need for mods exc. 


  13. Announcement

     

    In the past I was part of the Project Reality for ArmA 3 team. If you lived on the moon in the last 10 years Project Reality or PR in short was a realistic PvP mod for Battlefield 2 and today Squad is his spiritual successor. 

     

    In the last few weeks I was working on getting all the pieces and bites that we did then and I did since then and combined them to be supported in MCC. A majority of the upcoming update is related to that (hence the new UI).

     

    I have some AAS mission template that is working and I would love to have some of you guys (and anyone you can get) help us test the new features and the template. 

     

    We will need a server. So if there is anyone around here that is willing to get his clan/community to it and help out it would be great. 

     

    Please contact me here or in Steam (shaygman) if you in. 

     

    See you on the battlefield. 

     

    • Like 2

  14. I just want to clarify:

    I'm only working on stuff that I like and/or I find as a challenging enough - that is the idea of a hobby.

    I think we are going out of our way (I wish other mod makers will follow) in not forcing our ideas and leaving every new feature in MCC as optional and by default off, we also try to work out with other popular mods but If you don't like it - don't download it !!!

     

    Hence above, all the new features where asked from people using MCC so instead of ranting you can give ideas to what you would love to see i future releases and maybe if will find it suitable and challenging enough we might work on it. 

     

     

    I don't care for features I do not use, but I regret to say it, because so much work Shay is putting into this... but I have to say, ermmmmm.... I am also way more interested in more dynamic/mission/ai generation/ai behaviour things and not in roleplay items. I understand of course there is a market for this. Don't get me wrong, I accept people enjoying it, it's just not my cup of tea. I mean, a real highlight for me is/was GAIA.

    Has Spirit retired? ;D

     

    I was thinking if maybe your mod could serve as an UI for third party battlefield generation as e.g. in tpw_skirmish, DAC etc. Currently I'm doing it myself (function call from inside an own mod like: "skirmish_high_inf = {hint "Battlefield spawned"; 0 = [] execvm "\@tpw_mods\scripts\tpw_core.sqf"; 0 = [15,0,0,0,400,2000,0,1,1,20,"str1","str2","str3","str4"] execvm "\@tpw_mods\scripts\tpw_skirmish.sqf"};)but it is pretty static.

    DAC seems to be a holy grail but command line is difficult, I'm wishing for a UI :)

     

    EDIT: Do you guys also get cba_a3 keybind errors with MCC, on dev branch?

     

    Regarding battlefield generation you can:

    1. press the "Ambient Warzone(off)" button in the main MCC interface it will spawn ambient units around the player depends on the available factions on the battlefield. 

    2. Enabling the Campaign module that will spawn ambient units depends on the players performance in missions and will generate procedural missions - best combine with RTS so that the players can build and expend their base. 

    3. Enable the ambient civilians mod but putting enemy faction will spawn enemy units and vehicles in towns around the players. 

    4. Making some zones and spawning units with 9999 respawn value in GAIA will keep the units/group respawning. (Best combine with Cache).

    5. Mix of the above. 

    • Like 2

  15. Question about IEDs, I've been trying to use the Ambush function but it doesnt seem to be working because linked ambush units arent moving to attack once the IED is triggered. Thus I am trying to link a trigger to the IEDs and units so that they will be triggered when Blufor enters the area instead of using the normal method. How do I do that exactly?

     

    When you placing the ambush group you should click and drag to the place you want the group to move to. Then link the ambush to an IED once the IED detonated they will move to where you dragged the mouse before.

     

     

    MCC once was really cool and I hoped for more development of missiongeneration.

    But since it spams in hundreds of items (feeled) and added whatsoever features, I use my own missiongenerationscripts.

    For the reason, those unwanted features can not be removed by deleting a .pbo (because it is all in a single .pbo) I do not like this anylonger.

     

    I'm happy that I inspired you learning how to script.

    Looking at your mod list it looks like you loved the new MCC features so much that you decided to rewrite some and releasing them as your mods. 

     

    Pff, okay, after taking a deep breath,

     

    Any reason why survival items are broken on some maps? What could be breaking it?

     

    I don't know what broken means, you should try better explaining what is wrong. 

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