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Hapexi

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About Hapexi

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  1. You can find the add, remove and get functions below. Though I am not sure how well they work yet. Someone had troubles using those.
  2. I just had to come here in the middle of my game to say thank you for the AMAZING update! I've been playing with the MCC for a while now and the new Mission generator is so good. I love this. Also have to add that I like the new group generator alot.. very fast to issue commands, very nice job
  3. I had some issues with synchronization and I understand if its something that you cannot change, but I was playing Patrol Operations and tried to change time and play music from MCC but neither worked for the 2 other players I was playing with. Weather changed for me and music played for me but not for them. If this is something you cannot change, maybe do a list of features that dont work for others when using the mod version. But otherwise the MCC really saved the mission couple of times. Took some time for us to get to the first capture convoy point and it had gone already. I opened MCC and saw they are just sitting at the end of a really long road. No worries, give them new waypoints to come to us, get some random patrols coming at us in the mean time. Friends were really happy and we did the mission succesfully without a boring moment!
  4. Hmm.. what would be the best way to use UPSMON artillery with this? I tried adding "[_this,1,2000,100,12,5,'Sh_82mm_AMOS',20] execVM '\scripts\UPSMON\MON_artillery_add.sqf';" in the custom init on a static mortar but it does not seem to work.
  5. What is the damage system in this mission? really like it and could use it in our own missions also.
  6. Hostages dont seem to work. I can secure the hostage but he stays his hands behind his back and wont move. Same is with Armed civilians, once you have secured them and they raise their hands and join group, you cant command them anymore.
  7. Hapexi

    J.S.R.S. 2.2 Soundmod

    Hahah, you must be doing something right because I am just one big smile while listening to these weapons and vehicles.. Slammer and HE-T explosion further away my current favourite.. I start laughing every time, it's so good. Great work!
  8. When calling flare using call artillery command it also spawns a mortar that explodes in the sky.
  9. Great stuff! Everything works as it should. Only one question, how am I supposed to use the ALiVE modules for example? cannot really use those without being able to set parameters.
  10. I have music in my CfgMusic but it does not show in the Mod version jukebox. I can play it with the playMusic command in console but I cannot see it in the list.
  11. Could it be possible to include the user defined Cfgmusic to the MCC's music list? Or is there a way to add my own mission specific music to the list?
  12. Could it be possible to make it so that enemies cannot come over the sea with cars and tanks? Now the virtual side allows them to move over the sea. If I go close and make them real, they will spawn to the closest land. I am mainly worried about the Pyrgos Gulf section. Trying to make it so that one side controls the other side and one the other and the choke point would be north of the airfield but enemies keep coming over the sea :( Maybe if someone would come over they sea, they would be boat atleast or helicopters. Also this might be already too much to ask but would be it possible that the virtual AI would still go on the roads, or at least near the roads when they are not "fighting". During fightning or when getting near enemy lines, ofc spread out but when they are moving further away from enemy lines, make them go on the roads.
  13. Usually when I have removed a original waypoint from a group and try to assign a new one, they wont follow the new orders. And other issue I had a yesterday was when I could not spawn anymore OPFOR units. I could spawn BLUFOR infantry and OPFOR vehicles but not infantry. Even enemy convoys spawned without AI inside them. I did have at one time quite many troops on the field, but shouldn't the unit limit allow placing more once other units die? Once all OPFOR was killed, I still could not spawn any. Hmm.. I have created a frame for a mission in the MCC Mission and now I wanted to import it to a another mission I have done in the editor using the MCC Addon. It just seems that the import does not work. It brings the friendly base I did in the mission version but it does not bring the zones or enemy units I had placed. Importing the same piece of text in the MCC Mission version works just fine. RESOLVED: Well I managed to import the Mission version to the mod but I had to edit the script file path from "mcc\general_scripts\" to "\mcc_sandbox_mod\mcc\general_scripts" maybe this could be changed so they have same file paths?
  14. I been doing some testing with the MCC sandbox editor and on my own. And I have not been able replicate the weird behaviour in either one. What do you mean by grouping with logic? I have a game logic placed on my own mission editor and when I place a single unit from the console live in the mission, there is no weird behaviour. Also the Name parameter does not work. And to me it seems that the unit never gets assigned the name parameter value. And what ever it would be, it gets overwritten in the vts_spawninit function where it gets the parameter vts_num I did some digging and to me the unit creation in spawn_rt.sqf seems a bit weird. On line 63: call compile format["%2 = _tmpgroup createUnit [console_unit_unite,[_positX,_positY,_positZ ],[], 0, ""NONE""];",(var_hom_solo),(console_nom)]; The syntax seems odd to me, according to arma wiki it should be something more like call compile format["console_unit_unite createUnit [[_positX,_positY,_positZ ],solo%1];",(var_hom_solo),(console_nom)]; Im sorry if im talking totally wrong things, im pretty new to arma scripting. Im just trying to help :o
  15. Anyone else having difficulties commanding AI after the latest patch?
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