Jump to content

FTW_PHOENIX

Member
  • Content Count

    37
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About FTW_PHOENIX

  • Rank
    Private First Class
  1. Shay...I would like to congratulate you on what I consider your best work with MCC. MCC is great when a group of my friends meet up. We'll make some great missions on the fly, and now it's even better with the wizard because I can generate missions so I can participate without knowing the outcome or as a single player campaign. If it's not too much trouble, is it possible to incorporate water based missions with the wizard(diving[stealth, salvage], ship to ship, ship to shore) and utilize what ARMA 3 has to offer.
  2. Shay...I have a question in regards to MCC Special Forces set up. When I set up a fire team with MCC SF, the only thing offered is helmet cam and change role through the parameter(infantry, diver, sniper). My main goal was to infiltrate an area undetected, accomplish the mission at hand, then evac undetected. It seems every time I'm within a certain range, the enemy are alerted to my presence. If I'm able to get in without alerting, which is very very RARE, every time I take a shot with a silenced weapon, the enemy will be alerted to my presence. Is there any way to add the ability to go silent in MCC SF so it will be possible to accomplish such missions, or is there a way now through MCC to be able to do this? I love MMC and use it all the time and would love to see MCC Special Forces offer more than what it offers at the moment. As always, thanks for your hard work and dedication to MCC! It is much appreciated. EDIT!!! I noticed that when I use air drop, the helo will fly in but nothing is dropped. I tried it several times using different items and still nothing.
  3. yes...I agree with Nivimar that we do need a delete button to rid of unwanted missions. I would also like to mention that the airdrop is not working. A helo will fly by, but doesn't drop anything.
  4. Shay, great update! I'm very happy with the direction you are taking MCC. Keep up the great work. Now I did run into several problems and hope you will be able to fix by the next update... 1) When I load a previously saved mission, only part of a mission will appear and if I saved anything from the 3d editor and then load it, it will double the item (units, vehicles, etc.) 2) Every time I use paratroopers in a zone, it will crash the game at least 90% of the time. 3) Every time I HALO or paradrop a group, only the first guy in the group will be teleported. 4) If I spawn a DOC small base and zone it, spawned units will not garrison the base ( a message will appear saying there is no buildings in the area to garrison) I noticed you made a MCC tutorial on how to use MCC. I know you are very busy fixing all the bugs in MCC, but please will you make more tutorial videos on how to use MCC? Even though I've been slowly learning how to use the mod, it would be nice to watch instructional videos to make it much easier to use. There are several things in MCC that I still do not know how to use. Once again thanks for what I believe is the best mod made for ARMA 3 and keep up the good work!
  5. FTW_PHOENIX

    =BTC= Revive

    Need help...My question has probably been asked, but I don't have time to read 80 pg . I noticed when I needed to be revived, there wasn't a respawn button. I don't know where to look to activate respawn. Can someone help?
  6. FTW_PHOENIX

    Virtual Ammobox System (VAS)

    Tonic...loving VAS. I am noticing that every time I respawn with loadout on, it seems I have all my gear except grenades(frags,smokes,chemlights). Is anybody else going through the same problem or is it on my side? Please help?
  7. Oops, I didn't check to see if there was a pdf manual on the 1st page, thanks for that. I think I speak for everyone that we'd be very grateful if you would make more tutorial vids(especially advanced step by step tutorials) to assist us in properly using the MCC mod. PLEASE more vids! Yes, every player that joins my server is required to have MCC. The problem also occurs when I use the parachute feature. I just want to say thanks for the hard work you are putting into this mod. I do not have the time nor the patience to learn how to make missions and add scripts in the 2d editor, and this mod allows me to easily and quickly build missions on the fly(usually under 10 min.). My friends and I enjoy using MCC. Keep up the good work! Oh, and please continue adding more features. Lets make MCC a one stop shop mod for ARMA 3! EDIT...I just glanced at the PDF manual and noticed the SF module for HALO in arma 2. Is this module needed to HALO in arma 3 or is it just for the PIP feature? Which leads to my next question, could you incorporate more features for the SF module, like adding the HALO feature(not the parachute) and scripting it to be undetectable to hostile AI, adding tactical hand signals, adding a stealthier scripted feature that allows the player to get very close to hostile AI and take them down with a silenced weapon without alerting the rest of the hostile AI in the area(they can only be alerted by visual contact), and adding a drag and drop feature to move downed hostiles out of view to also prevent alerting AI to your presence. To me, Special Forces are the quintessential BAD ASSES and should be represented as such. Also, have you put much thought in bringing back construction HQ? My friends and I had many hours enjoying the feature in arma 2 and it would be nice to see it added in arma 3.(just a thought). EDIT #2...Shay, I just found another error. It's with FOB. I set a WEST respawn location at one location, then tried setting a FOB at another location and get this error(Script mcc\general_scripts\mcc_start_location.sqf not found) EDIT #3...Getting error when using brush in marker generator(No Entry 'bin\config.bin/CfgMarkerBrushes.Empty)
  8. Thanks for the update. It fixed many issues I was having and I'm enjoying myself even more while using the mod. I need some help. Since I started using MCC, I made missions for myself and didn't need all the fancy mission briefing with UAV cinematics nor creating tasks/waypoints,also not needing triggers and using all that good stuff on page 3 in the mission generator. All I did was create a zone, spawn some hostiles, go in and clear the zone and DONE. Mission over. Now I'm playing with a unit and want to make top notch missions with briefings, markers, triggers, succeed a mission, etc. The embarrassing thing is I don't know how to use the stuff on page 3. Well I did figure out some stuff that I picked up from Shay's youtube tutorial. It just isn't enough to accomplish what I'm going for. Is there someone that can help me with advanced instructions or point me to the direction to get the proper help? I would greatly appreciate it. Also Shay I found 2 issues that I'm having. 1) when I try to group up some players for a HALO jump, if halfway works. Meaning, if I group 4 players for the jump, maybe 2 will do the jump or sometimes 1, but never the full group. 2) When I try to add a waypoint with cinematics on the tasks generator, I get an error(Script mcc/pop_menu/tasks_req.sqf not found) In advance, thanks for any assistance. By the way, I saw where you mentioned about adding a [CLEAR/DELETE] button to remove unwanted objects, dead bodies, and zones. I hope you add this feature because it would help by cleaning up areas during a mission in progress, which helps reduce FPS droppage, and not restarting the server(especially when hosting a large group).
  9. FTW_PHOENIX

    Virtual Ammobox System (VAS)

    well i played around with the folder trying to figure out where i should put it and i think i got it to work . i placed the script folder in the root directory and copied and paste everything in the gear folder to the mission folder except the mission.sqm and it seemed to work. at first i placed the gear folder in the mission folder and just removed the mission.sqm, but that didn't work which was weird. that's when i just copied and paste what was in the folder into the mission folder and it decided to work, go figure!
  10. FTW_PHOENIX

    Virtual Ammobox System (VAS)

    to anyone that can help. now my problem has probably been answered somewhere in the thread, but i don't have the time to read 52 pages just to find the solution. i am having problems installing vas into a premade mission. i am able to use the gear test as a mission and start from scratch building a mission through the editor, but when i try to add it to an already made mission, i get an error(script vas/open.sqf not found). need help. thanx!!
  11. FTW_PHOENIX

    Enemy occupation system (eos)

    gagi...You are absolutely right that threads exist to discuss a topic at hand, but always do your research before you post. RESEARCH is the KEY. The answer you are looking for is on page 1 at the top. If you look in the description, it mentions that the mod has and I quote " Dynamic Battlefield Zones that can be recaptured by the enemy". Now, how does the recapturing of zones work, I do not know. How the recapturing of zones work and the steps that are needed to activate this ability is the questions you should asking. RESEARCH. If it doesn't work, is there a script that can activate this ability. RESEARCH. Do your research before you post. I have one question, why is it so important to have re-occupation in the zones? Every time you disconnect from the mission and start over again, you are going to have a fresh mission with occupied zones all over again. If you want to lengthen the mission, just add more markers/zones to the map. I have around 70 zones with many hours of game play and planning on adding more. I'm just confused why you need it.
  12. FTW_PHOENIX

    Enemy occupation system (eos)

    I guess gagi cannot read what BOB clearly stated. EOS is not a mission generator. EOS is a niche mod that provides a unique take in making missions for the ARMA community. Read the description if you do not understand. PLUS, gagi clearly doesn't understand the complexity and time consumption it takes to create these mods. The nerve of gagi to make such comments without researching what this mod is all about. That's like me going to FORD, which took them years of research and development to create their automobiles, and telling them I'll will not drive their cars because they cannot fly(They're CARS,duh!). And another thing, Enemy Occupation System is correct when naming this mod. The enemy is occupying the zoned area and it is up to you to clear it out. Now what you are stating is that the mod should become an Enemy Re-occupation System, then this whole rant of yours might make some sense(sort of... O.o). So if that's the case, I would like to see you use your editing and modding skills, if you have any, to create such a mod for us to critique. Now with all this being said, gagi is entitled to voice his/her opinion. If gagi disapproves of this mod, then he/she is allowed to be heard. Just please do some research and put some thought into what you're going to post. (Hmmm..well I guess it's true that ignorance is bliss.)
  13. FTW_PHOENIX

    VTS Simple weapon resting

    Thanks everybody...I got it working. This is a great mod. I like that I can actually use LMGs to suppress fire and get some baddies too.
  14. FTW_PHOENIX

    VTS Simple weapon resting

    can anybody help me? I am getting an error (script vts_weaponresting/init.sqf not found). Do I need an init file and if I do, what's the script to put in the file? EDIT...I have CBA installed, I placed the mod folder in the ARMA 3 root(steam>steamapps>arma 3>@mod_folder here) and placed PBO/Bisign in addon folder(steam>steamapps>arma 3>addon>PBO/Bisign here) then placed bikey in key folder(steam>steamapps>arma 3>key>bikey here). I just placed the userconfig folder in the @mod folder(@vts_weaponresting>userconfig here).
  15. FTW_PHOENIX

    Enemy occupation system (eos)

    Thanks Bob... Your instructions helped. Apparently I had the eos in the wrong folder. I was able to load the template and tried it out for a few minutes, but my main goal was to use eos to build my own missions. Am I suppose to the template to build missions or do I use the editor? Speaking of the editor, I got on and made a marker and previewed and nothing(default mkr and no spawn). I figured that the openme.sqf had four mkr's already set so I thought I'd use one of those to test("mkr1"). Does eos work on regular editor? Is there a code or [on] button to activate eos? Or are we suppose to use the template? Once again thanks for ur help.
×