FTW_PHOENIX
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
FTW_PHOENIX replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
FTW_PHOENIX replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
FTW_PHOENIX replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
FTW_PHOENIX replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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! -
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?
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Virtual Ammobox System (VAS)
FTW_PHOENIX replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
FTW_PHOENIX replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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) -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
FTW_PHOENIX replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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). -
Virtual Ammobox System (VAS)
FTW_PHOENIX replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
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! -
Virtual Ammobox System (VAS)
FTW_PHOENIX replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
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!! -
Enemy occupation system (eos)
FTW_PHOENIX replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Enemy occupation system (eos)
FTW_PHOENIX replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.) -
VTS Simple weapon resting
FTW_PHOENIX replied to l etranger's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
VTS Simple weapon resting
FTW_PHOENIX replied to l etranger's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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). -
Enemy occupation system (eos)
FTW_PHOENIX replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Enemy occupation system (eos)
FTW_PHOENIX replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
HMMM...I looked everywhere(Showcase,Scenario,etc) and could not find EOSTemplate v2. Plus I'm getting the error in the editor(Script EOS\EOS_openMe.sqf not found) so I'm stumped. I thank you for your patience since most of the forum members are familiar how to install/uninstall mods and scripting. I will eventually learn how but in the meantime I appreciate all the help I can get. Thanks -
Enemy occupation system (eos)
FTW_PHOENIX replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes I did and placed sqf and EOS folder in mission folder(Documents>Arma 3 Other Profile> User Name>Mission>EOSTest.Stratis> place eos folder and sqf here). Here's a copy of eos_openMe.sqf... if (isnil "EOSmarkers") then {EOSmarkers = [];};publicVariable "EOSmarkers"; onplayerConnected {[] execVM "eos\eos_GearBox.sqf";}; callHouseScript = compile preprocessFileLineNumbers "eos\SHK_buildingpos.sqf";[(_this select 0)] execVM "eos\eos_DynamicAI.sqf"; ////////////////////////////////////////////////////////////////////////// // // ENEMY OCCUPATION SYSTEM - EOS by BangaBob // [["MarkerNames","MarkerNames"],[HousePatrols,HeavyPatrols,LightVehicle,APC,Mortars],[EnemySide,SpawnDistance,MarkerType],DynamicBattlefield] execVM "EOS\eos_GearBox.sqf"; // // FACTION CLASS // 0 = EAST // 1 = WEST // 2 = INDEPENDENT // 3 = CIVILIAN // // BASTION SYSTEM - By BangaBob // null=["BastionMarker",[2,1,0,0],[0,250,0],[2,15]] execVM "eos\bastion\bastion_init.sqf"; // null=["markerName",[HeavySquads,LightVehicle,APCs,static,aircraft],[EnemySide,SpawnDistance,MarkerType],[NumberOfWaves,DelayBetweenWaves]] execVM "EOS\Bastion\Bastion_Init.sqf"; // ///////////////////////////////////////////////////////////////////////// [["mkr1","mkr2"],[0,1,0,0,0,1],[0,10,0],true] execVM "eos\eos_GearBox.sqf"; [["mkr3","mkr4"],[3,2,0,1,0,0],[0,10,0],true] execVM "eos\eos_GearBox.sqf"; EDIT...I'm also getting an error when I preview the editor... Script EOS\EOS_openMe.sqf not found -
Enemy occupation system (eos)
FTW_PHOENIX replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
BangaBob...I'm new to PCs and even though I have a general idea on what to do, I still get stuck every now and then. I followed the PDF's instructions and I cannot get EOS to work. I made a marker and went into openme.sqf and placed marker name in "" and only got default marker(not red) and no spawns. I also didn't get the 2 missions and template. I am sure I didn't install it correctly, so I appreciate if you or someone can help with this issue. I hate to sound like a noob, but we all start at the bottom and eventually work our way up. THanks in advance. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
FTW_PHOENIX replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can anybody give me some advise. Everything was going great with mcc so I decided to add an addon to implement with my missions( it's the GPS addon from armaholic which relocates the GPS to the top right). I don't know if it's coincidence, but all of a sudden error codes pop up everywhere. Anything I do that involves the mcc module pops up an error. There were so many different errors that it would take too long to post. I removed the GPS mod and still got errors. I uninstalled/reinstalled freshly downloaded mcc mods and still got errors. I even went as far as to uninstall/reinstall ARMA 3 and reinstall mcc mod and still got errors. I remove mmc mod and arma is running fine. Is anyone also going through the same problems? PLEASE can someone give me advise to correct this, or at least guide me in the direction I need to go? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
FTW_PHOENIX replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the explanation. I did not use the arma 2 version but I saw youtube vids where they were using TG and it looked great. Now I know the complexity it takes to implement TG and that it's not worth it. Once again it was wishful thinking. How about a [CLEAR] button to clean up some mistakes or clear a section of a mission? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
FTW_PHOENIX replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the reply. I understand it would be difficult to do all the necessary scripting to add a town generator. It was wishful thinking to be able to build a town or base/ F.O.B. within seconds so I could get into the action of the mission, especially during a MP mission when I have a full lobby waiting on me to finish up. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
FTW_PHOENIX replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shay... I was wondering if you put any thought into implementing a town generator because it took me about 30 min to build a small town and it would be nice to click a button and presto... A town in a few seconds. EDIT...Also when I spawn paratroopers in a marked zone, the chopper will fly in but then explode and then arma would crash. I did it several times and still would crash the game. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
FTW_PHOENIX replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shay... I only know that the errors pop up after I spawn either IEDs or anything on the 3d editor, but after spawning a few times. It happens more when I spawn IEDs. That's when I'm not able to spawn anything. I figured how to correct the problem. When I hit X in the 3d editor, at the bottom there is the spawn section(server/headless client) that is empty when the error occurs. I just click on server and it's working again and will not have problems until I end the mission and restart again. The only thing I did is download the mod from armaholic and placed the @mcc folder and the PBO file in the arma 3 folder (not the mp missions folder. MCC would not work for some reason) and also CBA. So I'm wondering if this is an error on my end or is a bug that needs to be fixed.Please let me know because if it is on my end, I would like to fix this. EDIT... Shay, should I be using the mods that you have on page 1 from dropbox or is it ok to use the one from armaholic? I just was thinking that maybe the armaholic version might not be updated. EDIT...I took out all mcc folders and pbo files and downloaded your mod version from page 1 and placed it in the mp missions folder and did not to work. So I placed the pbo file from armaholic in the mp missions also and I was able to get the coop mcc sandbox mission. I started a mission to test and everything seems to be working. I guess I had the files and folders in the wrong place the whole time. It took some trial and error to figure it out. I'll still will do some more testing to make sure I'm not having anymore problems. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
FTW_PHOENIX replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shay... I was poking around in other forums of mods that I'm currently using and was going through CBA A3's forum, I noticed they are having issues with their mod. They mentioned only being able to do certain tasks once and could not use again (ac130/reaper issue I am having, hmm) and the doubling up of spawned units or objects (they do not mention which mods they were having problems with) which I'm experiencing on the 3d editor. I'm just bringing this up because CBA might be the cause of many problems we're experiencing. You might want to look into it. And as always, I thank you for the wonderful work you're doing with this mod. Even with all the bugs and other issues its having, I'm still enjoying myself whipping up quick missions on the fly and allowing me to be more creative. EDIT...Here's the link to CBA A3 forum. http://forums.bistudio.com/showthread.php?147535-CBA-Community-Base-Addons-ARMA-3-Alpha/page14 -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
FTW_PHOENIX replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Graywolf... It seems I did everything the same as you, but it's kinda working for me. I'll take you step by step the way I did it. I open the mission making module and go to the 3d editor. There I spawned 3 arty's with forward observe to each. Then went to page 2 to the arty section and picked HE shells, precise, and 20 shells then I hit add. When I am on the console and I want to use all the mortars at the same time, first I place my current position and my direction /distance. Then I pick the type of shell I want to use. then I click on cannon 1 then hit confirm. click on cannon 2 and confirm. Repeat with the rest of the cannons.Then when I have confirmed all my cannons then I hit execute. To add more shells, I just go to page 2 on the mission maker unit and on the artillery section there is type, spread, and #. Go to # and choose the amount of shells I want then hit add. It's been working for me. As for the cannons going red after the first use, I don't know what that is. I've been able change direction/distance and shell type continuously. Also cannon 1, 2, 3(since I'm only using 3 at the moment) stay white after the first use and even when I run out of shells. I am also having problems with the sounds and other issues... 1) There is no radio sound 2) There is no sound when the mortars are shot 3) There is no splash at target (I'll get one splash per every 10 to 12 fired)