Incomitatum
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Everything posted by Incomitatum
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@PabstMirror Thank you for that content. Is that stuff I need to add to the init.sqf? Also is the faction for the Nato_FIA covered under tf_freq_west too?
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Two Things... I ask here as my google-fu is completely failing me. One: I have just gotten into editing missions. Is there some code I can drop in to set the default frequencies for my players to the codes we commonly use (packed into the mission file)? Two: Is there a code snippit I can put into the init to stop it from giving long-range radios to squad-leaders by default? Thank you all for your help.
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ALiVE - Advanced Light Infantry Virtual Environment
Incomitatum replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks SAVAGE I have one last question. Seems I have things working VERY well on Takistan, but with one bug: when the game gives us objectives it says they are Near [and then there is a space where there should be a grid-number or town-name but there is nothing] for some things like HVTs this makes play darn-near impossible as it doesn't even put a marker on the map for us to know where to go. Any idea what's going wrong? -
ALiVE - Advanced Light Infantry Virtual Environment
Incomitatum replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And that is part of the disconnect. I think you NOW mean the "Military AI Commander" modules, as OPCOM is no longer present. Here's hoping. I'll keep tinkering with it. -
ALiVE - Advanced Light Infantry Virtual Environment
Incomitatum replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@REAPER LOCK Thank you for the suggestion. However 90% of the tutorial videos are outdated, and the wiki does not seem to answer the questions I have had. I have made great progress divining what I can from the YouTube Videos, but not all of it is analogous with the current version. I was able to get this to work by click dragging into empty space to unlink. Still haven't figured this one out. IF I have this figured out more, you need a "Military AI Commander" unit for EACH side. Each side also needs it's own "Logistics", "AI Skill", "Close Quarters Battles" and "Placement"... all linked to the "Military AI Commander"... So while I am not getting the original OPCOM error, I am still not getting any Objectives. -
ALiVE - Advanced Light Infantry Virtual Environment
Incomitatum replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nearly There. Thank you for your patience with me, you've been very helpful so far. I only ask these questions because the FAQ and Google Searches have come up snake-eyes. Question: I have got the game to place units and vehicles across Takistan. So far it's fairly lackluster in that I don't get any random objectives or intel. So I have a few questions. It looks like there is important info in the text when I test the mission, but it goes by REAL fast. Is there a way to get a log of this or read back through what it's saying? Question: The last thing I get is this and I think it's part of the problem I am having. "There are 0 objectives for this OPCOM instance! Please assign Military or Civilian Placement Objectives!" Now, this is in spite of me having the modules for both Military AND Cilvilan placement on the board. What is the fix for this? Question: Sometimes when I place things they draw a blue line between them, linking them. Are these links part of my problem? How do I link and unlink? Question: What module do I use to give a random spawn-point in multiplayer? Question: I don't know if this is a side effect of Alive, I do not seem to be able to place EMPTY Units via the editor. Is there a trick to this? I want to but down the Support crate so I can test the ALiVE-tablet functionality, but the Yellow/Empty faction does not seem to be present. -
ALiVE - Advanced Light Infantry Virtual Environment
Incomitatum replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Learning By Deconstruction We finally got ALiVE running on our server and had a blast! We played the Sabotage mission that comes packaged with the mod. No I am interested in opening that mission and seeing how it was made so I can learn from it and make my own. Whenever I hit the EDIT button, after creating a new game, with that map selected, nothing happens. Do you know how I can look into the file and see how it was made? -
ALiVE - Advanced Light Infantry Virtual Environment
Incomitatum replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Getting ALiVE to Work on our server. Our whole clan has the mod now. We just want to test this so we dragged the ALIVE_Air_Assualt.Altis and ALIVE_Sabtoage_.Alits maps over to the MP folder on our server... When we login via our RCon Password and pull up the #missions they are in the list, but when we chose them the server thinks, goes black, and then kicks us to the last map it knew it could run successfully. How can I fix this? Is there somewhere ELSE I am supposed to put ALIVE missions? Do our Clients need both @ALIVE and @ALIVE_Server? Does the Server need both @ALIVE and @ALIVE_Server? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Redarmy We normally run the Mission version. We would be willing to go to the Mod version but no one has told us how to get the Mod version working with maps. As it stands if we move away from the Mission version then we just have a bunch of maps on our server for Vanilla Zeus. So then, if we use the Mod version, what MAPS do we use in conjunction with it? Or do we need to make our own missions with just a quick spawnpoint somwhere, on the map we want? Thank you for trying to help. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shay One of our Admins did not respect our naming convention and deleted MCC-9-mission-file off our server. Looking through the GitHub, do you know where we can go to aquire this again? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not Sure if Bug, or Missing Feature We've had to roll back to 9, as 10 seemed to have some stability problems and 11 is missing wounding... so please tell me if this is fixed in 11 and/or will be in 12... I want to thank you shay for taking the time to get the Zeus flavored spawnpoints working. They still do not react to being Paradrop points in placed in the air, but they have the interface and work quite well. Part of that system is the ability to place the "Loadouts" module (in Zeus, under Respawning). If you use this in Zeus (without MCC) it's very nice. You get to set it down and as players spawn in they are given a screen to choose their role/loadouts. There are tons of preset, but it also looks at what the mission maker has in his Arsenal loadouts, and lists them there. NONE of them are able to be chosen unless the mission maker puts a checkbox next to them. This is quite handy as it lets me have a mission where maybe everyone is pilots; or... I can create an arsenal load-out called Murder Hobo (that is just rags and a big-ass gun), and use tell everyone they are going to use IT for a special story-mission I have planned. This is much more dynamic than Role Selection. As I understand it, once you turn Role Selection on you have to commit to it. With this, I can delete it after the mission and they get to chose their roles from the lobby again. Also I can add TO it at any time. Essentially, I am hoping it doesn't take much to turn this on and get MCC to play well with this feature, but I can't seem to get it to WORK in MCC, no matter WHAT I do. I hope you will please look into it. Thank you. ::EDIT:: Seems part of this functionality hinges on MenuInventory which can be found HERE Here is an example of what they see. https://community.bistudio.com/wikidata/images/2/27/A3_respawnSelectInventory.jpg (152 kB) -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Feature Missing? We've noticed with the latest version there is no wounding any longer. You are just dead. I haven't seen anywhere to turn this back on under the MCC/Mission settings. Was this deliberately taken out? Or are we doing something wrong? We only have the basic ShackTac UI mods, nothing else. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Slight Feature Request I have a few semi-survival missions in mind. I really like what you have done with the Brushes. Can you please add a brush that will allow me to remove all Maps/GPS from units. In this way I can rob the players of their maps/gps (gps with no map in your inventory will still let you use the map), and make them have to rendezvous by radio/compass/cooperation. Thank you. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@ShayGman VAB Problems. All I know is this didn't used to be a problem. A VAB made BEFORE players had joined didn't create an issue. OPFOR and OBJECTIVES. I will test right now. You are probably right. If so, thank you for the tip and for putting up with my crap. Reguardless, we are VERY thankful for all you do. @razool To recreate our problem, here are the steps (We have no mods, and are using the MCC Altis Mission). * Join BLUEFOR Alpha 1-1. * Open MCC. * Go to Zeuse. * Place an Object * Add the VAB INIT Parameter. * Verify it works for you. * Have other players join afterwards. * VAB is not present for them and must be added again by hand, or on a new object. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Bugs VAB PROBLEMS As I said here This is not due to a conflict between the Mission and the Mod. This is repeatable, for sure, in the mission. OPFOR MISSING FROM OBJECTIVES ((In Mission Version can not confirm in mod)) When on Blue or Green side and as Zeus, you cannot set RED in any of the hand-placed, objective, modules. When on Red side, and acting as Zeus, you get NO options when placing these sort of modules. Not being able to set Red, makes setting an "Opposing" faction for most of these impossible. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@1212PDMCDMPPM You had said: So, I was asking. What Map/Mission do you use the MCC:Mod on. I don't seem to have a virginal version of Altis that doesn't have either MCC or Zeuse pre-bundled with it. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Enders1 Not yet on the great pod reeling, attachment, dropping. Probably in the next version. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@1212PDMCDMPPM Then what map/mission do YOU use the Mod with? All we have on our server list is MCC and a bunch of Zeus stuff. I am the admin so I can add other maps, but I don't seem to see a blank Altis map to just load into. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
MCC:SWAT OBSERVATIONS Our clan just got done testing the additions of the SWAT elements. We really love what they can offer but noticed some bugs. I think you'll find these are all repeatable. Video Probe If you enter this mode there is no graceful way out. It'd be nice to be able to hold the INTERACT key and exit this mode. So far we have found you have to push Escape Twice. If you enter the Video Probe while you are prone, you change to a kneeling stance when you are actually looking through it. This has gotten us killed from windows that were parallel to the door. :D Claymore Charge This charge seems to be placed facing the wrong way. We have found it has a higher chance of wounding/killing your own people on the side of the door it was placed, than blowing INWARD and harming the hostiles in the room (Yes, we know to stand away from it). The blast, when placed on a door, should have a high chance to stun those in the opposing room as well. Flash Bangs We watched the video where AGM Flashbangs were mentioned; it was said that MCC was to use the same ones. We found the MCC Flashbangs do NOT behave similarly. IN FACT, the MCC Flashbangs do not flash as much as bang. They are VERY deadly. Instead of blinding and subduing our targets they killed them 80% of the time. When used on other players no flash was present, but they were wounded. Similarly: please consider making the STONE Grenade (that no one uses) the MCC:Mission analogue for the flashbang (for those who don't have the Mod version). NPC Interaction We found that you could bark orders to Civilians and they would be able to be tied up and join your squad. In actual missions it would be preferable to be able to use this functionality on soldiers of the opposing faction as well. If they are stunned and you have a gun, they should be able to be told to drop their weapon and place their hands behind their heads. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
[[ deleted and consolidated into my next post ]] -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I agree, and have mentioned this a couple times. Also with the new STORM brushes, the "fog" color/density that really sells the effects only last for a few seconds and then just vanishes. Then you're stuck with an annoying sound that won't go away (even if you set things back to "clear") and a color that looks out of place. They also don't seem very brush/area based. I am sure they'll improve this over time, but other features are a priority. ---------- Post added at 19:40 ---------- Previous post was at 19:23 ---------- @Shay We've found a persistent bug that has affected a couple versions of MCC now. This affects the initialization of the VAB, but not Arsenal. When you place the VAB script on an object, and other people log in AFTER it has been placed, the Mission Maker must place a second instance on that object, or delete it and replace it. This is repeatable. ~~~~~~~~~~~~~~~~~~~~~ MCC MOD BUGS We have tried to adopt the MOD version of MCC and run into some bugs. We aren't sure which map to use it on. We haven't found it to be compatible with most Zeuse maps. And so we've just been running it on the same map we have been, the MCC Mission Map. When we do this we get TWO MCC options (understandable as we are running both the mission and the mod). INIT LINE When right-clicking an object to "EDIT INIT LINE [MCC]", there will be no options, no text fields or drop-downs, just OK and CANCEL. So we can't initialize things like the VAB or Arsenal. This is a big problem that has no solution. OCCASIONALLY, restarting the server MIGHT help. RESPAWNING When using the Mod version with the Mission version if a default spawn-point has not been set, rather than respawn at the airport, you spawn in the middle of your group (oftentimes getting shot or getting in the way). Once a point HAS been set, if you die, you cannot respawn as the game will think about it and then tell you something like "No Valid Location Found". If it CAN find a valid location, you still cannot respawn as then it brings up (over the spawnpoint selection dialogue) a broken version of the Role Selection screen. Most players then hit "EXIT" and are taken back to the Lobby. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For the new Video Snake Tool, and other new items, do I need to be running the MOD version of MCC to see (and use) them? We are running AGM, so I see I can lock doors, but the other options are not present. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Incomitatum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Shay I don't know how much feedback you have received, but yes: PLEASE allow us access to your cool Drop Pod Script. It gives me SOOO many ideas. Thank you, and Spirit, for all you do. -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Incomitatum replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How hard is it to get the 'ToH Seattle' map into this? -
Authentic Gameplay Modification
Incomitatum replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If I can't edit the mission to add the modules, is there code I can add to the Init.sqf that will do the same? I can unpack the PBO for MCC, but it doesn't seem like I can edit the mission.