Mr_IC
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Mr_IC replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey shay, I haven't asked a stupid question in quite some time now.. like a week or more. Really sorry about that. So what's a 'bounding box'? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Mr_IC replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Make sure you have a multi-tool and claymores in your inventory. Go up to any door, hold your MCC interact key, and you will see the option to either lock / unlock doors as well as place a breaching charge (claymores). 100% on Altis + Stratis, with many doors now working in alternate maps. Don't forget to pick up a video probe too if you haven't already. -
I don't have any problem with AI engaging me when I'm in a vehicle.. the problem, and it seems to be a general problem with ArmA, is no matter what AI mod is being used the AI will literally stand still and let you drive over them. They aren't shy about using any type of weapon, but I suppose what I'm asking is - is there a way to force them to run for their lives as any person would if a vehicle just drives right up to them? Appreciate it! I don't mess with the individual class configs so my group's good to go. Thanks - I'll take a look and see if it's absolutely needed.
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@BB: I dunno if you've tested it much on AiA TP maps or other non-vanillas, but it's working very well. Climbed over a wall in northern Clafghan, then on to a tool shed looking thing, and proceeded to dome 3 CSAT from prone. Like a boss. Then my mom called me downstairs to celebrate my 35th birthday.
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Mr_IC replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@shay / spirit: When I set evac helis down with the 3d editor, and then add "Control with MCC Console", the units aren't available through commander console. I can still control them by clicking them and assigning waypoints etc.. but are they supposed to show up under EVAC menu in the commander console? Also - I'm not sure (surprise!) if I'm doing something wrong or what, but even when using EVAC units through commander console, the heli's tend to miss the final waypoint and either hover or fly around. I tested this in various landing scenarios, whether pick-up or drop-off, hot LZ or empty map. edit: I'm using Smoke for pick up and fast rope for drop off now, every single evac. It's working pretty consistently. By the way, if fast rope is selected via evac command, will it automatically consider every passenger in the helicopter? -
whoa yea. I was just wondering if the AI would occasionally and accidentally 'discover' the animations and suddenly leap a wall or something. Looking forward to more though man, can't wait.
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Is it possible to have AI access these animations? Or is that like dividing by zero?
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Mr_IC replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Starcos, you just roll on and mostly ignore me. I hadn't tested mutiny myself, and just figured it shared commander consoles with everyone. Why would I provide feedback without having actually tested it? It's a good question. I'm required by state law to wear a prescription helmet at all times. I most likely unbuckled it to eat handfuls of dry cereal, so that would explain some of my recent posts. Apologies - it's dark in my basement you know. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Mr_IC replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hahaha man, just have my posts deleted when they're completely useless. Earlier I was what - saying f was the key, over and over, when it was p? The best part is I hadn't changed the keybinding and forgot etc. Just old fashioned herpderp. Don't everyone laugh at once at this question: if I'm only interested in coop, should I only be putting down 1 MCC Start module (blufor)? And then 3 more separate, unlinked modules for Settings, GAIA, and Cover? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Mr_IC replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Right, but what he is saying is - 'mutiny' is a fun way of addressing your issue. It allows all players access to the Commander Console. You hit 'p', and instead of seeing 'take command' you will see 'start mutiny' or something similar. It's not like you suddenly become opfor, but rather you're letting your commander know he isn't the only one now. I can't say I've tried it myself, but I know the feature is there. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Mr_IC replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@shay / spirit: when laying down MCC modules, what happens if I link the Main HQ of blufor with Main HQ of opfor? Also - can I just put both start location modules right next to each other, then link a single common set of all other MCC modules to both? or is that like dividing by zero? Minor request for the MCC GAIA module in editor - is it possible to have the same 1(Rookie)-10(Veteran) settings for each of the 4 AI categories, as they are in-game? Not a big deal, but thought I'd ask. -
@Benson: do windows have codes or whatever labeling them as 'open' or 'shuttered' etc? I was wondering if it's possible to implement movement through windows. If you're already working on that, I'll try to finish my 'semi-crouch gotcha scrubs! dual-fingerpistols pose' animation.
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Mr_IC replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Add my thanks as well for explaining it a bit more. Been testing it for a few hours now - wow Spirit this is impressive. BI needs to step their game up before it becomes ArmA III: the Definitive Mod for MCC. That, or give you guys a job. I'll let you know when I have actual feedback, rather than a chain reaction of derps, because my mind is kinda blown for the time being. edit: when can I have my gaming life back, please? I used to look forward to other games. -
I've been asking around, and I'm sure you're well aware of this - but it must be difficult to make enemy AI react to even an Offroad. As long as there isn't a grenadier or AT, the player can just roadkill opfor until there's no one left. Have BI hardcoded silly non-reactions for AI to vehicles? I host a small group coop session, mostly spec-ops type stuff + CQB, so it's not really a big deal. We'd rather fight vehicles than fight in them anyway. Also I see you're going to further improve AI's use of buildings. I'm anxious to try this, because I've already had AI hunt me when I tried to camp a bit. Wouldn't mind at all if CQB got even more ridiculous. Another thing I never knew (sorry, new to pc gaming ha): so it's better to have not only myself (non-dedicated host), but everyone in my group run ASR AI? I have to say I was about to try this anyway. Will all of our configs need to be identical? I also like the compatibility built-in for GAIA. The scripted reactions you feature - if I understand them correctly - only occur when the AI has no waypoints or 'orders'? The question I have then is: what happens when GAIA controls most or all units in an area? Do any of the units then have any ASR AI features active on them? I only ask because MCC's info suggests that users running specific AI mods need not worry - that GAIA is more of a group / faction level AI mod and should not interfere with other AI mods. I've been trying to get time to test this stuff, but I thought I'd ask for your input first. Again, just wanted to say thanks for all the work you've put in to making this game a fantastic cooperative experience.
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Mr_IC replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are you referring to the old MCC Tablet (a replacement for the GPS, in items)? If so, that's been done away with. The new system requires mission makers to sign in with P, hit the Take Command button, then exit. All of the MCC Commander Tablet functions will then be in the scroll wheel action menu thing. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Mr_IC replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks shay! Have you ever tried doing something completely useless? You know, like being a lobbyist or a celebrity fashion blogger? If you ever get tired of providing high functioning services with patient, attentive response to feedback, you could always go outside wearing a Tazmanian Devil t-shirt and immediately begin smashing mailboxes until you are tasered. Or work for EA! EDIT: I noticed the General MCC module has a copy of Cover and Cover System Recoil settings (from Cover Module). I don't know if that's BI's fault, or mine, or Obamacare's. Just fyi. Testing to see if there's any conflicts with the two duplicate settings. emg pls disregard what was written here. It wasn't me. Swear. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Mr_IC replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In the last few updates to MCC, the commander's tablet is no longer an item in the game's inventory. Hit P, take command, and it will then be an option on your action menu. You will need a multi-tool to lock / unlock doors. You will also need the tactical video probe in order to see behind a closed door. Make sure you know or set your MCC keybindings - either by the MCC login menu or main in-game menu (ESC). What ever key you set for Interaction - you will need to hold it in front of the door. Only push it once to yell at hostages or 'encourage' bad guys to surrender. edit: Don't forget claymores! -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Mr_IC replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Shay: I'm making a series of FOB-only MCC templates for every map my group uses. Bornholm, Clafghan, etc. On your Building a basic game template (6 October, @4:45) video, where do you get the spawn point script from? I've checked other MCC related init's and cannot find it to copy it as you do. It looks like you got it from the very same mission init that you are creating (both have 'startW' name). Sorry for not understanding this. Blah blah former console blah blah new pc gamer here. And speaking of init's - I want to have my own customized Mission Settings, and have it saved permanently from session to session. I copied the init you provided in the thread's front page to my mission's init, set various things I wanted there, but I'm not sure how to test if it works. I tried checking Mission Settings via MCC 2D editor inside the mission, but they remained default. If shay, spirit, or anyone knows what's up I'd appreciate it. -
Neither video nor goes-without-saying feature were consulted prior to my 'feedback.' High marks for Incompetence; self-loathing facepalm initialized. Right on man. I was testing my FOB/MCC-only Altis mission with a friend, as well as EM. We ran around Charkia for about 20 mins. At one point there was some yards with the 6 ft high walls where we weren't quite able to get the climb-over animation going. EDIT: Forgot to mention we weren't low on stamina or injured etc. If you need me to test without mods before giving any more feedback, let me know. I don't use any other movement or stamina mods. Animations for failed climbing would be amazing and hilarious.
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Anyone know how to move the menu? When I replied earlier to someone's concern that it couldn't be configured, I hadn't actually seen it yet in my own game. I tried clicking holding and dragging it, and didn't find any way to move it through main menu > configure. I'm probably missing something profoundly obvious - but don't worry - I've got a self-loathing facepalm primed for rapid response.
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TFA - Naval Special Warfare Gear
Mr_IC replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Spectre: No worries man! I'll just inform a soon-to-be shattered professional impersonator that he can continue spamming the inboxes of city council members. I gotta go though. Back to packing my clown suit away.. along with all my hopes, dreams, and ambitions. Seriously though I appreciate you giving it a shot. I agree - I'd rather it look appropriate than glued on to the end of an awesome mod. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Mr_IC replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I probably shouldn't have said 'main MCC console', that was dumb and confusing of me. The 2D editor is the very thing I was referring to. Every time I host a game, I have to set my preferences at the Mission Settings button. Skill, Smoke, Teleport to team etc. Any way to save those? Every time I set them I get notification at top right that they are saved, but they reset if I abort the game and start a new one. MW on the other hand keeps any changes I make, from session to session. Am I doing something wrong? I usually am. -
On the outside - I'm calm. A non-verbal nod of the head signals my anticipation. On the inside, however, I am in bright yellow coveralls wearing a rainbow pinwheel hat backwards while clapping my hands together like a wind up toy. wait wait. You can get us above the ceiling hax in metro?? Let me say goodbye to my family firs- nah. I'm ready to roll now.
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Everything you mentioned is configurable via main menu while in game. Hit ESC and it should be at top-left now above AGM/BW/MCC etc.
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@Benson: have you considered a vault type movement (similar to Battlefield's)? It could be done at any movement pace, where the player reaches out for the fence or some other low rise and jumps his legs over sideways. I could be talking out of my ass here, usually am, but only wondering. Really enjoying it so far and I can't believe this is only pre-alpha. Congrats.