badder 10 Posted April 16, 2014 Not really. Any group that has had orders and flees will have their orders cancelled. They will even not be caclulated into the battle so more reinformencent groups might even be send to the conflict area. As soon as the group returns back to normal then GAIA will hand over orders again.What mods work and do not work. I really dont know, that is for you and others to decide and try and for other addon makers to decide. ---------- Post added at 10:47 PM ---------- Previous post was at 10:46 PM ---------- Tx old buddy! Thanks mate! Again, congratulations on your job, is not easy at all and we should thank you guys every day for creating such tool... for free. Share this post Link to post Share on other sites
Spoor 23 Posted April 16, 2014 Thank you Sir Shay and Sir Spirit ............ Share this post Link to post Share on other sites
skuijs 17 Posted April 16, 2014 HI love mcc but one question I don't seem to respawn when I have a role and die ? I made the star location for west. Anyone know how to fix this ? Share this post Link to post Share on other sites
shay_gman 272 Posted April 16, 2014 Just a small update. Re download the files please some small fixes: 1. Players will add to Zeus on respawn. 2. Mission maker won't have to relog to MCC after respawn to get Zeus but he still need to open MCC. 3. The mod template mission had some errors with the A3 Wounding system, so I add the A3 wounding system to the template missions in the link below. Download Link - MP Mission version - Altis: https://www.dropbox.com/s/d25xly1ln63dgd6/mcc_sandbox.altis.pbo Download Link - MP/SP Mod version: https://www.dropbox.com/s/cbpinx8knu5fw42/%40mcc_sandbox.rar Download Link - Template mission: https://www.dropbox.com/s/436ndcbiepq820u/sample%20missions.rar HI love mcc but one question I don't seem to respawn when I have a role and die ? I made the star location for west. Anyone know how to fix this ? What do you mean you don't seem to respawn are you just dead and mission over? did you enabled respawn in the description file of your mission? did you enable it to base respawn? Share this post Link to post Share on other sites
skuijs 17 Posted April 16, 2014 Oh no still rather noob when it comes to a lot of stuff :( ---------- Post added at 22:44 ---------- Previous post was at 22:28 ---------- Can you write what I must put in the descrition file plz ? not this right ? respawn = "Base"; respawndelay = "3"; Share this post Link to post Share on other sites
cpt.ghost 104 Posted April 16, 2014 (edited) hi shay_gman i just downloaded your latest MCC4 r3 and when i try to loging it says [bIS_fnc_MPexecc] Function 'mcc_fnc_loging' does not exist , how to solve this please Edited April 16, 2014 by cpt.ghost Share this post Link to post Share on other sites
Drumheller 19 Posted April 16, 2014 The terrain detail bug is still present. Stuff starts floating as soon as I open MCC. :( Share this post Link to post Share on other sites
badder 10 Posted April 16, 2014 The terrain detail bug is still present. Stuff starts floating as soon as I open MCC. :( Never happened with me, what mods are you using? Share this post Link to post Share on other sites
d_pfrommer 10 Posted April 17, 2014 Spirit/Shay... The new updates look fantastic. Quick question, please let me know if I'm approaching this correctly: I'd like to use the editor to place units, but ensure that are both under GAIA's control and cached when the mission starts. In the group leader's initialization, I've placed the following: thisGroup = group this; thisGroup setVariable ["GAIA_ZONE_INTEND",[1,1], false]; thisGroup setVariable ['mcc_gaia_cache', !(thisGroup getVariable ['mcc_gaia_cache',false]),true]; It seems to work with all the groups I've added so far, but please let me know if this is the wrong approach (or the wrong syntax). Thanks again Share this post Link to post Share on other sites
jcae2798 132 Posted April 17, 2014 I just had to come here and thank you a million times for the ZUES addon for 3d editing! Thank you sir. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted April 17, 2014 (edited) I know it sounds a little anacronic, but I really miss the integrated VAS and MCC´s Box generator, I know some servers had issues with them, but It worked as a charm for me and as some weapons and attchments are only accesible with them, I´d like to ask for an optional version of the latest MCC with these features back =) Is it me, or the Zeus lightining strikes doesn´t kill the AI? I have struck a FIA soldier with 7 bolts and that bot kept walking and shooting back! Outstanding job integrating Zeus and MCC and all other advancements (but I still miss that old features) cheers! Edit -> damn, I haven´t seen the video and just now I realised that the new "cargo" function is like the mcc box generator =P... but I still miss the integrated VAS! ;) Edited April 17, 2014 by Corporal_Lib[BR] Share this post Link to post Share on other sites
BF2_Trooper 0 Posted April 17, 2014 Zeus was working for a while, but after i respawned, my screen goes all black everytime i access ZEUS from MCC. Also, sometimes I'm not able to control MCC spawned AIs from the ZEUS interface. Share this post Link to post Share on other sites
Tritonv8 11 Posted April 17, 2014 Odd bug with the latest halo drop. There is a vest stuck to your feet or front of body after the jump that doesn't go away until you respawn. Share this post Link to post Share on other sites
skuijs 17 Posted April 17, 2014 I miss the vas too reallt cool way to make missions :( Share this post Link to post Share on other sites
BF2_Trooper 0 Posted April 17, 2014 My virtual ammobox loadout get replaced by a default loadout everytime I respawn. Share this post Link to post Share on other sites
Guest Posted April 17, 2014 Fixed version release frontpaged on the Armaholic homepage. Mission Control Center Sandbox 4 r3 fixed ================================================= We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
ov3rj0rd 1 Posted April 17, 2014 (edited) Hey Shay and Spirit, I am having an issue with the new Zeus integration. I am recreating exactly you did in the video where you placed a zone then the garrison units then go into zeus but I do not see any units editable.. Nice work guys! Edited April 17, 2014 by OV3RJ0RD Share this post Link to post Share on other sites
Rapax 10 Posted April 17, 2014 hi shayman / Spirit im doing something wrong with hijack units tool or is not working to me. because i cannot regain control over my team. What's the trick i should know? Apart from that all perfect. ( I am expecting to see more tutorials about gaia :cool:) thank you Share this post Link to post Share on other sites
Spoor 23 Posted April 17, 2014 @Shay - 1Q; will it be possible to have a MCC button instead of using the mouse wheel - with me all work as an express train !! :pc: - thanks again Share this post Link to post Share on other sites
spirit6 51 Posted April 17, 2014 (edited) Spirit/Shay... The new updates look fantastic.Quick question, please let me know if I'm approaching this correctly: I'd like to use the editor to place units, but ensure that are both under GAIA's control and cached when the mission starts. In the group leader's initialization, I've placed the following: thisGroup = group this; thisGroup setVariable ["GAIA_ZONE_INTEND",[1,1], false]; thisGroup setVariable ['mcc_gaia_cache', !(thisGroup getVariable ['mcc_gaia_cache',false]),true]; It seems to work with all the groups I've added so far, but please let me know if this is the wrong approach (or the wrong syntax). Thanks again You are 2 video's ahead of me :) Here we go(you had it almost correct): For 'giving to gaia' in the editor go like this: <group> setVariable ["GAIA_ZONE_INTEND",[<zone>,<behavior>], true]; Group = the group you want to give ot gaia. zone = the name of the marker. Must be a number! behavior = "NOFOLLOW" -> defensive, "MOVE" -> agressive , "FORTIFY" -> fortify (same as upsmon because gaia had to be backward compatible ) Mind the true in the end of setvariable. This is public variable in gaia that is being set. It is public announced so that MCC can set de G at the group names. If you make it private then MCC will not know that the group is under GAIA control but the ai system itself is not affected. For caching: group setVariable ["mcc_gaia_cache",<boolean>, true]; boolean = true/false (set caching on/off for this group). *You can also simple delete the whole variable if you want it off. As it will only work with value TRUE Hope this helps. Oh in the mission init put https://community.bistudio.com/wiki/setMarkerAlpha. This will make sure that the zone is not seen by any when you start the mission. When you do it like this then you can make missions by using gaia to quickly setup patrols, mortars, CAS, artilllery, boats. You name it. They all need the same stuff and gaia will sort it out for you. The requirements are now that mcc needs to run on the server, the client is not needed. Dont forget that gaia can be used on any side. so you can also give the players ai CAS by just spawning an ai attack helicopter, mortar, artillery under gaia control. It will aid the player when needed then. Edited April 17, 2014 by spirit6 Share this post Link to post Share on other sites
cpt.ghost 104 Posted April 17, 2014 okay now downloaded this version and i don't even see the MCC in the action menu , would someone tell me whats going on? Share this post Link to post Share on other sites
markrev 10 Posted April 17, 2014 Hi Shay, amazing work with the update! I just noticed something minor, but pissed me so much ;) Basically, after a relatevely long editing session, I hit the Mission Failed button by mistake instead of "teleport". It just exited the mission. PLEASE, can you consider to put a confirmation box, like "Do you really want to end mission?". Now, I'm sorry, I'm gonna play with MCC some more ;) Share this post Link to post Share on other sites
nigrinus 10 Posted April 17, 2014 VAS no longer supported? I wonder what caused this, because it was the easiest way to get all the gear, save loadouts, and it was working in SP! How do I get a VAS back into my game now? :( Share this post Link to post Share on other sites
Harzach 2517 Posted April 17, 2014 VAS no longer supported? I wonder what caused this, because it was the easiest way to get all the gear, save loadouts, and it was working in SP! How do I get a VAS back into my game now? :( It was removed from the mod version because it breaks any mission that uses VAS. If you want to use VAS, add it to your mission manually or use the mission version of MCC. Sent from my SPH-L720 using Tapatalk Share this post Link to post Share on other sites
sammael 366 Posted April 17, 2014 Strange but nice surprise. When I put in the game editor for more than forty units ,FPS have slow down.When I spawn units using zones in MCC, FPS begin slow down only after about a hundred units. Share this post Link to post Share on other sites