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Thread: MCC Sandbox - The Mod

  1. #351
    Hi shay_gman,

    long time no see... Hope you are all good at MARSOC...

    As I see this Mod based MCC must be the major surprise change you have been talking about last time... Good work, keep it up!

    This leads me to a number of questions I have regarding the new design of MCC... I am still caught in the mission based thinking and try to use it as a mod now.
    I only found the description.ext based restrictions to use the MCC mod in a mission. What about other modules like Function Manager, do I need it in a mission?
    Had strange behaviours using some ACE modules like respawn with same gear for example.

    To keep it short and simple: What modules do you use in the missions to have it working like the mission based MCC? Could you provide one of the units-only maps you are using now, like in the good old times?
    Do you have any kind of example template for a dynamic map to make use of all the features provided by MCC?

    I tried to read over this thread to find some information but I must say it is quite big and did not help me, actually.

    Thanks in advance and best regards,

    Iron Eddie

    PS: There seems to be an issue with JIP players... Some did not get the Spectator running after getting fragged, just Seagulled. I guess it is related to my unknowings described above.
    Last edited by IronEddie; Jul 3 2012 at 12:09.

  2. #352
    Gunnery Sergeant shay_gman's Avatar
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    Hello IronEddie,

    Nice to see you mate.
    You don't need to put the function or the ACE respawn, as MCC spawns the function module and there is a save gear script while respawning.
    But I will probably just delete the save gear script to make it more flexibale.
    If you want respawn to work you should make a description.exe file in you mission file with respawn = BASE.
    If you want the spectator script to fire you need to disable respawn from menu 1.

  3. #353
    Hey Shay_gman,

    By Fake IEDs i meant Fake Explosion Type.

    Also, I've only seen Restriction by Name and Role, which is troubling for Public play, and my question is if there's a way to restrict it by Player ID Or something of sort? didnt find the Admin restriction by the way.

    ---------- Post added at 16:45 ---------- Previous post was at 16:41 ----------

    Also, i'll appreciate baby-steps on how to restrict it by Player ID / Admins only.

  4. #354
    Quote Originally Posted by shay_gman View Post
    Hello IronEddie,

    ...
    But I will probably just delete the save gear script to make it more flexibale.
    ...
    Thx, for quick reply... I think the savegear is OK, just problems if you get it doubled up all the time when not knowing how to use it ;-)

  5. #355
    Gunnery Sergeant shay_gman's Avatar
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    Quote Originally Posted by RamBoRaideR View Post
    Hey Shay_gman,

    By Fake IEDs i meant Fake Explosion Type.

    Also, I've only seen Restriction by Name and Role, which is troubling for Public play, and my question is if there's a way to restrict it by Player ID Or something of sort? didnt find the Admin restriction by the way.

    ---------- Post added at 16:45 ---------- Previous post was at 16:41 ----------

    Also, i'll appreciate baby-steps on how to restrict it by Player ID / Admins only.
    Baby steps:
    1. Place the MCC Access module = only the server admin will have access.
    2. Place the MCC Access module and sync it with other units = only the admin and players playing as the synced units will have access.
    3. Place the MCC Access module and put in the init this
    setvariable ["names",["player1","player2"]];
    = only players with names equals to the names inside and the admin will have access

  6. #356
    I've done Option 1. Putting MCC ACcess Module on a Private Hosted server from my computer, and it failed to open it up for me (Just a heads up)

  7. #357
    Shay_gman, i've got abit of a problem with the MCC.

    aslong as it runs without Access module the players DO-NOT Have to run MCC.

    Although, if Access Right is on the server, People without MCC Cannot enter the server.

    is there a way to fix it?

    thanks.

  8. #358
    Gunnery Sergeant shay_gman's Avatar
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    Quote Originally Posted by RamBoRaideR View Post
    I've done Option 1. Putting MCC ACcess Module on a Private Hosted server from my computer, and it failed to open it up for me (Just a heads up)
    You still need to log in as admin

    Quote Originally Posted by RamBoRaideR View Post
    Shay_gman, i've got abit of a problem with the MCC.

    aslong as it runs without Access module the players DO-NOT Have to run MCC.

    Although, if Access Right is on the server, People without MCC Cannot enter the server.

    is there a way to fix it?

    thanks.
    MCC need to run on all the clients and the server. It's not a client side addon

  9. #359
    Quote Originally Posted by shay_gman View Post



    MCC need to run on all the clients and the server. It's not a client side addon
    Then how come when the server was running MCC without the Access Module Players without it could get in and play regularly?

  10. #360
    Hey shay_gman,

    First off, I've been using your mod version of MCC since it came out and it's fantastic, has made playing arma with friends SO much better. It's easily one of the first things I install on my server when I set one up every so often. One thing I have noticed though is the IED section doesn't seem to be working, I'm not sure for how long it's been like this but certainly for months (atleast for me.) To clarify I'm specifically referring to the methods for detonating them, neither proximity or radio seem to work regardless of how I set them up. I'm not sure if it's something wrong I'm doing on my end, but I've made a quick video to demonstrate the way I go about it.

    http://youtu.be/SgpAd4J8MBI

    If I'm doing something wrong or leaving something out please point it out, thanks in advance.

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