Hello,
is there any way to modify the ace wounds prevtime to more than 600sec?
If I define it per init.sqf it wont work, because mcc overwrites that.
greetings Donny
Hello,
is there any way to modify the ace wounds prevtime to more than 600sec?
If I define it per init.sqf it wont work, because mcc overwrites that.
greetings Donny
I've done some testing to mod MCC Sandbox.
shay_gman, please don't take it as a demand or offensive talk. I used "must" verb just to point out that I can't find any suitable way to use my beloved MCC Sandbox with my squad and I fear it will remain not fixed.
First of all I want to say it's an awesome idea and we used it widely as mission script, not mod. It's unique and very user friendly. But since it become a mod...
Compatibbility problem
My squad has our own preset of mods including ACE and some others. We haven't run into such trouble with any mod yet until we tried MCC SAndbox.
Now there are certain inconveniences.
MCC Sandbox Mod must be disabled from loading or initiating anything into the game by default. Instead, all MCC Sandbox must load and initiate when and only when the activation module is placed in the editor. E.g. "Turn On MCC SandBox" module.
I cannot place "Disable MCC Sandbox" in all our squad campaigns and training, same as I cannot place the authorization script with restriction to use it only by me in every mission.
MCC SANDBOX must not initate unitl it is manually activated in the editor.
It's not a weapon mod, not some interaction mod, but it's a total control mod, which breaks all the mission design when set loose to free usage.
Any ideas on this issue? Am I missing something or went crazy?
Strange bug
Another thing (sorry if it's already fixed) is a strange bug I experienced. I played with my buddy on the hosted server and we were only two human players on the map. Used MCCS mod, and I always had two menu items "MCC SANDBOX" on scroll, and all commands doubled. Two tanks instead of one, two soldiers, everything two and then all broke up with script error finally. Is it already fixed?
Hi,
Zvukoper, i'm just working on the new maual as i'm planing a new release soon. Since I allready wrote there why I decided to no disabling MCC I thought I'll just paste it here.
Now if you encounters bugs regarding compatibility with other mods/missions I would like to knwo.
MCC Sandbox started as a mission when I converted it to an add-on I had doubts should it be normally open or normally closed. Will MCC run unless restricted or should it not run unless asked for it. I decided to put it normally open, means MCC will run on all mission unless someone put the MCC Access module in the 2D editor. The reasons are this:
• Some might call MCC a cheat tool. I do not mind if you call it a cheat tool or a test tool or a mission creating/empowering tool. If you want to cheat, cheat you can do it in SP only.
• While playing in MP you cannot really cheat. It is just as the one making the mission in the 2D editor is cheating because he knows where the enemies are. Everyone knows who is the mission maker (it is written in the main menu and by text command), you will know when the mission maker turn ghost mode by getting a hint message saying, "Mission maker is cheating".
• In ArmA even the most gifted scripter can't assure the behavior of a script for 100% only 99% (hack, look at ArmA II campaign). So even when playing a well made and pre made mission in the 2D editor. There is always a chance that the mission will be bugged. This is where MCC step in. The trigger for the evac chopper did not work for some reason; have no fear MCC to the rescue.
• Even if you are playing a mission that is perfect and there is no need for MCC. Make sure one of the admins or the mission maker take charge of MCC. You can never know when you will need it.
Any word on if the ACE CAS can and will be fixed?
Illegitimi non carborundum
Thank you for the reply shay_gman. You have point in your explanation. May be everything is not that bad as I described. Wish you luck and good to hear there will be a release. For some strange reason I thought you kind of stopped working on MCC at all... Nice to see I'm mistakenWaiting for your updates!
Hey Shay! Glad to see youre still working on this excellent editor. I just tried to install the latest version. I have @CBA and @mcc_sandbox in my arma 2 OA folder. I put the "shay_gman.bikey" in my keys folder in Operation Arrowhead. Using the Arma 2 Launcher, @CBA is the only mod showing as usuable, @mcc_sandbox isnt in the list.
Any clue why?
I'm not using ace, either.
MCC Sandbox mod V4 released.
Change log:
@Zuff try downloading the new version.Updated Manual.
CAS:
-Fixed ACE cas wasn't working.
-Added Helicopters as CAS.
-A-10 gun run stoped working, replaced with Seek And Destroy command. The aircraft will engage any hostile unit for a short period of time
before exfiling.
-Aircraft crew are now reltive to the vehicle and not civilians.
-Each CAS will spawn two aircraft in formation instead of one (thought it will be more realistic).
-New UI for calling CAS. Drag and hold left mouse button across the map to paint the CAS area and approach.
IED:
-Fix disabling IED to work with or without ACE.
- Disabling IED will disable vehicles and also cause infantry to black out
Unit Managment Fixed Wing Transpot:
-Made the transaction to HALO jump or regular jump more smooth.
EASA:
-Added ACE EASA to the 3D editor.
Modules:
-Added game logic "mcc SF" syncronize unit to it to add the "attach/detach weapon's silencer" action to the synced units.
-Added game logic "mcc UC" syncronize unit to it to mark the synced units as undercover agents.
Where can you download lastest version? I don't see link? Thanks