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| ArmA 2 & OA - USER MISSIONS For discussing missions/campaigns created by the community for ArmA 2 & the standalone expansion Operation Arrowhead Discussions about the technical nature of creating missions should be in the editing forum not in here. |
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#1 |
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Staff Sergeant
Join Date: Jun 2009
Posts: 210
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CO MCC USMC - All Island (generator)
Hello people,
At 6thsense we use MCC (Mission Control Centre) that i made around Kronzy's awesome UPS basicly every night. Its the only mission file we basicly ever play. We have been using it for about 8 month. Since i made a public version for my island (six little green bag) i thought you guys might just enjoy having it for basicly all islands we use and i have a file for. With MCC you are able to make any coop mission you like on any start location against any force on the fly with ppl connected to server. The island its currently available for is: - Chernarus - Utes - Six Little Green Bag - Everon - Namalsk - Panthera2 - Japatho Like said this is all the USMC version. When i have time i present you all the other factions that we already have been using. Since we are integrated into 6thsense mod it takes me a bit of time. WHAT THE HELL CAN I DO WITH MCC? The best way is just giving a link. Briggs youtube channel is full of our missions at 6thsense. MCC is what we used to make that missions. Here is the link: http://www.youtube.com/user/Briggsil All arma missions at that channel are made by MCC(ok ok, almost all ). How do i use it? The best way would be to say. Go in and try it. I try to explain a little here. First off all when you start you will see a lot to choose from. Its the whole 6thsense hierarchy we use so from infantry squad to PL group to pilots to tank crew and SF. This means you can start off with any force you like. When you start the mission all players get an option called: Mission Generator. When you click it you get a menu popping up. As soon as somebody spawns something he is what we call The Mission Maker (MM). Nobody else will be able to spawn something after that. First thing would be to click on a start location. All players including JIP wil end up there. Since respawn is on for the public version ( at 6th we let a spectate script kick in after death) you will start in base again when you die. Next thing to understand is the zones. You have multiple zone numbers to choose from. So click zone one, get the size you want and click creae zone. Open the map and there is your zone. You can then spawn any stuff in the zone you like. The spawn stuff is devided in factions first, then its devided in groups and units (G and U) in the submenu. When you spawn something it will actively patrol that zone. YOu can also spawn ALL DOC's (dynamic object compositions). By that you can create a small start base but you can also use that for base start and/or objectives. Its important to understand that all spawn stuff in your menu is a readout from your config file. This means that depending on the mods you have, you have stuff to spawn. If you have a mod that got a new tank in for the usmc it will be available there. You can move zones and the units that were spawned in the zone already will move to the new location. You can use that for setting up defense missions for example. the zone that you are working on is always Yellow on the map and you an also see its number in a number but also written in text full out on the map. After you spawned stuff you have when you have the map open on the left always some tabs right. Its the players tab and the statistics tab etc etc. You get a new one there. It will give an overview of what you spawned all in the zones by number. So you made a mission. Players are read to go but hey.......... Somebody sets a satchel off and ur all gone. Mission fucked. Tahts why we made the save option. When you made a full mission you can save it. It will copy it all to clipboard. next time you start MCC on this map you can copy that all back to clipboard and load it in again. The whole mission will be rebuilded. About the option: Spawn empty. It is used yes to spawn empty stuff. When you do that the car that is spawned will have no crew, the doc will have no guard etc etc. Taht way you can spawn stuff to use for you mission or generate an objective that way. Ok you are at base and want a small car. Easy, click a new zone. Make it size 10 x 10 meter, create it close to player. Click Spawn empty, click the car. There he is, ready for use. Ok thats a lot of typing and i gues not enough. I hope it gets you started and i hope you guys can have fun with it. Its not DAC (something we will go use also when its out) but its a hell of a lot of fun for us and i hope now for you guys also. Enjoy MCC guys. As said: i made the respawn option at base. we dont use it that way at 6th but for the public version i had to get loose from the 6thsense mod. You are free to alter that to your own personal use ofc. You can takeoff by looking into mcc_player_disableRespawn.sqf if you want to see the original code and kick off from there. All players also get an option: spawn to team. Its meant for the JIP and crash rejoiners to use it to quickly go to their teamleader. It can be used one time and then its gone from your options. Installation requirements You MUST install the CBA mod. You can get that over here: http://dev-heaven.net/projects/show/cca The files in the ZIP file should go to your mpmissions directory and keep in mind the files are meant ONLY for multiplayer. If you like to goof around with it you can start your own local server by clicking new in multiplayer. For those that want you can now always download the latest version at: http://github.com/marspirit/AAI Last edited by spirit6; 07-05-2010 at 01:19 PM. |
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#2 |
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First Sergeant
Join Date: Jun 2007
Location: ISTANBUL-TURKEY
Posts: 915
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can you upload to www.mediafire.com for easy, non-intrusive, no-wait sharing.
Thanks
__________________
![]() ![]() Visit us @ http://www.kellys-heroes.eu Kelly's ACE2 & COMMUNITY MODS AddonSync Repos ->yashttp://www.kellys-heroes.eu/Server.yas Community Projects & A2 Bug Tracker->http://dev-heaven.net/projects |
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#3 |
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Staff Sergeant
Join Date: Jun 2009
Posts: 210
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lol here lazy bastard
![]() I just noticed armaholic published it (cheers guys) http://www.armaholic.com/page.php?id=8587 Last edited by spirit6; 12-06-2009 at 09:16 AM. |
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#4 |
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First Sergeant
Join Date: Jun 2007
Location: ISTANBUL-TURKEY
Posts: 915
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cheers
I hate download sites that overwhelm & hit you with all those ads and give you a tiny download button lost somewhere in all that chaos..
__________________
![]() ![]() Visit us @ http://www.kellys-heroes.eu Kelly's ACE2 & COMMUNITY MODS AddonSync Repos ->yashttp://www.kellys-heroes.eu/Server.yas Community Projects & A2 Bug Tracker->http://dev-heaven.net/projects Last edited by Cross; 12-06-2009 at 09:12 AM. |
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#5 |
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Staff Sergeant
Join Date: Jun 2009
Posts: 210
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update: Chernarus seems to have still a mod depency, rest should be ok. I give ya updated version for chernarus later as soon as i get any feedback and somebody is actualy using it lol.
Last edited by spirit6; 12-06-2009 at 02:28 PM. |
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#6 |
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Master Gunnery Sergeant
Join Date: Jul 2004
Location: Live Free or Die
Posts: 1,139
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thanks for sharing, DLing now.
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#7 |
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Staff Sergeant
Join Date: Nov 2001
Posts: 219
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OMG -- you finally released it??
Let me tell you everyone if I may. This tool is a MUST SEE!! The video is great but even that video doesn't truly show the power and the coolness of this mission generator tool!
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ViperMaul Assistant Project Manager for A.C.E | ACE1 | ACE2 Co-lead Dev for ArmA: Theatre of War | AToW ShackTac Community Member | www.dslyecxi.com 6th Sense Community Member | www.6thsense.eu |
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#8 | ||
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Sergeant
Join Date: Sep 2006
Location: Bayern
Posts: 158
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Quote:
Spent the whole weekend with the MCC and I have to say its absolutley fantastic. A few clicks and you have a full-blown warzone on an island (only played it SP, but I can imagine what a somewhat sadistic game master could do with it in MP ).Quote:
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#9 |
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Corporal
Join Date: Apr 2009
Posts: 67
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The MCC mission generator is THE tool for any coop community that plays missions together very frequently.
It allows for endless amounts of different missions, all in just a few clicks and some creativity. We at 6th sense have been using it for several months and we have about 2 missions every evening of which none of them was the same. It fits so perfecty with the sandbox mil sim that ArmA II together with ACE2 really is, it actually should be mandatory to have on any coop server! Last edited by Chill xl; 12-08-2009 at 04:41 PM. |
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#10 |
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Staff Sergeant
Join Date: Jul 2007
Location: Berlin Germany
Posts: 286
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woohoo nice generator but no ai recruit option inside???
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