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spirit6

MCC Sandbox - Mission making the easy way

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Mission Control Center Sandbox (MCC Sandbox).

So what is MCC Sandbox exactly?

MCC is a dynamic, real time, in-game mission-creation tool. It enables people to build missions on-the-fly whilst in game and change mission parameters to match the reactions of progress of the players.

MCC is capable of "saving" a mission and load it up on the server without using any FTP but by simple use of the clipboard. This means missions can be created out of the dedicated server and loaded up to play.

From inside the mission, you can open a mission making interface that allows you place units on the map, create waypoints and briefing markers, call in CAS missions or artillery, the possibilities are endless.

MCC is used to create both Coop and PVP missions. Its capable of using respawn on and off, including providing a spectator script.

When you first start MCC you will be presented with the player slot screen. From here you and your team mates can pick a faction and select a role within that faction.

MCC makes use of a mission maker. Only one person at a time is capable of creating a mission by login in to the mission making tool. That person is also capable of logging out again and giving somebody else a go on mission making.

MCC Sandbox is the main tool for creating mission in MARSOC community and i would like to thank all very much for taking the time over the last year to get this to where we are right now.

Did you guys make all of this yourself?

No, by all means we would be totaly grey an bold. We used, with permission, a lot of good content from the community. We also used a lot of work from ourself ofcourse. Initialy this project was started by me and slowly went into combined effort with Shay Gman. Shay Gman should get all the credits for his amazin work on the GUI and a lot of extra content on mcc. I want to thank him for giving me the honor to post this on our behalve.

Thanks:

1. Monsada, for his UPSMON script.

2. Mandoble, for his heliroute script.

3. Tuskan Raider, for his Arresting gear script.

4. Bon for his Advanced Artillery Request script.

5. DTM2801 for his Convoy Control Script.

6. TiGGA for his ILS Pro II.

7. iOnOs for his RTE.

8. Sickboy, Vking without them there was no MCC.

9. The F2 Framework

10. BIS

11. An endless list of people we forgot

How do i get started?

You might just take off by downloading the manual and the missions itself. It has quite an impressive list of islands it already works on.

(Aiaktalik,Chernarus,Falluja,Everon,Podragorsk,Isla-Duala,Japahto,Kulima,Lingor,Namalsk,Panthera,Proving Grounds,Quesh Kibrul,Sbrodj,Shapur,Six Little Snow Land,Six Little Green Bags,Takistan,Thirsk,Thirsk Winter,Utes,Zargabad)

Manuals and mission's files download can be found at the next post by Shay_gman

**thanks armaholic for providing the upload information*****

How do i install this?

Simple put the PBO files into your mpmissions folder of your arma2 or OA directory. If you dont know how to do that. There is plenty of help on armaholic on how to get MP missions working.

After you put the MP missions there you can simple go to multiplayer and start a new local server to play it. Or and thats even better, put them on your dedicated server. Yes this will fully work on a dedicated server OFCOURSE.

What mods are required to use this missions?

Required

: @CBA, ACE mod

Optional : @RTE

CBA is used internaly to make the system work. So without a doubt you need that.MCC is optimized to make full use of all that is deliverd by ACE. It also makes use of automated gear scripts to provide you ready to go Crew Served Weapons and much more. For that we would almost say: ACE Required.

RTE is supported in MCC.

So show us the money man. What the hell is it now?

We can provide you a few interesting youtubes that should be able to help you out in using MCC. Keep in mind the idea's are endless. You will have to simple use it to understand what we mean.

Manual part 1:

M4YT_kSW94Y

Manual part 2:

xXK6D-BN-wA

Manual part 3:

fcMGY_pY8zc

Manual part 4:

BZ07FfdlrYY

But its going even crazier then that. Shay went completely nuts and started the following as you might have seen on armaholic.

Quote shay_gman :

I just wanted to inform you all on the progress on the MCC Sandbox. Now, introducing the IED/traps module. It is inspired by VBS2 IED module. Check the new vids.

Features:

- Electronic Warfare: Jam radio triggered IEDs.

- Ambush: Click and drag in order to place ambushing parties looking in the right direction. They will stay prone and hidden till the IED is triggered or until mission maker will trigger the ambush party.

- Claymores: Click and drag in order to place claymores and pomz facing the right direction.

- Custom markers: Each feature has it unique marker shown only for the mission maker including sync lines. Marker will be deleted after the IED/ambush has been triggered.

- Minefields: Place single mine or minefields. Ranging from AP to AT mines hidden or visible minefields.

- Suicide bombers: Will lock, run and explode on target faction vehicles and soldiers.

- Armed civilians/Collaborators: Will randomly draw weapons and will engage the target faction.

- Disarming: IEDs can be disarmed or naturalized by destroying them.

- Sync: Hold shift and drag mouse cursor in order to create daisy-chain ambush by linking IEDs and ambushing parties.

- MP proof and savable: All as part of MCC Sandbox is MP proof and Savable.

New Traps/IED Module:

cEVa-51N-00

Ambush the easy way:

MQ4iZvEsjTE

So is there more to say?

For full features and use please take a look at the manual. That said. The manual is not fully up to date even now as improvements keep going. So please start it up and start your experience. Please take it easy the first time. Just start up MCC menu. Create a zone and spawn some units. We provide you with a selection of preferred weapons you like to start with for any group. Be it CQB or Scoped. YOu can just simple select that in the parameters of the lobby screen.

Does MCC support new mods?

MCC will automaticly detect new units and factions. That means everything as mod you use that is spawnable will be spawnable and usable by MCC.

How are the mission using MCC?

Endless. At MARSOC we dont even use other missions then this. First of all our group is to lazy to use the 2d editor and third it provides exactly what we need. If you want sneaky SF missions or carrier start helicopter insertions, or you want boat landings, full assault mission. You think of it, it can make it. And better yet, it can safe it for you to play again on another day. Have fun there!

Its great but can we rip it for our own use?

You rip what you like and make it fit for your own group. Have fun there man! It does make it a bit tricky to stay up to date on our updates that will surely follow. But thats your own choice in there.

Why is MCC not a mod?

Scroll one up and see why. We want all to use it in any way they like without the need for extra mods.

Ok i have read it all. Give me a quick tour

Select any slot on any side you like in the lobby. Start the game. Scroll your mouse wheel. Select mission generator.

The GUI will show up. Simple select a zone like stated in the manual. After that select a start location. Spawn some units in the zone. VOILA First mission done. They automaticly patrol that zone.

NEVER EVER FORGET TO CREATE A START LOCATION. That is only possible after first logging into MCC. Taht is done by creating a zone. Yes this means you can start your mission anywhere you like. Even JIP's will start there. Yes each side can have its own start location for PVP or mixed missions with AI. After selecting a start location you can choose to "disable respawn", this means respawn is off from there on.

Disclaimer

Using this product is for your entertainment. We also created this with just fun in mind. Lets keep it that way. We do not support and do not allow any commercial use and neither are we capable of giving that permission as it holds lots of content of other people creating amazing new content. In no way can you knock on our door if this products produces any harm or damage, although i cant realy think of any way, i know people are creative.

THANKS AND ENJOY THE FUN

On behalf of Shay Gman and Spirit, have fun!

Edited by spirit6

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Manual: http://yoma.bssnet.dk/marsoc/Manual%20MCC.pdf Might take a minute to open up. Please read the menual before asking questions.

Download the PBO files here:

http://www.gamefront.com/files/20827047/CO_MCC_SANDBOX_V162.rar

"If you're experiencing problems with Unicode (Cyrillic, Russian etc.) texts in MCC breifings during SAFE-textfile-LOAD procedure, please, use ArmaEDIT to paste safed data, save it into files and loading back to MCC later." - Thanks Zvukoper

Version 1.5 changelog:

1. New IED module.

2. GITA - Town generator module. You can spawn towns (europe or arab) on the fly.

3. Enable modules in game (Ambient animals, Ambient civilians, Ambient Car).

4. Spawn mobile spawn vehicle.

Version 1.51 changelog:

Fixed:

-Mission.sqm been cleared of all the junk it has inside. So it is safer and easier to load.

-Cawater missing thing bug fixed.

-Proving grounds is working again.

-Some UI fixs.

Added:

- New MCC Sandbox manual

-Added Islands support for: ToraBora, Falluja.

- UPSMON script has been tweek so AI will often use smoke grenade when suprresed or cannot move.

-Undercover Agents: 5 agents and 5 more undercover agents. Neartargets script made by Q1184_. This guys can inflitrate enemy's camps but be carful they can get detected.

-Action menu for Undercover agents to draw and holste a handgun. Drawing a weapon will make them hostile toward the target faction.

-You can now choose parameters to decide which faction will be hostile to the undercover agents if they draw a weapon.

-You can now choose parameters to decide who resistance units are hostile to (west, east, all).

- Delete brush. You can now delete: units. cars, tanks, airplanes, helicopter, ammoboxes or all of the above after you spawn them.

Version 1.5.2 changelog:

- Construction module: dosn't show on this video. Let you do a little RTS in MCC Sandbox. Build you base and unlock vehicles to purchase.

- 3D spawner. You can now spawn diffrent object and unit in 3D. You can create custom scenes, save and load them just as regular MCC missions.

- 3D spawner for hostages and UAV/ULB console.

- ULB thing has been fixed and it is now available for AH64. Get in and drop hellfires on your enemies.

- Mission maker can break spectator script if respawn disabled by pressing X.

- Some code revise for better FPS.

- Major UI changes.

Version 1.5.3 changelog:

- fixed markers and briefings isn't working for JIPs.

- 3D editor revised, added in dialog menu for easy faster way to manage the objects in 3D.

- Added 3D deleter option. Press the Delete button.

- Airdrop script revised: you can now queue different types of vehicles and objects to be delivered in a single drop.

- Airdrop's objects bugged when touching ground sometimes error - fixed.

- Added 4 more CAS and Airdrop approaches (NE, NW, SE, SW).

- MHQ available only for mission maker bug - fixed.

- Added add/subtract funds for the given faction buttons.

- Added a Unit's Management panel (menu 4). You can teleport players or other units across the map or to LHD. More functions regarding Units managment will be comming in next updates.

Version 1.5.4 changelog:

- 3D editor: Hold space to place a tank release it after you moved the raticle. Fixed tanks jumping.

- 3D editor: Changed some code. Probably will fix the mousewheel problames some had.

- 3D editor: Fixed the invisable walls bug, you can now open it everywhere.

- Box Generator: Added in game custom gear and box generator dialog.

- ACE Spectator: Added for MM from main menu. MM can break spectator if respawn is disabled so he will keep control of the mission.

- Unit management: Revised. added ability to switch between units and group.

- Unit management:units rolles will show in the list. As "Gunner", "Driver" and the class of the vehicle they are in.

- Unit management:when selecting a unit or a group a marker will appear on the MM min-map marking the location of that unit only.

- Unit management:Added options Mark. Will flash the locations of all units in the map as NATO markers for 20 second including hirarcy and types of units.

- Unit management:Added Hijak. MM can switch to other AI in the missions. MM can switch back or he will be switched back when the hijacked unit is dead.

- Unit management:High Command: Assighn player as a commander. Will give him access to the High Command module.

- Unit management:High Command: High Command add/remove groups. Add or remove groups from the commander high command pannel in game.

- Triggers: Linked triggers to tasks and end mission buttons. You can now make a trigger to complete a task or finish the mission.

- Silencer Script: When adding a silencer the script will replace any non-sd mags to sd mags and vice versa when removing the silencer. Mags in backpacks will not be changed.

- Undercover Agents: Script tweeked, getting close to enemy unit more then 20 meters for more then 6 seconds will blow the undercover agent cover.

- Undercover Agents: Added 2 bandages as initial gear.

Version 1.5.5 changelog:

V1.5.5

UPSMON updated to latest UPSMON by Rafalski as he said:

Added:

CBA is now required !!!

UPSMON switches off "ACE wounds system for AI".

"nosmoke" - the group will not use the smoke at all.

"onroad" - targetpos will be generated only on roads (unless unit in fight).

Civilians do not take vehicles or static weapons (no more stealing).

Modified:

New targetpos depend on the type of the unit (air, water, land) - (water unit only on water etc)

Detection of new target/(generate new target) is longer just a bit. (R_knowsAboutEnemy)

AI use smokes when s/o hit or KIA. (R_USE_SMOKE_wounded, R_USE_SMOKE_killed).

Solved bug: AI reinforcement have problem to get into helicopters.

Solved bug: group "nowp" have problem to generate target when no other groups around

Solved bug: AI do not paradrop around positions of the enemy. (stuck)

Solved bug: Helicopters paradrop and fly too low.

MCC Change log:

- Added On-Road Defensive and Offensive behaviors. Well generate WP only on roads.

-Removed nuclear and air burst ordnance (Artillery and CAS) since they are no longer available on ACE.

-Press load without having a mission on stuck MCC. - Fixed.

-Add/remove silencer is local to the player. No more actions from another players.

-Zone sized adjusted up to 10K.

-Adding a task no longer refreshing the dialog.

-Added: Init line in 3D editor. Add init to the spawned unit/objects.

-Added: Command line (Menu4) execute locally or broadcast globaly.

-Added: Ropes, CSW, CSW ammo boxes to ACE ammo.

Version 1.5.6 changelog:

Fixed:

-Tasks complete are not broadcast for all

Added:

-Name choose at the 3D editor.

-UPSMON script changed so the artillery piece will actually fire.

- Add presets you can add to the init of the vehicle in the 3D editor as:

1.destroy - spawn the vehicle destroyed.

2.Flip - spawn the vehicle on his side.

3. Artillery setups - from 60mm mortars to MLRS using UPSMON.

Version 1.5.7 changelog:

Fixed:

-Undercover agents scripts: AI units need to know about the player and be close enough inorder to expose him.

-Mobile respawn: Fixed script to find safe pos before teleporting the player.

Added:

-Updated to UPSMON V5.09

-Added presets for 3d editor: as ambient artillery, ambient AA and UPSMON artillery pieces.

-Added multiselection in the unit managment panel, usce Ctrl.

-Added C-130 infantry paradrop from the UM pannel.

-Added basic gear setup for the gear script, revise some other gear scripts.

-Added UPM to the silencer script.

-Improved UI.

Version 1.5.8 changelog:

Fixed:

-Presets wheren't loaded.

-AT minefields, AT minefield's CBU.

-Generated weapon box showing default weapons including the one you generated.

-"Release Hostage" action isn't showing.

-Under cover agents dosen't spawn correctly.

Added:

-"Join Player" preset

-ACE Poor's man revive.

-Parameters: ACE reveive, Teleport to team enabled after death, Spectator mod while waiting for revive, F2 name tags.

-AT minefields are slightly burried when spawn.

-Remove body's script after revive.

-Pistol silencers script.

-Guided missile's script for CAS, bombs will no longer spawn on top of the target.

-New CAS options: Rocket strikes run, AT missile run, AA missile run.

-"Disband hostage" action.

-New 3D editor inteface.

-Enable/Disable objects aligning using "Alt" key in the 3D editor.

Version 1.6 changelog:

Added:

-New GUI (Many thanks and cookies to Ollem for his work).

-Added login button and separated navigation keys.

-New logo (Thanks to Psycho).

-New intro.

-Triggers and save option for the evac chopper.

-Evac chopper will now have ready and able air crew manning the turrets. Air crew will engage targets while the pilot will work to complete the evac.

-3D menu Undo button. Ctrl + X. Of course it is safable. You can undo all the way to the beginning of the placements.

-Added Presets:

-Set empty (fuel) - vehicle will start with no fuel.

-Set empty (ammo) - Vehicle will start with no ammo.

-Set locked - Vehicle will spawn locked.

-Set renegade - Unit will be renegade to all.

-Attach crows - attach a flock of crows to circle the object.

-Attach flies - attach a horde of flies to circle the object.

-Added performance monitor, Monitor client and server FPS.

Fixed:

-3D Editor's help hint no more stays after you close the editor.

-Hijack units is working to as far as it can work in MP.

-You can capture an armed civilian after you disarm him.

Version 1.6.1 changelog:

Fixed:

-3D Editor messing up ACE/ACRE keys.

- Undercover agents multiple action bars.

Version 1.6.2 changelog:

Fixed

- ACE poor's man revive parameter didn't disable it.

- CAS laser designator loop wasn't breaking if no laser designator was found.

Added:

-Evac now have an approch parameter:

Ready - the helicopter will keep is engine on after landing.

Fastrope - the helicopter wil hover 25 meters above the LZ.

Land - the helicopter will land and shut down the engine.

Hover - the helicopter will hover in the air at the flight hight.

-Convoy is faction related and not side, Will now work for any BIS or not BIS faction, and the spawned units will be from the same faction and not from the master side.

-Populate Zone (POPZ)- So far only added Garison preset (nothing to do with the garrison script). In single button MCC wil generate units relative to the available spawn positions from the desired faction in the available buildings.

Version 1.5.2 features: 3D Spawner & AH64 + ULB

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Version 1.5.2 features: Construction module:

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Version 1.5.7 features:

zELyb7tvKNQ

Version 1.5.8 MCC Close Air Support :

Dva1gtmNLJU

Edited by shay_gman
V1.5.2 release

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Pretty impressive stuff there m8, seems to provide never ending fun! :)

Sandbox ftw hooaaaah!!!

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Thanks for this ... will give it a good run. As I tend to use VTS exclusively I should be able to give you a good perspective on how this runs in comparison.

Thanks again !

Looks like I'm going to have to update my ACE just to have a peek.

Edited by Kremator

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PS:

Can you please replace the links in your first post with these? That server might not like the attention your release attracts ;)

The manual link is available on the downloadpage too as a new mirror, you can link to that one as well.

Doing it as you read. Thanks for the fast release on page Fox.

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Wow, really impressive. Phantastic work! Is there any chance for a non-ACE-version?

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Wow, really impressive. Phantastic work! Is there any chance for a non-ACE-version?

It will be too much work plus ArmA 2 alone dosn't carry enough punch to make all the crazy ideas we had. Try using ACE you won't regret it.

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Hey thanks for this, looks great except its giving me a "You cannot play this mission... dependency on ace" error

*Edit* sorry i thought it didnt require ace

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Thank you very much!

Just tried it out and I must say this is truly awesome.

Great fun and works very well.

One question:

I could not find the Chernarus version of the MCC Sandbox in the download package, was it purposely not included?

Thank you for your attention,

r:g

Edited by radical.ghost

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Agreed, this is absolutely awesome. Haven't put this down for hours.

One thing however, how do I set waypoints for units that are spawned?

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I loved the VTS, I love MCC :D

One thing however, how do I set waypoints for units that are spawned?

You use the mod with @RTE ?

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Agreed, this is absolutely awesome. Haven't put this down for hours.

One thing however, how do I set waypoints for units that are spawned?

MCC itself has been created with replayablitiy in mind. This means we require the AI to be self organising. UPSMON script(based on UPS script) has taken a great deal of that goal and should get the credits for being our main engine. Even the mission maker does not know EXACTLY where the units are going. He can be more sure of that ofcourse if he creates a small zone of only 10 by 10 meter. If however the zone is 2 by 2 kilometer. Yes then it will be indeed hard to know where they are. Taht is working as intended.

Also keep in mind the "save" option of MCC is saving the REQUEST. This means the outcome of that request is randomized next time you load op a saved mission. Yes this means that units will again be randomized into the zone where they were suppose to be spawned. Making replayabality even higher. So reqeust stuff was maybe not clear. Let me clarify:

MCC Client is requesting the server to execute what you desire. This means the CLIENT Request a group of infantry to be spawned in zone ONE for example. That request is processed on the (dedicated) server. This means the spawned units are not local but on server. The Save option of MCC saves the REQUEST and not the processed result. For that randomizing happens after loading the same missiona again. Providing you replayability.

In short answer it is a no, you cant create waypoints directly. It would conflict with the goal of MCC. The long answer is yes you can. I show you a trick or 2:

Depending on the behavior of a spawned group or unit they will react to a zone that moved. The idea is to give the mission maker full control over WHAT should be happening and let the AI orginise HOW it should be happening. So about the behavior: Lets spawn a group of infantry in Zone ONE for example with behavior agressive. (see manual for full explanation of behavior.

Now after you spawned the units, MOVE that zone to a new locaton. The units will relocate to the new zone and continue their patrolling into the location of the zone.

As the AI is suppose to handle itself it will try to find ways to organise this request to relocate. This means if they find any transportantion possible they will use it. Yes, trucks, cars and even helicopters will be used if they were provided with it. This means you can spawn EMPTY trucks and cars in teh zone and the AI group that is spawned will use it when either the zone is huge and they need transportation OR the zone is moved futher then 1 click and they need transportation to get there. yes they even steal CIV cars if they need that to get the job done.

So this way you can sort of create waypoints. Its actualy even more powerfull then a waypoint as you can spawn a complete army in a zone and then simple relocate them all by moving taht zone. Giving whole army's moving over the map. I would recommand experimenting with that.

MCC can also relocate zones based on events (triggers). For that see the manual.

Apart from my already way to long answer. Also RTE is supported. RTE is capable of making explicit waypoints. Its not the goal of MCC to create explicit waypoints and with RTE you already can. So if you like that fire up RTE mod and MCC will support that.

One more nice to know fact. If you have an army spawned in zone ONE and relocate it. They will activly use that area when arrive as it shoudl fit. This means if the target area of the relocated zone holds for example M2 guns they will get into it.

As you can see. The idea is at all times to make sure the mission maker can control WHAT should happen and give the AI the HOW it should happen. Keep that in mind and also keep in mind AI limitations a bit as you go and explore more complex setups.

Also keep in mind that the overview of zones is for the mission maker eyes only. All the overviews of where the zones are is only visible on the map by the mission maker(localy created). No other player sees anything apart from intended markers. The markers that are created with MCC are JIP friendly. This means when a JIP joins in mission, it will see the provided markers and even the objective if typed out by the mission maker. Making it all very JIP friendly.

Hope this typing helps and i hope i didnt make it a to boring read.

Spirit

---------- Post added at 09:50 AM ---------- Previous post was at 09:47 AM ----------

Thank you very much!

Just tried it out and I must say this is truly awesome.

Great fun and works very well.

One question:

I could not find the Chernarus version of the MCC Sandbox in the download package, was it purposely not included?

Thank you for your attention,

r:g

Chernarus is in the list of supported islands and should be in the ZIP file. If its not then i will post a correction tonight and make sure its in there.

Edited by spirit6

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Nope, that was exactly what I was looking for, thanks for the information and ideas spirit and thank you once again for the addon :)

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Hey thanks for this, looks great except its giving me a "You cannot play this mission... dependency on ace" error

*Edit* sorry i thought it didnt require ace

Yes we use ACE and for that the depency is i think int here. You can however remove the depency yourself if you desire by unpbo the mission and edit the mission file itself. Simple remove ACE addon requirements in that file. You will limit yourself however greatly in the full functionality. We wont be able to support you in what does and does not work however.

If somebody has a full working non aced version, then by all means share it here. I think more would like that.

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You use the mod with @RTE ?

Yes RTE mod will give the extra mile you required. You can open it from MCC with a map click or at the player and you can copy to clipboard the init for creating the unit spawned as an hostage or armed civilian.

With RTE you can spawn groups, set WP and WP behavior and place unit inside or on rooftops. So if u need that extra mile open it.

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First impressions are that it is very, very good. Spectacularly-good user interface.

A couple of compatibility issues:

- It didn't recognise that many units from addons for me (may be user error). Okay, just needs patience for the LAN server to calculate things. Works within 15 seconds usually with any addon, which is actually pretty impressive.

- Most of the enemies I spawned would surrender for some reason within seconds (compatibility problem with Group Link 4?).

Chernarus does seem to be missing from the MP files.

Edited by Richey79

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First impressions are that it is very, very good. Spectacularly-good user interface.

A couple of compatibility issues:

- It didn't recognise that many units from addons for me (may be user error). Okay, just needs patience for the LAN server to calculate things. Works within 15 seconds usually with any addon, which is actually pretty impressive.

- Most of the enemies I spawned would surrender for some reason within seconds (compatibility problem with Group Link 4?).

So far we have found it recognizes any mod we used. But if the units are incorrectly having names on faction setup and eventual use in the config file then it wont be able to recognize it.

MCC does not support other mods influencing AI behavior but you are free to explore ofcourse. This tool has been used for over a year allready close to every night. I assure you the ai wont by default surrender. How that works in combination with Group Link 4? I dont know and we wont be able to give you support on that. Other then that this behavior i assume to come from Group Link 4. If you have this behavior on a clean setup then please let us know, but i would be highly suprised.

Chernarus will be added.

Edited by spirit6

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Thanks for the response, Spirit.

I've tried to isolate what's causing the instant-surrender, but haven't had any success. I've got rid of ZeusAI and GL4, which leaves no AI-altering mods as far as I know. I'm using the last stable build of ACE and CBA.

If anyone else has this problem and works out what mod is causing it, please report in this thread, cheers.

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Thanks for the response, Spirit.

I've tried to isolate what's causing the instant-surrender, but haven't had any success. I've got rid of ZeusAI and GL4, which leaves no AI-altering mods as far as I know. I'm using the last stable build of ACE and CBA.

If anyone else has this problem and works out what mod is causing it, please report in this thread, cheers.

Me gonna check out if that issue is truely there. If it holds that issue (but none so far reported it) it will be solved by tonight and published together with the mission chernarus.

**edit** In fact i can confirm this. For some reason the UPSMON surrendor option is switched on and for that giving this side effect. how that does not influence others giving this product a try is beyond me. You will probably not suffer this issue if you spawn stuff from your own side. (not sure as i am at work). To fully confirm i will test myself and deliver a new download asap tonight if it holds the case.

It ahs to do with the fact that the UPSMON script should hold this values:

//Percentage of units to surrender.KRON_UPS_EAST_SURRENDER = 0;KRON_UPS_WEST_SURRENDER = 0;KRON_UPS_GUER_SURRENDER = 0;

Since the downloadable version 1.5 hold values above 0 it means it tries to see how many % of the units are left and incorrectlya assumes the new units are needed to surrender.

For that we need to fix tonight and people can expect to download again after tonight to get the full working version without surrender issues. Looking into our repository its unclear to me how this original code got back in. So stay tuned for our first fix. I am very sorry this was not seen before we published. But a fix will be coming and ready to go by tonight.

Edited by spirit6

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ahhh, thats good to hear, just logged on to ask about the surrendering, was driving me nuts in the small hours last night.

Wonderful tool though, can really see the potential in it. Can see me using this as an editor alternative for SP a hell of a lot, the thought of a never ending mission already has me drooling.

Edited by xmongx

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i'm the one to blame ;( I was messing around with some attributes. Shame on me.

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Glad to hear: was driving me potty!

As you suggest, this doesn't affect your own faction when you spawn them.

One other small issue I noticed: British units are classified under (East) side. I didn't check whether this was the BAF units or the UKF ones, though.

Waiting in for the plumber to fix the damage done to our boiler system by the cold weather, so it's kept me busy fiddling with this :p. Looking forward to the update.

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