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  • MCC Mission Template Editing Help

    I have decided to take it upon myself to edit the MCC mission so we'd have an OpFor, AAF, and FIA version. Because I like MCC but want some diversity : )

    I downloaded the zgmMCC-BluFor_TGv8_2.Altis.pbo and figured out how to De-PBO it so I could edit it. I then updated all the player slots to OpFor and saved it as zgmMCC-OpFor_TGv8_2.Altis.pbo. Here's where I ran into a problem... the PBO I created is 75Mb, which is 3 times as large as the BluFor one I started from. All I did was change OpFor for BluFor playable units. I even put all the same names back in. Presumably something in my process is wrong. Is there a better way to make PBO files than the built in tool in the Arma 3 editor?

  • #2
    Re: MCC Mission Template Editing Help

    hmmm. Try PBOManager. That is what I use. I never tried the built in tool in Arma 3 Editor... Didn't know there was one. Check out my guide on how to gut a mission. Kind of outdated on the syntax highlighting... But everything else should be relevant. My favorite syntax highlighting add-on for Notepad++ for sqf nowadays is this one. Very thorough and very helpful because they use different colors for every single thing possible. Makes it impossible to make a careless mistake.

    Comment


    • #3
      Re: MCC Mission Template Editing Help

      Excellent resources B, thank you.

      It hadn't occurred to me to try editing the .SQM's in Notepad++. Find/Replace is definitely faster than clicking through menus over and over :)

      Comment


      • #4
        Re: MCC Mission Template Editing Help

        Gotta another feature I want to discuss adding into MCC, want opinions before I spend much time running down how to do it. What I would like to do is make a specific Ammo box always be a custom arsenal - one that has the faction specific weapons, ammo, uniforms, etc. This would make MCC experience better by not having to spend 5-10 minutes making an ammo box every time we want to use it. I believe this possible based off what I'm reading here: https://community.bistudio.com/wiki/Arsenal

        So my questions are:
        1. Is this something that you more experienced Arma mission devs think is practical?
        2. Am I overlooking some better way to go about this?

        Comment


        • #5
          Re: MCC Mission Template Editing Help

          B has some examples of ammobox scripts that spawn locally for each player and could be easily modified to cater to multiple factions.
          Yink | Vanilla Pilot | Killer of Stirling | CS GOD | Projects Team

          Comment


          • #6
            Re: MCC Mission Template Editing Help

            Originally posted by Noyava View Post
            1. Is this something that you more experienced Arma mission devs think is practical?
            It is definitely practical.

            Originally posted by Noyava View Post
            2. Am I overlooking some better way to go about this?
            I guess using the Arsenal is the best solution. Unlike an ammobox it does allow you to save the loadouts and it is built into the game.

            I have written a script that should do exactly what you want, yet be really simple to use. All you really need is one line in the init.sqf and a bunch of classnames. Config should be self-explanatory.

            pastebin.com/QpzvVavB
            Last edited by intel64gamer; 03-11-2015, 10:11 AM.

            Comment


            • #7
              Re: MCC Mission Template Editing Help

              Here is a restricted Arsenal I did a while ago for NATO forces in Enemy Assault edit mission. Although the function can be called like
              Code:
              player call arsenal
              how to embed it into MCC seamlessly, I do not know yet. I am also not sure how it affects performance. My experience was bad. But it was before several patches. (Classnames can be found: Weapons, Items, Equipment, Magazines)


              Code:
              _weapons    = [	"arifle_MX_F", 
              					"arifle_MX_Black_F", 
              					
              					"arifle_MXC_F", 
              					"arifle_MXC_Black_F",
              					
              					"arifle_MX_GL_F", 
              					"arifle_MX_GL_Black_F",
              					
              					"arifle_MX_SW_F", 
              					"arifle_MX_SW_Black_F",
              					
              					"hgun_P07_F", 
              					"hgun_Pistol_heavy_01_MRD_F",
              					
              					"SMG_01_F",
              			   
              					"launch_NLAW_F",
              					"launch_B_Titan_short_F",
              					"launch_B_Titan_F",
              			   
              					"Binocular",
              					"Rangefinder",
              					"Laserdesignator"
              					
              			   ];
              			   
              _magazines  = [	"30Rnd_65x39_caseless_mag", 
              					"30Rnd_65x39_caseless_mag_Tracer",
              					
              					"100Rnd_65x39_caseless_mag", 
              					"100Rnd_65x39_caseless_mag_Tracer",
              					
              					"16Rnd_9x21_Mag",
              					"11Rnd_45ACP_Mag",
                              	
              					"NLAW_F",
              					"Titan_AP",
              					"Titan_AT",
              					"Titan_AA",
              					
              					"HandGrenade",
              					"MiniGrenade",					
              					
              					"SmokeShell",					
              					"SmokeShellGreen",			
              					"SmokeShellRed",				
              					
              					"I_IR_Grenade",					
              					
              					"Chemlight_green",
              					"Chemlight_red",
              					
              					"DemoCharge_Remote_Mag",
              					"APERSBoundingMine_Range_Mag",
              					"APERSMine_Range_Mag",
              					"APERSTripMine_Wire_Mag",
              					"ATMine_Range_Mag",
              					"ClaymoreDirectionalMine_Remote_Mag",
              					"SLAMDirectionalMine_Wire_Mag",					
              					"SatchelCharge_Remote_Mag",
              					
              					"3Rnd_HE_Grenade_shell", 
              					"Laserbatteries",
              					
              					"3Rnd_SmokeRed_Grenade_shell", 
              					"3Rnd_SmokeGreen_Grenade_shell"
              				];
              				
              _items      = ["optic_Holosight",
              				"optic_Hamr",				
              				"optic_Aco",
              				"optic_Aco_smg",
              				"optic_Holosight_smg",
              				"optic_MRD",
              				
              				"muzzle_snds_H",
              				"muzzle_snds_L",
              				"muzzle_snds_acp",
              				"muzzle_snds_H_SW",
              				
              				"acc_flashlight",
              				"acc_pointer_IR",
              				
              				"H_Bandanna_mcamo",				
                              "H_Watchcap_blk",
              				"H_Booniehat_mcamo",				
              				"H_Cap_tan_specops_US",
              				"H_HelmetB",
              				"H_HelmetB_desert",
              				"H_HelmetB_light",
                              "H_HelmetB_light_desert",                
              				"H_HelmetB_light_grass",
              				"H_HelmetB_snakeskin",
              				"H_HelmetB_grass",
              				"H_HelmetSpecB_paint2",
              				"H_HelmetSpecB_blk",
              				
              				"G_Combat",
              				"G_Aviator",
              				"G_Spectacles",
              				"G_Sport_Blackred",
              				"G_Tactical_Clear",                
              				"G_Balaclava_blk",
              				"G_Balaclava_combat",
              				"G_Bandanna_beast",
              				"G_Bandanna_tan",
                              
              				"V_Chestrig_rgr",
                              "V_TacVest_khk",
              				"V_PlateCarrier3_rgr", 
              				"V_PlateCarrierGL_rgr",
                              "V_PlateCarrierSpec_rgr",
              				"V_PlateCarrier2_rgr",
              				"V_PlateCarrier1_rgr",
              				
              				"U_B_CombatUniform_mcam",
              				"U_B_CombatUniform_mcam_tshirt",				
              				
              				"ItemMap",
              				"ItemRadio",
              				"ItemWatch",
              				"ItemCompass",
              				"ItemGPS",
              				"B_UavTerminal",
              				
              				"Medikit",
              				"ToolKit",
              				"MineDetector",
              				
              				"FirstAidKit",
              				"NVGoggles"
              				];
              
              _backpacks 	= [	"B_AssaultPack_mcamo",	
              					"B_AssaultPack_rgr",
              					"B_Kitbag_rgr",
              					"B_Kitbag_mcamo"];
              
              [_this, _weapons		, true] call BIS_fnc_addVirtualWeaponCargo;
              [_this, _magazines	, true] call BIS_fnc_addVirtualMagazineCargo;
              [_this, _backpacks	, true] call BIS_fnc_addVirtualBackpackCargo;
              [_this, _items		, true] call BIS_fnc_addVirtualItemCargo;
              ["Open",false] spawn BIS_fnc_arsenal;
              On the other hand, the class based ammoboxes might be something of use. But again, a position must be passed to the function which is changed as the HQ is changed in MCC. How to embed that function into MCC is still a question to be answered.

              Comment


              • #8
                Re: MCC Mission Template Editing Help

                Originally posted by |TG| B View Post
                On the other hand, the class based ammoboxes might be something of use. But again, a position must be passed to the function which is changed as the HQ is changed in MCC. How to embed that function into MCC is still a question to be answered.
                Or you could quite easily do a class-based Arsenal. It could easily be added to my script (5 lines of code per class). Though my script is based on the classname of the ammobox, so it doesn't care about the HQ or Ammobox being moved. That way there shouldn't be any issues with MCC.

                Comment


                • #9
                  Re: MCC Mission Template Editing Help

                  Thanks guys.

                  I'll see if I can get this working today. Going to pass on the class based bit. I don't want to restrict the MCC mission that way, as we often have to swap roles during missions.

                  Comment


                  • #10
                    Re: MCC Mission Template Editing Help

                    I have the updated base MCC template to a satisfied stage (r14 is the latest version and has a lot of fixes). I cannot figure out how the Limited Arsenal was made from 8.2 version. Hoping to collaborate and ask Noyava to put the arsenals into TG9 version and make different factions.

                    Download Link for TG9.

                    Comment


                    • #11
                      Re: MCC Mission Template Editing Help

                      B,

                      I'll add in the virtual arsenals and make the factions from the link you provided. I need to update the arsenal it with the new weapons once I learn which ones are going to b e generally acceptable.

                      Comment


                      • #12
                        Re: MCC Mission Template Editing Help

                        I have the updated Arsenalbox.sqf files made. I'm hesitant to great a batch of new PBO's until the group manager system is nailed down. I don't want to create a constant stream of versions that players have to download over and over.

                        I posted all the scripts Here.

                        Comment


                        • #13
                          Re: MCC Mission Template Editing Help

                          I made the arsenal into a function inside the TG folder. just change code inside fn_arsenal.sqf into different factions. Submitted here

                          Comment


                          • #14
                            Re: MCC Mission Template Editing Help

                            I'm at this again, cause our MCC missions are all getting dated.

                            Could anyone give me some guidance on how to integrate the BIS Group manager and TG Name tag functions into MCC?

                            Comment


                            • #15
                              Re: MCC Mission Template Editing Help

                              BIS Dynamic Groups.
                              http://www.tacticalgamer.com/threads...=1#post1866485

                              I forgot how MCC does it functions... But Look for a file named CfgFunctions.hpp.... this file declares all the functions and where they are and how they will be called. Once added as one of the declared functions, call it from initPlayLocal.sqf. Will elaborate when I get around to my PC. Oh there might be a new version. Dunno if they still have their version of revive which made things very confusing.

                              Comment

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