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Posted: Sun Apr 13, 2014 5:04 pm     Super secret spam barrier
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In case people haven't seen this. MCC + Zeus for the win!


http://www.youtube.com/watch?v=HWRqKkUg7Ks

BIS really should just hire him.


Posted: Sun Apr 13, 2014 5:15 pm     Super secret spam barrier
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I don't know if they guys are still viewing this forum but I really want to congratulate them on the hard work.  That is gonna make life so much easier for mission editing, almost have to wonder what BIS are doing?


Posted: Mon Apr 14, 2014 9:51 am     Super secret spam barrier
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Sloth this set up has only just come out. But some people have been using MCC as a 3D editor in game already.

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Posted: Mon Apr 14, 2014 9:54 am     Super secret spam barrier
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He's talking about automatic missions....

Shay, we tried them and they didn't seem to grab people's imagination ?

Nothing wrong with them and indeed for a quick and ready way to get an op setup they are simply brilliant. But what most of our op creaters enjoys is exactly what MCC takes away

Thinking of a backstory
Getting the right Mod elements in place to support that (e.g. Syrians for a "Syrian" op)
Working out the flow of the mission and where units will want to go
Setting nasty traps for them along the way to challenge them
Testing the mission and seeing how their structure plays out

As I said nothing wrong with MCC missions and for off the cuff, super quick setup nothing is better as far as I know, but you might not get the interest you assume. It's horses for courses I suppose.

If you setup the right template and get the server all tickety boo then I'm sure people will come and play - we could always hop onto Spirit's server - but it will be totally vanilla if I know Spirit. Which makes it less interesting for the Milsim guys out there.


SJ


Posted: Mon Apr 14, 2014 10:04 am     Super secret spam barrier
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So what does Zeus editing allow that MCC doesn't ? Is it just quicker easier to use ?

How do I activate Zeus ?

Can I do it from within the 2D editor ?



SJ


Posted: Mon Apr 14, 2014 10:15 am     Super secret spam barrier
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Serjames wrote:
How do I activate Zeus ?

Can I do it from within the 2D editor ?

Open your mission in the 2D Editor.
Place the Zeus module on the map.
Bind a key to Zeus in your controls (Win Z?).
Play/Preview the mission.
Press the Zeus key to get the Zeus editor up.


Posted: Mon Apr 14, 2014 10:38 am     Super secret spam barrier
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Serjames, Apollo has pretty much covered how to activate Zeus. The big thing this update (it is due soon) deals with for me as someone that regularly tinkers with MCC, is that items placed in MCC (most notably the automatically created FOB's), can then be altered in Zeus (moved as one big selection, spun around to make the entrance face the road etc...). Also, a mission created using Zeus can be saved by MCC into a .sqm file and then opened in the 2D editor (not only items and units, but also including their waypoints, markers etc...) That function wasn't offered in BIS's Zeus release. This creates a full 3D editor that can be saved and transferred to the 2D one. It should assist in creating the more traditional missions you mention for Sundays.

Oh, as for MODS, MCC allows you to place Mod units. It isn't just Nato / CSAT. If you want Syrians, you can place them as long as you have the mod installed. Just use the drop down menu like in the 2D editor.


Last edited by Evrik on Mon Apr 14, 2014 10:41 am, edited 1 time in total.

Posted: Mon Apr 14, 2014 10:39 am     Super secret spam barrier
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Tactical Sloth wrote:
i think we are kinda "dumb" (so to speak) for not using these wonderful tools to build mission, as a clan. we're just missing. big time.

We ran "MCC Nights" on a Wednesday for quite a few months. Interest did not last. Towards the end only a few people turned up to play, all the others preferred to be on the public server. 

http://www.3commandobrigade.com/viewtopic.php?f=63&t=1501

Someone else tried to revive it on the forums recently and only about 5 people expressed an interest if I recall correctly.

I'm happy for us to give it another official trial - we need to make sure that the mission is generated and people get moving much quicker than in the past though. It took longer to get organised than it does on public which was weird.

Perhaps the introduction of a Zeus Master will spice interest up too.


Posted: Mon Apr 14, 2014 10:48 am     Super secret spam barrier
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See, for me Apollo, I would like to see how MCC / Zeus would work on a Sunday mission. Let's say the mission was to defend a base from attackers. The base, player units, and initial attack were created into the 2D editor and uploaded to the server. We all spawn in and defend the base from the first attack. Now, instead of writing scripts and triggers for each additional attack, would it not be simpler to use MCC / Zeus to spawn in fresh attacks / fire mortars at the base etc... That's how I see it really supporting Sunday nights. It allows the mission creator to add or subtract forces to create a more balanced gaming experience, or add additional side missions on the fly (we've got intel that an HVT is holed up in a house etc...). It also means you can keep one eye on FPS, spawning in just what you need.

"Never turn down an ale, who knows if it may be your last."


Posted: Mon Apr 14, 2014 5:47 pm     Super secret spam barrier
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Tactical Sloth wrote:
why can't we all just play arma 24/7 and switch between all the different game types.



Lol, subliminal message Tactical :P?


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