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shay_gman

MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3

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- Let GAIA live! Give it an own mod! A proper API! It's too good!

- Now after MANW - Please implant the cam script again!

- And oh... Spirit, no more working on the ambient warzone? It feels a bit intransparent and incomplete.

- You guys could add a virtual garage button.

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Hi guys, as promised - here is the update.

As promised ACE compatibility - I'll try and push the code to ACE thread/GIT if they want it - as I tried contacting them with zero success.

Steam Workshop

http://steamcommunity.com/sharedfiles/filedetails/?id=338988835

Download Link - MP Mission version - Stratis:

https://www.dropbox.com/s/vk1makz2q2vnfpn/mcc_sandbox.Stratis.pbo

Download Link - MP Mission version - Altis:

https://www.dropbox.com/s/d25xly1ln63dgd6/mcc_sandbox.altis.pbo

Download Link - MP/SP Mod version:

https://www.dropbox.com/s/cbpinx8knu5fw42/%40mcc_sandbox.rar

Don't forget to check the Wiki:

http://mccsandbox.wikia.com/wiki/MCCSandbox_Wiki

Have fun guys (Sorry for the low mic, my wife was sleeping as I recorded it).

Change log r15:

- ACE compatibility

- Open SQL PDA and Commander PDA from ACE - remove add actions.

- MCC's hostages will react to ACE restrained and escort.

- MCC's IEDs can be disarmed with ACE Defusal Kit.

- MCC's medical system will not start if ACE is on.

- MCC's in game UI will not be shown if ACE is on.

- ACE Defusal Kit and ACE lockpicks will work as MCC's multi-tool to unlock/lock doors.

- Doors interaction exc breaching added to ACE self interaction menu while looking at a door.

- MCC's SQL commands (spot enemy, call support exc) added to to ACE self interaction menu.

- MCC's Interaction with civilians and enemy units moved to ACE main actions.

- MCC's artillery computer added to ACE actions while inside an artillery vehicle.

- MCC's ILS added to ACE actions while inside a fixed winged vehicle.

- MCC's Taru pod attach and drop pods options added to ACE actions while flying a Taru helicopter.

- MCC's logistics menu added to ACE actions while driving a MCC's logistic truck.

- MCC's Request drop-off from AI driver added to ACE actions while insides a vehicle with AI driver.

- Added: MCC's door interaction will work on gates and added a "check door" state before you can pick the lock.

- Ollem's Spectator script reintroduced.

- Fixed: MCC's evac helicopter fast ropes.

- Added: MCC's evac helicopter will open ramps/doors before infil and close them after.

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Change log r15:

- ACE compatibility

- Open SQL PDA and Commander PDA from ACE - remove add actions.

- MCC's hostages will react to ACE restrained and escort.

- MCC's IEDs can be disarmed with ACE Defusal Kit.

- MCC's medical system will not start if ACE is on.

- MCC's in game UI will not be shown if ACE is on.

- ACE Defusal Kit and ACE lockpicks will work as MCC's multi-tool to unlock/lock doors.

- Doors interaction exc breaching added to ACE self interaction menu while looking at a door.

- MCC's SQL commands (spot enemy, call support exc) added to to ACE self interaction menu.

- MCC's Interaction with civilians and enemy units moved to ACE main actions.

- MCC's artillery computer added to ACE actions while inside an artillery vehicle.

- MCC's ILS added to ACE actions while inside a fixed winged vehicle.

- MCC's Taru pod attach and drop pods options added to ACE actions while flying a Taru helicopter.

- MCC's logistics menu added to ACE actions while driving a MCC's logistic truck.

- MCC's Request drop-off from AI driver added to ACE actions while insides a vehicle with AI driver.

- Added: MCC's door interaction will work on gates and added a "check door" state before you can pick the lock.

- Ollem's Spectator script reintroduced.

- Fixed: MCC's evac helicopter fast ropes.

- Added: MCC's evac helicopter will open ramps/doors before infil and close them after.

As always: amazing work!

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Very nice changes, and welcome additions to ACE functionality! Well done !

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Hi guys, as promised - here is the update.

As promised ACE compatibility - I'll try and push the code to ACE thread/GIT if they want it - as I tried contacting them with zero success.

Steam Workshop

http://steamcommunity.com/sharedfiles/filedetails/?id=338988835

Download Link - MP Mission version - Stratis:

https://www.dropbox.com/s/vk1makz2q2vnfpn/mcc_sandbox.Stratis.pbo

Download Link - MP Mission version - Altis:

https://www.dropbox.com/s/d25xly1ln63dgd6/mcc_sandbox.altis.pbo

Download Link - MP/SP Mod version:

https://www.dropbox.com/s/cbpinx8knu5fw42/%40mcc_sandbox.rar

Don't forget to check the Wiki:

http://mccsandbox.wikia.com/wiki/MCCSandbox_Wiki

Have fun guys (Sorry for the low mic, my wife was sleeping as I recorded it).

Cool update, especially the SYNQ with ACE 3, for first time, well awesome job.

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Guest

New version frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Thx for bringing the spectator script back!

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i'm not writing with any specific querey or complaint-I just want to let you know how much your hard work is appreciated.MCC has made Arma so much more rewarding to play.I play pretty much exclusively single player and MCC is so useful for me.From changing loadouts to weather/time of day changes to being able to call an A-10 for a gunrun if the opposition is too much.I have used it in workshop missions where a trigger hasnt fired to get a convoy moving or locate a last enemy who has wandered off.And when my AI squadmates inevitably run out of ammo-no problem !I'll just fill my backpack in the arsenal :) Thank you again for your tireless efforts and I hope you are being rewarded for your work.Do you have a patreon/paypal for donations?If so I will gladly contribute.(also calling evac choppers and spawing empty vehicles is great!no more massive hikes if i'm not in the mood)

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WOW! MCC + ACE?!?! I hoped for this but had no idea you would get so much accomplished in such a short time! Very nice work! :party:

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I cant find the ACE mod to download.

ACE3 are now in very alpha test,and they dont wanna to release this very early version to public 'cuz there's still many bugs and issue in this version.But still you can get this test version here http://ace3mod.com/ and please note this version is still a very early test version and have many issue,and dont represent the final features of ACE3(that means the final version may have a lot of different wiht this one.).If you really wanna use it you can download and hava a test by yourself.

And I think maybe Shay's new version of MCC that with support for ACE3 is also a test version and may change in future.

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ACE3 are now in very alpha test,and they dont wanna to release this very early version to public 'cuz there's still many bugs and issue in this version.But still you can get this test version here http://ace3mod.com/ and please note this version is still a very early test version and have many issue,and dont represent the final features of ACE3(that means the final version may have a lot of different wiht this one.).If you really wanna use it you can download and hava a test by yourself.

And I think maybe Shay's new version of MCC that with support for ACE3 is also a test version and may change in future.

Do I have to pbo the folders by myself? Or is there any other download than on github

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Hi, how do i use the gaia module in the editor. it seems when i place the module in the editor, the units are not still controlled by gaia

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Hi, how do i use the gaia module in the editor. it seems when i place the module in the editor, the units are not still controlled by gaia

Select all the units (click drag) and then press Gaia button ... simples !

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Select all the units (click drag) and then press Gaia button ... simples !

F7 mcc module is what im talking about. there are modules such as gaia, ils landing instrument and etc. how do you use those

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Do I have to pbo the folders by myself? Or is there any other download than on github

You can look for a addon version of ACE3 on the thread Oktyabr gave you:)

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F7 mcc module is what im talking about. there are modules such as gaia, ils landing instrument and etc. how do you use those

Kremator was reffering to ingame use,what you want to do is put lines of code into a groups INIT

SUCH AS; (group this) setVariable ["GAIA_ZONE_INTEND",["1", "MOVE"], false]; and then create a zone via a marker placement and name it 1.Any group which has this code in its init will patroll this zone and has option of moving to another if under threat.

There is full GAIA documentation in the mission and editing sub forum.Look for GAIA standalone thread

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Respawn points in MCC works from the Start locations – read out more here: http://mccsandbox.wikia.com/wiki/Start_Location

Basically it means that you can set a primary start location (HQ) and as many sub-start locations (FOB or Zeus respawn points). Once the primary start location has been set all players will get to the MCC's respawn menu and can choose where to spawn.

For some reason I can't make player editable in MCC's Zeus I have no idea why, I think it is related to the fact that the unit that controlling Zeus is an actual unit and not a logic.

Thanks. The issue we're having is that upon death, it goes to the deploy screen and you can select the spawn point normally. But when you hit "Deploy" it takes you to a second screen, with the map, a "Respawn / Gear / Team" set of buttons on the top left ,and a Deploy button that doesn't do anything. People either crash out from this screen after a while or are forced to hit "Exit Game." I've managed to clear it by hitting CTRL+DEL and then I respawn correctly, but after that the MCC control menu (I was the one logged in) doesn't come back up - it just blinks in and out.

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Quick question, when I set up the mission generator, I turn off precise locations but I seem to still get all the debug stuff on my map which kind of detracts from the mission immersion, is there a way to turn the debug off?

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I still can't get my units to unload out of a vehicle. The chopper gets to the location then just sits in the air. If it can attack it will fly around attacking units but never try to unload the troops. Fast ropes are working better now though.

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Thanks. The issue we're having is that upon death, it goes to the deploy screen and you can select the spawn point normally. But when you hit "Deploy" it takes you to a second screen, with the map, a "Respawn / Gear / Team" set of buttons on the top left ,and a Deploy button that doesn't do anything. People either crash out from this screen after a while or are forced to hit "Exit Game." I've managed to clear it by hitting CTRL+DEL and then I respawn correctly, but after that the MCC control menu (I was the one logged in) doesn't come back up - it just blinks in and out.

Thank you very much that kind solved my problem. I have 4 zones controlled and defended by Blufor, I have helicopter that I want to patrol zone 1 and zone 2 but not zone 4 and 5. is there a way to do this?

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First of all: thanks Shay for this great mod!! I really want to try it in arma ... but i have a little problem :j:

"How do I use this?

Well once you'll start a mission, any mission you'll have mission generator action in the action menu. Just click it."

Well, i don't have this option in the action menu!

If i press "esc" i can see this 2sacxzq.jpg end if click appear this 14ah954.jpg

Now, if i click on "open mcc", and select some keys , nothing happens :(

I have the mod in game but i cant use it :butbut:

How can i do?

(sorry for my bad english , is not my native language)

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when you scroll your mouse wheel you should see "MCC" in green below your menu that says "place explosive,use first aid get into vehicle as driver"etc-that's how you open it.

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