Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by shay_gman

  1. Mission Control Center Sandbox (MCC Sandbox). MOD Version (SP/MP Vanila/ACE) So what is MCC Sandbox exactly? It is freedom. In this 2MB addon you'll find the power to create, control, alter and spice your missions on the run. You'll have the power to change and surprise your friends every time you'll play. You can use it a mainframe for mission making, as a strain test tool for mission making or even as a cheat tool for SP. You'll get a 3D editor, box generator, time control, weather control, fog control, you'll spawn enemy or friendly units asking them to patrol a zone or ambush the players, you'll call for paratroops, create IED, suicide bombers, hostile civilians, place ambushes, call a UAV, a ULB, place a hostage, call for more then 10 types of artillery and CAS missions to aid your friend or to harm them, create triggers, play music or sound, create briefings, tasks, markers, spawn an LHD , spawn some vehicles on it, call for evac, start a HALO and much much much more. You'll be able to save it and load it on later on the run. As Spirit put it in his own words: 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, artillery, support or whatever you feel like, 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. MCC makes use of a mission maker. Only one person at a time is capable of creating or interfering with the 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. That way you don't need to distribute admin access for players to make or manage their missions. Did you guys make all of this yourself? No, by all means we would be totally grey an bold. We used, with permission, a lot of good content from the community. We also used a lot of work from our self of course. Initially this project was started by Spirit and slowly went into combined effort with me. As said before I'm standing on the shoulders of giants. So thanks: 1. Spirit for creating it and guiding me through. 2. Monsada, for his UPSMON script. 3. Mandoble, for his heliroute script. 4. Tuskan Raider, for his Arresting gear script. 5. Bon for his Advanced Artillery Request script. 6. DTM2801 for his Convoy Control Script. 7. TiGGA for his ILS Pro II. 8. iOnOs for his RTE. 9. Sickboy, Vking without them there was no MCC. 10. BIS 11. Ollem for helping developing and expanding MCC. 11. An endless list of people we forgot Instructions: Basically all you have to do is run the mod and you'll get a "mission generator" action in the action menu on every single or multiplayer mission. If you want to confine which players or roles can access MCC you can do it by placing the MCC sandbox module in the 2d editor. Then you can either sync units to it, only those units will have the MCC access, or you can set a variable to the module with the name of the players which have access to the module. If you want to let anyone access to MCC just don't put the module. How do I install this? MCC is a mod, it's required CBA for it to work. Just drop the @mcc_sandbox folder in the ArmA folder and use a launcher or the BIS addon selecting tool to run it. Place the bikey file in the keys folder. ACE is strongly recommended as some features are exclusive to ACE, but MCC will work without it. 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. You can find the PDF manual here (or inside the installation folder): http://www.keepandshare.com/doc/3370000/manual-mcc-pdf-december-20-2011-8-06-pm-4-5-meg?da=y Download Link: https://www.dropbox.com/s/kar8h9e4dmu6ik8/%40mcc_sandbox.rar - Dropbox mirror http://www.armaholic.com/page.php?id=15546&a=dl -Armaholic Mirror Some Media: Dva1gtmNLJU cEVa-51N-00 ZSefB9YpaHw wfe3Juv3lzA Tutorial video links: - Tutorial by Zdiddy - Tutorial part 1 - Tutorial part 2 - Tutorial part 3 - Tutorial part 4 - IED module tutorial - Constuction module tutorial - High Command tutorial - Some features - Som more featuresOld MCC mission thread: http://forums.bistudio.com/showthread.php?t=112854&highlight=mcc change log: ----------- Reserved for further info --------MCC mod r.11 change log: MCC Changelog: - Load/save mission config changed to allow restore in latest 1.62 beta's (To Do: writing config to arma logfile in case dedicated server config should be saved) - automatic Suunto open/close for both HALO paradrops if AceEnabled - automatic viewdistance increase/reduction during HALO jump - old mcc config (based on mod) should load successfully too - HALO parastart -> up to 18 SF should fit in C130 now - jumpmaster for HALO Parastart - Gunrun improved - should work in most cases now - Gunrun works for nearly all CAS planes/choppers now - 2 new 'logic modules': 1st module: allows to disable Teleport at start: if placed units will not be auto teleported to start location - which is usefull in case of combination of pre-edited mission file which e.g. places sniper team already at right location. 2nd module: when placed will always enable Teleport To Team - usefull for training missions - modified the SF dependent code to be more flexible: any unit who's name starts with sf.. is considered SF (so now even SF20 is considered SF. (and same for UnderCover: any unit who's name starts with UC..) - included option to have HALO start location based on sync to MCC SF module rather then being dependent on only name. - Headless Client support: zones, UPSMON, 3d editor, FPS display - Finally found a way to completely get rid of nearly all the STR_DOC error messages in the rpt - MCC GUI shows feedback current mission date and time - MCC GUI shows feedback current viewdstance
  2. Current Version: R-19 (04.11.2016) Under GPL3 License Mission Control Center or MCC in short is a powerful game mode, tool or mission (depends on how you want to play it) that let the ArmA player complete freedom as a mission maker. With MCC you can build complected missions the way you wanted in few minutes and save them as a mission file or in your profile to share with friends. MCC have a dynamic AI system that called GAIA that gives AI more human like tactics while they flank, support and use CAS or artillery. MCC holds unique mission generator so if you can just push in some variables and MCC will generate a complete random mission set to your play-style and the amount of players and objectives needed. MCC holds much more as unique: IED, CAS, Evac Helicopters aproch, air drops, 3D editor, persistence database for players levels and achievements and many many more. About GAIA in MCC GAIA stands for Greater Artificial Intelligence. Ever since I typed my first 2 lines of MCC code it has been going through my mind. What if the AI did…? Why isn’t this….? …..These and a zillion other questions have haunted me for too long. GAIA is my answer to most of these questions. So, now you know my personal motivation, let’s move on to the system itself. This document tries to focus on the intent of GAIA and the design decisions that have been made. I won't try to explain how all of the code works, but after reading this document you should have a clear understanding of what GAIA stands for, what choices she makes and how she operates. GAIA can best be seen as a higher level lead organization that is tasked to make all groups work towards (a) common goal(s). GAIA does not improve and tries not to influence the behavior at group level. So what is it that GAIA wants? The main goal of GAIA is to defend territory. To do that she makes sure that: • All assets are used intelligently. Know your units, what can they do, what are their weaknesses. • Responses to threat are in proportion. Do not send more troops then needed, but also make sure it is enough to deal with the opposing threat. • Understand the priorities. The closer a threat is to the center of the territory (zone), the higher the priority. In future versions of GAIA goals will be expanded and might even grow to fully commanding offensive battles. More about GAIA in MCC and how to use it: https://dl.dropboxusercontent.com/u/56634804/MCC%20GAIA%20V1.0%20Release.pdf IniDBi: It is best if you'll download and use IniDBi2 mod on the server for MCC role selection and to keep a persistance players Data Base. https://forums.bistudio.com/topic/186131-inidbi2-save-and-load-data-to-the-server-or-your-local-computer-without-databases/ MCC supports BIS Headless Client. As mentioned above, its a Beta. We realize the product is not perfect, but with your help we will make it perfect. So dont be shy! 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. Tutorials to MCC 3 (a bit old but it including installation) by ConnorG Large scale dynamic missions on Jester814 Youtube's channel Download Link - MP/SP Mod version: https://www.dropbox.com/s/9yrd9xhjhfzmmc2/%40mcc_sandbox_a3.rar?dl=0 Download Link - MP Mission version - Altis: https://www.dropbox.com/s/d25xly1ln63dgd6/mcc_sandbox.altis.pbo Download Link - Template mission: https://www.dropbox.com/s/436ndcbiepq820u/sample%20missions.rar MCC YouTube Channel: http://www.youtube.com/playlist?list=PL0FkNV1hOicxKYCHZszCKz7ijyxXpKUnw
  3. Changelog R32: Fixed: - Getting Error "MCC_MODULE_LHD SPAWN" when load template missions. - Getting Error "MCC_MODULE_RESOURCES" when load campaign missions. - Ambient Birds module didn't work from Zeus. - Ambient Civilians module didn't work from Zeus. - Ambient Civilians Restrict module didn't work from Zeus. - Spawn Ship module didn't work from Zeus. - Open Ship Dialog module didn't work from Zeus. - Weapon Shop Dialog module didn't work from Zeus. - Cargo Load module didn't work from Zeus. - Atmosphere module didn't work from Zeus. - Assign AI module didn't work from Zeus. - AAS Capture Point module didn't work from Zeus. - AAS Spawn AI module didn't work from Zeus. - Set Unconscious module didn't work from Zeus. - Set Group Respawn module didn't work from Zeus. - Change Pylon/Rearm module didn't work from Zeus or on CUP vehicles. Added: - Appropriate loadouts to CUP template missions - Ambient fire modules to Zeus and 3den - Add credit to players module to Zeus - Pressing Esc in Squad Menu or Role Selection will close the dialog
  4. It's been a while but I've released the r31.
  5. @thebuckfastwine Thanks mate @redarmy I did missed your post i'll take a look on it for next update
  6. R30 Hotfix. Guys re-download R30 I've updated the links with a hot-fix. The MCC campaign was broken.
  7. Another small update Dropbox: https://www.dropbox.com/s/4sq59awzdf5zu24/%40mcc_sandbox_a3.rar?dl=0 Steam page: https://steamcommunity.com/sharedfiles/filedetails/?id=338988835 r30: Change log - Fixed: Mission Generator to a specific zone - Fixed: Conflict with CBA addon settings and MCC modules settings caused unpredictable behavior - Fixed: Role's icon didn't show on template missions - Fixed: Disarming an IED didn't completed generated mission - Added: MCC template to CUP Chernarus winter - Added: 3 MCC campaigns to CUP Chernarus winter - Changed: Generate mission to a zone will work much better and allows the selection of a specific zone.
  8. A small update Dropbox: https://www.dropbox.com/s/4sq59awzdf5zu24/%40mcc_sandbox_a3.rar?dl=0 Steam page: https://steamcommunity.com/sharedfiles/filedetails/?id=338988835 R29
  9. Version R28 is out Marry Christmas Dropbox: https://www.dropbox.com/s/4sq59awzdf5zu24/%40mcc_sandbox_a3.rar?dl=0 Steam page: https://steamcommunity.com/sharedfiles/filedetails/?id=338988835 Change log r28: - Added: Mission Generator objectives will clear area of terrain objects before spawning in objectives - Added: While using ACE a player can now use MCC action only to halt AI or quickly open doors - Added: MCC ammo crate, fuel crate and supply crate will be shown in Zeus - Added: Withdraw and deposit ammo/fuel/material boxes from any FOB or HQ (from the main box) - Added: Sleep interval so modules will overwrite CBA settings if placed in a mission - Added: MCC direct CAS - should work for all vehicles but results may vary depends on the addon vehicle. - Removed: Enable role selection from CBA settings - Changed: Clear area objective's area reduced by 50% - Changed: The way the campaign determine if a mission is done - for more accurate results - Fixed: MCC CAS didn't work - Fixed: Can't generate mission to a specific zone - Fixed: Restrict vehicles to roles was on by default - Fixed: Campaign stops after first mission - Fixed: MCC interaction didn't open/close door on non vanila maps - Fixed: MCC medics healing dead bodies and not willing to heal after player respawn - Fixed: MCC AI medics did not regroup after healing - Fixed: Wrong class names in Mission Wizard objectives - destroy cache spawned helicopters and destroy fuel tanks spawns radio towers - Fixed: Video probe was upside down when mirroring under a door using ACE - Fixed: MCC interaction pop up while using ACE - Fixed: Can't open HQ vault from ACE - Fixed: systemchat when unit respawned
  10. @everyone Due the warlord bug - this version has come much faster then I wanted it to be so there might be some more bugs in it - please report if you'll find any. Download link: https://www.dropbox.com/s/4sq59awzdf5zu24/%40mcc_sandbox_a3.rar?dl=0 Changelog r27: MCC now requires CBA - Added: Full support to CBA addon settings, you can define most of MCC settings using CBA - Added: Custom names for capture sectors in Advance and Secure module - Changed: Survival module - spawn crates in house will now spawn weapons and survival gear on the ground and not empty boxes. - Fix : AI stuck on move order - Fix : Special forces helmet camera now works on group members not only on synced units. - Fix: never-ending generating mission bug
  11. I"ve found some time to release r22: https://www.dropbox.com/s/9yrd9xhjhfzmmc2/%40mcc_sandbox_a3.rar?dl=0
  12. Yes there is and will be available next update, I just wonder do u ask the Achilis team to change their keys too or it is just me :) Not a bug - Role Selection isn't automatically generated it is defined by the mission maker - learn more here: https://mccsandbox.wikia.com/wiki/Configure_role_selection
  13. @kromka Are you referring to the suicide bomber marker? This marker will always show on MCC menu (will not shown on the map) as mission maker can Ctrl+click it to manually detonate it. Regarding disable respawn - yes you can't enable it again. It is a very old system maybe i'll find the time to work on it allowing the mission maker option to selectively allow respawn to certain players and enabling/disabling it as he will. MCC survival items - are just there you can't really remove them, I've given them all the (MCC) name so they will all group together so you can just skip them. AAA and Artillery mission generator's objective fire atmospheric ambient fire. I know it is not 100% realistic and it is there for the "look cool" effect, it is a game after all, but this is just my take you can place a manually destroy AA objectives. If you can provide an idea to do it differently I'll be glad to hear
  14. You can do it manually with broadcasting global variant "MCC_civRelations_side" and the variable should be between 0(friendly) - 1(Aggressive). Example missionNamespace setVariable ["MCC_civRelations_west",0.5]; publicVariable "MCC_civRelations_west";
  15. 1. Well it isn't something too hard to do it just takes time - which I don't find why it should be invested in it. As in general settings are pre-placed with a module, if you in a milsim you probably play without a compass and if you are more on the arcade style it is on by default - nothing to switch on and off in the middle of a mission. 2. If you took the time to post something here try to make it beneficial because i'm sure you are not expecting of me to go over all the OK and Cancel buttons on MCC and check them out. So the best way to make a request come to life is to post a bug and how to recreate it or a request and how to fulfill it. 3. The markers are placed in a radius of 500 meters from the objective the AO is more or less the same radius as it expend the more players are logged in. 4. Scratch the usually - the AO should always be marked with a red circle around it - it is possible that the red circle of a previous mission is still shown. 5. If you are referring to opening MCC then yes - the mission maker will see markers related to the mission. If you are referring to the usual map - the mission maker should not see any markers that the players can't see unless the clicked the "track units" button, and if he do it is a bug and you should report what markers are visible. 6. Indeed. 7. You'll have to accept that there are some other opinions different then yours and the polite thing to do is to ask about adding it as an option feature and not saying something is useless just because you don't like it.
  16. yes this: MCC_GAIA_AC = true; publicvariable "MCC_GAIA_AC"; Well there is the MCC campaign which are CTI - you can find them in the mod itself 1. The box checks are not always correspond with actual status of the settings - E.g you might set nametags off but next time you'll open the settings it will show as it is on - but the truth it is off. You can't disable the compass once you enabled it. It is best to make a template mission and just set this settings using a module and not through MCC every mission. 2. I don't know what some means - if you found a bug post it here. 3. If approximately has been chosen the map markers are placed randomly in the AO - the AO is usually marked with red circle. 4. See above 5. Why it isn't good? 6. It is limitation of the list UI element - why not selecting the player first then change the map. 7. Says who? you should place the the module on an empty vehicle and then it should be visible in the menu. It means there is an error - i'll fix it for next release. But in general civilians causalities effects the campaign score and in general turn the civilian relation to the players from friendly up to the point of using IED and suicide bombers on the players.
  17. Nope, Open a ticket about it and I might get to it soon
  18. That has been fixed a few version ago - what version are you using?
  19. Yes there is a module for that in 3den Seems like you are using something very old - there is an option to disable them after the first time or not showing them at all from the MCC settings. Are you referring to the campaign mission template? In short: I'll take a look at the pods You can define any ammo as breaching ammo - just define a new one in the settings module. ATM you can only push boats and drag crates and fixed weapons. i'll take care of the alarms As far all other request exc. MCC is a more or less a one men show - and I just don't have the time to do all the things I would love to do - real life, job, family exc come first. So we'll have to do with what we have.
  20. R25 update Download from: https://www.dropbox.com/s/9yrd9xhjhfzmmc2/%40mcc_sandbox_a3.rar?dl=0 Steam Workshop
  21. U can do it by using the inidbi2 mod on your server
  22. R24 is out. dropbox: https://www.dropbox.com/s/9yrd9xhjhfzmmc2/%40mcc_sandbox_a3.rar?dl=0 Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=338988835
  23. Maybe if you'll open a ticket about it. https://github.com/shaygman/MCC_sandbox_modDev/issues Yes Glad you found out Open a ticket about it: https://github.com/shaygman/MCC_sandbox_modDev/issues It's on Steam. About the rest - maybe