Arma 3
MCC Sandbox 4 - Mission Making The Easy Way
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Update: Jun 12 @ 1:22pm

Changelog R31:
- Added Load to cargo module to 3den: load objects to vehicles using ACE or MCC cargo system.
- Added: MCC logistics to helicopters and planes, can now loda vehicles and objects to them.
- Added: Automatically spawn parachute when unloading objects using helicopters or planes.

Fixed - Ambient Civilians module: Civilians spawn infron of players
Fixed - Advance and secure resistance faction didn't bleed tickets on death
Fixed - UAV icon always shown on map
Fixed - Name tags shown when using MCC medical HUD

Changed Zeus:

Object editing:
- Added change unit behavior
- Added Edit unit names
- Added vehicles's turn lights on/off
- Added vehicles's turn engine on/off
- Added BI Garage to vehicles - customized components and colors.
- Added Unload ACE or MCC cargo from vehicles and objects.
- Reworked - Payload interface, change aircragt pylons and armaments.

Modules:
- Reworked icons, description and categories.
- Added Load to cargo module to 3den: load objects to vehicles using ACE or MCC cargo system.
- Added Create Zone module to Zeus & 3den - creates MCC zone from Zeus or 3den
- Added Assign to MCC zone - assign units/groups to MCC zones from Zeus or 3den

Update: Jan 11 @ 7:58am

R30 - Hotfix

fixed - MCC campaign doesn't generate missions

Update: Jan 11 @ 7:26am

R30 Hotfix.

MCC campaign was broken

Update: Jan 11 @ 12:48am

Changelog r30:
- 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.

Update: Jan 1 @ 12:57pm

Changelog r29:
- Fix: Spawning artillery was called on each client and not only on the server
- Fixed: MCC bugging warlords and high command

Update: Dec 24, 2018 @ 2:12pm

Changelog 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 deposite 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 resaults 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

Update: Dec 10, 2018 @ 8:15am

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: neverending generating mission bug

Update: Nov 3, 2018 @ 8:16am

Change log r26:

Static Ships *NEW*
Added - Spawn BI Carrier, BI destroyer, BI submarine or CUP LHD from Zeus or 3den. Each ship will serve as respawn point and HQ and Mission maker can spawn vehicels on ships
Added - Ship stores, players can trade credit to purchase vehicles from ships
Added - Side commander can access the ships' fleet interface and spawn vehicles using resources
Added - static weapons to ships
Fixed - unable to change faction in the ship spawn menu

Medic system:
Added - Fully integrated AI with MCC medic system. AI will heal, bandage and revive wounded AI or players.

Weapons/Items/Gear Shops: *NEW*
Added - New weapons/items/gear shops module. Sync one ammo box to one object or unit, the content of the crate will be available to sell from the synced unit/object
Added - Persistent parameter - the shop will save persistent data so any items in the shop will be available after mission restart - player based market.
Added - Prices parameter - prices will be defined automatically by MCC depends on the item stats the mission maker can define how expensive one shop will be compared to other shops.

Vehicle rearm - air vehicles pylon change module
Added - you can now repair, refuel and rearm using the rearm module.


Vehicles Camonets *NEW*
- Added - Vehicles that supports animations source aka camo nets exc will spawn with random animations by default.
- Added - Vehicle commander can deploy animations (camo nets exc) using MCC or ACE interaction.

Advanced Logistics system *NEW*
- Added - Any object can be loaded into a vehicle if the vehicle space can handle the object mass. Can used to transport objects using vehicles
- Added - Any vehicle will come by default with spare tire or spare track
- Added - remove/install vehicle tire or track

Survival Vault:
- Changed: totally reworked the UI.

Radio System
- Changed - changed to in game sounds to make it more smooth

RTS & Campaign & Mission Wizard
- Added - while in campaign players will gain XP when finishing missions
- Added - replenishing group's unit will be paradrop and not just spawn out of thin air
- Removed - Alarms from Stealth Mission Wizard mission
- Fixed - Upgrade to advance workshop requires generator
- Fixed - In RTS barracks counted as houses
- Fixed - Evac Campaign helicopter keep crushing, changed so the commander can purchase evac helicopter instead of it respawning every day
- Fixed - can't build FOB even if it is more than 500 meters away

General
Added - Mission Wizard settings module - configure which objectives classes will be in the mission wizard by syncing the vehicles to the module.
Added - Disable MCC edit in Zeus from MCC settings
Added - Add Valor/Credit module to Zeus and Ed3n
Added - 20 meters evac helicopter flight height
Added - Armed civilians weapons can be defined in MCC settings module or by altering "MCC_armedCivilansWeapons" variable
Added - Only logged admin can enable role selection
Fixed - Commander console Artillery correction is calculated relative to the player
Fixed - Role selection didn't add XP after respawn
Fixed - Stay alive in a destroyed vehicle without able to eject when MCC medic is on
Fixed - Save MCC to profile was bugged
Fixed - Cruise missile CAS didn't work on dedicated servers
Fixed - Sling loading air drops wasn't working properly
Fixed - Helicopters spawns on the aircraft carrier explodes
Fixed - Personal ammo boxes glitch through the ground
Fixed - When uncaching or respawning AI air vehicles the units spawns outside the vehicle
Fixed - Personal ammo boxes fall through terrain
Fixed - Error message every time civilian is being shot while ambient civilian module is up
Fixed - "Create Task first" error when trying to create a task
Fixed - Unable to perform medical actions on self using MCC self interaction
Fixed - Ambient Warzone didn't work well with RHS

Update: Nov 3, 2018 @ 8:15am

Change log r26:

Static Ships *NEW*
Added - Spawn BI Carrier, BI destroyer, BI submarine or CUP LHD from Zeus or 3den. Each ship will serve as respawn point and HQ and Mission maker can spawn vehicels on ships
Added - Ship stores, players can trade credit to purchase vehicles from ships
Added - Side commander can access the ships' fleet interface and spawn vehicles using resources
Added - static weapons to ships
Fixed - unable to change faction in the ship spawn menu

Medic system:
Added - Fully integrated AI with MCC medic system. AI will heal, bandage and revive wounded AI or players.

Weapons/Items/Gear Shops: *NEW*
Added - New weapons/items/gear shops module. Sync one ammo box to one object or unit, the content of the crate will be available to sell from the synced unit/object
Added - Persistent parameter - the shop will save persistent data so any items in the shop will be available after mission restart - player based market.
Added - Prices parameter - prices will be defined automatically by MCC depends on the item stats the mission maker can define how expensive one shop will be compared to other shops.

Vehicle rearm - air vehicles pylon change module
Added - you can now repair, refuel and rearm using the rearm module.


Vehicles Camonets *NEW*
- Added - Vehicles that supports animations source aka camo nets exc will spawn with random animations by default.
- Added - Vehicle commander can deploy animations (camo nets exc) using MCC or ACE interaction.

Advanced Logistics system *NEW*
- Added - Any object can be loaded into a vehicle if the vehicle space can handle the object mass. Can used to transport objects using vehicles
- Added - Any vehicle will come by default with spare tire or spare track
- Added - remove/install vehicle tire or track

Survival Vault:
- Changed: totally reworked the UI.

Radio System
- Changed - changed to in game sounds to make it more smooth

RTS & Campaign & Mission Wizard
- Added - while in campaign players will gain XP when finishing missions
- Added - replenishing group's unit will be paradrop and not just spawn out of thin air
- Removed - Alarms from Stealth Mission Wizard mission
- Fixed - Upgrade to advance workshop requires generator
- Fixed - In RTS barracks counted as houses
- Fixed - Evac Campaign helicopter keep crushing, changed so the commander can purchase evac helicopter instead of it respawning every day
- Fixed - can't build FOB even if it is more than 500 meters away

General
Added - Mission Wizard settings module - configure which objectives classes will be in the mission wizard by syncing the vehicles to the module.
Added - Disable MCC edit in Zeus from MCC settings
Added - Add Valor/Credit module to Zeus and Ed3n
Added - 20 meters evac helicopter flight height
Added - Armed civilians weapons can be defined in MCC settings module or by altering "MCC_armedCivilansWeapons" variable
Added - Only logged admin can enable role selection
Fixed - Commander console Artillery correction is calculated relative to the player
Fixed - Role selection didn't add XP after respawn
Fixed - Stay alive in a destroyed vehicle without able to eject when MCC medic is on
Fixed - Save MCC to profile was bugged
Fixed - Cruise missile CAS didn't work on dedicated servers
Fixed - Sling loading air drops wasn't working properly
Fixed - Helicopters spawns on the aircraft carrier explodes
Fixed - Personal ammo boxes glitch through the ground
Fixed - When uncaching or respawning AI air vehicles the units spawns outside the vehicle
Fixed - Personal ammo boxes fall through terrain
Fixed - Error message every time civilian is being shot while ambient civilian module is up
Fixed - "Create Task first" error when trying to create a task
Fixed - Unable to perform medical actions on self using MCC self interaction
Fixed - Ambient Warzone didn't work well with RHS

Update: Dec 30, 2017 @ 1:31pm