Arma 3
MCC Sandbox 4 - Mission Making The Easy Way
Hiển thị 11-20 trong 44 mục
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Cập nhật: 24 Thg12, 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

Cập nhật: 10 Thg12, 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

Cập nhật: 3 Thg11, 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

Cập nhật: 3 Thg11, 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

Cập nhật: 30 Thg12, 2017 @ 1:31pm

Cập nhật: 30 Thg12, 2017 @ 11:16am

Change log r25:

General
Fixed: Mission won/failed buttons required the player to create a task first.

Undercover Module
Fixed - Module didn't work.
Added - Text messages regarding the player is spotted or acting suspicious replaced by visual and sound effects.
Added - AI memory, AI that spotted the players before will more likely to spot them again even if they didn't do anything suspicious.
Added- You can now hide weapons exc in backpack and vests as long as you don't hold them in you hand or get to close to enemy AI you should be safe.

Role Selection
Added = Support ACE - will gain XP when using ACE and Role Selection
Changed - XP gained while using a vehicle will distributed to all vehicle's crew
Fixed - No XP gain when kill message was off
Fixed - Can't equip binoculars
Fixed - BAF medics didn't have MCC FAIK

Medical System
Added: Used bandages models after bandaging a unit
Added: Used injector model after using Epipen
Added: Used IV Bag after using IV bag
Added: Medical garbage after using Doctor Bag
Added: Curator and 3den module to set AI unconscious, one can disable the units bleeding while uncoscious or force uncosciout even after treatment for MEDEVAC missions.
Changed: Renamed MCC first Aid Kit to Doctor Bag and gave it a new model
Changed: Renamed MCC Saline bag to IV Bag and gave it a new model
Changed: Injured civilians will show on the medic HUD
Changed: Reduced MCC medical equipment weight
Fixed: Can't unload wounded troop from a vehicle
Fixed: Relese action still shown after releasing a wounded unit

Interaction
Added: Magazine's repack - under "self interaction >> equipment" repacks partly loaded magazines in the playr's inventory

Cập nhật: 19 Thg11, 2017 @ 5:13am

Change log r24:
- Added: In RTS allow Helis or Jets workshop to change aircraft pylons
- Added: In the campaign disabled cinematic and intro by default only pop-up window. Can be adjusted with the campaign module.
- Fixed: Campaign hangs on some missions.
- Fixed: Compositions placed by MCC where local to the server and invisble to players
- Fixed: MCC_logisticbaseBuild.sqf script error.
- Fixed: Fix GAIA transport helis - by stcrowe
- Fxied: Fix pylons locality - pylon chang will now work on MP.

Cập nhật: 15 Thg11, 2017 @ 11:37pm

Cập nhật: 13 Thg11, 2017 @ 11:54am

Ambient Civilians module - add an option that civilians will always be friendly enhancement

Disable MCC edit change control from CTRL enhancement

Cover system is always enabled bug

Campaign init module isn't initializing bug

Custom factions make mission generator to hang bug

Fix pylons locality bug

Fix Version number on GUI bug

Cập nhật: 4 Thg11, 2017 @ 12:24pm

Fixed: MCC breaks animation