Arma 3
MCC Sandbox 4 - Mission Making The Easy Way
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Update: Sep 7, 2015 @ 1:37pm

Fixed:
MCC Zeus modules where global.
Re-Add Super Traut flashbangs.
Disabled MCC medic system by default.

Update: Sep 7, 2015 @ 12:31pm

Fixed:
MCC Zeus modules where global.
Re-Add Super Traut flashbangs.
Disabled MCC medic system by default.

Update: Sep 7, 2015 @ 12:27pm

Fixed:
MCC Zeus modules where global.
Re-Add Super Traut flashbangs.
Disabled MCC medic system by default.

Update: Sep 4, 2015 @ 9:21am

Change log r16:
Zeus:
- Added: MCC's Zeus will edit players.
- Added: Custom MCC's Zeus modules including: ** New Feature **
- IED: turn any object/unit into an IED or suicide bomber.
- CAS: Call MCC Close Air Support from Zeus.
- Add units to Zeus: Automatically assign units/objects to Zeus so the mission maker can edit them.
- Ambient AI and cars - Ambient AI and cars Module - Server side ambient. MCC will create AI units some in buildings, some patrolling, some driving cars and some parked cars in towns when players are around and delete them when no player is around.
- Armed Civilians: Will transfer any friendly/natural unit into hostile unit with concealed weapons. Armed units will attack other units from the enemy faction while they have the chance.
- Atmosphere: Instantly create sandstorms, blizzards and Heat Waves.
- CAS: Call MCC close air support from Zeus.
- Damage Part: Damage any part of vehicle/unit you want and add explosion effects to keep it real.
- Lock/Unlock doors: Lock or unlock all doors in the area.
- Evac Vehicle: Make any vehicle serve as an evac vehicle under the players' commander command.
- Garrison: Spawn units in houses in the given radius.
- IED/Suicide Bomber: Turn any object/vehicle/unit into an IED or suicide bomber.
- Night Effect: Destroy all lights, remove night visions and add flashlights to nearby AI or players.
- War Zone: Destroy buildings, spread wrecks and fires in the given radius.
- Vehicle's Kiosk: Players can purchase vehicles from them using in game resources.

- Changed: While in Zeus hold Shift and double click a unit to open Zeus's default attributes.

MCC Campaign: ** New Feature **
- MCC campaign can be activated from Zeus or from the 2D editor module. It is recommended to activate MCC role selection, have at least one H.Q MCC's Start location, some vehicle kiosks and activate ambient civilians.
In the campaign MCC will keep on generating new mission when the players have completed the previous one. Each mission will be generated close to the previous one and MCC will create an advancing feel for the mission. Once the players have finished a mission in an area this area will be marked by the side color and it should be relatively safe. By successfully finishing a mission the players will be awarded with resources (minus collateral damage that the players inflicted such as killing civilians) The players' commander will receive random special bonus for each successful mission such as supply drops, CAS exc.
Each in game day the players will gain extra tickets if they performed well, the evac vehicle will respawn and the weather will change. Furthermore enemy forces might start actively perusing the players if the player have inflicted enough damage to the enemy.

Evac Vehicle:
- Added: Evac vehicle module - sets evac vehicles from 2D editor or Zeus.
- Added: Campaign evac param - campaign evac's vehicles will repspawn every one ingame time.

Atmosphere:
- Added: Atmosphere module - sets sandstorms, blizzards exc from the 2D editor or Zeus.

IED/Armed Civilians/Suicide Bombers
- Added: IED/Suicide Bombers module - add IEDs or suicide bombers from the 2D editor or Zeus.
- Added: Armed Civilians module - add Armed Civilians from the 2D editor or Zeus.

Mission Wizard:
- Fixed: Non precise objectives' markers in the missions wizard where pretty precise.
- Changed: Mission Wizard will try to spawn on HC if available.

Supply Drop:
- Added: Supply drop - added slingload insertion.

Role Selection:
- Added: In Role Selection players can change kits without respawning in any FOB/HQ - can be turned off from the MCC setting module or setting "MCC_allowChangingKits = false".
- Fixed: Player stuck in parachute animation after respawning from the squad selection
- Fixed: Level up duplicated messaged in role selection.
- Changed: Massive work on role selection, improved UI and functionality

Logistics:
- Added: Players can now resupply (refresh ammo, bandages exc) from ammobox (MCC logistics) - support ACE medical system.
- Added: Players can now breakdown resource crates into items that they can carry in their backpacks and return to HQ or use.
- Added: Main shared cargo box to FOB.
- Simplified: Logistics dialog.
- Changed: MCC logistics reduced the amount of needed resource crates for building assets.

Weather:
- Added: Weather over time slider to the Change Weather in MCC.
- Fixed: MCC didn't work with ACE weather
- Disabled: MCC weather sync when ACE is on

Survival:
- Added: ACE support for survival - players can search loot using the ACE's self interaction key while close to a lootable object.
- Changed: If survival and Role selection are on players won't be able to change kits unless they respawned to prevent exploit by changing kits to gain resources.

RTS:
- Added: A complete workout on the RTS elements of MCC.
- Added: Workshops can outfit civilians offroads with MG.
- Added: Workshops will repair vehicles for free.
- Added: Players can purchase vehicles from workshops (need resources and electricity): Cars from advanced workshop, Tanks and APC from mechanical workshop and helicopters from ariel workshop.
- Added: Commander can call Random resource gathering missions every real time hour from HQ - Resource gathering mission are easier side missions that yield resource crates.
- Added: Radio post give access advanced resource gathering missions.
- Added: Resources module to 2D editor and Zeus - sets the initial resources for each side.

Misc:
- Added: Support CBA keybinds if player is running CBA
- Added: Dynamic dialog function to easly create dialogs - learn more in the functions library
- Added: Vehicle's Kiosk's Module - Players can purchase vehicles from them using in game resources.
- Added: Ambient AI and cars Module - Server side ambient. MCC will create AI units some in buildings, some patrolling, some driving cars and some parked cars in towns when players are around and delete them when no player is around.
- Changed: MCC garrison units will have units patrolling buildings
- Improved: Loading time while changing factions in MCC.
- Fixed: MCC stays on login screen after a player successfully logged in.
- Fixed: Player can escape unconscious dialog in MCC medic system by opening the squad dialog
- fixed: Objects names placed in 3D editor didn't saved to sqm.
- Fixed: Each side's commander will have only his sides evac vehicles
- Fixed: MCC Settings didn't stick after changing them

Update: Apr 21, 2015 @ 11:12pm

Update: Apr 21, 2015 @ 10:56pm

Change log r15:
- ACE comptability
- 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 vheicle.
- 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 insided 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 reintoduced.
- Fixed: MCC's evac helicopter fast ropes.
- Added: MCC's evac helicopter will open ramps/doors before infil and close them after.

Update: Apr 7, 2015 @ 4:21am

Update: Apr 7, 2015 @ 2:27am

Change log r14:
- Reworked on the SQL PDA
- Fixed: Fortify on Headless client
- Removed the weapon resting in MCC's cover system as BI implemented it in Marksman DLC.

Update: Mar 25, 2015 @ 1:41pm

Change log r13 Hotfix:
- Fixed: Task Force Radio and ACRE disbaled after respawn - medic system.
- Fixed: Players able to log into MCC using key binds even if not allowed.
- Fixed: Commander virtuall artillery cannons didn't resets after the first fire mission.

Update: Mar 22, 2015 @ 1:52pm

Change log r13:

Engine:
- Added: MCC Zeus will automatically detect and load addons.
- Added: "Don't show in the future" option for the EOD and SF messages.
- Added: Save to MCC (profile or clipboard) will save missions' settings.
- Added: Unlock all doors brush.
- Added: MCC Templates to AiA maps.
- Fixed: Restricting MCC access via Access Module or via inidb server_misc file didn't worked well.
- Fixed: After respawning player stuck inside the start location building.
- Fixed: Game crush after key binds.
- Fixed: Combo box pictures in MCC and VAS listbox appears black.
- Fixed: Respawning without weapons.
- Fixed: Ambush group arrow directing was 90 degrees off.
- Fixed: "Add Cargo Units" and "Add Crew (UAV)" vehicle's presets run on all clients instead of only on the server
- Fixed: Airdrop run on all clients instead only on the server - duplicated air drops.
- Fixed: While spawning a group of vehicles AI switching vehicles and disembarking

Interaction:
- Added: Attaching explosives charges and satchels to vehicles while using the MCC's weapons key binds - press left mouse button while holding the explosives and close to a vehicle.
- Fixed: Disabling MCC's interaction doesn't disable MCC self interaction.
- Fixed: MCC's interaction was working by default in the mod version - now requires to be turned on from the settings module.
- Fixed: MCC's door breaching charges where not placed close enough to the door.
- changed: Alternate action (cycling between grenades throws or detonating explosives) changed to use default action key - by default middle mouse button.

Artillery:
- Added: Access the MCC's artillery computer from any artillery piece that have computer enable in it's config by using MCC's interaction key while inside.
- Fixed: Laser designated artillery in the commander console didn't worked well.

Evac:
- Added: Evac helicopter can be edited with Zeus so you can make it invincible.

Medical system:
- Added:MCC Medical items box
- Added: MCC Tactical items box
- Added: MCC Misc items box
- Changed: While unconscious- "time remains" text has been changed to blood pressure bar.
- Fixed: Sometimes player stay standing while unconscious.