Arma 3
MCC Sandbox 4 - Mission Making The Easy Way
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shay_gman  [developer] Jan 12, 2015 @ 7:20am
Change log
MCC change logs
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shay_gman  [developer] Jan 12, 2015 @ 7:20am 
https://www.youtube.com/watch?v=dDVnkM20Vq0&feature=youtu.be

https://www.youtube.com/watch?v=YI5dl71xrqw&feature=youtu.be[


https://www.youtube.com/watch?v=8F0O44UcNAc&feature=youtu.be

https://www.youtube.com/watch?v=9tUYpi2A4WE&feature=youtu.be

Change log r12:
Added: Radio System - NEW
- Adds simulated military radio sounds (such as ACRE/TFR) to built in VON , the radio will become scramble as the players move away from each others.
- Players will be allowed to use specific radio as Commander will be able to use the command radio, squad leaders the Side radio and all can use the Group, Direct and Vehicle radio.
- Able to define punishment to radio abuser as kick after hot mic for a period a time or for not using the correct radio (as grunt using the commander radio).
- Distinguished beeps for commanders broadcasts.
- Need to be activated and configure by placing the MCC Settings(Radio) module.
- Additional params:
MCC_VonRadio - activate on/off - must be done before the mission start
MCC_vonRadioDistanceGlobal - Max distance for Global radio
MCC_vonRadioDistanceSide - Max distance for Side radio
MCC_vonRadioDistanceCommander - Max distance for Commander radio
MCC_vonRadioDistanceGroup - Max distance for Group radio
MCC_vonRadioKickIdle - Should we kick abusing players
MCC_vonRadioKickIdleTime - How long before kicking a player who is hot micing.

Added: Pick up kit - NEW
- Using the interaction key on dead body players can pick the entire gear of the dead unit (uniforms, helmet not included).
- Used for PvP match where you want to disable players inventory.

Added: Quick Weapon change - NEW
- Switch weapons using the Shift + 1-5 keys.
1: Primary Weapon/Handgun
2: Launcher
3: Grenades
4: Utility/Explosives
- Added: Quick drop of explosives and utility pressing the 4 key will cycle between available ordnance and utilities. Pressing the left mouse button will deploy them pressing the right mouse button will detonate it.
- Added: Grenade throw, 3 different grenades throws: shallow, normal and roll. Pressing the Shift + 3 key will cycle between available grenades. Pressing the right mouse button will tilt the grenade icon where horizontal grenade means roll, 45 degree means shallow throw and full up position means normal throw.
Use the grenade icon to aim and press left mouse button to throw.
- Additional params:
MCC_quickWeaponChange - Enable/Disable quick weapon change.


Added: Personal Ammo-Boxes - NEW
- Added: Personal ammo-boxes that can be carried and dropped using the Shift +4 key
- Any player can approach the ammo box and hold the interaction key to resupply ammo for their handgun, launchers and rifles.
- Each box have limited supply and will be deleted once depleted.
- Used for PvP match where you want to disable players inventory.
- Added to the rifleman role in role selection.

Added: Logistics to helicopters - NEW
- While flying above 15 meters and not far from 50 meters from the HQ helicopters pilots can press the MCC interaction key to bring up the logistic interface.
- Helicopters can sling load one crate at a time and deliver it around the battlefield.
- Added: Big supply crates for big transport helicopters. Big supply crates are equal to 4 regular supply crates.
- Added: Taru helicopter's pilots can purchase pods at the HQ.
- Added: XP from logistics

Added: Interact self - NEW
- Added: with interact self (Ctrl + interaction key by default) players can heal and inspect themselves (MCC medical system), Spot enemies, call support and order the construction of FOB ex.

Added: Medical system - NEW WIP
New modular and scalable medical system (need to place the MCC medical system module) the medical system is built around blood level where a player loses a lot of blood he will eventually die.
Features:
- Complex or plain: in complex mod players will need more items to heal such as epipen, bandages, first aid kits, saline bags and more. Where in the non-complex mod, players will use ArmA 3 default gear such as FAIK and Medikits.
- Medical system will work on AI and players where AI will sometimes regain consciousness so verifying a kill is now needed.
- Bleeding, players and AI can bleed to death either while alive or unconscious, bandaging will only stop the bleeding but will not regain blood level. Blood level will regain over long periods of time and can be increased to a degree by addressing saline transfusions.
- Unconscious effects for players and AI.
- Bleeding effects vary from blurry vision, lower stamina, fading and color blind - depends on the amount of blood lost.
- Body armor - mission maker can adjust the effectiveness of body armors by adjusting it effects on players.
- Team kill punish - Where a player got killed by a friendly player he can ask to punish that player - if mission maker allows.
- MEDIVAC - since blood loose regain slowly it is vital to get the mortally wounded players to the MCC side start location to fasten the blood regain and heal major wounds.

Added: Shared cargo and valor system - NEW
As part of the expending WIP RTS element of the commander console new buildings have been added such as: Medical area, Medical Lab, Diesel generator, solar power panels' exc. So far you can only fool around by building these buildings as of now they aren't functional yet.
But in the basic version of the H.Q (Start location) and the 2 upgraded version of it (Radio tower and Sat-coms) I've added shared cargo box in the entrance to the HQ.
The shared cargo box allows players to drop items they don't need or resources they have found using the survival option to gain valor points and resources points.
Valor points can be used to withdraw items from the shared cargo but there is a catch, withdrawing an item will always cost more valor points then deposit it so at the end players are encouraged to give to the community more then they take.
KEEP IN MIND this is a WIP and this is my playground so if you don't like it just skip it and never activate the survival option. For those who do want to explore it keep in mind that this is my take on ArmA 3 campaign and according to my Interpretation I would love to make a resistance game mode where a group of players struggle with minimum gear to regain resources and control over the island while fighting Opfor AI and rival players driven faction.

- Added: Switch cover system off on client side.
- Added: Role selection to MCC settings module
- Added: Survive mod to MCC settings (mechanics) module
- Added: while role selection is active players won't be able to disassemble static weapons.
- Added: MCC_ingameUI - turn off for no in-game UI such as above IED: available in the mission settings and the MCC Settings (Mechanics) module.
- Added: Max load, Weight and armor value to the uniform selection in roles selection.

- fixed: Commander console artillery laser targets and multiple rounds
- fixed: Fast rope bugs since Helicopters DLC.
- fixed: Transparent zone when first creating a zone.
- fixed: Access rights module duplicate MCC and didn't work for admins.
- fixed: Cache will no longer by default on when spawning units not in zone.
- fixed: Mission Generator caching and delayed spawning by always on - set if you want it on or off from Spawn menu.
- fixed: Cover only worked when enabling cover UI.
- fixed: Cover sitting animation get stuck.
- fixed: Atmosphere brushes fog disappear.
- fixed: Tauro helicopter not able to sling load after attaching a pod.
- Fixed: Some UI text that wasn't scalable with changing interface size - still it is recommended to use MCC with interface size - small.

- Changed: Cover module changed to Mechanic module so you can define more MCC players' mechanics there
- Changed: MCC GAIA settings module include skill for AI from 0-1 instead of rookie/med/veteran
- Changed: MCC interaction key while close to vehicle will quickly get you inside empty position in the vehicle (driver first) while holding the interaction will
let you choose where you want to mount the vehicle.
- Changed: Limited the draggable object weight to 500 k/g
- Changed: Artillery spread for Commander Console: "PRECISE" = 5m, "TIGHT"=50m, "SCATTERED" =100m, "WIDE" = 150
Last edited by shay_gman; Jan 12, 2015 @ 7:21am
shay_gman  [developer] Feb 24, 2017 @ 1:12pm 
Change log r20:

-= Ambient Birds and Fire=- **NEW**
- Added: Ambient birds moudle, try to recrate something similar to the awsome mod for ArmA2 JTD smoke add ambient birds. Placing this module will sometime spawn flocks of scared birds from trees next to the player or AIs units. Can give away your position in PvP or AI position in PvE. Birds chance is based on the unit's speed.
- Added: Ambient fire module. Placing this module will give a chance that explosion can cause forest fires that will propagate depends on the wind and the nearby environment. This feature has three features:
- Ammunation fire and vehicle fire: Explosive rounds and vehicle explosion have a chance to light the enviorment on fire.
- Fire Propagation: The fire will propagate in a 60 degree of the wind direction based on the wind force and humidity. The fire will continue to propagate as long as it have where to spread.
- Burning crew: When a vehicle is destroyed there is a chance that the crew inside will catch on fire and will escape the vehicle while burning and screaming and a chance to start new fire where they fall.

-= Arcade Options =- **NEW**
- Added: Arcade Stuff ***Spoiler if you like hard core milsim don't read it *******
- One Man Tanks (In mechanics settings) - Based on Killzone kid script. Solo drive and shoot a tank.
- Disable Fatigue (In mechanics settings) - Disable in game fatigue.
- Hit Radar (In HUD settings) - Radial markers shows the general direction of bullets' sources while under fire.

-= Engine =-
- added: Define breaching ammo from MCC mechanic module.
- Added: Scared civilians behavior. Civis will run away in panic if shots fired nearby.
- Added: Show suset and sunrise time in the time change menu.
- Changed: While in MCC's artillery computer using the ruler will automatically insert the distance and direction to the computer.
- Changed: Converted all MCC's template to Eden 3d editor.
- Changed: Garrisson will spawn less units inside buildings.
- Fixed: Missing configs entry in spectator mode.
- Fixed: Disarmed AI didn't drop their weapons.
- Fixed: CBA error CTD.
- Fixed: Config error when saving mission in the editor.
- Fixed: Unable to spawn groups.
- Fixed: Custom group will not shot each other.

-= Zeus =-
- Added: MCC's settings module to Zeus.
- Added: MCC mechanics settings module to Zeus.
- Added: UI settings moudle to Zeus.
- Added: Medical System module to Zeus.
- Added: Zeus and Eden module: Spawn Loot in Buildings - spawns loot crates for MCC's survival in buildings.
- Fixed: MCC dialogs can be opened while in Zeus camera.
- Fixed: When editing a unit in Zeus duplicate menus and units go prone.
- Fixed: MCC's modules and units didn't show on non-MCC Zeus.
- Fixed: "No unit selected" error when using MCC suicide bomber/armed civilian modules from Zeus.

-= Evac & CAS =-
- Added: Real AC-130 (Blackfish) when spawning an AC-130.
- Added: Precise landing for helicopters - can land on rooftops.
- Changed: CAS will only spawn one aircraft instead of two to limit CAS crushing into each other.
- Changed: Evac helicopters precise landing or fast ropes will be smoother.
- Fixed: Reinforcement helicopter will drop troops even under fire.

-= Logistics =-
- Added: Pacific faction's trucks can be used as MCC logistics trucks.
- Added: Build raised MG/HMG.
- Fixed: Building fortification and FOB didn't work.

-= UI =-
- Added: Custom Atmosphere Environment module (Zeus & Eden). You can set your own atmosphere with color filters, snow, flying branches, newspapers exc.
- Added: Name tags reworked. You can select if you want to see name tags over all friendly units around you or only when pointing a unit.
- Fixed: Tutorial helicopters message keep on showing even after selecting not to.
- Fixed: Losing units markers after respawn in the MCC's UI Compass.

-= Role Selection =-
- Added: Role Selection's settings module to Eden and Zeus - might effect previous missions.
- Added: In setting module more control over Role Selections - such as:
- Manually gain XP
- Disable/Enable non pilots/drivers can use heavy vehicles/aircrafts.
- Disable/Enable weapon's penalty when picking "out of kit" weapon.
- All weapons - unlock all weapons and gear no matter player's level.

-= Commander Console =-
- Added: Re introduce the Commander Console as an Item.
- Added: Loiter WP for the commander tablet.

-= Medic system =-
- Added: Medical system HUD. Mark nearby wounded units.
- Fixed: No unconscious animations while inside a vehicle.
- Fixed: Medic wounded animation sometimes didn't kick in.

-= Campaign & Persistent Database =-
- Fixed: Heavy lags in the MCC Campaign
- Fixed: Clear persistent didn't work.

-= Interaction =-
- Added: Open & Bang on door interaction. Can open throw a grenade in and close the door while using ACE or MCC interaction on the door.
- Fixed: MCC Interaction overlaped ACE interaction.
- Fixed: Spot enemies & call support didn't worked in ACE self interaction.
shay_gman  [developer] Jun 9, 2017 @ 3:38pm 
https://www.youtube.com/watch?v=9o8hxP2Je9M

https://www.youtube.com/watch?v=fi0EgaGdT10

Change log r22:
-= Intel Module =- **NEW**
- Added: Set Intel module to Eden and Zeus: Allows making items or unit as Intel providers. Giving the players option to interact with the them in order to get information and map location. - as defined by the mission maker.
- Wiki Page - http://mccsandbox.wikia.com/wiki/Intel

-= Aircraft Carrier =- **NEW**
- Added: CUP LHD & BI Aircraft Carrier - Spawn LHD/Carrier that will function as Zeus respawn point and a MCC HQ. Spawn vehicles/aircraft on top of the LHD/Carrier and use the steam catapults to take off and the arresting gears to land.
- Wiki Page - http://mccsandbox.wikia.com/wiki/Aircraft_Carrier

-= UI =-
- Updated: HUD/UI module Wiki including the Hit Radar and the Tickets HUD - http://mccsandbox.wikia.com/wiki/UI_Module
- Added: Show Tickets in the MCC UI/HUD settings. Enable it will show a Battlefield kind of HuD including time left, opposing sides names and flags, tickets left exc
- Fixed: Stuck on Squad menu "P".
- Fixed: Placing HUD module forces to 1st person.

-= Campaign =-
- Added: Enable/Disable loading MCC Campaign data from data base.
- Changed: Reduced the amount of ambient patrols while traveling on red squares.

-= CAS =-
- Changed: CAS airplanes will have an angle of attack to targets and will react faster.
- Changed: Can call any plane type (Addons includded) to act as an AC-130 from CAS Menu.
- Fixed: Airdrops didn't worked in the commander console.
- Fixed: CAS crash with some mods.

-= Misc =-
- Added: MCC wiki page for ambient fire, birds and units http://mccsandbox.wikia.com/wiki/Ambient_fireBirds
- Added: GAIA settings module to Zeus.
- Added: Hold Shift while editing a unit in Zeus to open the default Zeus menu and not MCC menu.
- Added: Modules info in Eden.
- Changed: Atmosphere module can select random time and date.
- Changed: Enable/disable teleport player to last known location while activating the survival module.
- Changed: Decreased ambient birds chance.
- Changed: In RTS mode can call HQ missions even while the campaign isn't enabled.
- Fixed: MCC redused 2 tickets per death and finished mission when tickets reaches zero even when MCC PvP mod was disabled.
- Fixed: Wind set by MCC was too strong.
- Fixed: Ambient fire and ambient birds didn't wokr from Zeus when called on local MP.
- Fixed: Missing insertion types in start locations.
- Fixed: Teleport to team always enabled.
- Fixed: Medic system animations.
- Fixed: Spawn outside the map when spawning on FOB built by the players.
- Fixed: Non lethal ammo didn't work for clients.
- Fixed: Non-lethal ammo & breaching ammo didn't work on dedicated.
- Fixed: MCC interaction with door on CUP maps didn't work.
- Fixed: Ammo/supply/crates box disappear after depletion while on the logistic's truck - Logistics Module.
shay_gman  [developer] Nov 4, 2017 @ 4:26am 
Change log r22:
- Added: Faction relations settings to mission settings.
- Added: Radio message when completing generated/campaign mission.
- Added: Commander console action to the action menu.
- Added: Drag resource crates with MCC or ACE interaction.
- Added: Punchable CAS and Airdrops in the commander console - can be enabled from mission settings module - TO DO WIKI
- Added: AI group respawn modules to 3den & Zeus - will respawn the group when all units are dead.
- Added: Enable/disable Only medic can heal from MCC medic settings modules - Zeus or 3den
- Added: Cinematic when respawning from the MCC spawn Menu - can be disabled with mission settings - Zeus or 3eden.
- Added: Template to Melden Island.
- Added: Kestrels and crows to ambient birds module.
- Added: Resave missions to MCC after loading mission from MCC.
- Added: Turn city lights on and off from MCC brushes or Zeus.
- Added: MCC composition to Zeus
- Added: Place and attach explosives to vehicles and walls using MCC interaction, detonate them by any order you like.
- Changed: MCC Zeus modules divided into categories.
- Changed: Shortened MCC campaign/Mission Wizard intro movies time.
- Changed: Commander Console F1-F5 buttons are more visable.
- Changed: Reduce needed units around the player to build a FOB or other battle emplacements to zero.
- Changed: Restrict ambient unit module spawn radius has been doubled.
- Changed: Remove spawn protection from HQ/Start Location.
- Changed: MCC_fnc_amb_Art will automaticlly spawn gunner if called on empty vehicle - apply to the ambient artillery preset
- Changed: Steamlined MCC cargo from Zeus to match with Zeus standards.
- Fixed: Stuck enable/disable MCC tutorials ("You have picked the commander role... Do you want to show this message in the future?" exc) from MCC UI settings module
- Fixed: Vehicle Kiosk Custom vehicles array expected [className,[displayName, pictureName],cost] instead of [className,displayName,cost]
- Fixed: Un-cached and respawned GAIA unit will be controllable from Zeus.
- Fixed: Respawned GAIA unit will respawn where they spawned and not where they died.
- Fixed: MCC can resave as many time without loosing data.
- Fixed: GAIA support for RHS units.
- Fixed: GAIA settings don't work from Zeus.
- Fixed: Clear persistent data run localy and not on the server
- Fixed: Save persistent data will work without inidbi2
- Fixed: Save persistent data will save every 5 minutes to reduce lags
- Fixed: Fast rope for CH67 and CH49 wasn't working
- Fixed: Mission Generator mortars explode on first shot.
- Fixed: Logistics truck always identified as it was near an FOB/HQ while starting a MCC campaing from Zeus.
- Fixed: Evac module on 2d editor didn't work
- Fixed: Can't change Squad name in MCC Squad Menu.
- Fixed: Error when creating new squad from MCC Squad Menu.
- Fixed: Addrating command didn't work when Role Selection is on.
- Fixed: Error missing file "MCC_loadingScreen.paa".
- Fixed: Medic system blur stays after death.
- Fixed: Building construction fortification bug.
- Fixed: Helmet camera didn't work for JIP

- Vault & Cover
- Changed: Streamlined vault and cover system - added quick vault over low obstacles

- Compositions
- Added: New function MCC_fnc_compositionsPlace load an 3den or Zeus composition

- Loadouts
- Added: Zeus and 3den modules where players can rearm vehicles while next to it and change pylon loadouts if the vehicle support it.
- Added: Pilot can manually change pylons ammo using MCC or ACE interaction key while sitting in the pilot sit and next to rearm area other vehicles can only rearm when next to rearm area


- Mission Wizard:
- Added: New Missions: Hack and download data
- Added: Wikia Page - http://mccsandbox.wikia.com/wiki/Mission_Generator
- Added: New Tasks icons and tasks parents.
- Added: Non CQB mission area will use Zeus and custom compositions and will add more diversity and repeatability value.
- Changed: In night ops garrisson AI won't have night vision and will be forced to use flashlights
- Fixed: Saving generated mission tasks didn't wokrk.
- Added: Define master data using arrays in your init.sqf file so a mission maker can define what kind of object/vehicles the mission wizard will spawn:
- MCC_MWHVT - HVT classes
- MCC_MWHVTCamps - HVT composition type - must be a config with this name holding the compsition setup.
- MCC_MWFuelTanks - Fuel tanks classes
- MCC_MWRadio - Radio Towers
- MCC_MWTanks - Armor
- MCC_MWAAB - AA Bluefor
- MCC_MWAAO -AA Opfor
- MCC_MWAAI - AA Resistance
- MCC_MWArtilleryB - Artillery Bluefor
- MCC_MWArtilleryO - Artillery Opfor
- MCC_MWAir - Air vehicles
- MCC_MWcache - Weapon cache type
- MCC_MWradar - Radar type
- MCC_MWIntelObjects - Intel Objects
- MCC_MWIED - IEDs

- Tasks
- Added: New BI icons for tasks

- Ambient Fire
- Reworked the fire look - now the fire looks much more realistic and will damage nearby units.

- Zeus
- Fixed: Unable to edit groups and WP from MCC
- Fixed: Some errors while editing units/vehicles - there is still a bug regarding vehicle respawn which comes from the BI function so it disabled for now.

- IED suicide bombers
- Added: MCC_fnc_addVelocity - add velocity sprading from a center position to simulate a shockwave include ragdoll animation on players.
- Added: Shockwaves to all types of IED and suicide bombers (real,fake or disabling).
- Added: Suicide bombers will have bombs straped around their pelvis when they attack.
- Added: Disable interaction progress by hitting Escape key.
- Added: ECM vehicles will make beeping sounds when activelly blocking radio IED.

- RTS
- Added: Elapsed day battle's report will show up when RTS has been used and not only on MCC campaign.
- Added: UI controls for all available forces to the left hand side - click on any to quickly control it.
- Added: Spawn RTS buildings from 3eden or Zeus modules.
- Added: Show group information when mouse hovering its icon.
- Added: Supply track can withdraw supply crates from the HQ.
- Added: Show "get in" text when mouse hovering over enterable building/vehicle.
- Added: Engine sounds for generator.
- Added: Level 1 HQ will unlock the ability to purchase artillery ammo for the commander console.
- Added: Level 2 HQ will unlock the ability to purchase supply drops from the commander console.
- Added: Level 3 HQ will unlock the ability to purchase CAS runs from commander console.
- Added: Houeses - houses will add more manpower space and the ammount of AI you can recruit.
- Added: Build practice targets from barracks.
- Changed: Barracks - Barracks will not add more manpower space but will unlock new units to purchase.
- Changed: UI for selection circles and borders in RTS interface.
- Changed: Different colors for resources.
- Changed: MCC capture moduel won't give more resources then the available free storage space.
- Changed: MCC campaign missions won't give more resources then the available free storage space.
- Fixed: Campaign delete brush deletes RTS groups and buildings.
- Fixed: Units info wasn't showing the amount of units and vehicles classes available.
- Fixed: Soldiers groups didn't have the place satchel, rules of fire, change stances actions.
- Fixed: After building or upgrading a structure the UI didn't reset itself to prevent infinite building exploit
- Fixed: Will not show tickets to a side with zero players.
shay_gman  [developer] Nov 19, 2017 @ 5:14am 
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.
shay_gman  [developer] Nov 3, 2018 @ 8:18am 
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
shay_gman  [developer] Dec 10, 2018 @ 8:20am 
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
shay_gman  [developer] Dec 24, 2018 @ 3:04pm 
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
shay_gman  [developer] Jun 12, 2019 @ 1:24pm 
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
shay_gman  [developer] Apr 17, 2020 @ 3:06pm 
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
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