//Tutorials for everything //Add undercover script? Change log r15: - ACE compatibility - 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. Open Arma 3 and load the MCC mod. (Tick the box next to it, or press load mod when it says 'MCC Sandbox was installed') 4. Start the game and go to Multiplayer, Host server (Dont worry, you wont have to Port Forward or anything), pick a map and choose the MCC Template.
MCC Sandbox - The Mod
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.
this setvariable ['names',['shay_gman','Spirit']];
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/3370...m-4-5-meg?da=y
Download Link:
https://www.dropbox.com/s/kar8h9e4dm...cc_sandbox.rar - Dropbox mirror
http://www.armaholic.com/page.php?id=15546&a=dl -Armaholic Mirror
Some Media:
Tutorial video links:
http://www.youtube.com/watch?v=ZSefB...layer_embedded - Tutorial by Zdiddy
http://www.youtube.com/watch?v=M4YT_kSW94Y - Tutorial part 1
http://www.youtube.com/watch?v=xXK6D...eature=related - Tutorial part 2
http://www.youtube.com/watch?v=fcMGY...eature=related - Tutorial part 3
http://www.youtube.com/watch?v=BZ07F...eature=related - Tutorial part 4
http://www.youtube.com/watch?v=cEVa-...eature=related - IED module tutorial
Arma 3 Mcc Tutorial Youtube
http://www.youtube.com/watch?v=_o14Q...eature=related - Constuction module tutorialhttp://www.youtube.com/watch?v=0N_e5Fo0K7U - High Command tutorial
http://www.youtube.com/watch?v=4O_60deeD8o - Some features
http://www.youtube.com/watch?v=zELyb...eature=related - Som more features
Old MCC mission thread: http://forums.bistudio.com/showthrea...&highlight=mcc
change log:
Spoiler:
MCC mod r.10 change log:
Group Generator:
- Mission maker stuck on Group's Generator screen sometimes.
- Markers are no longer visible for others then the mission maker.
HALO & Paratroop:
- Players will no longer stuck on parachuting animation once on the ground.
- Player will no longer take damage on SF HALO once teleported to the plane.
Artillery:
- Added to Mission maker console DPICM and Laser guided bombs.
- Fixed Bon artillery from MCC handheld console wasn't working on dedicated servers.
Convoy:
- Fixed spawning convoy with an HVT wasn't working.
- Optimized the convoy script to have much higher success rate.
ULB:
- Fixed spawning Hellfire AH-64 instead of the Sidewinders version.
General:
- Fixed the error appear once a zone was created or updated in any other menu then the first.
MCC mod r.9 change log:
- Fixed concoy won't shoot
- Convoy behavior changed, less failure chance
- Added: support for RH M4 weapons in silencer script
MCC mod r.8 change log:
- Fixed Evac not landing on smoke
- Fixed Evac not returning to LHD
- Fixed Evac will land on the LHD start position and not in the middle of the runway
- Added: LHD elevator inspired by Charles Darwin
- Added: LHD start position for players
- Added: LHD markers when spawned
- Added: Rotate zone - By Ollem
- Added: Patrol zones - By Ollem - AI will patrol randomly between the WP in this zone
- Added: Respawn zones - By Ollem - AI will keep respawning in the zone after they have died constatly or for limted times
- Removed: LHD teleport to sea level and back, use the eleveator to get down to the sea level.
MCC mod r.7 change log:
- Fixed CAS plane tend to stay after the CAS mission
- Garrison - force units to stand up in the buildings.
- Enabled ACE AI wounds.
- Added IED can be detonated by ACE C4, satchel charge or M109 Anti-material rife.
- Added Waypoints and group generator.
- Added unit managment para jump or HALO based on the idea of realistic paradrop by DAP.
- Added placing the MCC access module will disable access to MCC for all players but: Admins, unit synced and player's name list.
- Added MCC Console (classname MCC_Console) buy picking this item the player will have limit access to CAS,Airdrops, Evac chopper, artillery and UAV - all depends on the mission maker will.
Updated the PDF manual.
- Added silencer script for BAF/UKF weapons
Updated Manual.
MCC mod r.6 change log:
- Fixed CAS plane tend to stay after the CAS mission
- Garrison - force units to stand up in the buildings.
- Enabled ACE AI wounds.
- Added IED can be detonated by ACE C4, satchel charge or M109 Anti-material rife.
- Added Waypoints and group generator.
- Added unit managment para jump or HALO based on the idea of realistic paradrop by DAP.
- Added placing the MCC access module will disable access to MCC for all players but: Admins, unit synced and player's name list.
- Added MCC Console (classname MCC_Console) buy picking this item the player will have limit access to CAS,Airdrops, Evac chopper, artillery and UAV - all depends on the mission maker will.
Updated the PDF manual.
- Added silencer script for BAF/UKF weapons
MCC mod r.6 change log:
-Fixed saving
-Added evac option for free landing (AI will land on empty space next to the LZ)
-Added evac smoke landing. Mark your LZ with smoke for precise landing.
MCC mod r.3 change log:
CAS:
-Fixed ACE cas wasn't working.
-Added Helicopters as CAS.
-A-10 gun run stoped working, replaced with Seek And Destroy command. The aircraft will engage any hostile unit for a short period of time
before exfiling.
-Aircraft crew are now reltive to the vehicle and not civilians.
-Each CAS will spawn two aircraft in formation instead of one (thought it will be more realistic).
-New UI for calling CAS. Drag and hold left mouse button across the map to paint the CAS area and approach.
IED:
-Fix disabling IED to work with or without ACE.
- Disabling IED will disable vehicles and also cause infantry to black out
Unit Managment Fixed Wing Transpot:
-Made the transaction to HALO jump or regular jump more smooth.
EASA:
-Added ACE EASA to the 3D editor.
Modules:
-Added game logic 'mcc SF' syncronize unit to it to add the 'attach/detach weapon's silencer' action to the synced units.
-Added game logic 'mcc UC' syncronize unit to it to mark the synced units as undercover agents.
----------- 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
Arma 3 Mcc Tutorial Free
- 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..)
Arma 3 Mcc 4 Tutorial
- 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
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