Author: Shay_gman, Spirit and Psycho
Author Website:

Requirements: No addons required

Version: r13 hotfix
Signed: Yes, serverkey included

Short description: MCC Sandbox 3 is a dynamic mission creating tool for Arma 3 (SP/MP)
Date: 2015-03-25 22:04
Submitted by: shay_gman

Comments: (67)


Mission Control Center Sandbox 4

Shay_gman, Spirit and Psycho

We are proud to present you the new version of MCC called MCC Sandbox 4 (beta). MCC Sandbox 4 holds a compete new GUI and complete new AI system GAIA.
Since we did not want to hold the release for video's, large words files and professional art, here you have it. So stay tuned this week for detailed information on how to get the most out of this release! (video instruction).

    Highlights and need to knows:
  • Complete new GUI that gives full control to the mission maker from a map perspective.
  • Open 3D Editor by ALT-mouse click.
  • Units controlled by GAIA (new AI) show up with a G in their name on the map.
  • Send any non GAIA controlled group to GAIA by just clicking 'GIVE TO GAIA'. The group will now be controlled by GAIA in the given zone (left of button) and behavior (left of button).
  • Multiple group select and manual waypoints. (manual waypoints cancel GAIA).
  • Spice up your existing missions with fully AI controlled mortar, artillery, CAS and air patrols.
  • Notice aggressive attacks from AI that prevent you from lazy 'Duck shooting' sessions.
  • See what the AI does (GAIA) as it generates waypoints, that you can update and cancel whenever you like.
  • GAIA get's her target information from any unit on the map, including not under GAIA control. (so even players on the same side of GAIA).
  • GAIA can play against GAIA. Each side can be run completely seperate.
  • GAIA can be used seperate from MCC (as long as you have the addon) in your exisiting missions (video on how to will be there next couple of days)
  • More......
About GAIA in MCC:
GAIA stands for Greater Artificial Intelligence. Ever since I typed my first 2 lines of MCC code it has been going through my mind. What if the AI did…? Why isn’t this….? …..These and a zillion other questions have haunted me for too long. GAIA is my answer to most of these questions. So, now you know my personal motivation, let’s move on to the system itself. This document tries to focus on the intent of GAIA and the design decisions that have been made. I won't try to explain how all of the code works, but after reading this document you should have a clear understanding of what GAIA stands for, what choices she makes and how she operates.

GAIA can best be seen as a higher level lead organization that is tasked to make all groups work towards (a) common goal(s). GAIA does not improve and tries not to influence the behavior at group level.
So what is it that GAIA wants? The main goal of GAIA is to defend territory.

To do that she makes sure that:
• All assets are used intelligently. Know your units, what can they do, what are their weaknesses.
• Responses to threat are in proportion. Do not send more troops then needed, but also make sure it is enough to deal with the opposing threat.
• Understand the priorities. The closer a threat is to the center of the territory (zone), the higher the priority.

In future versions of GAIA goals will be expanded and might even grow to fully commanding offensive battles.

More about GAIA in MCC and how to use it:

You'll get:
  • 3D editor – You can place units and object in 3D save them, load them, add some unique presets for them.
  • Group generator – You can create any custom made group you'll like and place on the battlefield, plus you can control any MCC's placed or preplaced AI group and give it new waypoints and behaviors.
  • Box Generator – Spawn a box with any items, weapons etc. you'd like.
  • Set time and weather – Change the mission set and atmosphere.
  • Client setting – Client's can adjust view distance and grass density to save some CPU load.
  • MCC Zones – Everything in MCC is connected to zones AI will patrol zones, attack, lay ambushes, garrison buildings and more.
  • Benchmark tools and Debug tools – Check local, server and HC server FPS, open BIS debug console send some code online using the command line.
  • Close Air Support – Call for many different types of CAS from gun-runs, rockets runs, AT attack, AA attack etc.
  • Artillery support – Call for even many more artillery support as DPICM, HE, flares smoke etc.
  • MCC Console – Let a player control support aspects as UAV, Evac, artillery and even AC-130.
  • IED – Place IEDs that are only detonated by spotters or pressyre plates. Place ambush groups link it to an IED or link IED together to create a daisy chain effect. Define if an IED radio trigger can be scrambled by specific vehicles.
  • Armed Civilans – Place arme civilans that will suprise the players as the approch and open fire. The players can neutralize and even capture the armed civilians.
  • Suicide Bombers – Place Suicide bombers that will chase the players and explode once they get near.
  • Convoy Generator – Create custom AI convoy that will keep in formation and even spawn with HVT inside.
  • Unit Managment – Manage any units on the battlefield. Hijack and play as any AI, teleport the AI, make them do a HALO jump and more.
  • Custom AI Behavior – AI will fortify in buildings, place mines, throw smoke grenades, use empty vehicles, supress with automatic rifles, flank and much more.
  • IED, Minefields, Armed Civilians and Suicide Bombers – Diverse you battlefield with advanced IED module, place an IED connect it to a spotter or make it proximity mine. Determine the time it will take disarm it, how far unit should be close to it to get it off, what kind of damage will it make, do we want to kill the players, scare them or wound them?
  • MCC is a tool build for MP and dedicated servers, any thing you'll do will be done on the remote server or on the Headless Client and not locally on the player client.
  • That way this tool can support lots of players and abuse as it doesn't strain the client.
  • You can restrict MCC to admin only, players or roles.
  • MCC supports BIS Headless Client.
  • As mentioned above, its a Beta. We realize the product is not perfect, but with your help we will make it perfect. So dont be shy!

Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:/Program Files/Steam/Steamapps/Common/ArmA 3/
64-Bit - C:/Program Files (x86)/Steam/Steamapps/Common/ArmA 3/
After extraction it should look like this:
Steam/Steamapps/Common/ArmA 3/@your_mod_folder_name

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name\
mydocuments\Arma3 Alpha\@your_mod_folder_name\
mydocuments\Arma3 Alpha\@your_mod_folder_name\

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:

You can also use -nosplash to get rid of the splash art and intro videos.

And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.

Included files:

More about GAIA in MCC and how to use it:

You can find an old (MCC 2) PDF manual here: Mission Control Center Sandbox 3 manual or inside the installation folder.

Download Link - MP Mission version - Stratis:

Download Link - MP Mission version - Altis:

Download Link - Template mission:

Media: has its own Youtube channel where we will cover the Community made releases.
Subscribe to the Youtube channel

Make Arma Not War:
If you like our work, please support us in the contest!
Vote for us:
- MakeArmaNotWar
- MakeArmaNotWar.

Steam Workshop:
- Subscribe

Credits & Thanks:
Spoor for all his testing work! (
Psycho (for previous and future video, images etc)
The guys from Armaseries. (
3CB for listening to my never ending talks that really help me understand my burning idea's.(
Apollo (3CB) for correcting our English errors. (In pdf documents, because i think he will eat his personal suitcase only by reading our lines above )
Evrik (3CB) for listening, talking and inventing the name of GAIA
All the modders out there on the forums! Without all that practical help the whole thing would have been way slower.

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

- 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
- 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.
- 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.
- 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.

r12 - hotfix.
- Fixed the MCC VON sounds always on.
- Fixed the teleport to start location get stuck inside the start location building.

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.
- 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

Forum topic:
- BI forums

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Tags: Dynamic,   Mcc,   Mission Creating