Author: Shay_gman, Spirit & Psycho
Author Website:

Requirements: No addons required

Version: r7
Signed: Yes, serverkey included

Short description: MCC Sandbox 3 is a dynamic mission creating tool for Arma 3 (SP/MP)
Date: 2014-06-30 07:26
Submitted by: shay_gman

Comments: (33)


Mission Control Center Sandbox 4

Shay_gman, Spirit & 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

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.

- Fixed: AI loaded from profile always facing north.
- Fixed: Cargo menu in Zeus glitched when monitor ratio is 5:4.
- Fixed: Missing Role Selection button.
- Tweaked: MCC UI and 3D to icrease performance.
- Added: Object oriented save for MCC's briefings so you can load them when saving to SQM.
- Added: Mission Generator briefings will be added to map's briefings and will be saved.

- Added: Change object name, Init line and MCC's init presets are now availabe in Zeus when editing a unit.
- Added: Save to SQM will save Zeus or MCC Mission Wizard objectives (the zeus sector and attack defends objectives not included).
- Changed: Traps, IED, suicide bombers, armed civilians and ambushes will be under Zeus control and can be edited and moved and saved/loaded after they have been edited.
- Added: Set MCC keys from the login menu - for players who are not the mission maker.
- Added: Two more levels of terrain detail (grass).
- Added: Terrain detail and view distance preferences will be saved to user profile automatically.
Mission Wizard:
- Added: Mission Wizard presets will be saved to profile name.
- Added: Mission Wizards will completely save including objectives reinforcment exc, objectives can be edited by Zeus in game.
- Added: You can now select the civilians faction in Mission Wizard.
- Added: Animal spawning in Mission Wizard.
- Changed: MCC Mission Wizard objectives added: "Destroy Vehicle","Destroy AA", "Destroy Artillery", "Destroy Weapon Cahce", "Destroy Fuel Depot", "Destroy Radar/Radio",
- Changed: Zones can be loaded changed and re-saved again and again.
- Changed: By default MCC keys will be:
- Open MCC: Ctrl + Delete
- Open MCC Console: Ctrl + End
- Teleport 2 Team: Alt + T
- Changed: Presets are defined by object type.
- Added: Armed civilians will patrol the area and be much more aggressive also they now have SMG.
- Added: 3D editor preset - "Add Cargo Units" will populate the vehicle cargo with units from the vehicle's faction.
Bug Fix:
- Fixed: Remove some of the load in 3D editor to save CPU.
- Fixed: MCC will not show group's markers while they are in another group's vehicle (so you can set troops unload).
- Fixed: Failing the mission if enabling roles.
- Fixed: Groups respawn after loading a mission.
- Fixed: Zeus respawn template makes AI hostile to player.
- Fixed: Supply drop for ammoboxes was buggy.
- Fixed: Karts and karts drivers spawns in garrison and mission wizard.
- Fixed: Cargo system didn't actually clear the box cargo when "Clear" pressed.
- Fixed: Hidden IED auto reveal for the mission maker side.

- Fixed: MCC key bindings moved to MCC mission's settings so it can be binded from in game to profile and not hard coded.

- Added: Button: "Save MCC(SQM)" will save MCC/Zeus only missions' objects to SQM - will only save the new placed objects.
- Added: Reworked MCC save now will save all objects/units placesd with MCC or Zeus including waypoints, GAIA behavior, GAIA cashing status and disregard units that has been deleted. First step to persistence.
- Added: Save to SQM will save gaia behavior, cacheing and respawn.
- Added: Disable global MCC messages in missions settings.
- Update: 500m increment to viewdistance setting
- Update: improved check if zone exists before spawning AI units.
- Update: Added VAS again with some safty changes so it won't override missions already using VAS.
- Fixed: When someone else taking control over MCC and trying to access Zeus he gets a black screen.
- Fixed: Added delay for laser target bombs.
- Fixed: After loading a mission from MCC creating a new zone will start from 1 again.
- Fixed: After HALO jump backpack on pelvis was not removed.
- Fixed: Player were not assigned to Zeus in dedicated servers.
- Fixed: Save to SQM didn't saved WP type.
- Fixed: After respawning will not loose zues.
- Fixed: Error garrison group spawn for "AAF (GUE)" faction
- Fixed: Floating rocks issue.
- Fixed: Could not take control of same side UAV/UGV with MCC handheld console unless mission maker allowed it.
- Added: Save Zeus Objectives (persistence - will save the task status when pressed saved) .
- Added: Save Zeus modules: Animals, Chem Lights, Effects, Environment, Objectives, Respawn, Scenario Name, Smoke Shells.
- Added: Respawns. It can now be set on GAIA groups (caching friendly) the group will respawn for number of times after all it's group members has been killed. (group setVariable ["MCC_GAIA_RESPAWN", <nr of respawns>]
Delete Brush:
- Fixed: Delete "markers" won't delete MCC Zone's markers.
- Update: Delete "all" won't delete markers.
Cargo (Box Gen)
- Update: Will not automatically clear all the cargo in the vehicle/Ammo box.
- Fixed: Scroll bars were buggy.
- Added: "Are you sure?" dialogs to mission's end buttons.
- Added: Open or close MCC with the Custom user "action key 2".
- Added: Open or close MCC handheld console with the Custom user "action key 3".
- Added: Towns names and map markers in 3D editor.
- Fixed: 3D icons size will be depending on the distance from the camera.
- Added: new ModuleCAS_F to MCC's CAS - means 3 new CAS (the Zeus one).
- Added: 1st person spectator support (including 'auto combat focus')
- Added: set spectator focus to last selected group on MCC map (so after selecting icon, open spectator will focus on the group leader)
- Fixed: spectator log file error messages
- Added: In Unit Managment realistic paradrop (runing up the ramp exc).
- Updated: 3D editor smooth place smoothen by half and fixed the 3D placment.
- Fixed: Mission version and template missions revive for JIP.

Forum topic:
- BI forums

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Tags: Dynamic,   Mcc,   Mission Creating