Author: shay_gman
Author Website:

Requirements: No addons required

Version: r25
Signed: Yes, serverkey included

Short description: MCC Sandbox 3 is a dynamic mission creating tool for Arma 3 (SP/MP)

Date: 2018-01-03 08:43

Comments: (77)


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!

To install the Mission Control Center Sandbox 4 you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.

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: Mission won/failed buttons required the player to create a task first.
Undercover Module
Fixed - Module didn't work.
Added - Text messages regarding the player is spotted or acting suspicious replaced by visual and sound effects.
Added - AI memory, AI that spotted the players before will more likely to spot them again even if they didn't do anything suspicious.
Added- You can now hide weapons exc in backpack and vests as long as you don't hold them in you hand or get to close to enemy AI you should be safe.
Role Selection
Added = Support ACE - will gain XP when using ACE and Role Selection
Changed - XP gained while using a vehicle will distributed to all vehicle's crew
Fixed - No XP gain when kill message was off
Fixed - Can't equip binoculars
Fixed - BAF medics didn't have MCC FAIK
Medical System
Added: Used bandages models after bandaging a unit
Added: Used injector model after using Epipen
Added: Used IV Bag after using IV bag
Added: Medical garbage after using Doctor Bag
Added: Curator and 3den module to set AI unconscious, one can disable the units bleeding while uncoscious or force uncosciout even after treatment for MEDEVAC missions.
Changed: Renamed MCC first Aid Kit to Doctor Bag and gave it a new model
Changed: Renamed MCC Saline bag to IV Bag and gave it a new model
Changed: Injured civilians will show on the medic HUD
Changed: Reduced MCC medical equipment weight
Fixed: Can't unload wounded troop from a vehicle
Fixed: Release action still shown after releasing a wounded unit
Added: Magazine's repack - under "self interaction >> equipment" repacks partly loaded magazines in the playr's inventory

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.

Ambient Civilians module - add an option that civilians will always be friendly enhancement
Disable MCC edit change control from CTRL enhancement
Cover system is always enabled bug
Campaign init module isn't initializing bug
Custom factions make mission generator to hang bug
Fix pylons locality bug
Fix Version number on GUI bug

Change log r22.1
Fixed: MCC breaks animation

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 -
- 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_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

- 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.

- 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.

-= 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 -
-= 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 -
-= UI =-
- Updated: HUD/UI module Wiki including the Hit Radar and the Tickets HUD -
- 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
- 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.

- Renamed all MCC items with (MCC) at the begging so you can easily find or disregard them.
- Fixed: MCC console didn't open with hotkey or action menu.
- Fixed: Tracked units don't show up in MCC.
- Fixed: Mismatch sides while spawning using MCC 3d editor.
- Fixed: Ambient fire if error.

-= 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.

UI Module:
- Added: UI Module can enable/disable any of the below features:
- Camera control: Force 1st person camera always or just outside of a vehicle New WIKI page - http://mccsandbox.wi...enotify=created.
- Compass: In game compass and squad members overlay.
- Name tags: Show friendly units name/role/rank and vehicle information such as driver,commander, gunner and empty positions left.
- Squad Markers: Show friendly squad markers on the map. Only MCC squads from the role selection or Squad dialog.
- Squad Members Markers: Show squad members markers on the map.
- Suppression: Client side only Suppression effects, blur and camera shake depends on the angle of fire, the caliber and more.
- Changed: Name tags, group markers moved to the inGame UI settings module
- Added: Units that are not in your squad will show in blue while name tags is on.
- Added: Units markers (mission settings module) Show units markers on the map for all players while playing in a squad from the Squad Dialog

Role Selection:
- Changed: Removed inidbi2 dependency- persistent data will be saved to the server profile using BI profile name space - I still recommend using IniDB2 as it more robust.
- Changed: Moved to inidbi2 - local db files for each mission - http://mccsandbox.wi..._role_selection
- Changed: Total reworked the Role Selection UI and functionality load-outs are not inherent from config files to be - http://mccsandbox.wi..._role_selection
- Added: Resupply option from FOB.
- Added: Resupply will resupply grenade launcher rounds.
- Added: Ability to build sand bags around FOB - Squad leader - doesn't need resources but there is a limit to 14 sandbags per FOB

Mobile Respawn
- Added: Support for mobile respawn. Make any vehicle a mobile respawn by adding the presets from MCC 3d editor or Zeus. While mobile vehicle is alive you can spawn inside it if it holds enough space, outside of it if it don't and parachute out of it if its flying.

- Added: Can place constructions in height such as HMG on balcony exc.
- Added: Can build fortifications around FOB/Start location

Interaction Menu:
- Added: From MCC interaction mount/dismount weapons attachments with the proper animations doing so.
- Added: Switch VON radio channels from the self interaction menu.
- Added: You can place IED and mines on walls using MCC actions keys.
- Changed: Total reworked Interaction layout from list to a rose dial menu.

Ambient Civilians Module
- Added: civilians relations variable added to the module. The civilians relation variable will determine how the ambient civilians will act near players starting form positive behavior to bad behavior to extreme behavior where the civilian population will start to form militias to fight the players initializing suicide bombers and IEDs.
In the campaign killing civilians and failing objectives will decrease the player relation with them while while completing objectives will increase. WIKI -

Medical System:
- Reworked unconscious state, new animation and effects and you now have access to the esc menu and can still order AI.
- AI will revive downed AI or players.

Commander Console:
- Changed: Completely reworked Commander Console UI.

- added: Apex VTOL planes will now replace the default helicopters in Parachute, HALO or Drop Pods insertions.
- added: Tanoa templates: Campaign, pvp, Rgular

Persistent Data Base:
- Added: MCC now support inidbi2 and stopped supporting inidbi 1.
- Added: MCC now have a persistent DB saving option from the save/load menu in MCC. Turn it on in your mission and MCC will save all players positions, gear, stats (health,calories, water - if used), resources, valor, RTS elements such as base buildings exc. If there is already saved data on the server MCC will load it and will continue saving. Have fun in your campaigns - Requires iniDBi 2.
- Added: Clear persistent data from players/missions.
- Added: MCC_fnc_savePlayer, MCC_fnc_saveServer, MCC_fnc_loadPlayer, MCC_fnc_loadServer functions with description for mission maker to use in their missions.

Survival Mode:
- Added: persistent survival mod. While running inidbi2 on the server MCC will save the players gear, xp, valor, health water, food, location exc every time they join the game.
- Added: Can enable survival mod without allowing player to search for loot - if you want to add some thirst and hunger element without turning it into a Dayz. Enable it from the mission setting module or missionNamesSpace variable ["MCC_surviveModAllowSearch",false]
- Fixed: Stuck when enabling Survival mod from module.

- Added: RTS WIKIA for players -
- Added: RTS WIKIA for developers - http://mccsandbox.wi...iki/RTS_editing
- Added: Players can buy units from barracks/sleeping areas using valor and add them to their squad even if not the actual commanders.
- Added: Vehicle Kiosk will show vehicle by faction by default - can be changed to side by setting global variable (MCC_vehicleKioskBySide = true); - http://mccsandbox.wi...i/Vehicle_kiosk
- Changed: In RTS commander can purchase vehicles from kiosk using resources while players can purchase it using valor points.

New Game Mods:
- Added: Advance And Secure (AAS) module - turns sectors to be captured in a specific linear order like in Project Reality AAS.
- Added: 2 template PvP AAS missions and a WIKI on how to create more:

MCC Campaign:
- Added: Altis campaign template mission, mix between RTS and FPS on altis but you can create it where ever you want to: http://mccsandbox.wi...m/wiki/Campaign
- Added: Campaign templates to all the big maps including CUP - needs CUP maps, weapons and vehicles.
- Added: The campaign module now categorized the island and divide it into zones.
- Added: Campaign progress and buildings will be saved when using inidbi2 on the server.
- Enemy side will attack the players base randomly
- Added: mission rotation - The random chance to get a recon mission - which isn't near the starting base and behind enemy lines.

Mission Wizard:
- Pick Intel and rescue HVT missions now supports new BIS hold action.
- Missions tasks will be available to all sides except the enemy sides.
- Spawned artillery will roughly marked on map.
- IED & armed civilians will be hostile to all sides except the enemy sides and not just to the player side.
- No longer spawn units without primary weapons such as rangemasters for bluefor.

VON Radio System
- Added: Using the new BI VON commands players will be restricted from not-allowed channels rather then killed when using them.

MCC CAS/Airdrops
- Added: Cruise missile manually control the missile while guiding it to his target - can be given to the side commander for him to use it as an asset the commander tab.
- Added: UAV run - allow commanders to call UAV that will mark enemy units around him in a radius defined with MCC_uavdetectRange = 500 put MCC_uavdetectRange = 0; for no detection - can be given to the side commander for him to use it as an asset the commander tab.
- Added: AC-130 - can be given to the side commander for him to use it as an asset the commander tab.

- Added: MCC will initiate all factions once. Drastically reduce the waiting time when switching factions in MCC.
- Added: Reinforcement helicopters will be faction related.
- Added: Respawn on Squad Leader from MCC respawn screen. If enabled with "MCC_respawnOnGroupLeader" or in the MCC settings module
- Added: Module to create zones from the editor - just sync triggers to the module and they will be zones.
- Added: Breach locked door by shooting on them use custom ammo such as shotgun slug (RHS or Prpl by default) as defined with MCC_breacingAmmo example: MCC_breacingAmmo = ["prpl_8Rnd_12Gauge_Slug","prpl_6Rnd_12Gauge_Slug","rhsusf_8Rnd_Slug","rhsusf_5Rnd_Slug"];
- Added: Start Location modules spawn options (none/teleport/halo/para drop) for each individual spawn point.
- Added: MCC jukebox will read music and sounds from the mission cfg - description file.
- Added: 3D markers when spotting enemies.
- Added: MCC ammoboxes can be placed from MCC self interaction.
- Changed: Players spawns on Squad Leaders Rally Point will be paradrop and not simply teleported.
- Changed: Medic system reworked to work with the new protection system.
- Changed: Supply dropping an autonomous vehicle will drop it with crew
- Fixed: Atmosphere module.
- Fixed: Error regarding BI fnc sortBy spamming the log file.
- Fixed: Mission Wizard save hostage mission can be ended on respawn_west/east/guerilla marker.
- Fixed: Self interaction kept working even when disabled when CBA is on.
- Fixed: Can't login to MCC after the latest patch.
- Fixed: Medical system was broken (players died instantly instead of falling unconscious) and added a new WIKI page - http://mccsandbox.wi...i/MeidcalSystem
- Fixed: Pressing the delete button while opening MCC delete the last selected group/unit.
- Fixed: Fast rope didn't worked well on MP.
- Fixed: Losing Zeus after re-spawn.
- Fixed: Zeus editing unit/object didn't work after update.
- Fixed: ILS module error when no rings selected
- Fixed: Restricted ambient civilians module didn't work on dedicated
- Fixed: Logistic dialogs for helicopters won't show crates that the helicopter can't sling-load.
- Fixed: Convoy not working.
- Fixed: Convoy spawn too many cargo units.
- Fixed: Mini game IED can be disarmed again even after disarming
- Fixed: RPT errors regarding ; at the end of file
- Fixed: MCC_make_array_group error on server.
- Fixed: Disabling MCC logistics will also disable the ability to command building from the SQL PDA

-= New IED Mini Game =-
- Added: Mini-game IED disarm, as shown in "keep talking and nobody explodes" game. Http://
-= New Sectors Modules =-
- Added: Resources capture zones.
-= New Survival system =-
- Added: Survival system.
-= Reworked Fame System =-
- Added: Fame system for purchasing vehicles from kiosks (RTS). Players need to gain enough fame to be able to take global resources to buy vehicles. Commander can still spawn as many vehicle as he want to without the need to gain fame.
- Added: Vault items will be persistent from mission to mission (if iniDB is running on the server) .
- Changed: Fame system, player gain fame by depositing materials, weapons and magazines in the vault when survival mod is and from killing enemies, leading, healing exc.
- Changed: The vault (shared box) will only be available when survival mod is on
- Fixed: MCC survival option "Search" enabled on ACE even when survival mode disabled.
- Fixed: Popup error when opening the shared HQ box - vault.
-= VON Radio System =-
- Reduce overlay sounds.
- Side channel is enabled for side commanders only.
- Microphone abusing ends in kicking the player not killing him.
-= Misc =-
- Added: Can use MCC interaction while ACE is on - just don't forget to bind it to another key.
- Added: New Module: vehicle respawn - apparently BI module doesn't really work.
- Added: No ambient spawn module - prevent ambient AI units spawn to spawn around the module in a specific radius.
- Added: Snow weather effect to MCC atmospheres.
- Added: MCC ammo boxes, medic boxes, supply crates & pods (logistics) to Zeus.
- Added: MCC items (medic survival exc) add to BI arsenal.
- Added: Can attach chemlights and IR strobes using MCC self interaction.
- Added: MCC survival will work without iniDBI mod but items will not be persistent between missions or server restart.
- Added: Easy to configure survival loot place holders objects and items spawn chance and amount in them via missions config files.
- Changed: MCC Mission Generator - disable IED mission will use the disarm minigame and changed the IED type to the military device.
- Changed: ILS Available to all air vehicles.
- Changed: When placing IEDs MCC will not close the 3d editor so you can place multiple IEDs.
- Changed: Mild hijacked unit's blur effect.
- Fixed: Players move to spectator on JIP - Thanks BrightCandle
- Fixed: Not enough AI spawns in buildings in CQB missions generated by the Mission Generator.
- Fixed: GAIA doesn't recognize mod vehicles such as RHS helicopters
- Fixed: Double click WP in the commander console didn't work
- Fixed: Quick weapon (Shift +1 .... Shift + 4) select always on
- Fixed: While playing with CBA you'll no longer see the change MCC keys - thanks to Sargken.
- Fixed: After a campaign mission has been finished MCC will not delete manned players' vehicles or FOBs.
- Fixed: Starting with default gear after respawn when Role Selection is on.
- Fixed: Teleporting boats on water teleported the vehicle to map corner.
- Fixed: Lock/unlock door typo

- Fixed: Convoy didn't worked on dedicated server.
- Fixed - MCC ammobox items didn't show up on ACE.
- Fixed - Resource module's names vice versa.
- Fixed - Limiting the number of kits per squad didn't worked in Role Selection

r16 hotfix:
- Added: In RTS mode the commander can take first person control over it's units.
- Added: Undercover Agents module (2D or Zeus) covert units into undercover agents , wiki will come soon. You can holster a handgun and get close to enemy units without raising suspicious. Getting to close to an enemy, crouching, proning, running around or drawing your handgun will blow your cover.
- Fixed: login hang bug.
- Fixed: MCC Zeus's modules worked globaly.
- Fixed: MCC Zeus module duplicated on all clients.
- Fixed: Unable to use parachute while role selection on.
- Fixed: Armed civilian error spamming the RPT.

- 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.
- 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
- 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.
- 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
- 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.
- 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.
- 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

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Tags: Dynamic,   Mcc,   Mission Creating