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Thread: MCC Sandbox - The Mod

  1. #1

    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
    http://www.youtube.com/watch?v=_o14Q...eature=related - Constuction module tutorial
    http://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:


    ----------- 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
    - 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..)
    - 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
    Last edited by shay_gman; Feb 23 2013 at 14:11.

  2. #2
    Oh, this is WAY too cool! You just made ALL of my mission-making (read- fussing about in the editor) a LOT easier! Good on you!

    However, I have one concern- You don't seem to have added the kitchen sink. Considering the wide range of porcelain and plumbing-based functionalities it adds, this is an outright travesty.
    /badjokes

    But, yeah. Soon as I can, I'll give this a go. Day = Made.

  3. #3
    Why go the addon route?

    Why not keep both mission and addon version?

  4. #4

  5. #5
    First Lieutenant Kremator's Avatar
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    Removed F2 and ACE dependency
    SUPERB ! Thanks guys ! .... gonna get this NOW. Hopefully I'll be a total MCC convert now and won't have to rely on VTS. Keep up the good work!

    Edit: You'll have to put the files into an 'addons' subfolder within the mod (for those that don't know how to make addons work)
    Last edited by Kremator; Nov 7 2011 at 21:07.

  6. #6
    Yeh removing those dependancies is a good move.

    I was quite taken with what you accomplished with previous versions and look forward to giving this a spin later, thanks.
    Spoiler:


  7. #7
    Great News, cant wait to test it.

    I have only one question.

    In the script version there was a bug which set an hijaked ki to player, even after returning back to player unit the hijaked ki was listed as player, so an second hijak of this unit was impossible.
    Did you get fixed that?

    greetings

  8. #8
    Gunnery Sergeant shay_gman's Avatar
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    Author of the Thread
    Quote Originally Posted by Lonestar View Post
    Why go the addon route?

    Why not keep both mission and addon version?
    I myself had some serious thought about it. I decided to convert it into an addon because:
    1. The procedure to add addons and keep them up to date is simplified (thanks BIS and Sickboy) you can now use addon and keep them up to date more easily.
    2. Some players and especially communities like to make their own unit structures and gear layout MCC as a mission forced them to use my unit structure and gear layouts. So now they can make their own tamplate (F2 or not) and still have MCC in it.
    3. Those that use MCC as a framework for 2D editor missions. Will have much easier life now, they won't need to merge files anymore as MCC will work for them in any mission.
    4. This will also save time for those who use MCC as a strain test tool.

    The mission version will still be supported but the addon is one step forward.

    Quote Originally Posted by Donny View Post
    Great News, cant wait to test it.

    I have only one question.

    In the script version there was a bug which set an hijaked ki to player, even after returning back to player unit the hijaked ki was listed as player, so an second hijak of this unit was impossible.
    Did you get fixed that?

    greetings
    Mmm I think it still there, I don't know if that can be fixed and I would gladly take any advice regarding it. As I disclaimed before: "Hijack option is not native to MP environment and may cause some to allot bugs and strange behavior, use with caution"

  9. #9
    There is also the problem of some Air Dropped ammo boxes never making it to the ground with betas, only without does it work, which i find odd, and with the -massive- list of -major- improvements, it's really hard to justify playing without the betas atm.

  10. #10
    Thx for the good works mates.

    I m wondering about using this version (the MOD version) on a dedicated server.

    Still have access DENIED when i try to build a unit.

    Of course i m the only player in the map and logged in as ADMIN

    I can only make and update some zone. All others features return "ACCES DENIED"

    Any idea ?

    UPDATE : Finding a solution : pressLOGIN button before create a zone... Works great... well done !
    Last edited by GToF; Nov 8 2011 at 15:22.

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