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MCC_changelog.txt
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MCC_changelog.txt
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Changelog R31:
- Added Load to cargo module to 3den: load objects to vehicles using ACE or MCC cargo system.
- Added: MCC logistics to helicopters and planes, can now loda vehicles and objects to them.
- Added: Automatically spawn parachute when unloading objects using helicopters or planes.
Fixed - Ambient Civilians module: Civilians spawn infron of players
Fixed - Advance and secure resistance faction didn't bleed tickets on death
Fixed - UAV icon always shown on map
Fixed - Name tags shown when using MCC medical HUD
Changed Zeus:
Object editing:
- Added change unit behavior
- Added Edit unit names
- Added vehicles's turn lights on/off
- Added vehicles's turn engine on/off
- Added BI Garage to vehicles - customized components and colors.
- Added Unload ACE or MCC cargo from vehicles and objects.
- Reworked - Payload interface, change aircragt pylons and armaments.
Modules:
- Reworked icons, description and categories.
- Added Load to cargo module to 3den: load objects to vehicles using ACE or MCC cargo system.
- Added Create Zone module to Zeus & 3den - creates MCC zone from Zeus or 3den
- Added Assign to MCC zone - assign units/groups to MCC zones from Zeus or 3den
TODO
Add to logistic parashute if dropped from the air
check name tags on server
check MW again
side channel disappear
ADD earplugs to mission templates
recon units to MW
rework rearm module
Add modules to Zeus: mission maker, evac drop point, reinforcmnet
Change the cinmeatic https://www.youtube.com/watch?v=YcrrHF6bRfg
under water objectives?
ADD surrender to AI in campaign
Changelog r30:
Change log
- Fixed: Mission Generator to a specific zone
- Fixed: Conflict with CBA addon settings and MCC modules settings caused unpredictable behavior
- Fixed: Role's icon didn't show on template missions
- Fixed: Disarming an IED didn't completed generated mission
- Added: MCC template to CUP Chernarus winter
- Added: 3 MCC campaigns to CUP Chernarus winter
- Changed: Generate mission to a zone will work much better and allows the selection of a specific zone.
Changelog r29:
- Fix: Spawning artillery was called on each client and not only on the server
- Fixed: MCC bugging warlords and high command
Changelog r28:
- Added: Mission Generator objectives will clear area of terrain objects before spawning in objectives
- Added: While using ACE a player can now use MCC action only to halt AI or quickly open doors
- Added: MCC ammo crate, fuel crate and supply crate will be shown in Zeus
- Added: Withdraw and deposite ammo/fuel/material boxes from any FOB or HQ (from the main box)
- Added: Sleep interval so modules will overwrite CBA settings if placed in a mission
- Added: MCC direct CAS - should work for all vehicles but resaults may vary depends on the addon vehicle.
- Removed: Enable role selection from CBA settings
- Changed: Clear area objective's area reduced by 50%
- Changed: The way the campaign determine if a mission is done - for more accurate results
- Fixed: MCC CAS didn't work
- Fixed: Can't generate mission to a specific zone
- Fixed: Restrict vehicles to roles was on by default
- Fixed: Campaign stops after first mission
- Fixed: MCC interaction didn't open/close door on non vanila maps
- Fixed: MCC medics healing dead bodies and not willing to heal after player respawn
- Fixed: MCC AI medics did not regroup after healing
- Fixed: Wrong class names in Mission Wizard objectives - destroy cache spawned helicopters and destroy fuel tanks spawns radio towers
- Fixed: Video probe was upside down when mirroring under a door using ACE
- Fixed: MCC interaction pop up while using ACE
- Fixed: Can't open HQ vault from ACE
- Fixed: systemchat when unit respawned
Changelog r27:
MCC now requires CBA
- Added: Full support to CBA addon settings, you can define most of MCC settings using CBA
- Added: Custom names for capture sectors in Advance and Secure module
- Changed: Survival module - spawn crates in house will now spawn weapons and survival gear on the ground and not empty boxes.
- Fix : AI stuck on move order
- Fix : Special forces helmet camera now works on group members not only on synced units.
- Fix: never ending generating mission bug
Change log r26:
Static Ships *NEW*
Added - Spawn BI Carrier, BI destroyer, BI submarine or CUP LHD from Zeus or 3den. Each ship will serve as respawn point and HQ and Mission maker can spawn vehicels on ships
Added - Ship stores, players can trade credit to purchase vehicles from ships
Added - Side commander can access the ships' fleet interface and spawn vehicles using resources
Added - static weapons to ships
Fixed - unable to change faction in the ship spawn menu
Medic system:
Added - Fully integrated AI with MCC medic system. AI will heal, bandage and revive wounded AI or players.
Weapons/Items/Gear Shops: *NEW*
Added - New weapons/items/gear shops module. Sync one ammo box to one object or unit, the content of the crate will be available to sell from the synced unit/object
Added - Persistent parameter - the shop will save persistent data so any items in the shop will be available after mission restart - player based market.
Added - Prices parameter - prices will be defined automatically by MCC depends on the item stats the mission maker can define how expensive one shop will be compared to other shops.
Vehicle rearm - air vehicles pylon change module
Added - you can now repair, refuel and rearm using the rearm module.
Vehicles Camonets *NEW*
- Added - Vehicles that supports animations source aka camo nets exc will spawn with random animations by default.
- Added - Vehicle commander can deploy animations (camo nets exc) using MCC or ACE interaction.
Advanced Logistics system *NEW*
- Added - Any object can be loaded into a vehicle if the vehicle space can handle the object mass. Can used to transport objects using vehicles
- Added - Any vehicle will come by default with spare tire or spare track
- Added - remove/install vehicle tire or track
Survival Vault:
- Changed: totally reworked the UI.
Radio System
- Changed - changed to in game sounds to make it more smooth
RTS & Campaign & Mission Wizard
- Added - while in campaign players will gain XP when finishing missions
- Added - replenishing group's unit will be paradrop and not just spawn out of thin air
- Removed - Alarms from Stealth Mission Wizard mission
- Fixed - Upgrade to advance workshop requires generator
- Fixed - In RTS barracks counted as houses
- Fixed - Evac Campaign helicopter keep crushing, changed so the commander can purchase evac helicopter instead of it respawning every day
- Fixed - can't build FOB even if it is more than 500 meters away
General
Added - Mission Wizard settings module - configure which objectives classes will be in the mission wizard by syncing the vehicles to the module.
Added - Disable MCC edit in Zeus from MCC settings
Added - Add Valor/Credit module to Zeus and Ed3n
Added - 20 meters evac helicopter flight height
Added - Armed civilians weapons can be defined in MCC settings module or by altering "MCC_armedCivilansWeapons" variable
Added - Only logged admin can enable role selection
Fixed - Commander console Artillery correction is calculated relative to the player
Fixed - Role selection didn't add XP after respawn
Fixed - Stay alive in a destroyed vehicle without able to eject when MCC medic is on
Fixed - Save MCC to profile was bugged
Fixed - Cruise missile CAS didn't work on dedicated servers
Fixed - Sling loading air drops wasn't working properly
Fixed - Helicopters spawns on the aircraft carrier explodes
Fixed - Personal ammo boxes glitch through the ground
Fixed - When uncaching or respawning AI air vehicles the units spawns outside the vehicle
Fixed - Personal ammo boxes fall through terrain
Fixed - Error message every time civilian is being shot while ambient civilian module is up
Fixed - "Create Task first" error when trying to create a task
Fixed - Unable to perform medical actions on self using MCC self interaction
Fixed - Ambient Warzone didn't work well with RHS
Change log r25:
General
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: Relese action still shown after releasing a wounded unit
Interaction
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.
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 - http://mccsandbox.wikia.com/wiki/Mission_Generator
- 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_MWAAO -AA Opfor
- 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
- MCC_MWIED - IEDs
- 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.
- RTS
- 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.
TODO
- igui color - https://community.bistudio.com/wiki/User_Interface_Colors
- Commander permissions
- Build helipad and hanger for building helis exc
- Real resources in RTS storage
-TODO - resources move to the left and give option on HUD
- Wipe save game in campaigns description
TODO - intro script rework
TODO - Tasks for MW
TODO - save loadout to string for DB function
TODO - Weapons shop
TODO - HVT rescue add wrecks
TODO - Convoy missions
TODO - Resource cap points in campaign and passsive occuption
TODO - persistent save vehicles and groups
TODO - AAS missions to mod,
TODO - wiki: Mission Gen and customize it
TODO - Change mission wizard objectives
TODO - Change armaments?
TODO - weather add fog volume and wind direction
TODO - animation module
Change log r22:
-= 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 - http://mccsandbox.wikia.com/wiki/Intel
-= 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 - http://mccsandbox.wikia.com/wiki/Aircraft_Carrier
-= UI =-
- Updated: HUD/UI module Wiki including the Hit Radar and the Tickets HUD - http://mccsandbox.wikia.com/wiki/UI_Module
- 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 http://mccsandbox.wikia.com/wiki/Ambient_fireBirds
- 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.
Change log r21:
- 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.
Change log r20:
-= 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.
TODO:
- Fix templates
- switch side button?
- PvP
Change log r19:
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.wikia.com/wiki/UI_Module?venotify=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.wikia.com/wiki/Configure_role_selection
- Changed: Total reworked the Role Selection UI and functionality load-outs are not inherent from config files to be - http://mccsandbox.wikia.com/wiki/Configure_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.
Logistics:
- 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 - http://mccsandbox.wikia.com/wiki/Modules
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.
APEX:
- 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.
RTS:
- Added: RTS WIKIA for players - http://mccsandbox.wikia.com/wiki/Rts
- Added: RTS WIKIA for developers - http://mccsandbox.wikia.com/wiki/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.wikia.com/wiki/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: http://mccsandbox.wikia.com/wiki/Aas
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.wikia.com/wiki/Campaign
- 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.
Misc:
- 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.wikia.com/wiki/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
Change log r18:
-= New IED Mini Game =-
- Added: Mini-game IED disarm, as shown in "keep talking and nobody explodes" game. Http://mccsandbox.wikia.com/wiki/Mini-game_IED
-= New Sectors Modules =-
- Added: Resources capture zones. http://mccsandbox.wikia.com/wiki/Capture_Zone
-= New Survival system =-
- Added: Survival system. http://mccsandbox.wikia.com/wiki/Survive_mod
-= 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: 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
Change log r17:
- 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
Change log 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.
Change log r16:
Zeus:
- 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.
Atmosphere:
- 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
Logistics:
- 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.
Weather:
- 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
Survival:
- 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.
RTS:
- 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.
Misc:
- 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
//TODO
change construction time and needed resources
build outside the circle near fob for example
//Prevent deleting FOBs
//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.
- MCC's in game UI will not be shown if ACE is on.
- ACE Defusal Kit and ACE lockpicks will work as MCC's multi-tool to unlock/lock doors.
- Doors interaction exc breaching added to ACE self interaction menu while looking at a door.
- MCC's SQL commands (spot enemy, call support exc) added to to ACE self interaction menu.
- MCC's Interaction with civilians and enemy units moved to ACE main actions.
- MCC's artillery computer added to ACE actions while inside an artillery vehicle.
- MCC's ILS added to ACE actions while inside a fixed winged vehicle.
- MCC's Taru pod attach and drop pods options added to ACE actions while flying a Taru helicopter.
- MCC's logistics menu added to ACE actions while driving a MCC's logistic truck.
- MCC's Request drop-off from AI driver added to ACE actions while insides a vehicle with AI driver.
- Added: MCC's door interaction will work on gates and added a "check door" state before you can pick the lock.
- Ollem's Spectator script reintroduced.
- Fixed: MCC's evac helicopter fast ropes.
- Added: MCC's evac helicopter will open ramps/doors before infil and close them after.
TODO evac drops
Change log r14:
- Reworked on the SQL PDA
- Fixed: Fortify on Headless client
- Fixed: Vault animations weren't global
- Added: Paramater to disable MCC's related action menu - "MCC_showActionKey" and an option in the MCC's settings module.
- Removed the weapon resting in MCC's cover system as BI implemented it in Marksman DLC.
Change log 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.
Change log r13:
Engine:
- 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
Interaction:
- 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.
Artillery:
- 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.
Evac:
- 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.
TODO - Zeus screen go black after respawn.
TODD - add artilllery sounds and video
//198.27.70.120:2352
//XeonE31245 Shay
//
No ROE
Grunts don't know the plane
40 minutes to get in
radios are messed up
no teleport to jip
Change log r12:
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.
Features:
- 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
TODO
Fix: FOB west/east
FOG in sandstorm - fix
TODO - ambient
TODO - NV
TODO - supression
TODO - sling loading objects
Change log r11:
Cover system: - NEW
- Added: Cover system (need to be activated using MCC (settings) module). Allow picking out of corners automatically, reducing recoile while picking from cover, allows vaulting/climbing over obstcales.
MCC_cover
MCC_coverUI
MCC_changeRecoil
Helicopters:
- Added: New Paradrop infil for players and AI - Drop-pods.
- Added: New functionality attach and drop pods with the MI-290 Taru. Once you have sling load a pod press MCC interaction to reel it in and press MCC interaction to
drop the pod- it will parachute the pod safty.
- Added: New rope physicx to the fast rope options the EVAC and AI reinforcement.
- Added: New helicopters variants for the EVAC and AI reinforcement.
- Fixed: Delete evac didn't work.
- Fixed: Spawning AI in cargo sits in evac helicopters.
Engine:
- Added: Interactio, Survival and cover system options from inside MCC settings.
- Added: New Variable MCC_syncOn - disable it to have no server sync (in MCC(settings) module)
- Added: Interact doors in ArmA2 maps (will not work for all doors as BI totally change the configs).