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.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.
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.wi...om/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.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:
http://mccsandbox.wikia.com/wiki/AasMCC 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.
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.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