Manual MCC

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MCC Sandbox V1.5.

4 Shay_gman
MCC Sandbox V1.5.4 Shay_gman

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Mission Control Center
Sandbox (MCC Sandbox).

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.

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 or artillery, the
possibilities are endless.

MCC Sandbox is the main tool for creating mission in MARSOC community.

You can find more info in our webpage at http://www.going4.com
Thanks:
1. Monsada, for his UPSMON script.
2. Mandoble, for his heliroute script.
3. Tuskan Raider, for his Arresting gear script.
4. Bon for his Advanced Artillery Request script.
5. DTM2801 for his Convoy Control Script.
6. TiGGA for his ILS Pro II.
7. iOnOs for his RTE.
8. Sickboy, Vking without them there was no MCC.


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MCC Sandbox V1.5.4 Shay_gman

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TABLE OF CONTENTS
Structures & Formations: ................................ ................................ ............................ 5
Factions: ................................ ................................ ................................ .................. 5
Platoons: ................................ ................................ ................................ .................. 5
Squads: ................................ ................................ ................................ .................... 6
Fire teams: ................................ ................................ ................................ ............... 6
AntiAircraft teams (AA): ................................ ................................ ......................... 7
Medium machinegun teams (MMG): ................................ ................................ ........... 7
Heavy machinegun teams (HMG): ................................ ................................ .............. 8
Medium Anti-Tank teams (MAT): ................................ ................................ .............. 8
Heavy Anti-Tank teams (HAT): ................................ ................................ .................. 9
Artillery teams: ................................ ................................ ................................ ......... 9
Designated-marksman unit (DM): ................................ ................................ ............... 9
Sniper teams: ................................ ................................ ................................ .......... 10
Engineers team (EN): ................................ ................................ .............................. 10
Special Forces (SF): ................................ ................................ ................................ 11
AIR FORCE Squadron: ................................ ................................ ........................... 12
Mechanized/motorized squad: ................................ ................................ .................. 12
Camera operator: ................................ ................................ ................................ .... 13
Parameters: ................................ ................................ ................................ .............. 14
MCC Basics: ................................ ................................ ................................ .............. 16
MCC Basics: ................................ ................................ ................................ .............. 16
F2 Framework: ................................ ................................ ................................ ....... 16
MCC Sandbox buttons: ................................ ................................ ............................ 16
Navigation: ................................ ................................ ................................ ............ 17
Teleport to team (TTT): ................................ ................................ ........................... 17
Become the mission maker (MM): ................................ ................................ ............ 17
Placing zones: ................................ ................................ ................................ ........ 17
Spawning: ................................ ................................ ................................ ................. 19
Choosing factions: ................................ ................................ ................................ .. 19
Spawning groups and units: ................................ ................................ ...................... 19
Spawning Objects: Dynamic Object COMPILATION, Ammo
crates/Buildings/wrecks/objects/fortifications and misc: ................................ .............. 21
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3D editor: ................................ ................................ ................................ ............... 21
Paratroops: ................................ ................................ ................................ ............. 22
Start locations: ................................ ................................ ................................ ......... 23
SF HALO: ................................ ................................ ................................ ............. 23
Disable respawn: ................................ ................................ ................................ ..... 24
Client side settings: ................................ ................................ ................................ .. 24
Environmental settings: ................................ ................................ ............................ 25
Real Time Editor (RTE): ................................ ................................ ............................. 26
MCC Sandbox Landing Helicopter Dock (LHD): ................................ ........................... 27
Support Elements: ................................ ................................ ................................ .... 29
Hostages: ................................ ................................ ................................ ............... 29
UAV/ULB: ................................ ................................ ................................ ............ 29
Air Drop: ................................ ................................ ................................ ............... 30
Close Air Support (CAS): ................................ ................................ ........................ 31
Artillery: ................................ ................................ ................................ ................ 32
Traps and explosives: ................................ ................................ ............................... 33
The types of Traps: ................................ ................................ ................................ . 34
Disarming IED: ................................ ................................ ................................ ...... 35
Securing hostile civilians: ................................ ................................ ....................... 36
Convoys: ................................ ................................ ................................ ................... 37
Generators ................................ ................................ ................................ ............... 38
Briefing generator: ................................ ................................ ................................ 38
Markers and brushes generator ................................ ................................ ............. 38
Tasks generator: ................................ ................................ ................................ .... 39
Evac Helicopter: ................................ ................................ ................................ ........ 40
Jukebox: ................................ ................................ ................................ ................... 42
Triggers: ................................ ................................ ................................ ................... 43
Enable modules: ................................ ................................ ................................ ....... 45
Town Generator: ................................ ................................ ................................ ...... 46
Battlefield generator: ................................ ................................ ................................ 47
Mobile spawn: ................................ ................................ ................................ .......... 47
Clear area: ................................ ................................ ................................ ............... 48
Undercover Agents: ................................ ................................ ................................ .. 48
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Construction HQ: ................................ ................................ ................................ ..... 49
Unit management ................................ ................................ ................................ ...... 51
Box Generator ................................ ................................ ................................ .......... 53

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Structures & Formations:

When you first start MCC you will be presented with the player slot screen. From here you
and your team mates can pick a faction and select a role within that faction.

MCC has a predefined set of Factions as well as roles. This section describes this in more
detail.
FACTIONS:
There are 3 factions in each map, this is for a brand variety of Coop missions
possibilities and for a PvP missions. The factions are :
BLUFOR USMC (for OA users US on desert maps).
OPFOR Russian (for OA users Takistan's army on desert maps).
Guerilla - NAPA (for OA users Takistan's locals on desert maps).

PLATOONS:

Each faction has one platoon. Each platoon contains 3 squads and one platoon lead
team. Platoon lead team members are:
Platoon leader (PL)
Platoon sergeant (PS)
Platoon medic (PM)
Platoon rifleman (PR)


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SQUADS:

Each platoon has 5 squads. Each squad contains squad lead and 3 fire teams. Squad
lead members are:
Squad leader (SL)
Squad medic (SM)


FIRE TEAMS:

Fire team members are:
Fire team leader (FTL)
Automatic rifleman (AR)
Assistance automatic rifleman (AAR)
Rifleman AT (AT)

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ANTIAIRCRAFT TEAMS (AA):
An AA team contains a gunner and assistant gunner, Equipped with a man-portable AA
missile such as Stinger.

MEDIUM MACHINEGUN TEAMS (MMG):
a MMG team contains a gunner and assistant gunner, Equipped with a medium man-portable
machinegun such as M240.


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HEAVY MACHINEGUN TEAMS (HMG):
a HMG team contains a gunner, assistant gunner and an ammo man, Equipped with a heavy
crew-served machinegun such as M2. The gunner is carrying the gun itself while the assistant
is carrying the tripod and the ammo man the ammo.

MEDIUM ANTI-TANK TEAMS (MAT):
a MAT team contains a gunner and assistant gunner, Equipped with a medium man-portable
AT missile such as SMAW.


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HEAVY ANTI-TANK TEAMS (HAT):
a HAT team contains a gunner, assistant gunner and an ammo man, Equipped with a heavy
Man-portable AT missile such as Javelin.

ARTILLERY TEAMS:
An artillery team contains a gunner, assistant gunner and an ammo man. Equipped with
crew-served mortars, like the 60mm mortar.

DESIGNATED-MARKSMAN UNIT (DM):
a DM unit is a squad-level unit that equipped with a scoped/special rifle such as DMR.

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SNIPER TEAMS:
A sniper team contains a sniper and spotter, Equipped with ghillie suite and a sniper rifle.

ENGINEERS TEAM (EN):
A four-man team. Each engineer has some satchel charges, mines, C4s and wire cutters to get
over any obstacle in the battlefield.


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SPECIAL FORCES (SF):

The SF are tougher, harder, more trained and more equipped then the standard
infantry. While infantry get the mission they are equipped to, The SF are equipped
by the mission the are send to.
In MCC, there are two SF team. The SF members are:

Team leader (TL) Equipped with grenade launcher this is the leader of the team.
Automatic gunner (AR) Equipped with automatic rifle this member role it to
support heavy fire to the team and suppress the enemies.
Radioman Equipped with a long-range radio and a laser designator, this member is
the forward observer, spotter and communicator for the team. This member can direct
CAS or artillery fire. Radiomen have access to the Bon Artillery script.
Marksman With a long range, scoped rifle this member is equipped for taking out
hostile up to 600 meters and to extend the effective fire range of the SF.
Sapper Equipped with C4s, Slams, wire cutters and satchel charges. This member
is equipped to breach ambush and destroy almost any obstacle/enemy/target.
Medic This member task is to keep the SF members healthy and combat ready.

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AIR FORCE SQUADRON:

Each squadron contains 3 flights and a squadron's commander.
Flight: Each flight contains two members:
Pilot
Navigator/Gunner

MECHANIZED/MOTORIZED SQUAD:

Each squad contains 3 mechanized teams and a Squad leader.
Team: Each team contains there members:
Commander
Gunner
Driver


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CAMERA OPERATOR:

The camera operator is natural to all. He can be used to make films; he can operate
the camera.sqs from his action menu.

A convoy build using MCC Sandbox convoy generator


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PARAMETERS:
From the MCC Sandbox lobby you can also pre define mission parameters.
Here are the parameters of MCC Sandbox:


Name Description Note
Debug Mode Enable/Disable F2 Framework debug mode.
Gear Layout Choose the gear layout of the units from
Standards, Paratroopers, CQB and Scoped
rifles.
Keep in mind that by default each unit will
have it unique gear and will carry rucksack
and some personal medical supply.

You can individually predefine the gear of
each platoon and each special forces team,
You can read more about
F2 Gear script here:
http://www.ferstaberin
de.com/f2/en/index.php
?title=Main_Page
Number of
Artillery
rounds
Using Bon advanced artillery request, Any
unit that is carrying long range radio can call
artillery support. This parameter will
determine how many rounds will be available
each hour.
You can disable artillery
by choosing 0.
Time of Day The time of day You can define it also
from inside MCC
Sandbox. Some FLIR
sights need that night will
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determine before mission
start.
Weather The weather in the mission
Undercover
Agents
Determine which faction will alerted by agent
holding a weapon

Resistance
hostile to
Which faction will be hostile toward the
independent faction.
The independent faction
will be hostile toward that
faction too.

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MCC Basics:
F2 Framework:

MCC Sandbox is integrated with F2 Framework There are some thing you need to
know:
GroupID
There is custom markers for MCC groups.
Parameters
In game lobby there are parameters that you can change such as: gear, time,
weather, artillery rounds available exc.
Fire team members markers
Although in RL it's easy to know who are your team members it is hard in
game. Members of your teams will have in game markers.
Player names
while pointing on another player his name will popup.
MCC Sandbox buttons:

- after making a mission press safe in order to
save the mission to the clipboard. It recommended pasting the clipboard to a TXT file and
really save it for further use. Every action in MCC Sandbox is Safed.
- Once you safed a mission you can load it by
copy it to the clipboard and pressing load. MCC Sandbox will then start automatically
loading your mission.
- Press it to give up on mission making, a
following message will say, "player name is logged out as mission maker."
- It will refresh your screen.
- It will close MCC Sandbox but will keep you
the mission maker.

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Important! TTT can be used only once.

Important! There can be only one mission maker in any given time.
In order to let someone else use the MCC, logout from the mission
maker by pressing the LOGOUT button.

Navigat ion:
You can navigate through the different menus of MCC Sandbox by clicking on the
navigation menu:

a sub menu will appear, press the menu you desire:


TELEPORT TO TEAM (TTT):
This basic function allow JIP or re-spawn players to easily regroup with their leader.
If you joined late for a game there is no need for dramatic logistic maneuver to place
you into action with the rest of your fire team just press Alt + T and you will
automatically teleported at your leader location.




BECOME THE MISSION MAKER (MM):
In order to become the mission maker, you'll need to open the Mission Generator
from your action menu and make a zone. The first one to create a zone is the mission
maker.






PLACING ZONES:
MCC is based on placing zones, spawning stuff in them and moving zones around.
First open the MCC menu by rolling you mouse wheel and choosing "mission
generator" option from the action menu.
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Important! Everything you will spawn will spawn on the selected
zone. Moreover, the spawns will attached to the zone, so if the zone is
moved the spawned on it will move to the new zone.
This window will popup:

At the bottom part look for the Zones:


Name Description Note
Zone The current zone we are
working on
You can work on up to 20
different zones
Size X The width of the zone
Size Y The height of the zone



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Spawning:
CHOOSING FACTIONS:
MCC Sandbox will automatically recognize the add-ons you are using so all of the
factions you loaded MCC with will be available.
Go to Faction, choose the desire faction to spawn and press Update

MCC will get all the units and vehicles from the selected faction.
SPAWNING GROUPS AND UNITS:
Choose from the lists the desire unit/vehicle/group/object to spawn and press
Spawn. MCC will automatically place the chosen element and spawn it logically,
ships on water, land vehicle on land and so on.

1. Spawning distance:
MCC will automatically find a safe position to spawn. Sometimes it will fail to
spawn, look at the MCC feedback on the bottom of the screen and consider moving
or making the zone bigger if that happened.
2. Spawn behavior:
After spawning a unit or vehicle UPSMON script will take control on that unit. It's
possible to determine how the AI will act from the Spawn Setting menu:


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Name Description Note
Manned If turned off vehicles will be spawned
empty

Behavior Aggressive AI will patrol inside the
zone but when they get alerted they will
pursuit enemies outside the zone.
Defensive AI will patrol the zone but
will not pursuit enemies outside the
zone.
Passive AI will stand still and will not
patrol the zone. When they will turn
alerted, they will pursuit enemies
outside the zone.
Fortify AI will automatically get
inside building, fortifications and static
weapons, and hold there.
Ambush AI will make attempt to
make an ambush on the nearest road.
They will place mines on the road and
lay down on an ambush position on the
road.

Awareness The level of awareness the spawned unit
will have once they spawned.

Track If turned on the spawned group will
create a visible marker on its next
waypoint.


Force recon team preparing an ambush using MCC Sandbox ambush behavior.
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SPAWNING OBJECTS: DYNAMIC OBJECT COMPILATION, AMMO
CRATES/BUILDINGS/WRECKS/OBJECTS/FORTIFICATIONS AND
MISC:

It is possible to spawn all kind of objects, buildings and misc from MCC by
choosing the desired object from the unit type menu.
3D EDITOR:
The 3D editor is for making precise placing of objects or units in the mission.
Everything you will place in the 3D editor will be safed just as regular units/object
you will spawn and it will be loaded exactly in the same place it was when it was
safed.
1. Press the button.
2. Mouse click on the mini map to open the 3D editor on that exact location.
3. Controls:
a. Use X (QWERTY keyboard) to open the 3D editor menu.
b. Use Backspace to go back or Esc to quiet the editor.
c. Use the mouse to look around.
d. Use A,S,W,D to move the camera around.
e. Hold Shift to move the camera slowly
f. Hold Ctrl and move the mouse to rotate the object.
g. Use mouse wheel to raise or lower the object position.
h. Press right mouse button to discard the selected item.
i. Press Delete to delete items neat the center of the screen.
j. Press Spacebar and hold to place the unit/object. Release the Spacebar
to get another of the same unit for a future spawn. (when spawning tanks
it is important to first move the article from the placed tank and then
release the space bar or the first tank will bounce).
FOB built on Utes airfield using MCC Sandbox 3D editor.

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Important! Paratroops will behave according to the spawn settings
after they will hit the ground and regroup. So it is possible to make
the paratroopers to fortify inside buildings after they touch ground.

PARATROOPS:

It is possible to call paratroops on a zone.
Choose the size of the drop: Big C-130 with 12 soldiers.
small A helicopter with 6 soldiers.

Press Spawn.





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Start locations:
Each faction has a spate start location. By pressing the relevant start location and by map
clicking the start location placed. Once a start location for the faction placed all the
players from that faction will automatically teleported to start location. Furthermore, all
the re-spawns will be on the start location.


SF HALO:

The Special Forces High Altitude Low Opening button will make all the Special
Forces player to be teleported to a C-130 over the drop zone. When the lights inside
the plane turn green and the ramp opened the players have to run outside the plane to
start the jump.
The drop zone will be marked on the map and by a red smoke and stick lights.

The view from the belly of the c-130 seconds before the HALO jump



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DISABLE RESPAWN:

Players will automatically respawn after 10 seconds with the gear they had once they
died. If Disable Respawn is pressed, dead players will be teleported to the edge of
the map and the spectator script will start running.

Client side settings:
This setting is available to everyone even if he is not the mission maker. Thouse settings
will affect your game performance.



Name Description Note
Grass Density Control how much grass will be around
you. From none to high

View Distance Control your view distance


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Environmental settings:
Mission maker can set his environmental settings here:


Name Description Note
Weather Choose the weather level Clear storm
Fog Choose the fog level 0 - full
Month Choose the month 1-12
Day Choose the day 1-31
Hour Choose the Hour 0-23
Min Choose the min 0-59


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Real Time Editor (RTE):
RTE by i0n0s is not required but recommended add-on for MCC Sandbox. It will let you
place units and objects in real time.


Name Description Note
RTE @ Player Will open RTE at the player position
RTE MapClick Will open RTE on a map position
Save Hostage Script to
clipboard
Save the hostage script to the clipboard
in order to paste it in the unit's init inside
RTE



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MCC Sandbox Landing Helicopter Dock (LHD):

On maps that sea or a large enough body of water is available the MCC Sandbox LHD
will be available too.
When placing the start location a flag pole with the MARSOC flag will be used as a
teleport to the LHD deck (if such flagpole isn't available there is no LHD on that map).

Approach the flag and use the action menu to teleport to the LHD. You can use the on-
deck flag to teleport to sea level (to reach boats) and back.
The MCC Sandbox LHD have arresting gear script (By Tusken Raider) a auto taxi to
runway script and the ILS Pro II script (By TiGGa) for fixed wing planes.
It is possible to spawn all kinds of vehicles on and next to the LHD from planes and
helicopters to boats and cars.
In order to spawn vehicles to MCC Sandbox LHD:
1. Open menu number 2.
2. In the LHD menu press a spawning point from 1 to 10:

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3. Choose the spawned vehicle from the lists and press the Spawn button next to it.
4. If the spawn point is already occupied a hint message will appear.


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Support Elements:
HOSTAGES:

All the units from the current selected faction will be shown at the hostage list.
Choose the unit you want to perform as hostage and press Spawn, map click on the
location to spawn it. The unit will automatically remove from his weapons and will
stand with his hands on his head. The unit will be natural to all and when approached
there will be an option to "Secure Hostage" in order to make the unit follow her
rescuer.

UAV/ULB:
Choose the type of UAV/ULB from:
Static: static object as UAV building. The operator have to stay next to it in
order to use the controls.
Mobile: A car or a truck with mobile UAV. The operator has to sit inside the
car in order to use the controls.
Backpack: A backpack control. The operator can carry the controls.
AH64 + ULB: Will spawn an empty AH64. Once a player get inside the
AH64 he'll get a control over an ULB that can laser targets for the AH64.
Choose the type of UAV from West UAV, East UAV (Bugged), ULB.
Mapclick to spawn the controller or use the 3D for precise spawn.

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AIR DROP:

You can call a C-130 to drop vehicles or ammo crates. You can make a mix drop of
different types of vehicles and ammo boxes on the same drop.


Name Description Note
Class Choose the Class of the objects you
want to add to the drop

Type Choose the type of the objects you want
to add to the drop

Add Add the Type of object you have
selected to the drop Queue

Clear Clear the drop Queue
Queue Display the object's queue to be process
in the next drop

Call Execute the drop by the queue



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CLOSE AIR SUPPORT (CAS):

You can call CAS to aid or to harm the players.


Name Description Note
# Amount of bombs to drop per run. 1- 6
Approach Choose the CAS plane approach to the
zone

Plane The type of plane that make the CAS For the CBU
don't use the
predator
Type Choose 1 from the 16 types of CAS
available

Spawn Press and map click to mark the targets



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ARTILLERY:

You can call artillery to aid or to harm the players.

Name Description Note
Type Choose 1 from the 16 types of artillery
available

Spread Choose the spread of the barrage from
precise to wide

Number Choose the number of shells to drop 1-30
Spawn Press and map click to mark the targets

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Traps and explosives:

With this menu, you can spawn all kinds of explosives, IED, mines, hostile civilians,
suicide bombers, ambush parties, rigged cars and more:


Name Description Note
Type: Choose what type of trap you want to spawn.
Object: Which object from the type we choose earlier
we are spawning.

Explosion Size: Small: 5-15 damage radius.
Medium: 10-25 damage radius.
Large: 15-40 damage radius.

Explosion Type: Deadly: a real bomb will explode depends on
the explosion size.
Fake: only explosion effects will appear no
actual damage to vehicles or infantry.
Disabling: All vehicles within the explosion
radius will be disabled, glass will be
smashed, tiers will be damaged and the
vehicle will catch fire. Infantry within the
range of the explosion, will get unconscious,
no casualties will accurse.

Disarm Duration: How long will it take to disarm this IED
Jammable: Will CREW vehicles can jam this IED?
Target Faction: The faction that will trigger the IED once a
unit of that faction will move close enough
for it.

Trigger Type: Proximity: The IED will trigger if a unit from
the target faction is moving at the proximity
radius faster then a slow prone.
Mission maker only: The IED will trigger

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only by the mission maker Ctrl+ left mouse
click on the IED's marker in the MCC
Sandbox mini-map.
Ambush Group: Choose the type of ambush group you'll like
to spawn



THE TYPES OF TRAPS:
IEDs:
Small objects, medium objects, large objects, rigged cars, rigged ammo boxes, BAF and PMC
IEDs and more. How to use it: Press Create IED. Place the object by left clicking on the
MCC Sandbox mini map. An "IED_#" marker will appear. Depends on its presets the IED
will go off.
Road Charges:
Choose the type of road charge you want to place from Claymores and Pomz. Press Create
IED Press left mouse button where you want to place the ordnance, click and drag the cursor
at the direction you want the ordnance to face. The ordnance will explode toward the
direction it facing when a unit will move in front of it. Keep in mind; you cannot control
which units will activate the road charge, the explosion will always be the deadly/real type.
Armed Civilians:
Choose the faction, associated with the armed civilian you want to spawn. Choose the target
faction. Press Create IED and left click on the MCC Sandbox mini map. An armed civilian
will spawn there. Once a unit of the targeted faction will get near it, there is a random chance
in each second that the civilian will draw a random small arm and open fire on the target
factions unit.
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Suicide Bombers:
Just like the armed civilians, the suicide bombers will spawn on the map waiting until a unit
from the target faction will be near. Then he will start running toward that unit shouting, and
explode himself once near enough. Keep in mind that you can choose what kind of explosive
it will be (Fake, Disabling or Deadly).

Disarming IED:
Every soldier can try his luck disarming an IED but it will be best to leave IEDs for the
expert. Engineers and saboteurs have less critical fail chance and higher success chance when
disarming an IED.
How to disarm an IED:
1. Slow prone to the suspected IED. Any fast move around it will trigger it.
2. When you get close enough a "Disarm IED" action will appear in the action menu. Press it.
3. Wait a few seconds a hint message and the player will say the result.
4. "Success" means the IED is off.
5. "Fail" means the IED is on you can try disarm it again.
6. "Critical Fail" means the IED is set start running like hell.



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SECURING HOSTILE CIVILIANS:
Every soldier can secure a hostile civilian. If you noticed a civilian that is acting strange,
advance toward him rolling you action menu, if a "secure civilian" action is appearing around
15 meters away from him, then this is a hostile civilian. Press the action menu. There is a
random chance that the civilian will give up, after a while he will draw a random handgun and
open fire.



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Convoys:

There is a build in convoy generator using DTM2801 Convoy control script.

Name Description Note
Car1 Choose the car you want from the list. Depends on the
faction select.
First car is a must
in order to create a
convoy
Car2 Choose the car you want from the list. Depends on the
faction select
Choose None for
no car spawning.
Car3 Choose the car you want from the list. Depends on the
faction select. Choose None for no car spawning.
This car will be
replaced by the
HVT
Car4 Choose the car you want from the list. Depends on the
faction select.
Choose None for
no car spawning.
Car5 Choose the car you want from the list. Depends on the
faction select.
Choose None for
no car spawning.
HVT Choose the type of High Value Target you want to be in
the convoy. The HVT will run the hostage script and he
can be captured.
Choose None for
no HVT.
HVT
Car
Choose the type of car the HVT will drive in. This car
will automatically fill with special bodyguards.

Place
Convoy
Create 5 waypoints for the convoy including start and
end; the convoy will be placed at start WP facing WP 1.

Start
Convoy
The convoy will start driving according to its WP. When
the convoy start it will automatically and randomly filled
with soldiers from the same faction.

Reset
Waypoi
nts
Will add 5 new waypoints to the convoy. Old waypoints
will be deleted. A new Start Convoy press is needed to
make the convoy use the new WP.


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Generators
Briefing generator:

You can create briefings using MCC Sandbox:

Enter your text in the black text box, then press the part of the briefing that text refers too
(Enemy forces, Friendly forces, missions exc.) The text will appear at the note sections in
the map. The briefing will be synced with all players including JIP and will be safed as
the rest of the mission when Safe will be pressed.

Markers and brushes generator

You can create markers using MCC Sandbox:

Name you marker or brush. Choose size, shape, color and type press Create and mapclick.
You can always delete unwanted markers. These markers will be safed and synced with
all players including JIPS.
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Tasks generator:

You can create tasks and control them with MCC Sandbox.

1. Name you task.
2. Enter task description.
3. Press Create.
4. The tasks will appear at the list box.
5. Choose the task from the list box and press WP.
6. Mapclick in order to place the task on the map.


You can control the tasks by:
1. Choose the task from the list box
2. Press either: Succeeded, Failed, Canceled.


You can end the mission by pressing on:

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MCC Sandbox V1.5.4 Shay_gman

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Evac Helicopter:

You can call an AI evac chopper (Heliroute script by mandobale). The AI will do precise
landing even on rooftops.




Name Description Note
Fastrope Choose on for fast roping. The helicopter will not land
but hover 25 meters above the LZ. 2 36 meters rope
will automatically added to the helicopter cargo.
Keep it off if you
want the
helicopter to
land.
Heli Choose the helicopter you want to perform as the evac
heli.
Depends on the
MCC Sandbox
faction choice.
Spawn Spawn the helicopter on the LHD. If no LHD on the
map will be
spawned at the
edge of the map
Relocate Move the on station helicopter to another location.
Del.Heli Delete the helicopter and the pilot.
F.Hight Determine the flight height for the helicopter.
Del.pilot The pilot will eject and deleted. Useful if you
want one of the
player to fly.
Res.Pilot Respawn the AI pilot. If you did let a
player do the
insertion but you
want the
helicopter to get
back.
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Move 3
WP
Make a 3 waypoints route to the LZ for the helicopter.
Move 1
WP
Make the helicopter move straight to the LZ.
Return to
LHD
Command the AI helicopter to move straight and land
on the LHD.



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Jukebox:
Use the Jukebox to add some atmosphere to your mission.
You can play sounds or music, even trigger them, and link them to zone.

Name Description Note
Music Switch to music library. All in game and add-ons
music tracks will be shown.

Sound Switch to sound library. All in game and add-ons
sound tracks will be shown.

Track Choose the track you want. Either music or sound
depends on you previous choice.

Volume Determine the in-game volume (client side)
<< Previous track Will work only
on music tracks
> Play track Will work only
on music tracks
>> Next track Will work only
on music tracks
+ Stop track Will work only
on music tracks
Activate First trigger condition
Cond Second trigger condition
Zone Which zone to link the conditions + track
Link Link the conditions + track to the zone

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Triggers:


Every action in MCC Sandbox can be postponed to later use by the uses of triggers. Let
say, you want the convoy to start moving once the players getting close to the target, or
you want artillery barrage once the reinforcement is here. You can do it easily with in-
game triggers.


Name Description Note
Activate First trigger condition
Cond Second trigger condition
SizeX The width of the trigger area
SizeY The height of the trigger area
Angle The angle of the trigger area
Shape The shape of the trigger area Rectangle,
ellipse
Text The name of the trigger
Generate Press to create a trigger, mapclick the "Stop capture"
button will be enabled. Make the action you want to do
using MCC. Press " Stop Capturing " to make the
trigger,

Trigger List box containing all the triggers
Move Move a trigger selected from the list box
It is important to understand that once a trigger is on capturing state, the actions you perform
on MCC Sandbox will not execute until the trigger is set. To stop the capture press "Stop
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Capturing".
Enable: Disable:
You can bind triggers to radio buttons (press 0, then 0 again to open the radio menu in
game) you will see the triggers name there on the list.
Radio triggers on the mission maker radio menu, one to end the mission and another to
move enemy forces for a counter attack.


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ENABLE MODULES:
From MCC Sandbox menu number 4 you can enable the BIS ambient modules.

Animals: Spawns random domestic animals when near settlements or wild animals in wild
areas.
Civ Euro: Spawns random European civilians in settlements. In addition, this module will
make some random civilian vehicles drive the roads. Keep in mind that this will not work in
OA map or in user's map if the location hasn't been defined correctly by the map maker.
Civ Arab: Same as Civ Euro but will spawn OA civilians in OA or other desert maps.
Vehicles: Spawns empty vehicles in settlements.

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TOWN GENERATOR:
It is possible to spawn random generated town using the BIS GITA module from inside MCC
Sandbox.

Name Description Note
Radius Town radius (in meters). No houses will be crated
behind this border. By the town radius, MCC Sandbox
will determine how many buildings will spawn.
If there is not
enough space for
placing all
buildings, try
using a longer
radius.
Damage Amount of houses destroyed when city created. 0
means no building destroyed. 10 means all the
buildings in town destroyed.

Town
Name:
Choose a name for your town. Town name will
show on the map
Style European: means only European houses will be
spawned.
Takistany: Means only Takistany houses will spawn.



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BATTLEFIELD GENERATOR:
With this option, you can instantly create a scenario that will resemble a battlefield.
In the given radius, the script will: destroy building, spawn wrecks, spawn debris, spawn
random fires and smoke.


MOBILE SPAWN:
With this option, you can create a mobile spawn vehicle for any given faction.
You will have to spawn a start location first, for the given faction before you can spawn a
mobile spawn.

Choose the side you want to spawn the mobile spawn for.
Choose the type and class of the mobile spawn vehicle and press Spawn.
Keep in mind: There can only by one mobile spawn for each faction in any given time. If
more than one is spawned, the last one will be the active one. If the mobile spawn vehicle is
destroyed then the units from that faction will get spawn on the start location.
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CLEAR AREA:
You can delete previous spawned objects or editor placed objects with this option.


Name Description Note
Radius The radius of the deleting brush
Class The type of objects that will deleted. Men, Car, Tank,
Helicopter, Airplane, Ammo Boxes or All.
Players cannot
be deleted, but
player vehicles
can.
UNDERCOVER AGENTS:
You can choose the undercover agents from the Independent menu. These units are natural for
all. However, if they will draw a weapon they will become hostile and will be shoot on sight
to the targeted faction (Decided by the lobby parameters).
The agents are equipped with a handgun, two grenades and one smoke grenade. They can
withdraw or holster their handgun from the action menu to remain undetected in hostile
territory.
Undercover agent will be detected if he will stay to close to an enemy unit or by drawing or
carrying weapons around.
Undercover agents can pick up other weapons and explosives but by doing that, they will not
be able to holster them as they can holster the handgun.

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CONSTRUCTION HQ:
With this option, you can use the altered BIS, COIN module. MM can spawn a mobile HQ for
each side. There can be more than one mobile HQ for each side.
The MM will give each side initials funds to start with; he can later add or subtract funds
from that side.
Funds are side wise, so each side has a shared pole of funds no matter how many HQ he has.


Name Description Note
Side The side we want to spawn an HQ or add/subtract
funds from

Funds The starting funds for that side or the amount to
add/subtract.

- Subtract the amount of funds from the side poll
+ Add the amount of funds from the side poll
Create Spawn the Mobile HQ for that side

Once the mobile HQ is placed, the driver of the mobile HQ will have the option to deploy the
HQ. The vehicle has to have its engine off and a driver inside. A progress bar will appear,
once the progress bar reached the end the mobile HQ will turn into a static HQ and the driver
will get the construction menu

West, east and Guar mobile and deployed HQ.


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From the construction menu the player can spend his money on fortifications, static weapons
and defenses and buying vehicles, armor or air units.
Note that due to the nature of MCC (coop) all vehicles will spawn empty, if the MM
want to he can add units under the command of the commander using the unit management.

In order to unlock some types of objects/building the commander will first have to build
specific buildings next to HQ. If those building get destroyed the commander will not be able
to purchase any more of the vehicles that building unlocked.

Buildings needed and unlocks:
1. Light Factory Light vehicles.
2. Heavy Factory Armored and heavy vehicles.
3. Aircraft Factory Aircrafts.
4. Barracks Static weapons
5. Vehicle Service Point Ammo boxes.

While inside the construction menu, hold Shift for rapid spawn and hold Ctrl and move the
mouse to rotate the object.

East FOB built using MCC Sandbox construction menu in game


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UNIT MANAGEMENT
Unit management will give the MM control on the AI and players units:

You can switch between:
1. Players: Show all the human players in connected and alive.
2. East: Show all east, alive AI units/groups.
3. West: Show all west, alive AI units/groups.
4. GUR: Show all resistance, alive AI units/groups.
5. Units: Switch to units.
6. Groups: Switch to groups.
Teleport: Teleport the unit/group to a new location - Choose a unit or a group from the
list, press Teleport then map click on the desired location.
Tel. 2 LHD: Teleport the unit/group to the LHD deck Choose a unit or a group from the
list, press Tel 2. LHD.
Hijack: MM will take control on the selected unit; it will not work on a group. Select a
unit from the list press Hijack. Once in hijacked mode MM will have the option to return
to the previous unit or he will automatically switch back to the previous unit once the
current one is dead.
Mark: Reveals the locations of all units on the map for 20 seconds for the MM only.

units revelead using Mark option


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Commander: Gives a player the high commander status. Choose a player from the list
(not a group) then press commander. A global hint will declare the new commander for
that side. Note that MM will not be declared in public for being a commander.
HC: Clear All: Removes all subordinate from the selected unit.
HC: Add Group: Adds the selected group to the commander from the same side
command.
A nice MM tactic is spawning an enemy commander, hijacking him, and making him the
commander. Then the MM can control all the AI in the enemy side and can designate
specific routes or tactics.
To learn more how to use the HQ use the ArmA2 High Command Boot Camp.

High command look on 4 AI groups


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BOX GENERATOR
The box generator tool gives the MM the ability to create custom-made ammo boxes.
Those boxes will be safed , just like any other MCC item.
Press on the button in the main menu:

- Choose the class of the items from (AR,
Rucks, MG, Binos, Items, Launchers, Pistols, Sniper rifles and Magaines).
- Add selected weapon and 6 magazines for it.
- Add the selected weapon or magazine only.
- Clear all the items from the box (right hand list).
- Close the dialog without spawning the crate.
- Generate the box and opens the 3D menu for precise placing.
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In the Left list, there are all the items from the config files sorted by the type you have
chosen in the Class control. In the Right list, there are the items and the amount of them
that the new crate will hold.

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