Post by Admin on Jun 30, 2014 9:23:48 GMT
Mission Control Center Sandbox 4
by
Shay_gman, Spirit & Psycho
Description:
We are proud to present you the new version of MCC called MCC Sandbox 4 (beta). MCC Sandbox 4 holds a compete new GUI and complete new AI system GAIA.
Since we did not want to hold the release for video's, large words files and professional art, here you have it. So stay tuned this week for detailed information on how to get the most out of this release! (video instruction).
Features:
Highlights and need to knows:
Complete new GUI that gives full control to the mission maker from a map perspective.
Open 3D Editor by ALT-mouse click.
Units controlled by GAIA (new AI) show up with a G in their name on the map.
Send any non GAIA controlled group to GAIA by just clicking 'GIVE TO GAIA'. The group will now be controlled by GAIA in the given zone (left of button) and behavior (left of button).
Multiple group select and manual waypoints. (manual waypoints cancel GAIA).
Spice up your existing missions with fully AI controlled mortar, artillery, CAS and air patrols.
Notice aggressive attacks from AI that prevent you from lazy 'Duck shooting' sessions.
See what the AI does (GAIA) as it generates waypoints, that you can update and cancel whenever you like.
GAIA get's her target information from any unit on the map, including not under GAIA control. (so even players on the same side of GAIA).
GAIA can play against GAIA. Each side can be run completely seperate.
GAIA can be used seperate from MCC (as long as you have the addon) in your exisiting missions (video on how to will be there next couple of days)
More......
About GAIA in MCC:
GAIA stands for Greater Artificial Intelligence. Ever since I typed my first 2 lines of MCC code it has been going through my mind. What if the AI did…? Why isn’t this….? …..These and a zillion other questions have haunted me for too long. GAIA is my answer to most of these questions. So, now you know my personal motivation, let’s move on to the system itself. This document tries to focus on the intent of GAIA and the design decisions that have been made. I won't try to explain how all of the code works, but after reading this document you should have a clear understanding of what GAIA stands for, what choices she makes and how she operates.
GAIA can best be seen as a higher level lead organization that is tasked to make all groups work towards (a) common goal(s). GAIA does not improve and tries not to influence the behavior at group level.
So what is it that GAIA wants? The main goal of GAIA is to defend territory.
To do that she makes sure that:
• All assets are used intelligently. Know your units, what can they do, what are their weaknesses.
• Responses to threat are in proportion. Do not send more troops then needed, but also make sure it is enough to deal with the opposing threat.
• Understand the priorities. The closer a threat is to the center of the territory (zone), the higher the priority.
In future versions of GAIA goals will be expanded and might even grow to fully commanding offensive battles.
More about GAIA in MCC and how to use it: dl.dropboxusercontent.com/u/56634804/MCC%20GAIA%20V1.0%20Release.pdf
You'll get:
3D editor – You can place units and object in 3D save them, load them, add some unique presets for them.
Group generator – You can create any custom made group you'll like and place on the battlefield, plus you can control any MCC's placed or preplaced AI group and give it new waypoints and behaviors.
Box Generator – Spawn a box with any items, weapons etc. you'd like.
Set time and weather – Change the mission set and atmosphere.
Client setting – Client's can adjust view distance and grass density to save some CPU load.
MCC Zones – Everything in MCC is connected to zones AI will patrol zones, attack, lay ambushes, garrison buildings and more.
Benchmark tools and Debug tools – Check local, server and HC server FPS, open BIS debug console send some code online using the command line.
Close Air Support – Call for many different types of CAS from gun-runs, rockets runs, AT attack, AA attack etc.
Artillery support – Call for even many more artillery support as DPICM, HE, flares smoke etc.
MCC Console – Let a player control support aspects as UAV, Evac, artillery and even AC-130.
IED – Place IEDs that are only detonated by spotters or pressyre plates. Place ambush groups link it to an IED or link IED together to create a daisy chain effect. Define if an IED radio trigger can be scrambled by specific vehicles.
Armed Civilans – Place arme civilans that will suprise the players as the approch and open fire. The players can neutralize and even capture the armed civilians.
Suicide Bombers – Place Suicide bombers that will chase the players and explode once they get near.
Convoy Generator – Create custom AI convoy that will keep in formation and even spawn with HVT inside.
Unit Managment – Manage any units on the battlefield. Hijack and play as any AI, teleport the AI, make them do a HALO jump and more.
Custom AI Behavior – AI will fortify in buildings, place mines, throw smoke grenades, use empty vehicles, supress with automatic rifles, flank and much more.
IED, Minefields, Armed Civilians and Suicide Bombers – Diverse you battlefield with advanced IED module, place an IED connect it to a spotter or make it proximity mine. Determine the time it will take disarm it, how far unit should be close to it to get it off, what kind of damage will it make, do we want to kill the players, scare them or wound them?
MCC is a tool build for MP and dedicated servers, any thing you'll do will be done on the remote server or on the Headless Client and not locally on the player client.
That way this tool can support lots of players and abuse as it doesn't strain the client.
You can restrict MCC to admin only, players or roles.
MCC supports BIS Headless Client.
As mentioned above, its a Beta. We realize the product is not perfect, but with your help we will make it perfect. So dont be shy!