Arma 3
Not Alone
Showing 211-220 of 242 entries
< 1 ... 20  21  22  23  24  25 >
Update: 27 Apr, 2021 @ 9:36pm

Hud issue fixed (invisible scroll menu on server hard restart)

@ArteyFlow
Added DayZ mod OST (41 track playlist) due to DayZ mod being open sourced https://www.bohemia.net/community/licenses/arma-and-dayz-public-license-share-alike-adpl-sa
removed Ravage ambient music player

Update: 20 Apr, 2021 @ 8:17pm

- @ArteyFlow possible fix for respawn system, no more double backpack spawns, as well as duped items, respawns should be working properly now

Update: 19 Apr, 2021 @ 4:45pm

quick fix for HUD being removed, traders weren't showing their menu, re-added HUD. ( awaiting further testing)

Update: 19 Apr, 2021 @ 3:44pm

Changelog directly from Discord server changenotes:

- lowered zombie population per player
- lowered global zombie population

TenuredCLOUD — 04/11/2021
- removed ALL environment editing / hiding modules (over 50) on map, hopefully this helps a bit more with performance.
April 12, 2021

TenuredCLOUD — 04/12/2021
- tweaked performance settings (dynamic simulation) changed from 2k to 1.5k rendering distance
- removed some redundant code in the initPlayerLocal.sqf.
- changed sleep timer values to hopefully fix respawn error, and assist script scheduler
- removed VA bleeding
- removed VA infection(edited)

TenuredCLOUD — 04/12/2021
- tweaked respawn loadout (removed VA blood bags / bandages)
- removed VA bandages, bloodbags, and pills antiviral injectors from game they should all be blacklisted now
- added more rvg banknotes to spawn, you should spawn with 5 banknotes on respawn

2
April 13, 2021

TenuredCLOUD — 04/13/2021
- removed VA mod (was only utilizing crash sites)
- removed GF loot
- removed GF cleanup
- added Base game cleanup system
- reintroduced VA script pack (helicrash zones only for now)

3
April 14, 2021

TenuredCLOUD — 04/14/2021
Update @Reason Unknown

- Switched Gear Pool "Arma 3" to Equipment Only.
- Switched Gear Pool "CUP" to Yes. (Equipment and Weapons)
- Fixed Northen Guild markers route.
- Radiation in Chernogorsk is more potent
- Adde FIA crates across the map.
- Altar anti-air tweaked (only Anti-Air guns)
- NWAF has anti-air now. (Same as Altar)
- Added Mi-290 Taru at NWAF.
- reconfigured GRAD to save editor based crates / caches(edited)

1
April 16, 2021

TenuredCLOUD — 04/16/2021
16.04.
Server maintenance:
- GRAD wipe
- Server reset

Trying to fix the vehicles being broken when you repair them. Also, trying to fix CUP loot as it gets lost somehow during the gameplay.
April 19, 2021

TenuredCLOUD — Today at 11:50 AM
- Moved version to NotAlone V3
- COMPLETE WIPE of Server and files due to lock up
- GRAD WIPE due to reset

TenuredCLOUD — Today at 1:36 PM
- removed some caches, they can still be found in military areas
- reworked ground vehicles, they are placed a bit off the ground, this should help with the GRAD "stink bug / stuck in ground" annoying spawn, though vehicles can still blow up on spawn due to random damage modifier
-GRAD wipe for newer vehicle placements, and less caches

TenuredCLOUD — Today at 3:58 PM
- removed HUD
- added keybinds to breifing tab
- removed rvg color filter
- markers should now be removed (friendly, enemy, mines, etc..)
- added slight timer differences on respawn settings

Update: 11 Apr, 2021 @ 2:53pm

- dialog triggers removed (possibly performance increase?)
- more ground loot added to GF rifle, etc..
- removed mortar guy in Altar hill
- updated GRAD from 0.8.0 to 0.11.0
- edited timers in init for scheduler to fix building list items for VA mod

Update: 6 Apr, 2021 @ 7:46pm

- removed NIArms replaced with CUP weapons
- reworked civi vehicles they now can spawn with fuel
- reworked starting / respawn inventories you will now start with some food and a gutting knife on top of other goods
- reworked AI loadouts, everyone is utilizing CUP weaponry
- reworked GF's spawn script added some CUP weapons (needs a longer list)|
- removed Bandit camps until I can figure out why they're spawning naked
- made crashsites more common (5 at a time on the map now) and they utilize CUP
- fixed dynamic grouping system 'u' key (it wasn't initializing properly, scheduler error)
- adjusted cba settings to force naked to have a loadout 'global network setting' (we'll see if this fixes naked AI)
- reworked Ravage gearpool settings to utilize CUP weaponry

Update: 5 Apr, 2021 @ 12:02am

- reworked base objects (removed wood planks, now sandbags)
- reworked vehicles for editor, changed some truck colors that were matching, etc...
- added a little more military vehicles

Update: 4 Apr, 2021 @ 2:55am

V2.5 GRAD / QoL Patch

-Removed ALL missions / tasks, the old man, and the rescue mission are GONE. They are a complete waste of resources in MP as JakeHekes mission system is constantly spawning dynamic persistent challenging tasks.

- Removed A LOT of useless, absolutely reduntant editor objects, as this patch is targeting the GRAD system and it's sheer saving capability I have made HUGE item trims in the editor. I have removed basically EVERYTHING that is useless in MP (sleeping bags, floor garbage, etc...) all the things that DO make the SP mission more atmospheric are now gone. This is where you may not recognize this scenario from TBR, However, performance & stability in a possibly highly active server are key, and removal of clutter will definitely help on the certain taxing that can really effect a system, especially with all the rendering going on.

- Tweaked GRAD persistency settings, GRAD should now be 100% working properly, and will now focus on editor placed objects, upon a server restart, GRAD will essentially move objects / vehicles back to where they were last located and saved, with thier stats.

- QoL improvments, no more need for server admins to manually have to pop open the debug console and fire away multiple scripts to get vehicles back into the game, they are now already in the game via mission start.

- Further QoL improvements, the massive reduction in editor objects taking up resources should free up a little bit of performance.

- Removed farty ALias anomaly, performance chunker lol, will leave in TBR of course.

- Re-added buildable (R3F items) to Lumber mill, check them for planks and such for building up your bases!

- QoL updated weather system warm suits, was missing quite a bit of classes.

- Fixed, dual R3F menu's

- Possibly fixed VA bandit camps AI spawning naked.

Update: 29 Mar, 2021 @ 2:50am

- Removed ALL of the maps empty vehicles (editor based) for GRAD
- Removed Ravage Ambient Furniture spawner (performance increase?)
- Re-added VA Mod Building menu for caches, you can now place a cache rather than having to find one

I'm going to work more towards a dynamic setting of Not Alone so that GRAD will work with every function available. This also means that 'Not Alone' will no longer follow in TBR's footsteps and will be it's own standalone item.

'Not Alone' is going to be more focused on Multiplayer performance, and persistency, and dynamic playstyle. This means that this scenario is set to change A LOT so I can hash out very major bugs, Please remember this scenario is a constant WIP and is nowhere near completed.

Take Note:

In order to spawn vehicles you will need to be logged in as an ADMIN on your server, you will then need to LOCALEXEC the following command:

[] execVM "GF_Object_Spawner\GF_Object_Spawner.sqf";

^^ This spawns 100 vehicles, so don't spam it too much, 3 - 4 uses should suffice...


Regarding GRAD persistency:

If you ever need to wipe your GRAD saved data:

[Not Alone] call grad_persistence_fnc_clearMissionData
SERVER EXEC

This MUST be done in DEBUG CONSOLE

Update: 29 Mar, 2021 @ 12:00am

@ArteyFlow
- Enabled 3den enhanced to retain proper functions of AI poses and vehicle states
- Enabled bandit camps in VD_Settings
- Removed spaces in two arrays in VD_Settings
- Set default time to 9 AM in the editor
@TenuredCLOUD
- Removed ALL of the vehicles in the editor (except military)
- Reverted back to VA mod sites, Bandit camps, heli crashes, etc...
- Added in GF's auto object spawner for land vehicles, needs tweaking more in upcoming patch
- Added in GRAD persistence, Map state now saves every 5 minutes, caches should now save and move in restarts to next game (conducted test via debug console spawning two helicopters, and utilizing VA mod build menu, spawning a cache. After the 5 minute GRAD save occurred, I did a restart and when I reloaded in, I still had my gear, and the two helicopters AND cache spawned infront of me. )
- Fixed no map on first server spawn
- Removed VA mod building menu