Arma 3
Not Alone
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Update: 24 Aug, 2022 @ 2:36am

Not Alone V6.3.4 patch

-Removed Random Ghost spawner for night time (second spawner module) -redundant-

-Made it so Ambient spawner module spawns 2 ghosts at a time

-Reduced Invulnerability chance to 70% chance per hit

-Increased Ghost resilience to 5% damage per hit (still hard to kill, but shouldn't take as much ammo / spamming)

-Changed to 5% damage to vehicles -Ghost

-Increased spawn distance back to 700m -Ghost

-Increased deletion distance to 1500m -Ghost

-Added simple HUD display to PDA when actively in a players inventory -will show:
Time and date - as well as hints for zones / areas

-Added GF's rvg hud template for PDA HUD style ^^

-Enabled ACE medical for AI at "2"
[AI will:
splint,
bandage,
even if they do no possess bandages or splints]

[AI will not:
-Heal you
-Use PAKs
-Use stitching kits]

-Updated PDA addbatteries action

Update: 16 Aug, 2022 @ 11:46am

Not Alone V6.3.3 patch

-Reworked PDA alerts / messages (Now in Hint format with simple display / images)

-Tweaked 3D audio (made it a tad bit louder)

-removed DMD systemchat banner on PDA alert

-Removed Halogen lighting from Klen hill, replaced with burning barrels since regular town people don't have electricity (not military)

-Resized PDA item in mod

-Reduced Ghost spawn distance to 650m from player or 0.5Km - Also changed spawn radius to 600m

-Updated GRAD money menu ACE action (removed "acename" string in hint format; Zombies will no longer have names when money is taken from them) -Also updated "Take money" menu format to not call "acename" either-

Update: 9 Aug, 2022 @ 2:05pm

Not Alone V6.3.2 QoL patch

-Fixed HS firewood being a requirement for light vest craft recipe

-Moved all craft-able items to a groundholder simulated drop system; Once players craft items ALL successful crafts will drop to the ground near the player, this way nothing can be "Deleted" or never officially added to the inventory if the player doesn't have inventory space

-Added pickup EH for old HS bloodbags that can still be found on military personel, if picked up they should revert to ACE bloodbags

-Changed Ghost spawn radius new spawn settings are (700m spawn distance, deletion at 1Km distance)

-Increased pricing to a bit of items, primarily food and drinks; since it is an "end of world" like scenario realistically food and drink would be crazily inflated based on how rare they are and since people would easily pay more just to eat...

-Moved Big food ration box splitting to double-clicking action -removed ACE action- Smaller rations will drop to the ground near the player to prevent loss of items if player doesn't have enough inventory space

-Converted HS food and drink items to localized double - clickable actions, completely moved all items away from HS string system (may help with a bit of code performance) -moved all sound sources from HS to localized 3D

-Made food and drink items have trace amounts of radiation upon consumption

-Updated TCRP - Survival ACE3 Extension mod (scenario now utilizes ACE build 3.15.0)

-Added Glucose injection + Electrolyte injection so players can rehydrate and replenish hunger even if inside of a zone

-Added dedicated headlamp that is now purchase-able from general traders, you will need a lithium battery for it's operation (it also occupies the facewear slot so the player can still wear a helmet with a headlamp)

-Removed "chanced based" crafting recipes, once the player starts to craft an item they WILL complete the crafting recipe successfully (this is do to the random sequence being completely in-accurate at some instances, and sometimes entirely un-reliable -will fail repeatedly multiple times resulting is excess amounts of wasted mats)

-Removed Emission being shown on map having a marker follow it (this can sometimes bug out and show the emission moving more slow than it actually is, most likely due to how much code is already running)

-Worked in a PDA item for players to use throughout the zone; Can provide information such as when an Emmission storm is inbound, contamination zones if you're near one, and certain events occuring in the zone

-Updated DMD stringtable for PDA

-Updated manned vehicles Dynamic simulation distance to 2000m x3 (Military Helicopters now shouldn't be able to be seen idle "floating")

-Without a PDA players will no longer get an alert about objectives / Raid tasks -(They will STILL spawn as usual, just no alert "Silent spawn")

-Updated DMD mission config: only one mission type will spawn now, "PMC Raid"

-Reworked DMD object compositions

-Reworked Radiation system to cause constant damage at certain levels rather than instant death (>= 500rads )

-Removed HS gas zones (There seems to be a conflict with damage handling and these seemed to be the cause of the instant death bug when in contamination zones) -Hopefully now fixed as they are removed

-Updated Rvg Bandit gearpool loot list (added newer items to array)

-Updated DMD items pool

-Updated VD arrays with new mod items

-Updated LARs loot pool with new mod items

-Made some ACE3 custom actions 3D sound source + Added radiation to water collection / drinking from wells / water sources

-Made sickness 3D sound source (mainly for MP)

-Updated Well module sounds as well as updated and optimized code

-Moved PDA sounds to 3D sound sourcing

-Made inventory sounds for players 3D sourced

Update: 19 Jul, 2022 @ 7:10pm

Not Alone V6.3.1 patch

-Updated VD Ship wreck spawner code - There will no longer be a huge ship that randomly spawns on shore; Ship wrecks will now be a simple rowboat with a crate and burnt out fire nearby (adds immersion to make it look like survivors were trying to leave Chernarus but never came back for their supplies)

-Updated VD Arrays, removed IR grenades, all vanilla uniforms -Changed Uniform function to Rvg uniforms array (same as Rvg modules gearpool uniforms) -Changed Headgear to Rvg headgear array

-Removed searching from crate that appears if a player drops a fortification (light exploit) -Fort_wood_crate-

Update: 18 Jul, 2022 @ 5:00pm

-Updated THBD injections + Potassium Iodate pill usage (Potassium iodate pills will now remove 100 radiation after a set amount of time, THBD injections will remove 250 radiation after a certain amount of time)

Update: 18 Jul, 2022 @ 1:01pm

Not Alone V6.3.0 hotfix

-Removed ScarCode auto server restarts at 12 hour increments, this removes the server restart warnings, but some servers will run much better without this system in place, I have noticed especially Linux based dedicated servers can have GRAD database reloading issues with this system running.

Update: 13 Jul, 2022 @ 8:14pm

-Changed money collection from AI to Mission EH (more performance friendly option) thanks to PierriMGI & Haleks

-Tweaked Ghost Attack range + toughness also lowered attack damage from spook

Update: 12 Jul, 2022 @ 5:13pm

-Reworked Ghost spawns, 50% chance wasn't working, at night time there is now a HIGH chance that TWO ghosts will be lurking the map (spawn zones are 1KM from player generally)

-Moved money adding script to dedicated folder (this should help with initialization error)

Update: 12 Jul, 2022 @ 12:30pm

Not Alone V6.3.0 patch

-Removed slot 21 (accidental placement of Autorifleman)

-Added Deathzones for AI for contamination zones (never ported from TBR) -AI that enters these zones will die from contamination

-Updated money adding code to work for ALL Opfor "Men" class units, Bandit camps, military, etc... all have chances from 0 - 150ru collection

-Updated Bandit camp composistions for VD's bandit camp spawners (removed garbage piles, extra crates, etc...) -Performance + less clutter on map to spawn

-Removed IED spawns for VD Bandit camps

Update: 10 Jul, 2022 @ 11:59pm

Not Alone V6.2.9 patch

-Added Ruble collection from zeds + bandit AI (Bandit AI have a chance to offer more money collection 0 - 150ru, zombies the amount varies from 0 - 15ru)

-Removed "ThingX" add action from GRAD fortifications (reworked to each crate class) essentially a fix for dead AI corpses having a stash point for fortifications

-Added chance for Ghost to drop Artifact once killed

-Updated fortifications rulesets; Players can now place items "floated" & "Colliding" - This enables players to be a lot more creative with building, and has much less limitations, this is especially useful when multiple fortifications are going to be placed near each other, this is also useful if players wish to fortify existing buildings on the map

-Changed Ghosts invulnerability chance value to 80%