Arma 3
[OUTDATED] 501st Community Auxiliary Mod [Official]
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Update: 15 May, 2019 @ 1:25pm

https://github.com/namenai/Aux-Mod-Changelogs/blob/master/README.md

Update: 25 Feb, 2019 @ 1:54pm

Tri Droid Weapons and Flares Improvements (moved from 501st Mission Scripts to config).
Barc’s Loadable in LAATs (moved from 501st Mission Scripts to config).
Phase 1&2 & Phase 2 Snow Huds added - Created by CT Pro.
B2’s Gun Thermal Removed (so smoke screen is now effective).
Warden Tank Added (Rearm,Repair,Refuel).
Westar Mags Added to Crates.
Spec Ops droids now have ammo again.
Hermes unit added (Hermes is a zeus helper that has some fun scripts for zeus use).
Random Star wars Civ Spawner added to Civilian faction.
MTT deploy droids script take control of MTT to see (moved from 501st Mission Scripts to config).
ETA renamed to ETA-3 and Delta renamed to Close Patrol Delta.
ETA-3 and Close Patrol Delta both have reduced mass to reduce yaw shake at high speeds.
Voltic added to ETA.
CIS & Republic boats now have a skin and star wars weapons(moved from 501st Mission Scripts to config).
ATTE increased gun health (remote control turrets)
Mine and Explosive Rework:
C12 - Renamed to “53-R high-yield thermite explosive”.
AT Mine Renamed to “Thorium Mine” and increased yield and distance.
Throwable C-type renamed to “Throwable LC-5 Thermite charge”.
A-Type renamed to “Concussion charge” rebalanced to be anti Infantry.
B-Type renamed to “Detonation pack” rebalanced to be focused detonation.
C-Type renamed to “LC-5 Thermite charge” rebalanced to be slightly larger explosion.
Increased Dwarf Spider’s effectiveness.
Fixed some config issues.
Plasma Mortars are now available for RD501bluefor and RD501Opfor factions (these may have impact on frames during big operations and are only visible at night).
Removed crash protection from 501st Scripts added new Laat “LAATHAWKDOWN” this Laat has the survival Laat crash script for zeus's to use in scenarios where a Laat gets shot down.
Increased survival rate on standard Laat crashes.
RD501 Arc 170 improvements for CAS and Handling.
LAAT Idle sound sound changed.
Changed LAAT cannon to pilot seat.
LAAT/C Added Pickup/Drop script for UAV AT-TE (shortcuts User Action 16 pickup, Useraction 17 drop)
Added republic credits to Misc items.

Update: 20 Dec, 2018 @ 4:00pm

501st Scripts:
Removed Heavy Droid shotgun script
Removed LAATHAWKDOWN script and moved to config
Removed Magma guard script

Mod Notes:

New class of Droideka/DSD/OG10 - Spawn in as moveable
Base work for Ascension Cables.
AAT Training Skin is now on all variants
Heavy Shotgun droid new unit
Toned droid medium CIS shotgun
IG88 Assassin Droid - Mini boss
BCCK Imploder buff
Magnaguard is now buffed to the level of 501st scripts and script removed from package
HMP Gunships now do strafing runs
RPS6 Now has AA capability
RPS6 & HH15 rocket now comes out correctly.
Bacta Tank now has Ace healing functionality when scroll wheel on the tank.
LAATHAWKDOWN Laat has been implemented the Laat will not die instantly and will spawn effects allowing for zeus's and mission tellers to do Laat shoot downs in a organic way.
Hailfire droid now has missiles that can be used to engage nicely using fire support.

501st Helms
Ullr Helm Fix
CP Tyler
Eragon
Exose
Jaisus
Koop
Luuce







501st Specific changes included in 501st R&D Mod (to be released in the next day or two)
Changed medical names:
Bandages
Quick-clot - Dermaseal patch
Packing - Actibandage
Field dressing - Field dressing
Elastic - Spray bandage
Tourniquet - Gravpress cuff

Drugs
Morphine - Comaren Hypoinjector
Epinephrine - Cordrazine Hypoinjector
Adenosine - Lotramine Hypoinjector
Atropine - Cardinex Hypoinjector

Advanced
Surgical Kit - Field Surgical Kit
Personal Aid Kit - Bacta P.A.K.

Moved Ace Dragging improvements to 501st R&D Mod

501st Scripts:
Stam bug fixed
Removed LAAT Mayday Message
Fixed Hailfire Script

Mod Notes:

More Vertical Movement on HMP Gunship guns
AT Grenade Launcher has been toned down.
Hailfire Dar missiles (scripted) HE damage reduced
Hailfire armour has been increased
Added Radio Jammer Droid
Medical FIT Textures
FIT armour increase and is now repairable via script
AAT Training skin showing vulnerable slots
ARC backpack now has integrated RTO
AT-TE (501st scripted AT-TE can now be spawned in zeus watch this video to see features and tutorial https://www.youtube.com/watch?v=jm2pX5tGPzM& )
Added additional ammo to B2 Rocket droid
LAAT mk1 Remove two passage seats
Emp grenades have had their mass increased
Various Aviation Related Tweaks
Added Republic ammo crates available under Units>Empty>501st Aux
Added 501st RTO uniforms for Trooper,CP,CS
Added New Venators

Fire Support module additions
Dioxis Cloud
Proton Mortar
AV-7 Strike
AV-7 Cluster Strike
AV-7 Dioxis Strike
Squad Shield

501st Helms
Walrusking
Blank AIrborne helmet
Ullr
Legia
Warlord
Roadboy
Grandpa
Glue
Caboose
Lava
Koda
Verax
Jan
Angel

Update: 29 Nov, 2018 @ 11:44am

Helmets/Uniforms/Units
Add - Senior Trooper Uniform
Add - Training Squad Uniform
Add - Veteran Trooper Uniform
Add - Cavalry’s Helmet
Add - Pompano’s Helmet
Add - Money’s Helmet
Add - Audials’ Helmet
Add - Orion’s Helmet
Add - Aqua Droid Units
Add - Clone Aqua Armors
Updated - Made helmets act like earplugs. With ace some base arma hats/helmets do this like the rangemaster and nato pilot helmet
Updated - Miller Helmet
Updated - Medical Uniforms
Updated - Underwater b2 texture
Updated - Mon Cal + Quarren to have underwater capable
Updated - Assault Droid Texture (Base, Camo, Geonosis)

Weapons
Buff - DC-15 LE
Buff - Made the Z6 MK 2 the Default
Nerf - CIS shotgun
Updated - DC-15 carbine fix it so it can be unfolded again

Vehicles
Add - CIS Ordinance Displacement
Added Again - CIS Light Infantry Transport
Add - "Stealth" LAAT Skins
Add - LAAT MK.3 (Doors)
Add - Stretchers to medical LAAT inventory
Buff - normal AAT coaxial gun
Buff - HMP guns+ spawned by default
Nerf - AV-7 armor
Nerf - Cis Drone Armor Reduced
Updated - Reduced maximum horizontal rotation for LAAT primary cannon, Increased maximum elevation for LAAT primary cannon, Normalised naming convention for LAAT's
Updated - Fast rope spawn position on all LAAT
Updated - Fix Engine Sound for vanilla retextured vehicles
Updated - HMP Gunship linked to reinforcement module
Updated - LAAT Mk1,Mk2
Updated - F.I.T textures
Updated - Arma 3 Stomper speed limited
Other
Add - Medical Stretcher
Add - TFAR Animations (Clone wars style)
Add - More propaganda posters
Add - E-Web Droid
Updated - Gave AT droids additional 2 HEAT rockets

Bugs Fixed
Fix upamor e-web bug

--Changes
*Added Medic uniforms for CP,CS and CSM
*Fixed ARC and Airbourne aqua armour
*Fixed problem where non 501st units were getting crashes
*Added SW Gear functions (ability to take off helm and visor(enough space needs to be in backpack or chest for the visor to be unequipped to)

--Added
501st Mission scripts with lots of functionality go to the base folder of the mod to find it and read the readme on usage.
Overview of functionality
https://docs.google.com/document/d/1DESKt_JpkmuifPCiTAxsFv66tojkn60FbKbwbnrtxJw/edit?usp=sharing



Update: 22 Nov, 2018 @ 12:15pm

Update: 22 Nov, 2018 @ 11:52am

Update: 22 Nov, 2018 @ 11:47am

Update: 22 Nov, 2018 @ 11:39am

Infantry Based
General notes
All DC-15A,DC-15S,Z-6 shots should be able to shoot underwater now. This makes balancing underwater units far easier.
Caliber of weapons have been reworked to prevent stupid shit happening. Rifle low mags should be 7.62mm , medium should be be a 12.7x99mm ball round (From ACE), full mag should be a 12.7x99mm AP round (From ACE) Z6 rounds should be the same as full, DC-15x should be around a 30mm APFSDS( Note it doesn’t seem to be that bad and doesn’t penetrate tanks, it just can go through multiple b1’s or walls better, but still testing is need from multiple views just to make sure that it's not stupidly OP). Note that these calibers are a significant step down from what they where in SWOP versions, for example the westar rounds where 120mm HEAT rounds from OPTRE :|.
Westars caliber is a little bit better than medium rounds, DC19 rounds are equal in caliber to medium. DC-17 round is almost in caliber to a medium round because Captain Rex.
x2 EoTech Scopes to x3, NOTE: The actually holoscope part, where u Ctrl+Right click can only do 1.6x magnification max due to the model and if zoomed in anymore it would disappear. Removed the DC-15s Holoscope cause its trash. DC-15A and GL and DC-15s should have holoscope, and EoTech versions only,
Clone and Stormtrooper HUD naming have been removed, in the current mod there's no change to them I just forgot to change their names

DC-15X
Fixed scope magnification math so that its actually x12 and x24 magnification by Arma 3 standards.
Improved damage so that it can ~1-2 shot B2’s
Improved velocity of rounds
very slight decrease in weight of the mag, should be able to take 1-2 extra mags overall
Mag has 6 shots now(AKA added one more round)
New scope, DLT-19XL scope
Mod 0
Decreased weight of the mags by a little bit, 120 round should be the same as DC-15a Rifle low mag, where as 240 round mag should be the same as the high mag
Added belt feed option for the 240 round box mag
These changes are to just test the waters, please respond back about these
DC-15A Rifle
Removed that blue spot light (OPPSSS its cause someone got blue on blued in op so I decided to make blue lights but I forgot to remove it :P)
Removed the scope that was on the stun mode of the rifle.
DC-15 GL
The HE round can now still send B1’s flying into space, but should cause B2’s to be less…jumpy. AKA the damage has been reduced
Z6
Reduced caliber to 1) prevent deafness from happening too much/will happen if firing for too long and 2) prevent destruction of buildings
Added new texture for the 2 firing mods, in the top right the normal full auto should have the full auto bars, where as the super charge should have the super charge bars
AA-24 AutoJack
Far less damage
Little bit more accurate
Removed hit effects to save on frames
Stun Rounds
Mag size reduced
<DC-17
Balance changes made

Aviation Based
LAAT Mk3
More fuel.
Slightly better AA missile speed.
4 Jians.
No more Solar Flare Laat (Will be coming soon though).
Laat main cannon and ball turret won't cause deafness now too much.
Ball turret explosion effect has been replaced with a small explosion to reduce lag, Still need new sound that plays when the projectile hits
ARC-180
Decreased armor so that its actually killable.
Super Y-Wing
Decreased armor so that its actually killable.
HMP
Armor increased to prevent a 9mm pistol from damaging it, also infantry weapons.
Rockets should 1-2 shot kill it still, depending on where it hits as always.
Under RD501FactionOpfor,added Custom infront of them.
Other
AV7
Fixed
Added Commando Droids
New skin for AT Droids
Added STAP
STAP model and Texture Ported from open source Battlefront 3 (2006) (Star Wars Battlefront 3 was cancelled and never released)
UAV Drones
Fixed and CIS drone has weapon
Added Eweb Up Armoured
Added Custom Helmets
To many to list
Republic fast infantry transport added
CIS Medium APC
AT-TE
Armor reduced so that its actually killable
Gun weakened a little bit so that its not too OP
General Ideas
Reduce OPness of some stuff
Buff the never small amounts of things that needed buffs
Future Plans
LAAT/C, handling and weapons/CM update
DC-15 Carbine adjustments
Next set of general clone weapon adjustments after this patch should hopefully be the last so that we can then
Change/scale the droids appropriately

Update: 20 Nov, 2018 @ 5:12pm