Arma 3
TRGM2 - Kunduz
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Update: 18 Jan, 2024 @ 2:53pm

V2.0.37 (small update)
- Chance of enemy patrolling from AO to AO

V2.0.36
- Korean translations added (Thank you MINPD)
- Converted enemy spawning to functions for optimization (one small step)
- Mission settings are now picked by admin (if no admin player, then top teamleader will select options)
- New mission "Secure and Resupply Area"
- New advanced setting "Make missions mini" (will have very small enemy guarding AO, but still chance of some nastys)
- New advanced setting "Compact Target/Ied Missions" (if enabled, Targets or IED missions will be more compact within the AO)
- Tool tips added to help show meaning behind advanced option selections

Fixed: issue with dedicated server not completing the Secure and Supply mission
Fixed: choppers hanging around issue, and one was taking his time getting to the AO
Fixed: when town secured (i.e. flag lowered), enemy will try to recapture the town (how many depends on how well you cleared it)
Fixed: removed debugging param for forcing secure/supply mission

Update: 19 May, 2020 @ 1:00pm

V2.0.35
- Remove hint that would list all music when mission success
- Now delete all enemy groups (even if empty) on each campaign mission end (to fix the bug when no enemy would spawn)
- Added extra patroltype (same as option for smaller groups but more patrols, however, will have an increased number of enemy in each patrol
- Removed a test hint
- Fixed issue with campaign on server not loading saved local or global campaigns
Fixed issue with some maps respawning on body

Update: 11 Apr, 2020 @ 1:13pm

V2.0.34
- Fixed issue with campaign failing to populate enemy units after a few campaign days
- The campaign fix, also fixed the missing vehicle error
- Fixed error message for unused _ammo variable (also, stopped a function running when artillery destroyed)

Update: 31 Jan, 2020 @ 7:41am

V2.0.33
- New Advanced setting: you can select the AO position
- New Advanced setting: you can select starting camp position
- New Advanced setting to choose if enemy have flashlights
- New Mode (full map populated, talk to civs to find the AO location and mission type, plus other intel)
- New, chance of Enemy sniper in random overwatch position (watching over AO, IEDs and some other events)
- New, IED triggerman, may be watching over an IED, will set off the charge if alive and you get close!
- New enemy patrol type (smaller patrols, but more of them around the entire AO!)
- New Mission "Search and destroy" locate three targets (could be vehicle on road or cache in building, or placed in open
- New Mission "Destroy Cache"
- New event small amount of guards could be guarding a weapon cache
- New event, destroy Important enemy vehicle location (small enemy group guarding)

- SL will have option to call in flares to illuminate a selected area
- Custom mission setup (requires scripting knowledge) (https://youtu.be/K6u34Ekxsmo)
- Lowered number of air assets flying in during warzone event
- Enemy can have flashlights (advanced option to force this)
- Moonlit night, now checks for full moon for setting the date

- East Germany 80s winter enemy faction added
- West Germany 80s winter friendly faction added
- When spotted, enemy may fire up flares to illuminate AO
- fix turret at enemy checkpoint (was always CSAT)
- car alarm will only run for 20 seconds (instead of forever)
- Removed hint which shows in top right corner when player spotted
- Bug: Bomb defuse, IED and meeting missions were never called for campaign or random main heavy mission
- Bug with long freeze ever few seconds at start fixed (hopefully!)
- Bug - Bad Vehicle message for meeting mission (hopefully fixed!)
- Bug: Zeus players were having issue with Zeus modules being deleted (hopefully fixed)
- Civilian populated areas (only on full map mode)
- Civilian vehicles can be IEDs (and not just parked vehicles!)... Rare, so dont just jump in one to drive without searching!
- Civilians can be asked for intel
- Civilian drivers can be asked to leave vehicle, then talk to for intel

Update: 5 Feb, 2019 @ 2:05pm

graveyard position added
opened up base area (so AI doesnt get stuck)


initial load will always default to vanilla enemy and friendly loadouts (can change in advanced settings). script was sometimes causing naked players if correct mod not loaded

Fixed issue with civ only values (may have fixed an issue with zero enemy units sometimes)

Update: 20 Jan, 2019 @ 1:54am

Version 2.0.31
Features:
- Can now select custom start locations, mission settings, and define friendly loadouts and enemy factions from a script file (export to pbo, then play your own predefined mission) (Tutorial: XXX)

Adjustments:
- show loading status of mission at start
- Bomb mission adjusted (count down timer as soon as wire cut, and display should be ok now)
- Suicide bombers will run to a player now (instead of the trap/decoy etc..)
- Single player switching unit, will now keep you as teamleader (so ai team leader doestn start changing orders)

Bugs:
- missing Malden and Altis buildings added to list of buildings tasks can spawn within 
- -IED task didnt complete on server???
- bomb task didnt remove red circle stopping extraction being called to AO
- If Ace active and player bleeds out, the death will now score against reputation
- If Ace active and player caused civ to bleed out and die, this will also now score against your reputation
- Bad Vehicle Type error fixed
- Fixed Zeus issue (TRGM deletes units and objects at 0,0,0 however, this causes issues with some other mods)
- IEDs wasnt being marked as "Defused" and would still blowup if drive by and been defused